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.
{"title":"Geometric Modifications Applied to Real Elements in Augmented Reality","authors":"Crystian Wendel M. Leão, J. P. Lima, V. Teichrieb, J. Kelner, Eduardo S. Albuquerque","doi":"10.1109/SVR.2011.29","DOIUrl":"https://doi.org/10.1109/SVR.2011.29","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"1 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":"116344715","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}
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
{"title":"Simulation and Performance Evaluation of a Distributed Haptic Virtual Environment Supported by the CyberMed Framework","authors":"P. V. F. Paiva, L. S. Machado, J. Oliveira","doi":"10.1109/SVR.2011.16","DOIUrl":"https://doi.org/10.1109/SVR.2011.16","url":null,"abstract":"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","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"29 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":"114733384","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}
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.
{"title":"Force and Motion: Virtual Reality as a Study Instrument of Alternative Conceptions in Dynamics","authors":"Leandro Rezende Franco, Eliane Raimann, Ruberley Rodrigues de Souza, Marcos Wagner de Souza Ribeiro","doi":"10.1109/SVR.2011.36","DOIUrl":"https://doi.org/10.1109/SVR.2011.36","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"1 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":"129274196","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 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.
{"title":"Iris Motion Tracking - Using Feature Extraction by Shape Matching","authors":"C. Bernadelli, A. Veiga, E. L. Flôres, M. Pereira","doi":"10.1109/SVR.2011.20","DOIUrl":"https://doi.org/10.1109/SVR.2011.20","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"51 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":"124764331","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}
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.
{"title":"Finding Hidden Objects in Large 3D Environments: The Supermarket Problem","authors":"L. Fischer, Guilherme Oliveira, D. Osmari, L. Nedel","doi":"10.1109/SVR.2011.12","DOIUrl":"https://doi.org/10.1109/SVR.2011.12","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"29 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":"131419221","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 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.
{"title":"Model-Based Design of Interactions That can Bridge Realities - The Augmented \"Drag-and-Drop\"","authors":"S. Feuerstack, Allan Oliveira, R. B. Araujo","doi":"10.1109/SVR.2011.15","DOIUrl":"https://doi.org/10.1109/SVR.2011.15","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"322 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":"133270898","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 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.
{"title":"MiniVR: Low Cost VR Projection System","authors":"Marlan Külberg, J. Oliveira, P. Rosa","doi":"10.1109/SVR.2011.11","DOIUrl":"https://doi.org/10.1109/SVR.2011.11","url":null,"abstract":"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.","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":"122087424","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}
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.
{"title":"A Comparison of xPU Platforms Exemplified with Ray Tracing Algorithms","authors":"Rafael Huff, T. Gierlinger, Arjan Kuijper, A. Stork, D. Fellner","doi":"10.1109/SVR.2011.18","DOIUrl":"https://doi.org/10.1109/SVR.2011.18","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"177 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":"127436299","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}
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.
{"title":"v-Glove: A 3D Virtual Touch Interface","authors":"Paulo Gallotti, A. Raposo, Luciano P. Soares","doi":"10.1109/SVR.2011.21","DOIUrl":"https://doi.org/10.1109/SVR.2011.21","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"29 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":"128591309","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 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.
{"title":"Applying Entertaining Aspects of Serious Game in Medical Training: Systematic Review and Implementation","authors":"Rafael S. Torres, F´tima L. S. Nunes","doi":"10.1109/SVR.2011.33","DOIUrl":"https://doi.org/10.1109/SVR.2011.33","url":null,"abstract":"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.","PeriodicalId":287558,"journal":{"name":"2011 XIII Symposium on Virtual Reality","volume":"21 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":"121743286","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}