IEEE Virtual Reality, 2003. Proceedings.最新文献

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Mixed reality: the continuum from virtual to augmented reality 混合现实:从虚拟到增强现实的连续体
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191129
C. A. Wingrave, D. Hix, D. Schmalstieg, B. MacIntyre, D. Bowman, M. Mine
{"title":"Mixed reality: the continuum from virtual to augmented reality","authors":"C. A. Wingrave, D. Hix, D. Schmalstieg, B. MacIntyre, D. Bowman, M. Mine","doi":"10.1109/VR.2003.1191129","DOIUrl":"https://doi.org/10.1109/VR.2003.1191129","url":null,"abstract":"Virtual Reality (VR), Augmented Reality (AR) and other realities along the Mixed Reality(MR) continuum use multi-sensory displays and spatial interaction to enable a number of usefuland novel applications. These virtual worlds are able to train, explore and entertain in addition toaugment the real world with information for our everyday lives. To perform tasks such as traveland other interaction, researchers in these worlds have focused heavily on issues of three-dimensionalinteraction, including interaction techniques, user interface metaphors and inputdevices but always with an outlook centric to their particular position along the MR continuum.This has resulted in interfaces tuned to certain MR instances that are not possible in them allbecause of factors such as the display types, tracking issues or interference and limits from thereal world.This panel brings together diverse researchers across the MR continuum to discuss theirresearch and dissect the similarities and differences of each other's fields. The result is anunderstanding of interfaces across these realities and a merger of developing terminology,techniques and tools for future collaborations.Panel members will give a description of their research followed by a short vision of futureinterface research. Audience questions submitted via index cards are heavily encouraged andexpected to shape the panel discussion and direction.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"28 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":"122771614","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}
引用次数: 1
Virtual-SAP: an immersive tool for visualizing the response of building structures to environmental conditions 虚拟sap:一个沉浸式工具,用于可视化建筑结构对环境条件的反应
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191146
D. Bowman, M. Setareh, M. Pinho, A. Ndiwalana, A. Kalita, Yunha Lee, John F. Lucas, M. Gracey, M. Kothapalli, Qinwei Zhu, A. Datey, P. Tumati
{"title":"Virtual-SAP: an immersive tool for visualizing the response of building structures to environmental conditions","authors":"D. Bowman, M. Setareh, M. Pinho, A. Ndiwalana, A. Kalita, Yunha Lee, John F. Lucas, M. Gracey, M. Kothapalli, Qinwei Zhu, A. Datey, P. Tumati","doi":"10.1109/VR.2003.1191146","DOIUrl":"https://doi.org/10.1109/VR.2003.1191146","url":null,"abstract":"Immersive virtual environments (VEs) offer interactive, real-time visualization capabilities for engineers, architects, and scientists. This paper presents Virtual-SAP, an immersive VE application allowing users to assess building structures and their response to various environmental conditions through an interactive design-build-test-redesign cycle. Virtual-SAP has three distinct user interfaces that support its use with a high-end, multi-tracker VE system, with a low-cost portable VE system, or on the desktop. Two of these interfaces have been proven highly usable in user testing, and the third will be tested soon. Virtual-SAP is being used for both research and education.","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":"130904378","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}
引用次数: 30
Virtual humans for virtual reality and augmented reality 用于虚拟现实和增强现实的虚拟人
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191176
D. Thalmann, N. Magnenat-Thalmann
{"title":"Virtual humans for virtual reality and augmented reality","authors":"D. Thalmann, N. Magnenat-Thalmann","doi":"10.1109/VR.2003.1191176","DOIUrl":"https://doi.org/10.1109/VR.2003.1191176","url":null,"abstract":"The tutorial will explain the techniques for integrating virtual humans into virtual and real environments. It will first present the concept of avatars and autonomous virtual actors and the main techniques to create and animate them (body and face). It will present the concepts of behavioral animation, crowd simulation, intercommunication between virtual humans, and interaction between real humans and autonomous virtual humans. The tutorial will also address the advanced topics of real-time cloth animation with application in fashion design. Finally, the tutorial will present the use of the virtual human technology in virtual heritage, social phobia, training, and health emergency.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"293 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":"115431874","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}
引用次数: 0
High presence remote presentation in the shared immersive virtual world 共享沉浸式虚拟世界中的高存在远程演示
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191168
T. Ogi, T. Yamada, M. Hirose, M. Fujita, K. Kuzuu
{"title":"High presence remote presentation in the shared immersive virtual world","authors":"T. Ogi, T. Yamada, M. Hirose, M. Fujita, K. Kuzuu","doi":"10.1109/VR.2003.1191168","DOIUrl":"https://doi.org/10.1109/VR.2003.1191168","url":null,"abstract":"In this study, a remote presentation system that can be used in the shared immersive virtual world was developed This system consists of several elemental technologies, such as the video avatar, a shared database, shared visualization tools and an i-mode interface, and can be used for both meeting-style and demonstration-style presentations. This system was applied to a presentation of collaborative research in the field of fluid dynamics analysis, and the effectiveness was evaluated.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"40 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":"123090239","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}
引用次数: 3
A new collaborative infrastructure: SCAPE 一种新的协作基础设施:SCAPE
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191136
H. Hua, Leonard D. Brown, Chunyu Gao, N. Ahuja
{"title":"A new collaborative infrastructure: SCAPE","authors":"H. Hua, Leonard D. Brown, Chunyu Gao, N. Ahuja","doi":"10.1109/VR.2003.1191136","DOIUrl":"https://doi.org/10.1109/VR.2003.1191136","url":null,"abstract":"This paper presents a multi-user collaborative infrastructure, SCAPE (an acronym for Stereoscopic Collaboration in Augmented and Projective Environments), which is based on recent advancement in head-mounted projective display (HMPD) technology. The SCAPE mainly consists of a 3'/spl times/5' interactive workbench and a 12'/spl times/12'/spl times/9' room-sized walk-through display environment, multiple head-tracked HMPDs, multi-modality interface devices, and a generic application-programming interface (API) designed to coordinate the components. The infrastructure provides a shared space in which multiple users can simultaneously interact with a 3D synthetic environment from their individual viewpoints. We detail the SCAPE implementation and include an application example that demonstrates major interface and cooperation features.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"22 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":"115254935","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}
引用次数: 42
Commodity clusters for virtual reality 虚拟现实的商品集群
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191187
B. Raffin, M. Zuffo, Hank Kerzmarski, Zhingeng Pan
{"title":"Commodity clusters for virtual reality","authors":"B. Raffin, M. Zuffo, Hank Kerzmarski, Zhingeng Pan","doi":"10.1109/VR.2003.1191187","DOIUrl":"https://doi.org/10.1109/VR.2003.1191187","url":null,"abstract":"Multiprojection Immersive Environments are used in many applications ranging fromscience, engineering and art. Such VR-oriented systems have traditionally been powered byhigh-end graphics workstations or supercomputers, but, recently, clusters of commoditycomputers (such as PCs, Macs, and low cost workstations) have become a practical alternative.The advantages of a commodity cluster include low cost, flexibility, access to technology, andperformance scalability. The workshop will be divided in three parts. An introductory tutorialon VR clustering technologies will cover hardware and software issues and will emphasize freesoftware solutions. The second part will consist of 20-minute presentations on specificcommodity technologies as applied to virtual reality. An open panel discussion will close theworkshop.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"30 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":"125566045","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}
引用次数: 1
Ribbon networks for modeling navigable paths of autonomous agents in virtual urban environments 基于带状网络的虚拟城市环境中自主智能体可导航路径建模
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191124
P. Willemsen, J. Kearney, Hongling Wang
{"title":"Ribbon networks for modeling navigable paths of autonomous agents in virtual urban environments","authors":"P. Willemsen, J. Kearney, Hongling Wang","doi":"10.1109/VR.2003.1191124","DOIUrl":"https://doi.org/10.1109/VR.2003.1191124","url":null,"abstract":"The paper presents a real-time database for modeling complex networks of intersecting roads and walkways in urban virtual environments. The database represents information about the layout of streets and sidewalks, the rules that govern behavior on roads and walkways, and the locations of agents with respect to road and sidewalk structures. This information is used by programs that control the behavior of autonomous vehicles and pedestrians populating the virtual urban environment. Roads and sidewalks are modeled as ribbons in space. The ribbon structure provides a natural coordinate frame for defining the local geometry of navigable surfaces. This geometry is important for way finding and also forms the geometric basis on which spatial relationships among agents are defined. The database includes a powerful run-time interface supported by robust and efficient code for locating objects on the ribbon network, for mapping between Cartesian and ribbon coordinates, and for determining behavioral constraints imposed by the environment.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"45 2 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":"116507116","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}
引用次数: 30
Optical tracking using projective invariant marker pattern properties 利用射影不变标记模式特性的光学跟踪
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191138
R. V. Liere, J. D. Mulder
{"title":"Optical tracking using projective invariant marker pattern properties","authors":"R. V. Liere, J. D. Mulder","doi":"10.1109/VR.2003.1191138","DOIUrl":"https://doi.org/10.1109/VR.2003.1191138","url":null,"abstract":"We describe a novel optical tracker algorithm for the tracking of interaction devices in virtual and augmented reality. The tracker uses invariant properties of marker patterns to efficiently identify and reconstruct the pose of these interaction devices. Since invariant properties are sensitive to noise in the 2D marker positions, an offline training session is used to determine deviations in these properties. These deviations are taken into account when searching for the patterns once the tracker is used.","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":"132475223","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}
引用次数: 60
VR in industry: where it succeeds, fails, and needs improvement VR在工业中的成功、失败和需要改进之处
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191118
Randall C. Smith, G. Dorn, Rob Leslie, Joe Garlington, P. Barham
{"title":"VR in industry: where it succeeds, fails, and needs improvement","authors":"Randall C. Smith, G. Dorn, Rob Leslie, Joe Garlington, P. Barham","doi":"10.1109/VR.2003.1191118","DOIUrl":"https://doi.org/10.1109/VR.2003.1191118","url":null,"abstract":"One way of measuring of the success of a technology is the degree to which it has foundacceptance in \"real world\" companies. These companies will only adopt and continue to use newtechnology if it lets them solve \"real world\" problems more effectively than alternative methodsand techniques. Critical to this success is the way in which the technology is developed andapplied to solve business problems.This panel will highlight four successful applications - manufacturing (GM), entertainment(Disney), prospecting and extraction (Shell, BP), and defense (AIS). In each of these areas, VRhas become an established technology that has been used over a long period of time to addresstheir problems.The panelists will begin by briefly describing the way in which VR is used in theirrespective industries. They will then discuss the advantages and shortcomings of current VRsystems. They will conclude by identifying the critical research advances needed if VR is to findwider application in their industries.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"2 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":"132707117","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}
引用次数: 0
Maintaining usability during 3D placement despite delay 在3D放置过程中保持可用性
IEEE Virtual Reality, 2003. Proceedings. Pub Date : 2003-03-22 DOI: 10.1109/VR.2003.1191131
B. Watson, N. Walker, P. Woytiuk, W. Ribarsky
{"title":"Maintaining usability during 3D placement despite delay","authors":"B. Watson, N. Walker, P. Woytiuk, W. Ribarsky","doi":"10.1109/VR.2003.1191131","DOIUrl":"https://doi.org/10.1109/VR.2003.1191131","url":null,"abstract":"This paper describes an experimental investigation into the relationship of delay to user performance in 3D object placement. In the first experiment, 10 participants performed a placement task as delay and placement difficulty varied. Results were analyzed with statistical analyses of variance. Placement errors and times rose as delay and difficulty increased. An interaction indicated that controlling delay is particularly important when placement is already difficult. In vehicle control tasks, previewing forecasts required input, and is a useful way of compensating for delay. The second experiment examined the relationship of previewing to delay and difficulty in placement. With regard to delay and difficulty, the 15 participants replicated the first experiment's results. Previewing reduced placement times directly, and mitigated the effects of delay and difficulty. A three-way interaction indicated that when previewing is used, more delay can be tolerated even in difficult placement tasks.","PeriodicalId":105245,"journal":{"name":"IEEE Virtual Reality, 2003. Proceedings.","volume":"23 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":"121208059","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}
引用次数: 32
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