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Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)最新文献

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Representation of force in cutting operation 切削过程中力的表示
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756929
K. Hirota, Atsuko Tanaka, T. Kaneko
We propose a method of simulating and representing cutting force in real time. To reduce the computation time, we employed a simplified physical model for the simulation. We define the cutting edge as a finite set of discrete points (i.e., discrete edges). By calculating the force on each discrete edge, we obtain the approximate distribution of force on the edge.
提出了一种实时模拟和表示切削力的方法。为了减少计算时间,我们采用了一个简化的物理模型进行模拟。我们将切削刃定义为一组有限的离散点(即离散边)。通过计算各离散边上的力,得到了边上力的近似分布。
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引用次数: 14
Leadership and collaboration in shared virtual environments 共享虚拟环境中的领导与协作
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756941
A. Steed, M. Slater, Amela Sadagic, A. Bullock, J. Tromp
We present an experiment that investigates the behaviour of small groups of participants in a wide-area distributed collaborative virtual environment (CVE). This is the third and largest study in a series of experiments that have examined trios of participants carrying out a highly collaborative puzzle-solving task. The results reproducing those of earlier studies suggest a positive relationship between place-presence and co-presence, between co-presence and group accord, with evidence supporting the notion that immersion confers leadership advantage.
我们提出了一个实验,调查了广域分布式协作虚拟环境(CVE)中小团体参与者的行为。这是一系列实验中第三个也是最大的研究,这些实验是对三人组参与者进行高度合作的谜题解决任务的研究。结果再现了早期的研究结果,表明地点在场和共同在场、共同在场和群体一致之间存在正相关关系,有证据支持沉浸式赋予领导优势的观点。
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引用次数: 99
Dynamic image quality measurements of real-time rendering algorithms 动态图像质量测量的实时渲染算法
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756935
Ping Yuan, Mark W. Green, Rynson W. H. Lau
We present a dynamic measure to capture temporal image distortions, such as popping artifacts, resulting from algorithms performing real-time rendering tasks. Experimental results show that it can form the basis for evaluating and comparing the algorithms' temporal image quality.
我们提出了一种动态的方法来捕获由执行实时渲染任务的算法产生的时间图像失真,例如弹出伪影。实验结果表明,它可以为评价和比较算法的时间图像质量提供依据。
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引用次数: 1
The high level architecture 高级体系结构
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756926
Richard M. Fujimoto
The High Level Architecture (HLA) provides a framework for building large-scale, distributed virtual worlds. HLA provides a standard approach for designing and implementing shared synthetic environments without restricting the developer to a particular programming language, computer architecture or operating system. It enables the developer to define and utilize any data content or format desired to communicate shared information between distributed simulations. HLA consists of three items: a set of rules for building and executing distributed simulations, an interface specification for the Run-Time Infrastructure (RTI) to provide certain services for data sharing and coordination between these simulations, and a standard Object Model Template (OMT) format for describing the data and interactions to be shared between these simulations. HLA was developed by a combined industry and government team in order to increase reusability and interoperability between heterogeneous simulations with diverse requirements. HIA is being proposed and considered as an industry standard architecture by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) and has already been adopted by the Object Management Group (OMG) as the Facility for Distributed Simulation Systems and the United States Department of Defense (DoD) as a required standard for all DoD simulations. HLA is also being used in other countries and is being considered as a simulation standard internationally by the North Atlantic Treaty Organization (NATO). HLA is an architecture or a framework for building distributed simulations. As such, a virtual world (VW) developer is free to design and execute a particular implementation within the guidelines of the framework. The developer can use HLA with any programming language, any hardware platform, and any operating system running with any type of computer network. If an RTI does not yet exist for a given configuration, one can be written that conforms to the HIA interface specification. HLA, as an architecture, does not require the use of a particular RTI implementation nor does it limit the scope of a virtual world application. The software structure itself has no scalability issues; however limits may exist in a particular RTI implementation. Currlently, the only existing RTI implementation available is from the DoD; however, several US. and foreign companies are developing commercially available RTIs. The requirement for anyone developing an official RTI is that the complete HLA interface specification must be implemented (i.e., you cannot partially implement an official HLA RTI). The current RTI (and other HLA-related) software is available for download from the World Wide Web HLA home page (hla.dmso.mi1). The current DoD RTI (v1.3) implementation provides language bindings for C++, Ada95, Corba and Java and is available to support Solaris, IRE, AM, HP-UX, Windows NT and Linux operating systems. The Simulation Interoperability and Standa
高级体系结构(HLA)为构建大规模的分布式虚拟世界提供了一个框架。HLA提供了一种标准的方法来设计和实现共享的合成环境,而不限制开发人员使用特定的编程语言、计算机体系结构或操作系统。它使开发人员能够定义和利用在分布式模拟之间通信共享信息所需的任何数据内容或格式。HLA由三个部分组成:一组用于构建和执行分布式模拟的规则,一个用于运行时基础设施(RTI)的接口规范,为这些模拟之间的数据共享和协调提供某些服务,以及一个用于描述这些模拟之间共享的数据和交互的标准对象模型模板(OMT)格式。HLA是由行业和政府团队联合开发的,目的是提高具有不同需求的异构仿真之间的可重用性和互操作性。HIA是由电气和电子工程师协会(IEEE)提出并考虑作为行业标准架构的,并且已经被对象管理组织(OMG)作为分布式仿真系统设施和美国国防部(DoD)作为所有DoD仿真的必需标准采用。HLA也在其他国家使用,并被北大西洋公约组织(NATO)视为国际模拟标准。HLA是用于构建分布式模拟的体系结构或框架。因此,虚拟世界(VW)开发人员可以在框架的指导方针内自由设计和执行特定的实现。开发人员可以在任何编程语言、任何硬件平台和运行在任何类型计算机网络上的任何操作系统上使用HLA。如果给定配置还不存在RTI,则可以编写一个符合HIA接口规范的RTI。HLA作为一种体系结构,不需要使用特定的RTI实现,也不限制虚拟世界应用程序的范围。软件结构本身没有可伸缩性问题;然而,在特定的RTI实现中可能存在限制。目前,唯一可用的RTI实现来自国防部;然而,几个美国人。外国公司正在开发商用rti。任何开发官方RTI的人都必须实现完整的HLA接口规范(即,您不能部分实现官方HLA RTI)。当前的RTI(和其他HLA相关)软件可从万维网HLA主页(HLA .dmso.mi1)下载。当前的DoD RTI (v1.3)实现为c++、Ada95、Corba和Java提供了语言绑定,并可支持Solaris、IRE、AM、HP-UX、Windows NT和Linux操作系统。模拟互操作性和标准组织公司。I:SISO)和国防建模与仿真办公室(DMSO)支持电子邮件、电子会议和培训计划,以促进HLA信息交换。两年来,设计现实(RBD)一直在积极使用HLA来构建大众应用程序。我们的努力包括开发跨平台应用程序,其中大多数具有娱乐潜力。在低成本、商用现货(COTS)个人上使用HLA
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引用次数: 49
A motion-stabilized outdoor augmented reality system 一个运动稳定的户外增强现实系统
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756959
Ronald T. Azuma, B. Hoff, H. Neely, R. Sarfaty
Almost all previous Augmented Reality (AR) systems work indoors. Outdoor AR systems offer the potential for new application areas. However, building an outdoor AR system is difficult due to portability constraints, the inability to modify the environment, and the greater range of operating conditions. We demonstrate a hybrid tracker that stabilizes an outdoor AR display with respect to user motion, achieving more accurate registration than previously shown in an outdoor AR system. The hybrid tracker combines rate gyros with a compass and tilt orientation sensor in a near real-time system. Sensor distortions and delays required compensation to achieve good results. The measurements from the two sensors are fused together to compensate for each other's limitations. From static locations with moderate head rotation rates, peak registration errors are /spl sim/2 degrees, with typical errors under 1 degree, although errors can become larger over long time periods due to compass drift. Without our stabilization, even small motions make the display nearly unreadable.
几乎所有以前的增强现实(AR)系统都是在室内工作的。户外AR系统为新的应用领域提供了潜力。然而,由于便携性的限制、无法改变环境以及更大范围的操作条件,构建户外AR系统是困难的。我们展示了一种混合跟踪器,它可以稳定户外AR显示器的用户运动,实现比以前在户外AR系统中显示的更准确的注册。混合跟踪器在近实时系统中结合了速率陀螺仪、指南针和倾斜方向传感器。传感器畸变和延迟需要补偿才能达到良好的效果。两个传感器的测量结果融合在一起,以弥补彼此的局限性。在头部旋转速度适中的静态位置,峰值配准误差为/spl / sim/2度,典型误差在1度以下,尽管由于罗盘漂移,长时间误差会变得更大。没有我们的稳定,即使是很小的运动也会使显示器几乎无法读取。
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引用次数: 162
What's Real About Virtual Reality? 虚拟现实的真实之处?
Pub Date : 1999-03-13 DOI: 10.1109/38.799723
F. Brooks
The author presents a personal assessment of the state of the art of VR. In 1994, he surveyed the field of VR. His assessment then was that VR almost worked, but that we were not yet there. There were lots of demos and pilot systems, but except for vehicle simulators and entertainment applications, VR was not yet in production use doing real work. This year he was invited to do an up-to-date assessment of VR, with funding to visit major centers in North America and Europe. Every one of the component technologies has made big strides. Moreover, I found that there now exist some VR applications routinely operated for the results they produce.
作者对虚拟现实技术的现状进行了个人评价。1994年,他对虚拟现实领域进行了调查。他当时的评估是,虚拟现实几乎成功了,但我们还没有成功。有很多演示和试验系统,但除了车辆模拟器和娱乐应用程序,VR还没有投入生产使用。今年,他受邀对VR进行最新评估,并获得资金访问北美和欧洲的主要研究中心。每一项组件技术都取得了长足的进步。此外,我发现现在有一些VR应用程序是根据它们产生的结果进行常规操作的。
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引用次数: 820
A virtual reality system for knee diagnosis and surgery simulation 膝关节诊断与手术模拟的虚拟现实系统
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756936
Yingzhou Zhu, Jim X. Chen, X. Fu, D. Quammen
This paper describes the design and development of a VR system that can assist orthopedic diagnosis and surgery. A realistic 3D knee surface model, integrated with motion analysis, is used to visualize the geometrical and biomechanical characteristics of human knee joint. The system can be used to perform pre-operative surgery simulation and evaluation in a VR environment.
本文介绍了一种辅助骨科诊断和手术的虚拟现实系统的设计与开发。结合运动分析,建立了逼真的三维膝关节表面模型,可视化了人体膝关节的几何特征和生物力学特征。该系统可用于在VR环境中进行术前手术模拟和评估。
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引用次数: 9
Mind over virtual matter: using virtual environments for neurofeedback training 虚拟物质之上的思想:使用虚拟环境进行神经反馈训练
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756961
J. Allanson, J. Mariani
This paper describes on-going research at Lancaster University to develop a brain-computer interface (BCI) with which to conduct neurofeedback training. We have built a system that translates EEG signals detected from the scalp of a subject into movement and interaction within a VRML world. The training protocol parameters can be set prior to a session commencing. These correspond to signal thresholds within which a subject will be rewarded for maintaining his or her EEG component signal amplitude for a predetermined period. The training environments are constructed from a set of VRML components. Interactivity parameters, in terms of VRML object appearance and behaviour corresponding to changes in the EEG signal, can be chosen to suit the requirements of the session.
本文描述了兰开斯特大学正在进行的一项研究,旨在开发一种脑机接口(BCI),用于进行神经反馈训练。我们已经建立了一个系统,可以将从受试者头皮检测到的脑电图信号转换为VRML世界中的运动和互动。训练协议参数可以在会话开始之前设置。这些与信号阈值相对应,在该阈值范围内,受试者将因在预定的时间段内保持其EEG成分信号幅度而获得奖励。训练环境由一组VRML组件构建而成。交互参数,在VRML对象的外观和行为方面,对应于脑电图信号的变化,可以选择适合会话的要求。
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引用次数: 18
Cloning and aging in a VR family 虚拟现实家庭中的克隆和衰老
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756924
Won-Sook Lee, Yin Wu, N. Magnenat-Thalmann
Face cloning and animation considering wrinkle formation and aging are an aspiring goal and a challenging task. This paper describes a cloning method and an aging simulation in a family. We reconstruct a father, mother, son and daughter of one family and mix their shapes and textures in 3D to get virtual persons with some variation. The idea of reconstruction of a head is to detect features from two orthogonal pictures, modify a generic model with an animation structure and use an automatic texture mapping method. It is followed by a simple method to do 3D-shape interpolation and 2D morphing based on triangulation for experiments of mixing 3D heads between family members. Finally, wrinkles within facial animation and aging are generated based on detected feature points. Experiments are made to generate aging wrinkles on the faces of the son and the daughter.
考虑到皱纹形成和衰老的面部克隆和动画是一个有抱负的目标和具有挑战性的任务。本文介绍了一种克隆方法和一个家庭的衰老模拟。我们重建一个家庭的父亲、母亲、儿子和女儿,并在3D中混合他们的形状和纹理,以获得一些变化的虚拟人物。头部重建的思想是从两幅正交图像中提取特征,用动画结构修改通用模型,并使用自动纹理映射方法。在此基础上,提出了一种基于三角剖分的三维形状插值和二维变形的简单方法,用于家庭成员之间的三维头部混合实验。最后,根据检测到的特征点生成面部动画和衰老中的皱纹。为了在儿子和女儿的脸上产生老化的皱纹,进行了实验。
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引用次数: 36
ALCOVE: design and implementation of an object-centric virtual environment ALCOVE:以对象为中心的虚拟环境的设计和实现
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756922
M. Meyer, Alan H. Barr
We present a new interaction metaphor for object-centric tasks in the form of a prototype VR system, ALCOVE. Through analytic calculations, we quantitatively demonstrate the benefits of restructuring the interaction volume offered by current systems. Our metrics show that many applications' interaction volume increases by 1.5 to 2.6 times when using the ALCOVE system. We also offer an informal user task analysis and evaluations of previous VR systems that qualitatively support this improved interaction volume as well as demonstrate the need for a shift from room and desk-sized systems to desktop units. We present some testbed applications which benefit from this object-centric design and discuss some of the advantages and shortcomings of our system.
我们以原型VR系统ALCOVE的形式为以对象为中心的任务提出了一种新的交互隐喻。通过分析计算,我们定量地证明了重组当前系统提供的交互量的好处。我们的指标显示,当使用ALCOVE系统时,许多应用程序的交互量增加了1.5到2.6倍。我们还对以前的VR系统进行了非正式的用户任务分析和评估,定性地支持这种改进的交互性,并证明了从房间和办公桌大小的系统转向桌面单元的必要性。我们给出了一些从这种以对象为中心的设计中受益的测试平台应用,并讨论了我们系统的一些优点和缺点。
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引用次数: 16
期刊
Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
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