{"title":"From VR to AR: Adding AR Functionality to an Existing VR Software Framework","authors":"F. Mannuß, André Hinkenjann","doi":"10.1109/SVR.2012.18","DOIUrl":"https://doi.org/10.1109/SVR.2012.18","url":null,"abstract":"We present our approach to extend a Virtual Reality software framework towards the use for Augmented Reality applications. Although VR and AR applications have very similar requirements in terms of abstract components (like 6DOF input, stereoscopic output, simulation engines), the requirements in terms of hardware and software vary considerably. In this article we would like to share the experience gained from adapting our VR software framework for AR applications. We will address design issues for this task. The result is a VR/AR basic software that allows us to implement interactive applications without fixing their type (VR or AR) beforehand. Switching from VR to AR is a matter of changing the configuration file of the application.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134599680","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":"Realistic Shadows for Mobile Augmented Reality","authors":"Tássio Knop de Castro, L. H. Figueiredo, L. Velho","doi":"10.1109/SVR.2012.9","DOIUrl":"https://doi.org/10.1109/SVR.2012.9","url":null,"abstract":"We describe a method to generate virtual objects with realistic shadows, either in indoor and in outdoor scenes. We create smooth shadows in real time on mobile platforms and discuss the possibilities, limitations and specific implementation details of these platforms.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129780832","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}
T. Chaves, L. Figueiredo, A. D. Gama, C. Araújo, V. Teichrieb
{"title":"Human Body Motion and Gestures Recognition Based on Checkpoints","authors":"T. Chaves, L. Figueiredo, A. D. Gama, C. Araújo, V. Teichrieb","doi":"10.1109/SVR.2012.16","DOIUrl":"https://doi.org/10.1109/SVR.2012.16","url":null,"abstract":"The computational implementation of human body gestures recognition has been a challenge for several years. Nowadays, thanks to the development of RGB-D cameras it is possible to acquire a set of data that represents a human position in time. Despite that, these cameras provide raw data, still being a problem to identify in real-time a specific pre-defined user movement without relying on offline training. However, in several cases the real-time requisite is critical, especially when it is necessary to detect and analyze a movement continuously, as in the tracking of physiotherapeutic movements or exercises. This paper presents a simple and fast technique to recognize human movements using the set of data provided by a RGB-D camera. Moreover, it describes a way to identify not only if the performed motion is valid, i.e. belongs to a set of pre-defined gestures, but also the identification of at which point the motion is (beginning, end or somewhere in the middle of it). The precision of the proposed technique can be set to suit the needs of the application and has a simple and fast way of gesture registration, thus, being easy to set new motions if necessary. The proposed technique has been validated through a set of tests focused on analyzing its robustness considering a series of variations during the interaction like fast and complex gestures.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114878256","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}
Lucas Teixeira, D. Trindade, Manuel E. Loaiza, F. Carvalho, A. Raposo, I. Santos
{"title":"A VR Framework for Desktop Applications","authors":"Lucas Teixeira, D. Trindade, Manuel E. Loaiza, F. Carvalho, A. Raposo, I. Santos","doi":"10.1109/SVR.2012.27","DOIUrl":"https://doi.org/10.1109/SVR.2012.27","url":null,"abstract":"The emergence of cheaper technologies for immersive environments has increased considerably the interest on applications of Virtual Reality (VR). However, currently available VR frameworks force user applications to be developed specifically for them. This increases the cost of converting an existing graphical application to virtual reality environments. This paper proposes a new framework, the LVRL (Lightweight Virtual Reality Libraries), which allows both creation and conversion of existing applications to VR without changing the structure of the application. The LVRL main objective is to provide a minimalist programming interface and non intrusive allowing the development of VR applications by non VR developers. This article describes the architecture of LVRL, its features, usage and the benefits obtained by the applications that use it.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"69 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123862645","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. M. Teixeira, Bernardo Reis, Samuel Macêdo, J. Kelner
{"title":"Open/Closed Hand Classification Using Kinect Data","authors":"J. M. Teixeira, Bernardo Reis, Samuel Macêdo, J. Kelner","doi":"10.1109/SVR.2012.20","DOIUrl":"https://doi.org/10.1109/SVR.2012.20","url":null,"abstract":"This work proposes a study over five different hand gesture classifiers using depth and skeleton data from the Kinect sensor. Evaluations of sensibility, specificity and computational costs are performed for the purpose of choosing which methods are the most adequate. In spite of the low computational complexity of the tested classifiers, the results obtained are of similar quality compared to other complex approaches. All tested classifiers have been gathered in an open-source library for hand classification using the Kinect.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"133 5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124256820","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":"Combining Augmented Reality and Speech Technologies to Help Deaf and Hard of Hearing People","authors":"M. Mirzaei, S. Ghorshi, Mohammad Mortazavi","doi":"10.1109/SVR.2012.10","DOIUrl":"https://doi.org/10.1109/SVR.2012.10","url":null,"abstract":"Augmented Reality (AR), Automatic Speech Recognition (ASR) and Text-to-Speech Synthesis (TTS) can be used to help people with disabilities. In this paper, we combine these technologies to make a new system for helping deaf people. This system can take the narrator's speech and convert it into a readable text and show it directly on AR display. To improve the accuracy of the system, we use Audio-Visual Speech Recognition (AVSR) as a backup for the ASR engine in noisy environments. In addition, we use the TTS system to make our system more usable for deaf people. The results of testing the system show that its accuracy is over 85 percent on average in different places. Also, the result of a survey shows that more than 90 percent of deaf people on average are very interested in using our system as an assistant in portable devices for communication.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114192544","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 Use of Virtual Reality for Simulation and Training of Bovine Artificial Insemination with Haptic Devices","authors":"Alexandre Cardoso, E. Lamounier, A. D. M. Faro","doi":"10.1109/SVR.2012.23","DOIUrl":"https://doi.org/10.1109/SVR.2012.23","url":null,"abstract":"This paper describes the use of Virtual Reality in simulation and training for Artificial insemination in cows using Phantom Force Feedback Device. It demonstrates the technique of collision detection among virtual objects and submits a comparison between the simulation and the practice. The work presents the practical results and discusses the application of these technologies in training.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126932401","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}
Francisco Simões, Mozart W. S. Almeida, Mariana Pinheiro, Ronaldo Dos Anjos, A. Santos, R. Roberto, V. Teichrieb, Clarice Suetsugo, Alexandre Pelinson
{"title":"Challenges in 3D Reconstruction from Images for Difficult Large-Scale Objects: A Study on the Modeling of Electrical Substations","authors":"Francisco Simões, Mozart W. S. Almeida, Mariana Pinheiro, Ronaldo Dos Anjos, A. Santos, R. Roberto, V. Teichrieb, Clarice Suetsugo, Alexandre Pelinson","doi":"10.1109/SVR.2012.5","DOIUrl":"https://doi.org/10.1109/SVR.2012.5","url":null,"abstract":"In recent years, 3D reconstruction from images has played a major role in computer vision with a lot of improvements regarding both quality and performance. One of its main uses is the generation of 3D models of objects that are difficult to modeling. In the electrical sector, 3D reconstruction from images shows itself as a candidate to be used in specific scenarios with the advantage of its low price compared to laser scanning techniques. In fact, there are many industrial applications that can use the power of 3D reconstruction from images but no work has focused more deeply on their requirements yet. This paper analyzes the advantages and drawbacks in using 3D reconstruction from image techniques and tools in the uncontrolled environment of an electrical substation from the scenario characteristics and tools limitations points of view. Some representative available tools (commercial and academic) where evaluated and the relationship between scenario/object characteristics and reconstructed model quality could be pointed out for further improvements of the techniques in future work. This results can be used to create industrial applications with large scale difficult objects.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114548149","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. D. Gama, T. Chaves, L. Figueiredo, V. Teichrieb
{"title":"Guidance and Movement Correction Based on Therapeutics Movements for Motor Rehabilitation Support Systems","authors":"A. D. Gama, T. Chaves, L. Figueiredo, V. Teichrieb","doi":"10.1109/SVR.2012.15","DOIUrl":"https://doi.org/10.1109/SVR.2012.15","url":null,"abstract":"The use of Virtual and Augmented Reality systems for motor rehabilitation is increasing mainly due to the new interaction tools which enable interaction through body movements. To improve these systems it is important to provide movement guidance and correction according to the therapeutic description of it. The use of natural interaction can help due the understanding of user's intentions, e.g. analyzing their body movements allows the application to provide information and encouragement to them in real time, improving the interaction and the treatment process as a whole. Thus, the aim of this research is to provide guidance and correction to performed movements based on the therapeutic definition of them. This is applied on motor rehabilitation through the use of the Kinect sensor as interaction support tool for rehabilitation systems. The Kinect sensor gives three-dimensional information about the user body, recognizing skeleton and joint positions, however, it does not provide detection of body specific movements. This way, the correct description of therapeutic movement (upper limbs, for instance) was implemented in a prototype. A scoring mechanism was also developed in order to measure the patient performance, as well as to encourage him/her to improve it by displaying a positive feedback whenever he does a correct movement.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121118253","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}
Marina Atsumi Oikawa, Takafumi Taketomi, Goshiro Yamamoto, Makoto Fujisawa, Toshiyuki Amano, Jun Miyazaki, H. Kato
{"title":"Local Quadrics Surface Approximation for Real-Time Tracking of Textureless 3D Rigid Curved Objects","authors":"Marina Atsumi Oikawa, Takafumi Taketomi, Goshiro Yamamoto, Makoto Fujisawa, Toshiyuki Amano, Jun Miyazaki, H. Kato","doi":"10.1109/SVR.2012.3","DOIUrl":"https://doi.org/10.1109/SVR.2012.3","url":null,"abstract":"This paper addresses the problem of tracking textureless rigid curved objects. A common approach uses polygonal meshes to represent curved objects and use them inside an edge-based tracking system. However, in order to accurately recover their shape, high quality meshes are required, creating a trade-off between computational efficiency and tracking accuracy. To solve this issue, we suggest the use of quadrics for each patch in the mesh to give local approximations of the object shape. The novelty of our research lies in using curves that represent the quadrics projection in the current viewpoint for distance evaluation instead of using the standard method which compares edges from mesh and detected edges in the video image. This representation allows to considerably reduce the level of detail of the polygonal mesh and led us to the development of a novel method for evaluating the distance between projected and detected features. The experiments results show the comparison between our approach and the traditional method using sparse and dense meshes. They are presented using both synthetic and real image data.","PeriodicalId":319713,"journal":{"name":"2012 14th Symposium on Virtual and Augmented Reality","volume":"166 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131697005","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}