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.
{"title":"LUMAR: A Hybrid Spatial Display System for 2D and 3D Handheld Augmented Reality","authors":"A. Olwal, Anders Henrysson","doi":"10.1109/ICAT.2007.13","DOIUrl":"https://doi.org/10.1109/ICAT.2007.13","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116563208","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}
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.
{"title":"Force/Shape Reappearance of MSD Rheology Model Calibrated by Force/Shape Sequence","authors":"H. Yoshida, Fumiaki Ujibe, H. Noborio","doi":"10.1109/ICAT.2007.19","DOIUrl":"https://doi.org/10.1109/ICAT.2007.19","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127832168","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}
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.
{"title":"Using Virtual Reality for Gesture and Vocal Interface Validation in Industrial Environments","authors":"José Daniel Gómez de Segura, R. Peral, S. Sillaurren, Estíbaliz Garrote, Basilio Sierra","doi":"10.1109/ICAT.2007.18","DOIUrl":"https://doi.org/10.1109/ICAT.2007.18","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129845549","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}
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.
{"title":"Providing Simulation of Medical Manipulation with Haptic Feedback","authors":"N. Abe, Ryutaro Mizokami, Y. Kinoshita, Shoujie He","doi":"10.1109/ICAT.2007.14","DOIUrl":"https://doi.org/10.1109/ICAT.2007.14","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120951945","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}
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.
{"title":"A Tool for Landscape Architecture Based on Computer Game Technology","authors":"M. Herrlich","doi":"10.1109/ICAT.2007.25","DOIUrl":"https://doi.org/10.1109/ICAT.2007.25","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121346955","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}
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。
{"title":"Haptic Navigation for Broad Social Applications by Kinesthetic Illusion of Pulling Sensation","authors":"Tomohiro Amemiya, H. Ando, T. Maeda","doi":"10.1109/ICAT.2007.10","DOIUrl":"https://doi.org/10.1109/ICAT.2007.10","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131585316","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}
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.
{"title":"\"Space Frames\": Using space, color and animation in the visualization of complex graph systems","authors":"E. Ayiter, Selim Balcisoy, Murat Germen, Ismail Kasarci, Uraz Cengiz Türker, Merve Cayli","doi":"10.1109/ICAT.2007.24","DOIUrl":"https://doi.org/10.1109/ICAT.2007.24","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129531142","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}
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.
{"title":"Real-Time Recognition of Body Motion for Virtual Dance Collaboration System","authors":"Seiya Tsuruta, Yamato Kawauchi, Woong Choi, K. Hachimura","doi":"10.1109/ICAT.2007.37","DOIUrl":"https://doi.org/10.1109/ICAT.2007.37","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"72 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127385917","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}
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.
{"title":"New Tetrahedral Mesh Generation Method based on Delaunay Criteria and Space Disassembling","authors":"Xiao Yu, Weitao Chen, Pengfei Huang, Sizhe Lv, Lixu Gu","doi":"10.1109/ICAT.2007.32","DOIUrl":"https://doi.org/10.1109/ICAT.2007.32","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132503375","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}
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.
{"title":"Virtual Museum of Contemporary Art","authors":"S. Livatino","doi":"10.1109/ICAT.2007.55","DOIUrl":"https://doi.org/10.1109/ICAT.2007.55","url":null,"abstract":"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.","PeriodicalId":110856,"journal":{"name":"17th International Conference on Artificial Reality and Telexistence (ICAT 2007)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2007-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131798387","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}