{"title":"Multi-sensor data fusion for hand tracking using Kinect and Leap Motion","authors":"B. Penelle, O. Debeir","doi":"10.1145/2617841.2620710","DOIUrl":"https://doi.org/10.1145/2617841.2620710","url":null,"abstract":"Often presented as competing products on the market of low cost 3D sensors, the Kinect™ and the Leap Motion™ (LM) can actually be complementary in some scenario. We promote, in this paper, the fusion of data acquired by both LM and Kinect sensors to improve hand tracking performances. The sensor fusion is applied to an existing augmented reality system targeting the treatment of phantom limb pain (PLP) in upper limb amputees. With the Kinect we acquire 3D images of the patient in real-time. These images are post-processed to apply a mirror effect along the sagittal plane of the body, before being displayed back to the patient in 3D, giving him the illusion that he has two arms. The patient uses the virtual reconstructed arm to perform given tasks involving interactions with virtual objects. Thanks to the plasticity of the brain, the restored visual feedback of the missing arm allows, in some cases, to reduce the pain intensity. The Leap Motion brings to the system the ability to perform accurate motion tracking of the hand, including the fingers. By registering the position and orientation of the LM in the frame of reference of the Kinect, we make our system able to accurately detect interactions of the hand and the fingers with virtual objects, which will greatly improve the user experience. We also show that the sensor fusion nicely extends the tracking domain by supplying finger positions even when the Kinect sensor fails to acquire the depth values for the hand.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126051887","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}
E. Gressier-Soudan, Isabelle Astic, S. Natkin, J. Murray, Minyoung Kim, C. Talcott, P. Gautier
{"title":"SeCG: Serendipity enabled cyber games project","authors":"E. Gressier-Soudan, Isabelle Astic, S. Natkin, J. Murray, Minyoung Kim, C. Talcott, P. Gautier","doi":"10.1145/2617841.2620699","DOIUrl":"https://doi.org/10.1145/2617841.2620699","url":null,"abstract":"In this paper, we describe important elements and key features of the next generation Alternate Reality Environments/Alternate Reality Games (AREs/ARGs). The aim of the project is to provide a framework able to help to solve research problems through cyber-games.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125333749","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":"Technologie animiste et robotique: Nymphaea Alba Ballet","authors":"P. Weber, J. Delsaux, Owen Appadoo","doi":"10.1145/2617841.2620706","DOIUrl":"https://doi.org/10.1145/2617841.2620706","url":null,"abstract":"Dans cet article, nous décrivons un projet artistique en cours d'élaboration. Ce projet met en oeuvre des technologies de simulation, de robotique, de perception artificielle, ainsi que d'échange de données par le réseau et les liaisons satellite. La partie mécanique et automatique s'étend à la definition de matériaux \"intelligents\". Il met l'accent sur les relations entre Art, Science et Technologies, dans le cours de l'élaboration d'un programme complexe, compare les méthodologies, insiste sur la transdisciplinarité: robotique, arts, performance, ergonomie, automatisme, systèmes multiagents autonomes. Le projet vise une application à l'échelle de la planette, mettant en réseau 8 entités de par le monde susceptibles d'accueillir simultanément 2 à 3 personnes dans le cadre de performances. La première phase d'étude des interactions est réalisée, les suivantes sont en cours avec le soutien des équipes de l'Institut Pascal (Clermont-Ferrand). Initié par le duo d'artistes Hantu, le projet Nymphaea Alba Ballet se situe au confluent des arts, de la technologie, des sciences cognitives et de la physique.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116199583","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":"Sharing 3D object with multiple clients via networks using vision-based 3D object tracking","authors":"Y. Shinozuka, H. Saito","doi":"10.1145/2617841.2620723","DOIUrl":"https://doi.org/10.1145/2617841.2620723","url":null,"abstract":"This paper proposes a new system for 3D object sharing with multiple clients using networks. Our system aims to support group communication across devices over the same 3D object and puts the annotations with augmented reality automatically. In order to keep putting the annotations during the interaction, we apply the vision-based 3D object tracking algorithm which estimates 3D position and pose of the object just by capturing the object with a single RGB camera. By employing the tracking algorithm robust to viewpoint changes and occlusion, we develop the 3D object sharing system with a desktop as a server and a laptop and a smart phone as clients. We conducted the experiments to show the tracking algorithm is tolerant of interaction and can be applied to various objects with texture.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126329399","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. Cavazza, Fred Charles, Stephen W. Gilroy, J. Porteous, Gabor Aranyi, G. Raz, Nimrod Jakob Keynan, Avihay Cohen, Gilan Jackont, Y. Jacob, E. Soreq, Ilana Klovatch, T. Hendler
{"title":"Integrating virtual agents in BCI neurofeedback systems","authors":"M. Cavazza, Fred Charles, Stephen W. Gilroy, J. Porteous, Gabor Aranyi, G. Raz, Nimrod Jakob Keynan, Avihay Cohen, Gilan Jackont, Y. Jacob, E. Soreq, Ilana Klovatch, T. Hendler","doi":"10.1145/2617841.2620713","DOIUrl":"https://doi.org/10.1145/2617841.2620713","url":null,"abstract":"The recent development of Brain-Computer Interfaces (BCI) to Virtual World has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback systems, which constitute an important paradigm for BCI. We discuss the potential impact of virtual agents on some important determinants of neurofeedback in the context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented neurofeedback prototypes featuring virtual agents: the first is an interactive narrative in which the user empathises with the character through neurofeedback; the second recreates a natural environment in which crowd behaviour becomes a metaphor for arousal and the user engages in emotional regulation.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134376198","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":"Virtual reality applications in forensic psychiatry","authors":"M. Benbouriche, K. Nolet, D. Trottier, P. Renaud","doi":"10.1145/2617841.2620692","DOIUrl":"https://doi.org/10.1145/2617841.2620692","url":null,"abstract":"Violent offending behaviours remain an important issue in particular when associated with mental illness. To prevent recidivism and protect society, investments are required to develop new tools that would provide decision makers with a better understanding of violent behaviours and ultimately improve treatment options for violent offenders. Recently, Virtual Reality (VR) is gaining recognition as promising tool in forensic psychiatry. Amongst other things, VR allows a renewal from both methodological and theoretical points of view. The aim of this paper is to introduce VR applications in the context of forensic psychiatry. After a brief introduction to the purpose of forensic psychiatry, examples will be given in order to illustrate how VR can help address some of the field's current issues.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125053825","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}
Jean-Baptiste Barreau, R. Gaugne, Y. Bernard, Gaétan Le Cloirec, V. Gouranton
{"title":"Virtual reality tools for the west digital conservatory of archaeological heritage","authors":"Jean-Baptiste Barreau, R. Gaugne, Y. Bernard, Gaétan Le Cloirec, V. Gouranton","doi":"10.1145/2617841.2617845","DOIUrl":"https://doi.org/10.1145/2617841.2617845","url":null,"abstract":"In the continuation of the 3D data production work made by the WDCAH, the use of virtual reality tools allows archaeologists to carry out analysis and understanding research about their sites. In this paper, we focus on the virtual reality services proposed to archaeologists in the WDCAH, through the example of two archaeological sites, the Temple de Mars in Corseul and the Cairn of Carn Island.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129806702","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":"Digital creation: a state of the arts","authors":"Pierre Berger","doi":"10.1145/2617841.2620704","DOIUrl":"https://doi.org/10.1145/2617841.2620704","url":null,"abstract":"Using a list of some 2 000 artists, the available data in print and online documentation included in or linked to our website diccan.com, we attempt here to review the whole gamut of digital arts, as they are at the beginning of 2014, from Literature to Transmedia. In spite of the blurred boundaries of the field, some patterns emerge. They can help us to appreciate -- and enjoy- each work, each artist, each form of art, as well as the general trend: all arts tend to be digital and to merge into transdiscipinarity and transmedia. But artists' talent as well as spectators' attitudes differ. This preserves diversity in art.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130969371","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":"FamiLinkTV: expanding the social value of the living room with multiplex imaging technology","authors":"Hisataka Suzuki, Yannick Littfass, Rex Hsieh, Hiroki Taguchi, Wataru Fujimura, Yukua Koide, Akihiko Shirai","doi":"10.1145/2617841.2620727","DOIUrl":"https://doi.org/10.1145/2617841.2620727","url":null,"abstract":"In this paper, we will be introducing a technological solution enabling the use of multiplex imaging technique on the living room television screen. FamiLinkTV allows all the family members to enjoy an experience that goes far beyond the simple screen sharing together: instead of having different family members watching their own contents in their own rooms, or on separate time slots, FamiLinkTV aims to get people to sit on the same couch at the same time. The sharing of physical space will allow family bonding to take place by acting as a catalyst for social interaction. In order to involve more developers and artists in the search for innovative interaction-enhancing content, we opened the field for content creators by proposing a Unity3D plug-in that enables multiplex imaging on 3D flat panels. Current development allows contents such as games, movies and camera feeds to be displayed on the screen, and be seen independently in real-time, either on the naked eye (main content) or through cheap polarizing glasses (hidden content). The implementation of image hiding is likely to have a great impact on the current multiplex technologies.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121631003","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}
Benjamin Poussard, G. Loup, O. Christmann, Remy Eynard, M. Pallot, S. Richir, Franck Hernoux, E. Loup-Escande
{"title":"Investigating the main characteristics of 3D real time tele-immersive environments through the example of a computer augmented golf platform","authors":"Benjamin Poussard, G. Loup, O. Christmann, Remy Eynard, M. Pallot, S. Richir, Franck Hernoux, E. Loup-Escande","doi":"10.1145/2617841.2620720","DOIUrl":"https://doi.org/10.1145/2617841.2620720","url":null,"abstract":"This paper aims to identify and define the characteristics of 3D Real Time Tele-Immersive Environments (RT-TIE), which is central to the 3D-LIVE European Research Project. A RT-TIE allows a \"twilight space\" which is a space where users can be physically and virtually present. The main characteristics of these kinds of environments are: the use of real time interactions and immersive technologies, high costs (in most of the cases), a design process oriented on end-users and a disruptive user experience. Finally, a list of guidelines based on literature is suggested for the design of an augmented golf platform that is implemented in the context of the 3D-LIVE project.","PeriodicalId":128331,"journal":{"name":"Proceedings of the 2014 Virtual Reality International Conference","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-04-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132830381","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}