M. Inami, N. Kawakami, D. Sekiguchi, Y. Yanagida, T. Maeda, S. Tachi
{"title":"Visuo-haptic display using head-mounted projector","authors":"M. Inami, N. Kawakami, D. Sekiguchi, Y. Yanagida, T. Maeda, S. Tachi","doi":"10.1109/VR.2000.840503","DOIUrl":"https://doi.org/10.1109/VR.2000.840503","url":null,"abstract":"Proposes a novel visuo-haptic display using a head-mounted projector (HMP) with X'tal Vision (Crystal Vision) optics. Our goal is to develop a device which enables an observer to touch a virtual object just as it is seen. We describe in detail the design of an HMP with X'tal Vision, which is very suitable for augmented reality. For instance, the HMP makes the occlusion relationship between the virtual and the real environments nearly correct. Accordingly, the user can observe his/her real hand with the virtual objects. Furthermore, the HMP reduces eye fatigue because of the low inconsistency of accommodation and convergence. Therefore, we applied HMP-model 2 to a visuo-haptic display using a camouflage technique. This technique, called optical camouflage, makes an obstacle object, such as a haptic display, become translucent. With this method, a user can observe a stereoscopic virtual object with a nearly correct occlusion relationship between the virtual and the real environments, and he can actually feel the object.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"7 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":"129183291","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":"Interactive stereoscopic rendering of voxel-based terrain","authors":"M. Wan, N. Zhang, A. Kaufman, Huamin Qu","doi":"10.1109/VR.2000.840499","DOIUrl":"https://doi.org/10.1109/VR.2000.840499","url":null,"abstract":"Presents an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray-casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by re-projection. The remaining pixels are computed by ray casting, which is further accelerated with ray coherence. An A-buffer is employed to reduce the image error caused by re-projection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"4 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":"132283674","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 intelligent user interface with motion planning for 3D navigation","authors":"Tsai-Yen Li, H. Ting","doi":"10.1109/VR.2000.840496","DOIUrl":"https://doi.org/10.1109/VR.2000.840496","url":null,"abstract":"Due to the rapid evolution of graphics hardware, interactive 3D graphics is becoming popular on desktop personal computers. However, it remains a challenging task for a novice user equipped with a 2D mouse to navigate in an architectural environment efficiently. We think the problem is partly due to the fact that precise navigation control is difficult to achieve with low frame rates. In this paper, we propose a novel approach to improve the effectiveness and efficiency of 3D navigation for architectural walkthrough applications. We adopt a path planner with a probabilistic roadmap to help users avoid unnecessary maneuvers due to collisions with the environment. We modify a Java3D implementation of a VRML browser to incorporate the path planner into the user interface. Experiments show that our implementation of the path planner is very efficient and can be seamlessly incorporated into the navigation control loop. The overall navigation time for traversing a sequence of checkpoints in a maze-like environment can be improved by about a factor of two if the intelligent user interface is used.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"84 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":"134354141","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. Leibe, Thad Starner, W. Ribarsky, Z. Wartell, D. Krum, B. Singletary, L. Hodges
{"title":"The Perceptive Workbench: toward spontaneous and natural interaction in semi-immersive virtual environments","authors":"B. Leibe, Thad Starner, W. Ribarsky, Z. Wartell, D. Krum, B. Singletary, L. Hodges","doi":"10.1109/VR.2000.840358","DOIUrl":"https://doi.org/10.1109/VR.2000.840358","url":null,"abstract":"The Perceptive Workbench enables a spontaneous, natural and unimpeded interface between the physical and virtual worlds. It uses vision-based methods for interaction that eliminate the need for wired input devices and wired tracking. Objects are recognized and tracked when placed on the display surface. Through the use of multiple light sources, the object's 3D shape can be captured and inserted into the virtual interface. This ability permits spontaneity since either preloaded objects or those objects selected on-the-spot by the user can become physical icons. Integrated into the same vision-based interface is the ability to identify 3D hand position, pointing direction and sweeping arm gestures. Such gestures can enhance selection, manipulation and navigation tasks. In this paper, the Perceptive Workbench is used for augmented reality gaming and terrain navigation applications, which demonstrate the utility and capability of the interface.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"4 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":"131770765","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-time representation of elastic object","authors":"K. Hirota, T. Kaneko","doi":"10.1109/VR.2000.840513","DOIUrl":"https://doi.org/10.1109/VR.2000.840513","url":null,"abstract":"Representation of soft and deformable objects in the virtual environment is an important topic for force feedback. To represent such deformable objects, there are two models: the spring-network model, and the FEM elastic model. For the haptic presentation of the sensation of softness, the problem of large deformation is not fatal, because softness is recognized through a relatively small deformation of the object during the interaction. Hence we apply the linear FEM model to represent a soft object. We propose an idea to avoid changing the displacement boundary condition by converting the displacement boundary condition caused by the user's finger into the equivalent force boundary condition. We have implemented and tested the method in a virtual environment with a force feedback device.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"20 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":"132083006","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 stereoscopic video see-through augmented reality system based on real-time vision-based registration","authors":"M. Kanbara, T. Okuma, H. Takemura, N. Yokoya","doi":"10.1109/VR.2000.840506","DOIUrl":"https://doi.org/10.1109/VR.2000.840506","url":null,"abstract":"In an augmented reality system, it is required to obtain the position and orientation of the user's viewpoint in order to display the composed image while maintaining a correct registration between the real and virtual worlds. All the procedures must be done in real time. This paper proposes a method for augmented reality with a stereo vision sensor and a video see-through head-mounted display (HMD). It can synchronize the display timing between the virtual and real worlds so that the alignment error is reduced. The method calculates camera parameters from three markers in image sequences captured by a pair of stereo cameras mounted on the HMD. In addition, it estimates the real-world depth from a pair of stereo images in order to generate a composed image maintaining consistent occlusions between real and virtual objects. The depth estimation region is efficiently limited by calculating the position of the virtual object by using the camera parameters. Finally, we have developed a video see-through augmented reality system which mainly consists of a pair of stereo cameras mounted on the HMD and a standard graphics workstation. The feasibility of the system has been successfully demonstrated with experiments.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"67 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":"117249566","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. Lécuyer, S. Coquillart, A. Kheddar, P. Richard, P. Coiffet
{"title":"Pseudo-haptic feedback: can isometric input devices simulate force feedback?","authors":"A. Lécuyer, S. Coquillart, A. Kheddar, P. Richard, P. Coiffet","doi":"10.1109/VR.2000.840369","DOIUrl":"https://doi.org/10.1109/VR.2000.840369","url":null,"abstract":"This paper considers whether a passive isometric input device, such as a Spaceball/sup TM/, used together with visual feedback, could provide the operator with a pseudo-haptic feedback. For this aim, two psychophysical experiments have been conducted. The first experiment consisted of a compliance discrimination, between two virtual springs hand-operated by means of the Spaceball/sup TM/. In this experiment, the stiffness (or compliance) JND turned out to be 6%. The second experiment assessed stiffness discrimination between a virtual spring and the equivalent spring in reality. In this case, the stiffness (or compliance) JND was found to be 13.4%. These results are consistent with previous outcomes on manual discrimination of compliance. Consequently, this consistency reveals that the passive apparatus that was used can, to some extent, simulate haptic information. In addition, a final test indicated that the proprioceptive sense of the subjects was blurred by visual feedback. This gave them the illusion of using a nonisometric device.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"31 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":"115507545","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. Fröhlich, H. Tramberend, Andrew C. Beers, Maneesh Agrawala, D. Baraff
{"title":"Physically-based manipulation on the Responsive Workbench","authors":"B. Fröhlich, H. Tramberend, Andrew C. Beers, Maneesh Agrawala, D. Baraff","doi":"10.1109/VR.2000.840357","DOIUrl":"https://doi.org/10.1109/VR.2000.840357","url":null,"abstract":"Describes how a physical simulation can be integrated with our Responsive Workbench system to support complex assembly tasks involving multiple hands and users. Our system uses the CORIOLIS physical simulation package extended to meet the real-time requirements for our highly interactive virtual environment. We develop a new set of interface tools that exploit the natural properties of physical simulation (i.e. the superposition of forces). Our tools are based on sets of springs connecting the user's hand to a virtual object. Visualizing these springs provides \"visual force feedback\" of the applied forces and facilitates the prediction of the objects' behavior. Our force-based interaction concept allows multiple hands and users to manipulate a single object without the need for locking the object.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"39 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":"124594903","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 QUICK framework for task-specific asset prioritization in distributed virtual environments","authors":"M. Capps","doi":"10.1109/VR.2000.840492","DOIUrl":"https://doi.org/10.1109/VR.2000.840492","url":null,"abstract":"In virtual environment systems, the ultimate goal is delivery of the highest-fidelity user experience possible. The paper describes a general form framework for optimizing fidelity on a per-task basis. The virtual world database is priority ordered; the ordering is dynamically recomputed based on display platform, virtual world state, and (possibly shifting) task objectives. Optimization is performed with the QUICK model, which integrates ratings of representational quality, scene node importance, and machine resource cost. The approach has been implemented in a prototype display and distributed cache management system, which can be incorporated into most existing networked virtual reality applications.","PeriodicalId":375299,"journal":{"name":"Proceedings IEEE Virtual Reality 2000 (Cat. No.00CB37048)","volume":"36 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":"123700317","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 of Ground Surface Simulator for Tel-E-Merge system","authors":"H. Noma, T. Sugihara, T. Miyasato","doi":"10.1109/VR.2000.840501","DOIUrl":"https://doi.org/10.1109/VR.2000.840501","url":null,"abstract":"Describes a series of stages in the development of a new virtual locomotion device that has been designed to enhance remote inter-personal communications. The latest system, called GSS (Ground Surface Simulator), inherits the features of two previous locomotion interfaces, viz. ATLAS (ATR Locomotion interface for Active Self-motion) and ALF (ALive Floor). GSS also incorporates two different features not found in ordinary treadmills: a movable belt and an active belt-speed controller. We built an initial prototype of GSS and developed a method that presents bumpy surfaces that are free from the mechanical limitations inherent in prior designs. Experimental results showed that a subject could distinguish a 1% difference in the virtual slope on the GSS.","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":"128242307","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}