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

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Automating the construction of dynamic and multi-resolution 360/spl deg/ panorama for natural scenes with moving objects 自动构建动态和多分辨率360/spl度/全景的自然场景与移动的物体
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756937
Zhigang Zhu, Guangyou Xu, Heng Luo, Qiang Wang
A new approach is presented to automatically build a dynamic and multi-resolution 360/spl deg/ panorama (DMP) from image sequences taken by a hand-held camera. A multi-resolution representation is built for the more interesting areas by means of camera zooming. The dynamic objects in the scene can be detected and represented separately. The DMP construction method is fast, robust and automatic, achieving 1 Hz in a 266 MHz PC.
提出了一种从手持相机拍摄的图像序列中自动构建动态多分辨率360/spl度全景(DMP)的新方法。通过相机变焦,为更有趣的区域建立了多分辨率表示。场景中的动态对象可以单独检测和表示。DMP构建方法快速、鲁棒、自动化,在266mhz的PC上实现1hz。
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引用次数: 0
Development of wearable force display (HapticGEAR) for immersive projection displays 用于沉浸式投影显示器的可穿戴力显示器(HapticGEAR)的开发
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756931
M. Hirose, T. Ogi, H. Yano, N. Kakehi
We describe the design and the implementation of a force display for immersive projection displays. To give the user maximum freedom of motion in a large working space, it is necessary to use a portable force display that is grounded on the user's body. Therefore, we developed a portable (wearable) force display called HapticGEAR which makes use of the tension of wires grounded on the user's back. This device is designed to reduce user's fatigue and to have fewer influence on the user's motion and sight.
我们描述了一种用于沉浸式投影显示器的力显示的设计和实现。为了在大的工作空间中给用户最大的运动自由,有必要使用接地在用户身体上的便携式力显示器。因此,我们开发了一种名为HapticGEAR的便携式(可穿戴)力显示器,它利用了接地在用户背部的电线的张力。该设备旨在减少用户的疲劳,减少对用户运动和视觉的影响。
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引用次数: 23
The software architecture of a real-time battlefield visualization virtual environment 实时战场可视化虚拟环境的软件体系结构
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756920
S. Julier, R. King, Brad Colbert, J. Durbin, L. Rosenblum
This paper describes the software architecture of Dragon, a real-time situational awareness virtual environment for battlefield visualization. Dragon receives data from a number of different sources and creates a single, coherent, and consistent three-dimensional display. We describe the problem of Battlefield Visualization and the challenges it imposes. We discuss the Dragon architecture, the rational for its design, and its performance in an actual application. The battlefield VR system is also suitable for similar civilian domains such as large-scale disaster relief and hostage rescue.
介绍了用于战场可视化的实时态势感知虚拟环境“龙”的软件体系结构。Dragon从许多不同的来源接收数据,并创建一个单一的,连贯的,一致的三维显示。我们描述了战地可视化的问题以及它所带来的挑战。我们将讨论Dragon架构、其设计的合理性以及其在实际应用程序中的性能。战场虚拟现实系统也适用于类似的民用领域,如大规模救灾、解救人质等。
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引用次数: 36
The virtual mail system 虚拟邮件系统
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756930
Tomoko Imai, Andrew E. Johnson, J. Leigh, Dave Pape, T. DeFanti
The paper discusses a virtual mail system. V-mail is designed to be used in the CAVE virtual environment. The participants' mail messages and the ongoing modifications of the VE are maintained by a central server. V-mail's user interface is embodied in a virtual friend or pet that follows the participant as he/she interacts with the VE.
本文讨论了一个虚拟邮件系统。V-mail被设计为在CAVE虚拟环境中使用。与会者的邮件信息和VE正在进行的修改由中央服务器维护。V-mail的用户界面体现在一个虚拟的朋友或宠物中,当参与者与VE交互时,它会跟随参与者。
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引用次数: 18
The virtual palette and the virtual remote control panel: a device and an interaction paradigm for the Responsive Workbench/sup TM/ 虚拟调色板和虚拟远程控制面板:响应式工作台/sup TM/的设备和交互范例
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756953
S. Coquillart, G. Wesche
Compared to most other virtual environments, the Responsive Workbench/sup TM/ offers a much better integration of the virtual and the real worlds. The Responsive Workbench/sup TM/ is a projection-based virtual environment with one horizontal table-sized projection plane. However interacting with these mixed 3D worlds remains a research challenge. This paper introduces a prop-like device, the virtual palette and describes the virtual remote control panel (VRCP), a two-handed interaction technique, based on the Virtual Palette, for controlling applications.
与大多数其他虚拟环境相比,Responsive Workbench/sup TM/提供了虚拟世界和现实世界更好的集成。Responsive Workbench/sup TM/是一个基于投影的虚拟环境,具有一个水平的桌面大小的投影平面。然而,与这些混合的3D世界互动仍然是一个研究挑战。本文介绍了一种类似道具的设备——虚拟调色板,并描述了基于虚拟调色板的一种双手交互技术——虚拟远程控制面板(VRCP)。
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引用次数: 44
Virtual chopsticks: object manipulation using multiple exact interactions 虚拟筷子:使用多个精确交互的对象操作
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756951
Y. Kitamura, Tomohiko Higashi, T. Masaki, F. Kishino
A technique is proposed for object manipulation with a virtual tool using multiple exact interactions. Exact test is introduced that uses real-time collision detection for both hand-and-tool and tool-and-object interactions. Chopsticks are adopted for one of the trials of our technique; although they have a very simple shape, they do have multiple functions. Here, a virtual object is manipulated by the virtual chopsticks, which are used by the motion of a user's hand captured by a hand gesture input device. Exact interaction is applied between the hand and chopsticks based on correct table manners. Experimental results demonstrate the effectiveness of the proposed multiple exact interactions, especially for precise object alignment tasks.
提出了一种利用多个精确交互的虚拟工具对对象进行操作的技术。介绍了对手与工具和工具与物体交互使用实时碰撞检测的精确测试。我们的技术试验之一是用筷子;虽然它们的形状很简单,但它们确实有多种功能。在这里,一个虚拟的物体被虚拟筷子操纵,而虚拟筷子是由一个手势输入设备捕捉到的用户的手的运动来使用的。在正确的餐桌礼仪的基础上,手和筷子之间要有精确的互动。实验结果证明了所提出的多重精确交互的有效性,特别是对于精确的目标对准任务。
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引用次数: 25
Painting textures with a haptic interface 用触觉界面绘制纹理
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756963
David E. Johnson, Thomas V. Thompson, Matthew Kaplan, Donald D. Nelson, E. Cohen
We present a method for painting texture maps directly onto trimmed NURBS models using a haptic interface. The haptic interface enables an artist to use a natural painting style while creating a texture. It avoids the traditional difficulty of mapping between the 2D texture space and the 3D model space by using parametric information available from our haptic tracing algorithm. The system maps user movement in 3D to movement in the 2D texture space and adaptively resizes the paintbrush in texture space to create a uniform stroke on the model.
我们提出了一种使用触觉界面将纹理映射直接绘制到修剪过的NURBS模型上的方法。触觉界面使艺术家能够在创建纹理时使用自然的绘画风格。利用我们的触觉跟踪算法提供的参数信息,避免了传统的二维纹理空间和三维模型空间映射的困难。系统将用户在3D中的移动映射到2D纹理空间中的移动,并自适应地调整纹理空间中的画笔大小,从而在模型上创建统一的笔画。
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引用次数: 51
A framework for interactors in immersive virtual environments 沉浸式虚拟环境中的交互器框架
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756950
G. Kessler
The promise of immersive virtual environment (VE) applications has been that they can make interaction with computer information and processes easier by providing a medium that more closely matches the user's real environment. Meeting this promise, however; has proven to be difficult, as the interface between the user and the computer is not complete, the metaphors for interacting with information are not always obvious, and the tools for including current interaction techniques are not sufficient to the task. We present SVIFT, the Simple Virtual Interactor Framework and Toolkit, which supports efforts to meet the interaction needs of immersive VE applications. SVIFT allows for the design and implementation of various interaction techniques that can be easily incorporated into many VE applications and combined with other interaction techniques to produce more complex interactions. We also discuss the differences between desktop and immersive environment interaction, and the implications of those differences on the design of an interactor framework.
沉浸式虚拟环境(VE)应用程序的前景是,通过提供更接近用户真实环境的媒介,它们可以使与计算机信息和过程的交互更容易。然而,实现这一承诺;已被证明是困难的,因为用户和计算机之间的接口是不完整的,与信息交互的隐喻并不总是显而易见的,并且包括当前交互技术的工具不足以完成任务。我们介绍SVIFT,简单虚拟交互器框架和工具包,它支持满足沉浸式VE应用程序的交互需求。SVIFT允许设计和实现各种交互技术,这些技术可以很容易地集成到许多VE应用程序中,并与其他交互技术相结合,以产生更复杂的交互。我们还讨论了桌面和沉浸式环境交互之间的差异,以及这些差异对交互器框架设计的影响。
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引用次数: 18
A review of tele-immersive applications in the CAVE research network CAVE研究网络中远程沉浸式应用综述
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756949
J. Leigh, Andrew E. Johnson, T. DeFanti, Maxine D. Brown
This paper presents an overview of the tele-immersion applications that have been built by collaborators around the world using the CAVERNsoft toolkit, and the lessons learned from building these applications. In particular the lessons learned are presented as a set of rules-of-thumb for developing tele-immersive applications in general.
本文概述了远程沉浸式应用程序,这些应用程序是由世界各地的合作者使用洞穴软件工具包构建的,以及从构建这些应用程序中吸取的经验教训。特别是,所获得的经验教训是作为开发远程沉浸式应用程序的一套经验法则提出的。
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引用次数: 109
Registration for outdoor augmented reality applications using computer vision techniques and hybrid sensors 使用计算机视觉技术和混合传感器的户外增强现实应用注册
Pub Date : 1999-03-13 DOI: 10.1109/VR.1999.756958
R. Behringer
Registration for outdoor systems for Augmented Reality (AR) cannot rely on the methods developed for indoor use (e.g., magnetic tracking, fiducial markers). Although GPS and the earth's magnetic field can be used to obtain a rough estimate of position and orientation, the precision of this registration method is not high enough for satisfying AR overlay. Computer vision methods can help to improve the registration precision by tracking visual clues whose real world positions are known. We have developed a system that can exploit horizon silhouettes for improving the orientation precision of a camera which is aligned with the user's view. It has been shown that this approach is able to provide registration even as a stand-alone system, although the usual limitations of computer vision prohibit to use it under unfavorable conditions. This paper describes the approach of registration by using horizon silhouettes. Based on the known observer location (from GPS), the 360 degree silhouette is computed from a digital elevation map database. Registration is achieved, when the extracted visual horizon silhouette segment is matched onto this predicted silhouette. Significant features (mountain peaks) are cues which provide hypotheses for the match. Several criteria are tested to find the best matching hypothesis. The system is implemented on a PC under Windows NT. Results are shown in this paper.
增强现实(AR)户外系统的注册不能依赖于为室内使用开发的方法(例如,磁跟踪,基准标记)。虽然利用GPS和地球磁场可以获得粗略的位置和方位估计,但这种配准方法的精度不足以满足AR叠加。计算机视觉方法可以通过跟踪已知真实世界位置的视觉线索来帮助提高配准精度。我们已经开发了一个系统,可以利用地平线轮廓来提高相机的方向精度,使其与用户的视图对齐。尽管计算机视觉的通常限制禁止在不利条件下使用它,但已经表明,这种方法甚至可以作为一个独立的系统提供注册。本文介绍了利用视界轮廓进行配准的方法。基于已知的观测者位置(来自GPS),从数字高程地图数据库计算360度轮廓。当提取的视觉水平轮廓段与预测轮廓匹配时,就实现了配准。重要特征(山峰)是为匹配提供假设的线索。为了找到最好的匹配假设,测试了几个标准。在Windows NT操作系统的PC机上实现了该系统,并给出了测试结果。
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引用次数: 104
期刊
Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)
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