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

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Walking about virtual environments on an infinite floor 在无限的地板上行走在虚拟环境中
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756964
Hiroo Iwata
This paper presents a new configuration of locomotion interface for walking about virtual space. Traveling on foot is the most intuitive way for locomotion. Infinite surface driven by actuators is an ideal device for creation of sense of walking. We selected a torus-shaped surface to realize the locomotion interface. The locomotion interface employs twelve sets of treadmills. These trendmills are connected side by side and driven to perpendicular direction. Infinite surface is generated by the motion of the treadmills. The walker can go to any direction while his/her position is fixed in the real world. Effectiveness of the device is tested by motion analysis and study on sense of distance.
提出了一种新的虚拟空间行走运动接口结构。徒步旅行是最直观的运动方式。由致动器驱动的无限大表面是创造行走感的理想装置。我们选择了一个环面来实现运动界面。运动界面采用12组跑步机。这些风车是并排相连的,并被推向垂直的方向。跑步机的运动产生了无限的表面。在现实世界中,当他/她的位置固定时,步行者可以向任何方向移动。通过运动分析和距离感研究,验证了该装置的有效性。
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引用次数: 170
User-centered design and evaluation of a real-time battlefield visualization virtual environment 以用户为中心的实时战场可视化虚拟环境设计与评价
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756939
D. Hix, J. Swan, Joseph L. Gabbard, Michael K. McGee, J. Durbin, T. King
The ever-increasing power of computers and hardware rendering systems has, to date, primarily motivated the creation of visually rich and perceptually realistic virtual environment (VE) applications. Comparatively very little effort has been expended on the user interaction components of VEs. As a result, VE user interfaces are often poorly designed and are rarely evaluated with users. Although usability engineering is a newly emerging facet of VE development, user-centered design and usability evaluation in VEs as a practice still lags far behind what is needed. This paper presents a structured, iterative approach for the user-centered design and evaluation of VE user interaction. This approach consists of the iterative use of expert heuristic evaluation, followed by formative usability evaluation, followed by summative evaluation. We describe our application of this approach to a real-world VE for battlefield visualization, describe the resulting series of design iterations, and present evidence that this approach provides a cost-effective strategy for assessing and iteratively improving user interaction design in VEs. This paper is among the first to report applying an iterative, structured, user-centered design and evaluation approach to VE user interaction design.
迄今为止,计算机和硬件渲染系统的不断增强的能力主要推动了视觉丰富和感知逼真的虚拟环境(VE)应用程序的创建。相对而言,在虚拟网关的用户交互组件上花费的精力很少。因此,VE用户界面通常设计得很差,并且很少与用户进行评估。尽管可用性工程是虚拟现实开发的一个新兴方面,但在虚拟现实中以用户为中心的设计和可用性评估作为一种实践仍然远远落后于需求。本文提出了一种结构化的迭代方法,用于以用户为中心的VE用户交互设计和评估。该方法包括专家启发式评估的迭代使用,然后是形成性可用性评估,然后是总结性评估。我们描述了我们将这种方法应用于现实世界的虚拟现实战场可视化,描述了由此产生的一系列设计迭代,并提供了证据,证明这种方法为评估和迭代改进虚拟现实中的用户交互设计提供了一种具有成本效益的策略。本文是第一个报告将迭代、结构化、以用户为中心的设计和评估方法应用于VE用户交互设计的论文之一。
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引用次数: 172
A physically exact real time simulator for car headlight 一个物理上精确的汽车前灯实时模拟器
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756928
Carmen Usón, Valeo Eclairage, P. Bouchon
The real time headlight simulator is meant to provide VALEO, a worldwide car equipment manufacturer, with the means of carrying out validation tests on its new headlights from 1998 onwards. This simulator is physically exact, allowing the engineer to accurately assess and predict the performance of the headlights.
实时前照灯模拟器旨在为法雷奥(VALEO)这家全球汽车设备制造商提供从1998年起对其新前照灯进行验证测试的手段。这个模拟器在物理上是精确的,允许工程师准确地评估和预测前灯的性能。
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引用次数: 2
Distributed PC-based haptic, visual and acoustic telepresence system-experiments in virtual and remote environments 分布式基于pc的触觉、视觉和声学远程呈现系统——虚拟和远程环境中的实验
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756942
H. Baier, M. Buss, F. Freyberger, J. Hoogen, P. Kammermeier, G. Schmidt
We present a distributed PC-based multimodal (haptic, visual and acoustic) telepresence and virtual presence system. Two desktop kinesthetic devices (DeKiFeD3 and DeKiTop3) with 3 degrees-of-freedom have been developed for multi-modal telepresence. Feedback to the human modalities of the visual, auditory, kinesthetic, tactile and temperature senses is generated using appropriate actuator hardware. We present several applications in virtual presence and teleoperation in physical remote environments.
我们提出了一个分布式的基于pc的多模态(触觉、视觉和声学)远程呈现和虚拟呈现系统。两种桌面动觉设备(DeKiFeD3和DeKiTop3)具有3个自由度,用于多模态远程呈现。使用适当的执行器硬件生成对视觉、听觉、动觉、触觉和温度感官的人类模式的反馈。我们介绍了在物理远程环境中的虚拟存在和远程操作的几个应用。
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引用次数: 58
SiLVIA-a simulation library for virtual reality applications 用于虚拟现实应用的仿真库
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756934
G. Hotz, Andreas Kerzmann, C. Lennerz, R. Schmid, E. Schömer, T. Warken
The paper discusses SiLVIA simulation library. The main purpose of SiLVIA is to supply procedures for simulating the dynamics of colliding rigid bodies and the interactive manipulation of these bodies in virtual environments. Detecting collisions between virtual objects and calculating their reaction to these collisions play an important role in VR applications such as ergonomy, studies or virtual assembly simulations.
本文讨论了SiLVIA仿真库。SiLVIA的主要目的是提供模拟碰撞刚体动力学和在虚拟环境中对这些刚体进行交互操作的程序。检测虚拟物体之间的碰撞并计算它们对这些碰撞的反应在人体工程学、研究或虚拟装配模拟等VR应用中发挥着重要作用。
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引用次数: 3
VR scientific visualization in the GROTTO 洞穴中的VR科学可视化
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756933
Eddy Kuo, M. Lanzagorta, R. Rosenberg, S. Julier, J. Summers
We describe the efforts being carried out at the Naval Research Laboratory (NRL) towards VR scientific visualization. We are exploring scientific visualization in an immersive virtual environment: the NRL's CAVE/sup TM/-like device known as GROTTO (Graphical room for observation, Training and Tactical Orientation). We describe the AVS GROTTO viewer, a VR interface to the AVS visualization system. The AVS GROTTO viewer has been used by a number of scientists in current, ongoing research projects within NRL.
我们描述了海军研究实验室(NRL)在VR科学可视化方面所做的努力。我们正在沉浸式虚拟环境中探索科学可视化:NRL的CAVE/sup TM/类似设备,称为GROTTO(观察,训练和战术方向的图形室)。我们描述了AVS GROTTO查看器,AVS可视化系统的一个VR接口。AVS GROTTO观察器已被许多科学家用于NRL目前正在进行的研究项目。
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引用次数: 3
The benefits of statistical visualization in an immersive environment 沉浸式环境中的统计可视化的好处
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756938
Laura L. Arns, D. Cook, C. Cruz-Neira
We have created an immersive application for statistical graphics and have investigated what benefits it offers over more traditional data analysis tools. We present a description of both the traditional data analysis tools and our virtual environment, and results of an experiment designed to determine if an immersive environment based on the XGobi desktop system provides advantages over XGobi for analysis of high-dimensional statistical data. The experiment included two aspects of each environment: three structure detection (visualization) tasks and one ease of interaction task. The subjects were given these tasks in both the C2 virtual environment and a workstation running XGobi. The experiment results showed an improvement in participants' ability to perform structure detection tasks in the C2 to their performance in the desktop environment. However, participants were more comfortable with the interaction tools in the desktop system.
我们已经为统计图形创建了一个沉浸式应用程序,并研究了它比传统数据分析工具提供的好处。我们介绍了传统的数据分析工具和我们的虚拟环境,以及一个实验的结果,该实验旨在确定基于XGobi桌面系统的沉浸式环境是否比XGobi在分析高维统计数据方面具有优势。实验包括两个方面:三个结构检测(可视化)任务和一个交互易用性任务。受试者在C2虚拟环境和运行XGobi的工作站中完成这些任务。实验结果表明,参与者在C2中执行结构检测任务的能力比他们在桌面环境中的表现有所提高。然而,参与者对桌面系统中的交互工具更满意。
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引用次数: 103
Smart avatars in JackMOO JackMOO中的智能化身
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756946
Jianping Shi, Thomas J. Smith, John P. Granieri, N. Badler
Creation of compelling 3-dimensional, multi-user virtual worlds for education and training applications requires a high degree of realism in the appearance, interaction, and behavior of avatars within the scene. Our goal is to develop and/or adapt existing 3-dimensional technologies to provide training scenarios across the Internet in a form as close as possible to the appearance and interaction expected of live situations with human participants. We have produced a prototype system, JackMOO, which combines Jack, a virtual human system, and LambdaMOO, a multiuser; network-accessible, programmable, interactive server: Jack provides the visual realization of avatars and other objects. LambdaMOO provides the Web-accessible communication, programmability, and persistent object database. The combined JackMOO allows us to store the richer semantic information necessitated by the scope and range of human actions that an avatar must portray, and to express those actions in the form of imperative sentences. We describe JackMOO, its components, and a prototype application with five virtual human agents.
为教育和培训应用程序创建引人注目的三维多用户虚拟世界需要在场景中的虚拟人物的外观,交互和行为方面具有高度的真实感。我们的目标是开发和/或调整现有的三维技术,以尽可能接近人类参与者的现场场景的外观和交互形式,在互联网上提供训练场景。我们制作了一个原型系统JackMOO,它结合了虚拟人系统Jack和多用户系统LambdaMOO;网络可访问、可编程、交互式服务器:Jack提供了虚拟角色和其他对象的可视化实现。LambdaMOO提供了可访问web的通信、可编程性和持久对象数据库。组合的JackMOO允许我们存储更丰富的语义信息,这些信息是虚拟角色必须描绘的人类行为的范围和范围所必需的,并以祈使句的形式表达这些行为。我们描述了JackMOO、它的组件和一个带有五个虚拟人类代理的原型应用程序。
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引用次数: 21
Vestibular cues and virtual environments: choosing the magnitude of the vestibular cue 前庭提示与虚拟环境:选择前庭提示的大小
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756956
L. Harris, M. Jenkin, D. Zikovitz
The design of virtual environments usually concentrates on constructing a realistic visual simulation and ignores the non-visual cues normally associated with moving through an environment. The lack of the normal complement of cues may contribute to cybersickness and may affect operator performance. Previously (1998) we described the effect of adding vestibular cues during passive linear motion and showed an unexpected dominance of the vestibular cue in determining the magnitude of the perceived motion. Here we vary the relative magnitude of the visual and vestibular cues and describe a simple linear summation model that predicts the resulting perceived magnitude of motion. The model suggests that designers of virtual reality displays should add vestibular information in a ratio of one to four with the visual motion to obtain convincing and accurate performance.
虚拟环境的设计通常侧重于构建逼真的视觉模拟,而忽略了通常与在环境中移动相关的非视觉线索。缺乏正常的信号补充可能会导致晕屏,并可能影响操作员的工作表现。先前(1998)我们描述了在被动线性运动中添加前庭线索的效果,并显示了前庭线索在决定感知运动的大小方面出乎意料的优势。在这里,我们改变了视觉和前庭提示的相对大小,并描述了一个简单的线性求和模型,该模型预测了由此产生的感知运动的大小。该模型建议虚拟现实显示器设计者应将前庭信息与视觉运动按1:4的比例添加,以获得令人信服和准确的表现。
{"title":"Vestibular cues and virtual environments: choosing the magnitude of the vestibular cue","authors":"L. Harris, M. Jenkin, D. Zikovitz","doi":"10.1109/VR.1999.756956","DOIUrl":"https://doi.org/10.1109/VR.1999.756956","url":null,"abstract":"The design of virtual environments usually concentrates on constructing a realistic visual simulation and ignores the non-visual cues normally associated with moving through an environment. The lack of the normal complement of cues may contribute to cybersickness and may affect operator performance. Previously (1998) we described the effect of adding vestibular cues during passive linear motion and showed an unexpected dominance of the vestibular cue in determining the magnitude of the perceived motion. Here we vary the relative magnitude of the visual and vestibular cues and describe a simple linear summation model that predicts the resulting perceived magnitude of motion. The model suggests that designers of virtual reality displays should add vestibular information in a ratio of one to four with the visual motion to obtain convincing and accurate performance.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130463625","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}
引用次数: 30
A Virtual Assembly Design Environment 虚拟装配设计环境
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756948
S. Jayaram, Yong Wang, U. Jayaram, K. Lyons, Peter Hart
The Virtual Assembly Design Environment (VADE) is a virtual reality (VR) based engineering application which allows engineers to evaluate, analyze, and plan the assembly of mechanical systems. This system focuses on utilizing an immersive virtual environment tightly coupled with commercial computer aided design (CAD) systems. Salient features of VADE include: data integration (two-way) with a parametric CAD system; realistic interaction of the user with parts in the virtual environment; creation of valued design information in the virtual environment; reverse data transfer of design information back to the CAD system; significant interactivity in the virtual environment; collision detection; and physically-based modeling. This paper describes the functionality and applications of VADE. A discussion of the limitations of virtual assembly and a comparison with automated assembly planning systems are presented. Experiments conducted using real-world engineering models are also described.
虚拟装配设计环境(VADE)是一种基于虚拟现实(VR)的工程应用程序,它允许工程师评估,分析和计划机械系统的装配。该系统的重点是利用与商业计算机辅助设计(CAD)系统紧密结合的沉浸式虚拟环境。VADE的突出特点包括:数据集成(双向)与参数化CAD系统;用户与虚拟环境中部件的真实交互;在虚拟环境中创造有价值的设计信息将设计信息反向传输回CAD系统;虚拟环境中显著的交互性;碰撞检测;以及基于物理的建模。本文介绍了VADE的功能和应用。讨论了虚拟装配的局限性,并与自动化装配规划系统进行了比较。还描述了使用实际工程模型进行的实验。
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引用次数: 138
期刊
Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
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