{"title":"A distributed virtual driving simulator","authors":"R. Mourant, Naizhoung Qiu, S. Chiu","doi":"10.1109/VRAIS.1997.583072","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583072","url":null,"abstract":"The authors' goal is to develop techniques for distributed driving simulation on low cost computers. Successful distributed environments have already been implemented for military and commercial applications (Macedonia et al., 1994, Stytz, 1996). These virtual environments are scalable and often use dead-reckoning algorithms to improve network performance. However, a driving simulator with multiple human controlled actors may require near or absolute synchronization. For example, when the lead driver in a car-following situation suddenly brakes, the following car driver needs to respond as quickly as possible to avoid a collision. Such driving paradigms suggest that broadcasting and dead-reckoning may be applicable only if the human controlled actors are further apart than some delta time value. Their multi-driver virtual driving simulator is an extension of the virtual environments driving simulator developed by Levine and Mourant (1995). The study compares two configurations. The first is a typical distributed virtual environment in that it will use standard networking. The second configuration utilizes cloned data acquisition. This is where the analog signals of each human controlled vehicle (gas pedal, brake pedal, and steering) are sent to every node. Since they currently have only two nodes that are located in close physical proximity, cloned data acquisition can be easily accomplished. Duplicate databases for the 3D environment and vehicles reside on each computer.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131392380","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 dead-reckoning algorithm for virtual human figures","authors":"T. Çapin, I. Pandzic","doi":"10.1109/VRAIS.1997.583066","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583066","url":null,"abstract":"In networked virtual environments, when the participants are represented by virtual human figures, the articulated structure of the human body introduces a new complexity in the usage of the network resources. This might create a significant overhead in communication, especially as the number of participants in the simulation increases. In addition, the animation should be realistic, as it is easy to recognize anomalies in the virtual human animation. This requires real-time algorithms to decrease the network overhead while considering characteristics of body motion. The dead-reckoning technique is a way to decrease the number of messages communicated among the participants, and has been used for simple non-articulated objects in popular systems. The authors introduce a dead-reckoning technique for articulated virtual human figures based on Kalman filtering, discuss main issues and present experimental results.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134467268","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":"Human behavior-oriented adaptive texture mapping: a time-critical approach for image-based virtual showrooms","authors":"I. Fujishiro, Rika Tanaka, Tomoko Maruyama","doi":"10.1109/VRAIS.1997.583038","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583038","url":null,"abstract":"Time critical rendering (TCR) has recently attracted much attention as an important framework for creating immersive virtual environments. TCR trades time indulgent pursuit of high quality rendering for direct control over the timing of rendering according to the variable frame rates required for participants' interactions, so that more responsive interactivity can be achieved to keep him/her immersed in a virtual environment. The paper proposes a highly effective TCR approach to the level of detail control of textures used in image based virtual reality systems. Specifically, an adaptive texture mapping strategy based on a human behavior model is presented, where both the psychological and ergonomic aspects of interior space evaluation are taken into account to achieve more reasonable image qualities and frame rates than the conventional viewing distance based texture mapping. The feasibility of the new strategy is proven through preliminary space navigation experiments using a simple virtual showroom.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133483539","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":"Development and testing of a measure of the kinesthetic position sense used to assess the aftereffects from virtual environment exposure","authors":"K. Stanney, R. Kennedy","doi":"10.1109/VRAIS.1997.583049","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583049","url":null,"abstract":"In order to assess physiological adaptation to virtual environment (VE) exposure, a measure of sensorimotor pointing errors was developed. This measure evaluated the kinesthetic position sense before and after exposure to a virtual environment. An empirical evaluation involving 34 participants revealed a statistically significant difference between the before and after pointing performance, thus implying that recalibrations had occurred. These results imply that users may have to undergo physiological adaptations in order to function appropriately in a VE, where altered perceptual information is displayed. These recalibrations can linger once interaction with the VE has concluded, rendering users physiologically maladaptive for the real world. Such aftereffects lead to safety concerns until pre exposure functioning has been regained. The results of this study have established the need for developing objective measures of post VE exposure aftereffects in order to objectively determine when these effects have dissipated.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129529518","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}
W. T. Nelson, L. Hettinger, James A. Cunningham, M. Roe, M. Haas, L. Dennis
{"title":"Navigating through virtual flight environments using brain-body-actuated control","authors":"W. T. Nelson, L. Hettinger, James A. Cunningham, M. Roe, M. Haas, L. Dennis","doi":"10.1109/VRAIS.1997.583041","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583041","url":null,"abstract":"Alternative control technologies enable users to control human machine systems without using their hands For example, the Cyberlink/sup TM/ interface, a brain body actuated control technology, employs a combination of EEG and EMG signals produced at the user's forehead to generate computer inputs that can be used for a variety of tasks. An experiment was conducted in which participants used the CyberLink/sup TM/ interface to navigate or \"fly\" along a virtual flight course displayed on a wide field of view dome display. Tracking performance significantly increased across experimental sessions, while measures of perceived mental workload decreased across sessions. Ratings of cybersickness were relatively low and did not vary across experimental sessions. The results indicate that brain body actuated control, achieved using the CyberLink/sup TM/ interface, provides a viable means for performing simple, single axis, continuous control tasks without using one's hands.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116939013","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 sensitivity of presence to collision response","authors":"S. Uno, M. Slater","doi":"10.1109/VRAIS.1997.583050","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583050","url":null,"abstract":"The paper describes an approach to collision detection and response, and an experiment to examine the sensitivity of subjective presence to varying collision response parameters. In particular, a bowling game scenario was used with 18 subjects, and parameters representing elasticity, friction and accuracy of collision detection were varied. Presence was assessed through a questionnaire following the experiment. The results suggested that presence was sensitive to variation in these parameters, and in particular to the value of the parameter representing friction.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116895000","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}
B. Watson, Victoria A. Spaulding Johnson, N. Walker, W. Ribarsky
{"title":"Evaluation of the effects of frame time variation on VR task performance","authors":"B. Watson, Victoria A. Spaulding Johnson, N. Walker, W. Ribarsky","doi":"10.1109/VRAIS.1997.583042","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583042","url":null,"abstract":"We present a first study of the effects of frame time variations, in both deviation around mean frame times and period of fluctuation, on task performance in a virtual environment (VE). Chosen are open and closed loop tasks that are typical for current applications or likely to be prominent in future ones. The results show that at frame times in the range deemed acceptable for many applications, fairly large deviations in amplitude over a fairly wide range of periods do not significantly affect task performance. However, at a frame time often considered a minimum for immersive VR, frame time variations do produce significant effects on closed loop task performance. The results will be of use to designers of VEs and immersive applications, who often must control frame time variations due to large fluctuations of complexity (graphical and otherwise) in the VE.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129585469","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":"Contact sensation in the synthetic environment using the ISU force reflecting exoskeleton","authors":"G. Luecke, Y. Chai","doi":"10.1109/VRAIS.1997.583070","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583070","url":null,"abstract":"Force feedback from the virtual world can greatly enhance the sense of immersion even for simple applications. The ISU force reflecting exoskeleton enables the user to interact dynamically with simulated environments by providing an electromagnetic haptic interface between the human and the environment. The paper describes the high bandwidth electromagnetic haptic interface and how it has been used to provide the sense of contact in the synthetic environment. The air gap between the magnetics, carried by the robot, and the coils attached to the human's digits, allows for small relative motion between the human and the robot without affecting the transmission of forces. This flexibility allows the robot to track the human as well as develop appropriate forces from the virtual world. Three different typical synthetic environments are programmed and tested using the ISU force reflecting exoskeleton haptic interface device. The experimental results shows that the magnetic interface gives adequate force levels for perception of virtual objects, enhancing the feeling of immersion in the virtual environment.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125288313","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}
Michael Dinsmore, N. Langrana, G. Burdea, J. Ladeji-Osias
{"title":"Virtual reality training simulation for palpation of subsurface tumors","authors":"Michael Dinsmore, N. Langrana, G. Burdea, J. Ladeji-Osias","doi":"10.1109/VRAIS.1997.583044","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583044","url":null,"abstract":"In the area of medical education, there is a strong need for palpation training to address the specific need of detecting subsurface tumors. A virtual reality training simulation was created to address this need. Utilizing the Rutgers Master II force feedback system, the simulation allows the user to perform a patient examination and palpate (touch) the patient's virtual liver to search for hard regions beneath the surface. When the user's fingertips pass over a \"tumor\", experimentally determined force/deflection curves are used to give the user the feeling of an object beneath the surface. A graphical user interface was developed to facilitate navigation as well as providing a training quiz. The trainee is asked to identify the location and relative hardness of tumors, and performance is evaluated in terms of positional and diagnostic errors.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124301899","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":"An extensible interactive visualization framework for the virtual windtunnel","authors":"S. Bryson, Sandy Johan, Leslie E. Schlecht","doi":"10.1109/VRAIS.1997.583051","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583051","url":null,"abstract":"The paper describes a software framework for the virtual windtunnel, a virtual reality based, near real time interactive system for scientific visualization. This framework meets the requirements of extensibility, interactive performance, and interface independence. Creating a framework which meets all of these requirements presented a major challenge. We describe this framework's object oriented structure and process architecture, including interprocess communications and control. Device independence of both the command and display structures are developed, providing the ability to use a wide variety of interface hardware options. The resulting framework supports a high performance visualization environment which can be easily extended to new capabilities as desired.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132899658","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}