{"title":"A six DOF haptic interface for medical virtual reality applications: design, control and human factors","authors":"A. Benali, P. Bidaud, P. Richard","doi":"10.1109/VR.2000.840512","DOIUrl":"https://doi.org/10.1109/VR.2000.840512","url":null,"abstract":"We present a haptic interface dedicated to endoscopy training, where the endoscope is allowed to react to contact forces along six degrees of freedom. The model takes into account end point position and appropriate contact forces. The illusion of physical movement inside the environment is obtained by computing control inputs based on the impedance environment. The user can manipulate and react with the simulated virtual environment.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124398047","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. Moshell, C. Hughes, Dean Reed, Diane Z. Chase, Arlen F. Chase
{"title":"Virtual drama as a learning medium: the Caracol Time Travel project","authors":"J. M. Moshell, C. Hughes, Dean Reed, Diane Z. Chase, Arlen F. Chase","doi":"10.1109/VR.2000.840510","DOIUrl":"https://doi.org/10.1109/VR.2000.840510","url":null,"abstract":"Virtual drama is based on the use of a shareable virtual world as a stage setting, with avatars controlled by actors and audience members. In this experiment, students built a virtual world to teach concepts of Mesoamerican archaeology and the cultural history of the ancient Maya.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127251495","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}
R. Allison, L. Harris, M. Jenkin, Greg Pintilie, F. Redlick, D. Zikovitz
{"title":"First steps with a rideable computer","authors":"R. Allison, L. Harris, M. Jenkin, Greg Pintilie, F. Redlick, D. Zikovitz","doi":"10.1109/VR.2000.840495","DOIUrl":"https://doi.org/10.1109/VR.2000.840495","url":null,"abstract":"Although technologies such as head-mounted displays and CAVEs can be used to provide large immersive visual displays within small physical spaces, it is difficult to provide virtual environments which are as large physically as they are visually. A fundamental problem is that tracking technologies which work well in a small enclosed environment do not function well over longer distances. In this paper, we describe Trike-a 'rideable' computer system which can be used to generate and explore large virtual spaces both visually and physically. This paper describes the hardware and software components of the system and a set of experiments which have been performed to investigate how the different perceptual cues that can be provided with Trike interact within an immersive environment.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125550108","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":"Enhancing fish tank VR","authors":"J. D. Mulder, R. V. Liere","doi":"10.1109/VR.2000.840486","DOIUrl":"https://doi.org/10.1109/VR.2000.840486","url":null,"abstract":"Fish tank VR systems provide head coupled perspective projected stereo images on a display device of limited dimensions that resides at a fixed location. Therefore, fish tank VR systems provide only a limited virtual workspace. As a result, such systems are less suited for displaying virtual worlds that extend beyond the available workspace and depth perception problems arise when displaying objects (virtually) located on the edge of the workspace in between the viewer and the display screen. In this paper we present two techniques to reduce this disadvantage: cadre viewing and amplified head rotations. The first aims to eliminate the problems in depth perception for objects with negative parallax touching the screen surround. Subjective observations from an informal user study indicate a reduction of confusion in depth perception. The second provides a transparent navigation technique to allow users to view larger portions of the virtual world without the need for an additional input device to navigate. A user study shows it performs equally well when compared to a technique based on the use of an additional spatial input device.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122900533","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":"Real mirrors reflecting virtual worlds","authors":"O. Bimber, L. Encarnação, D. Schmalstieg","doi":"10.1109/VR.2000.840359","DOIUrl":"https://doi.org/10.1109/VR.2000.840359","url":null,"abstract":"The paper introduces the idea of using real mirrors in combination with rear-projection systems for the purpose of interacting with and navigating through the displayed information. Subsequently, a derived application is described. For this, we use a hand-held planar mirror and address two fundamental problems of applying head tracking with rear-projection planes: the limited viewing volume of these environments and their incapability of simultaneously supporting multiple observers. Furthermore, we describe the possibility of combining a reflective pad with a transparent one, thus introducing a complementary tool for interaction and navigation.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123902944","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. Rizzo, J. Galen Buckwalter, C. V. D. Zaag, U. Neumann, M. Thiébaux, C. Chua, A. V. Rooyen, L. Humphrey, P. Larson
{"title":"Virtual environment applications in clinical neuropsychology","authors":"A. Rizzo, J. Galen Buckwalter, C. V. D. Zaag, U. Neumann, M. Thiébaux, C. Chua, A. V. Rooyen, L. Humphrey, P. Larson","doi":"10.1109/VR.2000.840364","DOIUrl":"https://doi.org/10.1109/VR.2000.840364","url":null,"abstract":"Virtual environment (VE) technology is increasingly being recognized as a useful medium for the study, assessment, and rehabilitation of cognitive processes and functional abilities. The capacity of VE technology to create dynamic three-dimensional (3D) stimulus environments, within which all behavioral responding can be recorded, offers clinical assessment and rehabilitation options that are not available using traditional neuropsychological methods. This work has the potential to advance the scientific study of normal cognitive and behavioral processes and to improve our capacity to understand, measure, and treat the impairments typically found in clinical populations with central nervous system (CNS) dysfunction. The paper provides a rationale for the application of VE technology in the areas of neuropsychological assessment and cognitive rehabilitation, presents a tabled summary of the VE literature targeting cognitive/functional processes in clinical CNS populations and briefly describes two of our VE applications targeting attention and visuospatial processing.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121754919","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":"Tethering and reattachment in collaborative virtual environments","authors":"E. Wernert, A. Hanson","doi":"10.1109/VR.2000.840520","DOIUrl":"https://doi.org/10.1109/VR.2000.840520","url":null,"abstract":"We explore a family of specific dynamical methods that support the contrasting goals of presence and independence in collaborative virtual environments. We propose the basic tasks of \"tethering\" (keeping a collaborator close to a group or leader), and of \"reattachment\" (returning to a collaborative virtual activity after a period of independent exploration). We first present a taxonomy of methods and parameters associated with tethering and reattachment, and then describe a formative evaluation study.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"65 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115833694","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":"Scalable prediction based concurrency control for distributed virtual environments","authors":"Jeonghwa Yang, Dongman Lee","doi":"10.1109/VR.2000.840493","DOIUrl":"https://doi.org/10.1109/VR.2000.840493","url":null,"abstract":"Replication is often used to provide users of distributed virtual environments with high-performance interactions. Concurrency control is required to avoid inconsistent views among replicas due to multiple concurrent updates. G. Lann has developed a prediction-based concurrency control scheme to allow real-time interactions for users and to eliminate the need for repairs. The existing scheme does not scale in terms of delivering ownership on time as the number of users increases. In this paper, we propose a scalable prediction-based concurrency control scheme with entity-centric multicasting: only the users surrounding a target entity multicast the ownership requests, by using the multicast address assigned to the entity. The experimental results and analysis reported in this paper show that the proposed scheme achieves the benefits of prediction-based concurrency control with efficiency and scalability for large distributed virtual environments.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131549578","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 adaptive occlusion culling algorithm for use in large VEs","authors":"K. Bormann","doi":"10.1109/VR.2000.840518","DOIUrl":"https://doi.org/10.1109/VR.2000.840518","url":null,"abstract":"Frustum slicing and hierarchical occlusion maps are combined to give a simpler occlusion culling algorithm that more adequately caters to large, open virtual environments.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133101667","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}
Namgyu Kim, G. Kim, Chan-Mo Park, Inseok Lee, Sung-Hyun Lim
{"title":"Multimodal menu presentation and selection in immersive virtual environments","authors":"Namgyu Kim, G. Kim, Chan-Mo Park, Inseok Lee, Sung-Hyun Lim","doi":"10.1109/VR.2000.840509","DOIUrl":"https://doi.org/10.1109/VR.2000.840509","url":null,"abstract":"Usability has become one of the key ingredients in making virtual reality (VR) systems work, and a big part of a usable VR system is the design of effective interface/interaction schemes. We investigate the usability of various menu presentation and multi-modal selection schemes in immersive virtual environments. We have identified five major menu displays and 13 possible menu selection methods; among them, we have completed the usability testing for two interaction methods across the five display methods: (1) position control by tracking and command-giving by button-pressing, and (2) both position control and command-giving by gesture recognition. Other interaction methods, including by voice, remain to be investigated.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133742095","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}