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IEEE Virtual Reality 2004最新文献

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A user-centered approach on combining realism and interactivity in virtual environments 以用户为中心的方法,在虚拟环境中结合现实性和交互性
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.7
M. Roussou, G. Drettakis, N. Tsingos, A. R. Martinez, Emmanuel Gallo
In this paper we describe a project that adopts a user-centered approach in the design of virtual environments (VEs) with enhanced realism and interactivity, guided by real-world applications in the areas of urban planning/architecture and cultural heritage education. In what concerns realism, we introduce an image-based 3D capture process, where realistic models are created from photographs and subsequently displayed in a VR system using a high-quality, view-dependent algorithm. The VE is further enhanced using advanced vegetation and shadow display algorithms as well as 3D sound. A high degree of interactivity is added, allowing users to build and manipulate elements of the VEs according to their needs, as specified through a user task analysis and scenario-based approach which is currently being evaluated. This work is developed as part of the Ell-funded research project CREATE.
在本文中,我们描述了一个项目,该项目采用以用户为中心的方法设计虚拟环境(ve),增强真实感和互动性,并以城市规划/建筑和文化遗产教育领域的实际应用为指导。在现实主义方面,我们介绍了一个基于图像的3D捕获过程,其中从照片中创建逼真的模型,然后使用高质量的视图依赖算法在VR系统中显示。VE使用先进的植被和阴影显示算法以及3D声音进一步增强。添加了高度的交互性,允许用户根据自己的需要构建和操作虚拟企业的元素,这是通过当前正在评估的用户任务分析和基于场景的方法指定的。这项工作是厄尔资助的研究项目CREATE的一部分。
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引用次数: 9
The application of virtual reality to (chemical engineering) education 虚拟现实技术在化工教学中的应用
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.75
John T. Bell, H. Fogler
Virtual reality, VR, offers many benefits to technical education, including the delivery of information through multiple active channels, the addressing of different learning styles, and experiential-based learning. This poster presents work performed by the authors to apply VR to engineering education, in three broad project areas: virtual chemical plants, virtual laboratory accidents, and a virtual UIC campus. The first area provides guided exploration of domains otherwise inaccessible, such as the interior of operating reactors and microscopic reaction mechanisms. The second promotes safety by demonstrating the consequences of not following proper lab safety procedures. And the third provides valuable guidance for (foreign) visitors. All programs developed are available on the Web, for free download to any interested parties.
虚拟现实(VR)为技术教育提供了许多好处,包括通过多种主动渠道传递信息,解决不同的学习方式,以及基于体验的学习。这张海报展示了作者将VR应用于工程教育的工作,涉及三个广泛的项目领域:虚拟化工厂、虚拟实验室事故和虚拟UIC校园。第一个领域提供了对其他领域的指导探索,例如操作反应堆的内部和微观反应机制。第二部分通过展示不遵循适当的实验室安全程序的后果来促进安全。第三部分为(外国)游客提供了有价值的指导。所有开发的程序都可以在网上找到,任何感兴趣的人都可以免费下载。
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引用次数: 73
Interactive and continuous collision detection for avatars in virtual environments 虚拟环境中虚拟角色的交互式连续碰撞检测
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.46
Stéphane Redon, Young J. Kim, Ming C. Lin, Dinesh Manocha, Jim Templeman
We present a fast algorithm for continuous collision detection between a moving avatar and its surrounding virtual environment. We model the avatar as an articulated body using line-skeletons with constant offsets and the virtual environment as a collection of polygonized objects. Given the position and orientation of the avatar at discrete time steps, we use an arbitrary in-between motion to interpolate the path for each link between discrete instances. We bound the swept-space of each link using a swept volume (SV) and compute a bounding volume hierarchy to cull away links that are not in close proximity to the objects in the virtual environment. We generate the SV's of the remaining links and use them to check for possible interferences and estimate the time of collision between the surface of the SV and the objects in the virtual environment. Furthermore, we use graphics hardware to perform collision queries on the dynamically generated swept surfaces. Our overall algorithm requires no precomputation and is applicable to general articulated bodies. We have implemented the algorithm on a 2.4 GHz Pentium IV PC with NVIDIA GeForce FX 5800 graphics card and applied it to an avatar with 16 links, moving in a virtual environment composed of hundreds of thousands of polygons. Our prototype system is able to detect all contacts between the moving avatar and the environment in 1.0 - 30 milliseconds.
提出了一种快速的移动角色与其周围虚拟环境之间的连续碰撞检测算法。我们使用具有恒定偏移量的线骨架将化身建模为铰接体,并将虚拟环境建模为多边形对象的集合。给定角色在离散时间步长的位置和方向,我们使用任意的中间运动来插值离散实例之间每个链接的路径。我们使用扫描卷(SV)绑定每个链接的扫描空间,并计算边界卷层次结构来剔除虚拟环境中不靠近对象的链接。我们生成剩余链路的SV,并使用它们来检查可能的干扰,并估计SV表面与虚拟环境中物体之间的碰撞时间。此外,我们使用图形硬件对动态生成的扫描表面执行碰撞查询。我们的整体算法不需要预计算,适用于一般铰接体。我们在2.4 GHz Pentium IV PC和NVIDIA GeForce FX 5800显卡上实现了该算法,并将其应用于具有16个链接的化身,在由数十万个多边形组成的虚拟环境中移动。我们的原型系统能够在1.0 - 30毫秒内检测到移动角色和环境之间的所有接触。
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引用次数: 5
The effect of environment characteristics and user interaction on levels of virtual environment sickness 环境特征和用户交互对虚拟环境病水平的影响
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.76
R. Ruddle
Data are reported for symptoms of virtual environment (VE) sickness that arose in 10 behavioral experiments. In total, 134 participants took part in the experiments and were immersed in VEs for approximately 150 hours. Nineteen of the participants reported major symptoms and two were physically sick. The tasks that participants ' performed ranged from manipulating virtual objects that they "held" in their hands, to traveling distances of 10 km or more while navigating virtual mazes. The data are interpreted within a framework provided by the virtual environment description and classification system. Environmental dimensions and visual complexity had little effect on the severity of participants ' symptoms. Long periods of immersion tended to produce major ocular-motor symptoms. Nausea was affected by the type of movement made to control participants ' view, and was particularly severe when participants had to spend substantial amounts of time (3%) looking steeply downwards at their virtual feet. Contrary to expectations, large rapid movements had little effect on most participants, and neither did movements that were not under participants ' direct control.
报告了10个行为实验中出现的虚拟环境(VE)病症状的数据。总共有134名参与者参加了实验,并沉浸在虚拟现实中约150小时。19名参与者报告了主要症状,2人出现身体不适。参与者执行的任务范围从操纵他们“拿”在手里的虚拟物体,到在虚拟迷宫中行走10公里或更远的距离。数据在虚拟环境描述和分类系统提供的框架内进行解释。环境维度和视觉复杂性对参与者症状的严重程度影响不大。长时间浸泡往往会产生主要的眼运动症状。恶心受到控制参与者视线的运动类型的影响,当参与者不得不花费大量时间(3%)直视他们的虚拟脚时,恶心程度尤其严重。与预期相反,大的快速动作对大多数参与者几乎没有影响,不受参与者直接控制的动作也没有影响。
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引用次数: 41
HIVE: a highly scalable framework for DVE HIVE:一个高度可扩展的DVE框架
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.41
Zonghui Wang, Xiaohong Jiang, Jiaoying Shi
With the increasing requirements for distributed virtual environment (DVE): supporting larger number of participants and providing more smooth roaming and interactions, scalability is becoming a key issue. In this paper, we explore the scalability of participants and the scalability of servers, and mainly focus on three aspects: system architecture, communication model and interest mechanism. We present our middleware platform, HIVE, providing a variety of services such as data distribution, communication, event notification, etc. To achieve the reusability and interoperability of DVE applications, the interface specification of high level architecture (HLA) is employed as the reference. HIVE also contains the back-ends, which the middleware services depend upon. On HIVE, users can develop scalable DVE applications easily and quickly, concentrating on not the detail of distribution but the application logic. Finally an experimental demo on HIVE is given.
随着对分布式虚拟环境(DVE)需求的增加:支持更多的参与者并提供更顺畅的漫游和交互,可伸缩性正成为一个关键问题。本文主要从系统架构、通信模型和利益机制三个方面探讨了参与者的可扩展性和服务器的可扩展性。我们提出了我们的中间件平台HIVE,提供了数据分发、通信、事件通知等多种服务。为了实现虚拟机应用程序的可重用性和互操作性,采用了HLA (high level architecture)接口规范作为参考。HIVE还包含中间件服务所依赖的后端。在HIVE上,用户可以轻松快速地开发可扩展的DVE应用程序,专注于应用程序逻辑而不是分布的细节。最后给出了HIVE的实验演示。
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引用次数: 4
Virtual leading blocks for the deaf-blind: a real-time way-finder by verbal-nonverbal hybrid interface and high-density RFID tag space 聋哑盲人虚拟导盲块:基于语言-非语言混合接口和高密度RFID标签空间的实时寻路器
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.83
Tomohiro Amemiya, Jun Yamashita, K. Hirota, M. Hirose
In this paper, we discuss application possibilities of augmented reality technologies in the field of mobility support for the deaf blind. We propose the navigation system called virtual leading blocks for the deaf-blind, which consists of a wearable interface for Finger-Braille, one of the commonly used communication methods among deaf-blind people in Japan, and a ubiquitous environment for barrier-free application, which consists of floor-embedded active radio-frequency identification (RFID) tags. The wearable Finger-Braille interface using two Linux-based wristwatch computers has been developed as a hybrid interface of verbal and nonverbal communication in order to inform users of their direction and position through the tactile sensation. We propose the metaphor of "watermelon splitting" for navigation by this system and verify the feasibility of the proposed system through experiments.
本文讨论了增强现实技术在聋哑盲人行动支持领域的应用可能性。我们提出了一种名为“虚拟导盲块”的聋哑人导航系统,该系统包括一个可穿戴的手指盲文界面,这是日本聋哑人常用的交流方式之一,以及一个无处不在的无障碍应用环境,包括嵌入式地板有源射频识别(RFID)标签。使用两台基于linux操作系统的手表电脑的可穿戴式手指盲文界面是一种语言和非语言交流的混合界面,目的是通过触觉告知用户自己的方向和位置。我们用该系统提出了“西瓜劈开”的导航隐喻,并通过实验验证了该系统的可行性。
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引用次数: 10
Pre-surgical cranial implant design using the PARIS/spl trade/ prototype 使用PARIS/spl贸易/原型进行术前颅种植体设计
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.1310075
C. Scharver, R. Evenhouse, Andrew E. Johnson, Jason Leigh
Repairing severe human skull injuries requires customized cranial implants, and current visualization research aims to develop a new approach to create these implants. Following pre-surgical design techniques pioneered at the University of Illinois at Chicago (VIC) in 1996, researchers have developed an immersive cranial implant application incorporating haptic force feedback and augmented reality. The application runs on the personal augmented reality immersive system (PARIS/spl trade/), allowing the modeler to see clearly both his hands and the virtual workspace. The strengths of multiple software libraries are maximized to simplify development. This research lays the foundation to eventually replace the traditional modeling and evaluation processes.
修复严重的人类颅骨损伤需要定制的颅骨植入物,目前的可视化研究旨在开发制造这些植入物的新方法。继1996年伊利诺伊大学芝加哥分校(VIC)开创的术前设计技术之后,研究人员开发了一种融合触觉力反馈和增强现实的沉浸式颅骨植入应用。该应用程序运行在个人增强现实沉浸式系统(PARIS/spl trade/)上,允许建模者清楚地看到他的手和虚拟工作空间。多个软件库的优势被最大化以简化开发。本研究为最终取代传统的建模和评价流程奠定了基础。
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引用次数: 10
Omnistereo for panoramic virtual environment display systems 全景虚拟环境显示系统的Omnistereo
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.56
Andreas Simon, Randall C. Smith, Richard R. Pawlicki
This paper discusses the use of omnidirectional stereo for panoramic virtual environments. It presents two methods for real-time rendering of omnistereo images. Conventional perspective stereo is correct everywhere in the visual field, but only in one view direction. Omnistereo is correct in every view direction, but only in the center of the visual field, degrading in the periphery. Omnistereo images make it possible to use wide field of view virtual environment display systems-like the CAVE/spl trade/-without head tracking, and still show correct stereoscopic depth over the full 360/spl deg/ viewing circle. This allows the use of these systems as true multi-user displays, where viewers can look around and browse a panoramic scene independently. Because there is no need to rerender the image according to view direction, we can also use this technique to present static omnistereo images, generated by offline rendering or real image capture, in panoramic displays. We have implemented omnistereo in a four-sided CAVE/spl trade/ and in a 240/spl deg/ i-Con/spl trade/ curved screen projection system. Informal user evaluation confirms that omnistereo images present a seamless image with correct stereoscopic depth in every view direction without head tracking.
本文讨论了全向立体技术在全景虚拟环境中的应用。提出了两种全立体图像的实时绘制方法。传统的透视立体在视野的任何地方都是正确的,但只在一个视图方向上。全立体电视在每个视角方向上都是正确的,但只在视野的中心,在外围会下降。全立体图像使得使用宽视场虚拟环境显示系统(如CAVE/spl trade/)无需头部跟踪成为可能,并且仍然可以在完整的360/spl度/观看圈内显示正确的立体深度。这允许使用这些系统作为真正的多用户显示,其中观众可以环顾四周,并独立浏览全景场景。由于不需要根据视角方向渲染图像,因此我们也可以使用该技术在全景显示中呈现静态全立体图像,这些图像是通过离线渲染或真实图像捕获生成的。我们已经在一个四边CAVE/spl贸易/和一个240/spl度/ i-Con/spl贸易/曲面屏幕投影系统中实现了全视频。非正式的用户评估证实,在没有头部跟踪的情况下,全立体图像在每个视图方向上呈现出正确的立体深度的无缝图像。
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引用次数: 41
Interactive retrieval of 3D virtual shapes using physical objects 使用物理对象的三维虚拟形状的交互式检索
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.47
Hiroyasu Ichida, Yuichi Itoh, Y. Kitamura, F. Kishino
We present a novel method for interactive retrieval of virtual 3D shapes using physical objects. Our method is based on simple physical 3D interaction with a set of tangible blocks. As the user connects blocks, the system automatically recognizes the shape of the constructed physical structure and picks similar 3D virtual shapes from a preset model database, in real time. Our system fully supports interactive retrieval of 3D virtual models in an extremely simple fashion, which is completely nonverbal and cross-cultural. These advantages make it an ideal interface for inexperienced users, previously barred from many applications that include 3D shape retrieval tasks.
我们提出了一种利用物理对象交互检索虚拟三维形状的新方法。我们的方法是基于简单的物理三维交互与一组有形的块。当用户连接块时,系统会自动识别所构建的物理结构的形状,并实时从预设的模型数据库中选择相似的3D虚拟形状。我们的系统以一种非常简单的方式完全支持三维虚拟模型的交互式检索,这是完全非语言和跨文化的。这些优点使其成为经验不足的用户的理想界面,以前禁止许多应用程序,包括3D形状检索任务。
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引用次数: 9
Texture overlay onto deformable surface using HMD 纹理覆盖到可变形的表面使用HMD
Pub Date : 2004-03-27 DOI: 10.1109/VR.2004.74
M. Emori, H. Saito
We propose a system that overlays textures onto the deformable surface of an object in real time using HMD. We assume that the surface projected onto an HMD image consists of curved surfaces which can be approximated by 2D geometric curved surface, so that we can deform textures using the matrix of 2D geometric transformation and the deformed textures are overlaid onto the HMD image. The system computes the transformation matrix in each frame, the textures are overlaid in real time even if an observer with HMD moves or deforms the surface. In the system, we select a book as the object with deformable shape and documents as the textures. Therefore, the observer can read digitized documents as if he reads real books.
我们提出了一个使用HMD实时将纹理叠加到物体的可变形表面上的系统。我们假设投影到HMD图像上的曲面由曲面组成,这些曲面可以近似为二维几何曲面,因此我们可以使用二维几何变换矩阵对纹理进行变形,并将变形的纹理叠加到HMD图像上。系统在每一帧中计算变换矩阵,即使带有HMD的观察者移动或变形表面,纹理也会实时覆盖。在该系统中,我们选择具有可变形形状的书籍作为对象,并选择文档作为纹理。因此,观察者可以像阅读真正的书籍一样阅读数字化文档。
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引用次数: 5
期刊
IEEE Virtual Reality 2004
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