{"title":"Tutorial: Introduction to augmented reality","authors":"M. Billinghurst","doi":"10.1109/VR.2004.1310102","DOIUrl":"https://doi.org/10.1109/VR.2004.1310102","url":null,"abstract":"Provides an abstract of the tutorial presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132250562","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":"Predictive text entry in immersive environments","authors":"B. McCaul, Alistair Sutherland","doi":"10.1109/VR.2004.60","DOIUrl":"https://doi.org/10.1109/VR.2004.60","url":null,"abstract":"One of the classic problems with immersive environments is data entry; with a head-mounted display (HMD) the user can no longer see the keyboard. Although for many applications data entry is not a requirement, for some it is essential: communicating in collaborative environments, entering a filename to which work can be saved, or accessing system controls. Combining data gloves and a graphically represented keyboard with a predictive spelling paradigm, we describe an effective text entry technique for immersive environments; we explore the key issues when using such a technique, and report the results of preliminary usability testing.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117075413","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}
Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges
{"title":"Effects of travel technique on cognition in virtual environments","authors":"Catherine A. Zanbaka, Benjamin Lok, Sabarish V. Babu, Dan Xiao, Amy Banic, Larry F. Hodges","doi":"10.1109/VR.2004.37","DOIUrl":"https://doi.org/10.1109/VR.2004.37","url":null,"abstract":"We compared four different methods of travel in an immersive virtual environment and their effect on cognition using a between-subjects experimental design. The task was to answer a set of questions based on Crook's condensation of Bloom's taxonomy to assess the participants' cognition of a virtual room with respect to knowledge, understanding and application, and higher mental processes. Participants were also asked to draw a sketch map of the testing virtual environment and the objects within it. Users' sense of presence was measured using the Steed-Usoh-Slater presence questionnaire. Our results suggest that for applications where problem solving and interpretation of material is important, or where opportunity to train is minimal, then having a large tracked space so that the participant can physically walk around the virtual environment provides benefits over common virtual travel techniques.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116759971","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":"Tutorial: Open scene graph A: introduction tutorial: Open scene graph B: examples and applications","authors":"D. Burns, R. Osfield","doi":"10.1109/VR.2004.1310100","DOIUrl":"https://doi.org/10.1109/VR.2004.1310100","url":null,"abstract":"Provides an abstract of the tutorial presentation and a brief professional biography of the presenter. The complete presentation was not made available for publication as part of the conference proceedings.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123382323","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":"Relationship between network latency and information quality in a synchronized distributed virtual environment","authors":"D. Hanawa, T. Yonekura","doi":"10.1109/VR.2004.66","DOIUrl":"https://doi.org/10.1109/VR.2004.66","url":null,"abstract":"In this paper, the theoretical modeling of interactive performance on a distributed virtual environment (DVE) is carried out. To study the degradation of the information quality caused by the existence of network latency on a simple virtual task model, Markov model is employed. Compared with the numerical simulation, the proposed model can be a good approximation of the simulation results. The results of subjective experiments show that, in average, the accuracy of human foreseeing behavior marked between the score of the first and second order Markov models.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125341150","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 faster method for modeling virtual colony","authors":"Tianlu Mao, He Huang, Zhaoqi Wang","doi":"10.1109/VR.2004.2","DOIUrl":"https://doi.org/10.1109/VR.2004.2","url":null,"abstract":"A virtual colony composed by vivid personal characters with different facial texture and body size, will strongly enhance the reality of the whole virtual environment. This paper describes a fast, economic but realistic method for modeling virtual colony. The system has two major components: photographs based human model reconstruction and anthropometry based automatic human model edit, both of them were advanced to achieve more practical and realistic purpose. To demonstrate the power of this approach, the method was applied to generate some virtual colonies.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"65 24","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131873404","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. Tanikawa, M. Ando, Yankang Wang, K. Yoshida, J. Yamashita, H. Kuzuoka, M. Hirose
{"title":"A case study of museum exhibition - historical learning in Copan ruins of Mayan civilization","authors":"T. Tanikawa, M. Ando, Yankang Wang, K. Yoshida, J. Yamashita, H. Kuzuoka, M. Hirose","doi":"10.1109/VR.2004.1","DOIUrl":"https://doi.org/10.1109/VR.2004.1","url":null,"abstract":"We developed and operated an exhibition system which satisfies two requirements of a museum exhibition simultaneously: compatibility between personalization of the information and handling of high attendance, and flexibility to accommodate the visitor's desired degree of interactiveness for acquiring knowledge. To realize this feature, we used the \"excursion metaphor\" concept to integrate different exhibition methods into a single system. In this paper, we present our scalable VR architecture which integrates different types of VR systems, and the implementation of our exhibition system based on scalable VR architecture.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134066813","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":"Navigation with place representations and visible landmarks","authors":"Jeffrey S. Pierce, R. Pausch","doi":"10.1109/VR.2004.55","DOIUrl":"https://doi.org/10.1109/VR.2004.55","url":null,"abstract":"Existing navigation techniques do not scale well to large virtual worlds. We present a new technique, navigation with place representations and visible landmarks that scales from town-sized to planet-sized worlds. Visible landmarks make distant landmarks visible and allow users to travel relative to those landmarks with a single gesture. Actual and symbolic place representations allow users to detect and travel to more distant locations with a small number of gestures. The world's semantic place hierarchy determines which visible landmarks and place representations users can see at any point in time. We present experimental results demonstrating that our technique allows users to navigate more efficiently than a modified panning and zooming W1M, completing within-place navigation tasks 22% faster and between-place tasks 38% faster on average.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"132 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130482339","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":"Tracker calibration using tetrahedral mesh and tricubic spline models of warp","authors":"C. Borst","doi":"10.1109/VR.2004.79","DOIUrl":"https://doi.org/10.1109/VR.2004.79","url":null,"abstract":"This paper presents a three-level tracker calibration system that greatly reduces errors in tracked position and orientation. The first level computes an error-minimizing rigid body transform that eliminates the need for precise alignment of a tracker base frame. The second corrects for field warp by interpolating correction values stored with vertices in a tetrahedrization of warped space. The third performs an alternative field warp calibration by interpolating corrections in the parameter space of a tricubic spline model of field warp. The system is evaluated for field warp calibration near a passive-haptic panel in both low-warp and high-warp environments. The spline method produces the most accurate results, reducing median position error by over 90% and median orientation error by over 80% when compared to the use of only a rigid body transform.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130437856","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":"Acquisition of spherical image by fish-eye conversion lens","authors":"Shigang Li, Masao Nakano, Norishige Chiba","doi":"10.1109/VR.2004.8","DOIUrl":"https://doi.org/10.1109/VR.2004.8","url":null,"abstract":"In this paper, we propose a novel method of calibrating a spherical image capture system which acquires spherical images by using a pair of fish-eye conversion lenses with the field of view more than hemisphere, respectively. We first exploit the vanishing points for estimating internal parameters of a camera with the fish-eye conversion lens and the relative orientation between the both of fish-eye cameras. Then, these parameters are refined by computing the correlation of the overlapping parts of the two images.","PeriodicalId":375222,"journal":{"name":"IEEE Virtual Reality 2004","volume":"46 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2004-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116443525","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}