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Collaborative stretcher carrying: a case study 协作担架搬运:一个案例研究
R. Hubbold
This paper describes a simulation of a collaborative task in a shared virtual environment --- two users carrying a shared object (a stretcher) in a complex chemical plant. The implementation includes a haptic interface for each user, so that forces transmitted through the stretcher from one user to the other can be experienced. Preliminary experiments show that the addition of haptic feedback significantly enhances the sense of sharing and each user's perception of the actions of the other user. The implementation is described, and some conclusions about the value of haptics, and plans for future work are given.
本文描述了一个在共享虚拟环境中的协作任务的仿真——在一个复杂的化工厂中,两个用户携带一个共享的物体(担架)。该实现包括每个用户的触觉界面,因此可以体验通过担架从一个用户传递到另一个用户的力。初步实验表明,触觉反馈的加入显著增强了共享感和每个用户对其他用户动作的感知。介绍了该系统的实现过程,并对触觉技术的应用价值进行了总结和展望。
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引用次数: 22
Redirected Walking in Place 原地重定向行走
Sharif Razzaque, David Swapp, M. Slater, M. Whitton, A. Steed
This paper describes a method for allowing people to virtually move around a CAVE™ without ever having to turn to face the missing back wall. We describe the method, and report a pilot study of 28 participants, half of whom moved through the virtual world using a hand-held controller, and the other half used the new technique called 'Redirected Walking in Place' (RWP). The results show that the current instantiation of the RWP technique does not result in a lower frequency of looking towards the missing wall. However, the results also show that the sense of presence in the virtual environment is significantly and negatively correlated with the amount that the back wall is seen. There is evidence that RWP does reduce the chance of seeing the blank wall for some participants. The increased sense of presence through never having to face the blank wall, and the results of this pilot study show the RWP has promise and merits further development.
本文描述了一种方法,可以让人们在洞穴™中移动,而不必转身面对缺失的后壁。我们描述了这种方法,并报告了一项针对28名参与者的试点研究,其中一半人使用手持控制器在虚拟世界中移动,另一半人使用名为“原地重定向行走”(RWP)的新技术。结果表明,RWP技术的当前实例并没有导致寻找缺失壁的频率降低。然而,结果也表明,虚拟环境中的存在感与后墙被看到的数量呈显著负相关。有证据表明,RWP确实减少了一些参与者看到空白墙的机会。通过不必面对空白的墙壁,增加了存在感,这个试点研究的结果表明,RWP有希望,值得进一步发展。
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引用次数: 193
Haptic Display for a Virtual Reality Simulator for Flexible Endoscopy 柔性内窥镜虚拟现实模拟器的触觉显示
Olaf Körner, R. Männer
A simulation system for flexible endoscopy is described, based on virtual reality techniques. The physician moves the flexible endoscope inside a pipe, in which forces are applied to it. In addition the navigation wheels provide force feedback from the bending of the endoscope's tip. The paper focuses on the special purpose haptic display which actively generates forces to model the complex interaction of physician, endoscope and patient with high accuracy. Moreover fast algorithms for the force simulation in real-time are presented.
介绍了一种基于虚拟现实技术的柔性内窥镜仿真系统。医生将柔性内窥镜移动到管道中,在管道中对其施加力。此外,导航轮通过内窥镜尖端的弯曲提供力反馈。本文重点研究了一种能主动产生力的专用触觉显示器,以高精度地模拟医生、内窥镜和患者之间复杂的相互作用。此外,还提出了实时力仿真的快速算法。
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引用次数: 7
Scope-Based Interaction - A Technique for Interaction in an Image-Based Virtual Environment 基于作用域的交互——一种基于图像的虚拟环境中的交互技术
S. Yoshida, Kunio Yamada, K. Mochizuki, K. Aizawa, T. Saito
Multimedia Ambiance Communication is a means to achieve shared-space communication in an immersive environment constructed of photo-realistic natural images where users can feel they are part of the environment. An image-based virtual environment is generally represented as an extensive field, in scenes showing mainly a landscape, and most objects are beyond the viewer's reach. Additionally, it usually has a single suitable point for observation because of limitations in the capture and representation methods of 3D-image spaces. Therefore, a special technique has to be developed that enables interaction with the environment. This paper describes the concept of a technique to interact with the scene based on a telescope-like virtual tool. The tool enables the user to stereoscopically view a distant object that will appear to be within reach, and to manipulate the object directly by putting a hand in the "scope". Hence, the user can handle objects at any distance, seamlessly and from the best viewpoint, without leaving an immersive environment.
多媒体氛围通信是在逼真的自然图像构建的沉浸式环境中实现共享空间通信的一种手段,用户可以感受到自己是环境的一部分。基于图像的虚拟环境通常表现为一个广阔的领域,在主要显示景观的场景中,大多数对象超出了观看者的范围。此外,由于3d图像空间的捕获和表示方法的限制,通常只有一个合适的观察点。因此,必须开发一种特殊的技术来实现与环境的交互。本文描述了一种基于类似望远镜的虚拟工具与场景交互的技术概念。该工具使用户能够立体地观察远处的物体,看起来就在触手可及的范围内,并通过把手伸进“瞄准镜”直接操纵物体。因此,用户可以在任何距离处理对象,无缝地,从最佳的角度来看,而不离开身临其境的环境。
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引用次数: 0
An Interactive Toolkit Library for 3D Applications: it3d 用于3D应用程序的交互式工具包库:it3d
Noritaka Osawa, K. Asai, F. Saito
An interactive toolkit library for developing 3D applications called "it3d" is described that utilize artificial reality (AR) technologies. It was implemented by using the Java language and the Java 3D class library to enhance its portability. It3d makes it easy to construct AR applications that are portable and adaptable. It3d consists of three sub-libraries: an input/output library for distributed devices, a 3D widget library for multimodal interfacing, and an interaction-recognition library. The input/output library for distributed devices has a uniform programming interface style for various types of devices. The interfaces are defined by using OMG IDL. The library utilizes multicast peer-to-peer communication to enable efficient device discovery and exchange of events and data. Multicast-capable CORBA functions have been developed and used. The 3D widget library for the multimodal interface has useful 3D widgets that support efficient and flexible customization based on prototype-based object orientation, or a delegation model. The attributes of a widget are used to customize it dynamically. The attributes constitute a hierarchical structure. The interaction-recognition library is used to recognize basic motions in a 3D space, such as pointing, selecting, pinching, grasping, and moving. The library is flexible, and the recognition conditions can be given as parameters. A new recognition engine can be developed by using a new circular event history buffer to efficiently manage and retrieve past events. Development of immersive AR applications using it3d demonstrated that less time is needed to develop the applications with it3d than without it. It3d makes it easy to construct AR applications that are portable and adaptable.
描述了一个用于开发3D应用程序的交互式工具包库,称为“it3d”,利用人工现实(AR)技术。它是使用Java语言和Java 3D类库来实现的,以增强其可移植性。It3d使构建便携和适应性强的AR应用程序变得容易。It3d由三个子库组成:一个用于分布式设备的输入/输出库,一个用于多模态接口的3D小部件库,以及一个交互识别库。分布式设备的输入/输出库对于各种类型的设备具有统一的编程接口风格。这些接口是使用OMG IDL定义的。该库利用多播点对点通信来实现有效的设备发现和事件和数据交换。已经开发并使用了支持多播的CORBA函数。用于多模态界面的3D小部件库具有有用的3D小部件,这些小部件支持基于基于原型的面向对象或委托模型的高效灵活的定制。小部件的属性用于动态地自定义它。这些属性构成了一个层次结构。交互识别库用于识别三维空间中的基本运动,如指向、选择、捏、抓和移动。该库是灵活的,识别条件可以作为参数给定。利用新的循环事件历史缓冲区,可以开发一种新的识别引擎,以有效地管理和检索过去的事件。使用it3d开发沉浸式AR应用程序表明,使用it3d开发应用程序所需的时间比不使用it3d所需的时间更少。It3d使构建便携和适应性强的AR应用程序变得容易。
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引用次数: 31
Real-time simulation of elastic objects in Virtual Environments using finite element method and precomputed Green s functions 基于有限元法和预计算格林函数的虚拟环境中弹性物体的实时仿真
I. Nikitin, L. Nikitina, Pavel Frolov, G. Goebbels, M. Göbel
Simulation of an object's elastic deformation is an important feature in applications where three-dimensional object behavior is explored. In addition, the benefits of user-object interactions are best realized in interactive environments which require the rapid computation of deformations. In this paper we present a prototype of a system for the simulation of elastic objects in Virtual Environments (VE) under real-time conditions. The approach makes use of the method of finite elements and precomputed Green's functions. The simulation is interactively visualized in fully immersive rear-projection based Virtual Environments such as the CyberStage and semi-immersive ones such as the Responsive Workbench. Using pick-ray interaction techniques the user can interactively apply forces to the object causing its deformation. Our interactive visualization module, embedded in VE system Avango, supports real time deformations of high-resolution 3D model (10,000 nodes) at a speed >20 stereoimages/sec.
模拟物体的弹性变形是研究三维物体行为的一个重要特征。此外,在需要快速计算变形的交互环境中,用户-对象交互的好处得到了最好的实现。本文提出了一个实时条件下虚拟环境(VE)弹性物体仿真系统的原型。该方法利用有限元法和预先计算的格林函数。仿真在完全沉浸式的基于后投影的虚拟环境(如CyberStage)和半沉浸式的虚拟环境(如Responsive Workbench)中进行交互式可视化。使用拾取射线交互技术,用户可以交互地对物体施加力,使其变形。我们的交互式可视化模块嵌入在VE系统Avango中,支持高分辨率3D模型(10,000个节点)的实时变形,速度>20张立体图像/秒。
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引用次数: 35
Rail-Track Viewer - An Image-Based Virtual Walkthrough System 铁路轨道查看器-基于图像的虚拟演练系统
Lining Yang, R. Crawfis
Complex renderings of synthetic scenes or virtual environments, once deemed impossible for consumer rendering, are becoming available as tools for young artists. These renderings, due to their high-quality image synthesis, can take minutes to hours to render. Nowadays, as the computing power has increased dramatically, the size and complexity of the datasets generated by the super-computer can be overwhelming. It is almost impossible for the visualization techniques to achieve interactive frame rates. Our work focuses on using Image-Based Rendering (IBR) techniques to manage and explore large and complex datasets and virtual scenes on a remote display across the world-wide-web. The key idea for this research is to pre-process the datasets and render key viewpoints on pre-selected paths inside the dataset. We present new techniques to reconstruct approximations to any view along the path, which allows the user to roam around inside the datasets with interactive frame rates. We have implemented the pipeline for generating the sampled key viewpoints and reconstructing panoramic-based IBR models. Our implementation includes an efficient two-phase caching and pre-fetching scheme. The system has been successfully tested on several datasets and satisfying results have been obtained. Analysis of errors is also presented.
合成场景或虚拟环境的复杂渲染,曾经被认为是不可能的消费者渲染,正成为年轻艺术家可用的工具。这些效果图,由于其高质量的图像合成,可能需要几分钟到几个小时来渲染。如今,随着计算能力的急剧增加,超级计算机生成的数据集的大小和复杂性可能是压倒性的。可视化技术几乎不可能实现交互帧率。我们的工作重点是使用基于图像的渲染(IBR)技术来管理和探索大型和复杂的数据集和虚拟场景在一个远程显示跨万维网。本研究的关键思想是对数据集进行预处理,并在数据集中预先选择的路径上呈现关键视点。我们提出了新的技术来重建沿着路径的任何视图的近似值,这允许用户在具有交互帧率的数据集中漫游。我们实现了生成采样关键视点和重建基于全景的IBR模型的流水线。我们的实现包括一个高效的两阶段缓存和预取方案。该系统已在多个数据集上进行了测试,取得了满意的结果。并对误差进行了分析。
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引用次数: 13
Technical System for Collaborative Work 协同工作的技术系统
A. Kunz, Christian P. Spagno
Virtual reality makes it possible to realize distributed collaborative teamwork. In this case objects can be represented three-dimensionally in different visualization installations which are connected with each other over a network [7]. Up to now the user remains mostly without consideration. For distributed collaborative teamwork the user should be visualized three-dimensionally together with the other virtual objects [14]. In the presented paper a special projection installation is described which allows simultaneous projection and acquisition of images of the users.
虚拟现实为分布式协同团队的实现提供了可能。在这种情况下,对象可以在不同的可视化装置中以三维方式表示,这些装置通过网络[7]相互连接。到目前为止,大多数用户仍然没有得到考虑。对于分布式协同团队,用户应该与其他虚拟对象[14]一起进行三维可视化。在本文中,描述了一种特殊的投影装置,它允许同时投影和获取用户的图像。
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引用次数: 15
AR-Planning Tool - Designing Flexible Manufacturing Systems with Augmented Reality ar规划工具-利用增强现实设计柔性制造系统
J. Gausemeier, Jürgen Fründ, C. Matysczok
The technology of augmented reality (AR), as a new user interface, introduces a completely new perspective for the design of technical manufacturing systems. This technique supports a face to face collaboration where users need to be able to easily cooperate with each other. As with typical construction sets like LEGO or Fischertechnik, the planning engineers model the future manufacturing system in their real environment. The components are taken from virtual construction sets and are positioned interactively in the manufacturing hall. Planning rules are used to assist the user and to prevents possible errors. This article describes the conception of a virtual construction set and the realization of its prototype. The description of the development of this construction set is supplemented by an illustration of the used hardware and software components.
增强现实技术作为一种新的用户界面,为技术制造系统的设计提供了一个全新的视角。该技术支持面对面的协作,用户需要能够轻松地相互协作。与乐高或Fischertechnik等典型的建筑组合一样,规划工程师在他们的真实环境中对未来的制造系统进行建模。这些组件取自虚拟建筑集合,并以交互方式放置在制造大厅中。规划规则用于帮助用户并防止可能出现的错误。本文介绍了虚拟建筑集的概念及其原型的实现。该结构集的开发描述由所使用的硬件和软件组件的插图补充。
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引用次数: 45
Evaluation of a Collaborative Volume Rendering Application in a Distributed Virtual Environment
U. Wössner, J. Schulze, S. Walz, U. Lang
In this paper, we present a collaborative volume rendering application which can be used in distributed virtual environments. The application allows the users to collaboratively view volumetric data and manipulate the transfer functions. Furthermore, 3D markers can be used to support communication. The collaborative setup includes a full duplex audio channel between the virtual environments. The developed software was evaluated with external users who were asked to solve tasks in two scenarios which resembled real-world situations from the medical field: a presentation and a time-constrained search task. For the evaluation, two 4-sided CAVE-like virtual environments were linked. The collaborative application was analyzed for both technical and social aspects.
本文提出了一个可用于分布式虚拟环境的协作体绘制应用程序。该应用程序允许用户协作查看体积数据并操作传递函数。此外,3D标记可用于支持通信。协作设置包括虚拟环境之间的全双工音频通道。开发的软件由外部用户进行评估,这些用户被要求在两个类似于医学领域真实情况的场景中解决任务:演示和有时间限制的搜索任务。为了进行评价,将两个4面类洞穴虚拟环境连接起来。从技术和社会两个方面分析了协作应用程序。
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引用次数: 48
期刊
International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments
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