International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments最新文献

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Towards better quality in virtual environments 在虚拟环境中实现更好的质量
F. Mannuß, André Hinkenjann
{"title":"Towards better quality in virtual environments","authors":"F. Mannuß, André Hinkenjann","doi":"10.2312/EGVE/IPT_EGVE2005/223-224","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/223-224","url":null,"abstract":"This paper describes the work done at our Lab to improve visual and other quality of Virtual Environments. To be able to achieve better quality we built a new Virtual Environments framework called basho. basho is a renderer independent VE framework. Although renderers are not limited to graphics renderers we first concentrated on improving visual quality. Independence is gained from designing basho to have a small kernel and several plugins.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121261845","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}
引用次数: 7
Pseudo-physical interaction with a virtual car interior in immersive environments 在沉浸式环境中与虚拟汽车内部的虚拟物理交互
Mathias Moehring, B. Fröhlich
{"title":"Pseudo-physical interaction with a virtual car interior in immersive environments","authors":"Mathias Moehring, B. Fröhlich","doi":"10.2312/EGVE/IPT_EGVE2005/181-189","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/181-189","url":null,"abstract":"The use of Virtual Reality technology for the product engineering process in the automotive industry has a lot of potential — in particular in the area of usability and reachability studies. We analyzed the manipulation of knobs, controls, flaps, mirrors and other components in a real car and classified them with respect to their constraints. Based on this classification, we developed a set of pseudo-physical direct interaction techniques, which closely approximate the real world behavior without employing a force-feedback device. Our approach uses a hierarchical grasp heuristic to decouple the interaction from the collision of the fingers with the virtual car components. This approach makes the interaction more robust while no haptic feedback is available. A pilot study of our implementation revealed that our direct manipulation techniques are a good step towards more realistic interaction with virtual car interiors.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127991573","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}
引用次数: 18
Applications of augmented reality for maintenance training 增强现实技术在维修培训中的应用
Dongdong Weng, Yongtian Wang, Yue Liu
{"title":"Applications of augmented reality for maintenance training","authors":"Dongdong Weng, Yongtian Wang, Yue Liu","doi":"10.2312/EGVE/IPT_EGVE2005/219-220","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/219-220","url":null,"abstract":"An Augmented Reality system that is designed for maintenance training is introduced. The proposed system adopts a projector to display the augmented video of the components to be repaired. With the augmented video, students can observe not only the real video of the components to be repaired, but also the additional information about the components such as contour, name and inner structure of the key parts etc. In order to accurately track the spatial relationship between the camera and the repaired components, several markers (small infrared LED) are attached with the components to be repaired, which ensure the dependability of the proposed system.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127409390","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}
引用次数: 0
Enhanced hand manipulation for efficient and precise positioning and release 增强手操作,有效和精确的定位和释放
Noritaka Osawa
{"title":"Enhanced hand manipulation for efficient and precise positioning and release","authors":"Noritaka Osawa","doi":"10.2312/EGVE/IPT_EGVE2005/221-222","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/221-222","url":null,"abstract":"Direct manipulation by hand is important in that it allows users to manipulate 3D virtual objects easily in an immersive virtual reality environment. Although direct hand manipulation is easy to understand and easy to use for approximate positioning, it has been considered unsuitable for making precise adjustments to virtual objects in an immersive environment because it is difficult to hold an unsupported hand in midair and then release an object at a fixed point. This paper therefore proposes automatic methods of adjustment to position and release virtual objects precisely. These methods are position adjustment, virtual hand size adjustment, viewpoint adjustment, and release adjustment. Combinations of these adjustments enable users to accurately manipulate virtual objects. Experimental evaluation revealed that release adjustment significantly increased the completion ratio for tasks and subjective preference for small targets.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131983754","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}
引用次数: 7
Experience of a hybrid information space between an outdoor field and an immersive virtual world 体验户外场地和沉浸式虚拟世界之间的混合信息空间
T. Ogi, T. Fujise
{"title":"Experience of a hybrid information space between an outdoor field and an immersive virtual world","authors":"T. Ogi, T. Fujise","doi":"10.2312/EGVE/IPT_EGVE2005/217-218","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/217-218","url":null,"abstract":"This paper proposes the concept of the hybrid information space that integrates the information seamlessly between the real world and the virtual world, and the prototype system was developed in which the immersive virtual world was constructed from the photograph images that were taken in the outdoor field. In this system, the user can go and come between the real world and the virtual world by using his own cellular phone as an interface device. This system was applied to relive travel experiences.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"282 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123123058","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}
引用次数: 0
Running large VR applications on a PC cluster: the flow VR experience 在 PC 集群上运行大型 VR 应用程序:流动 VR 体验
J. Allard, C. Ménier, Edmond Boyer, B. Raffin
{"title":"Running large VR applications on a PC cluster: the flow VR experience","authors":"J. Allard, C. Ménier, Edmond Boyer, B. Raffin","doi":"10.2312/EGVE/IPT_EGVE2005/059-068","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/059-068","url":null,"abstract":"In this paper, we present how FlowVR enables the development of modular and high performance VR applications running on a PC cluster. FlowVR is a middleware we specifically developed targeting distributed interactive applications. The goal of the FlowVR design is to favor the application modularity in an attempt to alleviate software engineering issues while taking advantage of this modularity to enable efficient executions on PC clusters. FlowVR relies on an extended data flow model that enables to implement complex message handling functions like collective communications, or bounding box based routing. After a short presentation of FlowVR, we describe a representative application that takes benefit of FlowVR to reach a real time performance running on a PC Cluster.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131098936","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}
引用次数: 23
Modeling of trees with 3D gestures and growth simulation 建模树与3D手势和生长模拟
Norishige Murakami, Katsuhiko Onishi, Y. Kitamura, F. Kishino
{"title":"Modeling of trees with 3D gestures and growth simulation","authors":"Norishige Murakami, Katsuhiko Onishi, Y. Kitamura, F. Kishino","doi":"10.2312/EGVE/IPT_EGVE2005/097-104","DOIUrl":"https://doi.org/10.2312/EGVE/IPT_EGVE2005/097-104","url":null,"abstract":"We propose a modeling system that enables users to create tree models with 3D gesture input. It generates tree models by using growth simulation based on the trunk or silhouette shapes of trees given by user gestures. The system carefully addresses the fragile balance and tradeoff between the freedom of user interaction and the autonomy of tree growth. Users intuitively and easily create tree models that have the exact features of branching structures or the silhouette shape of trees according to user intentions and imagination.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2005-10-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132082344","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}
引用次数: 0
Image-based Techniques for the Creation and Display of Photorealistic Interactive Virtual Environments 基于图像的逼真交互虚拟环境的创建和显示技术
G. Drettakis, M. Roussou, N. Tsingos, A. R. Martinez, Emmanuel Gallo
{"title":"Image-based Techniques for the Creation and Display of Photorealistic Interactive Virtual Environments","authors":"G. Drettakis, M. Roussou, N. Tsingos, A. R. Martinez, Emmanuel Gallo","doi":"10.2312/EGVE/EGVE04/157-166","DOIUrl":"https://doi.org/10.2312/EGVE/EGVE04/157-166","url":null,"abstract":"In this paper we introduce an image-based 3D capture process for the creation and display of photorealistic virtual environments (VEs). The resulting VEs aim to realistically recreate existing real-world scenes that can be displayed in a range of immersive VR systems using a high-quality, view-dependent algorithm and further enhanced using advanced vegetation, shadow display algorithms and 3D sound. The scenes, an archaeological site and an urban environment, were chosen according to real-world applications in the areas of urban planning/architecture and cultural heritage education. The users in each case are able to reconstruct or manipulate elements of the VEs according to their needs, as these have been specified through a detailed user requirements survey. Furthermore, a user task analysis and scenario-based approach has been adopted for the design of the virtual prototypes and the evaluation, which is currently underway. This work is being developed in the context of the EU-funded research project CREATE and the first examples of the prototype system in use are described and demonstrated in this paper.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116979057","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}
引用次数: 15
Effect of visual cues on human performance in navigating through a virtual maze 视觉线索对人类在虚拟迷宫中导航的影响
Deepak S. Vembar, N. Iyengar, A. Duchowski, Kevin Clark, J. Hewitt, Keith Pauls
{"title":"Effect of visual cues on human performance in navigating through a virtual maze","authors":"Deepak S. Vembar, N. Iyengar, A. Duchowski, Kevin Clark, J. Hewitt, Keith Pauls","doi":"10.2312/EGVE/EGVE04/053-060","DOIUrl":"https://doi.org/10.2312/EGVE/EGVE04/053-060","url":null,"abstract":"Navigation in Virtual Environments (VEs) requires users to develop spatial knowledge of the environment primarily through visual cues provided to the user. Thus, the design and display of visual navigation cues is important for efficient navigation in a VE. In this paper, we report the results of an experiment in which three different visual cues were tested for their benefit toward users' navigation in a 3D virtual maze. The experiment varied the form of visual cue: a 2D map, a 2D map with a directionally ambiguous cue, and a 2D map with a directional cue. Eye tracking data was collected and analyzed to examine the correlation between the type of visual cue presented and the navigational efficiency of the user through the virtual maze. It was observed that the cue type affected performance of the participant in the 3D maze. The directional cue was most effective in the time taken by users to reach the center of the maze. Results of this study have implications for VE design as well as for game development.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"207 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121634243","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}
引用次数: 18
Integrating Real-time Binaural Acoustics into VR Applications 将实时双耳声学集成到VR应用中
I. Assenmacher, T. Kuhlen, T. Lentz, M. Vorländer
{"title":"Integrating Real-time Binaural Acoustics into VR Applications","authors":"I. Assenmacher, T. Kuhlen, T. Lentz, M. Vorländer","doi":"10.2312/EGVE/EGVE04/129-136","DOIUrl":"https://doi.org/10.2312/EGVE/EGVE04/129-136","url":null,"abstract":"Common research in the field of Virtual Reality (VR) considers acoustic stimulation as a highly important necessity for enhanced immersion into virtual scenes. However, most common VR toolkits do only marginally support the integration of sound for the application programmer. Furthermore, the quality of stimulation that is provided usually ranges from system sounds (e.g. beeps while selecting a menu) to simple 3D panning. In the latter case, these approaches do only allow the user to correctly detect sounds that are at quite a distance from his current position. \u0000 \u0000Binaural synthesis is an interesting way to allow the spatial auditory representation by using few loudspeakers or headphones. This paper describes a system that combines the efforts of creating a binaural representation for the listener who is interacting in a common visual VR application in real-time, thus allowing the research on interaction between visual and auditory human perception systems. It will describe the theoretical background to establishing a binaural representation of a sound and the necessary hardware set-up for this. Afterwards, the infrastructure and software interface which will allow the connection of the audio renderer to a visual VR toolkit is discussed.","PeriodicalId":210571,"journal":{"name":"International Conference on Artificial Reality and Telexistence and Eurographics Symposium on Virtual Environments","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115626638","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}
引用次数: 18
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