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2009 International Symposium on Ubiquitous Virtual Reality最新文献

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From Augmented Reality to Augmented Computing: A Look at Cloud-Mobile Convergence 从增强现实到增强计算:云-移动融合
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.13
Xun Luo
There has been considerable number of virtual and augmented reality applications designed and developed for mobile devices. However the state-of-the-art systems are commonly confined by several limitations. In this position paper the concept ”Cloud-Mobile Convergence for Virtual Reality (CMCVR)” is presented. CMCVR envisions effective and user-friendly integration of the mobile device and cloud-based resources. Through the proposed framework, mobile devices could be augmented to deliver some user experiences comparable to those offered by fixed systems. A preliminary research that follows the CMCVR paradigm is also described.
已经有相当多的虚拟现实和增强现实应用程序为移动设备设计和开发。然而,最先进的系统通常受到一些限制。本文提出了“云-移动融合虚拟现实(CMCVR)”的概念。CMCVR设想了移动设备和云资源的有效和友好的集成。通过提出的框架,移动设备可以增强,以提供与固定系统提供的用户体验相当的用户体验。本文还描述了一项遵循CMCVR范式的初步研究。
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引用次数: 79
Research on VRI: Virtual World and Real World Interface VRI:虚拟世界与现实世界接口研究
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.17
Muhammad Rusdi Syamsuddin, Changhyeon Lee, Yong-Moo Kwon
Many virtual worlds and interaction devices (in Real World) have been developed and used. However,each virtual world developed specific interface layer for each device. This paper aims to discuss about general interface layer that can bridge between Virtual Worlds and Real World, so that a virtual world can communicate with many devices, also in vice versa.The main idea of this paper is to make virtual worlds or interaction devices can be configured in the standard format.
许多虚拟世界和交互设备(在现实世界)已经开发和使用。然而,每个虚拟世界都为每个设备开发了特定的接口层。本文旨在讨论一个通用的接口层,它可以在虚拟世界和现实世界之间架起桥梁,使一个虚拟世界可以与许多设备通信,反之亦然。本文的主要思想是使虚拟世界或交互设备能够以标准格式进行配置。
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引用次数: 2
A Preliminary System Framework for 'SilGam' Book “SilGam”书的初步系统框架
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.20
Sunyoung Park, Junhun Lee, Yeongmi Kim, J. Ryu
‘Sil-Gam’ Book is a book that can provide readers with realistic or abstract experiences of contents through the virtual or augmented reality technology while he/she reads an analog book. In order to listen to or touch the realistic contents in ‘Sil-Gam’ Book, we propose a preliminary system framework of hardware and software systems for ‘Sil-Gam’ Book through which users can haptically interact with virtual contents. In this framework, we define a ‘Sil-Gam’ Book and design a hardware configuration and software architecture. In addition, we present two exemplary scenarios for using this book in science education.
“Sil-Gam”书是在阅读模拟书的同时,通过虚拟现实或增强现实技术,对内容进行现实或抽象体验的书。为了能够听到或触摸到《Sil-Gam》书中的真实内容,我们提出了一个初步的《Sil-Gam》书的硬件和软件系统框架,用户可以通过它与虚拟内容进行触觉交互。在这个框架中,我们定义了一个“Sil-Gam”Book,并设计了硬件配置和软件架构。此外,我们提出了在科学教育中使用这本书的两个示例场景。
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引用次数: 3
Sketch on Lifelong AR Agents in U-VR Environments U-VR环境下终身AR代理草图
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.18
Sejin Oh, Ahyoung Choi, Woontack Woo
In this paper, we present a lifelong AR agent that provides the customized assistance with a mobile user at anywhere, anytime, anything. The agent infers the user's characteristics, e.g., ability, knowledge, and preference, based on the history of the user's context in U-VR environments. It differentiates the assistance generation by reflecting the user's characteristics. The agent also shows appropriate responses to environmental conditions where the user actually exists. To show possibilities of our agent, we have developed applicable applications how we could apply it to smart home environments. Therefore, we expect the potential for the proposed lifelong learning AR agent to be used as a personalized assistant in U-VR environments.
在本文中,我们提出了一个终身AR代理,可以随时随地为移动用户提供定制化的帮助。智能体根据用户在U-VR环境中的历史背景推断出用户的特征,例如能力、知识和偏好。它通过反映用户的特征来区分辅助生成。代理还显示对用户实际存在的环境条件的适当响应。为了展示我们的代理的可能性,我们开发了适用的应用程序,我们如何将其应用于智能家居环境。因此,我们期望所提出的终身学习AR代理在U-VR环境中用作个性化助手的潜力。
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引用次数: 1
Towards Wireless Augmented Reality A Review of its Enabling Technologies 迈向无线增强现实技术综述
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.19
Ivan Lee
Mixed and augmented reality is an emerging technology with growth popularities in recent years. This paper presents the challenges of designing next generation wireless devices to facilitate applications on mixed and augmented reality. A review of leading mobile system architecture, user interface, and communication protocols, are discussed in this paper. The review of current and previous research in the field provides the design guidelines for the future of ubiquitous augmented reality.
混合现实和增强现实是近年来越来越受欢迎的新兴技术。本文提出了设计下一代无线设备以促进混合现实和增强现实应用的挑战。本文讨论了主要的移动系统架构、用户界面和通信协议。对该领域当前和以往研究的回顾为无处不在的增强现实的未来提供了设计指南。
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引用次数: 0
Supporting User Interfaces in Ubiquitous Virtual Reality 支持无处不在的虚拟现实中的用户界面
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.16
B. Thomas
Ubiquitous Virtual Reality focuses on the widespread access of digital information to the user with the fusion and extension of a number of computer science disciplines. This paper will focus on ways users can conveniently and easily transfer between these different modes of interacting with digital information. Each of these domains has a particular display and interaction technologies that current support their form of information presentation. In additional these domains have software and metaphor support for their user interfaces. This paper will focus on methodologies to perform a number of tasks: 1) transitions between different presentations of information, 2) unifying technologies to better bring together these domains, and 3) articulate the important aspects of interactions within a Ubiquitous Virtual Reality system.This paper will explore a number of possible technologies, such as input devices, clipboard technologies, and software frameworks. The paper will also highlight areas that need future exploration and possible pitfalls to avoid.
泛在虚拟现实(Ubiquitous Virtual Reality)是计算机科学多学科的融合和扩展,关注的是数字信息向用户的广泛获取。本文将重点讨论用户如何方便地在这些不同的与数字信息交互的模式之间进行转换。这些领域中的每一个都有特定的显示和交互技术,当前支持它们的信息表示形式。此外,这些领域还为其用户界面提供了软件和隐喻支持。本文将重点介绍执行以下任务的方法:1)不同信息表示之间的转换,2)统一技术以更好地将这些领域结合在一起,以及3)阐明无处不在的虚拟现实系统中交互的重要方面。本文将探讨一些可能的技术,如输入设备、剪贴板技术和软件框架。本文还将强调未来需要探索的领域和可能避免的陷阱。
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引用次数: 0
A Quick Algorithm for Snapping 3D Objects in Augmented Reality 增强现实中三维物体快速捕捉算法
Pub Date : 2009-07-08 DOI: 10.1109/ISUVR.2009.23
Trien V. Do, Jong-Weon Lee
This paper describes a quick algorithm for snapping a moving object (being moved by a user) to existing objects in Augmented Reality (AR) environment. Because in AR, human-computer interactions are in the real time mode, the algorithm should be fast enough not to affect the scene rendering but still assure accuracy. It is currently designed to deal with primitive geometries such as cubes, cones, cylinders, spheres. And it should work well even after these geometries are transformed with scaling, rotating, moving operations. The main idea of the algorithm is that for each kind of geometry, some “hot spots” are defined. Each hot spot is a sphere with a certain radius. If the center point of the moving object is within a hot spot of any existing geometry it will be snapped to this geometry at that hot spot. This algorithm is already employed in an AR modeling system to evaluate its efficiency.
本文描述了一种在增强现实(AR)环境中快速捕捉移动对象(被用户移动)到现有对象的算法。因为在AR中,人机交互处于实时模式,所以算法要足够快,在不影响场景渲染的情况下,还要保证准确性。它目前被设计用来处理基本的几何形状,如立方体、锥体、圆柱体、球体。即使在这些几何图形经过缩放,旋转,移动操作后,它也能很好地工作。该算法的主要思想是,对于每种几何形状,定义一些“热点”。每个热点都是一个具有一定半径的球体。如果移动对象的中心点在任何现有几何图形的热点内,它将在该热点处被捕获到该几何图形。该算法已在AR建模系统中得到应用,并对其有效性进行了评价。
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引用次数: 1
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2009 International Symposium on Ubiquitous Virtual Reality
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