F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier
The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.
{"title":"Grab the Life: Serious Game to Support Physical Rehabilitation Using Virtual Reality and Wearable Myo","authors":"F. G. Fernandes, Igor de Andrade Moraes, Pedro Arantes Mendonca Toledo Almeida, L. C. Oliveira, Alexandre Cardoso, E. Lamounier","doi":"10.1109/SVR.2016.33","DOIUrl":"https://doi.org/10.1109/SVR.2016.33","url":null,"abstract":"The use of virtual rehabilitation through games aims to simulate real situations. Thus, it is noticed that the use of this takes away the patient from the pain's focus or discomfort and also improves the functionality of the affected limbs and leads him to resume the activities in the areas of occupational performance. In this work, titled Grab the Life, Virtual Reality technology has been used along with the wearable device Myo, applied to serious games context for people with congenital and/or acquired abscence of forearm, in order to motivate them to use prosthesis, aimed mainly for children and adolescents.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133495015","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}
I. Santos, Peter Dam, Pedro Arantes, A. Raposo, Luciano P. Soares
Training people for working in an oil platform involves teaching operators to locate hundreds of devices in a hazardous environment and to correctly operate them. One small mistake can seriously hurt or kill somebody and compromise the integrity of the plant. On the other hand, access to real platforms is restricted and trainees need to relay on photos and diagrams in order to learn, which does not provide a realistic environment to completely allow them to understand their job. Realistic simulated training using Virtual Reality in areas such as aviation has shown that workers can better understand the physical environment and tasks they have to accomplish, assuring a better understanding of the target system. This paper presents techniques used for a simulation system for an oil platform operation. Several interaction techniques were adapted and implemented to achieve a realistic operation scenario.
{"title":"Simulation Training in Oil Platforms","authors":"I. Santos, Peter Dam, Pedro Arantes, A. Raposo, Luciano P. Soares","doi":"10.1109/SVR.2016.18","DOIUrl":"https://doi.org/10.1109/SVR.2016.18","url":null,"abstract":"Training people for working in an oil platform involves teaching operators to locate hundreds of devices in a hazardous environment and to correctly operate them. One small mistake can seriously hurt or kill somebody and compromise the integrity of the plant. On the other hand, access to real platforms is restricted and trainees need to relay on photos and diagrams in order to learn, which does not provide a realistic environment to completely allow them to understand their job. Realistic simulated training using Virtual Reality in areas such as aviation has shown that workers can better understand the physical environment and tasks they have to accomplish, assuring a better understanding of the target system. This paper presents techniques used for a simulation system for an oil platform operation. Several interaction techniques were adapted and implemented to achieve a realistic operation scenario.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121614013","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}
Eduardo Rodrigues, J. M. Teixeira, V. Teichrieb, E. Bernard
Multiple target tracking is one of the great challenges faced by the computer vision community in last years. This paper presents a solution developed in order to track bats in a clutter environment to account the population of their colony. The algorithm is able to start detections, treat wrong or lost detections and process the detections in progress. Tracked targets have their next state estimated by Kalman Filter usage. As new measurements are performed, the algorithm can identify which of them are considered noise, which are new targets and which are new states of a previously detected target. A 3D viewer was also implemented in order to help the analysis of the tracked flights by researchers in areas like biodiversity and biology. The aim of this paper is to present the operation of the developed system, collaborate with other researchers working with tracking of multiple objects and make society aware of the importance of preserving the environment, exposing some of the consequences of changing its natural characteristics. The proposed algorithm showed amazing results in the test stages, reaching to overcome the current state of the art.
{"title":"Multi-objective Tracking Applied to Bat Populations","authors":"Eduardo Rodrigues, J. M. Teixeira, V. Teichrieb, E. Bernard","doi":"10.1109/SVR.2016.35","DOIUrl":"https://doi.org/10.1109/SVR.2016.35","url":null,"abstract":"Multiple target tracking is one of the great challenges faced by the computer vision community in last years. This paper presents a solution developed in order to track bats in a clutter environment to account the population of their colony. The algorithm is able to start detections, treat wrong or lost detections and process the detections in progress. Tracked targets have their next state estimated by Kalman Filter usage. As new measurements are performed, the algorithm can identify which of them are considered noise, which are new targets and which are new states of a previously detected target. A 3D viewer was also implemented in order to help the analysis of the tracked flights by researchers in areas like biodiversity and biology. The aim of this paper is to present the operation of the developed system, collaborate with other researchers working with tracking of multiple objects and make society aware of the importance of preserving the environment, exposing some of the consequences of changing its natural characteristics. The proposed algorithm showed amazing results in the test stages, reaching to overcome the current state of the art.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"706 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132314569","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}
Marcos Ramos, Leandro Teixeira, Vitor Martins, A. Montenegro, D. Trevisan, C. Vasconcelos
3d modeling systems are essential tools for creating3D content for virtual reality systems. They are powerfuland sophisticated computer applications with a steep learningcurve. When considering simple shape prototyping it is moreappropriate to use a software with a simpler and intuitiveuser interface. This paper proposes a new sketch-based modelingapproach relying on convolution surfaces that enablesthe user to specify 3d shapes of arbitrary topology andresolution from 2d hand-drawn sketches that are embeddedand manipulated in 3d space. To make this approach feasiblewe propose two innovations: the first one is an interactionmechanism to create, manipulate and assemble independent2d sketches embedded in 3d space relying only on simplerotations, translations and a ray casting step; the second oneis a new approach to fit the level set surfaces generated bythe convolution of skeleton primitives to the silhouette curvesspecified by the user. The proposed fitting combines a methodthat automatically computes weights for the convolutionoperation with a Stolte's blending function that controls theinfluence of each implicit functional components to the finalshape. We show via experiments and preliminary user teststhat our method permits the user to easily express his 3dconcepts by sketching and assembling 2d simple drawings intridimensional space.
{"title":"A New User-Friendly Sketch-Based Modeling Method Using Convolution Surfaces","authors":"Marcos Ramos, Leandro Teixeira, Vitor Martins, A. Montenegro, D. Trevisan, C. Vasconcelos","doi":"10.1109/SVR.2016.26","DOIUrl":"https://doi.org/10.1109/SVR.2016.26","url":null,"abstract":"3d modeling systems are essential tools for creating3D content for virtual reality systems. They are powerfuland sophisticated computer applications with a steep learningcurve. When considering simple shape prototyping it is moreappropriate to use a software with a simpler and intuitiveuser interface. This paper proposes a new sketch-based modelingapproach relying on convolution surfaces that enablesthe user to specify 3d shapes of arbitrary topology andresolution from 2d hand-drawn sketches that are embeddedand manipulated in 3d space. To make this approach feasiblewe propose two innovations: the first one is an interactionmechanism to create, manipulate and assemble independent2d sketches embedded in 3d space relying only on simplerotations, translations and a ray casting step; the second oneis a new approach to fit the level set surfaces generated bythe convolution of skeleton primitives to the silhouette curvesspecified by the user. The proposed fitting combines a methodthat automatically computes weights for the convolutionoperation with a Stolte's blending function that controls theinfluence of each implicit functional components to the finalshape. We show via experiments and preliminary user teststhat our method permits the user to easily express his 3dconcepts by sketching and assembling 2d simple drawings intridimensional space.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127729100","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}
Collaborative Virtual Environments (CVEs) enable engaging training simulations in several areas, such as medicine, military, engineering as well as in the oil and gas industry. CVEs allow multiple users to interact with one another through the simulation. A CAVE system is composed of a number of walls, floor (and eventually ceiling as well) which receive 3D projections, surrounding its user. Such setup provides an increased imersiveness experience to the user, which makes a given simulation to become more realistic, which is desirable if a training application is to provide useful experience to a given user. This work introduces a CVE which enables the communication between an immersive user environment (in a CAVE setup) with a trainer interface which runs in a desktop setup. The application focuses on training in an offshore oil platform.
{"title":"A CAVE/Desktop Collaborative Virtual Environment for Offshore Oil Platform Training","authors":"L. C. D. Cruz, J. Oliveira","doi":"10.1109/SVR.2016.38","DOIUrl":"https://doi.org/10.1109/SVR.2016.38","url":null,"abstract":"Collaborative Virtual Environments (CVEs) enable engaging training simulations in several areas, such as medicine, military, engineering as well as in the oil and gas industry. CVEs allow multiple users to interact with one another through the simulation. A CAVE system is composed of a number of walls, floor (and eventually ceiling as well) which receive 3D projections, surrounding its user. Such setup provides an increased imersiveness experience to the user, which makes a given simulation to become more realistic, which is desirable if a training application is to provide useful experience to a given user. This work introduces a CVE which enables the communication between an immersive user environment (in a CAVE setup) with a trainer interface which runs in a desktop setup. The application focuses on training in an offshore oil platform.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129351029","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 three-dimensionality perception in visual scenes is provided by the representation of objects in different dimensions and distortion, both related to perspective. However, the feeling of being in a virtual environment can be provided by the use of stereoscopic techniques. Although there are several studies on users three-dimensionality perception in stereoscopic systems, there are no systematic reviews in the literature aimed at categorizing evaluation methods about this perception in experimental studies. This article presents a systematic review that identifies effects, parameters and evaluation methods regarding the three-dimensionality perception in virtual environments with stereoscopy.
{"title":"Three-Dimensionality Perception Evaluation in Stereoscopic Virtual Environments: A Systematic Review","authors":"S. Silva, C. G. Corrêa, Fátima L. S. Nunes","doi":"10.1109/SVR.2016.42","DOIUrl":"https://doi.org/10.1109/SVR.2016.42","url":null,"abstract":"The three-dimensionality perception in visual scenes is provided by the representation of objects in different dimensions and distortion, both related to perspective. However, the feeling of being in a virtual environment can be provided by the use of stereoscopic techniques. Although there are several studies on users three-dimensionality perception in stereoscopic systems, there are no systematic reviews in the literature aimed at categorizing evaluation methods about this perception in experimental studies. This article presents a systematic review that identifies effects, parameters and evaluation methods regarding the three-dimensionality perception in virtual environments with stereoscopy.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132666574","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}
Carina da Cruz Teixeira, Felipe C. Marx, J. Oliveira
Virtual Reality has been used by rehabilitation professionals as a way to keep patients motivated while performing neuroplasticity functional exercises. This work describes a virtual environment which uses the CyberForce/CyberGrasp/CyberGlove system to enable a functional rehabilitation setup. The user of the system is supposed to be individuals who have been affected by traumatology, degenerative or neurological injuries, through the simulation of everyday life procedures.
{"title":"A Haptic Rehabilitation System","authors":"Carina da Cruz Teixeira, Felipe C. Marx, J. Oliveira","doi":"10.1109/SVR.2016.40","DOIUrl":"https://doi.org/10.1109/SVR.2016.40","url":null,"abstract":"Virtual Reality has been used by rehabilitation professionals as a way to keep patients motivated while performing neuroplasticity functional exercises. This work describes a virtual environment which uses the CyberForce/CyberGrasp/CyberGlove system to enable a functional rehabilitation setup. The user of the system is supposed to be individuals who have been affected by traumatology, degenerative or neurological injuries, through the simulation of everyday life procedures.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114742606","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}
Italo N. S. Pessoa, Pedro Henrique A. Q. de Sousa, Rubens Fernandes Nunes
The use of animated characters is one of themain factors of success for games and simulators. Characters that react to the environment around them provide greater immersion to the user. Another way to improve the user's immersion is providing greater control over the character. Inthis work, we create a physically simulated character based onthe characteristics of the user. Thus, the character used in the simulation becomes unique, with their advantages and physical limitations. We use a Kinect Sensor in order to capture theuser's motion, along with the physical simulation library Open Dynamics Engine, responsible for creating the bodies thatcompose the character and considering the necessary torques and forces, calculated through PD (Proportional-Derivative) controllers. Once created the character, it is inserted into aninteractive scenario, previously configured to analyse user's interaction.
{"title":"Interacting with Physically-Based Character Using Real-Time Motion Capture with Kinect Sensor","authors":"Italo N. S. Pessoa, Pedro Henrique A. Q. de Sousa, Rubens Fernandes Nunes","doi":"10.1109/SVR.2016.34","DOIUrl":"https://doi.org/10.1109/SVR.2016.34","url":null,"abstract":"The use of animated characters is one of themain factors of success for games and simulators. Characters that react to the environment around them provide greater immersion to the user. Another way to improve the user's immersion is providing greater control over the character. Inthis work, we create a physically simulated character based onthe characteristics of the user. Thus, the character used in the simulation becomes unique, with their advantages and physical limitations. We use a Kinect Sensor in order to capture theuser's motion, along with the physical simulation library Open Dynamics Engine, responsible for creating the bodies thatcompose the character and considering the necessary torques and forces, calculated through PD (Proportional-Derivative) controllers. Once created the character, it is inserted into aninteractive scenario, previously configured to analyse user's interaction.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122095359","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}
Emerson B. Pinheiro, G. A. M. Gomes, Antonio José Melo Leite Júnior, E. Coutinho, C. Vidal, J. B. C. Neto
The use of simulators for shooting skill training is becoming more widespread with technological advances. However, this kind of training is still not accessible to many institutions because of its cost of acquisition, maintenance, portability and system use comprehensiveness. In this context, this paper proposes requirements for a viable model implementation of portable and low cost shooting simulator, while maintaining the level of immersion and focus on the training of a large number of simultaneous trainees. For the basis of the proposal, initially, there was a study on the market shooting training simulators, identifying key requirements. Therefore, with the guidance of experts in marksmanship training area, the requirements that serve the purpose of portability and low cost have been defined. Finally, a simulator was developed to validate the proposed model.
{"title":"Requirements for Development of a Low Cost Portable Simulator for Shooting Skill Training","authors":"Emerson B. Pinheiro, G. A. M. Gomes, Antonio José Melo Leite Júnior, E. Coutinho, C. Vidal, J. B. C. Neto","doi":"10.1109/SVR.2016.47","DOIUrl":"https://doi.org/10.1109/SVR.2016.47","url":null,"abstract":"The use of simulators for shooting skill training is becoming more widespread with technological advances. However, this kind of training is still not accessible to many institutions because of its cost of acquisition, maintenance, portability and system use comprehensiveness. In this context, this paper proposes requirements for a viable model implementation of portable and low cost shooting simulator, while maintaining the level of immersion and focus on the training of a large number of simultaneous trainees. For the basis of the proposal, initially, there was a study on the market shooting training simulators, identifying key requirements. Therefore, with the guidance of experts in marksmanship training area, the requirements that serve the purpose of portability and low cost have been defined. Finally, a simulator was developed to validate the proposed model.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124957627","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}
Pedro Azevedo, Thiago Oliveira-Santos, Edilson de Aguiar
This paper presents a virtual try-on system to correctly visualize 3D objects (e.g., glasses) in the face of a given user. By capturing the image and depth information of a user through a low-cost RGB-D camera, we apply a face tracking technique to detect specific landmarks in the facial image. These landmarks and the point cloud reconstructed from the depth information are combined to optimize a 3D facial morphable model that fits as good as possible to the user's head and face. At the end, we deform the chosen 3D objects from its rest shape to a deformed shape matching the specific facial shape of the user. The last step projects and renders the 3D object into the original image, with enhanced precision and in proper scale, showing the selected object in the user's face. We validate the performance of our system on eight different subjects (four male and four female) and show results numerically and visually. Our results demonstrate that, by fitting a facial model to the user's face, the rendered virtual 3D objects look more realistic.
{"title":"An Augmented Reality Virtual Glasses Try-On System","authors":"Pedro Azevedo, Thiago Oliveira-Santos, Edilson de Aguiar","doi":"10.1109/SVR.2016.12","DOIUrl":"https://doi.org/10.1109/SVR.2016.12","url":null,"abstract":"This paper presents a virtual try-on system to correctly visualize 3D objects (e.g., glasses) in the face of a given user. By capturing the image and depth information of a user through a low-cost RGB-D camera, we apply a face tracking technique to detect specific landmarks in the facial image. These landmarks and the point cloud reconstructed from the depth information are combined to optimize a 3D facial morphable model that fits as good as possible to the user's head and face. At the end, we deform the chosen 3D objects from its rest shape to a deformed shape matching the specific facial shape of the user. The last step projects and renders the 3D object into the original image, with enhanced precision and in proper scale, showing the selected object in the user's face. We validate the performance of our system on eight different subjects (four male and four female) and show results numerically and visually. Our results demonstrate that, by fitting a facial model to the user's face, the rendered virtual 3D objects look more realistic.","PeriodicalId":444488,"journal":{"name":"2016 XVIII Symposium on Virtual and Augmented Reality (SVR)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124769209","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}