{"title":"Simulating cutting in surgery applications using haptics and finite element models","authors":"C. Mendoza, C. Laugier","doi":"10.1109/VR.2003.1191172","DOIUrl":"https://doi.org/10.1109/VR.2003.1191172","url":null,"abstract":"Soft tissue cutting is an important task in surgery simulators. We use a separation of elements approach instead of destroying or subdividing the elements. Previously we have started a new cutting approach for 2D mass-springs models: separating the elements. It does not increment the number of elements (as in the subdivision approach) and maintains the same mass during simulations (against the destruction approach).","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121499533","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}
M. Keckeisen, S. Stoev, Matthias Feurer, W. Straßer
{"title":"Interactive cloth simulation in virtual environments","authors":"M. Keckeisen, S. Stoev, Matthias Feurer, W. Straßer","doi":"10.1109/VR.2003.1191123","DOIUrl":"https://doi.org/10.1109/VR.2003.1191123","url":null,"abstract":"Current cloth simulation systems have become powerful enough to be used interactively, and applications relevant to textile industries like virtually tailoring real garments seem to be possible in the near future. We show that interactive cloth simulation can be improved by virtual reality techniques. We present the Virtual Dressmaker, an application for interactive assembly and physically based interactive simulation of cloth. In particular, the system allows us to select and drag parts of the clothes during the simulation. The proposed application consists of a VR-interface client that provides nearly live-size stereo projection combined with 6DOF interaction and a server for physically based cloth simulation. In order to verify the usability of our approach, we elaborate on usability studies, which show that our application allows fast, easy, and precise interaction compared to interaction with a traditional 3D-desktop application based on 2D input devices.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125565635","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}
{"title":"Interactive flowing of highly viscous volumes in virtual environments","authors":"Xiaoming Wei, Wei Li, A. Kaufman","doi":"10.1109/VR.2003.1191162","DOIUrl":"https://doi.org/10.1109/VR.2003.1191162","url":null,"abstract":"We present a simple and linear 3D cellular automata approach for animating the behaviors of viscous flow volumes in virtual environments. An accurate modeling of fluid flow usually requires complicated physical simulations. In this paper, we concentrate on the behaviors of highly viscous fluids, such as wax, lava, plastic, metal, chocolate, etc. We animate the smooth behaviors of viscous fluid based on a local 3D cellular automata. The dynamic changing volume data is rendered directly on a VolumePro board or texture mapping hardware to achieve an interactive speed.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125646585","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}
Steve Baumann, Chris Neff, Scott Fetzick, Gregg Stangl, Lee Basler, Ray Vereneck, Walter Schneider
{"title":"A virtual reality system for neurobehavioral and fMRI studies","authors":"Steve Baumann, Chris Neff, Scott Fetzick, Gregg Stangl, Lee Basler, Ray Vereneck, Walter Schneider","doi":"10.1109/VR.2003.1191192","DOIUrl":"https://doi.org/10.1109/VR.2003.1191192","url":null,"abstract":"The financial resources once required to maintain multi-million dollar facilities dedicated solely to virtual reality applications are no longer an absolute necessity. The technology to develop and display multi-user, stereo 3D immersive environments is now available on the desktop. Personal computers and 3D game-specific graphic cards are now powerful enough to allow anyone with modern personal computers and an inexpensive, multi-player, first person 3D game engine to create and display reasonably convincing 3D stereo immersive environments. I will be demonstrating the use of a popular and inexpensive (<$50) first person shooter (FPS) game engine to create convincing multi-user stereo 3d immersive environments using commodity-level (~$2000) PC hardware. These environments can be experienced by booth visitors using inexpensive (<$100) wireless LCD shutter glasses. Interested visitors may be provided with brief hands-on experience creating these environments, depending on booth traffic.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125456448","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}
{"title":"The influence of rendering quality on presence and task performance in a virtual environment","authors":"Paul Zimmons, A. Panter","doi":"10.1109/VR.2003.1191170","DOIUrl":"https://doi.org/10.1109/VR.2003.1191170","url":null,"abstract":"This user study investigated how rendering quality contributes to the sense of presence and level of task performance of participants in a virtual environment. Fifty-five participants performed the task of dropping four objects in a two-room, virtual environment which was drawn with varying degrees of texture and lighting quality. Their physiological reactions were measured along with their accuracy at dropping objects onto a target. In addition, a series of questionnaires were administered to examine the participant's subjective sense of presence and object recall. An increase in physiological response, particularly heart rate, was demonstrated across all rendering conditions. Gender differences were noted in physiological responses, spatial ability tests, and simulator sickness questionnaires.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128375917","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}
{"title":"User interaction in a power-wall based virtual reality environment","authors":"L. Deligiannidis, L. Whitman","doi":"10.1109/VR.2003.1191159","DOIUrl":"https://doi.org/10.1109/VR.2003.1191159","url":null,"abstract":"The Industrial and Manufacturing Engineering Department at Wichita State University is developing an integrated set of virtual reality models of a manufacturing line of Boeing Wichita. The purpose of this research is to help Boeing and other aerospace manufacturers improve their manufacturing operations. In our virtual environment, a fully immersed person is working on a specific task and several (up to 20) outsiders (participants) observe the fully, immersed person and would like to comment and affect the fully immersed person's work. The lack of interaction between the fully immersed person and the participants is the most critical issue. The current communication technique used is vocal instruction, which is distracting to everyone. This paper presents a technique in which the fully immersed person and the participants can interact using a second camera directed for a third person's view of the environment. This technique attempts to provide the best of both worlds (first and third person views) so the formerly passive participants can become more immersed in the environment.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123015441","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}
{"title":"Design of the server cluster to support avatar migration","authors":"Jiung-yao Huang, Yi-chang Du, Chien-Min Wang","doi":"10.1109/VR.2003.1191115","DOIUrl":"https://doi.org/10.1109/VR.2003.1191115","url":null,"abstract":"We identified an important issue when supporting a large scale networked virtual environment (NVE) with a server cluster. This issue is similar to the process migration issue on the parallel computing study and we refer it as the avatar migration problem. That is, when an avatar of an NVE is moving from one region managed by a server to another region managed by a different server, the client site may perceive abrupt screen change due to the different contents managed by these two servers. This paper proposes equations to solve this problem and elaborates the proposed avatar migration mechanism with state diagrams. The implementing architecture is also given in this paper. Our experiments that successfully show the efficiency of the proposed mechanism are given at the last.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127820566","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. Bloomfield, Yu-Heng Deng, J. Wampler, P. Rondot, Dina Harth, Mary McManus, N. Badler
{"title":"A taxonomy and comparison of haptic actions for disassembly tasks","authors":"A. Bloomfield, Yu-Heng Deng, J. Wampler, P. Rondot, Dina Harth, Mary McManus, N. Badler","doi":"10.1109/VR.2003.1191143","DOIUrl":"https://doi.org/10.1109/VR.2003.1191143","url":null,"abstract":"The usefulness of modern day haptics equipment for virtual simulations of actual maintenance actions is examined. In an effort to categorize which areas haptic simulations may be useful, we have developed a taxonomy for haptic actions. This classification has two major dimensions: the general type of action performed and the type of force or torque required. Building upon this taxonomy, we selected three representative tasks from the taxonomy to evaluate in a virtual reality simulation. We conducted a series of human subject experiments to compare user performance and preference on a disassembly task with and without haptic feedback using CyberGlove, Phantom, and SpaceMouse interfaces. Analysis of the simulation runs shows Phantom users learned to accomplish the simulated actions significantly more quickly than did users of the CyberGlove or the SpaceMouse. Moreover, a lack of differences in the post-experiment questionnaire suggests that haptics research should include a measure of actual performance speed or accuracy rather than relying solely on subjective reports of a device's ease of use.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125075030","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}
Dennis G. Brown, S. Julier, Y. Baillot, M. Livingston
{"title":"An event-based data distribution mechanism for collaborative mobile augmented reality and virtual environments","authors":"Dennis G. Brown, S. Julier, Y. Baillot, M. Livingston","doi":"10.1109/VR.2003.1191117","DOIUrl":"https://doi.org/10.1109/VR.2003.1191117","url":null,"abstract":"The full power of mobile augmented and virtual reality systems is realized when these systems are connected to one another to immersive virtual environments, and to remote information servers. Connections are usually made through wireless networks. However, wireless networks cannot guarantee connectivity and their bandwidth can be highly constrained. The authors present a robust event-based data distribution mechanism for mobile augmented reality and virtual environments. It is based on replicated databases, pluggable networking protocols, and communication channels. We demonstrate the mechanism in the Battlefield Augmented Reality System (BARS) situation awareness system, which is composed of several mobile augmented reality systems, immersive and desktop-based virtual reality systems, a 2D map-based multi-modal system, handheld PCs, and other sources of information.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130421449","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}
{"title":"Empirical studies for effective near-field haptics in virtual environments","authors":"R. Lindeman, Y. Yanagida","doi":"10.1109/VR.2003.1191166","DOIUrl":"https://doi.org/10.1109/VR.2003.1191166","url":null,"abstract":"This paper presents results from two experiments into the use of vibrotactile cues for near-field haptics in virtual environments. In one experiment, subjects were tested on their ability to identify the location of a one-second vibrotactile stimulus presented to a single tactor of a 3-by-3 array on their back. We recorded an 84% correct identification rate. In a second experiment, subjects were asked to match the intensity of a vibrotactile stimulus presented at one location with the intensity at another location. We found that subjects could match the intensities to within 7Hz if the reference and adjustable stimuli were presented at the same location, but only to within 18Hz otherwise.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129240960","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}