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2011 XIII Symposium on Virtual Reality最新文献

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Geometric Modifications Applied to Real Elements in Augmented Reality 几何修改应用于增强现实中的真实元素
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.29
Crystian Wendel M. Leão, J. P. Lima, V. Teichrieb, J. Kelner, Eduardo S. Albuquerque
augmented reality applications overlap virtual objects over a real scene considering the context. Today, more advanced applications also make use of diminished reality, which removes real objects from a scene. This paper describes a novel approach that combines augmented reality and diminished reality techniques to modify real objects in augmented reality applications. The proposed approach removes an object and replaces it with its purposely-modified replica. The solution uses dynamic texture techniques and inpaint to enhance the visual response of the performed modification. The results are promising considering both realism of the modified real object and performance of the application.
考虑到上下文,增强现实应用程序将虚拟对象重叠在真实场景上。如今,更先进的应用程序也利用了“缩小现实”技术,即从场景中移除真实物体。本文介绍了一种结合增强现实和消现实技术对增强现实应用中的真实物体进行修改的新方法。建议的方法删除一个对象,并用其经过专门修改的副本替换它。该解决方案使用动态纹理技术和油漆来增强执行修改的视觉响应。考虑到修改后的真实物体的真实感和应用程序的性能,结果是有希望的。
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引用次数: 2
Simulation and Performance Evaluation of a Distributed Haptic Virtual Environment Supported by the CyberMed Framework 基于CyberMed框架的分布式触觉虚拟环境仿真与性能评估
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.16
P. V. F. Paiva, L. S. Machado, J. Oliveira
Performance evaluation on Distributed Haptic Virtual Environments (DHVEs) became important to understand the new Internet requirements for supporting multisensorial and real-time collaborative applications. This paper presents the results of simulation and performance analysis of the CyberMed framework. The main goal of this experiment is to evaluate the real conditions of CyberMed when executed over a non-dedicated hybrid network, like the Internet, comparing its results with other similar works found in the literature
分布式触觉虚拟环境(DHVEs)的性能评估对于理解支持多感官和实时协作应用的新互联网需求变得非常重要。本文给出了CyberMed框架的仿真和性能分析结果。本实验的主要目的是评估CyberMed在非专用混合网络(如Internet)上运行时的真实情况,并将其结果与文献中发现的其他类似工作进行比较
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引用次数: 10
Force and Motion: Virtual Reality as a Study Instrument of Alternative Conceptions in Dynamics 力与运动:虚拟现实作为动力学中不同概念的研究工具
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.36
Leandro Rezende Franco, Eliane Raimann, Ruberley Rodrigues de Souza, Marcos Wagner de Souza Ribeiro
Alternative conceptions in dynamics have been subject of research in physics teaching since the early 1980's. Currently, conceived as the fact that a normal student interpreting phenomena of nature according to their prior knowledge, usually titled alternative conceptions, which are not treated as "wrong", though not agree with the accepted scientific explanations. On the one hand, various studies have contributed to these developments, other research has focused on the development of teaching methodologies and tools for study and research to help students and teachers in raising awareness of the existence of these concepts and training of scientific knowledge. In this context, the Virtual Reality (VR) has gained ground and supporters of their use in physics teaching. Considered by many researchers as a powerful tool for studies of complex situations and capable of providing a direct user interaction with learning objects, VR offers many resources to the study of alternative conceptions in dynamics. Relying on this advantage, we developed the software Force & Motion, "which addresses alternative conceptions in dynamics from four simulations: Shot Gun; Salto Moto; Launch Aircraft; Rotational and platforms.
自20世纪80年代初以来,动力学的替代概念一直是物理教学研究的主题。目前,它被认为是一个正常的学生根据他们先前的知识来解释自然现象,通常被称为另类概念,这些概念虽然与公认的科学解释不一致,但不被视为“错误”。一方面,各种研究对这些发展作出了贡献,另一些研究则侧重于开发教学方法和学习研究工具,以帮助学生和教师提高对这些概念存在的认识,并培养科学知识。在这种背景下,虚拟现实(VR)在物理教学中的应用得到了广泛的应用和支持。VR被许多研究人员认为是研究复杂情况的强大工具,能够提供直接的用户与学习对象的交互,为研究动态中的替代概念提供了许多资源。依靠这一优势,我们开发了“力与运动”软件,该软件解决了四个模拟中的动态替代概念:霰弹枪;萨尔托摩托;发射飞机;旋转和平台。
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引用次数: 1
Iris Motion Tracking - Using Feature Extraction by Shape Matching 虹膜运动跟踪-使用形状匹配的特征提取
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.20
C. Bernadelli, A. Veiga, E. L. Flôres, M. Pereira
This work deals with object tracking, on live video, through the boundary detection by Hough transform and color detection through color maps transform. It is presented an experiment where the trace of human iris is tested and the variations of texture and contour measurements are stored by the tracking, presented and discussed. Furthermore, it is done a breakdown of techniques used and the methodology applied.
本文通过霍夫变换的边界检测和彩色映射变换的颜色检测来处理实时视频中的目标跟踪。提出了一种对虹膜轨迹进行检测,并通过跟踪存储虹膜纹理和轮廓测量值变化的实验方法,并对其进行了讨论。此外,还对所使用的技术和所采用的方法进行了细分。
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引用次数: 3
Finding Hidden Objects in Large 3D Environments: The Supermarket Problem 在大型 3D 环境中寻找隐藏对象:超市问题
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.12
L. Fischer, Guilherme Oliveira, D. Osmari, L. Nedel
Many everyday tasks involve searching for something,selecting, and manipulating it with some cognitivepurpose. Even if it is done in a quite automatic manner, due toour experience to deal with real objects, the mapping of theseactions to a virtual world is not trivial.In this paper we present a solution for this problem,which is composed of three parts: a semi-automatic navigationtechnique based on path-planning; a selection technique comprisingthe overexposure of nearby objects; and a manipulationtechnique based on natural gestures. These three techniqueswere combined in a smooth way to solve the searching, selectingand manipulating problem. A certain degree of parallelismbetween them was accepted and is handled by the system.We evaluate our results by user testing in a supermarketscenario. Subjects were invited to walk the hallways of a virtualsupermarket looking in the shelves for specific products -- sometimes hidden by other objects -- that they need to pick upand put over a table in a pre-defined position and orientation.Results showed that our solution fulfill the needs of this kindof complex task, in a natural, funny and attractive way.
许多日常任务都涉及到以某种认知目的来搜索、选择和操作某样东西。在本文中,我们针对这一问题提出了一个解决方案,它由三个部分组成:基于路径规划的半自动导航技术;包括过度曝光附近物体的选择技术;以及基于自然手势的操作技术。这三种技术以流畅的方式结合在一起,解决了搜索、选择和操作问题。我们通过在超市场景中进行用户测试来评估我们的结果。受试者被邀请在一家虚拟超市的走廊上行走,在货架上寻找特定的产品(有时被其他物品隐藏),他们需要按照预先确定的位置和方向拿起这些产品并将其放在桌子上。
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引用次数: 3
Model-Based Design of Interactions That can Bridge Realities - The Augmented "Drag-and-Drop" 基于模型的交互设计可以跨越现实——增强的“拖放”
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.15
S. Feuerstack, Allan Oliveira, R. B. Araujo
The development of Augmented Reality (AR) applications is still driven by development at source-code level. Although recent approaches focus to standardize AR functionality, to our knowledge a declarative and model-driven design (MDD) has not been applied for AR development so far. MDD approaches have been successfully applied to model user interfaces for a wide spectrum of modes (such as speech-command interfaces, or remote controls) and media such as HTML, 3D, and smart phone interfaces for instance. In this paper we propose a MDD approach for modeling seamless interaction between Web and AR interfaces. Therefore we implemented a prototype of a web furniture shop that supports arranging furniture in an augmented reality to prove our approach. We then present our approach of modeling a reality spanning Drag-and-Drop interaction between a 2D browser and an AR scene. Finally, we discuss the issues that we were confronted with to support reality spanning interaction like switching interaction modes and coordinate systems and present limitations that we have experienced with using other control modes, like a Wii-Controller or glove-based gesture detection.
增强现实(AR)应用程序的开发仍然由源代码级别的开发驱动。尽管最近的方法侧重于标准化AR功能,但据我们所知,到目前为止,声明式和模型驱动设计(MDD)尚未应用于AR开发。MDD方法已经成功地应用于为广泛的模式(例如语音命令界面,或远程控制)和媒体(例如HTML、3D和智能手机界面)建模用户界面。在本文中,我们提出了一种MDD方法来建模Web和AR接口之间的无缝交互。因此,我们实现了一个网络家具店的原型,它支持在增强现实中安排家具,以证明我们的方法。然后,我们提出了建模2D浏览器和AR场景之间跨越拖放交互的现实方法。最后,我们讨论了我们在支持跨越现实的交互时所面临的问题,如切换交互模式和坐标系统,以及我们在使用其他控制模式(如wi - controller或基于手套的手势检测)时所遇到的限制。
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引用次数: 6
MiniVR: Low Cost VR Projection System MiniVR:低成本VR投影系统
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.11
Marlan Külberg, J. Oliveira, P. Rosa
This works aims at describing the design and implementation of a portable 3D VR setup. We use off the shelf parts which lead to an overall low cost. Unlike some related work, our prototype is fully enclosed (and independent of extra external parts to work). In this manuscript we describe the prototype as well as exploit use cases scenarios.
本作品旨在描述便携式3D VR设置的设计和实现。我们使用现成的零件,这导致整体成本较低。与一些相关的工作不同,我们的原型是完全封闭的(并且独立于额外的外部部件工作)。在这份手稿中,我们描述了原型以及开发用例场景。
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引用次数: 1
A Comparison of xPU Platforms Exemplified with Ray Tracing Algorithms 以光线追踪算法为例的xPU平台比较
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.18
Rafael Huff, T. Gierlinger, Arjan Kuijper, A. Stork, D. Fellner
Over the years, faster hardware - with higher clock rates - has been the usual way to improve computing times in computer graphics. Aside from highly costly parallel solutions only affordable by big industries - like the movie industry -, there was no alternative available to desktop users. Nevertheless, this scenario is dramatically changing with the introduction of more and more parallelism in current desktop PCs. Multi-core CPUs are a common basis in current PCs and the power of modern GPUs - which have been multi-core for a long time now - is getting unveiled to developers. nVidia's CUDA is a powerful weapon to explore GPUs parallelism. Yet, its specific target - nVidia graphic cards only - does not provide any solution to other parallel hardware present. OpenCL is a new royalty-free cross-platform intended to be portable across different hardware manufacturers or even different platforms.In this paper we focus on a comparison of advantages and disadvantages of xPU platforms with OpenCL and CUDA in terms of time efficiency. As an example application we use ray tracing algorithms. Three kinds of ray tracers have to be developed in order to conduct a fair comparison: one is CPU based, while the other two are GPU based - using CUDA and OpenCL, respectively. At the end, a comparison is done between them and results are presented and analyzed showing that the CUDA implementation has the best frame rate, but is very closely followed by the OpenCL implementation. Visually, results are identical, showing the high potential of OpenCL as an alternative for CUDA with identical performance.
多年来,更快的硬件——更高的时钟速率——一直是提高计算机图形计算时间的常用方法。除了昂贵的并行解决方案只有大型行业(如电影行业)才能负担得起之外,桌面用户没有其他选择。然而,随着当前桌面pc中越来越多的并行性的引入,这种情况正在发生巨大的变化。多核cpu是当前个人电脑的常见基础,而现代gpu的强大功能——多核gpu已经存在很长时间了——正在向开发人员展示。nVidia的CUDA是探索gpu并行性的强大武器。然而,它的特定目标- nVidia显卡-不提供任何解决方案,其他并行硬件存在。OpenCL是一种新的免版税跨平台,旨在跨不同硬件制造商甚至不同平台进行移植。在本文中,我们重点比较了xPU平台与OpenCL和CUDA在时间效率方面的优缺点。作为一个示例应用,我们使用光线追踪算法。为了进行公平的比较,必须开发三种光线追踪器:一种是基于CPU的,而另外两种是基于GPU的-分别使用CUDA和OpenCL。最后,对它们进行了比较,并对结果进行了分析,表明CUDA实现具有最佳帧率,但紧随其后的是OpenCL实现。从视觉上看,结果是相同的,显示了OpenCL作为CUDA替代品的高潜力,具有相同的性能。
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引用次数: 0
v-Glove: A 3D Virtual Touch Interface v-Glove: 3D虚拟触摸界面
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.21
Paulo Gallotti, A. Raposo, Luciano P. Soares
Traditional interaction devices such as mouse and keyboard do not adapt very well to immersive environments, since they were not ergonomically designed for it. The user may be standing or in movement and these devices were projected to work on desks. Moreover, in the current interaction model for immersive environments, which is based on wands and 3D mice, a change of context is necessary every time to execute a non-immersive task. These constant context changes from immersive to 2D desktops introduce a rupture in the user interaction with the application. The objective of this work is to develop a device that maps a touch interface in a virtual reality immersive environment. In order to interact in 3D virtual reality immersive environments a wireless glove (v-Glove) was created, which has two main functionalities: tracking the position of the user's index finger and vibrate the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse.
传统的交互设备,如鼠标和键盘,并不能很好地适应沉浸式环境,因为它们并不是按照人体工程学设计的。使用者可以站立或移动,这些设备被投射到办公桌上工作。此外,在当前基于魔杖和3D鼠标的沉浸式环境交互模型中,每次执行非沉浸式任务时都需要改变上下文。这些从沉浸式桌面到2D桌面的持续上下文变化导致了用户与应用程序交互的中断。这项工作的目标是开发一种在虚拟现实沉浸式环境中绘制触摸界面的设备。为了在3D虚拟现实沉浸式环境中进行交互,创造了一种无线手套(v-Glove),它有两个主要功能:跟踪用户食指的位置,当手指到达交互空间中映射的区域时振动指尖,以模拟触摸感觉。对用户进行了定量和定性分析,以评估v-Glove,并将其与陀螺仪3D鼠标进行比较。
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引用次数: 28
Applying Entertaining Aspects of Serious Game in Medical Training: Systematic Review and Implementation 在医学训练中应用严肃游戏的娱乐性:系统回顾与实施
Pub Date : 2011-05-23 DOI: 10.1109/SVR.2011.33
Rafael S. Torres, F´tima L. S. Nunes
A Realidade Virtual (RV) tem sido muito utilizada para aplicações na área médica com o objetivo de ajudar estudantes de medicina e profissionais de saúde no treinamento de procedimentos antes de o fazerem em pacientes reais. A avaliação da aprendizagem do usuário é uma etapa muito importante em qualquer processo educacional, incluindo sistemas de treinamento médico. Serious Games têm como propósito empregar aspectos lúdicos para treinamento, transmissão de conhecimento e simulações. Essa categoria de software pode imprimir maior motivação no uso de ferramentas para treinamento e contribuir para a avaliação do aprendiz. O objetivo deste artigo é apresentar um Serious Game como uma forma de aprimorar a experiência dos usuários no uso de ferramentas de treinamento médico que usam RV. Esse Serious Game contém aspectos lúdicos que visam a estimular o treinamento do estudante para executar virtualmente o exame de biópsia mamária.
虚拟现实(vr)已被广泛应用于医疗领域,目的是帮助医学生和卫生专业人员在对真实患者进行程序培训之前进行程序培训。用户学习评估是任何教育过程中非常重要的一步,包括医疗培训系统。严肃游戏的目的是利用娱乐方面的训练、知识传播和模拟。这类软件可以在使用培训工具时产生更大的动机,并有助于学习者的评估。本文的目的是提出一个严肃的游戏,作为一种方法,以提高用户使用vr医疗培训工具的体验。这个严肃的游戏包含有趣的方面,旨在刺激训练学生进行虚拟乳房活检检查。
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引用次数: 13
期刊
2011 XIII Symposium on Virtual Reality
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