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

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Syncretic Fields: Art, Mind, and the Many Realities 综合领域:艺术,思想和许多现实
R. Ascott
In the late 20th century, the formative issues in digital art were about connectivity and interaction. Now at the start of the 3rd millennium, our post-digital objectives will increasingly be technoetic and syncretic. During the previous two centuries, there was much ado about e pluribus unum: out of many, one: a unified culture, unified self, unified mind, unity of time and space. Now at the start of this century, the reverse applies. E unum pluribus, out of one, many: many selves, many presences, many locations, many levels of consciousness. The many realities we inhabit-material, virtual, and spiritual, for example-are accompanied by our sense of being present simultaneously in many worlds: physical presence in ecospace, apparitional presence in spiritual space, telepresence in cyberspace, and vibrational presence in nanospace. In this respect, Second Life is the rehearsal room for future scenarios in which we will endlessly re-invent our many selves. As artists, we deal with the complexities of media that are at once immaterial and moist, numinous and grounded; and the complexity of the technoetic mind that both inhabits the body and is distributed across time and space. Where all these differences could be at odds with each other, we are in fact developing a capacity, mostly unconsciously, to syncretise. That is, to analogise and reconcile contradictions, while melding differences, such that art and reality are becoming syncretic. What today we build in the immateriality of cyberspace will tomorrow be realised concretely with nano technology. Our syncretic reality will emerge partly through the cultural coherence that intensive interconnectivity elicits, partly through the nano and quantum coherence at the base of our world-building, and through the spiritual coherence that informs the field of our multi-layered consciousness.
在20世纪后期,数字艺术的形成问题是关于连接和互动。现在,在第三个千年的开始,我们的后数字化目标将越来越多地与技术和融合有关。在过去的两个世纪里,有很多关于合众为一的争论:合众为一:统一的文化,统一的自我,统一的思想,统一的时间和空间。现在在本世纪初,情况正好相反。合众一体,出自一体,出自众多:许多自我,许多存在,许多地点,许多意识层次。我们所居住的许多现实——例如物质的、虚拟的和精神的——都伴随着我们同时存在于许多世界的感觉:生态空间中的物理存在,精神空间中的幽灵存在,网络空间中的远程存在,纳米空间中的振动存在。在这方面,第二人生是未来场景的排练室,我们将不断地重新创造我们的许多自我。作为艺术家,我们处理媒体的复杂性,它既非物质又湿润,既灵性又接地气;技术思维的复杂性既存在于身体中,又分布于时间和空间中。在所有这些差异可能相互矛盾的地方,我们实际上正在发展一种融合的能力,大部分是无意识的。也就是说,把矛盾类比、调和,把差异融合,使艺术与现实融为一体。今天我们在非物质性的网络空间中建立的东西,明天将通过纳米技术具体实现。我们的融合现实将部分通过紧密互联所引发的文化一致性,部分通过我们世界建设基础上的纳米和量子一致性,以及通过告知我们多层次意识领域的精神一致性而出现。
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引用次数: 2
Development of an Active Display 有源显示器的研制
Y. Tsumaki, S. Kawai, Takuya Sato
In this paper, a novel display system named "active display" is proposed for bi-directional telexistence system. It consists of a 5-bar spherical parallel mechanism, a LCD and 3 actuators. The LCD is moved by the parallel mechanism along a spherical surface whose center is at the head of the operator. Its motions are synchronized with a remote camera system. As a result, the operator can see anywhere in the remote environment with realistic sensation similar to a head-mounted display (HMD). In addition, the facial information of the operator can be easily acquired because the monitor is separated from his/her face. This feature yields a big advantage compared with the HMD. Furthermore, it allows the operator to access peripheral devices very easily. The concept of the active display, details of the developed mechanisms, the control system and the human interface are discussed. In addition, to confirm the feasibility, several experiments are executed.
提出了一种用于双向遥存在系统的新型显示系统——“有源显示”。它由一个5杆球面并联机构、一个液晶显示器和3个作动器组成。液晶显示器由平行机构沿一个球面移动,该球面的中心位于操作者的头部。它的动作与远程摄像系统同步。因此,操作员可以看到远程环境中的任何地方,具有类似于头戴式显示器(HMD)的真实感。此外,由于显示器与操作员的面部分离,可以很容易地获取操作员的面部信息。与HMD相比,这个功能有很大的优势。此外,它允许操作员非常容易地访问外围设备。讨论了主动显示的概念、开发机构的细节、控制系统和人机界面。此外,为了验证该方法的可行性,还进行了一些实验。
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引用次数: 1
Training of Tooth Scaling by Simulator -- Development of Simulator and Investigation of its Effectiveness -- 用模拟器训练牙齿洁牙——模拟器的研制及其有效性调查
Nobuyoshi Hashimoto, H. Kato, K. Matsui
Dental calculus, hardened plaque on the teeth, is a cause of periodontitis, or gum diseases in the mouth. For dentists and dental hygienists, it is an important task to remove the calculi from patients. The task is called "tooth scaling" and the calculi just beside the gum and between the tooth and gum are usually removed by using a hand scaler. Since the scaling by a hand scaler requires skill, apprentice dentists and dental hygienists must be trained in order to get the skill. Unfortunately in the training environment, however, there are several problems such as difficulty in collecting teeth on which various types of calculi are stuck, lack of cooperative patients, and so on. Authors have newly developed a simulator for the training by using a PHANToM and a video-see-through HMD. The training effectiveness has been evaluated by artificial calculus removal on model teeth, and subjectively evaluated by veterans. The experimental result shows the developed simulator is more effective than the conventional paint removing method.
牙结石是牙齿上硬化的牙菌斑,是牙周炎或口腔牙龈疾病的原因之一。对于牙医和牙科保健师来说,清除患者体内的结石是一项重要的任务。这项工作被称为“剔牙”,牙龈旁边和牙齿和牙龈之间的结石通常用手剔牙器去除。由于用手刮牙器刮牙需要一定的技巧,所以牙医学徒和牙科保健师必须经过培训才能获得这种技能。然而不幸的是,在训练环境中,存在着各种结石粘牙收集困难、患者缺乏配合等问题。作者最近开发了一个训练模拟器,使用一个幻影和一个可视的HMD。通过人工除牙石对模型牙的训练效果进行了评价,并由退伍军人进行了主观评价。实验结果表明,所开发的仿真器比传统的去漆方法更有效。
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引用次数: 4
Support on the Remote Interaction for Augmented Reality System 增强现实系统的远程交互支持
Elaine Parra Affonso, A. Sementille
This article presents a support on the remote interaction for utilization in augmented reality systems based on ARToolkit. It utilizes the multicast communication in order to improve the scalability of distributed environment. This support may be utilized in production of specific applications pointed to distance education, training and entertainment. The validity of support happened with the implementation of a prototype and realization of tests for communication latency analysis and frames per second rate.
本文提出了一种基于ARToolkit的增强现实系统的远程交互支持。为了提高分布式环境的可扩展性,采用了组播通信技术。这种支助可用于制作针对远程教育、培训和娱乐的具体应用程序。通过原型的实现和通信延迟分析和帧率测试的实现,验证了支持的有效性。
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引用次数: 11
Paper-Based Augmented Reality 基于纸张的增强现实
J. Hull, B. Erol, J. Graham, Qifa Ke, H. Kishi, Jorge Moraleda, Daniel G. Van Olst
A new method for augmenting paper documents with electronic information is described that does not modify the format of the paper document in any way. Applicable to both commercially printed documents as well as documents that are output from PC's, the technique we call paper-based augmented reality substantially improves the utility of paper. We describe the recognition technology that makes this possible as well as several applications. An implementation on a camera phone is discussed that lets users retrieve data and access links from paper documents to electronic data. Recognition is performed at 4 frames per second on a Treo 700 w and support is provided for several user applications, including "clickable paper" - printed Web pages whose appearance is unchanged but that can be navigated with a camera phone.
描述了一种用电子信息增强纸质文档的新方法,该方法不以任何方式修改纸质文档的格式。这种技术既适用于商业打印文件,也适用于个人电脑输出的文件,我们称之为基于纸张的增强现实技术,它大大提高了纸张的效用。我们描述了使这成为可能的识别技术以及几个应用。讨论了在照相手机上的实现,使用户可以检索数据并访问从纸质文档到电子数据的链接。识别在Treo 700w上以每秒4帧的速度进行,并支持几个用户应用程序,包括“可点击纸张”——打印的网页,其外观不变,但可以用照相手机导航。
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引用次数: 69
Edge-Based Markerless 3D Tracking of Rigid Objects 基于边缘的无标记的刚性物体三维跟踪
Javier Barandiarán, D. Borro
In this paper we present a real-time 3D object tracking algorithm based on edges and using a single pre-calibrated camera. During the tracking process, the algorithm is continuously projecting the 3D model to the current frame by using the pose estimated in the previous frame. Once projected, some control points are generated along the visible edges of the object. The next pose is estimated by minimizing the distances between the control points and the edges detected in the image.
在本文中,我们提出了一种基于边缘的实时三维目标跟踪算法,并使用单个预校准相机。在跟踪过程中,算法利用前一帧估计的姿态连续地将3D模型投影到当前帧。一旦投影,一些控制点沿着物体的可见边缘生成。通过最小化控制点和图像中检测到的边缘之间的距离来估计下一个姿态。
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引用次数: 14
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
Extensible Virtual Environment Systems Using System of Systems Engineering Approach 基于系统工程方法的可扩展虚拟环境系统
Manuel Oliveira, João Pereira
The development of Virtual Environment (VE) systems is a challenging endeavor with a complex problem domain. The experience in the past decade has helped contribute significantly to various measures of software quality of the resulting VE systems. However, the resulting solutions remain monolithic in nature without addressing successfully the issue of system interoperability and software aging. This paper argues that the problem resides in the traditional system centric approach and that an alternative approach based on system of systems engineering is necessary. As a result, the paper presents a reference architecture based on layers, where only the core is required for deployment and all others are optional. The paper also presents an evaluation methodology to assess the validity of the resulting architecture, which was applied to the proposed core layer and involving individual sessions with 12 experts in developing VE systems.
虚拟环境(VE)系统的开发是一项具有挑战性的工作,具有复杂的问题域。过去十年的经验对最终VE系统的软件质量的各种度量做出了重大贡献。然而,最终的解决方案在本质上仍然是单一的,没有成功地解决系统互操作性和软件老化的问题。本文认为,问题在于传统的以系统为中心的方法,需要一种基于系统工程的替代方法。因此,本文提出了一个基于层的参考体系结构,其中只有核心是部署所必需的,其他所有都是可选的。本文还提出了一种评估方法来评估最终架构的有效性,该方法应用于提议的核心层,并涉及与12位开发VE系统的专家的单独会议。
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引用次数: 10
Using a single cell to create an entire organ 用一个细胞创造出一个完整的器官
Sylvain Cussat-Blanc, H. Luga, Y. Duthen
This paper shows the latest results of our artificial embryogeny model (Cussat-Blanc et al., 2007). In nature, cells are able to specialize their functions. This specialization allows the creation of cells groups that perform the same function, commonly named tissues. To perform a specific action, tissues are grouped in organs. The cell specialization happens at different stages in the organism's development. The internals of this specialization is coded in the DNA molecule as a gene regulatory network and regulated during the growth with different proteins contained in the foetus neighborhood. In our project, we want to simulate this specialization using different levels of detail. This paper presents a model that forgets the complexity of chemistry and physics to focus on the complexity of cell's mechanisms. Using this model, we want to generate artificial creature like Sims' ones (1994).
本文展示了我们人工胚胎发生模型的最新结果(Cussat-Blanc et al., 2007)。在自然界中,细胞能够专门化它们的功能。这种专门化允许创建具有相同功能的细胞群,通常称为组织。为了执行特定的动作,组织被归类为器官。细胞特化发生在生物体发育的不同阶段。这种专门化的内部编码在DNA分子中,作为一个基因调控网络,并在生长过程中受到胎儿周围不同蛋白质的调节。在我们的项目中,我们希望使用不同层次的细节来模拟这种专门化。本文提出了一个忘记化学和物理的复杂性而关注细胞机制的复杂性的模型。使用这个模型,我们想要生成像《模拟人生》(1994)那样的人造生物。
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引用次数: 3
A SMO interaction and management model for iDTV applications 面向iDTV应用的SMO交互与管理模型
M. Khadraoui, P. Lorenz, B. Hirsbrunner, D. Khadraoui
This paper deals with interactive multimedia applications design whose main function is growing due to the users' needs that expect increasingly complex scenarios under a high level of interactivity. Digital media technology is becoming an integral part of our daily activities.Using multimedia objects in building rich and interactive content for iDTV (Interactive TV) is a complex task. In order to facilitate the way in which the user can freely interact with those multimedia objects makes the applications have to know how to adapt for the situations in order to improve the interaction. In such a context, we believe that the fact to converge on the principles of the smart multimedia objects is the right solution. Then we suggest, by the means of new approach,* the modelling of adaptable and reusable multimedia content called smart multimedia object (SMO) approach.
本文研究的交互式多媒体应用程序的设计,其主要功能随着用户对高交互性下复杂场景的需求而不断增长。数字媒体技术正在成为我们日常生活中不可或缺的一部分。利用多媒体对象为交互式电视构建丰富的交互式内容是一项复杂的任务。为了方便用户自由地与这些多媒体对象进行交互,使得应用程序必须知道如何适应这种情况,以改善交互。在这样的背景下,我们认为,汇聚智能多媒体对象的原理是正确的解决方案。在此基础上,我们提出了一种新的方法,即智能多媒体对象(SMO)方法,对可适应和可重用的多媒体内容进行建模。
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引用次数: 3
期刊
17th International Conference on Artificial Reality and Telexistence (ICAT 2007)
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