首页 > 最新文献

International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments最新文献

英文 中文
Imperceptible projection blanking for reliable segmentation within mixed reality applications 在混合现实应用中可靠分割的难以察觉的投影消隐
Martin Küchler, A. Kunz
Applications that run in a projection-based mixed reality environment frequently require simultaneous image acquisition of the user by a camera. For later processing, very often a segmentation of the user's image is required, but along with the user, the camera captures the projected dynamic image in the background of the scene. This dynamic background complicates the later segmentation of the user in real-time. To ease segmentation, we introduce methods allowing to imperceptible blank the projected image for the camera. Four different methods are tested and compared. Acquired video streams are recorded and a successful segmentation of a user in front of a dynamic background is demonstrated. The paper concludes with an outlook on possible applications.
在基于投影的混合现实环境中运行的应用程序经常需要相机同时获取用户的图像。对于后期的处理,通常需要对用户的图像进行分割,但是随着用户的出现,相机会捕捉到场景背景中投影的动态图像。这种动态背景使得后期实时的用户分割变得复杂。为了简化分割,我们引入了一些方法,可以让相机在投影图像中产生难以察觉的空白。对四种不同的方法进行了测试和比较。采集的视频流被记录下来,并在动态背景前演示了用户的成功分割。最后,对其应用前景进行了展望。
{"title":"Imperceptible projection blanking for reliable segmentation within mixed reality applications","authors":"Martin Küchler, A. Kunz","doi":"10.2312/EGVE/IPT_EGVE2005/023-030","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/023-030","url":null,"abstract":"Applications that run in a projection-based mixed reality environment frequently require simultaneous image acquisition of the user by a camera. For later processing, very often a segmentation of the user's image is required, but along with the user, the camera captures the projected dynamic image in the background of the scene. This dynamic background complicates the later segmentation of the user in real-time. To ease segmentation, we introduce methods allowing to imperceptible blank the projected image for the camera. Four different methods are tested and compared. Acquired video streams are recorded and a successful segmentation of a user in front of a dynamic background is demonstrated. The paper concludes with an outlook on possible applications.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134070636","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: 5
Using a single spatial light modulator for stereoscopic images of high color quality and resolution 使用单一空间光调制器获得高色彩质量和分辨率的立体图像
Armin Hopp
Since stereoscopy is a fundamental part of an immersive display, stereoscopic imaging has been part of many research papers and patents in the past. There have been different approaches developed to generate and transport the two images to the human eye. In general we can say that image generation may be done by one or two units and image encoding is done either by frequency, time or orientation. For image generation Projectors of CRT, LCD, LCOS and DLP Type are well known. Since 3D has gained more public interest, in the past different approaches have been undertaken to simplify setups for stereoscopy. Often two projectors are used to generate stereoscopic images. But these need more maintenance than a single projector system. For a single projector, frame interleaved stereoscopic Image generation is well known for 3Chip DLP Systems using three spatial light modulators to generate the image. In this paper we describe a solution producing frame interleaved output using a single chip spatial light modulator or digital micro mirror device (DMD) allowing combining high resolution and coloring quality.
由于立体成像是沉浸式显示的基本组成部分,因此立体成像在过去已经成为许多研究论文和专利的一部分。已经开发了不同的方法来生成和传输这两幅图像到人眼。一般来说,我们可以说图像生成可以由一个或两个单元完成,图像编码可以由频率、时间或方向完成。对于图像生成投影仪的CRT, LCD, LCOS和DLP类型是众所周知的。由于3D获得了更多的公众兴趣,在过去已经采取了不同的方法来简化立体视觉的设置。通常使用两台投影机来生成立体图像。但这些需要更多的维护比一个单一的投影仪系统。对于单个投影仪,帧交错立体图像生成是众所周知的3Chip DLP系统使用三个空间光调制器来生成图像。在本文中,我们描述了一个解决方案,产生帧交错输出使用单芯片空间光调制器或数字微镜装置(DMD),允许结合高分辨率和着色质量。
{"title":"Using a single spatial light modulator for stereoscopic images of high color quality and resolution","authors":"Armin Hopp","doi":"10.2312/EGVE/IPT_EGVE2005/015-022","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/015-022","url":null,"abstract":"Since stereoscopy is a fundamental part of an immersive display, stereoscopic imaging has been part of many research papers and patents in the past. There have been different approaches developed to generate and transport the two images to the human eye. In general we can say that image generation may be done by one or two units and image encoding is done either by frequency, time or orientation.\u0000 For image generation Projectors of CRT, LCD, LCOS and DLP Type are well known. Since 3D has gained more public interest, in the past different approaches have been undertaken to simplify setups for stereoscopy. Often two projectors are used to generate stereoscopic images. But these need more maintenance than a single projector system. For a single projector, frame interleaved stereoscopic Image generation is well known for 3Chip DLP Systems using three spatial light modulators to generate the image. In this paper we describe a solution producing frame interleaved output using a single chip spatial light modulator or digital micro mirror device (DMD) allowing combining high resolution and coloring quality.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131691522","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: 4
Towards a general concept for distributed visualisation of simulations in virtual reality environments 面向虚拟现实环境中分布式可视化仿真的一般概念
J. Metze, B. Neidhold, M. Wacker
We present a concept for Virtual Reality-Systems that allows easy design and implementation of applications in virtual environments as well as fast integration of new hardware and software components into an existing system of this type. Starting from an abstract module based approach for distributed systems we provide a guidance for specifying and designing components for VR-Applications with focus on the communication, administration and visualisation. Finally we have implemented a proof-of-concept for a cab simulator to demonstrate the effectiveness of our approach.
我们提出了一个虚拟现实系统的概念,它允许在虚拟环境中轻松设计和实现应用程序,以及将新的硬件和软件组件快速集成到现有的这种类型的系统中。从分布式系统的抽象模块方法开始,我们提供了一个指导,用于指定和设计vr应用程序的组件,重点是通信,管理和可视化。最后,我们实现了一个驾驶室模拟器的概念验证,以证明我们方法的有效性。
{"title":"Towards a general concept for distributed visualisation of simulations in virtual reality environments","authors":"J. Metze, B. Neidhold, M. Wacker","doi":"10.2312/EGVE/IPT_EGVE2005/079-090","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/079-090","url":null,"abstract":"We present a concept for Virtual Reality-Systems that allows easy design and implementation of applications in virtual environments as well as fast integration of new hardware and software components into an existing system of this type. Starting from an abstract module based approach for distributed systems we provide a guidance for specifying and designing components for VR-Applications with focus on the communication, administration and visualisation. Finally we have implemented a proof-of-concept for a cab simulator to demonstrate the effectiveness of our approach.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121990404","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: 2
Virtual pockets in virtual reality 虚拟现实中的虚拟口袋
T. Ilmonen, M. Reunanen
This paper presents the use of the virtual pocket user interface metaphor in virtual environments (VEs). Virtual pockets act like real-world pockets ó the user can put tools into pockets and select them with simple gestures. The pockets are body-centric and they can be used while the user is focusing on some object in the VE. We present the behavior of our virtual pocket implementation and compare its performance with different variations. The user tests show that virtual pockets are a useful metaphor and that selection of the correct feedback method has a strong impact on how well the pockets work.
本文介绍了虚拟口袋用户界面隐喻在虚拟环境中的应用。虚拟口袋就像现实世界的口袋ó用户可以把工具放进口袋,用简单的手势选择它们。这些口袋以身体为中心,当用户专注于VE中的某些物体时,它们可以被使用。我们展示了我们的虚拟口袋实现的行为,并比较了它在不同变化下的性能。用户测试表明,虚拟口袋是一个有用的比喻,选择正确的反馈方法对口袋的工作效果有很大的影响。
{"title":"Virtual pockets in virtual reality","authors":"T. Ilmonen, M. Reunanen","doi":"10.2312/EGVE/IPT_EGVE2005/163-170","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/163-170","url":null,"abstract":"This paper presents the use of the virtual pocket user interface metaphor in virtual environments (VEs). Virtual pockets act like real-world pockets ó the user can put tools into pockets and select them with simple gestures. The pockets are body-centric and they can be used while the user is focusing on some object in the VE. We present the behavior of our virtual pocket implementation and compare its performance with different variations. The user tests show that virtual pockets are a useful metaphor and that selection of the correct feedback method has a strong impact on how well the pockets work.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122048367","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
Distributed software-based volume visualization in a virtual environment 虚拟环境中基于分布式软件的卷可视化
A. Fuhrmann, R. Splechtna, L. Mroz, H. Hauser
In this paper we present our integration of volume rendering into virtual reality, combining a fast and flexible software implementation of direct volume rendering with the intuitive manipulation and navigation techniques of a virtual environment. By distributing the visualization and interaction tasks to two low-end PCs we managed to realize a highly interactive, yet inexpensive set-up. The volume objects are seamlessly integrated into the polygonal virtual environment through image-based rendering. The interaction techniques include scalar parameterization of transfer functions, direct 3D selection, 3D highlighting of volume objects and clipping cubes and cutting planes. These methods combined with the interaction and display devices of virtual reality form a powerful yet intuitive environment for the investigation of volume data sets. As main application areas we propose training and education.
在本文中,我们提出了将体绘制集成到虚拟现实中,将快速灵活的直接体绘制软件实现与虚拟环境的直观操作和导航技术相结合。通过将可视化和交互任务分配给两台低端pc,我们成功地实现了高度交互,但价格低廉的设置。通过基于图像的渲染,将体对象无缝地集成到多边形虚拟环境中。交互技术包括传递函数的标量参数化、三维直接选择、体对象的三维高亮显示以及裁剪立方体和切割平面。这些方法与虚拟现实的交互和显示设备相结合,为体数据集的研究提供了一个强大而直观的环境。我们建议培训和教育作为主要应用领域。
{"title":"Distributed software-based volume visualization in a virtual environment","authors":"A. Fuhrmann, R. Splechtna, L. Mroz, H. Hauser","doi":"10.2312/EGVE/IPT_EGVE2005/129-140","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/129-140","url":null,"abstract":"In this paper we present our integration of volume rendering into virtual reality, combining a fast and flexible software implementation of direct volume rendering with the intuitive manipulation and navigation techniques of a virtual environment. By distributing the visualization and interaction tasks to two low-end PCs we managed to realize a highly interactive, yet inexpensive set-up. The volume objects are seamlessly integrated into the polygonal virtual environment through image-based rendering. The interaction techniques include scalar parameterization of transfer functions, direct 3D selection, 3D highlighting of volume objects and clipping cubes and cutting planes. These methods combined with the interaction and display devices of virtual reality form a powerful yet intuitive environment for the investigation of volume data sets. As main application areas we propose training and education.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129360497","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
Attribute correlations between haptic and auditory modalities 触觉和听觉模式之间的属性相关性
B. Baird, Özgür Izmirli, Bradford Heacock, Donald Blevins
Correlations between attributes in the haptic domain and those in the auditory will assist in multimodal applications. This paper looks at the auditory attributes of pitch and reverberation and the haptic attributes of vibration, size and viscosity and seeks to correlate changes in one of the modalities with changes in the other. A total of 4 pairs of experiments were performed. The results indicate significant correlations in 3 of the pairs: pitch/vibration, pitch/viscosity, reverberation/size. There was no significant correlation found between reverberation and viscosity. These results have significance for designers of multimodal interfaces in virtual environments.
触觉领域和听觉领域属性之间的相关性将有助于多模态应用。本文着眼于音高和混响的听觉属性以及振动、大小和粘度的触觉属性,并试图将其中一种模式的变化与另一种模式的变化联系起来。共进行4对实验。结果表明,在3对:音高/振动,音高/粘度,混响/大小显著相关。混响与粘度无显著相关。这些结果对虚拟环境中多模态界面的设计者具有重要意义。
{"title":"Attribute correlations between haptic and auditory modalities","authors":"B. Baird, Özgür Izmirli, Bradford Heacock, Donald Blevins","doi":"10.2312/EGVE/IPT_EGVE2005/157-161","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/157-161","url":null,"abstract":"Correlations between attributes in the haptic domain and those in the auditory will assist in multimodal applications. This paper looks at the auditory attributes of pitch and reverberation and the haptic attributes of vibration, size and viscosity and seeks to correlate changes in one of the modalities with changes in the other. A total of 4 pairs of experiments were performed. The results indicate significant correlations in 3 of the pairs: pitch/vibration, pitch/viscosity, reverberation/size. There was no significant correlation found between reverberation and viscosity. These results have significance for designers of multimodal interfaces in virtual environments.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132812866","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
Tangible 3D: hand gesture interaction for immersive 3D modeling 有形3D:手势交互沉浸式3D建模
Hyosun Kim, Georgia Albuquerque, Sven Havemann, D. Fellner
Most of all interaction tasks relevant for a general three-dimensional virtual environment can be supported by 6DOF control and grab/select input. Obviously a very efficient method is direct manipulation with bare hands, like in real environment. This paper shows the possibility to perform non-trivial tasks using only a few well-known hand gestures, so that almost no training is necessary to interact with 3D-softwares. Using this gesture interaction we have built an immersive 3D modeling system with 3D model representation based on a mesh library, which is optimized not only for real-time rendering but also accommodates for changes of both vertex positions and mesh connectivity in real-time. For performing the gesture interaction, the user's hand is marked with just four fingertipthimbles made of inexpensive material as simple as white paper. Within our scenario, the recognized hand gestures are used to select, create, manipulate and deform the meshes in a spontaneous and intuitive way. All modeling tasks are performed wirelessly through a camera/vision tracking method for the head and hand interaction.
大多数与一般三维虚拟环境相关的交互任务都可以通过6DOF控制和抓取/选择输入来支持。显然,一个非常有效的方法是徒手直接操作,就像在真实环境中一样。这篇论文展示了仅使用几个众所周知的手势就可以执行重要任务的可能性,因此几乎不需要训练就可以与3d软件进行交互。利用这种手势交互,我们建立了一个基于网格库的3D模型表示的沉浸式3D建模系统,该系统不仅针对实时渲染进行了优化,而且还适应了顶点位置和网格连接的实时变化。为了进行手势交互,用户的手上只有四个指尖顶针,顶针是由像白纸一样简单的廉价材料制成的。在我们的场景中,识别的手势被用来选择、创建、操纵和变形网格,以一种自发和直观的方式。所有建模任务都是通过相机/视觉跟踪方法无线执行的,用于头和手的交互。
{"title":"Tangible 3D: hand gesture interaction for immersive 3D modeling","authors":"Hyosun Kim, Georgia Albuquerque, Sven Havemann, D. Fellner","doi":"10.2312/EGVE/IPT_EGVE2005/191-199","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/191-199","url":null,"abstract":"Most of all interaction tasks relevant for a general three-dimensional virtual environment can be supported by 6DOF control and grab/select input. Obviously a very efficient method is direct manipulation with bare hands, like in real environment. This paper shows the possibility to perform non-trivial tasks using only a few well-known hand gestures, so that almost no training is necessary to interact with 3D-softwares. Using this gesture interaction we have built an immersive 3D modeling system with 3D model representation based on a mesh library, which is optimized not only for real-time rendering but also accommodates for changes of both vertex positions and mesh connectivity in real-time. For performing the gesture interaction, the user's hand is marked with just four fingertipthimbles made of inexpensive material as simple as white paper. Within our scenario, the recognized hand gestures are used to select, create, manipulate and deform the meshes in a spontaneous and intuitive way. All modeling tasks are performed wirelessly through a camera/vision tracking method for the head and hand interaction.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115791981","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: 41
Real-time deformation of detailed geometry based on mappings to a less detailed physical simulation on the GPU 基于映射到GPU上不太详细的物理模拟的详细几何的实时变形
Jesper Mosegaard, T. Sørensen
Modern graphics processing units (GPUs) can be effectively used to solve physical systems. To use the GPU optimally, the discretization of the physical system is often restricted to a regular grid. When grid values represent spatial positions, a direct visualization can result in a jagged appearance. In this paper we propose to decouple computation and visualization of such systems. We define mappings that enable the deformation of a high-resolution surface based on a physical simulation on a lower resolution uniform grid. More specifically we investigate new approaches for the visualization of a GPU based spring-mass simulation.
现代图形处理单元(gpu)可以有效地用于解决物理系统。为了最佳地使用GPU,物理系统的离散化通常被限制在规则网格中。当网格值表示空间位置时,直接可视化可能导致锯齿状外观。本文提出将这类系统的计算和可视化解耦。我们定义映射,使基于低分辨率均匀网格上的物理模拟的高分辨率表面的变形。更具体地说,我们研究了基于GPU的弹簧质量仿真可视化的新方法。
{"title":"Real-time deformation of detailed geometry based on mappings to a less detailed physical simulation on the GPU","authors":"Jesper Mosegaard, T. Sørensen","doi":"10.2312/EGVE/IPT_EGVE2005/105-111","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/105-111","url":null,"abstract":"Modern graphics processing units (GPUs) can be effectively used to solve physical systems. To use the GPU optimally, the discretization of the physical system is often restricted to a regular grid. When grid values represent spatial positions, a direct visualization can result in a jagged appearance. In this paper we propose to decouple computation and visualization of such systems. We define mappings that enable the deformation of a high-resolution surface based on a physical simulation on a lower resolution uniform grid. More specifically we investigate new approaches for the visualization of a GPU based spring-mass simulation.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116089698","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: 35
Reducing fragmentation in telecollaboration by using IPT interfaces 通过使用IPT接口减少远程协作中的碎片
D. Roberts, Majda Al-Liabi, R. Wolff, Oliver Otto, A. Al-khalifah
Telecommunication systems, such as AccessGrid, allow collaboration across a distributed team. However, these systems typically introduce fragmentation into the view of the shared environment. Many have found that IPT systems offer several important advantages above other display technologies in supporting distance working. This study focuses on fragmentation, which has previously been shown to induce problems in efficient object referencing within a shared virtual environment accessed through desktop displays. We have attempted to repeat the experiment while varying the display type. The results reinforce previous studies by showing a significant improvement in task performance when the entire team uses IPT displays. We further show that the improvement is unlikely to come in this case from more natural interaction or navigation and thus postulate that it arises from more efficient mutual orientation towards objects of interest, arising from a reduction in fragmentation.
电信系统,例如AccessGrid,允许跨分布式团队进行协作。然而,这些系统通常会在共享环境的视图中引入碎片。许多人发现IPT系统在支持远程工作方面比其他显示技术提供了几个重要的优势。这项研究的重点是碎片化,这已经被证明会在通过桌面显示器访问的共享虚拟环境中导致有效的对象引用问题。我们尝试在改变显示类型的同时重复实验。当整个团队都使用IPT显示器时,任务表现有了显著改善,这一结果强化了之前的研究。我们进一步表明,在这种情况下,改进不太可能来自更自然的交互或导航,因此假设它来自于对感兴趣对象的更有效的相互定向,来自于碎片化的减少。
{"title":"Reducing fragmentation in telecollaboration by using IPT interfaces","authors":"D. Roberts, Majda Al-Liabi, R. Wolff, Oliver Otto, A. Al-khalifah","doi":"10.2312/EGVE/IPT_EGVE2005/211-216","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/211-216","url":null,"abstract":"Telecommunication systems, such as AccessGrid, allow collaboration across a distributed team. However, these systems typically introduce fragmentation into the view of the shared environment. Many have found that IPT systems offer several important advantages above other display technologies in supporting distance working. This study focuses on fragmentation, which has previously been shown to induce problems in efficient object referencing within a shared virtual environment accessed through desktop displays. We have attempted to repeat the experiment while varying the display type. The results reinforce previous studies by showing a significant improvement in task performance when the entire team uses IPT displays. We further show that the improvement is unlikely to come in this case from more natural interaction or navigation and thus postulate that it arises from more efficient mutual orientation towards objects of interest, arising from a reduction in fragmentation.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116532894","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: 5
Low-cost, portable, multi-wall virtual reality 低成本,便携,多墙虚拟现实
S. A. Miller, Noah J. Misch, Aaron Dalton
Virtual reality systems make compelling outreach displays, but some systems highly suitable for outreach, notably the CAVE, have design features that make using them for that purpose inconvenient. In the case of the CAVE, the equipment is difficult to disassemble, transport, and reassemble, and typically only large-budget research facilities can afford such a system. We implemented a system like the CAVE that costs less than $30,000, weighs about 500 pounds, and fits into a fifteen-passenger van. A team of six people have unpacked, assembled, and calibrated the system in less than two hours. This cost reduction versus similar virtual reality systems stems from the unique approach we took to stereoscopic projection. We used an assembly of optical chopper wheels and commodity LCD projectors to create true active stereo at less than a fifth of the cost of comparable active stereo technologies. The screen and frame design also harbor portability optimizations; the frame assembles in minutes with only two fasteners, and both pack into small bundles for easy and secure shipment.
虚拟现实系统制作了引人注目的外展显示,但一些非常适合外展的系统,尤其是CAVE,其设计特点使得使用它们不方便。在CAVE的情况下,设备很难拆卸、运输和重新组装,通常只有大预算的研究机构才能负担得起这样的系统。我们实现了一个像CAVE这样的系统,它的成本不到3万美元,重约500磅,可以装进一辆15人的面包车。一个由六人组成的团队在不到两个小时的时间内完成了拆包、组装和校准系统的工作。与类似的虚拟现实系统相比,这种成本降低源于我们采用的独特的立体投影方法。我们使用光学斩波轮和商用LCD投影仪的组装来创建真正的有源立体声,成本不到同类有源立体声技术的五分之一。屏幕和框架的设计也进行了可移植性优化;框架组装在几分钟内,只有两个紧固件,并打包成小束,方便和安全的运输。
{"title":"Low-cost, portable, multi-wall virtual reality","authors":"S. A. Miller, Noah J. Misch, Aaron Dalton","doi":"10.2312/EGVE/IPT_EGVE2005/009-014","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/009-014","url":null,"abstract":"Virtual reality systems make compelling outreach displays, but some systems highly suitable for outreach, notably the CAVE, have design features that make using them for that purpose inconvenient. In the case of the CAVE, the equipment is difficult to disassemble, transport, and reassemble, and typically only large-budget research facilities can afford such a system.\u0000 We implemented a system like the CAVE that costs less than $30,000, weighs about 500 pounds, and fits into a fifteen-passenger van. A team of six people have unpacked, assembled, and calibrated the system in less than two hours.\u0000 This cost reduction versus similar virtual reality systems stems from the unique approach we took to stereoscopic projection. We used an assembly of optical chopper wheels and commodity LCD projectors to create true active stereo at less than a fifth of the cost of comparable active stereo technologies.\u0000 The screen and frame design also harbor portability optimizations; the frame assembles in minutes with only two fasteners, and both pack into small bundles for easy and secure shipment.","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":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132533992","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: 10
期刊
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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:481959085
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