首页 > 最新文献

2011 IEEE International Symposium on VR Innovation最新文献

英文 中文
SAMSON: Simulation supported traffic training environment 萨姆森:模拟支持的交通训练环境
Pub Date : 2011-03-19 DOI: 10.3929/ETHZ-A-006397882
Adrian Steinemann, Yves Kellenberger, Pascal Peikert, A. Kunz
Since the publication of the first FTIR multi-touch interaction system [1], the public attention for the field of Single Display Groupware (SDG) has been rising constantly. Lately, former SDG systems with multi-interaction capabilities like DiamondTouch [2], reacTable [3], or Microsoft Surface [4] have been followed by promising systems, i.e. ThinSight [5] and MightyTrace [6]. The latter integrate their tracking technology into commercial liquid crystal displays (LCD), and thus drastically reduce the space requirements. Some recently published work [7] also conveys a trend to support industrial-oriented tasks as systems like BUILDIT [8] did some time ago. We present a traffic training simulator concept based on discrete event simulation to ensure realistic traffic behavior, adequate visualization, and a user centered interaction concept on an SDG system to support training activities for policemen. Within this environment, policemen are able to train their behavior and the adequate choices under different traffic situations much like other professionals train their standard procedures, e.g. pilots in a flight simulator. Such a training environment will give the possibility to learn offline about important characteristics of intersections based on historical data like system stability, incident handling, or additional improvement potential.
自第一台FTIR多点触控交互系统[1]问世以来,公众对单显示群件(Single Display Groupware, SDG)领域的关注度不断上升。最近,以前具有多交互功能的SDG系统,如DiamondTouch [2], reacTable[3]或Microsoft Surface[4],已经被有前途的系统所取代,即ThinSight[5]和MightyTrace[6]。后者将其跟踪技术集成到商用液晶显示器(LCD)中,从而大大减少了空间要求。一些最近发表的工作[7]也传达了一种支持面向工业的任务的趋势,就像BUILDIT[8]这样的系统不久前所做的那样。我们提出了一个基于离散事件模拟的交通训练模拟器概念,以确保真实的交通行为,充分的可视化,并在可持续发展目标系统上提出了以用户为中心的交互概念,以支持警察的培训活动。在这种环境下,警察能够训练他们在不同交通情况下的行为和适当的选择,就像其他专业人员在飞行模拟器中训练他们的标准程序一样。这样的训练环境将提供离线学习基于历史数据的十字路口的重要特征的可能性,如系统稳定性、事件处理或其他改进潜力。
{"title":"SAMSON: Simulation supported traffic training environment","authors":"Adrian Steinemann, Yves Kellenberger, Pascal Peikert, A. Kunz","doi":"10.3929/ETHZ-A-006397882","DOIUrl":"https://doi.org/10.3929/ETHZ-A-006397882","url":null,"abstract":"Since the publication of the first FTIR multi-touch interaction system [1], the public attention for the field of Single Display Groupware (SDG) has been rising constantly. Lately, former SDG systems with multi-interaction capabilities like DiamondTouch [2], reacTable [3], or Microsoft Surface [4] have been followed by promising systems, i.e. ThinSight [5] and MightyTrace [6]. The latter integrate their tracking technology into commercial liquid crystal displays (LCD), and thus drastically reduce the space requirements. Some recently published work [7] also conveys a trend to support industrial-oriented tasks as systems like BUILDIT [8] did some time ago. We present a traffic training simulator concept based on discrete event simulation to ensure realistic traffic behavior, adequate visualization, and a user centered interaction concept on an SDG system to support training activities for policemen. Within this environment, policemen are able to train their behavior and the adequate choices under different traffic situations much like other professionals train their standard procedures, e.g. pilots in a flight simulator. Such a training environment will give the possibility to learn offline about important characteristics of intersections based on historical data like system stability, incident handling, or additional improvement potential.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125014798","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: 0
A vibro-tactile system for image contour display 一种图像轮廓显示的振动触觉系统
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759619
Juan Wu, Zhenzhong Song, Wei-Zun Wu, Aiguo Song, D. Constantinescu
This paper presents the design and testing of an image contour display system with vibrotactile array. The tactile image display system is attached on the user's back. It produces non-visual image and permits subjects to determine the position, size, shape of visible objects through vibration stimulus. The system comprises three parts: 1) a USB camera; 2) 48 (6×8) vibrating motors; 3) ARM micro-controlled system. Image is captured with the camera and the 2D contour is extracted and transformed into vibrotactile stimulus with a “contour following” (time-spatial dynamic coding) pattern. With this system subjects could identify the shape of object without special training; meanwhile fewer vibrotactile actuators are adopted. Preliminary experiments were carried out and the results demonstrated that the prototype was satisfactory and efficient for the visually impaired in seeing aid and environment perception.
本文介绍了一种振动触觉阵列图像轮廓显示系统的设计与测试。触觉图像显示系统安装在使用者的背上。它产生非视觉图像,并允许受试者通过振动刺激来确定可见物体的位置、大小、形状。该系统由三部分组成:1)USB摄像头;2) 48台(6×8)振动电机;3) ARM微控系统。用相机捕获图像,提取二维轮廓,并将其转化为具有“轮廓跟随”(时空动态编码)模式的振动触觉刺激。使用该系统,受试者无需经过特殊训练即可识别物体形状;同时采用较少的振动触觉作动器。初步实验结果表明,该原型在视觉辅助和环境感知方面对视障人士是满意和有效的。
{"title":"A vibro-tactile system for image contour display","authors":"Juan Wu, Zhenzhong Song, Wei-Zun Wu, Aiguo Song, D. Constantinescu","doi":"10.1109/ISVRI.2011.5759619","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759619","url":null,"abstract":"This paper presents the design and testing of an image contour display system with vibrotactile array. The tactile image display system is attached on the user's back. It produces non-visual image and permits subjects to determine the position, size, shape of visible objects through vibration stimulus. The system comprises three parts: 1) a USB camera; 2) 48 (6×8) vibrating motors; 3) ARM micro-controlled system. Image is captured with the camera and the 2D contour is extracted and transformed into vibrotactile stimulus with a “contour following” (time-spatial dynamic coding) pattern. With this system subjects could identify the shape of object without special training; meanwhile fewer vibrotactile actuators are adopted. Preliminary experiments were carried out and the results demonstrated that the prototype was satisfactory and efficient for the visually impaired in seeing aid and environment perception.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123491024","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: 6
Research on system architecture of multi-granularity forest simulation system based on component 基于构件的多粒度森林仿真系统体系结构研究
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759634
Tianyang Dong, Wenjie Li, Jing Fan
Simulation of variable spatiotemporal-scale forest growth is a trend in virtual forest simulation field. Most existing virtual forest simulation systems have relatively fixed structure and weak reconstruction capability. Besides, there is much duplication of work between different-granularity forest simulation systems. Therefore, this paper presents component-based forest simulation system architecture so as to achieve rapid construction of multi-granularity forest simulation system. We adopted the component technology to build a loosely coupled architecture, and conducted research on component extraction, classification, design and other key technologies. On this basis, we analyzed characteristics of different-spatiotemporal-scale forest scenes, and achieved the rapid construction of different granularity forest simulation systems through component assembly.
变时空尺度森林生长模拟是虚拟森林模拟领域的发展趋势。现有的虚拟森林仿真系统大多结构相对固定,重建能力较弱。此外,不同粒度森林仿真系统之间存在大量的重复工作。为此,本文提出了基于构件的森林仿真系统架构,以实现多粒度森林仿真系统的快速构建。采用组件技术构建松耦合体系结构,并对组件提取、分类、设计等关键技术进行了研究。在此基础上,分析了不同时空尺度森林场景的特征,通过组件组装实现了不同粒度森林模拟系统的快速构建。
{"title":"Research on system architecture of multi-granularity forest simulation system based on component","authors":"Tianyang Dong, Wenjie Li, Jing Fan","doi":"10.1109/ISVRI.2011.5759634","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759634","url":null,"abstract":"Simulation of variable spatiotemporal-scale forest growth is a trend in virtual forest simulation field. Most existing virtual forest simulation systems have relatively fixed structure and weak reconstruction capability. Besides, there is much duplication of work between different-granularity forest simulation systems. Therefore, this paper presents component-based forest simulation system architecture so as to achieve rapid construction of multi-granularity forest simulation system. We adopted the component technology to build a loosely coupled architecture, and conducted research on component extraction, classification, design and other key technologies. On this basis, we analyzed characteristics of different-spatiotemporal-scale forest scenes, and achieved the rapid construction of different granularity forest simulation systems through component assembly.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122530653","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: 0
Virtual Roommates in multiple shared spaces 多个共享空间中的虚拟室友
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759607
A. Sherstyuk, M. Gavrilova
Augmented Reality applications have already become a part of everyday life, bringing virtual 3D objects into real life scenes. In this paper, we introduce “Virtual Roommates”, a system that employs AR techniques to share people's presence, projected from remote locations. Virtual Roommates is a feature-based mapping between loosely linked spaces. It allows to overlay multiple physical and virtual scenes and populate them with physical or virtual characters. As the name implies, the Virtual Roommates concept provides continuous ambient presence for multiple disparate groups, similar to people sharing living conditions, but without the boundaries of real space.
增强现实应用程序已经成为日常生活的一部分,将虚拟3D物体带入现实生活场景。在本文中,我们介绍了“虚拟室友”,这是一个使用AR技术共享人们从远程位置投影的存在的系统。虚拟室友是松散连接空间之间基于特征的映射。它允许叠加多个物理和虚拟场景,并用物理或虚拟角色填充它们。顾名思义,虚拟室友概念为多个不同的群体提供持续的环境存在,类似于人们共享生活条件,但没有现实空间的界限。
{"title":"Virtual Roommates in multiple shared spaces","authors":"A. Sherstyuk, M. Gavrilova","doi":"10.1109/ISVRI.2011.5759607","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759607","url":null,"abstract":"Augmented Reality applications have already become a part of everyday life, bringing virtual 3D objects into real life scenes. In this paper, we introduce “Virtual Roommates”, a system that employs AR techniques to share people's presence, projected from remote locations. Virtual Roommates is a feature-based mapping between loosely linked spaces. It allows to overlay multiple physical and virtual scenes and populate them with physical or virtual characters. As the name implies, the Virtual Roommates concept provides continuous ambient presence for multiple disparate groups, similar to people sharing living conditions, but without the boundaries of real space.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"4613 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122836680","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: 1
Pseudo-haptic feedback augmented with visual and tactile vibrations 伪触觉反馈增强视觉和触觉振动
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759662
Taku Hachisu, G. Cirio, M. Marchal, A. Lécuyer, H. Kajimoto
Haptic sensations can be induced without requiring haptic devices through pseudo-haptic feedback by the influence of another sensory modality, such as vision. In this paper, we propose two novel approaches that combine pseudo-haptic feedback with visual and tactile vibrations in order to augment the overall haptic sensation. We would like to investigate the integration of pseudo-haptic feedback with vibratory feedback. The first technique enhances pseudo-haptic textures with a stripe pattern that provides a vibro-tactile stimulus. The second technique modulates the perceived material stiffness of a virtual object using vibratory models for visual and tactile feedback, introducing novel pseudo-haptic effect based on visual vibrations.
通过另一种感觉方式(如视觉)的影响,通过伪触觉反馈,可以在不需要触觉装置的情况下诱导触觉感觉。在本文中,我们提出了两种将伪触觉反馈与视觉和触觉振动相结合的新方法,以增强整体触觉感觉。我们想研究伪触觉反馈与振动反馈的集成。第一种技术通过提供振动触觉刺激的条纹图案来增强伪触觉纹理。第二种技术利用视觉和触觉反馈的振动模型来调节虚拟物体的感知材料刚度,引入基于视觉振动的新型伪触觉效果。
{"title":"Pseudo-haptic feedback augmented with visual and tactile vibrations","authors":"Taku Hachisu, G. Cirio, M. Marchal, A. Lécuyer, H. Kajimoto","doi":"10.1109/ISVRI.2011.5759662","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759662","url":null,"abstract":"Haptic sensations can be induced without requiring haptic devices through pseudo-haptic feedback by the influence of another sensory modality, such as vision. In this paper, we propose two novel approaches that combine pseudo-haptic feedback with visual and tactile vibrations in order to augment the overall haptic sensation. We would like to investigate the integration of pseudo-haptic feedback with vibratory feedback. The first technique enhances pseudo-haptic textures with a stripe pattern that provides a vibro-tactile stimulus. The second technique modulates the perceived material stiffness of a virtual object using vibratory models for visual and tactile feedback, introducing novel pseudo-haptic effect based on visual vibrations.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"73 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115309046","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
Discrimination characteristics for fabrics at neck and hand 颈部和手部织物的鉴别特性
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759664
T. Miura, Koji Murai, Y. Yanagida
We conducted experiments to investigate the human ability to discriminate fabrics. In the first experiment, we examined the discrimination ability at the neck and at the fingers, and found that subjects typically could not discriminate the size of a knitted stitch at their necks as precisely as at their fingers. This result is reasonable considering that the density of human mechanoreceptors is higher in the fingers. However, many people are sensitive to the texture of mufflers. We then conducted another experiment to find the rate at which subjects felt a fabric was scratchy. In this case, we found that the subjects tended to discriminate the kind of material more sensitively at their necks than at their fingers.
我们进行了实验来研究人类辨别织物的能力。在第一个实验中,我们检查了颈部和手指的辨别能力,发现受试者通常不能像辨别手指一样准确地辨别颈部编织针的大小。考虑到人体机械感受器在手指中的密度更高,这一结果是合理的。然而,许多人对消声器的质地很敏感。然后,我们进行了另一项实验,以找出受试者感到织物粗糙的比率。在这种情况下,我们发现受试者倾向于在他们的脖子上比在他们的手指上更敏感地区分材料。
{"title":"Discrimination characteristics for fabrics at neck and hand","authors":"T. Miura, Koji Murai, Y. Yanagida","doi":"10.1109/ISVRI.2011.5759664","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759664","url":null,"abstract":"We conducted experiments to investigate the human ability to discriminate fabrics. In the first experiment, we examined the discrimination ability at the neck and at the fingers, and found that subjects typically could not discriminate the size of a knitted stitch at their necks as precisely as at their fingers. This result is reasonable considering that the density of human mechanoreceptors is higher in the fingers. However, many people are sensitive to the texture of mufflers. We then conducted another experiment to find the rate at which subjects felt a fabric was scratchy. In this case, we found that the subjects tended to discriminate the kind of material more sensitively at their necks than at their fingers.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115725027","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: 0
Simulated hornet attack on crowd in a virtual environment 在虚拟环境中模拟大黄蜂攻击人群
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759602
Dhanushika Kumarage, P. Wimalaratne, R. Ranawana
Simulation of natural phenomena in a virtual environment is an intriguing and mathematically complex open research area. The main contribution of this research is to simulate the behaviour of hornets by exploring the dynamic behaviour of swarm of simple agents. Swarm has been formed with collection of simple agents where each agents acts relatively independent from other agents in the environment. Here the swarm intelligence is gained through Particle Swarm Optimization(PSO) algorithm combining with principles of flocking behaviour which can be used in entertainment industry as well as in military applications.
在虚拟环境中模拟自然现象是一个有趣的、数学上复杂的开放研究领域。本研究的主要贡献是通过探索一群简单主体的动态行为来模拟大黄蜂的行为。Swarm是由简单agent的集合组成的,其中每个agent相对独立于环境中的其他agent。本文通过粒子群优化(PSO)算法结合群集行为原理获得群体智能,该算法既可用于娱乐行业,也可用于军事应用。
{"title":"Simulated hornet attack on crowd in a virtual environment","authors":"Dhanushika Kumarage, P. Wimalaratne, R. Ranawana","doi":"10.1109/ISVRI.2011.5759602","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759602","url":null,"abstract":"Simulation of natural phenomena in a virtual environment is an intriguing and mathematically complex open research area. The main contribution of this research is to simulate the behaviour of hornets by exploring the dynamic behaviour of swarm of simple agents. Swarm has been formed with collection of simple agents where each agents acts relatively independent from other agents in the environment. Here the swarm intelligence is gained through Particle Swarm Optimization(PSO) algorithm combining with principles of flocking behaviour which can be used in entertainment industry as well as in military applications.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114610013","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: 1
A soft body controller that can be thrown and grasped 一个柔软的身体控制器,可以投掷和抓住
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759665
Y. Nakatsuru, R. Hiramatsu, Hiroshi Mori, Junichi Hoshino
A wide range of systems are composed of controller as input device and monitor (output device) for displaying the outputs. Remarkable developments of game controller have taken place in the field of entertainment. However, the button type controllers are a great obstruction to beginners because the operation efficiency widely varies depending on the proficiency level. By using soft materials, controller with superior crash-worthiness can be developed. This will even allow the user to perform activities such as throwing etc. Furthermore, operations utilizing sense of touch and force of many parts can be accomplished by inputting the force related information required to transform the shape of the controller. This report is regarding development of a soft-body controller made up of soft material that can be thrown and also allows input of information related to force based on shape-transformation.
许多系统都是由作为输入设备的控制器和显示输出的监视器(输出设备)组成的。游戏控制器在娱乐领域取得了显著的发展。然而,按钮式控制器对初学者来说是一个很大的障碍,因为操作效率因熟练程度而异。采用软质材料,可以研制出具有优良耐撞性的控制器。这甚至允许用户执行诸如投掷等活动。此外,利用许多部件的触觉和力的操作可以通过输入转换控制器形状所需的力相关信息来完成。这个报告是关于一个软体控制器的开发,由柔软的材料组成,可以投掷,也允许输入基于形状变换的力相关信息。
{"title":"A soft body controller that can be thrown and grasped","authors":"Y. Nakatsuru, R. Hiramatsu, Hiroshi Mori, Junichi Hoshino","doi":"10.1109/ISVRI.2011.5759665","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759665","url":null,"abstract":"A wide range of systems are composed of controller as input device and monitor (output device) for displaying the outputs. Remarkable developments of game controller have taken place in the field of entertainment. However, the button type controllers are a great obstruction to beginners because the operation efficiency widely varies depending on the proficiency level. By using soft materials, controller with superior crash-worthiness can be developed. This will even allow the user to perform activities such as throwing etc. Furthermore, operations utilizing sense of touch and force of many parts can be accomplished by inputting the force related information required to transform the shape of the controller. This report is regarding development of a soft-body controller made up of soft material that can be thrown and also allows input of information related to force based on shape-transformation.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"12 Suppl 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122831076","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: 1
Co-Coot: A real-time collaborative tool for bio-molecular modeling and visualization Co-Coot:用于生物分子建模和可视化的实时协作工具
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759651
Jun Lee, Lin-Woo Kang, Hyungseok Kim, Jee-In Kim
Research collaboration to model and analyze a complex 3D bio-molecular structure is often limited because of different time zones and locations of collaborations. A network-based real-time software collaboration tool for molecular modeling and its visualization was developed to overcome the problem. Collaborative Crystallographic Object Oriented Toolkit (Co-Coot) is an add-on of software called Coot. Co-Coot enables multiple synchronous collaborative researchers at different locations to observe and manipulate their shared models of molecules simultaneously in realtime for better communication and collaboration. Co-Coot also provides additional collaborative features of sharing and transferring temporary working data of the model. It can also be used as an educational tool by providing with real-time feedback and demonstrations.
由于不同的时区和合作地点,对复杂的3D生物分子结构进行建模和分析的研究合作往往受到限制。为了解决这一问题,开发了一种基于网络的分子建模及其可视化实时软件协作工具。协作结晶面向对象工具包(Co-Coot)是一个名为Coot的软件的附加组件。Co-Coot使不同地点的多个同步协作研究人员能够同时实时观察和操作他们的共享分子模型,以实现更好的通信和协作。Co-Coot还提供了额外的协作功能,共享和传输模型的临时工作数据。它还可以作为一种教育工具,提供实时反馈和演示。
{"title":"Co-Coot: A real-time collaborative tool for bio-molecular modeling and visualization","authors":"Jun Lee, Lin-Woo Kang, Hyungseok Kim, Jee-In Kim","doi":"10.1109/ISVRI.2011.5759651","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759651","url":null,"abstract":"Research collaboration to model and analyze a complex 3D bio-molecular structure is often limited because of different time zones and locations of collaborations. A network-based real-time software collaboration tool for molecular modeling and its visualization was developed to overcome the problem. Collaborative Crystallographic Object Oriented Toolkit (Co-Coot) is an add-on of software called Coot. Co-Coot enables multiple synchronous collaborative researchers at different locations to observe and manipulate their shared models of molecules simultaneously in realtime for better communication and collaboration. Co-Coot also provides additional collaborative features of sharing and transferring temporary working data of the model. It can also be used as an educational tool by providing with real-time feedback and demonstrations.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133451742","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: 9
A Publish/Subscribe based correlative matching method for multi-domain virtual environment 基于发布/订阅的多域虚拟环境关联匹配方法
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759625
Li Liu, Wei Wu, Hongqian Chen
The multi-domain virtual environment is an important research area of the distributed virtual reality. However, frequent interaction, great quantity of messages and the discrepant need of each individual simulation domain resulted in numerous redundant messages. In this paper, we propose a Publish/Subscribe based correlative matching method for multi-domain virtual environment. This method focus on data filtering of domains' gateways in addition to the DDM scheme. The paper introduces the correlative matching algorithm, the binary representation and the matching method which based on publish/subscribe relationship. Analysis and experiments show that this new solution effectively reduces the redundant data transferring among gateways, thus greatly enhances the performance of the virtual environment, and that the cost of matching method is relative small in multi-domain virtual environment application.
多域虚拟环境是分布式虚拟现实的一个重要研究领域。然而,频繁的交互、大量的消息以及各个仿真域的不同需求导致了大量的冗余消息。针对多域虚拟环境,提出了一种基于发布/订阅的关联匹配方法。该方法在DDM方案的基础上,着重于域网关的数据过滤。介绍了相关匹配算法、二进制表示和基于发布/订阅关系的匹配方法。分析和实验表明,该方法有效地减少了网关之间的冗余数据传输,从而大大提高了虚拟环境的性能,并且在多域虚拟环境应用中,匹配方法的成本相对较小。
{"title":"A Publish/Subscribe based correlative matching method for multi-domain virtual environment","authors":"Li Liu, Wei Wu, Hongqian Chen","doi":"10.1109/ISVRI.2011.5759625","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759625","url":null,"abstract":"The multi-domain virtual environment is an important research area of the distributed virtual reality. However, frequent interaction, great quantity of messages and the discrepant need of each individual simulation domain resulted in numerous redundant messages. In this paper, we propose a Publish/Subscribe based correlative matching method for multi-domain virtual environment. This method focus on data filtering of domains' gateways in addition to the DDM scheme. The paper introduces the correlative matching algorithm, the binary representation and the matching method which based on publish/subscribe relationship. Analysis and experiments show that this new solution effectively reduces the redundant data transferring among gateways, thus greatly enhances the performance of the virtual environment, and that the cost of matching method is relative small in multi-domain virtual environment application.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130248164","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: 0
期刊
2011 IEEE International Symposium on VR Innovation
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1