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2011 XIII Symposium on Virtual Reality最新文献

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Employing Multi-agents in 3-D Game for Cognitive Stimulation 基于多智能体的三维游戏认知刺激
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.32
Priscilla F. de Abreu, Vera Werneck, R. M. D. Costa, L. A. V. D. Carvalho
Multi-agents are increasingly gaining the attention of researchers and developers of virtual games. The agents can control the user performance, adapting the interface and automatically changing the difficulty level of tasks. The objective of this paper is to describe the development of a game that combines the technologies of Virtual Reality and Multi-Agent. This system aims at improving the cognitive functions in patients with neuropsychiatric disorders. The integration of different technologies, the development methodology and the test procedures are described throughout the paper.
多智能体越来越受到虚拟游戏研究者和开发者的关注。代理可以控制用户的行为,自适应界面,自动改变任务的难度等级。本文的目的是描述一个结合了虚拟现实技术和多智能体技术的游戏的开发。该系统旨在改善神经精神疾病患者的认知功能。本文对不同技术的集成、开发方法和测试过程进行了详细的描述。
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引用次数: 16
Dynamic Adjustment of Stereo Parameters for Virtual Reality Tools 虚拟现实工具立体参数的动态调整
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.30
F. Carvalho, D. Trindade, Peter Dam, A. Raposo, I. Santos
Due to emerging new technologies in thedevelopment of interactive 3D applications (eg games andvirtual reality), stereoscopic visualization is becoming acommon feature. However, this fact does not solve someproblems (nausea and headaches - cybersickness) related withthe generation of this type of visualization. Some parametershave to be carefully chosen to create a comfortable stereo view,for example, eye distance, zero parallax plane distance, and thetreatment of partially clipped objects in negative parallax. Thispaper presents a technique based on a CubeMap structure todynamically adjust stereo parameters during the usage of twovirtual reality tools in multi-scale 3D scenarios.
由于交互式3D应用(如游戏和虚拟现实)开发中的新技术的出现,立体可视化正在成为一个普遍的特征。然而,这一事实并不能解决与这种类型的可视化产生相关的一些问题(恶心和头痛-晕屏)。为了创造一个舒适的立体视图,一些参数需要仔细选择,例如,眼睛距离,零视差平面距离,以及在负视差中部分剪切对象的处理。本文提出了一种基于CubeMap结构的多尺度三维场景下使用两种虚拟现实工具时动态调整立体参数的技术。
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引用次数: 7
New Method of Surface Reconstruction of Splat-Based Models 基于飞溅模型的表面重建新方法
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.25
Rafael Fernandes Ivo, C. Vidal, J. B. C. Neto
The surface splatting technique has several advantages in rendering models consisting of points, such as speed and quality of rendered images. After projecting all the splats on the plane of the image, it is necessary to reconstruct surfaces from several fragments generated in the previous step. Several heuristics make use of implicit information about the surface to determine which fragments constitute the same surface. In this work, a pre-processing performs the separation of surfaces by analyzing the normal vectors of the splats and their neighborhood relations. This step applies surface identifiers in splats in order to prevent fragments from different surfaces to be combined in the step of surface reconstruction.
表面喷溅技术在渲染由点组成的模型时具有速度快、质量好等优点。在将所有的碎片投影到图像的平面上之后,需要从上一步生成的几个碎片中重建表面。一些启发式方法利用关于曲面的隐式信息来确定哪些片段构成相同的曲面。在这项工作中,预处理通过分析splats的法向量及其邻域关系来执行表面分离。该步骤在splats中应用表面标识符,以防止不同表面的碎片在表面重建步骤中被合并。
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引用次数: 0
ARBlocks: A Concept for a Dynamic Blocks Platform for Educational Activities ARBlocks:一个用于教育活动的动态模块平台的概念
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.19
R. Roberto, D. Freitas, J. P. Lima, V. Teichrieb, J. Kelner
This paper describes the concept of a dynamic blocks platform, called ARBlocks, based on projective augmented reality and tangible user interfaces aiming educational activities. In it, the information is displayed by projectors, that exhibit the content only on the blocks using a projector calibration technique and the blocks are tracked through a frame marker. Despite the platform is still under development, some results regarding the frame marker tracking and the projection was achieved.
本文描述了一个动态块平台的概念,称为ARBlocks,基于投影增强现实和针对教育活动的有形用户界面。其中,信息由投影仪显示,投影仪使用投影仪校准技术仅在块上显示内容,并通过帧标记跟踪块。尽管该平台仍在开发中,但在帧标记跟踪和投影方面取得了一些成果。
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引用次数: 15
Clipping of Splats Adapted to the Curvatures of the Edges 适应边缘曲率的裁剪
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.24
Rafael Fernandes Ivo, C. Vidal, J. B. C. Neto
Surface splatting is a fast rendering technique for point-based models that usually delivers good-quality renderings. However, the intrinsic characteristic of this technique is the treatment of points as if they were discs. That requires special processing near sharp edges and corners in order to prevent rendering artifacts from appearing. In this work, we present a clever way of clipping splats near sharp edges and corners by a classification of neighboring splats, which belong to distinct intersecting surfaces. Those neighboring splats that take part in the clipping process are called emph{clip partners}. Their concavity or convexity with respect to one another are determined, as well as their relation with the clipped splat. In our approach, there is no need of distance computations nor of other complex operations during the rendering process, since the classification can be performed offline during a pre-processing phase. Our approach is particularly important for virtual reality and game applications, where there is high probability of rendered objects to be viewed in a short distance by observers that navigate inside the virtual environment. The examples presented in this paper demonstrate the importance of correctly clipping splats for high quality rendering.
表面喷溅是一种基于点的模型的快速渲染技术,通常可以提供高质量的渲染。然而,这种技术的内在特点是治疗点,如果他们是盘。这需要在锐利的边缘和角落附近进行特殊处理,以防止出现渲染伪影。在这项工作中,我们提出了一种巧妙的方法,通过对属于不同相交表面的相邻薄片进行分类,在尖锐边缘和角落附近剪切薄片。参与剪接过程的邻近剪接emph{片称为剪接伙伴}。它们彼此之间的凹度或凸度是确定的,以及它们与剪片的关系也是确定的。在我们的方法中,在呈现过程中不需要距离计算,也不需要其他复杂的操作,因为在预处理阶段可以离线执行分类。我们的方法对于虚拟现实和游戏应用尤其重要,在这些应用中,在虚拟环境中导航的观察者很有可能在很短的距离内看到渲染对象。文中给出的例子说明了正确裁剪拼接对于高质量渲染的重要性。
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引用次数: 0
A Hybrid Model for Simulating Crowd with Varied Behaviors in Real-Time 一种实时模拟不同行为人群的混合模型
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.40
T. B. Dutra, J. B. Cavalcante-Neto, C. Vidal
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.
人群模拟是一项计算成本很高的任务。多年来,许多模拟人群的模型已经被开发出来,根据agent的管理方式可以分为两大类(宏观和微观)。在一些宏观模型中,主体被分组并由其所在群体的势场引导。势场的构建是这些模型的瓶颈,因此为了使模拟以交互帧速率运行,有必要使用少量的组。本文提出了一种基于宏观模型的模型,该模型主要是为了减少计算群体势场的成本,根据环境的需要将群体离散化。同时,提出了可以引导模拟主体实现瞬时目标的群体的增加,从而使群体的行为具有更大的多样性。最后,提出了使用社会力量模型来防止智能体之间以及智能体与障碍物之间的碰撞。
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引用次数: 4
Hydra: Virtual Environments Development Platform Hydra:虚拟环境开发平台
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.22
Ronaldo Ferreira dos Anjos Filho, V. Teichrieb, J. Kelner
Graças aos avanços tecnológicos experimentados nos últimos anos, usuários domésticos podem executar aplicações complexas relacionadas a ambientes virtuais, tais como de Realidade Virtual (RV), Realidade Aumentada (RA), Realidade Mista (RM), Jogos, dentre outras, em seus computadores. Em decorrência também desses avanços, foi possível aos desenvolvedores a criação de ferramentas com o intuito de auxiliar o desenvolvimento dessas aplicações, influenciando assim as mais diversas áreas da indústria, como Cinema e Jogos. Na literatura podem ser encontrados diversos frameworks para o desenvolvimento de aplicações de ambientes virtuais. Neste contexto é proposto Hydra, uma plataforma que possui dois objetivos principais: promover o desenvolvimento rápido de aplicações, mas abrangendo os mais diversos aspectos relacionados a ambientes virtuais (gráfico, sonoro, físico, dentre outros), e possibilitar a customização do próprio Hydra, oferecendo meios para que os usuários, a partir de plugins, definam o modo como ele irá desempenhar suas funcionalidades.
由于近年来技术的进步,家庭用户可以在他们的电脑上执行与虚拟环境相关的复杂应用程序,如虚拟现实(vr)、增强现实(ar)、混合现实(RM)、游戏等。由于这些进步,开发者能够创造工具来帮助这些应用程序的开发,从而影响到电影和游戏等多个行业领域。在文献中可以找到几个开发虚拟环境应用程序的框架。九头蛇在这方面提出了一个平台,有两个主要目标:促进应用的快速发展,但涵盖了各种方面的虚拟环境(图形,声音,等等),身体状况和社会定制自己的九头蛇,为用户提供资源,从插件定义他如何发挥其功能。
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引用次数: 3
Definition of Test Criteria Based on the Scene Graph for VR Applications 基于场景图的VR应用测试标准定义
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.34
A. Bezerra, M´rcio E. Delamaro, F´tima L. S. Nunes
Virtual Reality applications are becoming more popular. In general, the development of these applications does not include a testing phase, or, at best, the evaluation is conducted only with the users. The activity of software testing has received considerable attention from researchers and software engineers who recognize its usefulness in creating quality products. However, the tests are expensive and prone to errors, which imposes the need to systematize and hence the definition of techniques to increase quality and productivity in their driving. Several testing techniques have been developed and have been used, each with its own characteristics in terms of effectiveness, cost, implementation stages, etc. Moreover, these techniques can also be adapted. In this paper, testing criteria based on scene graph are studied in order to ensure the quality of the Virtual Reality applications implementation. In addition, a proof of concept is presented, by using the defined criteria applied to a VR framework built to generate applications in the medical training area
虚拟现实应用正变得越来越流行。一般来说,这些应用程序的开发不包括测试阶段,或者充其量只是与用户一起进行评估。软件测试活动已经受到了研究人员和软件工程师的相当大的关注,他们认识到它在创建高质量产品方面的作用。然而,测试是昂贵的,并且容易出错,这就需要系统化,因此需要定义技术,以提高其驱动的质量和生产力。已经开发并使用了几种测试技术,每种技术在有效性、成本、实施阶段等方面都有自己的特点。此外,这些技术也可以进行调整。为了保证虚拟现实应用实现的质量,本文研究了基于场景图的测试标准。此外,通过将定义的标准应用于为在医疗培训领域生成应用而构建的虚拟现实框架,提出了概念验证
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引用次数: 3
Supporting Search Navigation by Controlled Camera Animation 支持搜索导航控制相机动画
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.28
S. R. D. Santos, Philip Michel Duarte
Successful navigation, or wayfinding, is a function of an accurate mental map of the environment. Developing a reasonably-accurate map of a virtual environment (VE) might take an amount of time users may not have at their disposal. Navigational tools, such as maps, compass, or trails, can work this issue at different levels. In this paper we describe a novel game-inspired navigational tool based on the smooth control of the camera's point of view to indicate a route to a target location, thereby supporting searching navigation tasks. Our approach was evaluated in a medium-sized virtual building where participants searched for target objects in a specific order. Participants in the control group tried two other navigation assistance tools (map and compass), while the experimental group relied on our method. We measured the elapsed time to complete the task as well as the length of the route travelled in comparison to the shortest path to the targets. Evidence has shown significant differences between our experimental method and the control factors for both these performance metric indicators. Additionally, subjects with no previous experience in navigating desktop-based VEs achieved the same performance level as those who were experienced. Because our method is based on a graph that maps collision- free areas within an environment, it may be applied to assist navigation in other related real world applications.
成功的导航,或寻路,是对环境的精确心理地图的功能。开发一个相当精确的虚拟环境(VE)地图可能需要大量的时间,用户可能没有时间可以支配。导航工具,如地图、指南针或路径,可以在不同层次上解决这个问题。在本文中,我们描述了一种新颖的游戏启发的导航工具,该工具基于平滑控制摄像机的视角来指示到目标位置的路线,从而支持搜索导航任务。我们的方法在一个中型虚拟建筑中进行了评估,参与者按照特定的顺序搜索目标物体。对照组使用了另外两种导航辅助工具(地图和指南针),实验组使用我们的方法。我们测量了完成任务所需的时间,以及与到达目标的最短路径相比所经过的路线的长度。有证据表明,我们的实验方法和这两个性能度量指标的控制因素之间存在显著差异。此外,以前没有导航桌面虚拟机经验的受试者与有经验的受试者取得了相同的表现水平。因为我们的方法是基于在环境中绘制无碰撞区域的图形,所以它可以应用于其他相关的现实世界应用中辅助导航。
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引用次数: 1
Immersive Teleconferencing System Based on Video-Avatar for Distance Learning 基于视频化身的沉浸式远程会议系统
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.26
C. G. Corrêa, D. M. Tokunaga, S. R. R. Sanches, Ricardo Nakamura, R. Tori
Teleconference is an important means of communication in distance learning courses. Unlike other technologies used in education, the technology that enables virtual conferencing has changed little since it began to be used. Even the transition from analog to digital technology and the adoption of IP technology changed little in the communication characteristics of this media, basically the same of 2D. The project presented here is part of a new field of research, called immersive telecommunication, which aims at increasing the sense of immersion and presence of the participants. For this purpose, a videoconferencing system was developed, which allows presenters to immerse themselves in a 3D virtual environment, through their video-avatar, and be watched remotely in the form of 3D video. This system integrates several subprojects, involving the capture and rendering of a video-avatar, background removal, gesture recognition, interaction design, among others. The aim of this paper is to present the system architecture and an overview of its modules, the key challenges and adopted solutions.
远程会议是远程教育课程中一种重要的沟通手段。与教育中使用的其他技术不同,使虚拟会议成为可能的技术自使用以来几乎没有变化。即使从模拟技术到数字技术的过渡以及IP技术的采用,这种媒体的传播特性也几乎没有改变,基本与二维相同。这里展示的项目是一个名为沉浸式电信的新研究领域的一部分,旨在增加参与者的沉浸感和存在感。为此目的,开发了一种视频会议系统,它允许演讲者通过他们的视频化身沉浸在3D虚拟环境中,并以3D视频的形式远程观看。该系统集成了几个子项目,包括视频化身的捕获和渲染、背景移除、手势识别、交互设计等。本文的目的是介绍系统架构和概述其模块,主要挑战和采用的解决方案。
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引用次数: 8
期刊
2011 XIII Symposium on Virtual Reality
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