{"title":"MIRAGE: A Touch Screen based Mixed Reality Interface for Space Planning Applications","authors":"Gun A. Lee, Hyun Kang, Wookho Son","doi":"10.1109/VR.2008.4480797","DOIUrl":"https://doi.org/10.1109/VR.2008.4480797","url":null,"abstract":"Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier and efficient methods to accommodate physical objects into virtual space under plan, we suggest applying mixed reality (MR) interface. Our MR system consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126004808","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}
J. Quarles, S. Lampotang, I. Fischler, P. Fishwick, Benjamin C. Lok
{"title":"A Mixed Reality Approach for Merging Abstract and Concrete Knowledge","authors":"J. Quarles, S. Lampotang, I. Fischler, P. Fishwick, Benjamin C. Lok","doi":"10.1109/VR.2008.4480746","DOIUrl":"https://doi.org/10.1109/VR.2008.4480746","url":null,"abstract":"Mixed reality's (MR) ability to merge real and virtual spaces is applied to merging different knowledge types, such as abstract and concrete knowledge. To evaluate whether the merging of knowledge types can benefit learning, MR was applied to an interesting problem in anesthesia machine education. The virtual anesthesia machine (VAM) is an interactive, abstract 2D transparent reality simulation of the internal components and invisible gas flows of an anesthesia machine. It is widely used in anesthesia education. However when presented with an anesthesia machine, some students have difficulty transferring abstract VAM knowledge to the concrete real device. This paper presents the augmented anesthesia machine (AAM). The AAM applies a magic-lens approach to combine the VAM simulation and a real anesthesia machine. The AAM allows students to interact with the real anesthesia machine while visualizing how these interactions affect the internal components and invisible gas flows in the real world context. To evaluate the AAM's learning benefits, a user study was conducted. Twenty participants were divided into either the VAM (abstract only) or AAM (concrete+abstract) conditions. The results of the study show that MR can help users bridge their abstract and concrete knowledge, thereby improving their knowledge transfer into real world domains.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125316769","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":"Integrating Gyroscopes into Ubiquitous Tracking Environments","authors":"D. Pustka, Manuel J. Huber, G. Klinker","doi":"10.1109/VR.2008.4480802","DOIUrl":"https://doi.org/10.1109/VR.2008.4480802","url":null,"abstract":"It is widely recognized that inertial sensors, in particular gyroscopes, can improve the latency and accuracy of orientation tracking by fusing the inertial measurements with data from other sensors. In our previous work, we introduced the concepts of spatial relationship graphs and spatial relationship patterns to formally model multi-sensor tracking setups and derive valid applications of well-known algorithms in order to infer new spatial relationships for tracking and calibration. In this work, we extend our approach by providing additional spatial relationship patterns that transform incremental rotations and add gyroscope alignment and fusion. The usefulness of the resulting tracking configurations is evaluated in two different scenarios with both inside-out and outside-in tracking.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130472817","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}
Sébastien Hillaire, A. Lécuyer, R. Cozot, Géry Casiez
{"title":"Using an Eye-Tracking System to Improve Camera Motions and Depth-of-Field Blur Effects in Virtual Environments","authors":"Sébastien Hillaire, A. Lécuyer, R. Cozot, Géry Casiez","doi":"10.1109/VR.2008.4480749","DOIUrl":"https://doi.org/10.1109/VR.2008.4480749","url":null,"abstract":"This paper describes the use of user's focus point to improve some visual effects in virtual environments (VE). First, we describe how to retrieve user's focus point in the 3D VE using an eye-tracking system. Then, we propose the adaptation of two rendering techniques which aim at improving users' sensations during first-person navigation in VE using his/her focus point: (1) a camera motion which simulates eyes movement when walking, i.e., corresponding to vestibulo-ocular and vestibulocollic reflexes when the eyes compensate body and head movements in order to maintain gaze on a specific target, and (2) a depth-of-field (DoF) blur effect which simulates the fact that humans perceive sharp objects only within some range of distances around the focal distance. Second, we describe the results of an experiment conducted to study users' subjective preferences concerning these visual effects during first-person navigation in VE. It showed that participants globally preferred the use of these effects when they are dynamically adapted to the focus point in the VE. Taken together, our results suggest that the use of visual effects exploiting users' focus point could be used in several VR applications involving first- person navigation such as the visit of architectural site, training simulations, video games, etc.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134049314","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-Centered Multimodal Interaction Graph for Design Reviews","authors":"M. Witzel, G. Conti, R. Amicis","doi":"10.1109/VR.2008.4480810","DOIUrl":"https://doi.org/10.1109/VR.2008.4480810","url":null,"abstract":"This work presents a novel approach to author multimodal interaction dialogue of a VR system according to each users specific preferences. We will show how modalities can be bound together via a bidirectional graph in an authoring tool to allow the specification of application-specific domain commands without hardwiring them to the application. As a result we provide a persistent definition of the used modalities outside the application. This is done through the adoption of a so-called \";interaction graph\"; whose nodes and edges represent the dialogue of the user with the system. The application then identifies interaction patterns by matching the path within the graph that represents the actions the user wants to perform within the application.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115409477","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":"3D Virtual Haptic Cone for Intuitive Vehicle Motion Control","authors":"B. Horan, Z. Najdovski, S. Nahavandi, E. Tunstel","doi":"10.1109/3DUI.2008.4476594","DOIUrl":"https://doi.org/10.1109/3DUI.2008.4476594","url":null,"abstract":"Haptic technology provides the ability for a system to recreate the sense of touch to a human operator, and as such offers wide reaching advantages. The ability to interact with the human's tactual modality introduces haptic human-machine interaction to replace or augment existing mediums such as visual and audible information. A distinct advantage of haptic human-machine interaction is the intrinsic bilateral nature, where information can be communicated in both directions simultaneously. This paper investigates the bilateral nature of the haptic interface in controlling the motion of a remote (or virtual) vehicle and presents the ability to provide an additional dimension of haptic information to the user over existing approaches (Park et al., 2006; Lee et al., 2002; and Horan et al., 2007). The 3D virtual haptic cone offers the ability to not only provide the user with relevant haptic augmentation pertaining to the task at hand, as do existing approaches, however, to also simultaneously provide an intuitive indication of the current velocities being commanded.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115607256","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}
Charalambos (Charis) Poullis, Suya You, U. Neumann
{"title":"Rapid Creation of Large-scale Photorealistic Virtual Environments","authors":"Charalambos (Charis) Poullis, Suya You, U. Neumann","doi":"10.1109/VR.2008.4480767","DOIUrl":"https://doi.org/10.1109/VR.2008.4480767","url":null,"abstract":"The rapid and efficient creation of virtual environments has become a crucial part of virtual reality applications. In particular, civil and defense applications often require and employ detailed models of operations areas for training, simulations of different scenarios, planning for natural or man-made events, monitoring, surveillance, games and films. A realistic representation of the large-scale environments is therefore imperative for the success of such applications since it increases the immersive experience of its users and helps reduce the difference between physical and virtual reality. However, the task of creating such large-scale virtual environments still remains a time-consuming and manual work. In this work we propose a novel method for the rapid reconstruction of photorealistic large-scale virtual environments. First, a novel parameterized geometric primitive is presented for the automatic building detection, identification and reconstruction of building structures. In addition, buildings with complex roofs containing non-linear surfaces are reconstructed interactively using a nonlinear primitive. Secondly, we present a rendering pipeline for the composition of photorealistic textures which unlike existing techniques it can recover missing or occluded texture information by integrating multiple information captured from different optical sensors (ground, aerial and satellite).","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131062893","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":"Envisor: Online Environment Map Construction for Mixed Reality","authors":"S. DiVerdi, Jason Wither, Tobias Höllerer","doi":"10.1109/VR.2008.4480745","DOIUrl":"https://doi.org/10.1109/VR.2008.4480745","url":null,"abstract":"One of the main goals of anywhere augmentation is the development of automatic algorithms for scene acquisition in augmented reality systems. In this paper, we present Envisor, a system for online construction of environment maps in new locations. To accomplish this, Envisor uses vision-based frame to frame and landmark orientation tracking for long-term, drift-free registration. For additional robustness, a gyroscope/compass orientation unit can optionally be used for hybrid tracking. The tracked video is then projected into a cubemap frame by frame. Feedback is presented to the user to help avoid gaps in the cubemap, while any remaining gaps are filled by texture diffusion. The resulting environment map can be used for a variety of applications, including shading of virtual geometry and remote presence.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131078165","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":"Spatial Electronic Mnemonics for Augmentation of Human Memory","authors":"Y. Ikei, Hirofumi Ota","doi":"10.1109/VR.2008.4480777","DOIUrl":"https://doi.org/10.1109/VR.2008.4480777","url":null,"abstract":"In this paper we propose a novel approach to augmenting human memory based on spatial and graphic information using wearable and smartphone devices. Mnemonics is a technique for memorizing a number of unstructured items that has been known for more than two millennia and was used in ancient Greece. Although its utility is remarkable, acquiring the skill to take advantage of mnemonics is generally difficult. In this study we propose a new method of increasing the effectiveness of classic mnemonics by facilitating the process of memorizing and applying mnemonics. The spatial electronic mnemonics (SROM) proposed here is partly based on an ancient technique that utilizes locations and images that reflect the characteristics of human memory. We first present the design of the SROM as a working hypothesis that augments traditional mnemonics using a portable computer. Then an augmented virtual memory peg (vMPeg) that incorporates a graphic numeral and a photograph of a location is introduced as a first implementation for generating a vMPeg. In an experiment, subjects exhibited remarkable retention of the vMPegs over a long interval. The second phase of placing items to remember on a generated vMPeg was also examined in a preliminary experiment, which also indicated good subject performance. In addition to evaluating the SROM by anylysing the scores for correct recall, a subjective evaluation was performed to investigate the nature of the SROM.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122120282","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":"Hybrid Feature Tracking and User Interaction for Markerless Augmented Reality","authors":"Taehee Lee, Tobias Höllerer","doi":"10.1109/VR.2008.4480766","DOIUrl":"https://doi.org/10.1109/VR.2008.4480766","url":null,"abstract":"We describe a novel markerless camera tracking approach and user interaction methodology for augmented reality (AR) on unprepared tabletop environments. We propose a real-time system architecture that combines two types of feature tracking methods. Distinctive image features of the scene are detected and tracked frame- to-frame by computing optical flow. In order to achieve real-time performance, multiple operations are processed in a multi-threaded manner for capturing a video frame, tracking features using optical flow, detecting distinctive invariant features, and rendering an output frame. We also introduce a user interaction for establishing a global coordinate system and for locating virtual objects in the AR environment. A user's bare hand is used for the user interface by estimating a camera pose relative to the user's outstretched hand. We evaluate the speed and accuracy of our hybrid feature tracking approach, and demonstrate a proof-of-concept application for enabling AR in unprepared tabletop environments using hands for interaction.","PeriodicalId":173744,"journal":{"name":"2008 IEEE Virtual Reality Conference","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2008-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124010279","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}