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

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LUMAR: A Hybrid Spatial Display System for 2D and 3D Handheld Augmented Reality LUMAR:用于2D和3D手持增强现实的混合空间显示系统
A. Olwal, Anders Henrysson
LUMAR is a hybrid system for spatial displays, allowing cell phones to be tracked in 2D and 3D through combined egocentric and exocentric techniques based on the LightSense and UMAR frameworks. LUMAR differs from most other spatial display systems based on mobile phones with its three-layered information space. The hybrid spatial display system consists of printed matter that is augmented with context-sensitive, dynamic 2D media when the device is on the surface, and with overlaid 3D visualizations when it is held in mid-air.
LUMAR是一种用于空间显示的混合系统,允许通过基于LightSense和UMAR框架的自我中心和外中心技术结合,以2D和3D方式跟踪手机。LUMAR不同于大多数基于手机的空间显示系统,它的信息空间是三层的。该混合空间显示系统由印刷品组成,当设备在地面上时,可通过上下文敏感的动态2D媒体进行增强,当设备保持在半空中时,可通过叠加的3D可视化进行增强。
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引用次数: 14
Force/Shape Reappearance of MSD Rheology Model Calibrated by Force/Shape Sequence 力/形状序列校准的MSD流变模型的力/形状再现
H. Yoshida, Fumiaki Ujibe, H. Noborio
In this paper, we firstly push or pull real and virtual rheology objects by the same displacement or force sequence. Then by minimizing the difference between shape or force sequences of real and virtual objects, we calibrate many parameters of rheology MSD (mass-spring-damper) model, pull-off force model and friction force model between a rigid object and its pushing or pulling rheology one. The calibration is done by a probabilistic search (genetic algorithm). In a few years, we have deeply investigated "pushed, calibrated, and evaluated by shape sequence" and also "pushed, calibrated, and evaluated by force sequence". In this paper, we completely compare all the eight possibilities. Consequently, we get the best visual reality under push and calibration by shape sequence, and also the wonderful tactile reality under push and calibration by force sequence. Moreover, we ascertain reappearance of force or shape sequence when sensing data (pushing operation) in calibration differ from sensing data (pushing operation) in evaluation. Finally, we find a practical defective point for us to manipulate a virtual deformable object in a 3D CG environment. A human operator cannot push or pull a rheology object by a rigid body via force sequence because any force sensor is not equipped in his hand. To overcome this problem in future, we should build some collision model between rigid and rheology objects, which always transforms pushing displacement and velocity into pushing force in the 3D CG environment.
本文首先用相同的位移或力序列推拉真实和虚拟流变物体。然后,通过最小化真实物体和虚拟物体的形状或力序列之间的差异,对刚性物体与其推拉流变体之间的流变性MSD(质量-弹簧-阻尼器)模型、拉离力模型和摩擦力模型的许多参数进行了标定。校正是通过概率搜索(遗传算法)完成的。几年来,我们深入研究了“形状序列推动、校准、评估”和“力序列推动、校准、评估”。在本文中,我们完全比较了这八种可能性。因此,在形状序列的推动和校准下,我们得到了最好的视觉真实感,在力序列的推动和校准下,我们也得到了很好的触觉真实感。此外,我们确定了校准时的传感数据(推动操作)与评估时的传感数据(推动操作)不同时力或形状序列的再现。最后,我们找到了在三维CG环境中操纵虚拟可变形物体的实际缺陷点。由于人手中没有任何力传感器,操作人员无法通过力序列推动或拉动刚体中的流变物体。为了克服这一问题,我们需要建立一些刚性物体和流变物体之间的碰撞模型,在三维CG环境中总是将推动位移和速度转化为推力。
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引用次数: 2
Using Virtual Reality for Gesture and Vocal Interface Validation in Industrial Environments 在工业环境中使用虚拟现实进行手势和语音界面验证
José Daniel Gómez de Segura, R. Peral, S. Sillaurren, Estíbaliz Garrote, Basilio Sierra
This paper describes the use of virtual reality to aid in the design, validation and user training of a gesture and vocal interface. The interface system sends commands to a container crane, substituting the onboard operator. The virtual scenario communicates also with a potential risk intelligent control, which can take over in case of emergency. This work corresponds to an ongoing research project.
本文描述了使用虚拟现实来帮助手势和语音界面的设计,验证和用户训练。接口系统向集装箱起重机发送指令,取代船上的操作员。虚拟场景还与潜在风险智能控制进行通信,该控制可以在紧急情况下接管。这项工作与一项正在进行的研究项目相对应。
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引用次数: 8
Providing Simulation of Medical Manipulation with Haptic Feedback 基于触觉反馈的医疗操作模拟
N. Abe, Ryutaro Mizokami, Y. Kinoshita, Shoujie He
Accompanying the progress of medical technology, all kinds of treatment and therapy are being practiced in healthcare industry. It is expected that the regional difference in terms of the quality of healthcare in the area of surgery could be reduced through the remote operations with the help of a robot-based surgery system. Such a remote surgery approach, however, is not yet practical, because it solely relies on the visual perception with no input for the haptic perception. Since it is a lot faster for a human being to sense through touching than by watching especially when he is manipulating an object, sensing through touching is considered essential to the success of remote surgery. In this research, a system that is able to sense through a force sensor is developed. The system simulates the process of intracytoplasmic sperm injection (ICSI). PHANToM, a force sensing system, is employed for collecting the information for the haptic perception. With this force sensing system, it is possible to have force input in 6 degrees of freedom and force output in 3 degrees of freedom. OpenGL is used for the 3D graphics rendering in the visual information processing system. By synchronizing the information for both the visual and haptic perception, a virtual reality system that reacts to both the visual and force interactions has been developed. The simulation results reported in this paper proved that using the information collected through the force sensing system makes a significant difference in the medical treatment.
随着医疗技术的进步,医疗保健行业正在进行各种各样的治疗和治疗。预计在机器人手术系统的帮助下,通过远程手术可以减少手术领域医疗保健质量方面的区域差异。然而,这种远程手术方法目前还不实用,因为它仅仅依赖于视觉感知,而没有触觉感知的输入。由于人类通过触摸来感知比观看要快得多,特别是当他在操纵一个物体时,通过触摸来感知被认为是远程手术成功的关键。在本研究中,开发了一种能够通过力传感器进行感知的系统。该系统模拟了胞浆内单精子注射(ICSI)过程。采用力感系统PHANToM收集触觉感知所需的信息。有了这个力传感系统,可以有6个自由度的力输入和3个自由度的力输出。在视觉信息处理系统中,使用OpenGL进行三维图形的渲染。通过同步视觉和触觉感知的信息,开发了一个对视觉和力的相互作用都有反应的虚拟现实系统。本文的仿真结果证明,利用力传感系统采集到的信息,在医疗过程中起到了显著的作用。
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引用次数: 8
A Tool for Landscape Architecture Based on Computer Game Technology 基于电脑游戏技术的景观设计工具
M. Herrlich
Modern computer game engines have reached a level of visual quality that makes them usable for other tasks and applications than mere entertainment. In this paper we will present our prototype of an interactive tool for landscape architecture based on the well-known CryENGINE and the game Farcry. We will present the steps necessary to automatically derive a valid Farcry level for real GIS data and show some preliminary results.
现代电脑游戏引擎已经达到了视觉质量的水平,使它们可以用于其他任务和应用程序,而不仅仅是娱乐。在本文中,我们将展示基于著名的CryENGINE和游戏《孤岛惊魂》的景观建筑交互工具的原型。我们将介绍为实际GIS数据自动导出有效的Farcry级别所需的步骤,并展示一些初步结果。
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引用次数: 21
Haptic Navigation for Broad Social Applications by Kinesthetic Illusion of Pulling Sensation 牵拉感觉的动觉错觉在触觉导航中的广泛应用
Tomohiro Amemiya, H. Ando, T. Maeda
This paper discusses the potential of force perception technologies for realizing hand-held devices in the field of social systems. We introduce an interactive system based on force perception technology called "come over here, or catch you!", which is a force-sensation-based navigation system for waiters. It consists of our new hand-held haptic interface which can provide perceptually continuous and translational force, and a position and posture identification system. Since the proposed compact haptic interface does not require an external ground, it can be used outside the laboratory and does not interrupt human behavior. We verify the feasibility of the system in trials.
本文讨论了力感知技术在社会系统领域实现手持设备的潜力。我们介绍了一个基于力感知技术的交互系统,叫做“come over here, or catch you!”,这是一个基于力感知的服务员导航系统。它包括我们新的手持式触觉界面,可以提供感知连续和动力,以及位置和姿势识别系统。由于所提出的紧凑型触觉界面不需要外部接地,因此它可以在实验室之外使用,并且不会中断人类的行为。我们在试验中验证了系统的可行性。
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引用次数: 9
"Space Frames": Using space, color and animation in the visualization of complex graph systems “空间框架”:在复杂图形系统的可视化中使用空间、颜色和动画
E. Ayiter, Selim Balcisoy, Murat Germen, Ismail Kasarci, Uraz Cengiz Türker, Merve Cayli
This study concerns the development of 3D interfaces that aid the navigation of large data structures through the usage of the HSV color space, and the ensuing "spatial frames". While data objects that have been colorized in various hues that carry equal saturation and brightness/transparency value seem to be equally fore grounded; varying saturation, brightness and transparency values add depth and hierarchy. During our experiments we noticed that, when thus colorized, the edges connecting the nodes form visual spatial frames, which can result in the meaningful partitioning of 3D space. This property can be exploited to facilitate the display of overall trends within data sets, as well as to ease navigation.
本研究关注3D界面的开发,该界面通过使用HSV色彩空间以及随后的“空间框架”来帮助导航大型数据结构。虽然以各种色调着色的数据对象具有相同的饱和度和亮度/透明度值,但似乎同样重要;不同的饱和度,亮度和透明度值增加了深度和层次。在我们的实验中,我们注意到,当这样着色时,连接节点的边缘形成视觉空间框架,这可以导致有意义的3D空间划分。可以利用此属性来方便地显示数据集中的总体趋势,并简化导航。
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引用次数: 0
Real-Time Recognition of Body Motion for Virtual Dance Collaboration System 虚拟舞蹈协同系统中身体运动的实时识别
Seiya Tsuruta, Yamato Kawauchi, Woong Choi, K. Hachimura
A method of real-time recognition of body motion for virtual dance collaboration system is described. Fourteen feature values are extracted from motion captured body motion data, and the dimension of data is reduced by using principal component analysis (PCA). In the training phase, templates for motion recognition are constructed from training samples of several types of motion. In the recognition phase, feature values obtained from a real dancer's motion data are projected to the subspace obtained by PCA, and the system recognizes the real dancer's motion by comparing with the motion templates. In this paper, the method and the experiments using seven kinds of basic motions are presented. The recognition experiment proved that the method could be used for motion recognition. A preliminary experiment in which a real dancer and a virtual dancer collaborate with body motion was also carried out.
介绍了一种用于虚拟舞蹈协同系统的身体动作实时识别方法。从运动捕获的身体运动数据中提取14个特征值,并利用主成分分析(PCA)对数据进行降维处理。在训练阶段,从几种运动类型的训练样本中构建运动识别模板。在识别阶段,将真实舞者的运动数据得到的特征值投影到主成分分析得到的子空间中,通过与运动模板的比较,实现对真实舞者的运动识别。本文介绍了利用7种基本运动的方法和实验。识别实验证明,该方法可以用于运动识别。一个真实的舞者和一个虚拟的舞者配合身体运动的初步实验也进行了。
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引用次数: 16
New Tetrahedral Mesh Generation Method based on Delaunay Criteria and Space Disassembling 基于Delaunay准则和空间分解的四面体网格生成新方法
Xiao Yu, Weitao Chen, Pengfei Huang, Sizhe Lv, Lixu Gu
The requirement of tetrahedral mesh generation algorithm, which is a prerequisite of many soft tissue simulation methods, becomes very strict because of the real-time requirement of the simulation. Aiming to speed up the computation in the simulation, we propose a revised Delaunay algorithm which makes a good balance of quality of tetrahedra, boundary preservation and time complexity, with many improved methods. Another mesh algorithm named space-disassembling is also presented in this paper, and a comparison of space-disassembling, traditional Delaunay algorithm and the revised Delaunay algorithm is processed based on the simulation criteria.
四面体网格生成算法是许多软组织仿真方法的前提,由于仿真的实时性要求,对四面体网格生成算法的要求变得非常严格。为了提高仿真计算速度,我们提出了一种改进的Delaunay算法,该算法在四面体质量、边界保持和时间复杂度之间取得了很好的平衡,并对许多方法进行了改进。本文还提出了另一种网格分解算法——空间分解算法,并基于仿真准则对空间分解算法、传统的Delaunay算法和改进的Delaunay算法进行了比较。
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引用次数: 5
Virtual Museum of Contemporary Art 虚拟当代艺术博物馆
S. Livatino
The use of virtual reality may provide a user with an extraordinary tool for appreciation and exploration of art museums. In case of time-spatial works-of-art, typical of contemporary art museums, the problem of functionalities representation is very demanding, and the use of virtual reality becomes very important for high-fidelity artwork reproduction. The goal of this paper is to contribute in assessing the role of virtual reality when exploring contemporary art museums, focusing on the use of different display technologies and stereoscopic visualization. A specific testing application is proposed which inherently addresses typical reproduction challenges, such as physics and illumination simulation. The proposed application is experimented on five different VR facilities. Results confirmed benefits of stereo viewing and pointed out specific display advantages.
虚拟现实的使用可以为用户提供一个欣赏和探索艺术博物馆的非凡工具。以当代艺术博物馆为代表的时空艺术作品为例,功能表现的问题要求很高,而虚拟现实技术的使用对于高保真艺术品的再现就显得非常重要。本文的目的是评估虚拟现实在探索当代艺术博物馆时的作用,重点关注不同展示技术和立体可视化的使用。提出了一个特定的测试应用程序,它固有地解决了典型的复制挑战,如物理和照明模拟。提出的应用程序在五个不同的VR设备上进行了实验。结果证实了立体观看的好处,并指出了具体的显示优势。
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引用次数: 1
期刊
17th International Conference on Artificial Reality and Telexistence (ICAT 2007)
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