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2011 IEEE International Symposium on VR Innovation最新文献

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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。
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引用次数: 0
Scheduling based resource optimization in networked modeling and simulation 网络化建模与仿真中基于调度的资源优化
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759629
Hai Huang, Lei Tian, Wei Wu, Songlin Sun, Xiaojun Jing
A constantly increasing number of resource demanding applications from various scientific sectors are finding their way towards adopting Grid technologies in order to take advantage of their computational power. The aim of this paper is to demonstrate how tasks of large-scale distributed simulation can be scheduled based on GA in a Grid environment by taking into account load of computing nodes, network bandwidth and communication delay. For this purpose, the connotation of task scheduling formulation, the computation of chromosome fitness, selection, crossover and mutation of GA is expounded. The proposed approach yields very good results for the conducted experiment.
为了利用网格技术的计算能力,来自不同科学部门的资源需求应用程序的数量不断增加。本文的目的是演示如何在网格环境下,在考虑计算节点负载、网络带宽和通信延迟的情况下,基于遗传算法调度大规模分布式仿真任务。为此,阐述了遗传算法任务调度的内涵、染色体适应度的计算、遗传算法的选择、交叉和突变。所提出的方法对所进行的实验产生了很好的结果。
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引用次数: 0
Over-parameterized method on variational surface for point-based reconstruction 变分曲面上点重构的过参数化方法
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759630
Longcun Jin, W. Wan, Xiaoqing Yu, Zhenghua Zhou
This article tackles the problem of using varitional method for reconstructing 3D surface. We give an overview of over-parameterized method on variational surface when the 3D surface is represented by a point-based surface and a triangular mesh-based surface, and we detail the variational surface which embody used on surface reconstruction. In particular, we show how to rigorously account for efficiency in the surface reconstructing process. The key idea is to consider utilizing variational surface from a finite number of normals for surface reconstruction. We investigate the properties of the regularization functional and illustrate our technique by applying it to converge to the input shape as the number of measurements increases. In contrast to previous works our method can be considered on point-based surface and allows the use of over-parameterized scheme for 3D surface reconstruction. Experimental results show the proposed method is efficient.
本文解决了用变分法重建三维曲面的问题。本文综述了变分曲面上的过参数化方法在三维曲面由点曲面和三角网格曲面表示时的应用,并详细介绍了变分曲面在曲面重建中的具体应用。特别是,我们展示了如何严格考虑表面重构过程中的效率。关键思想是考虑利用有限数量法线的变分曲面进行曲面重建。我们研究了正则化泛函的性质,并通过应用正则化泛函随着测量次数的增加收敛到输入形状来说明我们的技术。与以往的工作相比,我们的方法可以考虑基于点的表面,并允许使用过参数化方案进行三维表面重建。实验结果表明,该方法是有效的。
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引用次数: 0
Virtual reality for visualisation of complex macrostructure 用于复杂宏观结构可视化的虚拟现实
Pub Date : 2011-03-19 DOI: 10.1109/ISVRI.2011.5759593
A. Abulrub, J. Kumar, A. Attridge, K. Mallick, M. Williams
Virtual reality systems involve the integration of both hardware and software components. The hardware enables users to navigate, interact and become immersed in the virtual environment while underlying support software creates the virtual environment and integrates the hardware into a working system. Although virtual reality is widely used for product design visualisation in engineering, there exist a number of possible avenues where virtual reality can be very effective.
虚拟现实系统涉及硬件和软件组件的集成。硬件使用户能够导航、交互并沉浸在虚拟环境中,而底层支持软件创建虚拟环境并将硬件集成到一个工作系统中。虽然虚拟现实在工程产品设计可视化中被广泛使用,但存在许多可能的途径,虚拟现实可以非常有效。
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引用次数: 2
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。
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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。
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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。
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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。
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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。
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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。
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引用次数: 0
期刊
2011 IEEE International Symposium on VR Innovation
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