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Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)最新文献

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Perceiving And Acting In Virtual Environments 在虚拟环境中感知和行动
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.
虚拟现实正在彻底改变医学,从诊断到手术和康复。医疗VR需要真实的器官建模、专用或通用接口、编程工具包的使用以及广泛的人为因素测试来确定结果。将介绍世界各地的几个研究项目,包括早期临床研究结果。Grigore Burdea博士是罗格斯大学电子与计算机工程副教授。主要研究方向为虚拟现实的力反馈及其在医学中的应用。他曾担任过从VR手部康复到虚拟恶性肿瘤触诊培训等项目的首席或联合研究员。他撰写了《虚拟现实技术》和《虚拟现实的力和触觉反馈》(John Wiley & Sons出版社),并参与编辑了《计算机辅助手术》(MIT出版社)一书。摘要:“如果——据说在不久的将来——视觉原理应用于电话和声音原理,地球将真正成为天堂,距离将被完全废除,失去其魅力。”Arthur Strand, 1898本次研讨会的目的是发展和交流关于如何使用虚拟现实技术来开发可穿戴计算机的直观界面,特别是协作界面的想法。它还将致力于发现未来可穿戴界面研究的有前途的领域,并为参与者提供一个评估当前界面的论坛。研讨会前活动:bc将创建一个会前电子邮件列表,使与会者能够在研讨会前开始讨论。这将有助于制定讲习班将探讨的几个共同主题。与会者还将被鼓励在研讨会上展示他们的可穿戴电脑。马克·比林赫斯特(Mark Billinghurst)是华盛顿大学人机界面技术实验室(HIT Lab)的最后一年博士生,他在那里共同管理可穿戴计算项目。他组织了关于多模式接口的VRAIS 1996和VRST 1996教程。他过去参与的项目包括语音和手势接口、虚拟现实交互技术评估、智能虚拟接口和协作增强现实环境。他目前的工作包括使用VR技术为可穿戴电脑开发界面。萨德·斯塔默(Thad Stamer)是麻省理工学院媒体实验室的一名博士生,他在那里共同创立了可穿戴计算项目。他帮助组织了1996年波音可穿戴计算研讨会,CHI可穿戴计算机研讨会和最近成功的IEEE可穿戴计算国际研讨会。
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引用次数: 0
Creating A Virtual Bridge To Reality: The Latest Uses Of Virtual Reality For Mental Health 创建通往现实的虚拟桥梁:虚拟现实在心理健康方面的最新应用
Dorothy C. Strickland
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引用次数: 0
Vestibular cues and virtual environments 前庭信号和虚拟环境
L. Harris, M. Jenkin, D. Zikovitz
The vast majority of virtual environments concentrate on constructing a realistic visual simulation while ignoring non-visual environmental cues. Although these missing cues can to some extent be ignored by an operator, the lack of appropriate cues may contribute to cybersickness and may affect operator performance. We examine the role of vestibular cues to self-motion on an operator's sense of self-motion within a virtual environment. We show that the presence of vestibular cues has a very significant effect on an operator's estimate of self-motion. The addition of vestibular cues, however, is not always beneficial.
绝大多数虚拟环境都专注于构建逼真的视觉模拟,而忽略了非视觉环境线索。虽然这些缺失的信号在某种程度上可以被操作员忽略,但缺乏适当的信号可能会导致晕屏,并可能影响操作员的工作表现。我们研究了在虚拟环境中,前庭提示的自我运动对操作者自我运动感的作用。我们表明,前庭提示的存在对操作者对自我运动的估计有非常显著的影响。然而,前庭信号的增加并不总是有益的。
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引用次数: 12
The NICE project: learning together in a virtual world NICE项目:在虚拟世界中共同学习
Andrew E. Johnson, Maria Roussos, J. Leigh, C. Vasilakis, C. Barnes, T. Moher
This paper describes the NICE project, an immersive learning environment for children implemented in the CAVE and related multi-user virtual reality (VR) technologies. The NICE project provides an engaging setting where children construct and cultivate simple virtual ecosystems, collaborate via networks with other remotely-located children, and create stories from their interactions in the real and virtual world.
本文描述了NICE项目,这是一个在CAVE中实现的儿童沉浸式学习环境和相关的多用户虚拟现实(VR)技术。NICE项目提供了一个引人入胜的环境,让孩子们构建和培养简单的虚拟生态系统,通过网络与其他偏远地区的孩子合作,并从他们在现实和虚拟世界中的互动中创造故事。
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引用次数: 163
Applying Virtual Reality To Engineering Design. Analysis, And 3D Manufacturing - Basics 虚拟现实技术在工程设计中的应用。分析,和3D制造-基础
S. Jayaram
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引用次数: 0
Constructing 3D natural scene from video sequences with vibrated motions 从具有振动运动的视频序列构建3D自然场景
Zhigang Zhu, Guangyou Xu, X. Lin
This paper presents a systematic approach to automatically construct 3D natural scenes from video sequences. Dense layered depth maps are derived from image sequences captured by a vibrated camera with only approximately known motion. The approach consists of (1) image stabilization by motion filtering and (2) depth estimation by spatio-temporal texture analysis. The two stage method not only generalized the so called panoramic image method and epipolar plane image method to handle image sequence vibrations due to the uncontrollable camera fluctuations, but also bypasses the feature extraction and matching problems encountered in stereo or visual motion. Our approach allows automatic modeling of the real environment for inclusion in VR representations.
本文提出了一种从视频序列中自动构建三维自然场景的系统方法。密集的分层深度图是由振动相机捕获的图像序列导出的,只有近似已知的运动。该方法包括(1)运动滤波的图像稳定和(2)时空纹理分析的深度估计。两阶段法不仅推广了所谓的全景图像法和极平面图像法来处理由于摄像机不可控波动而引起的图像序列振动,而且还绕过了立体或视觉运动中遇到的特征提取和匹配问题。我们的方法允许在VR表示中包含真实环境的自动建模。
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引用次数: 15
Volume-based tumor neurosurgery planning in the Virtual Workbench 虚拟工作台中基于体积的肿瘤神经外科手术计划
C. G. Guan, L. Serra, R. Kockro, N. Hern, W. Nowinski, Chumpon Chan
We present a virtual reality application to neurosurgical pre-operative planning which is undergoing clinical evaluation at the Singapore General Hospital. The application, based on the ISS Virtual Workbench, lets the neurosurgeon study the brain pathology, blood vessels, skull and the surrounding tissue using real-time volumetric rendering of the patient data. With this information, the surgeon can plan the best approach for surgery. At the moment, seven cases have been planned. The system features measuring markers, multi-modal data fusion of a patient's data, different visualization modes, tissue enhancement through manipulation of colour, look-up tables, cloning of region of interest, and interactive pathology outlining.
我们提出了一种虚拟现实应用于神经外科术前计划,正在新加坡总医院进行临床评估。该应用程序基于ISS虚拟工作台,允许神经外科医生使用患者数据的实时体积渲染来研究大脑病理、血管、头骨和周围组织。有了这些信息,外科医生可以计划最好的手术方法。目前,已经计划了7个病例。该系统具有测量标记、患者数据的多模态数据融合、不同的可视化模式、通过操作颜色来组织增强、查找表、克隆感兴趣区域和交互式病理概述。
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引用次数: 46
Aiding orientation performance in virtual environments with proprioceptive feedback 利用本体感觉反馈辅助虚拟环境中的定向表现
N. H. Bakker, P. Werkhoven, P. O. Passenier
In most applications of virtual environments (VEs), like training and design evaluation, a good sense of orientation is needed in the VE. Orientation performance when moving around in the real world relies on visual as well as proprioceptive feedback. However, the navigation metaphors which are used to move around the VE often lack proprioceptive feedback. Furthermore, the visual feedback in a VE is often relatively poor compared to the visual feedback available in the real world. Therefore, we have quantified the influence of visual and proprioceptive feedback on orientation performance in VEs. Subjects were immersed in a virtual forest and were asked to turn specific angles using three navigation metaphors, differing in the kind of proprioceptive feedback which is provided (no proprioceptive feedback, vestibular feedback, and vestibular and kinesthetic feedback). The results indicate that the most accurate turn performance is found when kinesthetic feedback is present, in a condition where subjects use their legs to turn around. This indicates that incorporating this kind of feedback in navigation metaphors is quite beneficial. Orientation on only the visual component is most inaccurate, leading to progressively larger undershoots for larger angles.
在虚拟环境的大多数应用中,如训练和设计评估,都需要在虚拟环境中具有良好的方向感。在现实世界中移动时的方向表现依赖于视觉和本体感受反馈。然而,用于在VE周围移动的导航隐喻通常缺乏本体感觉反馈。此外,与现实世界中可用的视觉反馈相比,VE中的视觉反馈通常相对较差。因此,我们量化了视觉反馈和本体感觉反馈对定向表现的影响。受试者沉浸在一个虚拟森林中,并被要求使用三种不同的本体感觉反馈(无本体感觉反馈、前庭反馈、前庭和动觉反馈)的导航隐喻来转向特定的角度。结果表明,在动觉反馈存在的情况下,在受试者用腿转身的情况下,最准确的转身表现被发现。这表明在导航隐喻中加入这种反馈是非常有益的。只有视觉组件的方向是最不准确的,导致越来越大的角度下凸点。
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引用次数: 37
Crashing in cyberspace-evaluating structural behaviour of car bodies in a virtual environment 网络空间中的碰撞——虚拟环境中车身结构行为的评估
M. Schulz, T. Ertl, Thomas Reuding
The use of virtual prototypes generated from engineering simulations can be crucial to the efficient development of innovative products. Performance predictions and functional evaluations of a design are possible long before results of real prototype tests are available. With the rise in model complexity, data quantity, computing performance and accuracy, we increasingly fined ourselves lacking the tools, methods and metaphors to deal with the information that is being generated. We present new results of on-going research at the University of Erlangen and BMW in the development of a virtual environment for car-body engineering applications as illustrated by examples from acoustics, vibration and impact dynamics.
利用由工程仿真产生的虚拟样机对创新产品的有效开发至关重要。在实际原型测试结果可用之前,对设计进行性能预测和功能评估是可能的。随着模型复杂性、数据量、计算性能和准确性的提高,我们越来越发现自己缺乏工具、方法和隐喻来处理正在生成的信息。我们展示了埃尔兰根大学和宝马正在进行的研究的新成果,该研究开发了一个用于车身工程应用的虚拟环境,并举例说明了声学、振动和冲击动力学。
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引用次数: 18
MediSim: a prototype VR system for training medical first responders MediSim:用于培训医疗急救人员的虚拟现实系统原型
S. Stansfield, D. Shawver, A. Sobel
This paper presents a prototype virtual reality (VR) system for training medical first responders. The initial application is to battlefield medicine and focuses on the training of medical corpsmen and other front-line personnel who might be called upon to provide emergency triage on the battlefield. The system is built upon Sandia's multi-user, distributed VR platform and provides an interactive, immersive simulation capability. The user is represented by an Avatar and is able to manipulate his virtual instruments and carry out medical procedures. A dynamic casualty simulation provides realistic cues to the patient's condition (e.g. changing blood pressure and pulse) and responds to the actions of the trainee (e.g. a change in the color of a patient's skin may result from a check of the capillary refill rate). The current casualty simulation is of an injury resulting in a tension pneumothorax. This casualty model was developed by the University of Pennsylvania and integrated into the Sandia MediSim system.
本文介绍了一种用于医疗急救人员培训的虚拟现实(VR)原型系统。最初的应用是战场医学,重点是培训医务人员和其他可能被要求在战场上提供紧急分类的前线人员。该系统建立在桑迪亚的多用户分布式VR平台上,并提供交互式沉浸式模拟功能。用户由化身代表,能够操纵他的虚拟仪器并执行医疗程序。动态伤亡模拟为病人的状况提供了真实的线索(例如,血压和脉搏的变化),并对受训者的动作做出反应(例如,检查毛细血管再充血率可能导致病人皮肤颜色的变化)。目前的伤亡模拟是造成张力性气胸的伤害。这种伤亡模型是由宾夕法尼亚大学开发的,并集成到桑迪亚媒体系统中。
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引用次数: 47
期刊
Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)
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