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2011 IEEE International Symposium on VR Innovation最新文献

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Real-time scalable recognition and tracking based on the server-client model for mobile Augmented Reality 基于服务器-客户端模型的移动增强现实实时可扩展识别与跟踪
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759649
Jae-Deok Ha, Kyusung Cho, F. Rojas, H. Yang
Recent mobile device and vision technology advances have enabled mobile Augmented Reality (AR) to be serviced in real-time using natural features. However, in viewing augmented reality while moving about, the user is always encountering new and diverse target objects in different locations. Whether the AR system is scalable or not to the number of target objects is an important issue for future mobile AR services. But this scalability has been far limited due to the small capacity of internal storage and memory of the mobile devices. In this paper, a new framework is proposed that achieves scalability for mobile augmented reality. The scalability is achieved by using a bag of visual words based recognition module on the server side with connected through conventional Wi-Fi. On the client side, the mobile phone tracks and augments based on natural features in real-time. In the experiment, it takes 0.2 seconds for the cold start of an AR service initiated on a 10k object database with recognition accuracy 95%, which is acceptable for a real-world mobile AR application.
最近移动设备和视觉技术的进步使移动增强现实(AR)能够利用自然特征实时提供服务。然而,在移动中观看增强现实时,用户总是会在不同的位置遇到新的和不同的目标物体。AR系统是否可扩展到目标对象的数量是未来移动AR服务的一个重要问题。但是由于移动设备的内部存储和内存容量很小,这种可扩展性受到了很大的限制。本文提出了一种实现移动增强现实可扩展性的新框架。可扩展性是通过在服务器端使用一个基于视觉词的识别模块,并通过传统的Wi-Fi连接来实现的。在客户端,手机基于自然特征实时跟踪和增强。在实验中,在10k对象数据库上启动的AR服务的冷启动时间为0.2秒,识别准确率为95%,这对于现实世界的移动AR应用来说是可以接受的。
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引用次数: 19
Using VR to assess the impact of seemingly life like and intelligent architecture on people's ability to follow instructions from a teacher 使用VR来评估看似逼真的智能建筑对人们遵循老师指示的能力的影响
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759595
M. N. Adi, D. Roberts
With the advancement of building material responsive buildings that can change their properties in real time according to their users or environment are becoming more common. Architecture that can think and react as if alive is becoming more feasible. As architecture begins to take on a life of its own, changing shape in response to the environment and inhabitants, we use virtual reality to ask if this is useful. We argue that immersive simulation is a useful means to study the potential impact of life-like architecture before going to the effort and expense of building intelligent animated structures that surround people. We have previously surrounded people with an animated life size visualisation of moving walls as they assemble jigsaw puzzles, to find that they feel more comfortable and can concentrate better when the walls around them appear to come to life. This paper extends that work by adding a teacher and responsive helpful patterns on the wall. Participants were again given the task of completing a jigsaw puzzle, this time without seeing what the completed puzzle should look like. Puzzle pieces were organised into groups. The teacher explained which group to do next and where groups connected. The conditions were: static blank, static patterned, moving patterned, and helpful patterned walls. Helpful walls responded to both the teacher and the test subject, through pictorial guidance. The objective measure of task performance was the number of puzzle pieces each user assembled. Subjective measures of experience were obtained through a post experiment questionnaire and an interview. This work is of relevance to those who will use surround visualisation or moving walls to enhance places where people learn, those that design animated and life like buildings, and in particular those that use virtual reality in this process.
随着建筑材料的进步,能够根据用户或环境实时改变其属性的响应式建筑正变得越来越普遍。能够像活物一样思考和反应的建筑正变得越来越可行。随着建筑开始拥有自己的生命,随着环境和居民的变化而改变形状,我们使用虚拟现实来询问这是否有用。我们认为,沉浸式模拟是一种有用的手段,可以在投入精力和费用建造围绕人类的智能动画结构之前,研究逼真建筑的潜在影响。我们之前在人们组装拼图时,用真人大小的移动墙壁可视化动画包围他们,发现当他们周围的墙壁栩栩如生时,他们会感觉更舒服,也能更好地集中注意力。本文通过在墙上添加教师和响应式帮助模式扩展了这项工作。参与者再次被要求完成拼图,这一次没有看到完成的拼图应该是什么样子。拼图被分成几组。老师解释了接下来要做的小组以及小组之间的联系。条件是:静态空白,静态图案,移动图案和有用的图案墙。帮助墙对老师和测试对象都做出了回应,通过图片引导。任务表现的客观衡量标准是每个用户组装拼图的数量。通过实验后问卷调查和访谈获得主观体验测量。这项工作与那些将使用环绕可视化或移动墙壁来增强人们学习场所的人有关,那些设计动画和生活化建筑的人,特别是那些在这个过程中使用虚拟现实的人。
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引用次数: 3
Vision-based cutaneous sensor to measure both tactile and thermal information for telexistence 基于视觉的皮肤传感器,用于测量触觉和热信息
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759612
Katsunari Sato, H. Shinoda, S. Tachi
We have proposed a vision-based cutaneous sensor for telexistence that can simulate the physical interaction between a human fingertip and an object. The proposed sensor comprises a finger-shaped GelForce and a thermo-sensitive paint. The finger-shaped GelForce enables us to measure tactile information in terms of the distribution of forces that are calculated from the displacements of markers inside the sensor body. The thermo-sensitive paint is employed to measure thermal information on the basis of its color, which changes according to its temperature. In this study, we have described the design of the proposed cutaneous sensor, constructed its prototype, and discussed its efficiency for telexistence.
我们提出了一种基于视觉的皮肤传感器,可以模拟人类指尖和物体之间的物理相互作用。该传感器包括一个手指形状的GelForce和一种热敏涂料。手指形状的GelForce使我们能够根据力的分布来测量触觉信息,这些力是根据传感器体内标记的位移计算出来的。热敏涂料根据其颜色来测量热信息,颜色会随着温度的变化而变化。在本研究中,我们描述了所提出的皮肤传感器的设计,构建了它的原型,并讨论了它的远程存在效率。
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引用次数: 4
Interactive Mobile Augmented Reality system using a vibro-tactile pad 使用振动触觉垫的交互式移动增强现实系统
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759663
Moon-sub Jin, Jong-Il Park
Smart phone is good platform for hand-held Augmented Reality. As smart phone users grow, Augmented Reality applications are increasing. This paper proposes an interactive Mobile Augmented Reality system using a vibro-tactile pad. The proposed system can provide vibro-tactile feedback for realistic immersive experience. For interactive Mobile Augmented Reality, We focus on providing expressions augmented object's movements and location information using vibration motors. Through simple memory test application, we prove that the proposed system is useful for providing intuitive knowledge for information of augmented object's movements and location.
智能手机是手持增强现实的良好平台。随着智能手机用户的增长,增强现实应用也在增加。本文提出了一种基于振动触觉垫的交互式移动增强现实系统。该系统能够提供振动触觉反馈,实现逼真的沉浸式体验。对于交互式移动增强现实,我们专注于使用振动电机提供表达,增强对象的运动和位置信息。通过简单的记忆测试应用,我们证明了该系统可以为增强物体的运动和位置信息提供直观的知识。
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引用次数: 10
A scent-emitting video display system 一种散发气味的视频显示系统
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759666
Keisuke Tomono, H. Katsuyama, A. Tomono
We propose a new method in which scents are ejected through the display screen in the direction of a viewer, in order to enhance the reality of the visual images. A thin LED display panel filled with tiny pores was made for this experiment, and an air control system using a blower was placed behind the screen. We proved that the direction of airflow was controlled and scents properly travelled through the pores to the front side of the screen. Furthermore, we evaluated the psychological effects of visuals combined with scents.
为了增强视觉图像的真实感,我们提出了一种新的方法,即通过屏幕向观看者的方向喷射气味。为了这个实验,制作了一个充满微小孔的薄LED显示面板,并在屏幕后面放置了一个使用鼓风机的空气控制系统。我们证明气流的方向是可控的,气味可以通过气孔正确地传播到屏幕的前部。此外,我们评估了视觉与气味相结合的心理影响。
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引用次数: 3
A low cost simulator to practice ultrasound image interpretation and probe manipulation: Design and first evaluation 一种低成本的超声图像解释和探针操作模拟器:设计和首次评估
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759598
S. Nicolau, A. Vemuri, Hurng-Sheng Wu, Min‐Ho Huang, Y. Ho, Arnaud Charnoz, A. Hostettler, L. Soler, J. Marescaux
Ultrasonography is the lowest cost no risk medical imaging technique. However, reading an ultrasound (US) image as well as performing a good US probe positioning remain difficult tasks. Education in this domain is today performed on patients, thus limiting it to the most common cases and clinical practice. In this paper, we present a low cost simulator that allows US image practice and realistic probe manipulation from CT data. More precisely, we tackle in this paper the issue of providing a cost effective realistic interface for the probe manipulation with a basic haptic feedback.
超声检查是一种成本最低、无风险的医学成像技术。然而,读取超声图像以及进行良好的超声探头定位仍然是一项艰巨的任务。这一领域的教育目前主要针对患者,因此仅限于最常见的病例和临床实践。在本文中,我们提出了一种低成本的模拟器,可以从CT数据中进行美国图像练习和真实的探针操作。更准确地说,我们在本文中解决的问题是提供一个具有基本触觉反馈的具有成本效益的探头操作的现实界面。
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引用次数: 9
Realistic real-time rendering for large-scale forest scenes 逼真的实时渲染大规模森林场景
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759637
Guanbo Bao, Hongjun Li, Xiaopeng Zhang, Wujun Che, M. Jaeger
Fast rendering of a large-scale forest landscape scene is important in many applications, as video games, Internet graphics applications, landscape or cityscape scene design and visualization, and virtual forestry. A challenge in virtual reality is realistic rendering of large scale scenes consisting of complex plant models. A series of level of detail tree models are usually constructed to compress the overall forest complexity in view-dependent forest navigation. In this paper a new leaf modeling method is presented to have leaf models match leaf textures, so that the visual effect and model complexity can be balanced well. In addition, vertex buffer objects and tree clipping operation allow rendering a large forest containing thousands of trees in real-time. The experiments show that these techniques can be easily used in applications such as video games and interactive navigation of landscapes. Walk-through and flyover a forest are both feasible using our techniques.
大规模森林景观场景的快速渲染在许多应用中都很重要,如视频游戏、互联网图形应用、景观或城市景观场景设计和可视化以及虚拟林业。虚拟现实技术面临的一个挑战是如何对由复杂植物模型组成的大规模场景进行逼真的渲染。在基于视图的森林导航中,为了压缩整体森林的复杂度,通常会构造一系列的细节树模型。本文提出了一种新的叶片建模方法,使叶片模型与叶片纹理匹配,从而很好地平衡了视觉效果和模型复杂性。此外,顶点缓冲对象和树木裁剪操作允许实时渲染包含数千棵树的大型森林。实验表明,这些技术可以很容易地应用于视频游戏和交互式景观导航等应用中。使用我们的技术,穿越森林和飞越森林都是可行的。
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引用次数: 13
Development of usability evaluation framework for haptic systems 触觉系统可用性评估框架的开发
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759670
Muzafar Khan, S. Sulaiman, A. M. Said, M. Tahir
This paper presents the development of conceptual usability evaluation framework that provides a structured approach for evaluating haptic systems. The proposed framework is based on “top-down” approach and ISO standard for guidance on haptic and tactile interaction. Interview and card sorting methods are used for the development of this framework. The framework is expected to be equally applicable for user testing and expert evaluation but it still needs refinement and empirical evaluation to assess the expected benefits.
本文介绍了概念性可用性评估框架的发展,为评估触觉系统提供了一种结构化的方法。建议的框架是基于“自上而下”的方法和触觉和触觉交互指导的ISO标准。该框架的开发采用了访谈和卡片分类的方法。该框架有望同样适用于用户测试和专家评估,但仍需要改进和经验评估,以评估预期的效益。
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引用次数: 5
Marine noise simulation based on spectrum analysis 基于频谱分析的船舶噪声仿真
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759641
Bin Xiao, Jinshu Wang
Marine noise is a complex audio signal combined by multi-sources, marine noise simulation is one of the important parts in various training and research area such as sonar and ship collision prevention. Based on signal spectrum analysis, spectrums for independent sources in various steady statuses are established, and dynamic spectrum in transiting status is reached with spectrum interpolation. With acoustic spread attenuation model and Doppler effects model, spectrum at listening position is obtained. Time series data of combined noises is generated, and listened noise simulation for multi-sources is implemented finally.
海洋噪声是由多源组合而成的复杂音频信号,海洋噪声仿真是声纳、船舶防撞等各种训练和研究领域的重要组成部分之一。在分析信号频谱的基础上,建立了独立源在各种稳定状态下的频谱,并通过频谱插值得到了过渡状态下的动态频谱。利用声扩散衰减模型和多普勒效应模型,得到了聆听位置的频谱。生成组合噪声的时间序列数据,最后实现多源监听噪声仿真。
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引用次数: 0
Efficient shape modeling using occupancy reasoning with reconstruction scheduling for interactive virtual environments 基于占用推理和重构调度的交互式虚拟环境形状建模
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759652
Yeong-Jae Choi, Yong-il Cho, Gowun Jeong, Sujung Bae, Hyunseung Yang
An interactive virtual environment (IVE) is a world where virtual objects and real world objects communicate interactively with each other like in AR or AV worlds. In terms of interaction, reasonable response time is a key aspect for real-time reaction. To achieve it, reconstruction of real world objects in a virtual world should be done as efficient as possible. The conventional multiple camera based approaches for shape modeling are not proper for a visual sensor network (VSN), because limited resources such as the lack of power, memory capacity, and computing performance were not under the consideration and the space covered by cameras gets even much larger. In IVE with VSNs, two problems for the reconstruction take place as follows. First, performance for reconstruction decreases due to increasing scanning space. Second, energy consumption for communicating silhouette images increases. In order to solve those two problems, first we build up a probability map which represents three-dimensional occupancy of multiple moving objects in the ground plane. This helps restrict the scanning space only within the occupancy region. Second, we make a schedule of reconstruction, which means to decide which cameras reconstruct which objects. With our method, shape modeling in IVE with VSNs can be done in an efficient manner.
交互式虚拟环境(IVE)是一个虚拟物体和现实世界物体相互交流的世界,就像在AR或AV世界中一样。在交互方面,合理的响应时间是实时反应的一个关键方面。为了实现这一目标,在虚拟世界中重建真实世界的物体应该尽可能高效。传统的基于多摄像机的形状建模方法不适合用于视觉传感器网络(VSN),因为它没有考虑功率、内存容量和计算性能等有限的资源,并且摄像机所覆盖的空间变得更大。在带有vsn的IVE中,重建会遇到以下两个问题。首先,由于扫描空间的增加,重构性能下降。其次,用于传达轮廓图像的能量消耗增加。为了解决这两个问题,首先我们建立了一个表示多个运动物体在地平面上的三维占用的概率图。这有助于将扫描空间限制在占用区域内。其次,我们制定一个重建时间表,这意味着决定哪些相机重建哪些对象。利用该方法,可以高效地完成基于vsn的图形建模。
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引用次数: 0
期刊
2011 IEEE International Symposium on VR Innovation
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