{"title":"Representation of force in cutting operation","authors":"K. Hirota, Atsuko Tanaka, T. Kaneko","doi":"10.1109/VR.1999.756929","DOIUrl":"https://doi.org/10.1109/VR.1999.756929","url":null,"abstract":"We propose a method of simulating and representing cutting force in real time. To reduce the computation time, we employed a simplified physical model for the simulation. We define the cutting edge as a finite set of discrete points (i.e., discrete edges). By calculating the force on each discrete edge, we obtain the approximate distribution of force on the edge.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125233356","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. Steed, M. Slater, Amela Sadagic, A. Bullock, J. Tromp
{"title":"Leadership and collaboration in shared virtual environments","authors":"A. Steed, M. Slater, Amela Sadagic, A. Bullock, J. Tromp","doi":"10.1109/VR.1999.756941","DOIUrl":"https://doi.org/10.1109/VR.1999.756941","url":null,"abstract":"We present an experiment that investigates the behaviour of small groups of participants in a wide-area distributed collaborative virtual environment (CVE). This is the third and largest study in a series of experiments that have examined trios of participants carrying out a highly collaborative puzzle-solving task. The results reproducing those of earlier studies suggest a positive relationship between place-presence and co-presence, between co-presence and group accord, with evidence supporting the notion that immersion confers leadership advantage.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128691939","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":"Dynamic image quality measurements of real-time rendering algorithms","authors":"Ping Yuan, Mark W. Green, Rynson W. H. Lau","doi":"10.1109/VR.1999.756935","DOIUrl":"https://doi.org/10.1109/VR.1999.756935","url":null,"abstract":"We present a dynamic measure to capture temporal image distortions, such as popping artifacts, resulting from algorithms performing real-time rendering tasks. Experimental results show that it can form the basis for evaluating and comparing the algorithms' temporal image quality.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"104 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131491987","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 high level architecture","authors":"Richard M. Fujimoto","doi":"10.1109/VR.1999.756926","DOIUrl":"https://doi.org/10.1109/VR.1999.756926","url":null,"abstract":"The High Level Architecture (HLA) provides a framework for building large-scale, distributed virtual worlds. HLA provides a standard approach for designing and implementing shared synthetic environments without restricting the developer to a particular programming language, computer architecture or operating system. It enables the developer to define and utilize any data content or format desired to communicate shared information between distributed simulations. HLA consists of three items: a set of rules for building and executing distributed simulations, an interface specification for the Run-Time Infrastructure (RTI) to provide certain services for data sharing and coordination between these simulations, and a standard Object Model Template (OMT) format for describing the data and interactions to be shared between these simulations. HLA was developed by a combined industry and government team in order to increase reusability and interoperability between heterogeneous simulations with diverse requirements. HIA is being proposed and considered as an industry standard architecture by the Institute of Electrical and Electronics Engineers, Inc. (IEEE) and has already been adopted by the Object Management Group (OMG) as the Facility for Distributed Simulation Systems and the United States Department of Defense (DoD) as a required standard for all DoD simulations. HLA is also being used in other countries and is being considered as a simulation standard internationally by the North Atlantic Treaty Organization (NATO). HLA is an architecture or a framework for building distributed simulations. As such, a virtual world (VW) developer is free to design and execute a particular implementation within the guidelines of the framework. The developer can use HLA with any programming language, any hardware platform, and any operating system running with any type of computer network. If an RTI does not yet exist for a given configuration, one can be written that conforms to the HIA interface specification. HLA, as an architecture, does not require the use of a particular RTI implementation nor does it limit the scope of a virtual world application. The software structure itself has no scalability issues; however limits may exist in a particular RTI implementation. Currlently, the only existing RTI implementation available is from the DoD; however, several US. and foreign companies are developing commercially available RTIs. The requirement for anyone developing an official RTI is that the complete HLA interface specification must be implemented (i.e., you cannot partially implement an official HLA RTI). The current RTI (and other HLA-related) software is available for download from the World Wide Web HLA home page (hla.dmso.mi1). The current DoD RTI (v1.3) implementation provides language bindings for C++, Ada95, Corba and Java and is available to support Solaris, IRE, AM, HP-UX, Windows NT and Linux operating systems. The Simulation Interoperability and Standa","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133429962","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":"A motion-stabilized outdoor augmented reality system","authors":"Ronald T. Azuma, B. Hoff, H. Neely, R. Sarfaty","doi":"10.1109/VR.1999.756959","DOIUrl":"https://doi.org/10.1109/VR.1999.756959","url":null,"abstract":"Almost all previous Augmented Reality (AR) systems work indoors. Outdoor AR systems offer the potential for new application areas. However, building an outdoor AR system is difficult due to portability constraints, the inability to modify the environment, and the greater range of operating conditions. We demonstrate a hybrid tracker that stabilizes an outdoor AR display with respect to user motion, achieving more accurate registration than previously shown in an outdoor AR system. The hybrid tracker combines rate gyros with a compass and tilt orientation sensor in a near real-time system. Sensor distortions and delays required compensation to achieve good results. The measurements from the two sensors are fused together to compensate for each other's limitations. From static locations with moderate head rotation rates, peak registration errors are /spl sim/2 degrees, with typical errors under 1 degree, although errors can become larger over long time periods due to compass drift. Without our stabilization, even small motions make the display nearly unreadable.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"198 6","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121001926","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":"What's Real About Virtual Reality?","authors":"F. Brooks","doi":"10.1109/38.799723","DOIUrl":"https://doi.org/10.1109/38.799723","url":null,"abstract":"The author presents a personal assessment of the state of the art of VR. In 1994, he surveyed the field of VR. His assessment then was that VR almost worked, but that we were not yet there. There were lots of demos and pilot systems, but except for vehicle simulators and entertainment applications, VR was not yet in production use doing real work. This year he was invited to do an up-to-date assessment of VR, with funding to visit major centers in North America and Europe. Every one of the component technologies has made big strides. Moreover, I found that there now exist some VR applications routinely operated for the results they produce.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115176656","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":"A virtual reality system for knee diagnosis and surgery simulation","authors":"Yingzhou Zhu, Jim X. Chen, X. Fu, D. Quammen","doi":"10.1109/VR.1999.756936","DOIUrl":"https://doi.org/10.1109/VR.1999.756936","url":null,"abstract":"This paper describes the design and development of a VR system that can assist orthopedic diagnosis and surgery. A realistic 3D knee surface model, integrated with motion analysis, is used to visualize the geometrical and biomechanical characteristics of human knee joint. The system can be used to perform pre-operative surgery simulation and evaluation in a VR environment.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"76 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122633468","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":"Mind over virtual matter: using virtual environments for neurofeedback training","authors":"J. Allanson, J. Mariani","doi":"10.1109/VR.1999.756961","DOIUrl":"https://doi.org/10.1109/VR.1999.756961","url":null,"abstract":"This paper describes on-going research at Lancaster University to develop a brain-computer interface (BCI) with which to conduct neurofeedback training. We have built a system that translates EEG signals detected from the scalp of a subject into movement and interaction within a VRML world. The training protocol parameters can be set prior to a session commencing. These correspond to signal thresholds within which a subject will be rewarded for maintaining his or her EEG component signal amplitude for a predetermined period. The training environments are constructed from a set of VRML components. Interactivity parameters, in terms of VRML object appearance and behaviour corresponding to changes in the EEG signal, can be chosen to suit the requirements of the session.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"119 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123028011","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":"Cloning and aging in a VR family","authors":"Won-Sook Lee, Yin Wu, N. Magnenat-Thalmann","doi":"10.1109/VR.1999.756924","DOIUrl":"https://doi.org/10.1109/VR.1999.756924","url":null,"abstract":"Face cloning and animation considering wrinkle formation and aging are an aspiring goal and a challenging task. This paper describes a cloning method and an aging simulation in a family. We reconstruct a father, mother, son and daughter of one family and mix their shapes and textures in 3D to get virtual persons with some variation. The idea of reconstruction of a head is to detect features from two orthogonal pictures, modify a generic model with an animation structure and use an automatic texture mapping method. It is followed by a simple method to do 3D-shape interpolation and 2D morphing based on triangulation for experiments of mixing 3D heads between family members. Finally, wrinkles within facial animation and aging are generated based on detected feature points. Experiments are made to generate aging wrinkles on the faces of the son and the daughter.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130173731","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":"ALCOVE: design and implementation of an object-centric virtual environment","authors":"M. Meyer, Alan H. Barr","doi":"10.1109/VR.1999.756922","DOIUrl":"https://doi.org/10.1109/VR.1999.756922","url":null,"abstract":"We present a new interaction metaphor for object-centric tasks in the form of a prototype VR system, ALCOVE. Through analytic calculations, we quantitatively demonstrate the benefits of restructuring the interaction volume offered by current systems. Our metrics show that many applications' interaction volume increases by 1.5 to 2.6 times when using the ALCOVE system. We also offer an informal user task analysis and evaluations of previous VR systems that qualitatively support this improved interaction volume as well as demonstrate the need for a shift from room and desk-sized systems to desktop units. We present some testbed applications which benefit from this object-centric design and discuss some of the advantages and shortcomings of our system.","PeriodicalId":175913,"journal":{"name":"Proceedings IEEE Virtual Reality (Cat. No. 99CB36316)","volume":"262 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1999-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130886286","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}