{"title":"SOM-based hand gesture recognition for virtual interactions","authors":"Shuai Jin, Yi Li, Guangming Lu, Jian-xun Luo, Weidong Chen, Xiaoxiang Zheng","doi":"10.1109/ISVRI.2011.5759659","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759659","url":null,"abstract":"In nowadays, hand gestures can be used as a more natural and convenient way for human computer interaction. The direct interface of hand gestures provides us a new way for communicating with the virtual environment. In this paper, we propose a new hand gesture recognition method using self-organizing map (SOM) with datagloves. The SOM method is a type of machine learning algorithm. It deals with the raw data sampled from datagloves as input vectors, and builds a mapping between these uncalibrated data and gesture commands. The results show the average recognition rate and time efficiency when using SOM for dataglove-based hand gesture recognition. A series of tasks in virtual house illustrate the performance of our interaction method based on hand gesture recognition.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130550214","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":"AR-Ghost Hunter: An augmented reality gun application","authors":"Dongdong Weng, Xin Liu, Yongtian Wang, Yue Liu","doi":"10.1109/ISVRI.2011.5759617","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759617","url":null,"abstract":"This paper presents an augmented reality gun application named AR-Ghost Hunter. AR-Ghost Hunter is an extension of the traditional first person game which adopts an innovative infrared marker system and portable computer to form a complete mobile AR system. In this system, players are able to fight with virtual ghost through special gun like devices in real environment. The basic issue of the system such as infrared marker indentify, pose estimation, and user's devices are discussed.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131733904","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":"Synthesis of footstep sounds of crowd from single step sound based on cognitive property of footstep sounds","authors":"T. Kayahara, Hiroki Abe","doi":"10.1109/ISVRI.2011.5759644","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759644","url":null,"abstract":"The crowd sound effect (“Gaya” in Japanese technical word) plays important role to create and perceive the atmosphere of the crowded scene of a movie, but the technique for authoring “Gaya” sound has not been scientifically described so far.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133454665","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}
Huagen Wan, Song Zou, Zilong Dong, Hai Lin, H. Bao
{"title":"MRStudio: A mixed reality display system for aircraft cockpit","authors":"Huagen Wan, Song Zou, Zilong Dong, Hai Lin, H. Bao","doi":"10.1109/ISVRI.2011.5759615","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759615","url":null,"abstract":"Mixed reality techniques are boosting for aviation progress. In this paper, we present MRStudio, a mixed reality display system for aircraft cockpit. The system architecture is given, with special attention paid upon such technical issues as three-dimensional map construction for aircraft cockpit, computer vision based 6-DOF head tracking, virtual aircraft cockpit panel construction and registration, and mixed reality display for aircraft cockpit using a flexible client-server architecture. A testing scenario on a full scale mockup of the COMAC's ARJ21 cockpit is described.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"50 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123190101","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. Abulrub, J. Kumar, A. Attridge, K. Mallick, M. Williams
{"title":"Virtual reality for visualisation of complex macrostructure","authors":"A. Abulrub, J. Kumar, A. Attridge, K. Mallick, M. Williams","doi":"10.1109/ISVRI.2011.5759593","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759593","url":null,"abstract":"Virtual reality systems involve the integration of both hardware and software components. The hardware enables users to navigate, interact and become immersed in the virtual environment while underlying support software creates the virtual environment and integrates the hardware into a working system. Although virtual reality is widely used for product design visualisation in engineering, there exist a number of possible avenues where virtual reality can be very effective.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"133 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133615182","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":"Effects of hand feedback fidelity on near space pointing performance and user acceptance","authors":"A. Pusch, O. Martin, S. Coquillart","doi":"10.1109/ISVRI.2011.5759609","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759609","url":null,"abstract":"In this paper, we report on an experiment conducted to test the effects of different hand representations on near space pointing performance and user preference. Subjects were presented with varying levels of hand realism, including real hand video, a high and a low level 3D hand model and an ordinary 3D pointer arrow. Behavioural data revealed that an abstract hand substitute like a 3D pointer arrow leads to significantly larger position estimation errors in terms of lateral target overshooting when touching virtual surfaces with only visual hand movement constraints. Further, questionnaire results show that a higher fidelity hand is preferred over lower fidelity representations for different aspects of the task. But we cannot conclude that realtime video feedback of the own hand is better rated than a high level static 3D hand model. Overall, these results, which largely confirm previous research, suggest that, although a higher fidelity feedback of the hand is desirable from an user acceptance point of view, motor performance seems not to be affected by varying degrees of limb realism - as long as a hand-like shape is provided.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"329 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117069261","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 adaptation of broad phase collision detection algorithms","authors":"Quentin Avril, V. Gouranton, B. Arnaldi","doi":"10.1109/ISVRI.2011.5759599","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759599","url":null,"abstract":"In this paper we present a new technique to dynamically adapt the first step (broad phase) of the collision detection process on hardware architecture during simulation. Our approach enables to face the unpredictable evolution of the simulation scenario (this includes addition of complex objects, deletion, split into several objects, …). Our technique of dynamic adaptation is performed on sequential CPU, multi-core, single GPU and multi-GPU architectures. We propose to use off-line simulations to determine fields of optimal performance for broad phase algorithms and use them during in-line simulation. This is achieved by a features analysis of algorithmic performances on different architectures. In this way we ensure the real time adaptation of the broad-phase algorithm during the simulation, switching it to a more appropriate candidate. We also present a study on how graphics hardware parameters (number of cores, bandwidth, …) can influence algorithmic performance. The goal of this analysis is to know if it is possible to find a link between variations of algorithms performances and hardware parameters. We test and compare our model on 1, 2, 4 and 8 cores architectures and also on 1 Quadro FX 3600M, 2 Quadro FX 4600 and 4 Quadro FX 5800. Our results show that using this technique during the collision detection process provides better performance throughout the simulation and enables to face unpredictable scenarios evolution in large-scale virtual environments.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116730552","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}
Hai Huang, Lei Tian, Wei Wu, Songlin Sun, Xiaojun Jing
{"title":"Scheduling based resource optimization in networked modeling and simulation","authors":"Hai Huang, Lei Tian, Wei Wu, Songlin Sun, Xiaojun Jing","doi":"10.1109/ISVRI.2011.5759629","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759629","url":null,"abstract":"A constantly increasing number of resource demanding applications from various scientific sectors are finding their way towards adopting Grid technologies in order to take advantage of their computational power. The aim of this paper is to demonstrate how tasks of large-scale distributed simulation can be scheduled based on GA in a Grid environment by taking into account load of computing nodes, network bandwidth and communication delay. For this purpose, the connotation of task scheduling formulation, the computation of chromosome fitness, selection, crossover and mutation of GA is expounded. The proposed approach yields very good results for the conducted experiment.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121324302","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":"Research of hand positioning and gesture recognition based on binocular vision","authors":"Tong-de Tan, Zhijie Guo","doi":"10.1109/ISVRI.2011.5759657","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759657","url":null,"abstract":"This paper proposes a new method of extracting feature points of hand. The method uses the center of mass of the hand as the match point to calculate the location information of the target based on Mathematical model of binocular visual positioning. The convex hull points of hand contour obtained by image segmentation can be used to identify the different gestures. Furthermore, a system with both functions of locating the three-dimensional position of hand and identifying the appropriate gestures is designed, which can serve as the interface to drive virtual hand to complete manipulation of grasping, moving and releasing virtual objects.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123939114","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":"Over-parameterized method on variational surface for point-based reconstruction","authors":"Longcun Jin, W. Wan, Xiaoqing Yu, Zhenghua Zhou","doi":"10.1109/ISVRI.2011.5759630","DOIUrl":"https://doi.org/10.1109/ISVRI.2011.5759630","url":null,"abstract":"This article tackles the problem of using varitional method for reconstructing 3D surface. We give an overview of over-parameterized method on variational surface when the 3D surface is represented by a point-based surface and a triangular mesh-based surface, and we detail the variational surface which embody used on surface reconstruction. In particular, we show how to rigorously account for efficiency in the surface reconstructing process. The key idea is to consider utilizing variational surface from a finite number of normals for surface reconstruction. We investigate the properties of the regularization functional and illustrate our technique by applying it to converge to the input shape as the number of measurements increases. In contrast to previous works our method can be considered on point-based surface and allows the use of over-parameterized scheme for 3D surface reconstruction. Experimental results show the proposed method is efficient.","PeriodicalId":197131,"journal":{"name":"2011 IEEE International Symposium on VR Innovation","volume":"2016 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2011-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121375255","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}