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2013 XV Symposium on Virtual and Augmented Reality最新文献

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Haptic Simulation for Virtual Training in Application of Dental Anesthesia 触觉模拟在牙科麻醉虚拟训练中的应用
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.20
C. G. Corrêa, R. Tori, Fátima L. S. Nunes
Several fields of the knowledge have been benefited by technologies from Virtual Reality (VR) area. This paper presents an analysis of problems related to the domain of dentistry, specifically for training in anesthesia, and the possibility of resolution using VR. The analysis assumes that the haptic interaction in virtual environments is relevant in the area of training in health and may contribute in the skills acquisition, providing realistic experiences to the trainess. Initially, a detailed requirements survey with the participation of experts was conducted, as well as the development of a prototype for preliminary testing.
虚拟现实(VR)技术已经使许多知识领域受益。本文介绍了与牙科领域有关的问题的分析,特别是麻醉培训,以及使用VR解决问题的可能性。分析假设虚拟环境中的触觉互动与健康培训领域有关,并可能有助于技能获得,为训练提供现实经验。最初,在专家的参与下进行了详细的需求调查,并开发了用于初步测试的原型。
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引用次数: 15
Virtual Worlds and Education: A Case of Study in the Teaching of Computer Networks Using the Sloodle 虚拟世界与教育:以Sloodle在计算机网络教学中的应用为例
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.45
F. Nunes, Samuel Stieler, Gleizer Bierhalz Voss, R. Medina
Learning processes currently are undergoing a major transition, given the different methods, techniques and paradigms applied in education. In this context, the use of information technologies as tools to support teaching can be characterized as one of the major advances of recent decades. This paper presents a summary of a research that seeks to integrate two distinct technologies (AVAs and Virtual World), through a known solution called Sloodle. Is demonstrate the use of such a solution on the educational area, presenting its operating cycle by developing a case study with activities involving the OSI model and networking protocols in a discipline of Computer Networks.
鉴于教育中应用的不同方法、技术和范式,学习过程目前正在经历重大转变。在这种情况下,使用信息技术作为支持教学的工具可以被描述为近几十年来的主要进步之一。本文概述了一项研究,该研究旨在通过名为slodle的已知解决方案集成两种不同的技术(AVAs和Virtual World)。它演示了这种解决方案在教育领域的使用,通过开发涉及OSI模型和计算机网络学科中的网络协议的活动的案例研究来展示其操作周期。
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引用次数: 6
Interface Interaction for Grain Harvester Simulator 谷物收割机模拟器的界面交互
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.49
Paulo Lacerda da Silva, William de Freitas, Elias Alves Moura, T. Bogoni
This paper presents the construction and the instrumentation of a virtual reality simulator for training operators of grain harvesters. Data entry is accomplished by using a custom interface with the same characteristics of the control panel of a real harvester. The simulator is mounted on a moving platform that reacts according to the Virtual Environment ground. Preliminary tests show the effectiveness of the method used for instrumentation and communication between the virtual environment and the interaction devices.
本文介绍了粮食收割机操作人员培训用虚拟现实模拟器的结构和设备。数据输入是通过使用与实际收割机的控制面板具有相同特征的自定义界面来完成的。该模拟器安装在一个移动平台上,该平台根据虚拟环境地面做出反应。初步测试表明,该方法用于虚拟环境与交互设备之间的仪表和通信是有效的。
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引用次数: 0
Realistic Simulation of Deformation for Medical Training Applications 医学训练中变形的逼真模拟
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.44
Ana Cláudia Melo Tiessi Gomes de Oliveira, R. Tori, Wyllian Brito, J. D. Santos, H. Bíscaro, Fátima L. S. Nunes
Many computational applications for virtual medical training manipulate 3D objects that represent organs and human tissues. These representations, in function of the training requirements, may include parameters such as shape, topology, color, volume, texture and, in certain cases, physical properties such as elasticity and stiffness. An approach is presented in this paper, combining methods and models that are efficient to simulate elastic deformation, obtaining equilibrium between visual and haptic realism. Based on this model, visual and/or haptic outputs are generated for users in order to provide to learner sensations close enough to those they would have if the training were provided with real objects. The results regarding deformation processing time are compatible with those required for haptic interaction and provide adequate visual feedback from using meshes composed of a large number of polygons.
许多用于虚拟医学训练的计算应用程序操作代表器官和人体组织的3D对象。根据训练要求,这些表示可能包括形状、拓扑、颜色、体积、纹理等参数,在某些情况下还包括弹性和刚度等物理特性。本文提出了一种将有效模拟弹性变形的方法和模型相结合,在视觉真实感和触觉真实感之间取得平衡的方法。基于这个模型,为用户生成视觉和/或触觉输出,以便为学习者提供足够接近他们在真实物体提供训练时所拥有的感觉。关于变形处理时间的结果与触觉交互所需的结果一致,并且使用由大量多边形组成的网格提供了足够的视觉反馈。
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引用次数: 7
Augmented Reality Applied to Health Education 增强现实在健康教育中的应用
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.54
Marco Aurelio Galvao, E. Zorzal
This short paper proposes the development of three different applications for health education with the aid of Augmented Reality. Some figures of current development prototipes are also show and future works are proposed. We expect these applications will help extend health education to students' homes from all educational stages and expect to minimize some problems related to anatomy education in college, such as costs for obtaining corpses and lack of skilled professionals.
本文提出了利用增强现实技术开发健康教育的三种不同应用。展示了目前开发样机的一些图形,并对今后的工作提出了建议。我们期望这些应用程序将有助于将健康教育从各个教育阶段延伸到学生家中,并期望最大限度地减少与大学解剖学教育相关的一些问题,例如获取尸体的成本和缺乏熟练的专业人员。
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引用次数: 10
Shader Integration in a Virtual Reality Framework 在虚拟现实框架中的着色器集成
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.38
Ives Fernando Martins Santos de Moura, L. Machado
This paper discusses the integration of Shaders in a Virtual Reality framework named CyberMed, showing how this could enhance the system's realism by making it possible to include advanced Computer Graphics (CG) techniques. CyberMed's current and future structures are shown in this paper, emphasizing the new classes, which are responsible for Shader activities and generating some necessary CG functionalities.
本文讨论了在名为CyberMed的虚拟现实框架中集成着色器,展示了如何通过包含高级计算机图形学(CG)技术来增强系统的真实感。CyberMed的当前和未来的结构显示在论文中,强调新的类,这是负责着色器活动和生成一些必要的CG功能。
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引用次数: 1
Context-Aware Virtual Laboratory for Teaching Computer Networks: A Proposal in the 3D OpenSim Environment 面向计算机网络教学的情境感知虚拟实验室:3D OpenSim环境下的一种方案
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.46
Gleizer Bierhalz Voss, F. Nunes, Andreia R. K. Muhlbeier, R. Medina
Technological advances have created new possibilities in education, requiring the development of new pedagogical practices that contribute to the process of teaching and learning. This paper presents a proposal for the construction of an immersive virtual laboratory of computer networks in 3D OpenSim environment. The main advantages of the proposal are the development and the treatment of issues related to context-aware computing, such as: cognitive styles, technology used, analysis of learning, expertise and quality of context. The prototype of this laboratory is currently in development, with some positive partial results.
技术进步为教育创造了新的可能性,要求发展有助于教与学过程的新的教学实践。本文提出了在三维OpenSim环境下构建计算机网络沉浸式虚拟实验室的方案。该建议的主要优点是开发和处理与上下文感知计算相关的问题,例如:认知风格、使用的技术、学习分析、专业知识和上下文质量。该实验室的原型目前正在开发中,并取得了一些积极的部分成果。
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引用次数: 13
Methods for Interactive Cut for a Virtual Reality Framework 虚拟现实框架的交互式切割方法
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.27
Rubens G. S. Correia, L. S. Machado
Cutting is an important component for the development of applications that simulate surgical procedures. This paper discusses the study of some cutting methods, how they are classified according to their approach, some of these methods' features, their technique and their feasibility of integration in a framework for development of Virtual Reality applications.
切割是模拟外科手术程序应用开发的重要组成部分。本文讨论了一些切割方法的研究,如何根据它们的方法进行分类,这些方法的一些特点,它们的技术以及它们集成在虚拟现实应用开发框架中的可行性。
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引用次数: 3
Art Making Using an Haptic Device for Interactive Digital Painting 使用触觉设备进行交互式数字绘画的艺术创作
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.13
D. V. Macedo, H. Pontes, M. A. Rodrigues
In this work we present HapticBrush, a graphical application aimed at interactive digital painting of virtual screens using the Phantom haptic device, in which the artist has at his/her disposal a variety of brushes with different shapes, colors, sizes, spacings, and textures. The tests conducted show that the Phantom device reproduces tactile brush sensations on the canvas through the simulation of the pressure effect, by applying forces to the pen device. Thus, the experience of the artist's perception with respect to different types of brushes for the creation of digital art is evaluated. The results show that this experience is improved and the level of immersion of the user is increased, through the use of touch as a further means of interaction with the virtual world.
在这项工作中,我们提出了HapticBrush,一个图形应用程序,旨在使用Phantom触觉设备对虚拟屏幕进行交互式数字绘画,其中艺术家可以使用各种不同形状,颜色,大小,间距和纹理的画笔。测试表明,Phantom设备通过对笔设备施加力来模拟压力效应,从而在画布上再现了画笔的触觉感觉。因此,评估艺术家对数字艺术创作中不同类型的画笔的感知体验。结果表明,通过使用触摸作为与虚拟世界交互的进一步手段,这种体验得到了改善,用户的沉浸感得到了提高。
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引用次数: 0
Architectural Model for VR and AR Applications in the Cloud 云中VR和AR应用的架构模型
Pub Date : 2013-05-28 DOI: 10.1109/SVR.2013.35
E. Freiberger, L. R. Nakamura, R. Tori
Virtual and Augmented Reality are used in the production of complex virtual environments, using non-trivial input and output devices to provide users with a sense of immersion in real-time synthetic worlds. Consequently, the design and development of such applications becomes complex where the software component reuse is not an option, but rather a necessity to enable development. In this paper we present an architectural model for a platform for the production, sharing and implementation of Virtual and Augmented Reality applications called NRVA. In this work we present the description of the main elements of the proposed architectural model and preliminary results of the research. The results point to the feasibility of the proposed model.
虚拟现实和增强现实用于制作复杂的虚拟环境,使用非琐碎的输入和输出设备,为用户提供沉浸在实时合成世界中的感觉。因此,这种应用程序的设计和开发变得复杂,其中软件组件重用不是一种选择,而是实现开发的必要条件。在本文中,我们提出了一个名为NRVA的虚拟现实和增强现实应用程序的生产、共享和实现平台的体系结构模型。在这项工作中,我们介绍了所提出的建筑模型的主要元素和研究的初步结果。结果表明了该模型的可行性。
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引用次数: 1
期刊
2013 XV Symposium on Virtual and Augmented Reality
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