{"title":"A multi-resolution approach for adapting close character interaction","authors":"Edmond S. L. Ho, He Wang, T. Komura","doi":"10.1145/2671015.2671020","DOIUrl":"https://doi.org/10.1145/2671015.2671020","url":null,"abstract":"Synthesizing close interactions such as dancing and fighting between characters is a challenging problem in computer animation. While encouraging results are presented in [Ho et al. 2010], the high computation cost makes the method unsuitable for interactive motion editing and synthesis. In this paper, we propose an efficient multiresolution approach in the temporal domain for editing and adapting close character interactions based on the Interaction Mesh framework. In particular, we divide the original large spacetime optimization problem into multiple smaller problems such that the user can observe the adapted motion while playing-back the movements during run-time. Our approach is highly parallelizable, and achieves high performance by making use of multi-core architectures. The method can be applied to a wide range of applications including motion editing systems for animators and motion retargeting systems for humanoid robots.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"17 1","pages":"97-106"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90432685","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":"On the benefits of stereo graphics in virtual obstacle avoidance tasks","authors":"J. A. Bærentzen, Rasmus Stenholt","doi":"10.1145/2671015.2671133","DOIUrl":"https://doi.org/10.1145/2671015.2671133","url":null,"abstract":"In virtual reality, stereo graphics is a very common way of increasing the level of perceptual realism in the visual part of the experience. However, stereo graphics comes at cost, both in technical terms and from a user perspective. In this paper, we present the preliminary results of an experiment to see if stereo makes any quantifiable, statistically significant difference in the ability to avoid collisions with virtual obstacles while navigating a 3-D space under constant acceleration. Our results indicate that for this particular application scenario, stereo does provide a significant benefit in terms of the amount of time that participants were able to avoid obstacles.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"231-232"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90808291","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":"Illumination independent marker tracking using cross-ratio invariance","authors":"V. Agnus, S. Nicolau, L. Soler","doi":"10.1145/2671015.2671119","DOIUrl":"https://doi.org/10.1145/2671015.2671119","url":null,"abstract":"Marker tracking is used in numerous applications. Depending on the context and its constraints, tracking accuracy can be a crucial component of the application. In this paper, we firstly highlight that the tracking accuracy depends on the illumination, which is usually not controlled in most applications. Particularly, we show how corner detection can shift of several pixels when light power or background context change, even if the camera and the marker are static in the scene. Then, we propose a method, based on the cross ratio invariance, that allows to re-estimate the corner extraction so that the cross ratio of the marker model corresponds to the one computed from the extracted corners in the image. Finally, we show on real data that our approach improves the tracking accuracy, particularly along the camera depth axis, up to several millimeters, depending on the marker depth.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"78 1","pages":"69-72"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83648152","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":"AnyHaptics: a haptic plug-in for existing interactive 3D graphics applications","authors":"Deok-Jae Song, Jinah Park","doi":"10.1145/2671015.2671118","DOIUrl":"https://doi.org/10.1145/2671015.2671118","url":null,"abstract":"In this paper, we present a haptic plug-in system that operates on already-developed existing interactive 3D graphics applications. There are various high-quality graphics applications developed without taking into consideration the haptic features. Our system augments haptic interaction in a simple manner to enhance the experience. The proposed system consists of two separate modules. While one module captures the depth map from a graphics pipeline of the target application, the other module calculates the haptic feedback force based on the captured depth map. We address efficient and effective ways of capturing and transferring depth map data for haptic rendering and present a working solution.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"51 1","pages":"27-30"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80662575","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":"Threefolded motion perception during immersive walkthroughs","authors":"G. Bruder, Frank Steinicke","doi":"10.1145/2671015.2671026","DOIUrl":"https://doi.org/10.1145/2671015.2671026","url":null,"abstract":"Locomotion is one of the most fundamental processes in the real world, and its consideration in immersive virtual environments (IVEs) is of major importance for many application domains requiring immersive walkthroughs. From a simple physics perspective, such self-motion can be defined by the three components speed, distance, and time. Determining motions in the frame of reference of a human observer imposes a significant challenge to the perceptual processes in the human brain, and the resulting speed, distance, and time percepts are not always veridical. In previous work in the area of IVEs, these components were evaluated in separate experiments, i. e., using largely different hardware, software and protocols.\u0000 In this paper we analyze the perception of the three components of locomotion during immersive walkthroughs using the same setup and similar protocols. We conducted experiments in an Oculus Rift head-mounted display (HMD) environment which showed that subjects largely underestimated virtual distances, slightly underestimated virtual speed, and we observed that subjects slightly overestimated elapsed time.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"28 1","pages":"177-185"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78457003","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}
O. Halabi, Mariam Ba Hameish, Latefa T. Al-Naimi, A. Kaabi
{"title":"Optimum design of haptic seat for driving simulator","authors":"O. Halabi, Mariam Ba Hameish, Latefa T. Al-Naimi, A. Kaabi","doi":"10.1145/2671015.2671134","DOIUrl":"https://doi.org/10.1145/2671015.2671134","url":null,"abstract":"This work aims to design and develop an optimal vibrotactile seat to provide a high level of satisfaction to the driver. The main critical design parameters were considered and experiments were conducted to investigate the proper values of voltage, frequency, and amplitude that are specifically related to the developed haptic seat.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"21 1","pages":"233-234"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79795397","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}
Soonchan Park, Moonwook Ryu, Ju Yong Chang, Jiyoung Park
{"title":"A hand posture recognition system utilizing frequency difference of infrared light","authors":"Soonchan Park, Moonwook Ryu, Ju Yong Chang, Jiyoung Park","doi":"10.1145/2671015.2671114","DOIUrl":"https://doi.org/10.1145/2671015.2671114","url":null,"abstract":"Hand gesture is one of the most effective methods to perform interactions between humans and also between humans and computers. However, currently existing depth cameras do not provide sufficient resolution and precision for effectively recognizing hand postures in distance (>2 meters). Existing researches tried to solve the limitation by using a combination of depth information and color information. However, they all could not have stable performance, because the color information is naturally affected by visible light condition. In this paper, we introduce a hardware system and an algorithm to recognize hand postures of a distant user while guaranteeing its performance even in the dark. Specifically, by utilizing infrared(IR) lights and their frequency difference, our system simultaneously gathers a depth map from Kinect and a high resolution IR image of a scene from an additional IR camera without any interference. The system analyzes the IR image of a hand using histogram of oriented gradients and support vector machine. In addition, the recognition system has a technique to compensate errors of hand position estimation unavoidable in any hand detection algorithms. As a result, from the experiment on real-time data, the proposed system classifies seven different hand postures with an average precision rate of 92.17% and the precision rate is maintained in the dark (<5 lux) with an average precision rate of 93.28%.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"99 1","pages":"65-68"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76341287","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}
M. Carrozzino, Giovanni Avveduto, F. Tecchia, Pavel Gurevich, Benjamin Cohen
{"title":"Navigating immersive virtual environments through a foot controller","authors":"M. Carrozzino, Giovanni Avveduto, F. Tecchia, Pavel Gurevich, Benjamin Cohen","doi":"10.1145/2671015.2671121","DOIUrl":"https://doi.org/10.1145/2671015.2671121","url":null,"abstract":"This paper introduces our ongoing work on the Foot Controller Device as an interface for navigation in Immersive Virtual Environments. The Foot Controller is a special, arduino-based control mat equipped with an array of pressure sensors and able to function as a touch surface for feet. What makes it special is that sensor cells can be accessed individually, allowing for a sophisticate control algorithms based on pressure distribution. The low-level software provides a set of recognition features which can be used to implement intuitive navigation metaphors. In this paper we introduce the device and its operating modes, present its use as a navigation interface, and discuss the results of a preliminary pilot user study aimed to evaluate its usability.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"146 1","pages":"23-26"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80555191","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":"Robust random dot markers: towards augmented unprepared maps with pure geographic features","authors":"Liming Yang, Jean-Marie Normand, G. Moreau","doi":"10.1145/2671015.2671022","DOIUrl":"https://doi.org/10.1145/2671015.2671022","url":null,"abstract":"Augmented maps have many important applications. However, no mature registration method exists to associate unprepared maps with a Geographical Information System (GIS) database which would be used to superimpose simulation results or route display on a paper map. In this paper, we propose a method called Robust Random Dot Markers (RRDM) that can robustly track coplanar random dot patterns, which can be used to address this problem. RRDM is based on the same idea of the Random Dot Markers (RDM) proposed by [Uchiyama and Saito 2011] and it can serve as fiducial markers as well as texture independent \"natural markers\". We conduct a series of experiments and show that RRDM is more robust than RDM in terms of jitter, perspective distortion, under and over detection of dots in the pattern. As an example of \"natural marker\", we show that RRDM can successfully register unprepared printed maps only with pure geographic features, i.e. road intersections coordinates, which we retrieve from a GIS. Our method does not suffer from the drawbacks of traditional \"feature-point\" based registration methods which mainly based on textures, since textures may change according to different maps.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"1 1","pages":"45-54"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79783184","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":"Third person view and guidance for more natural motor behaviour in immersive basketball playing","authors":"A. Covaci, A. Olivier, F. Multon","doi":"10.1145/2671015.2671023","DOIUrl":"https://doi.org/10.1145/2671015.2671023","url":null,"abstract":"The use of Virtual Reality (VR) in sports training is now widely studied with the perspective to transfer motor skills learned in virtual environments (VEs) to real practice. However precision motor tasks that require high accuracy have been rarely studied in the context of VE, especially in Large Screen Image Display (LSID) platforms. An example of such a motor task is the basketball free throw, where the player has to throw a ball in a 46cm wide basket placed at 4.2m away from her. In order to determine the best VE training conditions for this type of skill, we proposed and compared three training paradigms. These training conditions were used to compare the combinations of different user perspectives: first (1PP) and third-person (3PP) perspectives, and the effectiveness of visual guidance. We analysed the performance of eleven amateur subjects who performed series of free throws in a real and immersive 1:1 scale environment under the proposed conditions. The results show that ball speed at the moment of the release in 1PP was significantly lower compared to real world, supporting the hypothesis that distance is underestimated in large screen VEs. However ball speed in 3PP condition was more similar to the real condition, especially if combined with guidance feedback. Moreover, when guidance information was proposed, the subjects released the ball at higher - and closer to optimal - position (5-7% higher compared to no-guidance conditions). This type of information contributes to better understand the impact of visual feedback on the motor performance of users who wish to train motor skills using immersive environments. Moreover, this information can be used by exergames designers who wish to develop coaching systems to transfer motor skills learned in VEs to real practice.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"13 1","pages":"55-64"},"PeriodicalIF":0.0,"publicationDate":"2014-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"88458733","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}