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Interaction Techniques for Navigation through and Manipulation of 2D and 3D Data 2D和3D数据导航和操作的交互技术
Dzmitry Aliakseyeu, S. Subramanian, J. Martens, G.W.M. Rauterberg
In this article we present a working prototype incorporating some new interaction techniques for the navigation through and the manipulation of both 3D and 2D data. The prototype aims at professional applications like architectural design, surgical planning and geological exploration. Its design was influenced by the analysis of user requirements and by the requirement for a natural interface. The prototype permits the user to navigate through 3D and 2D data in order to explore the internal structure. 3D navigation is accomplished by means of a natural selection of dynamically updated cross-sections. The user can navigate through these selected cross-sections of 2D data and can perform manipulations with them. As a proof of concept we focus on two disciplines, viz. architectural design and surgical planning. Our usability evaluation of the interaction styles demonstrates that they are perceived as useful and enjoyable additions to existing techniques in these disciplines.
在本文中,我们展示了一个结合了一些新的交互技术的工作原型,用于导航和操纵3D和2D数据。原型机的目标是专业应用,如建筑设计、外科手术规划和地质勘探。它的设计受到用户需求分析和自然界面需求的影响。原型允许用户浏览3D和2D数据,以探索内部结构。三维导航是通过自然选择动态更新的横截面来完成的。用户可以浏览这些选定的2D数据横截面,并可以对它们进行操作。作为概念的证明,我们专注于两个学科,即建筑设计和手术规划。我们对交互风格的可用性评估表明,它们被认为是这些学科中现有技术的有用和令人愉快的补充。
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引用次数: 55
Collision Detection and Tissue Modeling in a VR-Simulator for Eye Surgery 眼外科vr模拟器中的碰撞检测和组织建模
C. Wagner, M. Schill, R. Männer
This paper gives a survey of techniques for tissue interaction and discusses their application in the context of the intra-ocular training system EyeSi. As key interaction techniques collision detection and soft tissue modeling are identified. For collision detection in EyeSi, an enhanced image-based approach for collisions between deformable surfaces and rigid objects is presented. By exploiting the computing power of graphics processing units, it achieves higher performance than existing geometry-based approaches. Deformation vectors are computed and used for the biomechanical model. A mass-spring approach is shown to be powerful enough to bridge the gap between low computational demands and a convincing tissue behavior.
本文综述了组织相互作用技术,并讨论了它们在眼内训练系统EyeSi中的应用。碰撞检测和软组织建模是关键的交互技术。针对EyeSi中的碰撞检测,提出了一种增强的基于图像的可变形表面与刚性物体碰撞检测方法。通过利用图形处理单元的计算能力,它实现了比现有的基于几何的方法更高的性能。变形向量被计算并用于生物力学模型。质量弹簧方法被证明是强大的,足以弥合低计算需求和令人信服的组织行为之间的差距。
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引用次数: 24
A framework to manage multimodal fusion of events for advanced interactions within Virtual Environments 一个框架,用于管理虚拟环境中高级交互的多模态事件融合
Damien Touraine, P. Bourdot, Y. Bellik, Laurence Bolot
This paper describes the EVI3d framework, a distributed architecture developed to enhance interactions within Virtual Environments (VE). This framework manages many multi-sensorial devices such as trackers, data gloves, and speech or gesture recognition systems as well as haptic devices. The structure of this architecture allows a complete dispatching of device services and their clients on as many machines as required. With the dated events provided by its time synchronization system, it becomes possible to design a specific module to manage multimodal fusion processes. To this end, we describe how the EVI3d framework manages not only low-level events but also abstract modalities. Moreover, the data flow service of the EVI3d framework solves the problem of sharing the virtual scene between modality modules.
本文描述了EVI3d框架,这是一种分布式架构,用于增强虚拟环境(VE)中的交互。该框架管理许多多感官设备,如跟踪器、数据手套、语音或手势识别系统以及触觉设备。这种体系结构的结构允许在需要的尽可能多的机器上完成设备服务及其客户机的调度。通过时间同步系统提供的日期事件,可以设计一个特定的模块来管理多模态融合过程。为此,我们描述了EVI3d框架如何不仅管理低级事件,而且管理抽象模式。此外,EVI3d框架的数据流服务解决了模态模块之间虚拟场景的共享问题。
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引用次数: 27
Collaboration in Tele-Immersive Environments 远程沉浸式环境中的协作
J. Mortensen, V. Vinayagamoorthy, M. Slater, A. Steed
This paper describes a study of remote collaboration between people in a shared virtual environment. Seventeen subjects were recruited at University College London, who worked with a confederate at University of North Carolina Chapel Hill. Each pair was required to negotiate the task of handling an object together, and moving a few metres into a building. The DIVE system was used throughout, and the network support was Internet-2. This was an observational study to examine the extent to which such collaboration was possible, to explore the limitations of DIVE within this context, and to examine the relationship between several variables such as co-presence and task performance. The results suggest that although the task is possible under this framework, it could only be achieved by various software tricks within the DIVE framework. A new Virtual Environment system is required that has better knowledge of network performance, and that supports shared object manipulation across a network. The participant-study suggests that co-presence, the sense of being together with another person, was significantly and positively correlated with task performance.
本文研究了共享虚拟环境中人与人之间的远程协作。伦敦大学学院招募了17名研究对象,他们与北卡罗来纳大学教堂山分校的一名同伙一起工作。每一对机器人都被要求一起处理一个物体,并移动到几米外的建筑物中。全程使用DIVE系统,网络支持Internet-2。这是一项观察性研究,旨在研究这种合作的可能程度,探索DIVE在这种情况下的局限性,并研究共同存在和任务绩效等几个变量之间的关系。结果表明,尽管该任务在该框架下是可能的,但它只能通过DIVE框架内的各种软件技巧来实现。需要一种新的虚拟环境系统,它对网络性能有更好的了解,并支持跨网络的共享对象操作。参与者研究表明,共同在场,即与另一个人在一起的感觉,与任务表现显著正相关。
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引用次数: 88
Virtual Spring Manipulators for Particle Steering in Molecular Dynamics on the ResponsiveWorkbench 基于响应工作台的分子动力学粒子转向虚拟弹簧机械臂
M. Koutek, J. Hees, F. Post, A. F. Bakker
In this paper we present new virtual spring manipulator-based tools for steering particles in molecular dynamics simulations in virtual environments. We briefly overview the MolDRIVE system, our visualization and computational steering environment for molecular dynamics real-time simulations, which is the platform for our particle steering implementation.Our study concentrates on visual feedback tools. We compare a basic virtual particle steering method with two other methods using a spring manipulator. The first just creates a visual feedback of a flexible connection between the user's interaction device and the steered particle, while the second technique creates a visual illusion of force feedback. The user can, through the spring manipulator, exert a force on the manipulated particle in the MD simulation. All presented particle steering tools are intuitive and easy to use.
本文提出了一种新的基于虚拟弹簧机械手的工具,用于在虚拟环境中进行分子动力学模拟。我们简要概述了MolDRIVE系统,我们用于分子动力学实时模拟的可视化和计算转向环境,这是我们实现粒子转向的平台。我们的研究集中在视觉反馈工具上。我们比较了一种基本的虚拟粒子转向方法和另外两种使用弹簧机械臂的方法。第一种技术只是在用户的交互设备和操纵粒子之间创造了一个灵活连接的视觉反馈,而第二种技术创造了一种力反馈的视觉错觉。在MD仿真中,用户可以通过弹簧机械手对被操纵的粒子施加一个力。所有提出的粒子转向工具是直观的,易于使用。
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引用次数: 19
Towards Preferences in Virtual Environment Interfaces 虚拟环境接口的首选项研究
C. A. Wingrave, D. Bowman, Naren Ramakrishnan
Virtual Environment interfaces are designed by implementing an interaction metaphor and comparing it to existing implementations. This technique has proven effective in desktop interfaces but the difficulty of working inside a VE remains because VE interfaces do not understand what the user is trying to do, only what the metaphor wants to do. To handle this problem, we investigated a lower-level approach in interface design of letting the user work as they wish and the interface adapting to the user's method of interaction. Two exploratory experiments were performed on the task of selection to learn how users want to work, with the results being that users do not know until guided by affordances and feedback. Discussed is the intelligent capturing and dealing with VE interface data in terms of Nuances that can represent the details of the interface.
虚拟环境接口是通过实现交互隐喻并将其与现有实现进行比较来设计的。这种技术在桌面界面中已经被证明是有效的,但是在VE内部工作的困难仍然存在,因为VE界面不理解用户想要做什么,只理解隐喻想要做什么。为了解决这个问题,我们研究了界面设计中的一种低级方法,让用户按照自己的意愿工作,并使界面适应用户的交互方法。在选择任务上进行了两次探索性实验,以了解用户想要如何工作,结果是用户在得到启示和反馈的指导之前不知道。讨论了基于细微差别的VE接口数据的智能捕获和处理,这些细微差别可以表示接口的细节。
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引用次数: 39
Practical Calibration Procedures for Augmented Reality 增强现实的实用校准程序
A. Fuhrmann, D. Schmalstieg, W. Purgathofer
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引用次数: 15
Towards Immersive Modeling - Challenges and Recommendations: A Workshop Analyzing the Needs of Designers 走向沉浸式建模-挑战和建议:一个分析设计师需求的研讨会
J. Deisinger, R. Blach, G. Wesche, R. Breining, Andreas Simon
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引用次数: 47
Developing Effective Navigation Techniques in Virtual 3D Environments
S. Volbracht, G. Domik
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引用次数: 18
Continuously-Adaptive Haptic Rendering 持续自适应触觉渲染
Jihad El-Sana, Amitabh Varshney
{"title":"Continuously-Adaptive Haptic Rendering","authors":"Jihad El-Sana, Amitabh Varshney","doi":"10.1007/978-3-7091-6785-4_15","DOIUrl":"https://doi.org/10.1007/978-3-7091-6785-4_15","url":null,"abstract":"","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2000-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123011063","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: 18
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International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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