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2008 IEEE International Workshop on Haptic Audio visual Environments and Games最新文献

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Haptic cues for effective learning in 3D maze navigation 3D迷宫导航中有效学习的触觉线索
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685305
G. Sepúlveda-Cervantes, Vicente Parra‐Vega, O. Dominguez-Ramirez
Navigation in 3D virtual environment is a popular task in modern 3D applications. The main information is visual, which leads to an incomplete acknowledgement of the virtual environment, since other senses are impaired, such as touch or hearing. Haptic devices provides kinesthetic information which may improve the navigation capabilities of humans in virtual environments, however 3D haptic applications use intensive low level programming languages. This paper presents a 3D maze haptic navigation based on kinesthetic perception of the walls of the maze, wherein the walls surface have different properties, thus a learning haptic process enables better navigation skills after few trials. Experimental results done with a test users group, is realized with Novint as the haptic device and Panda3D as the haptic rendering system. Results with and without haptic cues indicates a successful learning curve to navigate with haptic cues. The haptic cues used are surface texture, viscosity, elasticity, shape recognition and external force. The results highlight the importance of haptic cues as navigation reference to improve the performance of the users.
在三维虚拟环境中导航是现代三维应用中的一个热门任务。主要信息是视觉的,这导致对虚拟环境的不完全认识,因为其他感官受损,如触觉或听觉。触觉设备提供的动觉信息可以提高人类在虚拟环境中的导航能力,然而3D触觉应用使用密集的低级编程语言。本文提出了一种基于对迷宫墙壁的动觉感知的三维迷宫触觉导航,其中墙壁表面具有不同的性质,因此通过学习触觉过程可以在少量的尝试后获得更好的导航技能。以Novint为触觉设备,Panda3D为触觉渲染系统,在一个测试用户组中完成了实验结果。有和没有触觉提示的结果表明了用触觉提示导航的成功学习曲线。使用的触觉线索是表面纹理、粘度、弹性、形状识别和外力。结果强调了触觉提示作为导航参考对提高用户性能的重要性。
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引用次数: 10
Evaluation of sensory substitution to simplify the mechanical design of a haptic wrist 简化触觉手腕机械设计的感官替代评估
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685312
J. Martin, J. Savall, I. Díaz, J. Hernantes, D. Borro
The design of a new 3 degrees-of-freedom (DOF) haptic wrist for our 3-DOF force feedback haptic device is presenting a great design challenge. Demanding target specifications make it difficult to find a satisfactory mechanical design solution. This paper studies whether sensory substitution can lead to the possibility of simplifying the mechanics while preserving haptic performance. The proposed approach consists of substituting the haptic actuation of one of the 3 rotational DOF by specially designed visual or auditory cues. We have carried out a user study where participants are asked to perform an accessibility task with the aid of different sensorial stimuli. The results of these experiments show that the performance obtained by visual or auditory substitution can be satisfactory for accomplishing specific tasks, although it does not meet the performance obtained with a full haptic wrist.
为我们的三自由度力反馈触觉装置设计一个新的三自由度触觉手腕是一个巨大的设计挑战。苛刻的目标规格使得难以找到令人满意的机械设计解决方案。本文研究了感官替代是否可以在保留触觉性能的同时简化力学。所提出的方法包括用特殊设计的视觉或听觉线索代替3个旋转自由度之一的触觉驱动。我们进行了一项用户研究,要求参与者在不同感官刺激的帮助下执行可访问性任务。这些实验结果表明,视觉或听觉替代所获得的性能可以令人满意地完成特定任务,尽管它不满足全触觉手腕所获得的性能。
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引用次数: 4
Motion description with local binary pattern and motion history image: Application to human motion recognition 基于局部二值模式和运动历史图像的运动描述:在人体运动识别中的应用
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685319
Ping Guo, Z. Miao
This paper presents a new human motion recognition method based on motion history image (MHI) and local binary pattern (LBP). MHI describes human motion sequence in one gray level image and LBP extracts its texture features. LBP feature image is built and chi square distance is applied to compute matching cost. Experiments are conducted with encouraging results which show a success of applying LBP in motion recognition.
提出了一种基于运动历史图像和局部二值模式的人体运动识别新方法。MHI描述一幅灰度图像中的人体运动序列,LBP提取其纹理特征。建立LBP特征图像,利用卡方距离计算匹配代价。实验结果表明,LBP在运动识别中的应用是成功的。
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引用次数: 7
Virtual environments, data fusion, and video in support of remote health management systems 支持远程健康管理系统的虚拟环境、数据融合和视频
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685297
Patrick J. Violante, Kimberly Drake, Steven Latman, Shreekanth Mandayam
Complex systems can be challenging to operate, maintain, and repair. The US Navy is interested in developing data fusion techniques that include video to both assist the shippsilas crew in monitoring machinery and also to allow the crew to get ship-to-shore assistance, usually called distance support, for repairs. This paper reports on a work-in-progress integrating sensor data, streaming and stored video data and processed video data with virtual technologies and 3D modeling to create a data fusion technology. First the hardware and software requirements and development will be discussed. Then progress with the human-system integration and data fusion aspects will be discussed. Finally, the paper will conclude with remarks on future work.
复杂的系统在操作、维护和维修方面具有挑战性。美国海军有兴趣开发包括视频在内的数据融合技术,既可以帮助船员监控机械,也可以让船员获得船对岸援助,通常称为远程支持,用于维修。本文报道了一种将传感器数据、流媒体和存储视频数据以及处理视频数据与虚拟技术和三维建模相结合的数据融合技术。首先讨论硬件和软件的需求和开发。然后讨论了人-系统集成和数据融合方面的进展。最后,本文将对今后的工作进行总结。
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引用次数: 1
posVibEditor: Graphical authoring tool of vibrotactile patterns posVibEditor:振动触觉模式的图形创作工具
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685310
Jonghyun Ryu, Seungmoon Choi
This paper presents an authoring tool, posVibEditor, for quick and easy design of vibrotactile patterns for vibration motors. The tool supports the drag-and-drop design paradigm so that novice users can easily learn and interact with the tool. Vibration patterns are managed in a database using XML formats in order to improve their reusability and extensibility. The multi-channel timeline interface is also developed for designing time-synchronized multiple vibrotactile patterns for multiple vibration motors. In addition, an internal vibration player is incorporated to allow the user to test and evaluate designed patterns immediately. The last unique feature is a module for perceptually transparent rendering that can guarantee the delivery of perceptually correct vibration effects. The authoring tool is suitable to mobile devices that contain a single vibration motor as well as applications in virtual reality and haptics that frequently employ multiple vibration motors.
本文介绍了一种设计工具posVibEditor,用于快速简便地设计振动电机的振动触觉图形。该工具支持拖放设计范例,因此新手用户可以轻松地学习并与该工具进行交互。振动模式在数据库中使用XML格式进行管理,以提高其可重用性和可扩展性。开发了多通道时间线接口,用于设计多台振动电机的时间同步多振动触觉模式。此外,一个内部振动播放器被纳入允许用户测试和评估设计的模式立即。最后一个独特的功能是一个感知透明渲染模块,可以保证提供感知正确的振动效果。该创作工具适用于包含单个振动电机的移动设备以及经常使用多个振动电机的虚拟现实和触觉应用。
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引用次数: 49
Haptic and visual rendering of virtual bone surgery: A physically realistic voxel-based approach 虚拟骨手术的触觉和视觉渲染:一种基于体素的物理现实方法
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685294
M. Arbabtafti, M. Moghaddam, A. Nahvi, M. Mahvash, A. Rahimi
A physics-based haptic surgical simulator for bone surgery is presented. The simulator uses voxels to represent virtual bones obtained from CT or MRI data. We use a analytical force model of bone milling process to calculate interaction forces. The analytical model considers the interior structure and the mechanical properties of heterogeneous bone. A real-time voxel-based implementation of the model is described using a 3DOF haptic device. 3D texture-based volume rendering is used to display the bone and to visually remove bone material due to drilling in real-time.
提出了一种基于物理的骨外科触觉模拟器。模拟器使用体素来表示从CT或MRI数据中获得的虚拟骨骼。我们使用骨铣削过程的解析力模型来计算相互作用力。该分析模型考虑了非均质骨的内部结构和力学性能。使用三维触觉设备描述了该模型的实时体素实现。基于三维纹理的体绘制用于显示骨骼,并实时可视化地去除由于钻孔而产生的骨骼材料。
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引用次数: 16
Convergence analysis of tele-operation systems with unsymmetric time-varying delays 非对称时变时滞远程操作系统的收敛性分析
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685300
C. Hua, P.X. Liu, Huanran Wang
This note addresses the stability problem of tele-operation system with unsymmetric time-varying delays. The human operator contains a constant force on the master robot, thus the passive condition is not satisfied. The master and the slave sites are coupled using PD control strategy. By choosing new Lyapunov Krasovskii functional, we show that the master-slave tele-operation system is asymptotically stable under specific LMI conditions. With the given PD (Proportional-Derivative) parameters, we can obtain the allowable maximum delay values. Finally, simulations are performed to show the effectiveness of the proposed method.
本文讨论具有非对称时变延迟的远程操作系统的稳定性问题。由于操作者对主机器人的作用力是恒定的,因此不满足被动条件。采用PD控制策略对主从站点进行耦合。通过选择新的Lyapunov Krasovskii泛函,我们证明了主从远程操作系统在特定的LMI条件下是渐近稳定的。在给定的PD (Proportional-Derivative)参数下,我们可以得到允许的最大延迟值。最后,通过仿真验证了该方法的有效性。
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引用次数: 4
A scalable adaptive time synchronization protocol for Large Scale Distributed Collaborative Simulation Environment 面向大规模分布式协同仿真环境的可扩展自适应时间同步协议
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685296
Luqman Ahmad, Ming Zhang, A. Boukerche
With the emergence of massive multiplayer online games (MMOG) and distributed distant learning/e-learning applications, distributed virtual environments (DVE) have received a good deal of attention. As a highly human-computer interacting environment, DVE provides an ideal platform for real-time message exchanges among virtual objects, human-beings. However, consistency and scalability are becoming indispensable challenges considering the complexities of the existing heterogeneous network architecture as well as the state synchronization requirement of DVEs. In this paper, we made an effort to address these issues by proposing a novel JXTA-based overlay peer to peer architecture for large scale distributed collaborative virtual simulation environments. Compared with our previous implementations based on Department of Defense (DoDpsilas) High Level Architecture (HLA/RTI), this novel architecture is able to provide consistency, scalability and fault tolerance by taking advantages of state-of-the-art of the peer to peer computing paradigm. Our experimental results show that the scalability of DVEs is improved significantly whit our Peer-to-Peer DVE architecture. As a step further, we also propose a time and state synchronization algorithm and evaluate its performance using a series of simulation experiments.
随着大型多人在线游戏(MMOG)和分布式远程学习(e-learning)应用的出现,分布式虚拟环境(DVE)受到了广泛的关注。DVE作为一个高度人机交互的环境,为虚拟对象、人之间的实时信息交换提供了理想的平台。然而,考虑到现有异构网络体系结构的复杂性以及分布式交换机的状态同步需求,一致性和可扩展性成为不可缺少的挑战。在本文中,我们通过提出一种新的基于jxta的覆盖点对点架构来解决这些问题,该架构适用于大规模分布式协作虚拟仿真环境。与我们以前基于国防部高级体系结构(HLA/RTI)的实现相比,这种新的体系结构能够通过利用最先进的点对点计算范式提供一致性、可伸缩性和容错性。实验结果表明,采用点对点分布式交换机架构后,分布式交换机的可扩展性得到了显著提高。在此基础上,提出了一种时间与状态同步算法,并通过一系列仿真实验对其性能进行了评价。
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引用次数: 0
An experimental study of lossy compression in a real telepresence and teleaction system 真实临场感和远程操作系统中有损压缩的实验研究
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685302
Verena Nitsch, B. Farber, L. Geiger, P. Hinterseer, Eckehard Steinbach
High network requirements of multiple degrees of freedom haptic data exchange represent a challenge in modern telepresence and teleaction systems. This study presents a systematic evaluation of a psychophysics-based approach to lossy haptic data compression proposed in the literature: the deadband approach and its extension which introduces additional signal model based prediction. In an experimental study, the effects of these approaches on packet rate reduction, perceived interface quality, and relevant task performance criteria were investigated in a three degrees of freedom telepresence and teleaction system. The results indicate that the extended approach did not lead to significant data reduction and adversely affected perceived interface quality as well as task performance. Without prediction, the deadband approach showed excellent rate reduction performance without adversely affecting perceived interface quality and most task performance criteria. We conclude from our study that the combined deadband and prediction approach is not practical for a telepresence and teleaction system with the used control structure, while the deadband compression approach alone exceeded expectations.
多自由度触觉数据交换的高网络要求是现代远程呈现和远程操作系统面临的一个挑战。本研究对文献中提出的一种基于心理物理学的有损触觉数据压缩方法进行了系统的评估:死带方法及其扩展,其中引入了基于预测的附加信号模型。在一项实验研究中,研究了这些方法在三自由度远程呈现和远程操作系统中对分组速率降低、感知接口质量和相关任务性能标准的影响。结果表明,扩展方法没有导致显著的数据减少,并对感知界面质量和任务性能产生不利影响。在没有预测的情况下,死带方法显示出出色的速率降低性能,而不会对感知界面质量和大多数任务性能标准产生不利影响。我们从研究中得出结论,结合死带和预测方法对于使用控制结构的远程呈现和远程操作系统是不实用的,而单独使用死带压缩方法则超出了预期。
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引用次数: 16
A hybrid watermarking technique using singular value decomposition 一种基于奇异值分解的混合水印技术
Pub Date : 2008-11-21 DOI: 10.1109/HAVE.2008.4685318
D. Stanescu, D. Borca, V. Groza, M. Stratulat
Digital watermarking has been identified as a major technology to achieve copy control and ownership protection, due to improvements in imaging technologies and the ease with which digital multimedia can be created and manipulated. In this paper we present a hybrid steganographic technique for watermarking, using SVD transform and watermark quantization.
由于成像技术的改进和数字多媒体的创建和操作的便利性,数字水印已被确定为实现复制控制和所有权保护的主要技术。本文提出了一种基于奇异值分解变换和水印量化的混合隐写水印技术。
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引用次数: 9
期刊
2008 IEEE International Workshop on Haptic Audio visual Environments and Games
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