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2014 IEEE Virtual Reality (VR)最新文献

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A framework for the automatic 3D city modeling using the panoramic image from mobile mapping system and digital maps 一个基于移动地图系统全景图像和数字地图的自动三维城市建模框架
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802087
Hyungki Kim, Soonhung Han
3D city model, which consisted of the 3D building models and their geospatial position and orientation, is becoming a valuable resource in virtual reality, navigation systems, civil engineering, etc. The purpose of this research is to propose the new framework to generate the 3D city model that satisfies visual and physical requirements in ground oriented simulation system. At the same time, the framework should meet the demand of the automatic creation and cost-effectiveness, which facilitates the usability of the proposed approach. To do that, I suggest the framework that leverages the mobile mapping system which automatically gathers high resolution images and supplement sensor information like position and direction of the image. And to resolve the problem from the sensor noise and a large number of the occlusions, the fusion of digital map data will be used. This paper describes the overall framework with major process and the recommended or demanded techniques for each processing step.
三维城市模型是由三维建筑模型及其地理空间位置和方向组成的,正在成为虚拟现实、导航系统、土木工程等领域的宝贵资源。本研究的目的是提出一种新的框架来生成满足地面仿真系统视觉和物理要求的三维城市模型。同时,该框架应满足自动创建和成本效益的要求,有利于所提出方法的可用性。为了做到这一点,我建议利用移动地图系统的框架,该系统可以自动收集高分辨率图像,并补充图像的位置和方向等传感器信息。为了解决传感器噪声和大量遮挡的问题,将采用数字地图数据融合的方法。本文描述了总体框架和主要流程,以及每个处理步骤的推荐或要求技术。
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引用次数: 7
Geometrically-correct projection-based texture mapping onto a cloth 几何正确的基于投影的纹理映射到布料上
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802105
Yuichiro Fujimoto, Jun Miyazaki, Takafumi Taketomi, H. Kato, B. Thomas, Goshiro Yamamoto, Ross T. Smith
We demonstrate the geometrically-correct projection-based texture mapping onto a deformable object like a cloth. This system can be used to simulate design that involves change in shape, such as sheets of malleable material. The geometrically-correct projection-based texture mapping onto a cloth is conducted using the measurement of object's 3D shape and the detection of the retro-reflective marker on the object's surface. Rapid prototyping is used as an example application of this projection technique.
我们演示了几何上正确的基于投影的纹理映射到一个可变形的物体上,比如一块布。该系统可用于模拟涉及形状变化的设计,例如可塑材料片。通过测量物体的三维形状和检测物体表面的反射标记,进行几何正确的投影纹理映射到织物上。本文以快速成型技术为例介绍了该投影技术的应用。
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引用次数: 0
Hedgehog labeling: View management techniques for external labels in 3D space 刺猬标签:查看3D空间外部标签的管理技术
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802046
Markus Tatzgern, Denis Kalkofen, R. Grasset, D. Schmalstieg
Annotations of objects in 3D environments are commonly controlled using view management techniques. State-of-the-art view management strategies for external labels operate in 2D image space. This creates problems, because the 2D view of a 3D scene changes over time, and temporal behavior of elements in a 3D scene is not obvious in 2D image space. We propose managing the placement of external labels in 3D object space instead. We use 3D geometric constraints to achieve label placement that fulfills the desired objectives (e.g., avoiding overlapping labels), but also behaves consistently over time as the viewpoint changes. We propose two geometric constraints: a 3D pole constraint, where labels move along a 3D pole sticking out from the annotated object, and a plane constraint, where labels move in a dominant plane in the world. This formulation is compatible with standard optimization approaches for labeling, but overcomes the lack of temporal coherence.
3D环境中对象的注释通常使用视图管理技术进行控制。最先进的视图管理策略的外部标签操作在二维图像空间。这就产生了问题,因为3D场景的2D视图会随着时间而变化,而3D场景中元素的时间行为在2D图像空间中并不明显。我们建议在3D对象空间中管理外部标签的位置。我们使用3D几何约束来实现满足预期目标的标签放置(例如,避免重叠标签),但也随着视点的变化而保持一致。我们提出了两种几何约束:一种是3D极点约束,其中标签沿着从注释对象伸出的3D极点移动;另一种是平面约束,其中标签在世界的主导平面上移动。这个公式是兼容的标准优化方法标记,但克服了缺乏时间一致性。
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引用次数: 73
MUSE: Understanding traditional dances 缪斯:了解传统舞蹈
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802107
Muqeem Khan
This demo encapsulates the possible manifestation of Middle Eastern indigenous dance, Al Ardha, in the form of a serious gaming environment. The presentation also illustrates the interconnection and possible transformation of Intangible Cultural Heritage (ICH) content, such as traditional dances, into a digital kinesthetic learning system. The system is called Mimicry Understanding and Safeguarding Environment (MUSE). It is designed to help museum visitors learn traditional or indigenous dances withthe help of motion-sensing technologies. MUSE is a multidisciplinary research project and is expected to analyze the intricacies of various indigenous dances, particularly the Arabic sword dance. MUSE interface is expected to facilitate museum visitors' awareness, learning, and practice of the Al Ardha dance of the Middle Eastern region. Through its easy-to-learn and user-friendly interface, MUSE can facilitate and foster playfulness and user engagement to enhance the experience of museum visitors.
这个演示以严肃的游戏环境的形式概括了中东本土舞蹈Al Ardha的可能表现形式。该演示还说明了非物质文化遗产(ICH)内容(如传统舞蹈)在数字动觉学习系统中的相互联系和可能的转变。该系统被称为模仿理解和保护环境(MUSE)。它旨在帮助博物馆参观者在动作感应技术的帮助下学习传统或本土舞蹈。MUSE是一个多学科研究项目,旨在分析各种土著舞蹈的复杂性,特别是阿拉伯剑舞。MUSE界面有望促进博物馆参观者对中东地区阿尔达舞蹈的认识、学习和实践。通过其易于学习和用户友好的界面,MUSE可以促进和培养趣味性和用户参与度,以增强博物馆游客的体验。
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引用次数: 2
Temporally enhanced 3D capture of room-sized dynamic scenes with commodity depth cameras 时间增强3D捕捉房间大小的动态场景与商品深度相机
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802048
Mingsong Dou, H. Fuchs
In this paper, we introduce a system to capture the enhanced 3D structure of a room-sized dynamic scene with commodity depth cameras such as Microsoft Kinects. It is challenging to capture the entire dynamic room. First, the raw data from depth cameras are noisy due to the conflicts of the room's large volume and cameras' limited optimal working distance. Second, the severe occlusions between objects lead to dramatic missing data in the captured 3D. Our system incorporates temporal information to achieve a noise-free and complete 3D capture of the entire room. More specifically, we pre-scan the static parts of the room offline, and track their movements online. For the dynamic objects, we perform non-rigid alignment between frames and accumulate data over time. Our system also supports the topology changes of the objects and their interactions. We demonstrate the success of our system with various situations.
在本文中,我们介绍了一个系统来捕捉增强的三维结构的一个房间大小的动态场景与商品深度相机,如微软Kinects。捕捉整个充满活力的房间是一项挑战。首先,由于房间体积大和相机的最佳工作距离有限的冲突,深度相机的原始数据存在噪声。其次,物体之间的严重遮挡导致捕获的3D数据严重缺失。我们的系统结合了时间信息,以实现整个房间的无噪声和完整的3D捕获。更具体地说,我们离线预先扫描房间的静态部分,并在线跟踪它们的运动。对于动态对象,我们在帧之间执行非刚性对齐并随时间累积数据。我们的系统还支持对象的拓扑变化及其相互作用。我们用不同的情况来证明我们的系统是成功的。
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引用次数: 33
A comparison of four different approaches to reducing unintended positional drift during walking-In-Place locomotion 四种不同的方法,以减少无意的位置漂移在原地行走运动的比较
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802071
N. C. Nilsson, S. Serafin, R. Nordahl
Users wearing a head-mounted display while relying on Walking-In-Place techniques for virtual locomotion tend to physically drift in the direction which they are headed within the virtual environment. It has previously been demonstrated that different types of feedback may be used to constrain the movement of the user. This poster presents a within-subjects study comparing four methods for ensuring that the user remains within a certain area. The participants were asked to determine which method the generally preferred and assess the perceived helpfulness and intrusiveness of the different methods. The results indicate that passive haptic feedback (a carpet) was preferred and also was regarded as the most helpful and the least intrusive. However, gathered qualitative data suggest that this method might be used in combination with feedback in other modalities.
用户戴着头戴式显示器,依靠原地行走技术进行虚拟运动,往往会在虚拟环境中朝着他们要去的方向漂移。以前已经证明,不同类型的反馈可以用来约束用户的运动。这张海报展示了一项主题内研究,比较了确保用户停留在特定区域内的四种方法。参与者被要求确定哪种方法是他们普遍喜欢的,并评估不同方法的有用性和侵入性。结果表明,被动触觉反馈(地毯)是首选的,也是被认为最有帮助和最小的干扰。然而,收集到的定性数据表明,这种方法可以与其他方式的反馈结合使用。
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引用次数: 5
Reflectance and light source estimation for indoor AR Applications 室内AR应用的反射率和光源估计
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802072
Alexander Plopski, T. Mashita, K. Kiyokawa, H. Takemura
We present an approach which enables real-time augmentation of an environment composed of materials with different texture and reflectance properties without the need of application-specific hardware or extensive preparation. Our solution uses a set of RGB images of a reconstructed model to optimize the reflectance parameters and light location. Each image is decomposed into its specular and diffuse components and we estimate the location of multiple light sources from specular highlights. The environment is stored in a voxel grid and we optimize the reflectance properties and colour of each voxel through inverse rendering. We verify our approach with a simulated environment and present results from a corresponding reconstructed environment.
我们提出了一种方法,可以实时增强由具有不同纹理和反射率特性的材料组成的环境,而无需特定应用的硬件或广泛的准备。我们的解决方案使用一组重构模型的RGB图像来优化反射率参数和光源位置。每个图像被分解成它的镜面和漫射组件,我们估计多个光源的位置从镜面高光。环境存储在体素网格中,我们通过反向渲染优化每个体素的反射率属性和颜色。我们用模拟环境验证了我们的方法,并给出了相应的重建环境的结果。
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引用次数: 4
Social presence in mixed agency interactions 混合代理互动中的社会存在
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802076
Andrew C. Robb, Benjamin C. Lok
In this paper, we present the preliminary results of an ongoing study exploring how mixed-agency teams influence feelings of social presence. Participants worked with a team composed of either two virtual humans or a team composed of one virtual human and one real human. We found that while the presence of a human teammate did not affect overall feelings of social presence, the presence of a human teammate did appear to strengthen participants' perceptions that their virtual teammates were not real.
在本文中,我们提出了一项正在进行的研究的初步结果,探索混合代理团队如何影响社会存在感。参与者与由两个虚拟人组成的团队或由一个虚拟人和一个真实人组成的团队一起工作。我们发现,虽然真人队友的存在并不会影响社交在场的整体感觉,但真人队友的存在确实会增强参与者对虚拟队友不真实的认知。
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引用次数: 1
Simulating cooperative fire evacuation training in a virtual environment using gaming technology 利用游戏技术模拟虚拟环境中的协同消防疏散训练
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802090
Mingze Xi, Shamus P. Smith
Fire accidents are one of the most frequently occurring disasters leading to life and property loss. Training for fire escape skills and designing efficient building evacuation plans are increasingly important research topics. Virtual environments (VE) are widely used to support training and simulating human response under emergency situations. However, current VE based training systems have limited intelligent non-player characters (NPC) which are lacking in support of fire science knowledge. This project will introduce a hybrid method combining gaming technology, agent programming and fire science knowledge to design an evacuation training system for fire wardens. The success of using professional numerical fire simulation tool to support NPC behaviour in virtual environment will provide a new way to enhance the realism of virtual environment by using high fidelity fire data sources.
火灾事故是最常见的造成生命财产损失的灾害之一。火灾逃生技能培训和设计高效的建筑疏散方案是越来越重要的研究课题。虚拟环境(VE)被广泛用于支持培训和模拟人类在紧急情况下的反应。然而,目前基于VE的训练系统中,智能的非玩家角色(NPC)数量有限,缺乏对火灾科学知识的支持。本项目将引入游戏技术、智能体编程和火灾科学知识相结合的混合方法,设计一个消防管理员疏散培训系统。利用专业数值火灾模拟工具支持虚拟环境中NPC行为的成功将为利用高保真度火灾数据源增强虚拟环境的真实感提供新的途径。
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引用次数: 24
Simulating crowd interactions in virtual environments (doctoral consortium) 在虚拟环境中模拟人群互动(博士联盟)
Pub Date : 2014-04-24 DOI: 10.1109/VR.2014.6802088
Sujeong Kim, M. Lin, Dinesh Manocha
Understanding and modeling how a crowd behaves in a wide variety of situations is an important problem in many areas. For example, during the planning stages, city, traffic, and evacuation engineers use crowd behavior modeling to predict usage patterns and to do safety analysis of their designs. Several research areas benefit from realistic simulation of crowds such as augmented reality, animation, games, virtual therapy, and virtual training. Not only is a realistic rendering of a virtual environment required for these applications, but also a realistic simulation of virtual humans is essential to providing an immersive experience for the users. The goal of my research is to provide an interactive simulation of a crowd, where large numbers of human-like agents interact with each other. A large part of my research comes from understanding and observing what human-like behavior is and how it affects interactions with others and the environment. In this proposal, I discuss my approaches to model crowd behaviors with variation and dynamic changes.
在许多领域,理解和建模人群在各种情况下的行为是一个重要问题。例如,在规划阶段,城市、交通和疏散工程师使用人群行为建模来预测使用模式,并对他们的设计进行安全分析。一些研究领域受益于真实的人群模拟,如增强现实、动画、游戏、虚拟治疗和虚拟训练。这些应用程序不仅需要对虚拟环境进行逼真的渲染,而且还需要对虚拟人进行逼真的模拟,以便为用户提供身临其境的体验。我的研究目标是提供一个群体的交互式模拟,其中大量的类人代理相互作用。我的研究很大一部分来自于理解和观察什么是类人行为,以及它如何影响与他人和环境的互动。在这个提案中,我讨论了我的方法来模拟群体行为的变化和动态变化。
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引用次数: 3
期刊
2014 IEEE Virtual Reality (VR)
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