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17th International Conference on Artificial Reality and Telexistence (ICAT 2007)最新文献

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Photorealistic VR Games? 逼真的VR游戏?
S. Livatino
Virtual reality technologies dramatically change the game experience when compared to most popular console games. VR systems may provide a higher user involvement due to the possibility of stereo visualization, human-body interaction, large playing space, etc. The role of photorealism in games will then need to be reconsidered as this plays a bigger and different role in system with large and stereo displays. In this paper we analyze the role of photorealism and stereo viewing when using virtual reality technologies for computer games. Results from a series of tests performed on a 6-sided CAVE and large panorama environments were compared with those of a PC-desktop.
与大多数流行的主机游戏相比,虚拟现实技术极大地改变了游戏体验。VR系统可以提供更高的用户参与度,因为它可以实现立体可视化、人体互动、大的游戏空间等。我们需要重新考虑游戏中的真实感,因为它在具有大型立体显示的系统中扮演着更重要的角色。本文分析了在电脑游戏中使用虚拟现实技术时,真实感和立体视觉的作用。在6面CAVE和大全景环境中进行的一系列测试结果与pc桌面的测试结果进行了比较。
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引用次数: 1
Playing in a Virtual World: Exploration and Aspects of Play 在虚拟世界中玩游戏:探索和游戏的各个方面
A. Gazzard
My research is concerned with 'explorable virtual worlds', usually those that are 'artworks', dealing with aesthetic and affective domains. Whilst developing theoretical enquiries I have come across a number of issues of terminology and word use. Particularly problematic are terms such as 'game', 'games', and 'play'. This paper is a broad survey of some of those issues and key theorists in the field.
我的研究是关于“可探索的虚拟世界”,通常是那些“艺术品”,涉及美学和情感领域。在进行理论研究的同时,我遇到了一些术语和词汇使用的问题。特别有问题的是“游戏”、“游戏”和“玩”等术语。本文对该领域的一些问题和主要理论家进行了综述。
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引用次数: 6
Construction of Virtual Assembly System with Real-Time Collision Detection 基于实时碰撞检测的虚拟装配系统构建
Y. Tamura, N. Mizuguchi, S. Matsumoto, H. Ueki
In the design of a large-scale device, it is very important to confirm that there is no interference or spatial conflict among the parts. Virtual reality devices have been used in various fields as design support systems, but detecting collisions between complex parts in real-time has been difficult. We have created a system that can detect collision and interference in real-time in a virtual reality system.
在大型装置的设计中,确认零件之间不存在干涉或空间冲突是非常重要的。虚拟现实设备作为设计支持系统已应用于各个领域,但实时检测复杂部件之间的碰撞一直是困难的。我们在虚拟现实系统中创建了一个可以实时检测碰撞和干扰的系统。
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引用次数: 6
Direct-Projected AR Based Interactive User Interface for Medical Surgery 基于直接投影AR的医疗外科交互式用户界面
Byung-Kuk Seo, Moon-Hyun Lee, Hanhoon Park, Jong-Il Park, Young Soo Kim
In the field of computer aided surgery, augmented reality (AR) technology has been successfully used for enhancing accuracy of surgery and making surgeons convenient by visually assisting them in performing a number of complicated and time-consuming medical operations. However, there are still medical operations that do not receive the benefit of AR technology. As a representative one, surgeons still use an ink pen when they mark surgical targets for scheduling an operation. The ink pen is inconvenient because the mark drawn by the foreign matter is not easily modified or deleted. And the ink pen is also unlikely to be sanitary. In this paper, we propose an interactive user interface based on direct-projected augmented reality (DirectAR) technology for handling all these problems with the ink pen and its validity is shown in experimental results.
在计算机辅助手术领域,增强现实(AR)技术已经成功地用于提高手术的准确性,并通过视觉辅助外科医生进行一些复杂和耗时的医疗手术,从而使外科医生更加方便。然而,仍然有一些医疗手术没有从增强现实技术中获益。作为一种代表,外科医生在标记手术目标时仍然使用水墨笔来安排手术。墨水笔不方便,因为异物画出的标记不容易修改或删除。而且墨水笔也不太可能是卫生的。本文提出了一种基于直接投影增强现实(DirectAR)技术的交互式用户界面,用于处理所有这些问题,并通过实验结果证明了其有效性。
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引用次数: 11
The Generation of Scenes in Mixed Reality Environments using the Chromakey Technique 使用Chromakey技术在混合现实环境中生成场景
S. R. R. Sanches, A. Sementille, I. А. Rodello, J. Brega
A classic problem in the development of mixed reality systems is the registration. The correct alignment between virtual objects and the real elements is extremely important for the coherent composition of the resultant scene. Considering this context, this paper describes an approach for the composition of scenes in mixed reality environments using the chromakey technique for the extraction of real objects. After that, the scene is mounted in a coherent way related to the depth in OpenGL framebuffer for posterior rendering.
混合现实系统开发中的一个经典问题是配准。虚拟物体和真实元素之间的正确对齐对于合成场景的连贯构图至关重要。考虑到这一背景,本文描述了一种使用chromakey技术提取真实物体的混合现实环境中场景构图的方法。之后,场景以与OpenGL framebuffer中深度相关的连贯方式安装,用于后验渲染。
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引用次数: 4
Toward Real-time Volume-based Haptic Communication with Realistic Sensation 基于实时体感的真实感触觉交流研究
S. Yamaguchi, Takahide Tanaka, H. Viet, Y. Takama, Y. Tsujino, Hiromi T. Tanaka
A volume-based realistic communication system called Haptic Communication is described. The system allows participants to interact in real time with others at remote locations on the network using haptic perception (sense of touch) of soft objects in virtual environments. We constructed the system so that it provides a sense of touch at remote locations in real time. First, an adaptive volume model represents virtual soft objects in PCs at remote locations. Next, the reflection force of the soft object is calculated rapidly and accurately from the parameters of positions and forces at contacting points transmitted via network at each PC. Eventually, the haptic and visual information are rendered by a haptic device (PHANToM) and a volume graphic software in the PCs. We investigated the efficiency of our system via experiments on a simulation of needle insertion with high force feedback rates at two remote locations on a WAN between Ritsumeikan University, Biwako Kusatsu Campus and Shiga Medical University. The experiment results show that the delay due to network traffic is negligible.
描述了一种基于体的现实通信系统——触觉通信。该系统允许参与者使用虚拟环境中软物体的触觉感知(触觉)与网络上远程位置的其他人实时互动。我们构建了这个系统,以便在远程位置实时提供触觉。首先,自适应体模型表示远程pc机中的虚拟软物体。然后,根据各PC机通过网络传输的接触点位置和受力参数,快速准确地计算出软物体的反射力。最终,触觉和视觉信息由触觉设备(PHANToM)和pc中的卷图形软件渲染。我们通过在立meikan大学Biwako Kusatsu校区和滋贺医科大学之间的WAN上两个远程位置进行高力反馈率的针插入模拟实验来研究我们系统的效率。实验结果表明,由于网络流量造成的延迟可以忽略不计。
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引用次数: 0
A New Framework for Tracking by Maintaining Multiple Global Hypotheses for Augmented Reality 基于多全局假设的增强现实跟踪新框架
K. Hayashi, H. Kato, S. Nishida
Several tracking techniques for augmented reality have been proposed. In feature point tracking, a pose is computed by minimizing the error between the observed 2D feature points and the back-projected feature points from the 3D scene model. This minimization problem is usually solved by nonlinear optimization. The main advantage of this approach is its accuracy. However, it is difficult to compute the correct pose unless an appropriate initial value is used. In addition, when an observation contains some errors, this approach does not guarantee a correct pose even if it converges to the global minimum. Therefore, once an incorrect pose is computed in a frame, either the tracking in the next frame may fail or the result will deviate from the correct pose. In this paper, we propose a new tracking framework for augmented reality. The proposed method tracks features as multiple local hypotheses based on not just one pose but multiple poses that are computed from pose estimation in the previous frame. Since multiple poses are maintained as global hypotheses, as long as the correct pose is contained in the hypotheses, tracking can be continued even in difficult situations such as a simple iterative scene with high-speed movements.
已经提出了几种用于增强现实的跟踪技术。在特征点跟踪中,通过最小化观察到的2D特征点与从3D场景模型中反向投影的特征点之间的误差来计算姿态。这种最小化问题通常通过非线性优化来解决。这种方法的主要优点是它的准确性。然而,除非使用适当的初始值,否则很难计算出正确的姿态。此外,当观测值存在误差时,该方法即使收敛到全局最小值,也不能保证得到正确的姿态。因此,一旦在一帧中计算出不正确的姿态,下一帧的跟踪可能会失败,或者结果会偏离正确的姿态。本文提出了一种新的增强现实跟踪框架。该方法不仅基于一个姿态,而且基于前一帧的姿态估计计算出的多个姿态,作为多个局部假设来跟踪特征。由于多个姿态被维持为全局假设,只要假设中包含正确的姿态,即使在高速运动的简单迭代场景等困难情况下也可以继续跟踪。
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引用次数: 1
Support System for Micro Operation using a Haptic Display Device 基于触觉显示装置的微操作支持系统
M. Furukawa, M. Ohta, S. Miyajima, M. Sugimoto, S. Hasegawa, M. Inami
We developed SmartTool as a part of a study of augmented reality. In this paper, we introduce micro spidar. The design goal was to enable micro spidar to support micro operations at a millimeter-scale. We report a trial implementation showing the modality transformation of brightness information of the surface condition into a sensation of force feedback.
我们开发SmartTool是作为增强现实研究的一部分。本文介绍了微型蜘蛛。设计目标是使微型蜘蛛能够支持毫米级的微型操作。我们报告了一个试验实现,显示了表面条件的亮度信息的模态转换为力反馈的感觉。
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引用次数: 2
3-D Rehabilitation Systems for Upper Limbs Using ER Actuators/Brakes with High Safety: "EMUL", "Robotherapist" and "PLEMO" 使用ER致动器/制动器的高安全性上肢三维康复系统:“EMUL”,“Robotherapist”和“PLEMO”
M. Haraguchi, T. Kikuchi, Ying Jin, K. Fukushima, J. Furusho, A. Inoue, K. Oda
Rehabilitation for upper limbs is important for elderly people, people who have suffered a stroke and so on. In recent years, the needs for rehabilitation support systems are increasing, which use robot technology and virtual reality technology. Applying these technologies make efficient rehabilitation possible. But there was few rehabilitation support robot system for 3-D training with high safety. So we have developed three different rehabilitation machines for upper limbs: "EMUL", "Robotherapist" and "PLEMO". In this paper, we introduce the recent researches of each robot.
上肢康复对老年人、中风患者等很重要。近年来,应用机器人技术和虚拟现实技术的康复支持系统的需求日益增加。应用这些技术使有效的康复成为可能。但目前用于三维训练的高安全性康复辅助机器人系统较少。因此,我们开发了三种不同的上肢康复机器:“EMUL”,“Robotherapist”和“PLEMO”。本文介绍了各种机器人的最新研究进展。
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引用次数: 7
Augmented Earth: Towards Ubiquitous AR Messaging 增强地球:走向无处不在的增强现实信息
Anders Henrysson, M. Andel
Present augmented reality systems are isolated islands with no or little capability to receive 3D information from the outside world. In this paper we describe how Google Earth can be used to transform the physical world into an AR mailbox. We demonstrate a system where a mobile phone AR environment can be defined and advertised by a portal, using a simple visual/tangible approach. The focus has been on the ease of use. The current limitations are tracking stability and lack of high quality Google Earth content.
目前的增强现实系统是孤立的孤岛,没有或很少有能力接收来自外部世界的3D信息。在本文中,我们描述了如何使用谷歌Earth将物理世界转换为AR邮箱。我们演示了一个系统,其中移动电话AR环境可以通过门户定义和广告,使用简单的视觉/有形方法。重点是易用性。目前的限制是跟踪稳定性和缺乏高质量的谷歌地球含量。
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引用次数: 2
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17th International Conference on Artificial Reality and Telexistence (ICAT 2007)
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