Charles Welton Ferreira Barbosa, C. Vidal, J. B. C. Neto
{"title":"A Comparative Analysis of Fluid Simulation Methods Based on SPH","authors":"Charles Welton Ferreira Barbosa, C. Vidal, J. B. C. Neto","doi":"10.1109/SVR.2013.48","DOIUrl":"https://doi.org/10.1109/SVR.2013.48","url":null,"abstract":"Fluid simulations have been used extensively as a way to add details to scenes in videogames and films, since manually creating the fluid's movement can be very costly. SPH is a method that uses particle systems and is commonly used for fluid simulations for its easy description and implementation. This work presents methods used for the simulation of a fluid, and how this fluid can interact with solids on the scene. These methods are then compared, showing the deficiencies they have.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128800397","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":"Deviceless Gestural Interaction for Public Displays","authors":"Thiago Motta, L. Nedel","doi":"10.1109/SVR.2013.37","DOIUrl":"https://doi.org/10.1109/SVR.2013.37","url":null,"abstract":"This paper introduces a gestures based interaction method to interact with public displays that avoids the use of any device attached to the user. To accomplish interactive tasks, the user just need to position himself in front of the display and interact with the information presented on the screen using his hands. Supported gestures provide navigation, selection and manipulation of objects, as well as panning and zooming at the screen. In order to evaluate how robust the system is in a real public scenario, some criteria that could interfere on the interactive task are evaluated, as the amount of brightness in the environment, and the presence of other persons in the same interaction place. Given the results of the performed tasks, it is possible to conclude that the system, although not behaving correctly in all situations, has potential use if its difficulties are circumvented, most of which come from the inherent limitations of the Kinect, the device used.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121859226","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}
Guilherme Noronha, Guilherme Batista, Luciano P. Soares
{"title":"Crowd Simulation with Augmented Reality","authors":"Guilherme Noronha, Guilherme Batista, Luciano P. Soares","doi":"10.1109/SVR.2013.50","DOIUrl":"https://doi.org/10.1109/SVR.2013.50","url":null,"abstract":"In situations where crowds are expected, such as big sport events, musical events, among others, the unpredictability of incidents is always present. In order to prevent accidents and tragedies, understanding how crowds behave is crucial. This research project has developed an augmented reality system with agents to simulate crowds in real locations using artificial intelligence, thereby providing a way for scientific study of the behavior of crowds, thus leading to better plan the organization of such events, avoiding critical situations.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125761365","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}
R. Roberto, D. Freitas, Francisco Simões, V. Teichrieb
{"title":"A Dynamic Blocks Platform Based on Projective Augmented Reality and Tangible Interfaces for Educational Activities","authors":"R. Roberto, D. Freitas, Francisco Simões, V. Teichrieb","doi":"10.1109/SVR.2013.11","DOIUrl":"https://doi.org/10.1109/SVR.2013.11","url":null,"abstract":"This paper describes a dynamic blocks platform, called ARBlocks, which is based on projective augmented reality and tangible user interfaces aiming early childhood educational activities development. This tool was conceived specifically for children, applying design techniques to determinate the best shape, material and typography for young students. The content is displayed by projectors, which exhibit the required information only on the blocks surface using an automatic projector calibration technique. The blocks are tracked through a frame marker using the moving edges approach with multiple hypotheses to improve robustness. ARBlocks was evaluated from three different perspectives: computational, educational and user experience. Technical results show that the platform achieves a real time frame rate and an accurate projector calibration, as well as precisely display information over the blocks. Additionally, in the educational evaluation the teachers interviewed asserted that the ARBlocks have a great potential and can be a very useful tool to be used in classrooms. Regarding the user experience, both teachers and children were excited in use this system continuously.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124039308","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}
Erasmo A. Silva, J. B. C. Neto, C. Vidal, T. B. Dutra
{"title":"A Dynamic Representation-Switch Method for Hybrid Crowd Rendering Systems","authors":"Erasmo A. Silva, J. B. C. Neto, C. Vidal, T. B. Dutra","doi":"10.1109/SVR.2013.41","DOIUrl":"https://doi.org/10.1109/SVR.2013.41","url":null,"abstract":"Environments populated with crowds are employed in various applications, such as games, simulators and editors. Many of these environments require not only a realistic and detailed rendering, but it must run smoothly in real-time. This task easily exhausts the system's resources, even considering the current state-of-the-art hardware. Therefore, crowd rendering in real-time remains a challenge in computer graphics. Approaches exploiting levels of detail, visibility culling and image-based rendering are presented in the literature to facilitate this task. The first two increase the efficiency of rendering, but sometimes are not enough to keep an interactive frame rate. Some researches on this subject focus on image-based rendering techniques, specifically with the use of impostors. In this work it is proposed a method that balances the computational demand of rendering job by varying the threshold's distance of the representation switch between full geometry (mesh) and image-based (impostors) models in accordance with the available resources.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126620211","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}
Jorge Eduardo Falcao Lindoso, L. Figueiredo, V. Teichrieb, R. Roberto, Ronaldo Ferreira dos Anjos Filho
{"title":"Integrated Pipeline for Natural Interaction with Photorealistic Rendering","authors":"Jorge Eduardo Falcao Lindoso, L. Figueiredo, V. Teichrieb, R. Roberto, Ronaldo Ferreira dos Anjos Filho","doi":"10.1109/SVR.2013.39","DOIUrl":"https://doi.org/10.1109/SVR.2013.39","url":null,"abstract":"This work presents an interface for virtual objects manipulation through hand gestures. The main purpose is to provide a faithful metaphor of reality by merging the concepts of augmented reality, photo realistic rendering and natural interaction. In order to accomplish this goal, both RGB and depth image from Kinect are considered for rendering and hand tracking. As a case study, an interactive application for manipulating and building compound objects structures through simple objects was implemented and tested, validating the proposed gestures as well as the interface presentation.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134175500","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 Ghosting Technique Applied to Augmented Reality Visualization","authors":"Arthur Padilha, Cledja Rolim, V. Teichrieb","doi":"10.1109/SVR.2013.36","DOIUrl":"https://doi.org/10.1109/SVR.2013.36","url":null,"abstract":"Functional realism focuses on delivering to the user the best visual information from the target scene. The virtual scenes/objects do not need to behave or look like the real ones, but they need to help users in tasks execution. In this sense, this paper focuses on functional realism applied to Augmented Reality scenes. The technique presented here applies a visualization technique called Ghosting to generate an importance map from the real scene in order to blend in the virtual objects in a more adequate way. A careless augmentation can prejudice the user Augmented Reality based experience. The importance map is built from a saliency map, edge detection, super pixel representation and texture analysis. We present results in outdoor and indoor environments in order to prove the technique effectiveness.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"354 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115926637","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 Small-Scale and Flexible Platform for Multi-projector Systems Development","authors":"F. Ferreira, C. Kurashima, M. Cabral, M. Zuffo","doi":"10.1109/SVR.2013.17","DOIUrl":"https://doi.org/10.1109/SVR.2013.17","url":null,"abstract":"Multi-projector systems for VR applications require complex infrastructure composed of several projectors and computers. Management of this complex structure is a challenge and requires expert personnel to keep it operational. In this paper we propose a flexible, mobile, off-the-shelf computing platform, targeted at the development of multi-projector displays algorithms. The goal is to achieve a fast development and debugging environment with low cost and system flexibility. Our approach consists of using pico projectors, that uses DLP technology for high efficiency projection, so that they are assembled in a much smaller size than off-the-shelf multimedia projectors. A grid array of several pico-projectors can be arranged within a small compact structure. Our small-scale platform includes only a laptop computer and an array of projectors, such that it may be easily transported to and mounted anywhere. When comparing to a full-scale multi- projector environment, this platform has several advantages, from a developer's point of view, such as speedup testing and analysis of applications because of faster overall feedback to compile, run and make visual analysis. We have achieved not only a low cost development environment but also a flexible system, which features faster debugging and small setup time. In our experiments, we have successfully used this platform to develop and validate a geometric and color calibration library for our multi-projector systems called Fast Fusion.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116681114","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 Robust Real-Time Face Tracking Using Head Pose Estimation for a Markerless AR System","authors":"Márcio C. F. Macedo, A. Apolinario, A. Souza","doi":"10.1109/SVR.2013.12","DOIUrl":"https://doi.org/10.1109/SVR.2013.12","url":null,"abstract":"In this paper we present an extension to the Kinect- Fusion algorithm that allows a robust real-time face tracking. This is achieved altering the original algorithm such that when the tracking algorithm fails, it uses a head pose estimation to give an initial guess to the Iterative Closest Point (ICP) algorithm. We show that this approach can handle more face pose changes and variations than the original KinectFusion's tracking.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123548556","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}
L. Berretta, Fabrízzio Soares, D. Ferreira, Hugo A. D. Nascimento, Alexandre Cardoso, E. Lamounier
{"title":"Virtual Environment Manipulated by Recognition of Poses Using Kinect: A Study to Help Blind Locomotion in Unfamiliar Surroundings","authors":"L. Berretta, Fabrízzio Soares, D. Ferreira, Hugo A. D. Nascimento, Alexandre Cardoso, E. Lamounier","doi":"10.1109/SVR.2013.55","DOIUrl":"https://doi.org/10.1109/SVR.2013.55","url":null,"abstract":"This paper proposes a method to aid blind persons in skill development to walk in unfamiliar environments. The method aims to use the human ability in construct of spatial cognitive maps. Thus, we developed a system that uses the Virtual Reality and Kinect®. Two-dimensional and three-dimensional virtual environments modeling are allowed. It is possible to reproduce real environments such as schools, universities and other places of interest. The interaction with the virtual environment works with pose recognition. Recognized poses are interpreted as an action such as left and right turn or walk. Experiments were carried out to verify the pose recognition algorithms and to identify the optimal parameters. The results were satisfactory and demonstrated that the proposed method can be quite promising. Thus, it can be indicated as an aid to skill development of locomotion in real environments.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132608926","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}