{"title":"Real-time input of 3D pose and gestures of a user's hand and its applications for HCI","authors":"Yoichi Sato, M. Saito, H. Koike","doi":"10.1109/VR.2001.913773","DOIUrl":"https://doi.org/10.1109/VR.2001.913773","url":null,"abstract":"Introduces a method for tracking a user's hand in 3D and recognizing the hand's gesture in real time without the use of any invasive devices attached to the hand. Our method uses multiple cameras for determining the position and orientation of a user's hand moving freely in a 3D space. In addition, the method identifies pre-determined gestures in a fast and robust manner by using a neural network which has been properly trained beforehand. This paper also describes results of user study of our proposed method and several types of applications, including 3D object handling for a desktop system and a 3D walkthrough for a large immersive display system.","PeriodicalId":445662,"journal":{"name":"Proceedings IEEE Virtual Reality 2001","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125308601","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":"Gait Master: a versatile locomotion interface for uneven virtual terrain","authors":"Hiroo Iwata, H. Yano, Fumitaka Nakaizumi","doi":"10.1109/VR.2001.913779","DOIUrl":"https://doi.org/10.1109/VR.2001.913779","url":null,"abstract":"The Gait Master is a locomotion interface that creates a sense of walking on an uneven surface. The device employs a turntable on which two motion platforms (one for each foot) are mounted. The motion platforms track the feet and carry them back to their neutral position. The user can physically walk in a virtual space while their position is maintained. The motion platforms move vertically, which simulates an uneven surface. The walker can climb up or go down a virtual staircase while their position is maintained. The turntable rotates the two motion platforms, so that the walker can walk in any direction. We have developed two prototypes and have evaluated them through user studies.","PeriodicalId":445662,"journal":{"name":"Proceedings IEEE Virtual Reality 2001","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124412455","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":"Modified shutter glasses for projection and picture acquisition in virtual environments","authors":"A. Kunz, Christian P. Spagno","doi":"10.1109/VR.2001.913797","DOIUrl":"https://doi.org/10.1109/VR.2001.913797","url":null,"abstract":"Virtual reality (VR) can be extended to create a collaborative distributed environment over a physical network. However, such an environment can only be established if both the virtual objects and the other users can be seen simultaneously in real time. This requires a novel technique to overcome the contradicting requirements of darkness and light for image projection and video acquisition, respectively. In order to make an inexpensive and easy-to-build solution, a camera acquisition system and a stroboscopic light are added to an existing VR system. Modifications are made to existing shutter glasses to handle simultaneous projection and video acquisition. In such a solution, the method of projection in the VR system remains unmodified. This paper describes how to resolve the conflict between the darkness required for projection and sufficient lighting for video acquisition.","PeriodicalId":445662,"journal":{"name":"Proceedings IEEE Virtual Reality 2001","volume":"123 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127883421","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. Ogi, T. Yamada, K. Tamagawa, M. Kano, M. Hirose
{"title":"Immersive telecommunication using stereo video avatar","authors":"T. Ogi, T. Yamada, K. Tamagawa, M. Kano, M. Hirose","doi":"10.1109/VR.2001.913769","DOIUrl":"https://doi.org/10.1109/VR.2001.913769","url":null,"abstract":"Immersive projection displays such as CABIN and COSMOS have been connected through a broadband network. This kind of network environment is expected to be used as a multimedia virtual laboratory. In particular, video avatar technology has been developed in order to realize high-presence communication in this multimedia virtual laboratory. A video avatar is a computer-synthesized 3D image created using live video. This method has the characteristics of being a natural, accurate and convenient communication tool. In this study, the communication capabilities of the video avatar were experimentally evaluated. In addition, the video avatar technology was applied to several communications applications, such as that of guiding colleagues and undertaking design work in networked immersive projection displays.","PeriodicalId":445662,"journal":{"name":"Proceedings IEEE Virtual Reality 2001","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128487635","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":"Realistic haptic rendering for highly deformable virtual objects","authors":"C. Mendoza, C. Laugier","doi":"10.1109/VR.2001.913795","DOIUrl":"https://doi.org/10.1109/VR.2001.913795","url":null,"abstract":"Previous works have presented solutions for stability problems arising from the difference between the sampling rate requirements for haptic devices (about 1 kHz) and the update rates of the physical objects being simulated (about 10 Hz). These methods work well when the objects are convex and non-deformable but, when the object is deformable, these methods might fail in obtaining realistic force feedback and exact graphical rendering. The reason of this is due to the concavities and unknown shapes that may appear in the deformable objects. This paper proposes to perform haptic interaction with the local topology of the object, taking into account the unknown changes and the concavities in the object shape. This local model is updated at the simulation frequency rate.","PeriodicalId":445662,"journal":{"name":"Proceedings IEEE Virtual Reality 2001","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2001-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125860357","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}