Presence-Teleoperators and Virtual Environments最新文献

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Fly Me to the Moon: A Survey of American Historical and Contemporary Simulation Entertainments1 《带我飞向月球:美国历史与当代模拟娱乐概览
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-10-01 DOI: 10.1162/pres.1997.6.5.565
J. Maloney
{"title":"Fly Me to the Moon: A Survey of American Historical and Contemporary Simulation Entertainments1","authors":"J. Maloney","doi":"10.1162/pres.1997.6.5.565","DOIUrl":"https://doi.org/10.1162/pres.1997.6.5.565","url":null,"abstract":"Simulation experiences captivate the imagination of today's entertainment-seeking public. Once located exclusively at a few venues, these simulations are increasingly prevalent in a variety of locales including malls and casinos. While today's public may view these entertainments as novel, these forms of simulation have rich historical antecedents that can be traced to entertainment and technological innovations of the nineteenth century. Focusing on American examples from the time period of 1820 to the present, this paper examines a wide variety of immersive entertainments that attempted to simulate an experience, environment, or event so realistically that viewers accepted the imitation as authentic and realistic. This paper examines cycloramas, panoramas, historic recreations, and a selection of mechanical rides from amusement parks and world's fair midways that provided group experiences. An examination of the social functions of these precursors strengthens our understanding of the significance of contemporary simulation entertainments in the United States.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"19 1","pages":"565-580"},"PeriodicalIF":1.1,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84652059","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}
引用次数: 9
Presence in Text-Based Networked Virtual Environments or MUDS 存在于基于文本的网络虚拟环境或mud
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-10-01 DOI: 10.1162/pres.1997.6.5.590
J. Towell, Elizabeth Towell
{"title":"Presence in Text-Based Networked Virtual Environments or MUDS","authors":"J. Towell, Elizabeth Towell","doi":"10.1162/pres.1997.6.5.590","DOIUrl":"https://doi.org/10.1162/pres.1997.6.5.590","url":null,"abstract":"A text-based networked virtual environment represents to a user a system of rooms joined by exits and entrances. When navigating this system of rooms, a user can communicate in real time with other connected users occupying the same room. Hence, these virtual environments are aptly suited for networked conferencing and teaching. Anecdotal information suggested that some people feel a sense of being there or presence when connected to one of these environments. To determine how many people feel this sense of presence, we surveyed 207 people from 6 different groups of users of text-based networked virtual environments. The results indicated that 69% of these subjects felt a sense of presence. Experiments with people in text-based networked virtual environments may be helpful in understanding the contribution to presence by social interaction in other virtual environments.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"19 1","pages":"590-595"},"PeriodicalIF":1.1,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85660195","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}
引用次数: 83
Humans in Large-scale, Networked Virtual Environments 大规模网络虚拟环境中的人类
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-10-01 DOI: 10.1162/pres.1997.6.5.547
D. Pratt, Shirley M. Pratt, P. Barham, R. Barker, Marianne S. Waldrop, James F. Ehlert, Christopher A. Chrislip
{"title":"Humans in Large-scale, Networked Virtual Environments","authors":"D. Pratt, Shirley M. Pratt, P. Barham, R. Barker, Marianne S. Waldrop, James F. Ehlert, Christopher A. Chrislip","doi":"10.1162/pres.1997.6.5.547","DOIUrl":"https://doi.org/10.1162/pres.1997.6.5.547","url":null,"abstract":"This paper examines the representation of humans in large-scale, networked virtual environments. Previous work done in this field is summarized, and existing problems with rendering, articulating, and networking numerous human figures in real time are explained. We have developed a system that integrates together some well-known solutions along with new ideas. Models with multiple level of details, body-tracking technology and animation libraries to specify joint angles, efficient group representations to describe multiple humans, and hierarchical network protocols have been successfully employed to increase the number of humans represented, system performance, and user interactivity. The resulting system immerses participants effectively and has numerous useful applications.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"12 1","pages":"547-564"},"PeriodicalIF":1.1,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81469284","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}
引用次数: 26
Magnetic Tracker Calibration for Improved Augmented Reality Registration 改进的增强现实注册磁跟踪器校准
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-10-01 DOI: 10.1162/pres.1997.6.5.532
M. Livingston, A. State
{"title":"Magnetic Tracker Calibration for Improved Augmented Reality Registration","authors":"M. Livingston, A. State","doi":"10.1162/pres.1997.6.5.532","DOIUrl":"https://doi.org/10.1162/pres.1997.6.5.532","url":null,"abstract":"We apply a look-up table technique to calibrate both position and orientation readings from a magnetic tracker for use in virtual environments within a defined working volume. In a test volume of 2.4 cubic meters, the method reduced the tracker's average position error by 79% and its average orientation error by 40%. We test the correction table against the tracker's performance outdoors (a metal-poor environment) and show that readings taken in our lab and corrected by our method exhibit less error than uncorrected readings taken outdoors. We demonstrate that such reduction in position error visibly improves registration in an augmented reality system, whereas the (lesser) reduction in orientation error does not visibly improve registration. We show that the model we used for the orientation error function was incorrect, preventing our method from achieving better correction of orientation error, We discuss future directions for correction of orientation error.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"11 1","pages":"532-546"},"PeriodicalIF":1.1,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84373995","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}
引用次数: 104
The Perception of Distance in Simulated Visual Displays:A Comparison of the Effectiveness and Accuracy of Multiple Depth Cues Across Viewing Distances 模拟视觉显示中的距离感知:跨观看距离的多个深度线索的有效性和准确性比较
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-10-01 DOI: 10.1162/pres.1997.6.5.513
R. T. Surdick, E. Davis, Robert A. King, L. Hodges
{"title":"The Perception of Distance in Simulated Visual Displays:A Comparison of the Effectiveness and Accuracy of Multiple Depth Cues Across Viewing Distances","authors":"R. T. Surdick, E. Davis, Robert A. King, L. Hodges","doi":"10.1162/pres.1997.6.5.513","DOIUrl":"https://doi.org/10.1162/pres.1997.6.5.513","url":null,"abstract":"The ability effectively and accurately to simulate distance in virtual and augmented reality systems is a challenge currently facing R&D. To examine this issue, we separately tested each of seven visual depth cues (relative brightness, relative size, relative height, linear perspective, foreshortening, texture gradient, and stereopsis) as well as the condition in which all seven of these cues were present and simultaneously providing distance information in a simulated display. The viewing distances were 1 and 2 m. In developing simulated displays to convey distance and depth there are three questions that arise. First, which cues provide effective depth information (so that only a small change in the depth cue results in a perceived change in depth)? Second, which cues provide accurate depth information (so that the perceived distance of two equidistant objects perceptually matches)? Finally, how does the effectiveness and accuracy of these depth cues change as a function of the viewing distance? Ten college-aged subjects were tested with each depth-cue condition at both viewing distances. They were tested using a method of constant stimuli procedure and a modified Wheat-stone stereoscopic display. The perspective cues (linear perspective, foreshortening, and texture gradient) were found to be more effective than other depth cues, while effectiveness of relative brightness was vastly inferior. Moreover, relative brightness, relative height, and relative size all significantly decreased in effectiveness with an increase in viewing distance. The depth cues did not differ in terms of accuracy at either viewing distance. Finally, some subjects experienced difficulty in rapidly perceiving distance information provided by stereopsis, but no subjects had difficulty in effectively and accurately perceiving distance with the perspective information used in our experiment. A second experiment demonstrated that a previously stereo-anomalous subject could be trained to perceive stereoscopic depth in a binocular display. We conclude that the use of perspective cues in simulated displays may be more important than the other depth cues tested because these cues are the most effective and accurate cues at both viewing distances, can be easily perceived by all subjects, and can be readily incorporated into simpler, less complex displays (e.g., biocular HMDs) or more complex ones (e.g., binocular or see-through HMDs).","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"17 1","pages":"513-531"},"PeriodicalIF":1.1,"publicationDate":"1997-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79741440","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}
引用次数: 97
Judgments of the Distance to Nearby Virtual Objects: Interaction of Viewing Conditions and Accommodative Demand 对邻近虚拟物体距离的判断:观看条件与调节需求的交互作用
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-08-01 DOI: 10.1162/pres.1997.6.4.452
S. Ellis, B. Menges
{"title":"Judgments of the Distance to Nearby Virtual Objects: Interaction of Viewing Conditions and Accommodative Demand","authors":"S. Ellis, B. Menges","doi":"10.1162/pres.1997.6.4.452","DOIUrl":"https://doi.org/10.1162/pres.1997.6.4.452","url":null,"abstract":"Ten subjects adjusted a real-object probe to match the distance of nearby virtual objects optically presented via a see-through, helmet-mounted display. Monocular, biocular, and stereoscopic viewing conditions were used with two levels of required focus. Observed errors may be related to changes in the subjects' binocular convergence. The results suggest ways in which virtual objects may be presented with improved spatial fidelity.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"37 1","pages":"452-460"},"PeriodicalIF":1.1,"publicationDate":"1997-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84147204","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}
引用次数: 51
Registration Error Analysis for Augmented Reality 增强现实的配准误差分析
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-08-01 DOI: 10.1162/pres.1997.6.4.413
R. Holloway
{"title":"Registration Error Analysis for Augmented Reality","authors":"R. Holloway","doi":"10.1162/pres.1997.6.4.413","DOIUrl":"https://doi.org/10.1162/pres.1997.6.4.413","url":null,"abstract":"Augmented reality (AR) systems typically use see-through head-mounted displays (STHMDs) to superimpose images of computer-generated objects onto the user's view of the real environment in order to augment it with additional information. The main failing of current AR systems is that the virtual objects displayed in the STHMD appear in the wrong position relative to the real environment. This registration error has many causes: system delay, tracker error, calibration error, optical distortion, and misalignment of the model, to name only a few. Although some work has been done in the area of system calibration and error correction, very little work has been done on characterizing the nature and sensitivity of the errors that cause misregistration in AR systems. This paper presents the main results of an end-to-end error analysis of an optical STHMD-based tool for surgery planning. The analysis was done with a mathematical model of the system and the main results were checked by taking measurements on a real system under controlled circumstances. The model makes it possible to analyze the sensitivity of the system-registration error to errors in each part of the system. The major results of the analysis are: (1) Even for moderate head velocities, system delay causes more registration error than all other sources combined; (2) eye tracking is probably not necessary; (3) tracker error is a significant problem both in head tracking and in system calibration; (4) the World (or reference) coordinate system adds error and should be omitted when possible; (5) computational correction of optical distortion may introduce more delay-induced registration error than the distortion error it corrects, and (6) there are many small error sources that will make submillimeter registration almost impossible in an optical STHMD system without feedback. Although this model was developed for optical STHMDs for surgical planning, many of the results apply to other HMDs as well.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"22 1","pages":"413-432"},"PeriodicalIF":1.1,"publicationDate":"1997-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74055755","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}
引用次数: 169
Confluence of Computer Vision and Interactive Graphies for Augmented Reality 增强现实中计算机视觉与交互图形的融合
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-08-01 DOI: 10.1162/pres.1997.6.4.433
G. Klinker, K. Ahlers, D. Breen, P. Chevalier, C. Crampton, D. S. Greer, Dieter Koller, André Kramer, Eric Rose, M. Tuceryan, R. Whitaker
{"title":"Confluence of Computer Vision and Interactive Graphies for Augmented Reality","authors":"G. Klinker, K. Ahlers, D. Breen, P. Chevalier, C. Crampton, D. S. Greer, Dieter Koller, André Kramer, Eric Rose, M. Tuceryan, R. Whitaker","doi":"10.1162/pres.1997.6.4.433","DOIUrl":"https://doi.org/10.1162/pres.1997.6.4.433","url":null,"abstract":"Augmented reality (AR) is a technology in which a user's view of the real world is enhanced or augmented with additional information generated from a computer model. Using AR technology, users can interact with a combination of real and virtual objects in a natural way. This paradigm constitutes the core of a very promising new technology for many applications. However, before it can be applied successfully, AR has to fulfill very strong requirements including precise calibration, registration and tracking of sensors and objects in the scene, as well as a detailed overall understanding of the scene. We see computer-vision and image-processing technology playing an increasing role in acquiring appropriate sensor and scene models. To balance robustness with automation, we integrate automatic image analysis with both interactive user assistance and input from magnetic trackers and CAD models. Also, in order to meet the requirements of the emerging global information society, future human-computer interaction will be highly collaborative and distributed. We thus conduct research pertaining to distributed and collaborative use of AR technology. We have demonstrated our work in several prototype applications, such as collaborative interior design and collaborative mechanical repair. This paper describes our approach to AR with examples from applications, as well as describing the underlying technology.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"7 1","pages":"433-451"},"PeriodicalIF":1.1,"publicationDate":"1997-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77778407","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}
引用次数: 63
Some Perspectives on Performed Sound and Music in Virtual Environments 对虚拟环境中表演声音和音乐的一些看法
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-08-01 DOI: 10.1162/pres.1997.6.4.482
J. Pressing
{"title":"Some Perspectives on Performed Sound and Music in Virtual Environments","authors":"J. Pressing","doi":"10.1162/pres.1997.6.4.482","DOIUrl":"https://doi.org/10.1162/pres.1997.6.4.482","url":null,"abstract":"The great variety of functions possible for sound in virtual environments is surveyed in relation to the traditions that primarily inform them. These traditions are examined, classifying sound into the three categories of artistic expression, information transfer, and environmental sound. The potentials of and relations between sonification, algorithmic composition, musicogenic and sonigenic displays, virtual musical instruments and virtual sound sources are examined, as well as the practical technical limitations that govern performance control of MIDI and real-time DSP sound synthesis in coordination with visual display. The importance of music-theoretic and psychological research is emphasized. The issues and developed categorizations are then applied to a case study: the examination of a specific virtual environment performance by a team of workers in Australia in which the author worked as composer/performer/ programmer.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"13 1","pages":"482-503"},"PeriodicalIF":1.1,"publicationDate":"1997-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76865871","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}
引用次数: 36
Augmented Reality through Wearable Computing 通过可穿戴计算增强现实
IF 1.1 4区 计算机科学
Presence-Teleoperators and Virtual Environments Pub Date : 1997-08-01 DOI: 10.1162/pres.1997.6.4.386
Thad Starner, Steve Mann, Brad Rhodes, J. Levine, Jennifer Healey, D. Kirsch, Rosalind W. Picard, A. Pentland
{"title":"Augmented Reality through Wearable Computing","authors":"Thad Starner, Steve Mann, Brad Rhodes, J. Levine, Jennifer Healey, D. Kirsch, Rosalind W. Picard, A. Pentland","doi":"10.1162/pres.1997.6.4.386","DOIUrl":"https://doi.org/10.1162/pres.1997.6.4.386","url":null,"abstract":"Wearable computing moves computation from the desktop to the user. We are forming a community of networked, wearable-computer users to explore, over a long period, the augmented realities that these systems can provide. By adapting its behavior to the user's changing environment, a body-worn computer can assist the user more intelligently, consistently, and continuously than a desktop system. A text-based augmented reality, the Remembrance Agent, is presented to illustrate this approach. Video cameras are used both to warp the visual input (mediated reality) and to sense the user's world for graphical overlay. With a camera, the computer could track the user's finger to act as the system's mouse; perform face recognition; and detect passive objects to overlay 2.5D and 3D graphics onto the real world. Additional apparatus such as audio systems, infrared beacons for sensing location, and biosensors for learning about the wearer's affect are described. With the use of input from these interface devices and sensors, a long-term goal of this project is to model the user's actions, anticipate his or her needs, and perform a seamless interaction between the virtual and physical environments.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":"50 1","pages":"386-398"},"PeriodicalIF":1.1,"publicationDate":"1997-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77308752","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}
引用次数: 512
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