Eduardo Filgueiras Damasceno, Alexandre Cardoso, Edgard Afonso Lamounier Jr.
This work shows an Augmented Reality System produced according to the needs for assessing the extent or angular motion´s range, which may be used in health areas where this information is needed to ponder about the physical measuring or motor rehabilitation.
{"title":"Augmented Biophotogrammetry","authors":"Eduardo Filgueiras Damasceno, Alexandre Cardoso, Edgard Afonso Lamounier Jr.","doi":"10.1109/SVR.2011.37","DOIUrl":"https://doi.org/10.1109/SVR.2011.37","url":null,"abstract":"This work shows an Augmented Reality System produced according to the needs for assessing the extent or angular motion´s range, which may be used in health areas where this information is needed to ponder about the physical measuring or motor rehabilitation.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116016879","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}
G. Moura, Saulo A. Pessoa, J. P. Lima, V. Teichrieb, J. Kelner
This paper presents a solution for photorealistic rendering of virtual objects into dynamic real scenes. It consists of a toolkit for Augmented Reality, named RPR- SORS, which is composed of two artifacts: an API that handles various computer graphics techniques in a novel pipeline approaching illumination, reflectance model, shadowing, composition, and camera effects; and a material editor that accelerates the creation of complex photorealistic materials. An experimental application was developed with the proposed solution, where both the API and material editor were used to accomplish photorealistic effects in an application of Augmented Reality in architecture. The results obtained show that the API provides a flexible infrastructure for the photorealistic Augmented Reality pipeline, and that the material editor facilitates the creation of photorealistic materials and their use for Augmented Reality
{"title":"RPR-SORS: An Authoring Toolkit for Photorealistic AR","authors":"G. Moura, Saulo A. Pessoa, J. P. Lima, V. Teichrieb, J. Kelner","doi":"10.1109/SVR.2011.14","DOIUrl":"https://doi.org/10.1109/SVR.2011.14","url":null,"abstract":"This paper presents a solution for photorealistic rendering of virtual objects into dynamic real scenes. It consists of a toolkit for Augmented Reality, named RPR- SORS, which is composed of two artifacts: an API that handles various computer graphics techniques in a novel pipeline approaching illumination, reflectance model, shadowing, composition, and camera effects; and a material editor that accelerates the creation of complex photorealistic materials. An experimental application was developed with the proposed solution, where both the API and material editor were used to accomplish photorealistic effects in an application of Augmented Reality in architecture. The results obtained show that the API provides a flexible infrastructure for the photorealistic Augmented Reality pipeline, and that the material editor facilitates the creation of photorealistic materials and their use for Augmented Reality","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114520559","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}
Optical motion capture is a prevalent technique for capturing and analyzing movement. However, a common problem in optical motion capture is the missing marker problem due to occlusions or ambiguities. Most methods for resolving this problem either require extensive post-processing efforts or become ineffective when a significant portion of markers are missing for extended periods of time. In this paper, we present an approach to reconstruct human motion corrupted in the presence of missing or mis-tracking markers. We propose a data-driven, piecewise linear predicting kalman filter framework to estimate missing marker position, and reconstruct human motion in real time by rigid body tracking solver. It allows us to accurately and effectively reconstruct human motion within a simple extrapolation framework. We demonstrate the effectiveness of our method on real motion data captured using OptiTrack. Our experimental results demonstrate that our method is efficient in recovering human motion.
{"title":"Real-Time Estimation of Missing Markers for Reconstruction of Human Motion","authors":"Qiong Wu, P. Boulanger","doi":"10.1109/SVR.2011.35","DOIUrl":"https://doi.org/10.1109/SVR.2011.35","url":null,"abstract":"Optical motion capture is a prevalent technique for capturing and analyzing movement. However, a common problem in optical motion capture is the missing marker problem due to occlusions or ambiguities. Most methods for resolving this problem either require extensive post-processing efforts or become ineffective when a significant portion of markers are missing for extended periods of time. In this paper, we present an approach to reconstruct human motion corrupted in the presence of missing or mis-tracking markers. We propose a data-driven, piecewise linear predicting kalman filter framework to estimate missing marker position, and reconstruct human motion in real time by rigid body tracking solver. It allows us to accurately and effectively reconstruct human motion within a simple extrapolation framework. We demonstrate the effectiveness of our method on real motion data captured using OptiTrack. Our experimental results demonstrate that our method is efficient in recovering human motion.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"77 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126225763","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}
Eduardo Souza Santos, E. Lamounier, Alexandre Cardoso
This paper aims to provide an application that uses gestures to interact with virtual objects in an Augmented Reality application. The application has no major dependencies of the work environment, lighting or users' skin color. To achieve this goal, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. The user is allowed to perform operations on menus and manipulation of virtual objects.
{"title":"Interaction in Augmented Reality Environments Using Kinect","authors":"Eduardo Souza Santos, E. Lamounier, Alexandre Cardoso","doi":"10.1109/SVR.2011.17","DOIUrl":"https://doi.org/10.1109/SVR.2011.17","url":null,"abstract":"This paper aims to provide an application that uses gestures to interact with virtual objects in an Augmented Reality application. The application has no major dependencies of the work environment, lighting or users' skin color. To achieve this goal, libraries of particular use for natural interaction and Kinect device, which serves to provide RGB images of the environment and the depth map of the scene were used. The user is allowed to perform operations on menus and manipulation of virtual objects.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133565567","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}
I. S. Brasil, F. M. Neto, J. Chagas, Rodrigo Monteiro de Lima, D. F. L. Souza, M. Bonates, André Dantas
Oil exploration has become a steadily growing business. This is due to the ever increasing demand for oil derivates in the international market. The extraction of this mineral, however, is not an easy process. It poses many hazards which may threaten the environment and the lives of workers at an oil well. In order to reduce the chances of accidents and failures, a continued training to the workers is highly recommended. This paper presents a game which simulates a drilling rig. This game, the players are exposed to various circumstances in which they can exercise their knowledge about their work and learn what to do in troublesome events. Artificial Intelligence techniques will be applied to the game in order to accomplish that feature. The application will also include instant interactions among several players in a virtual 3D environment. The game is a web-based, which allows players to remotely execute it on different platforms.
{"title":"An Inteligent Agent-Based Virtual Game for Oil Drilling Operators Training","authors":"I. S. Brasil, F. M. Neto, J. Chagas, Rodrigo Monteiro de Lima, D. F. L. Souza, M. Bonates, André Dantas","doi":"10.1109/SVR.2011.13","DOIUrl":"https://doi.org/10.1109/SVR.2011.13","url":null,"abstract":"Oil exploration has become a steadily growing business. This is due to the ever increasing demand for oil derivates in the international market. The extraction of this mineral, however, is not an easy process. It poses many hazards which may threaten the environment and the lives of workers at an oil well. In order to reduce the chances of accidents and failures, a continued training to the workers is highly recommended. This paper presents a game which simulates a drilling rig. This game, the players are exposed to various circumstances in which they can exercise their knowledge about their work and learn what to do in troublesome events. Artificial Intelligence techniques will be applied to the game in order to accomplish that feature. The application will also include instant interactions among several players in a virtual 3D environment. The game is a web-based, which allows players to remotely execute it on different platforms.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124534450","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}
Gabriela Tinti Vasselai, D. Reis, Paulo César Rodacki Gomes
Crowd simulation is a computationally expensive task. Many models to simulate crowds have been developed over the years and can be classified into two big groups (macroscopic and microscopic) according to how the agents are managed. In some macroscopic models the agents are grouped and guided by the potential field of their group. The construction of potential fields is the bottleneck of those models, so it is necessary to use a small number of groups in order for a simulation to run at interactive frame rates. In this article, it is proposed a model based on a macroscopic model, which, mainly, aims at reducing the cost of computing the potential fields of the groups, by using groups discretized according to the needs of the environment. At the same time, it is proposed the addition of groups that can steer the agents of a simulation to momentary goals, which gives the crowd a wider variety of behaviors. Finally, it is proposed the use of a social forces model to prevent collisions between agents and between agents and obstacles.
{"title":"A Case Study of Augmented Reality for Mobile Platforms","authors":"Gabriela Tinti Vasselai, D. Reis, Paulo César Rodacki Gomes","doi":"10.1109/SVR.2011.23","DOIUrl":"https://doi.org/10.1109/SVR.2011.23","url":null,"abstract":"Crowd simulation is a computationally expensive task. Many models to simulate crowds have been developed over the years and can be classified into two big groups (macroscopic and microscopic) according to how the agents are managed. In some macroscopic models the agents are grouped and guided by the potential field of their group. The construction of potential fields is the bottleneck of those models, so it is necessary to use a small number of groups in order for a simulation to run at interactive frame rates. In this article, it is proposed a model based on a macroscopic model, which, mainly, aims at reducing the cost of computing the potential fields of the groups, by using groups discretized according to the needs of the environment. At the same time, it is proposed the addition of groups that can steer the agents of a simulation to momentary goals, which gives the crowd a wider variety of behaviors. Finally, it is proposed the use of a social forces model to prevent collisions between agents and between agents and obstacles.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124033758","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}
Vânia Cordeiro da Silva, Elinaldo Santos de Goes Jr., Matheus França, P. Ambrósio
This paper presents the development of a play on words using concepts of augmented reality, embedded in a web environment, whose goal is to assist the classroom teacher in the literacy process of children. Offering tools to make lessons more interesting and dynamic, with the goal of teaching by exploring the playful character of the educational process.
{"title":"Words Game in an Educational Context: Augmented Reality Aplication","authors":"Vânia Cordeiro da Silva, Elinaldo Santos de Goes Jr., Matheus França, P. Ambrósio","doi":"10.1109/SVR.2011.38","DOIUrl":"https://doi.org/10.1109/SVR.2011.38","url":null,"abstract":"This paper presents the development of a play on words using concepts of augmented reality, embedded in a web environment, whose goal is to assist the classroom teacher in the literacy process of children. Offering tools to make lessons more interesting and dynamic, with the goal of teaching by exploring the playful character of the educational process.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132567759","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}
This paper presents xGroupware, a cross-reality meetingware that coordinates some activities to support remote workgroup. xGroupware was developed based on a multiagent system architecture that integrates different technologies for enabling message exchange between virtual and real worlds users using wearable computers.
{"title":"xGroupware: Collaboration in Cross-Reality Using Agents","authors":"K. Vega, Debora Cardador, H. Fuks, C. Lucena","doi":"10.1109/SVR.2011.39","DOIUrl":"https://doi.org/10.1109/SVR.2011.39","url":null,"abstract":"This paper presents xGroupware, a cross-reality meetingware that coordinates some activities to support remote workgroup. xGroupware was developed based on a multiagent system architecture that integrates different technologies for enabling message exchange between virtual and real worlds users using wearable computers.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128579155","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}
M. R. Filho, Nath´lia Mendes Negrão, Ricardo Rodrigues Damasceno
The teaching of computer networks faces a number of difficulties due to low production of texts and teaching resources, and the lack of availability of laboratories for practical classes. Thus, this paper presents the SwImax, a tool developed using virtual reality technology to teach concepts related to protocols for wireless networks. This solution was focused in the IEEE 802.16 protocol, also known as WiMAX. The tool was developed using the Unity 3D as game engine and the Autodesk 3ds Max 9 as 3D modeling software
由于教材和教学资源的不足,以及实践课缺少实验室,计算机网络教学面临着许多困难。因此,本文提出了SwImax,一个使用虚拟现实技术开发的工具,用于教授与无线网络协议相关的概念。该解决方案的重点是IEEE 802.16协议,也称为WiMAX。该工具是使用Unity 3D作为游戏引擎和Autodesk 3ds Max 9作为3D建模软件开发的
{"title":"SwImax: A Web Tool Using Virtual Reality for Teaching the WiMAX Protocol","authors":"M. R. Filho, Nath´lia Mendes Negrão, Ricardo Rodrigues Damasceno","doi":"10.1109/SVR.2011.27","DOIUrl":"https://doi.org/10.1109/SVR.2011.27","url":null,"abstract":"The teaching of computer networks faces a number of difficulties due to low production of texts and teaching resources, and the lack of availability of laboratories for practical classes. Thus, this paper presents the SwImax, a tool developed using virtual reality technology to teach concepts related to protocols for wireless networks. This solution was focused in the IEEE 802.16 protocol, also known as WiMAX. The tool was developed using the Unity 3D as game engine and the Autodesk 3ds Max 9 as 3D modeling software","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"8 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114034088","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}
This work is motivated by the importance that is given to multimodal applications. In this kind of application, a very important aspect is the possibility of concomitant use of multiple devices provided by the fusion of interactive events. Thus the main goal of this study is to determine, through users tests and capture of objective and subjective variables, if the multimodal interaction is providing a better exploitation of parallelism during the execution of selection and navigation tasks in a 3D environment.
{"title":"Evaluation of Multimodal Interaction in Parallel Tasks Execution","authors":"D. Trevisan, L. Nedel, Ariane Boge da SIlva","doi":"10.1109/SVR.2011.31","DOIUrl":"https://doi.org/10.1109/SVR.2011.31","url":null,"abstract":"This work is motivated by the importance that is given to multimodal applications. In this kind of application, a very important aspect is the possibility of concomitant use of multiple devices provided by the fusion of interactive events. Thus the main goal of this study is to determine, through users tests and capture of objective and subjective variables, if the multimodal interaction is providing a better exploitation of parallelism during the execution of selection and navigation tasks in a 3D environment.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-05-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124780942","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}