Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"title":"Scheduling based resource optimization in networked modeling and simulation","authors":"Hai Huang, Lei Tian, Wei Wu, Songlin Sun, Xiaojun Jing","doi":"10.1109/ISVRI.2011.5759629","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759629","url":null,"abstract":"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.","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":"121324302","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}
Pub Date : 2011-03-19DOI: 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.
{"title":"Over-parameterized method on variational surface for point-based reconstruction","authors":"Longcun Jin, W. Wan, Xiaoqing Yu, Zhenghua Zhou","doi":"10.1109/ISVRI.2011.5759630","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759630","url":null,"abstract":"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.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"2016 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":"121375255","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}
Pub Date : 2011-03-19DOI: 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.
{"title":"Virtual reality for visualisation of complex macrostructure","authors":"A. Abulrub, J. Kumar, A. Attridge, K. Mallick, M. Williams","doi":"10.1109/ISVRI.2011.5759593","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759593","url":null,"abstract":"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.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"133 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":"133615182","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}
Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"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}
Pub Date : 2011-03-19DOI: 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.
{"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}