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.
{"title":"Employing Multi-agents in 3-D Game for Cognitive Stimulation","authors":"Priscilla F. de Abreu, Vera Werneck, R. M. D. Costa, L. A. V. D. Carvalho","doi":"10.1109/SVR.2011.32","DOIUrl":"https://doi.org/10.1109/SVR.2011.32","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"84 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":"117112472","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}
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.
{"title":"Dynamic Adjustment of Stereo Parameters for Virtual Reality Tools","authors":"F. Carvalho, D. Trindade, Peter Dam, A. Raposo, I. Santos","doi":"10.1109/SVR.2011.30","DOIUrl":"https://doi.org/10.1109/SVR.2011.30","url":null,"abstract":"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.","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":"131485543","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}
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.
{"title":"New Method of Surface Reconstruction of Splat-Based Models","authors":"Rafael Fernandes Ivo, C. Vidal, J. B. C. Neto","doi":"10.1109/SVR.2011.25","DOIUrl":"https://doi.org/10.1109/SVR.2011.25","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"60 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":"125399839","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}
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.
{"title":"ARBlocks: A Concept for a Dynamic Blocks Platform for Educational Activities","authors":"R. Roberto, D. Freitas, J. P. Lima, V. Teichrieb, J. Kelner","doi":"10.1109/SVR.2011.19","DOIUrl":"https://doi.org/10.1109/SVR.2011.19","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"47 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":"126747222","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}
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.
{"title":"Clipping of Splats Adapted to the Curvatures of the Edges","authors":"Rafael Fernandes Ivo, C. Vidal, J. B. C. Neto","doi":"10.1109/SVR.2011.24","DOIUrl":"https://doi.org/10.1109/SVR.2011.24","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"7 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":"134336498","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}
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 Hybrid Model for Simulating Crowd with Varied Behaviors in Real-Time","authors":"T. B. Dutra, J. B. Cavalcante-Neto, C. Vidal","doi":"10.1109/SVR.2011.40","DOIUrl":"https://doi.org/10.1109/SVR.2011.40","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":"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":"131207275","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}
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.
{"title":"Hydra: Virtual Environments Development Platform","authors":"Ronaldo Ferreira dos Anjos Filho, V. Teichrieb, J. Kelner","doi":"10.1109/SVR.2011.22","DOIUrl":"https://doi.org/10.1109/SVR.2011.22","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"17 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":"123462549","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}
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
{"title":"Definition of Test Criteria Based on the Scene Graph for VR Applications","authors":"A. Bezerra, M´rcio E. Delamaro, F´tima L. S. Nunes","doi":"10.1109/SVR.2011.34","DOIUrl":"https://doi.org/10.1109/SVR.2011.34","url":null,"abstract":"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","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"20 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":"116667785","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}
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.
{"title":"Supporting Search Navigation by Controlled Camera Animation","authors":"S. R. D. Santos, Philip Michel Duarte","doi":"10.1109/SVR.2011.28","DOIUrl":"https://doi.org/10.1109/SVR.2011.28","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"10 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":"124183084","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}
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.
{"title":"Immersive Teleconferencing System Based on Video-Avatar for Distance Learning","authors":"C. G. Corrêa, D. M. Tokunaga, S. R. R. Sanches, Ricardo Nakamura, R. Tori","doi":"10.1109/SVR.2011.26","DOIUrl":"https://doi.org/10.1109/SVR.2011.26","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"44 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":"133441938","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}