Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality最新文献

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Visualizing the structure of virtual objects using head tracked stereoscopic displays 利用头部跟踪立体显示器可视化虚拟物体的结构
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583052
W. Barfield, C. Hendrix, K. Bystrom
{"title":"Visualizing the structure of virtual objects using head tracked stereoscopic displays","authors":"W. Barfield, C. Hendrix, K. Bystrom","doi":"10.1109/VRAIS.1997.583052","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583052","url":null,"abstract":"The study investigated the effects of stereopsis and head tracking on presence and performance in a desktop virtual environment. Twelve subjects viewed the virtual image of a bent wire and were required to select the correct representation of the virtual wire from one of three drawings presented on paper. After each trial, subjects completed a questionnaire designed to access their level of presence in the desktop virtual environment. The results indicated that neither stereopsis nor head tracking improved the accuracy of selecting the correct paper representation of the virtual wire. However, responses to the presence survey indicated that head tracking significantly improved the reported level of presence, whereas the addition of stereopsis did not. Implications of the results for the design of desktop virtual environments are discussed.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"18 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":"131440838","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: 49
Factors influencing operator interaction with virtual objects viewed via head-mounted see-through displays: viewing conditions and rendering latency 影响操作员与通过头戴式透视显示器观看的虚拟对象交互的因素:观看条件和渲染延迟
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583063
S. Ellis, Fraqois Brkantl, B. Menges, R. Jacoby, Bernard D. Adelsteina
{"title":"Factors influencing operator interaction with virtual objects viewed via head-mounted see-through displays: viewing conditions and rendering latency","authors":"S. Ellis, Fraqois Brkantl, B. Menges, R. Jacoby, Bernard D. Adelsteina","doi":"10.1109/VRAIS.1997.583063","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583063","url":null,"abstract":"A head mounted visual display was used in a see through format to present computer generated, space stabilized, nearby wire like virtual objects to 14 subjects. The visual requirements of their experimental tasks were similar to those needed for visually guided manual assembly of aircraft wire harnesses. In the first experiment subjects visually traced wire paths with a head referenced cursor, subjectively rated aspects of viewing, and had their vision tested before and after monocular, biocular, or stereo viewing. Only the viewing difficulty with the biocular display was adversely effected by the visual task. This viewing difficulty is likely due to conflict between looming and stereo disparity cues. A second experiment examined the precision with which operators could manually move ring shaped virtual objects over virtual paths without collision. Accuracy of performance was studied as a function of required precision, path complexity, and system response latency. Results show that high precision tracing is most sensitive to increasing latency. Ring placement with less than 1.8 cm precision will require system latency less than 50 msec before asymptotic performance is found.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"64 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":"130832245","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: 74
An introduction of a direct vestibular display into a virtual environment 将直接的前庭显示引入虚拟环境
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583048
J. Cress, L. Hettinger, James A. Cunningham, G. Riccio, G. McMillan, M. Haas
{"title":"An introduction of a direct vestibular display into a virtual environment","authors":"J. Cress, L. Hettinger, James A. Cunningham, G. Riccio, G. McMillan, M. Haas","doi":"10.1109/VRAIS.1997.583048","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583048","url":null,"abstract":"The US Air Force Armstrong Synthesized Immersion Research Environment Facility is currently investigating the development and potential application of direct vestibular displays. The Electrical Vestibular Stimulus (EVS) technology described in the paper uses electrodes located behind the ears to deliver a low level electrical current in the vicinity of the eighth cranial nerve of the central nervous system to produce a compelling sensation of roll motion about the body's fore-aft axis. In the study described, subjects experienced the EVS display while simultaneously observing a large field of view visual display which depicted curvilinear motion through a tunnel. Both EVS and visual displays were driven in a sinusoidal fashion at various phase relationships relative to one another. After observing the two displays, subjects were asked to rate various aspects of quality and magnitude of self motion. Results revealed that the fidelity of the motion experience depended upon the phase relationship between the EVS and visual displays. Results also indicated that when an appropriate phase relationship was used, the vestibular display significantly improved the fidelity of the motion experience when compared to a visual only display.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"102 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":"128577681","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: 5
Panel-human performance in virtual environments 虚拟环境中的面板-人的性能
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.584400
J. Hodgins
{"title":"Panel-human performance in virtual environments","authors":"J. Hodgins","doi":"10.1109/VRAIS.1997.584400","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.584400","url":null,"abstract":"The panel embraces a number of pertinent design issues in this rapidly advancing technologic area. The issues to be discussed include: telepresence I/O device design issues to include haptic design issues for telesurgery; cybersickness issues and perceptual inputs; general HF design issues and lessons learned in VR; perceptual motor requirements and behavioral goals/ID of optimal display media and system object manipulation paradigms; VR issues in medical systems; VR tool development and perceptual considerations; and immersive object manipulation methods.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"46 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":"123894814","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
Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques 沉浸式虚拟环境中的旅行:视点运动控制技术的评估
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583043
D. Bowman, David Koller, L. Hodges
{"title":"Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques","authors":"D. Bowman, David Koller, L. Hodges","doi":"10.1109/VRAIS.1997.583043","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583043","url":null,"abstract":"Presents a categorization of techniques for first-person motion control, or travel, through immersive virtual environments, as well as a framework for evaluating the quality of different techniques for specific virtual environment tasks. We conduct three quantitative experiments within this framework: a comparison of different techniques for moving directly to a target object varying in size and distance, a comparison of different techniques for moving relative to a reference object, and a comparison of different motion techniques and their resulting sense of \"disorientation\" in the user. Results indicate that \"pointing\" techniques are advantageous relative to \"gaze-directed\" steering techniques for a relative motion task, and that motion techniques which instantly teleport users to new locations are correlated with increased user disorientation.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"106 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":"121505273","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: 617
Transition between virtual environment and workstation environment with projective head mounted display 投影头戴式显示器在虚拟环境和工作站环境之间的转换
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583062
R. Kijima, T. Ojika
{"title":"Transition between virtual environment and workstation environment with projective head mounted display","authors":"R. Kijima, T. Ojika","doi":"10.1109/VRAIS.1997.583062","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583062","url":null,"abstract":"The construction of virtual worlds often requires the user to use various tools in different environments to create several types of elements which have geometrical properties and behavioral characteristics. Due to the inconveniences associated with this task, a compound environment for the task of constructing virtual worlds was proposed. This environment contains both the popular workstation as well as a surrounding virtual world. To realize this compound environment, a Projective Head Mounted Display (PHMD) prototype was developed, which effectively minimized the difficulty of going and coming between workstation and virtual environments. The PHMD was also able to address the problem that is common to traditional HMDs which involve false images. The concept and development behind the PHMD and the compound environment are discussed, and the prototype PHMD and the prototype application examples are constructed.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"170 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":"116601702","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: 89
Interpolation synthesis for articulated figure motion 铰接图形运动的插值合成
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583065
D. J. Wiley, J. Hahn
{"title":"Interpolation synthesis for articulated figure motion","authors":"D. J. Wiley, J. Hahn","doi":"10.1109/VRAIS.1997.583065","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583065","url":null,"abstract":"Realistic real time articulated figure motion is achieved by reprocessing a stored database of motions. Motions are created to exact specification by interpolation from a set of example motions, effectively forming a parameterized motion model. A pre-processing step involving iterative calculations is used to allow efficient direct computations at run time. An inverse kinematics capability is shown that is based on interpolation. This method preserves the underlying qualities of the data, such as dynamical realism of motion capture, while generating a continuous range of required motions. Relevant applications include networked virtual reality and interactive entertainment.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"72 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":"132524156","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: 340
Virtual actors and avatars in a flexible user-determined-scenario environment 在灵活的用户决定的场景环境中的虚拟演员和化身
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583067
D. Shawver
{"title":"Virtual actors and avatars in a flexible user-determined-scenario environment","authors":"D. Shawver","doi":"10.1109/VRAIS.1997.583067","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583067","url":null,"abstract":"VRaptor, a VR system for situational training that uses trainer-defined scenarios is described. The trainee is represented by an avatar; the rest of the virtual world is populated by virtual actors, which are under the control of trainer-defined scripts. The scripts allow reactive behaviors, but the trainer can control the overall scenario. This type of training system may be very useful in supplementing physical training.","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":"133957955","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: 33
Crossing Streets: a K-12 virtual reality application for understanding knowledge acquisition 十字路口:一个用于理解知识获取的K-12虚拟现实应用
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583074
F. Rusch, D. S. Millar, R. Cimera, Debra L. Shelden, U. Thakkar, D. Chapman, Y. H. Khan, D. D. Moore, J. S. LeBoy
{"title":"Crossing Streets: a K-12 virtual reality application for understanding knowledge acquisition","authors":"F. Rusch, D. S. Millar, R. Cimera, Debra L. Shelden, U. Thakkar, D. Chapman, Y. H. Khan, D. D. Moore, J. S. LeBoy","doi":"10.1109/VRAIS.1997.583074","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583074","url":null,"abstract":"Transportation-related skills have been identified by parents as a critical area in which to teach children and youths to be more independent. Crossing Streets, the authors' initial effort to investigate skill acquisition and generalization in a virtual reality environment, attempts to teach children, including those with disabilities, a safe way to cross a street.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"53 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":"114667262","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: 5
An adaptive multi-resolution modeling technique based on viewing and animation parameters 一种基于视觉和动画参数的自适应多分辨率建模技术
Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality Pub Date : 1997-03-01 DOI: 10.1109/VRAIS.1997.583040
Rynson W. H. Lau, Danny S. P. To, Mark W. Green
{"title":"An adaptive multi-resolution modeling technique based on viewing and animation parameters","authors":"Rynson W. H. Lau, Danny S. P. To, Mark W. Green","doi":"10.1109/VRAIS.1997.583040","DOIUrl":"https://doi.org/10.1109/VRAIS.1997.583040","url":null,"abstract":"Because most existing multi resolution methods are slow, a common approach is to pregenerate a few key models of the object at different resolutions. During run time, the object's distance from the viewer determines which model to use for rendering. Although this approach is simple, it suffers from the sudden change in resolution as the object moves across the threshold distance. In addition, the model used to represent an object at a particular frame is not optimized for the given dynamic viewing and animation parameters. The quadtree type of methods for arranging the surface model may allow adaptive multi resolution modeling in a simple way and it reduces the sudden change of resolution from the object level to the node level. However, the square shape of the node, together with the four-time increment in size for representing surfaces, limits the types of surfaces that it can handle without creating excessive nodes. We present a real time adaptive multi resolution method for models of arbitrary topology.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"24 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":"133256112","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: 21
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