Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658500
Matthew M. Rafferty, Daniel G. Aliaga, A. Lastra
Investigates methods to accelerate rendering of architectural walkthroughs. In this paper, we improve upon a cells-and-portals framework by using image-based rendering techniques. We first store a few reference images of the view through each portal. At run-time, we replace portals with these images warped to the current viewpoint. We begin with a well-known scheme for handling the complexity of a model, whereby the boundaries of enclosed spaces (cells) are used to divide the total space, and views of geometry beyond the currently occupied space are limited to the openings (portals) by walls. Our system improves upon the replacement of portals with conventional textures because the warping removes the popping effect when switching between image samples and significantly reduces the number of image samples needed.
{"title":"3D image warping in architectural walkthroughs","authors":"Matthew M. Rafferty, Daniel G. Aliaga, A. Lastra","doi":"10.1109/VRAIS.1998.658500","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658500","url":null,"abstract":"Investigates methods to accelerate rendering of architectural walkthroughs. In this paper, we improve upon a cells-and-portals framework by using image-based rendering techniques. We first store a few reference images of the view through each portal. At run-time, we replace portals with these images warped to the current viewpoint. We begin with a well-known scheme for handling the complexity of a model, whereby the boundaries of enclosed spaces (cells) are used to divide the total space, and views of geometry beyond the currently occupied space are limited to the openings (portals) by walls. Our system improves upon the replacement of portals with conventional textures because the warping removes the popping effect when switching between image samples and significantly reduces the number of image samples needed.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"240 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133426855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658484
Y. Akatsuka, G. Bekey
In virtual reality applications, time delay is one of the essential factors which need compensation. We measured the end to end time delay of our system and developed a compensation technique using a head motion model and a predictive Kalman filter. Compared to a previously developed predictive filter with a model free approach, our filter reduces the error, by 20 to 30%. Due to recent advances in PC technology, it was possible to implement the entire system (including the compensation) on a single PC. Our system consists of a PC, head mounted display, and a 6 degrees of freedom magnetic tracking sensor.
{"title":"Compensation for end to end delays in a VR system","authors":"Y. Akatsuka, G. Bekey","doi":"10.1109/VRAIS.1998.658484","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658484","url":null,"abstract":"In virtual reality applications, time delay is one of the essential factors which need compensation. We measured the end to end time delay of our system and developed a compensation technique using a head motion model and a predictive Kalman filter. Compared to a previously developed predictive filter with a model free approach, our filter reduces the error, by 20 to 30%. Due to recent advances in PC technology, it was possible to implement the entire system (including the compensation) on a single PC. Our system consists of a PC, head mounted display, and a 6 degrees of freedom magnetic tracking sensor.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125113920","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658488
C. Hall, R. Stiles, Carol Horwitz
Skill decay after periods of skill disuse is well known and has substantial implications when relatively long periods of time separate training from the application of learned skills. We conducted a small study that examined the differential effects of virtual reality versus conventional computer-based media on skill retention. The results reported are preliminary, but were consistent with earlier research that reports that VR may not be superior to conventional electronic media for training certain intellectual skills. Little is known, however about the effects of VR in support of practice strategies far reducing skill decay. Implications for future research are discussed.
{"title":"Virtual reality for training: evaluating knowledge retention","authors":"C. Hall, R. Stiles, Carol Horwitz","doi":"10.1109/VRAIS.1998.658488","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658488","url":null,"abstract":"Skill decay after periods of skill disuse is well known and has substantial implications when relatively long periods of time separate training from the application of learned skills. We conducted a small study that examined the differential effects of virtual reality versus conventional computer-based media on skill retention. The results reported are preliminary, but were consistent with earlier research that reports that VR may not be superior to conventional electronic media for training certain intellectual skills. Little is known, however about the effects of VR in support of practice strategies far reducing skill decay. Implications for future research are discussed.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122407498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658491
R. Loftin, F. Brooks, C. Dede
Many of the early investigators of Virtual Reality (VR) applications were enthusiastic in their belief that VR had extraordinary potential for use in education at all levels. In the nine years or so that VR has been a recognized technology, however, few educational applications have been developed and even fewer studies demonstrating VR's efficacy in education have been published. Yet many still have a "gut" feeling that students can be profoundly affected by VR experiences. This panel brings together individuals with differing viewpoints: on the one hand is a visionary and researcher who believes in VR's potential in education and on the other hand is a "founding father" who is skeptical about VR's ability to make meaningful contributions in educational settings.
{"title":"Virtual Reality In Education: Promise And Reality","authors":"R. Loftin, F. Brooks, C. Dede","doi":"10.1109/VRAIS.1998.658491","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658491","url":null,"abstract":"Many of the early investigators of Virtual Reality (VR) applications were enthusiastic in their belief that VR had extraordinary potential for use in education at all levels. In the nine years or so that VR has been a recognized technology, however, few educational applications have been developed and even fewer studies demonstrating VR's efficacy in education have been published. Yet many still have a \"gut\" feeling that students can be profoundly affected by VR experiences. This panel brings together individuals with differing viewpoints: on the one hand is a visionary and researcher who believes in VR's potential in education and on the other hand is a \"founding father\" who is skeptical about VR's ability to make meaningful contributions in educational settings.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123370248","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658494
Youngkwan Cho, U. Neumann
Registration is one of the major issues in augmented reality (AR). It requires high accuracy or an error-correction mechanism in tracking. Fiducial tracking has been gaining interest as a solution of the registration problem. A single-size fiducial might help fast fiducial detection, but the system will have a narrow tracking range, since all fiducials have the same detection range. Different size fiducials have different detection ranges, and by combining a series of different detection ranges from multi-size fiducials, the whole tracking range can be extended seamlessly. Multi-ring color fiducials have different number of rings at different fiducial levels. We extend the concentric circular fiducials to multi-ring, multi-size fiducial systems. These provide scalability to fiducial tracking AR. Because the fiducial systems are incremental, they allow the tracking range to be easily extended. The fiducial systems also introduce a large number of unique fiducials, and that makes fiducial identification easier. These fiducial systems help in building large-scale applications by providing a convenient way to unify multiple local coordinate systems. It makes it easy to determine fiducial positions in a large-scale application with a small-range digitizer. We analyze the optimality of ring widths and develop formulas to get an optimal set of fiducials easily for any size of working area by plugging in some system-specific parameters. We provide a simple and low-cost way to achieve wide-area tracking.
{"title":"Multi-ring color fiducial systems for scalable fiducial tracking augmented reality","authors":"Youngkwan Cho, U. Neumann","doi":"10.1109/VRAIS.1998.658494","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658494","url":null,"abstract":"Registration is one of the major issues in augmented reality (AR). It requires high accuracy or an error-correction mechanism in tracking. Fiducial tracking has been gaining interest as a solution of the registration problem. A single-size fiducial might help fast fiducial detection, but the system will have a narrow tracking range, since all fiducials have the same detection range. Different size fiducials have different detection ranges, and by combining a series of different detection ranges from multi-size fiducials, the whole tracking range can be extended seamlessly. Multi-ring color fiducials have different number of rings at different fiducial levels. We extend the concentric circular fiducials to multi-ring, multi-size fiducial systems. These provide scalability to fiducial tracking AR. Because the fiducial systems are incremental, they allow the tracking range to be easily extended. The fiducial systems also introduce a large number of unique fiducials, and that makes fiducial identification easier. These fiducial systems help in building large-scale applications by providing a convenient way to unify multiple local coordinate systems. It makes it easy to determine fiducial positions in a large-scale application with a small-range digitizer. We analyze the optimality of ring widths and develop formulas to get an optimal set of fiducials easily for any size of working area by plugging in some system-specific parameters. We provide a simple and low-cost way to achieve wide-area tracking.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"2014 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127498551","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658416
U. Neumann, Anthony E. Majoros
This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is described in detail, as well as a prototype system and the software library that it is built upon. An integrated view of information flow to support AR is also presented, along with a proposal for an AR media language (ARML) that could provide interoperability between various AR implementations.
{"title":"Cognitive, performance, and systems issues for augmented reality applications in manufacturing and maintenance","authors":"U. Neumann, Anthony E. Majoros","doi":"10.1109/VRAIS.1998.658416","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658416","url":null,"abstract":"This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is described in detail, as well as a prototype system and the software library that it is built upon. An integrated view of information flow to support AR is also presented, along with a proposal for an AR media language (ARML) that could provide interoperability between various AR implementations.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"289 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116301391","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658502
P. Sharkey, M. D. Ryan, D. Roberts
Dynamic multi-user interactions within a distributed collaborative virtual environment (CVE) suffer from abrupt state transitions due to communication delays-an action by one user only becoming apparent to another user after the delay. This results in a divergence of the environment for the duration of the delay, followed by an abrupt jump to resynchronise, so that the current state of the virtual world is displayed. Such discontinuities do not occur in the real world and thus appear unnatural and disconcerting to the users. This paper develops the concept of a 3 1/2 D perception model, as an alternative to prediction, which locally filters the underlying model, ensuring that each user views a continuous version of the environment, such that no jumps occur, despite delays arising from remote user interaction. Each user's 3 1/2 D filter is specific to their own circumstances, so that each user's perception of the environment is slightly different from that of other users.
{"title":"A local perception filter for distributed virtual environments","authors":"P. Sharkey, M. D. Ryan, D. Roberts","doi":"10.1109/VRAIS.1998.658502","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658502","url":null,"abstract":"Dynamic multi-user interactions within a distributed collaborative virtual environment (CVE) suffer from abrupt state transitions due to communication delays-an action by one user only becoming apparent to another user after the delay. This results in a divergence of the environment for the duration of the delay, followed by an abrupt jump to resynchronise, so that the current state of the virtual world is displayed. Such discontinuities do not occur in the real world and thus appear unnatural and disconcerting to the users. This paper develops the concept of a 3 1/2 D perception model, as an alternative to prediction, which locally filters the underlying model, ensuring that each user views a continuous version of the environment, such that no jumps occur, despite delays arising from remote user interaction. Each user's 3 1/2 D filter is specific to their own circumstances, so that each user's perception of the environment is slightly different from that of other users.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130594019","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658424
M. Sakaguchi, J. Furusho
ER fluids are functional fluids which have attracted attention in recent years. We have developed a new type of actuator using ER fluid. This ER actuator responds quickly, and has large torque/inertia ratio. ER actuators are thus suited to be the actuators used in force feedback systems. We have developed a force feedback system using ER actuators, and have enacted some basic experiments for force display. The ER actuators can be utilized in teleoperation systems and various other force feedback systems as well as in virtual reality systems.
{"title":"Development of ER actuators and their applications to force display systems","authors":"M. Sakaguchi, J. Furusho","doi":"10.1109/VRAIS.1998.658424","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658424","url":null,"abstract":"ER fluids are functional fluids which have attracted attention in recent years. We have developed a new type of actuator using ER fluid. This ER actuator responds quickly, and has large torque/inertia ratio. ER actuators are thus suited to be the actuators used in force feedback systems. We have developed a force feedback system using ER actuators, and have enacted some basic experiments for force display. The ER actuators can be utilized in teleoperation systems and various other force feedback systems as well as in virtual reality systems.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"202 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131512393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1998-03-14DOI: 10.1109/VRAIS.1998.658509
L. Hettinger
&gore C. Burdra, Ph.D. Virtual Reality is revolutionizing Medicine, from diagnosis to surgery and rehabilitation. Medical VR requires realistic organ modeling, dedicated or generic interfaces, use of programming toolkits, and extensive human factor tests to determine outcome. Several research projects around the word will be presented including early clinical study results. Dr. Grigore Burdea is Associate Professor of Electrical and Computer Engineering at Rutgers. His research interests are in force feedback for virtual reality and its applications in Medicine. He has been Principal or Co-Investigator on projects ranging from hand rehabilitation in VR to training in palpation of virtual malignancies. He authored the books “Virtual Reality Technology,” and “Force and Touch Feedback for Virtual Reality” (John Wiley & Sons), and co-edited the book “ComputerAided Surgery” (MIT Press). Workshop: Interfaces for Wearable Comwters Authors: Mark Billinghurst and Thad Starner Abstract: “If, as it is said to be not unlikely in the near future, the principle of sight is applied to the telephone as well as that of sound, earth will be truthfully a paradise, and distance will lose its enchantment by being abolished altogether.” Arthur Strand, 1898 The goal of this workshop is to develop and exchange ideas on how virtual reality techniques can be used to develop intuitive interfaces for wearable computers, particularly collaborative interfaces. It will also aim to uncover promising areas for future wearable interface research and provide a forum for participants to evaluate current interfaces. Pre-workshop Activities: A pre-conference electronic mailing list will bc created that will enable participants to begin discussion prior to the workshop. This will enable the development of several common themes that will be explored at the workshop. Attendees will also be encouraged to develop demonstrations of their wearable computers to show at the workshop. Mark Billinghurst is a final year doctoral student at the Human Interface Technology Laboratory (HIT Lab), the University of Washington where he co-manages their wearable computing effort. He organized the VRAIS 1996 and VRST 1996 tutorials on Multimodal Interfaces. Past projects he has been involved in include voice and gestural interfaces, evaluation of VR interaction techniques, intelligent virtual interfaces, and collaborative augmented reality environments. His current work involves using VR techniques to develop interfaces for wearable computers. Thad Stamer is a doctoral student at the MIT Media Laboratory where he co-founded the wearablc computing project. He helped organize the 1996 Boeing Wearable Computing workshop, the CHI Wearable Computers Workshop and the recent successful IEEE International Symposium on Wearable Computing.
{"title":"Perceiving And Acting In Virtual Environments","authors":"L. Hettinger","doi":"10.1109/VRAIS.1998.658509","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658509","url":null,"abstract":"&gore C. Burdra, Ph.D. Virtual Reality is revolutionizing Medicine, from diagnosis to surgery and rehabilitation. Medical VR requires realistic organ modeling, dedicated or generic interfaces, use of programming toolkits, and extensive human factor tests to determine outcome. Several research projects around the word will be presented including early clinical study results. Dr. Grigore Burdea is Associate Professor of Electrical and Computer Engineering at Rutgers. His research interests are in force feedback for virtual reality and its applications in Medicine. He has been Principal or Co-Investigator on projects ranging from hand rehabilitation in VR to training in palpation of virtual malignancies. He authored the books “Virtual Reality Technology,” and “Force and Touch Feedback for Virtual Reality” (John Wiley & Sons), and co-edited the book “ComputerAided Surgery” (MIT Press). Workshop: Interfaces for Wearable Comwters Authors: Mark Billinghurst and Thad Starner Abstract: “If, as it is said to be not unlikely in the near future, the principle of sight is applied to the telephone as well as that of sound, earth will be truthfully a paradise, and distance will lose its enchantment by being abolished altogether.” Arthur Strand, 1898 The goal of this workshop is to develop and exchange ideas on how virtual reality techniques can be used to develop intuitive interfaces for wearable computers, particularly collaborative interfaces. It will also aim to uncover promising areas for future wearable interface research and provide a forum for participants to evaluate current interfaces. Pre-workshop Activities: A pre-conference electronic mailing list will bc created that will enable participants to begin discussion prior to the workshop. This will enable the development of several common themes that will be explored at the workshop. Attendees will also be encouraged to develop demonstrations of their wearable computers to show at the workshop. Mark Billinghurst is a final year doctoral student at the Human Interface Technology Laboratory (HIT Lab), the University of Washington where he co-manages their wearable computing effort. He organized the VRAIS 1996 and VRST 1996 tutorials on Multimodal Interfaces. Past projects he has been involved in include voice and gestural interfaces, evaluation of VR interaction techniques, intelligent virtual interfaces, and collaborative augmented reality environments. His current work involves using VR techniques to develop interfaces for wearable computers. Thad Stamer is a doctoral student at the MIT Media Laboratory where he co-founded the wearablc computing project. He helped organize the 1996 Boeing Wearable Computing workshop, the CHI Wearable Computers Workshop and the recent successful IEEE International Symposium on Wearable Computing.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1998-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127346843","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}