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.1998.658416
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.1998.658491
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.1998.658488
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.1998.658494
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.1998.658424
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.1998.658502
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.1998.658499
Peter Ebbesmeyer
Presents a new approach for using texture-mapped quadrilaterals as approximate representations for objects that are far away from the viewpoint. The method is suited for interactive visualization of complex indoor environments such as CAD models of large plants. In a pre-processing stage, the 3D model is partitioned by virtual walls. These virtual walls are simple quadrilaterals which divide a large room into a set of separated cells. During the walkthrough phase, the system only renders the geometry of cells surrounding the current viewpoint. All distant geometry is culled and replaced by "textured virtual walls" representing the same part of the model as the culled geometry. A description of techniques is given for minimizing visual artifacts and for controlling the transitions between textures and geometry if the viewpoint moves towards a virtual wall. The approach makes extensive use of texture-mapping hardware. It considerably reduces the number of polygons rendered by the 3D graphics pipeline and therefore contributes to achieving interactive frame rates.
{"title":"Textured virtual walls achieving interactive frame rates during walkthroughs of complex indoor environments","authors":"Peter Ebbesmeyer","doi":"10.1109/VRAIS.1998.658499","DOIUrl":"https://doi.org/10.1109/VRAIS.1998.658499","url":null,"abstract":"Presents a new approach for using texture-mapped quadrilaterals as approximate representations for objects that are far away from the viewpoint. The method is suited for interactive visualization of complex indoor environments such as CAD models of large plants. In a pre-processing stage, the 3D model is partitioned by virtual walls. These virtual walls are simple quadrilaterals which divide a large room into a set of separated cells. During the walkthrough phase, the system only renders the geometry of cells surrounding the current viewpoint. All distant geometry is culled and replaced by \"textured virtual walls\" representing the same part of the model as the culled geometry. A description of techniques is given for minimizing visual artifacts and for controlling the transitions between textures and geometry if the viewpoint moves towards a virtual wall. The approach makes extensive use of texture-mapping hardware. It considerably reduces the number of polygons rendered by the 3D graphics pipeline and therefore contributes to achieving interactive frame rates.","PeriodicalId":105542,"journal":{"name":"Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)","volume":"67 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":"125175133","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}