{"title":"What's Happening","authors":"Marisa E. Campbell","doi":"10.1145/604575.604580","DOIUrl":"https://doi.org/10.1145/604575.604580","url":null,"abstract":"Step out for Spring Fling this Thursday. Compete in the jalapeno pepper eating contest, the egg toss or the jello eating contest. Try your hand at balloon shaving or sign up for the Adrenaline Rush and Bungee Run. The Business Club will be selling snow cones and candy bars for $1 and candles for $6 (2 for $10). Browse for bargains at the SSS yard sale and visit other booths sponsored by clubs, including Circle K, the Varsity Club, Fine Arts, Blue Ridge Flying Eagles, Cosmetology, Nursing and Ebony Kinship. A DJ will be serving up music as well as some karaoke. Get a helping of free spaghetti or vegetarian lasagna with salad, drink and dessert.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"1 1","pages":"7-9"},"PeriodicalIF":1.1,"publicationDate":"2003-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82840291","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Placing Three-Dimensional Models in an Uncalibrated Single Image of an Architectural Scene","authors":"S. Keren, I. Shimshoni, A. Tal","doi":"10.1145/585740.585772","DOIUrl":"https://doi.org/10.1145/585740.585772","url":null,"abstract":"This paper discusses the problem of inserting 3D models into a single image. The main focus of the paper is on the accurate recovery of the camera's parameters, so that 3D models can be inserted in the correct position and orientation. The paper addresses two issues. The first is an automatic extraction of the principal vanishing points from an image. The second is a theoretical and an experimental analysis of the errors. To test the concept, a system that plants virtual 3D objects in the image was implemented. It was tested on many indoor augmented-reality scenes. Our analysis and experiments have shown that errors in the placement of the objects are unnoticeable.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"242 1","pages":"692-707"},"PeriodicalIF":1.1,"publicationDate":"2002-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73252340","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dongman Lee, Mingyu Lim, Seunghyun Han, Kyungmin Lee
{"title":"ATLAS: A Scalable Network Framework for Distributed Virtual Environments","authors":"Dongman Lee, Mingyu Lim, Seunghyun Han, Kyungmin Lee","doi":"10.1145/571878.571886","DOIUrl":"https://doi.org/10.1145/571878.571886","url":null,"abstract":"A distributed virtual environment (DVE) is a software system that allows users in a network to interact with each other by sharing a common view of their states. As users are geographically distributed over large networks like the internet and the number of users increases, scalability is a key aspect to consider for real-time interaction. Various solutions have been proposed to improve the scalability in DVE systems but they are either focused on only specific aspects or customized to a target application. In this paper, we classify the approaches for improving scalability of DVE into five categories: communication architecture, interest management, concurrency control, data replication, and load distribution. We then propose a scalable network framework for DVEs, ATLAS. Incorporated with our various scalable schemes, ATLAS meets the scalability of a system as a whole. The integration experiences of ATLAS with several virtual reality systems ensure the versatility of the proposed solution.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"52 1","pages":"125-156"},"PeriodicalIF":1.1,"publicationDate":"2002-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80229318","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"VELVET: An Adaptive Hybrid Architecture for Very Large Virtual Environments","authors":"J. Oliveira, N. Georganas","doi":"10.1109/ICC.2002.997291","DOIUrl":"https://doi.org/10.1109/ICC.2002.997291","url":null,"abstract":"Collaborative virtual environment (CVE) concepts have been used in many systems in the past few years. Applications of such technology range from military combat simulations to various civilian commercial applications. The architectures available today provide support for a number of users, but they fail if too many users are together in a small space in the virtual world. This paper introduces VELVET, an adaptive hybrid architecture that allows a greater number of users to interact through a CVE. This is accomplished through an adaptive filtering scheme based on multicasting. VELVET also supports small groups of users, but its use in large environments shows the greatest potential, better handling local concentrations of activity than region-, cell-, orlocale-based approaches. VELVET introduces a novel adaptive area of interest management that supports heterogeneity amongst the various participants. This allows users in a supercomputer with high-speed networking to successfully collaborate with others in not-so-powerful systems behind a slow dial-up connection.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"25 1","pages":"555-580"},"PeriodicalIF":1.1,"publicationDate":"2002-08-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73749274","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"An Extensible Event-Based Infrastructure for Networked Virtual Worlds","authors":"Jim Purbrick, C. Greenhalgh","doi":"10.1109/VR.2002.996500","DOIUrl":"https://doi.org/10.1109/VR.2002.996500","url":null,"abstract":"Many VR platforms emphasize extensibility to support as wide a range of applications as possible. The current trend is to move this extensibility to lower levels of the system to support extensibility of infrastructure mechanisms such as networking protocols. This kind of extensibility allows the runtime of the virtual environment system to evolve even while the system is running. This paper presents a new virtual environment platform that allows multiple infrastructure mechanisms to be added to and coexist within the running system, with different elements of the virtual world using different mechanisms. This allows the virtual environment system to efficiently support a wider range of applications by, for example, having only certain virtual objects use conservative consistency and persistence. It can also optimize the performance of the CVE by tailoring the infrastructure mechanisms according to the different roles played by different objects in the virtual environment.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"17 1","pages":"68-84"},"PeriodicalIF":1.1,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80174049","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Marco Agus, Andrea Giachetti, E. Gobbetti, G. Zanetti, Antonio Zorcolo
{"title":"Real-Time Haptic and Visual Simulation of Bone Dissection","authors":"Marco Agus, Andrea Giachetti, E. Gobbetti, G. Zanetti, Antonio Zorcolo","doi":"10.1109/VR.2002.996524","DOIUrl":"https://doi.org/10.1109/VR.2002.996524","url":null,"abstract":"Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual simulation of a bone-cutting burr that is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction, which includes haptic forces evaluation, the bone erosion process, and the resulting debris. The current implementation, directly operating on a voxel discretization of patient-specific 3D CT and MR imaging data, is efficient enough to provide real-time feedback on a low-end multiprocessing PC platform.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"29 1","pages":"110-122"},"PeriodicalIF":1.1,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86477407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ashish Sharma, A. Nakano, R. Kalia, P. Vashishta, S. Kodiyalam, Paul Miller, Wei Zhao, Xinlian Liu, T. Campbell, A. Haas
{"title":"Immersive and Interactive Exploration of Billion-Atom Systems","authors":"Ashish Sharma, A. Nakano, R. Kalia, P. Vashishta, S. Kodiyalam, Paul Miller, Wei Zhao, Xinlian Liu, T. Campbell, A. Haas","doi":"10.1109/VR.2002.996525","DOIUrl":"https://doi.org/10.1109/VR.2002.996525","url":null,"abstract":"We have developed a visualization system, namedAtomsviewer, to render a billion atoms from the results of a molecular dynamics simulation. This system uses a hierarchical view frustum culling algorithm based on the octree data structure to efficiently remove atoms that are outside of the field of view. A novel occlusion culling algorithm, using a probability function, then selects atoms with a high probability of being visible. These selected atoms are further tested with a traditional occlusion culling algorithm before being rendered as spheres at varying levels of detail. To achieve scalability, Atomsviewer is distributed over a cluster of PCs that execute a parallelized version of the hierarchical view frustum culling and the probabilistic occlusion culling, and a graphics workstation that renders the atoms. We have used Atomsviewer to render a billion-atom data set on a dual processor SGI Onyx2 with an InfiniteReality2 graphics pipeline connected to a four-node PC cluster.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"18 1","pages":"85-95"},"PeriodicalIF":1.1,"publicationDate":"2002-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82901978","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Testbed Evaluation of Virtual Environment Interaction Techniques","authors":"D. Bowman, Donald B. Johnson, L. Hodges","doi":"10.1145/323663.323667","DOIUrl":"https://doi.org/10.1145/323663.323667","url":null,"abstract":"As immersive virtual environment (VE) applications become more complex, it is clear that we need a firm understanding of the principles of VE interaction. In particular, designers need guidance in choosing three-dimensional interaction techniques. In this paper, we present a systematic approach, testbed evaluation, for the assessment of interaction techniques for VEs. Testbed evaluation uses formal frameworks and formal experiments with multiple independent and dependent variables to obtain a wide range of performance data for VE interaction techniques. We present two testbed experiments, covering techniques for the common VE tasks of travel and object selection/manipulation. The results of these experiments allow us to form general guidelines for VE interaction and to provide an empirical basis for choosing interaction techniques in VE applications. Evaluation of a real-world VE system based on the testbed results indicates that this approach can produce substantial improvements in usability.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"28 1","pages":"75-95"},"PeriodicalIF":1.1,"publicationDate":"1999-12-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74071968","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Spatial Orientation and Wayfinding in Large-Scale Virtual Spaces.","authors":"R. Darken, T. Allard, Lisa B. Achille","doi":"10.1162/105474699566495","DOIUrl":"https://doi.org/10.1162/105474699566495","url":null,"abstract":"","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"2 1","pages":"101-107"},"PeriodicalIF":1.1,"publicationDate":"1999-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88866925","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}