| The Storage Independent Polygonal Mesh Simplification System | | BIBA | Full-Text | 3-12 | |
| Hung-Kuang Chen; Chin-Shyurng Fahn; Ming-Bo Lin | |||
| Traditional simplification algorithms operate either in the main memory or in the disk space. In this paper, we propose a novel storage independent polygonal mesh simplification system (SIPMSS). The new system offers an advanced memory utilization scheme and efficient storage-independent primitives that achieve constant main memory footprint and excellent runtime efficiency. It not only provides a very flexible platform for both in-core and out-of-core simplification algorithms but also permits very efficient integration of various types of simplification algorithms. The results presented in the section of experiments further approve its effectiveness and usefulness for both in-core and out-of-core of simplification. | |||
| A Wavelet-Based Image Enhancement Algorithm for Real Time Multi-resolution Texture Mapping | | BIBAK | Full-Text | 13-21 | |
| Hai-feng Cui; Xin Zheng | |||
| In order to get better rendering effect, we proposed a wavelet transform
based image enhancement algorithm for real time multi-resolution texture
mapping in this paper. In this algorithm, we proposed a concept of weighted
pyramid. Texture images to be synthesized are weighted enhanced by wavelet
transform. Comparing with original ones, the edges in this image is much
clearer and the contrast of this image is more evident. And when dealing with
the maps with their particular characteristics, we also proposed some method
for algorithm improvement. By using this method, current multi-resolution
texture mapping method will be much more improved. It can give us a more
realistic and efficient rendering effect by using lower resolution image to
replace higher resolution one. Keywords: wavelet; image enhancement; texture mapping; multi-resolution | |||
| 3D-Image Visualization and Its Performance in Teleoperation | | BIBAK | Full-Text | 22-31 | |
| Manuel Ferre; Salvador Cobos; Rafael Aracil; Miguel Angel Sánchez Urán | |||
| In this paper, stereoscopic image visualization for teleoperated robots is
studied. The use of stereo vision systems shows some difficulties: image
disparity is the main problem. It affects the correct image fusion process by
the brain. Disparity curve calculations are shown and a method to calibrate
stereoscopic images for telerobotics is explained. Experiments have been
carried out to obtain the limits for a proper image fusion. The use of
stereoscopic image has been assessed to execute teleoperated robot guidance
tasks. The performance of stereoscopic and monoscopic image is compared.
Stereoscopic images have shown a guaranteed depth perception. Keywords: 3D-vision; stereoscopic interfaces; binocular; disparity; teleoperation | |||
| Manipulating Objects Behind Obstacles | | BIBA | Full-Text | 32-41 | |
| Jan Flasar; Jiri Sochor | |||
| This paper describes various techniques of accessing objects hidden behind obstacles in virtual environments. We show some of well known interaction techniques that are suitable for usage in this case. Next, we introduce new Head Manipulator method and several aids that allow a user to change the visibility of objects. We propose several combinations of interaction techniques and discuss their suitability for the given task. Finally, we describe our experiments when testing these methods and then we conclude with the results from the experiments and from users' observations. | |||
| Registration Based on Online Estimation of Trifocal Tensors Using Point and Line Correspondences | | BIBAK | Full-Text | 42-51 | |
| Tao Guan; Lijun Li; Cheng Wang | |||
| This paper illustrates a novel registration method based on robust
estimation of trifocal tensors using point and line correspondences
synthetically. The proposed method distinguishes itself in following ways:
Firstly, besides feature points, line segments are also used to calculate the
needed trifocal tensors. The registration process can still be achieved even
under poorly textured scenes. Secondly, to estimate trifocal tensors precisely,
we use PROSAC instead of RANSAC algorithm to remove outliers. While improving
the accuracy of our system, PROSAC also reduces the computation complexity to a
large degree. Keywords: Augmented Reality; Registration; Trifocal Tensors; Fundamental Matrix;
PROSAC | |||
| Non-commercial Object-Base Scene Description | | BIBAK | Full-Text | 52-61 | |
| Stephen R. Gulliver; Gheorghita Ghinea; K. Kaur | |||
| This paper investigates methods of describing two-dimensional and
three-dimensional scenes using eXtensible Mark-up Language (XML). It also
investigates the initial development of a non-commercial object-based scene
description language, for the effective capture of two- and three-dimensional
scenes. Design science research techniques were applied to determine the ideal
factors involved in effective scene capture. The solution facilitates the
description of 2D and 3D environments via interpretation of object
relationships; the implementation of the inheritance, functionality,
interactions and behaviour. Keywords: XML; Scene description; hierarchy; functionality; behaviour | |||
| Triangle Mesh Optimization for Improving Rendering Quality of 3D Virtual Environments | | BIBA | Full-Text | 62-70 | |
| Qingwei Guo; Weining Yue; Qicheng Li; Guoping Wang | |||
| High-quality mesh provides good rendering effects of virtual reality systems. In this paper a solid technique for generating triangle meshes optimized for real-time rendering in virtual environments is proposed. Modified weighted Voronoi barycenter relaxation is used to improve the mesh geometry. A simulated annealing algorithm is presented for optimizing vertex connectivity. The shape deviations are effectively prevented, and the boundaries and features are well preserved. The advantage and robustness of this technique are verified by many examples. | |||
| Acceleration of Terrain Rendering Using Cube Mesh | | BIBA | Full-Text | 71-79 | |
| Dong-Soo Kang; Byeong-Seok Shin | |||
| Terrain rendering is essential to represent virtual environment in interactive applications. We have explored voxel-based terrain rendering using ray casting method. Real-time applications such as computer games and simulations require interactive fly-through or walk-through on the terrain. However, since previous approaches usually require a tremendous amount of CPU computation for view-frustum culling and level-of-detail selection, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU, which exploits a novel data structure, named Cube Mesh, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method. | |||
| A Realistic Illumination Model for Stained Glass Rendering | | BIBAK | Full-Text | 80-87 | |
| Jung-A Kim; Shihua Ming; Dongho Kim | |||
| In this paper we present an illumination model for rendering realistic
stained glass which simulates the phenomenon of stained glass in real world.
The optics for stained glass involves three basic physical mechanisms: diffuse
light and specular highlight, Fresnel refraction, volume absorption; these
dominate the appearance of stained glass. In this paper, we combine them to
render realistic stained glass. Our approach avoids performing any expensive
geometric tests, and involves no pre-computation; both of which are common
features in previous work. The rendered stained glass images achieve excellent
realism. Keywords: stained glass; Fresnel refraction; light absorption; real-time rendering | |||
| Visual Hull with Silhouette Maps | | BIBAK | Full-Text | 88-96 | |
| Chulhan Lee; Junho Cho; Kyoungsu Oh | |||
| Visual hull is intersection of cones made by back-projections of reference
images. We introduce a real-time rendering method of jaggy-free visual hull on
programmable graphics hardware. Visual hull can be rendered quickly by using
texture mapping approach. However, jagged artifacts are present near the edges
of visual hull faces. In this paper, we solve the problem by using silhouette
information. Our implementation demonstrates high-quality rendering results in
real-time. Time complexity of our algorithm is O(N), where N is the number of
reference images. Thus, the examples in this paper are rendered over one
hundred of frames per second without jaggies. Keywords: Visual Hull; Image-based Rendering; Silhouette Map; GPU | |||
| Region-Based Artificial Terrain Texture Generation | | BIBA | Full-Text | 97-103 | |
| Qicheng Li; Chen Zhao; Qiang Zhang; Weining Yue; Guoping Wang | |||
| Terrain texture plays a great role on visualization in many 3D applications. Sometimes terrain texture is difficult to obtain in a desired area, thus a new approach to terrain texture generation based on satellite images is proposed to resolve this problem. We prepare a silhouette map and a satellite image for the desired terrain texture and colorize the two pictures with the same pattern according to the terrain features. Then a method of texture synthesis is adopted to generate the final terrain texture. | |||
| A Real-Time Color Quantization Scheme for Virtual Environments Navigation System | | BIBAK | Full-Text | 104-110 | |
| Hun-gyu Lim; Doowon Paik | |||
| A navigation system for virtual environments using low-quality HMD (head
mounted display) must quantize images when the system presents true-color image
with restricted number of colors. Such navigation system quantizes an image by
using fixed palette. If the system represents an image by using a variable
palette which is made considering a region around the viewpoint then user can
perceive a virtual environments more vividly because human visual system is
sensitive to the colors variation in the region around the viewpoint. In this
paper we propose a color quantization algorithm that quantize a region around
the viewpoint more finely than other regions at each variation of viewpoint for
virtual environments navigation system and compose virtual environments
navigation system using proposed algorithm. The system quantizes an image at
each variation of viewpoint and shows a quantized image to user through HMD. We
tested user preferences for our proposed system and the results show that users
preferred our system. Keywords: Color quantization; navigation system; human color perception | |||
| A Distributed Framework for Scalable Large-Scale Crowd Simulation | | BIBA | Full-Text | 111-121 | |
| Miguel Lozano; Pedro Morillo; Daniel Lewis; Dirk Reiners; Carolina Cruz-Neira | |||
| Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real-time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning situations. Our approach uses a highly scalable architecture integrated with an efficient rendering architecture and an immersive visualization environment for interaction. In this environment, users can specify complex scenarios, "plug-in" crowd behavior algorithms, and interactively steer the simulation to analyze and evaluate multiple "what if" situations. | |||
| QEM-Based Mesh Simplification with Effective Feature-Preserving | | BIBAK | Full-Text | 122-131 | |
| Wei Lu; Dinghao Zeng; Jingui Pan | |||
| To preserve appearance attributes in a 3D model, a novel mesh simplification
is proposed in this work based on the Quadric Error Metric (QEM). We make use
of half-edge collapse method for mesh simplification and modify the QEM to
solve the break between different texture coordinates. After analyzing several
cases of the collapsing operation, a new formula on the cost of edge
contraction is obtained to eliminate aberrances. Experimental results
demonstrate that compared with other state-of-the-art techniques our algorithm
can achieve satisfactory efficiency with desirable geometry and
feature-preserving. Keywords: mesh simplification; half-edge collapse; Progressive Meshes; the Quadric
Error Metric; feature preserving | |||
| Content Adaptive Embedding of Complementary Patterns for Nonintrusive Direct-Projected Augmented Reality | | BIBAK | Full-Text | 132-141 | |
| Hanhoon Park; Moon-Hyun Lee; Byung-Kuk Seo; Yoonjong Jin; Jong-Il Park | |||
| In direct-projected augmented reality, the visual patterns for compensation
may distract users despite users would not be interested in the compensation
process. The distraction becomes more serious for dynamic projection surface in
which compensation and display should be done simultaneously. Recently, a
complementary pattern-based method of efficiently hiding the compensation
process from users' view has been proposed. However, the method faced the
tradeoff between the pattern imperceptibility and compensation accuracy. In
this paper, we embed locally different strength of pattern images into
different channels of the projector input images (AR images) after analyzing
their spatial variation and color distribution. It is demonstrated that our
content adaptive approach can significantly improve the imperceptibility of the
patterns and produce better compensation results by comparing it with the
previous approach through a variety of experiments and subjective evaluation. Keywords: Nonintrusive direct-projected augmented reality; complementary pattern
embedding; content adaptive | |||
| Lower Cost Modular Spatially Immersive Visualization | | BIBAK | Full-Text | 142-146 | |
| Frederic I. Parke | |||
| The development of lower cost modular spatially immersive visualization
systems based on commodity components and faceted display surfaces is
described. Commodity computers are networked to form graphics computing
clusters. Commodity digital projectors are used to form surrounding rear
projected faceted display surfaces based on polyhedral shapes. The use of these
systems in the design and evaluation of human environments is discussed. Keywords: spatially immersive visualization; modular visualization systems; lower cost
visualization; graphics computing clusters | |||
| Designing Viewpoint Awareness for 3D Collaborative Virtual Environment Focused on Real-Time Manipulation of Multiple Shared Objects | | BIBAK | Full-Text | 147-156 | |
| Luciana Provenzano; Julie Delzons; Patricia Plénacoste; Johann Vandromme | |||
| In some collaborative manipulation activities -- for example, medical
experts making a diagnosis based on a 3D reconstruction of a human organ --
remote participants may tailor their views on the shared object to their
particular needs and task. This implies that each user has her viewpoint on the
object. Awareness of viewpoint is then necessary both to coordinate each other
and to understand remote users' activities. This work investigates how to
provide the remote viewpoint awareness in a 3D collaborative desktop in which
multiple shared objects can be independently positioned and manipulated to
accomplish a common single activity. Preliminary results of ergonomic
evaluations of the proposed metaphors are also provided. Keywords: viewpoint; 3D virtual desktop; manipulation of 3D objects | |||
| Parallel Search Algorithm for Geometric Constraints Solving | | BIBAK | Full-Text | 157-164 | |
| Hua Yuan; Wenhui Li; Kong Zhao; Rongqin Yi | |||
| We propose a hybrid algorithm -- (Parallel Search Algorithm) between PSO and
simplex methods to approximate optimal solution for the Geometric Constraint
problems. Locally, simplex is extended to reduce the number of infeasible
solutions while solution quality is improved with an operation order search.
Globally, PSO is employed to gain parallelization while solution diversity is
maintained. Performance results on Geometric Constraint problems show that
Parallel Search Algorithm outperforms existing techniques. Keywords: geometric constraint solving; particle swarm optimization; simplex method;
Parallel Search | |||
| Scene Depth Reconstruction on the GPU: A Post Processing Technique for Layered Fog | | BIBA | Full-Text | 165-174 | |
| Tianshu Zhou; Jim X. Chen; Peter Smith | |||
| Realism is a key goal of most VR applications. As graphics computing power increases, new techniques are being developed to simulate important aspects of the human visual system, increasing the sense of 'immersion' of a participant in a virtual environment. One aspect of the human visual system, depth cueing, requires accurate scene depth information in order to simulate. Yet many of the techniques for producing these effects require a trade-off between accuracy and performance, often resulting in specialized implementations that do not consider the need to integrate with other techniques or existing visualization systems. Our objective is to develop a new technique for generating depth based effects in real time as a post processing step performed on the GPU, and to provide a generic solution for integrating multiple depth dependent effects to enhance realism of the synthesized scenes. Using layered fog as an example, our new technique performs per pixel scene depth reconstruction accurately for the evaluation of fog integrals along line-of-sight. Requiring only the depth buffer from the rendering processing as input, our technique makes it easy to integrate into existing applications and uses the full power of the GPU to achieve real time frame rates. | |||
| Independent Component Analysis of Finger Photoplethysmography for Evaluating Effects of Visually-Induced Motion Sickness | | BIBAK | Full-Text | 177-184 | |
| Makoto Abe; Makoto Yoshizawa; Norihiro Sugita; Akira Tanaka; Shigeru Chiba; Tomoyuki Yambe; Shin-ichi Nitta | |||
| To evaluate the effects of visually-induced motion sickness that induces
symptoms related to the autonomic nervous activity, we proposed a new method
for obtaining the physiological index ρ max, which represents the
maximum cross-correlation coefficient between blood pressure and heart rate,
with measurement of neither continuous blood pressure nor ECG but using finger
photoplethysmography only. In this study, a blood pressure-related parameter
was obtained using the independent component analysis of finger
photoplethysmography. Two experimental trials in which subjects performed the
Valsalva maneuver and then they watched a swaying video image were carried out
to evaluate the adequacy of the proposed method. The experimental results have
shown that the proposed method worked successfully as well as the conventional
method. Keywords: baroreflex; photoplethysmography; independent component analysis;
visually-induced motion sickness | |||
| Virtual Gaze. A Pilot Study on the Effects of Computer Simulated Gaze in Avatar-Based Conversations | | BIBAK | Full-Text | 185-194 | |
| Gary Bente; Felix Eschenburg; Nicole C. Krämer | |||
| The paper introduces a novel methodology for the computer simulation of gaze
behavior in net-based interactions. 38 female participants interacted using a
special avatar platform, allowing for the real-time transmission of nonverbal
behavior (head and body movement, gestures, gaze) as captured by motion
trackers, eye tracking devices and data gloves. During interaction eye movement
and gaze direction of one partner was substituted by computer simulated data.
Simulated duration of directed gaze (looking into the face of the vis-a-vis)
was varied lasting 2 seconds in one condition and 4 seconds in the other.
Mutual person perception (impression ratings) and individual experience of
social presence (short questionnaire) were measured as dependent variables. The
results underline the validity of the computer animation approach. Consistent
with the literature the longer gaze duration was found to cause significantly
better evaluations of the interaction partners and higher levels of
co-presence. Keywords: Computer mediated communication; nonverbal behavior; social gaze;
methodology; person perception; social presence | |||
| Evaluating the Need for Display-Specific and Device-Specific 3D Interaction Techniques | | BIBAK | Full-Text | 195-204 | |
| Doug A. Bowman; Brian Badillo; Dhruv Manek | |||
| There are many visual display devices and input devices available to
designers of immersive virtual environment (VE) applications. Most 3D
interaction techniques, however, were designed using a particular combination
of devices. The effects of migrating these techniques to different displays and
input devices are not known. In this paper, we report on a series of studies
designed to determine these effects. The studies show that while 3D interaction
techniques are quite robust under some conditions, migration to different
displays and input devices can cause serious usability problems in others. This
implies that display-specific and/or device-specific versions of these
techniques are necessary. In addition to the studies, we describe our display-
and device-specific designs for two common 3D manipulation techniques. Keywords: Virtual environments; display devices; input devices; 3D interaction
techniques; migration; specificity | |||
| Human Computer Intelligent Interaction Using Augmented Cognition and Emotional Intelligence | | BIBA | Full-Text | 205-214 | |
| Jim X. Chen; Harry Wechsler | |||
| Human-Computer Interaction (HCI) has mostly developed along two competing methodologies: direct manipulation and intelligent agents. Other possible but complementary methodologies are those of augmented cognition and affective computing and their adaptive combination. Augmented cognition harnesses computation to exploit explicit or implicit knowledge about context, mental state, and motivation for the user, while affective computing provides the means to recognize emotional intelligence and affects human-computer interfaces and interactions people are engaged with. Most HCI studies elicit emotions in relatively simple settings, whereas augmented cognition and affective computing include bodily (physical) embedded within mental (cognitive) and emotional events. Recognition of affective states currently focuses on their physical form (e.g., blinking or face distortions underlying human emotions) rather than implicit behavior and function (their impact on how the user employs the interface or communicates with others). Augmented cognition and affective computing are examined throughout this paper regarding design, implementation, and benefits. Towards that end we have designed an HCII interface that diagnoses and predicts whether the user was fatigued, confused, frustrated, momentarily distracted, or even alive through non-verbal information, namely paralanguage, in a virtual reality (VR) learning environment. | |||
| Interactive Haptic Rendering of High-Resolution Deformable Objects | | BIBAK | Full-Text | 215-223 | |
| Nico Galoppo; Serhat Tekin; Miguel A. Otaduy; Markus H. Gross; Ming C. Lin | |||
| We present an efficient algorithm for haptic rendering of deformable bodies
with highly detailed surface geometry using a fast contact handling algorithm.
We exploit a layered deformable representation to augment the physically based
deformation simulation with efficient collision detection, contact handling and
interactive haptic force feedback. Keywords: Haptic Display; Collision Detection; Deformable Models | |||
| Collaborative Virtual Environments: You Can't Do It Alone, Can You? | | BIBAK | Full-Text | 224-233 | |
| Arturo S. García; Diego Martínez; José Pascual Molina; Pascual González | |||
| Many Collaborative Virtual Environments (CVEs) have been developed to date.
However, when focusing our attention on the way users perform their task in
these systems, there is still little research on understanding the impact of
different platforms on the collaboration experience. This paper describes not
only a CVE, in this case, one that reproduces a block building game; but also
an experiment that was carried out to evaluate both the interaction using
different input and output technologies and the impact of collaboration on task
performance and overall experience. Keywords: Virtual Reality; Collaboration; Performance | |||
| Development of Wide-Area Tracking System for Augmented Reality | | BIBAK | Full-Text | 234-243 | |
| Hirotake Ishii; Hidenori Fujino; Zhiqiang Bian; Tomoki Sekiyama; Toshinori Nakai; Hiroshi Shimoda | |||
| In this study, two types of marker-based tracking systems for Augmented
Reality were developed: a tracking system using line markers and a tracking
system using circular markers. Both markers were designed for use inside
buildings such as nuclear power plants, which are very complicated and in which
it is difficult to paste many large markers. To enlarge the area in which
tracking is available using only a limited number of markers, a hybrid tracking
method and a two-layer tracking method were also developed. The experimental
evaluation shows that both methods can increase the available area compared to
legacy methods such as single-camera tracking and simple square markers. Keywords: Augmented reality; Marker-based tracking; Wide area tracking | |||
| An Efficient Navigation Algorithm of Large Scale Distributed VRML/X3D Environments | | BIBA | Full-Text | 244-252 | |
| Jinyuan Jia; Guanghua Lu; Yuan Pan | |||
| Typical shortest-path search algorithm, e.g. Dijkstra algorithm, is difficult to implement in VRML/X3D world directly due to the simplicity of VRML/X3D programming. By using JavaScript with good cross-platform and compatibility with VRML, this paper proposed an efficient back-traceable climbing (BTC) based navigation algorithm, by improving Hill Climbing search algorithm with the destination oriented guidance and loop removal, and amplifying it with simple data structure and flexible interfaces. The BTC based navigation algorithm performs greatly better than Dijkstra algorithm in terms of efficiency, consumed memory and the number of accessed nodes. It also possesses the merits of simplicity, easy implementation and reliability. Experimental results also show that it can provide real-time virtual navigation services with enough precision for large scale VRML/X3D environment. | |||
| Development of a Handheld User Interface Framework for Virtual Environments | | BIBA | Full-Text | 253-261 | |
| Seokhwan Kim; Yongjoo Cho; Kyoung Shin Park; Joa Sang Lim | |||
| This paper describes a design and implementation of a new handheld user interface framework called HIVE. HIVE provides the familiar 2D user interface on a mobile handheld computer to support user interactions in a virtual environment. It provides a scripting language based on XML and Lua to ease the development of handheld user interfaces and to increase the reusability of the interface components. This paper also discusses the use of the HIVE framework to develop a couple of handheld user interface applications for virtual environments to show usability. | |||
| Time-Varying Factors Model with Different Time-Scales for Studying Cybersickness | | BIBAK | Full-Text | 262-269 | |
| Tohru Kiryu; Eri Uchiyama; Masahiro Jimbo; Atsuhiko Iijima | |||
| We have investigated cybersickness in terms of image motion vectors, visual
characteristics, and the autonomic nervous regulation. We obtained the RR
interval, respiration, and blood pressure time-series and estimated the
low-frequency (LF) and high-frequency (HF) power components to determine the
some sensation intervals. Then, we traced the time-series of the LF component
backwards to find out the local minimum as the onset. An experiment consisted
of five consecutive exposure sessions of the same first-person-view video
image. In the unpleasant group from fifteen healthy young subjects, the LF/HF
increased with respect to the number of trials and a significant difference was
confined between two groups. The trigger points concentrated around the
specific segments. Within the unpleasant group, eyes did not follow the camera
motion around the trigger points. Accordingly, it recommends to monitor image
motion vectors as a trigger factor and autonomic nervous regulation as an
accumulation factor for studying cybersickness. Keywords: cybersickness; image motion vectors; autonomic nervous regulation; trigger
factor; accumulation factor | |||
| A True Spatial Sound System for CAVE-Like Displays Using Four Loudspeakers | | BIBAK | Full-Text | 270-279 | |
| Torsten Kuhlen; Ingo Assenmacher; Tobias Lentz | |||
| The paper introduces an audio rendering system based on the binaural
approach, which allows a real-time simulation of spatially distributed sound
sources and, in addition to that, near-to-head sources in room-mounted virtual
environments. We have been developing a dynamic crosstalk cancellation,
allowing the listener to freely move around without wearing any headphones. The
paper gives a comprehensive description of the system, concentrating on the
dual dynamic crosstalk cancellation and aspects of the integration of a
real-time room acoustical simulation. Finally, two applications are described
to show the wide applicability of the system. Keywords: Virtual Reality; 3D Audio; Spatial Acoustics; Binaural Synthesis | |||
| Design and Evaluation of a Hybrid Display System for Motion-Following Tasks | | BIBA | Full-Text | 280-289 | |
| Sangyoon Lee; Sunghoon Yim; Gerard Jounghyun Kim; Ungyeon Yang; Chang-Hun Kim | |||
| Hybrid display systems are those that combine different types of displays to exploit the complementary characteristics of the constituent display systems. In this paper, we introduce a hybrid system that combines a stereoscopic optical see-through head-mounted display (HMD) and a large projection display for an application in a multi-user ship painting training scenario. The proposed hybrid system's projection display provides a large FOV and a physical metaphor to the ship surface with natural depth perception, while the HMD provides personal and unoccluded display of the motion training guides. To quantify its effectiveness, we conducted a human subject experiment, comparing the subject's motion following task performance among three different display systems: large projection display, head-mounted display, and hybrid. The preliminary results obtained from the experiment has shown that given the same FOV, the hybrid system performed, despite problems with registration between the real and virtual worlds, up to par with the head-mounted display, and better than the projection display. Thus, it is expected that the hybrid display will result in higher task performance with the larger FOV factor available. | |||
| Orientation Specific and Geometric Determinant of Mental Representation of the Virtual Room | | BIBAK | Full-Text | 290-299 | |
| Zhiqiang Luo; Henry Been-Lirn Duh | |||
| Subjects in the experiment reported observed the same spatial layout in the
rectangular room and the cylindrical room from the exocentric (45°)
perspective first and then the egocentric (0°) perspective. The mental
representations of space were testified by the judgment of relative direction
between objects. The results showed that subjects represented the spatial
horizontal relation more accurately along the imagined direction that
paralleled to the wall in the rectangular room but along the imagined direction
that was ever faced in the cylindrical room. The rectangular room better
facilitated the coding of spatial vertical information than the cylindrical
room. Subjects could respond faster when retrieving the spatial relations in
the direction faced during the observation. The data indicated that the
orientation-specific representation was constructed and the environmental
geometry could influence the accuracy of spatial direction in mind. Keywords: Virtual Reality; Mental Representation; Perspective; Geometry | |||
| Towards Transparent Telepresence | | BIBAK | Full-Text | 300-309 | |
| Gordon M. Mair | |||
| It is proposed that the concept of transparent telepresence can be closely
approached through high fidelity technological mediation. It is argued that the
matching of the system capabilities to those of the human user will yield a
strong sense of immersion and presence at a remote site. Some applications of
such a system are noted. The concept is explained and critical system elements
are described together with an overview of some of the necessary system
specifications. Keywords: Telepresence; teleoperation; displays; immersion; mixed-reality | |||
| Towards an Interaction Model in Collaborative Virtual Environments | | BIBAK | Full-Text | 310-319 | |
| Diego Martínez; José Pascual Molina; Arturo S. García; Pascual González | |||
| This paper highlights some of the current problems in CVE development. These
problems are mainly due to a lack of a good interaction model guiding the
behaviour of the environments. This paper introduces the definition of a model
based on the idea of the interaction views. The key concepts for understanding
interaction views are also given during the explanation of the model. The paper
also describes a reference architecture based on this model which can be found
useful for the design of modelling tools, and a prototype application that
helps understanding both the architecture and the model. Keywords: Virtual Reality; Interaction; Collaboration | |||
| C-Band: A Flexible Ring Tag System for Camera-Based User Interface | | BIBAK | Full-Text | 320-328 | |
| Kento Miyaoku; Anthony Tang; Sidney Fels | |||
| This paper proposed a new visual tag system for enhancing real world media
interaction using handheld camera devices. This paper also described
performance evaluations of the prototype, and its applications. C-Band is based
on a ring with a color pattern code. A C-Band tag can provide a self-contained
URL, and is flexible enough to allow various aesthetic designs for the tag's
surface. Furthermore, the tag's structure is useful for building interactive
techniques. Taken together, these features suggest that C-Band is an effective
method to build various attractive camera-based media interactions. Keywords: Visual Tag; Color-Difference Signal; Camera; Mobile Terminal | |||
| A Framework for VR Application Based on Spatial, Temporal and Semantic Relationship | | BIBAK | Full-Text | 329-337 | |
| ChangHoon Park; TaeSeok Jin; Michitaka Hirose; Heedong Ko | |||
| This paper proposes a framework for VR application based on 3 different
kinds of hierarchical structures for spatial, temporal, and semantic
relationship. To achieve this, we incorporate scene graph, time graph, and
ontology into the framework. This approach will enable to integrate synthetic
space, real space, and knowledge seamlessly as a new way of developing
immersive tangible space. Keywords: Framework; Immersive Tangible Space; Spatial relation; Temporal relation;
Semantic relation; Scene Graph; Time Graph; Ontology; Seamless Integration | |||
| How Much Information Do You Remember? -The Effects of Short-Term Memory on Scientific Visualization Tasks | | BIBA | Full-Text | 338-347 | |
| Wen Qi | |||
| In this paper we describe our experiences and lessons learned from two user studies about the effects of short-term memory on data analysis tasks with graphical user interface and virtual environment. Visualization is a powerful tool for representing scientific data for analysis purpose. Current research progress enables us to create a high fidelity visual representation of scientific data. However, the value of traditional graphical user interface and Virtual Reality (VR) as human computer interface in data analysis via visualization tool is questioned by the domain scientists. We carried out two user studies that asked users to perform data analysis tasks. The first user study compared the user performance on selecting and manipulating transfer function (TF) with different graphical user interfaces in volume visualization to search certain structures within a 3D data set. The second user study investigated the performance difference of immersive VR, fish tank VR and haptic-based fish tank VR systems on four generic visualization tasks. The two user studies indicates that short-term memory plays an important role in 3D user interaction during data analysis task. The pitfall of 3D user interface design for scientific visualization is that too many efforts have been put into the interface itself or technology, rather than designing user interface to match or amplify human capabilities, for instance the limit amount of short term memory and its importance in data analysis process. | |||
| Super-Feet: A Wireless Hand-Free Navigation System for Virtual Environments | | BIBAK | Full-Text | 348-357 | |
| Beatriz Rey; José Antonio Lozano; Mariano Alcañiz Raya; Luciano Gamberini; Merche Calvet; Daniel Kerrigan; Francesco Martino | |||
| Navigation is a fundamental task in virtual environments. Some of the
metaphors that are used to determine where users want to be placed at each
moment are based on physical locomotion. Usually, these techniques require the
use of several sensors and complex algorithms. In this paper, we present
Super-Feet, a wireless navigation system controlled by natural movements
without requiring invasive methods or devices. It uses a low-cost infra-red
system to detect the instantaneous position of both feet and this information
is translated into a walking and rotation velocity in the environment.
Preliminary results show that Super-Feet navigation is more accurate but slower
than joypad based navigation systems. Keywords: User Interface Events; Navigation in Virtual Environments; Virtual Reality
Ergonomics | |||
| Psychophysical Approach to the Measurement of Depth Perception in Stereo Vision | | BIBAK | Full-Text | 358-366 | |
| Humberto Rosas; Watson Vargas; Alexander Cerón; Dario Domínguez; Adriana Cárdenas | |||
| In stereo vision, the measurement of depth perception remains an enigmatic
question. On the basis of geometric optics, numerous hypothesis and
mathematical formulations have been proposed for explaining the mechanism of
depth perception responsible of vertical exaggeration, although none of them
have shown to be entirely satisfactory. We believe that stereo vision is not
merely determined by geometry elements but also by mental factors that interact
through a psychophysical process. Our initial observations refer to
stereo-drawings that suggest a logarithmic correlation between real depth
(stimulus) and perceptual depth (sensation), according to the psychophysical
Fechner's law. On this new approach, experimental data is being obtained in
order to determine the Fechner's constant for the sensorial modality of stereo
vision, and to establish the logarithmic equation that rules the stereoscopic
relationships between real and sensorial space. This equation might involve
possibilities for technological developments, and it is the next step of our
current research. Keywords: Depth perception; psychophysics; stereo vision | |||
| Measurement of Suitability of a Haptic Device in a Virtual Reality System | | BIBAK | Full-Text | 367-375 | |
| Jose San Martin; Gracián Triviño | |||
| In the context of the optimization of the mechanical platform of a virtual
reality system involving a haptic device, this paper introduces two tools in
order to help the designer for obtaining the best positioning of the device
respect to the application workspace. With this purpose we have defined a
measure called Average Volumetric Manipulability, of how the application
workspace fits in with the volume where haptic device provides its best
performance. Also, we have defined other measure called Useful Manipulability
which takes in account the frequency with which each zone of the application
workspace is visited during the simulation process. The practical use of these
measures is demonstrated using them during the design and development of a real
application. Keywords: Virtual reality; Haptic interface; Manipulability; Mechanical Performance | |||
| IMPROVE: Advanced Displays and Interaction Techniques for Collaborative Design Review | | BIBA | Full-Text | 376-385 | |
| Pedro Santos; André Stork; Thomas Gierlinger; Alain Pagani; Bruno Araújo; Ricardo Jota; Luis Bruno; Joaquim A. Jorge; João Madeiras Pereira; Martin Witzel; Giuseppe Conti; Raffaele de Amicis; Iñigo Barandarian; Céline Paloc; Maylu Hafner; Don McIntyre | |||
| In this paper we present evaluation results of an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. Within IMPROVE, a European research project in the area of advanced displays, we are combining high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by application scenarios in the automotive domain involving FIAT Elasis from Naples, Italy and in the architectural domain involving Page/Park architects from Glasgow, Scotland. User evaluation took place at Glasgow (UK), Naples (ITA) and Darmstadt (GER), where we tested the integrated IMPROVE prototype application. The tests were conducted based on several heuristics such as ergonomics and psychomotorial factors and they were conducted based on guidelines recommended by ISO 9241 to verify whether the developed interfaces were suitable for the applications scenarios. Evaluation results show that there is a strong demand for more interactive design review systems, allowing users greater flexibility and greater choice of input and visualization modalities as well as their combination. | |||
| Comparing Symptoms of Visually Induced Motion Sickness Among Viewers of Four Similar Virtual Environments with Different Color | | BIBA | Full-Text | 386-391 | |
| Richard H. Y. So; S. L. Yuen | |||
| This paper reports an experiment conducted to study the effects of changing scene color inside a virtual environment on the rated levels of nausea among sixty-four viewers. Current theory on visually induced motion sickness suggests that changing the color of dynamically moving visual stimuli, while keeping everything equals, will not affect the rated sickness symptoms of the viewers. Interestingly, a recent study by another authors reported that color do affect levels of visually induced motion sickness. Preliminary results of this experiment suggest that while exposure duration to the visual stimuli significantly increased the rated levels of nausea and simulator sickness questionnaire scores (p<0.001, ANOVAs), changes of color did not affect the levels of sickness. Reasons for the conflicting results are discussed in the paper. | |||
| Effects of Global Motion Included in Video Movie Provoking an Incident on Visually Induced Motion Sickness | | BIBA | Full-Text | 392-396 | |
| Hiroyasu Ujike | |||
| The present study examined the effect of global motion combinations on visually induced motion sickness, presenting global motion analyzed from the video movies that induced the VIMS incident in Japan in 2003. The stimulus movie was presented on LC displays, whose size was either 20 or 37 inch with viewing distance of one meter. The results showed that when the extent of pitch and yaw motion was reduced to one third of from the original motion of the movie had larger effect than when other types of motion was reduced the same ratio of extent. This may be related to the fact that the original movie included larger amount of yaw motion. Moreover, we found that the larger display produced larger total scores, and also larger "Disorientation" sub-scores, of SSQ than the smaller display. This may suggest the discomfort for the larger and smaller displays are produced by mainly different mechanisms. | |||
| Individualization of Head-Related Transfer Function for Three-Dimensional Virtual Auditory Display: A Review | | BIBAK | Full-Text | 397-407 | |
| Song Xu; Zhizhong Li; Gavriel Salvendy | |||
| This paper sums up the previous research on Head-Related Transfer Function
(HRTF) individualization for three-dimensional (3D) virtual auditory display.
Papers which involve experiment research, theoretical computation research, and
applications of 3D virtual auditory display based on HRTFs have been reviewed.
The necessity of HRTF individualization is discussed based on the review of
previous experimental comparison between non-individual and individual HRTFs.
At last the seven potential methods of individualization of HRTFs are
summarized. Keywords: Three-Dimensional Virtual Auditory Display; Head-Related Transfer Function
(HRTF); Individualization | |||
| Facial Expression Recognition Based on Hybrid Features and Fusing Discrete HMMs | | BIBAK | Full-Text | 408-417 | |
| Yongzhao Zhan; Gengtao Zhou | |||
| Most of facial expression recognition methods generally use single feature
extraction method currently. These methods can not extract effective features
for each feature area. A method of facial expression recognition based on
hybrid features and fusing discrete HMMs is presented in this paper. In this
method, texture feature for the eye area is extracted by using Gabor wavelet
transformation, and shape variety feature for the mouth area is extracted by
using AAM. In the process of recognition, discrete HMM is adopted for
expression recognition in each expression area respectively. The recognition
results are fused by means of integrating the probability of each expression in
each area with its weight obtained by contribution analysis algorithm, and the
final expression is determined as which with the maximal probability.
Experiments show that our method can get high recognition rate. Keywords: pattern recognition; facial expression recognition; hybrid feature
extraction; Gabor wavelet transformation; active appearance model | |||
| Sketch Based Modeling System | | BIBAK | Full-Text | 421-430 | |
| Hideki Aoyama; Hiroki Yamaguchi | |||
| In the design process of the external form of a product, sketching is
applied for creating and embodying idea. Sketches are able to reflect the
aesthetic sense of designers the most easily, making them the most efficient
design tool. Sketches can be classified into thumbnail sketches, rough
sketches, and rendering sketches according to the embodied idea. Rough sketches
are used for developing the idea. In this paper, a system to support the rough
sketching process and evaluate the designed product shape using 3D models
constructed from the rough sketch is described. This system has a function for
extracting and generating sketch lines drawn by a designer, a function for
interactively modifying sketch lines, and a function for constructing 3D models
from rough sketches. In order to support rough sketching, algorithms which
automatically extract/generate the desired sketch-lines are proposed and
implemented as a system. A method to construct 3D models form sketch lines is
also proposed and implemented as a system. Keywords: Style design; idea embodiment; 3D model construction; Sketch; Sketch
supporting system | |||
| Ergonomic Interactive Testing in a Mixed-Reality Environment | | BIBAK | Full-Text | 431-440 | |
| Monica Bordegoni; Umberto Giraudo; Giandomenico Caruso; Francesco Ferrise | |||
| The field of computer graphics is greatly increasing its overall performance
enabling consequently the implementation of most of the product design process
phases into virtual environments. The deriving benefits of using virtual
practices in product development have been proved intrinsically highly
valuable, since they foster the reduction of time to market, process
uncertainty, and the translation of most prototyping activities into the
virtual environment. In this paper we present the developed platform in mixed
environment for ergonomic validation. Specifically we defined a methodology for
testing both aspects related to design and ergonomic validation by allowing the
tester to interact visually and physically with the car dashboard control
devices and related interface by the mean of a rotatory haptic device. By
experimental session it has been highlighted that it is possible gathering
qualitative data about the design, and finding typical occlusion problems, but
also quantitative data can be collected by testing the infotainment interface
and the consequent users' distraction during the device use. Keywords: Mixed environments; ergonomic analysis; tactons | |||
| Designer-Centered Haptic Interfaces for Shape Modeling | | BIBAK | Full-Text | 441-450 | |
| Monica Bordegoni; Umberto Cugini | |||
| This paper presents some results of a research project aiming at developing
haptic tools for virtual shape modeling resembling the real tools like rakes
and sandpaper used by modelers and designers in the real workshop. The
developed system consists of a CAS (Computer Aided Styling) system enhanced
with intuitive designer-oriented interaction tools and modalities. The system
requirements have been defined on the basis of the observation of designers
during their daily work and translating the way they model shapes using hands
and craft tools into specifications for the modeling system based on haptic
tools. The haptic tool and the interaction modality developed for exploring and
sanding a surface is presented in the paper. Keywords: Haptic interfaces; designer-centered user interface; 3D interaction
techniques; shape modeling | |||
| An Egocentric Augmented Reality Interface for Spatial Information Management in Crisis Response Situations | | BIBAK | Full-Text | 451-457 | |
| Anthony Costello; Arthur Tang | |||
| In emergency operations centers, operators are challenged with managing and
analyzing massive amounts of information in a timely manner. With the advent of
motion tracking systems and low-cost, high-performance graphics workstations,
novel spatial augmented reality (AR) interfaces are becoming technologically
feasible. AR interfaces have very unique characteristics as compared to other
media and computer interfaces: users interact with the computer system through
body motion in a volumetric space, instead of via a two-dimensional surface. We
have created three prototype immersive AR computing interfaces for emergency
operation center. User interacts with the information using a pair of motion
tracked pinch gloves, and information is displayed through a head-tracked
optical see-though head mounted display. The emergency operator uses intuitive
grab and release gesture to move and manipulate the digital information in the
environment analogous to interaction of everyday life objects. Keywords: Augmented Reality; Human Computer Interaction; Spatial Interface | |||
| A Reconfigurable Immersive Workbench and Wall-System for Designing and Training in 3D Environments | | BIBAK | Full-Text | 458-467 | |
| Jesús Gimeno; Marcos Fernández; Pedro Morillo; Inmaculada Coma; Manuel Pérez | |||
| Virtual and Augmented Reality have been widely used in many scientific
fields for the last two decades in order to visualize complex data and
information. Although both techniques are oriented to show users complex 3D
environments by means of an intuitive and easy mechanism, they use to become
useless to manipulate the information in an intuitive and realistic way. In
this paper, we present SOROLLA, a new concept of workbench designed for virtual
and augmented reality purposes and specially oriented to the fields of
tele-education and engineering. Unlike other proposals, SOROLLA not only allows
an easy utilization and configuration, but also shows a cost-effective
immersive visualization system based on off-the-shelf elements. The initial
results using our workbench and wall-system show that both efficiency and user
satisfaction are higher than the ones obtained using conventional devices. Keywords: Virtual Workbench; VWB; Virtual Reality; Augmented Reality; Virtual
Prototyping; Immersive Visualization Systems | |||
| VR-Based Virtual Test Technology and Its Application in Instrument Development | | BIBAK | Full-Text | 468-477 | |
| Tiantai Guo; Xiaojun Zhou | |||
| Test plays a very important role in manufacturing, but the general practice
so far cannot fully meet the demands of flexibility and efficiency required by
a fast-changing market. To supply a new and flexible approach to the solution
of various complex engineering testing problems, the concept of "VR-based
virtual test technology" was put forward in the authors' previous works, which
can be regarded as the combination of these three technologies: virtual reality
(VR), test technology and computer simulation. This paper is the deepening of
the authors' previous works. After elucidating the theoretical model of
VR-based virtual test technology, its application in instrument development is
discussed, and finally a prototype VR-based instrument development system is
given to show the initial effects of the approach. The conclusion is that
VR-based virtual test technology can play a very important and active role in
testing and instrument development. Keywords: Virtual reality (VR); test technology; computer simulation; instrument
development; virtual test technology | |||
| An Integrated Environment for Testing and Assessing the Usability of Information Appliances Using Digital and Physical Mock-Ups | | BIBAK | Full-Text | 478-487 | |
| Satoshi Kanai; Soh Horiuchi; Yukiaki Kikuta; Akihiko Yokoyama; Yoshiyuki Shiroma | |||
| Executing user-test of information appliances costs much due to fabrication
of physical functional mockups, the securing of human subjects for the test,
and preparation of testing facilities. Results of the user test have to be
manually analyzed by usability engineers, and the analysis takes a couple of
weeks. In this paper, we propose an integrated software and hardware
environment for prototyping and assessing usability of information appliances
where the users can operate a user-interface either of a 2D digital mockup or
3D digital mockup or a physical-mockup of the appliance under the test. This
function enables engineers to test and evaluate the usability of the appliances
both from the cognitive aspect and from the physical aspects. Keywords: User Interface; Usability Test; Digital Mockup; Physical Mockup | |||
| A Virtual Environment for 3D Facial Makeup | | BIBAK | Full-Text | 488-496 | |
| Jeong-Sik Kim; Soo-Mi Choi | |||
| We simulate the application of facial makeup in 3D by means of multi-sensory
interaction which integrates a haptic interface with stereo visual perception.
We aim to allow a user to simulate the facial makeup within an immersive
virtual environment. To allow interactive 3D makeup process, we start by
acquiring surface elements of a face which is enhanced by adjusting its texture
and skin tone. Then the user can begin a virtual makeup session using 2D
pixel-based paint model by grasping a haptic handle and looking at an
auto-stereoscopic display. The use of this model avoids the texture distortion
seen in existing 3D painting systems. Keywords: Virtual makeup simulation; Haptic interface; Facial beautification | |||
| A Virtual Space Environment Simulation System | | BIBAK | Full-Text | 497-503 | |
| Chaozhen Lan; Qing Xu; Jiansheng Li; Yang Zhou | |||
| Visiting the outer space freely was the human imagination until recently.
Virtual environments of the space will be the way for people to "visit" the
space to study their motion and interrelationships. This paper assembles a
scalable, immersive virtual environment system called the Virtual Space
Environment Simulation System (VSESS) that allows users to visualize objects
and physical phenomena in near-earth space and provides a brief sketch of the
design thinking of such system. The software architecture of the VSESS is
designed incorporate the various simulation, analysis and visualization
elements of the system into a single, integrated environment. The system
employs a VR system with double projector to build immense 3-D environment and
applied to some actual space projects and they demonstrate the efficacy of the
concept and the processing. Keywords: space system; virtual simulation; virtual space environment; VR | |||
| Collaborative Design Prototyping Tool for Hardware Software Integrated Information Appliances | | BIBAK | Full-Text | 504-513 | |
| Tek-Jin Nam | |||
| Simple and rapid prototyping is important for collaborative design where end
users are involved in the design process from the early phase. This paper
presents a collaborative design prototyping tool for hardware software
integrated information appliances, such as mobile phones and digital cameras.
It supports the collaboration between designers and users for identification of
user needs and evaluation of design. The tool consists of STCtools (State
Transition Chart tools) software, hardware modeling materials, physical user
interface toolkits for software hardware integration, and Augmented Reality
desk (ARdesk) for interactive simulation. STCtools allow users to prototype the
behavioral aspect of information appliances using states and events. Using the
hardware modeling materials and the physical user interface toolkit, designers
and end-users explore hardware aspects together. ARdesk is a workbench where
the interactive sketch display is projected onto an invisible paper marker of
the hardware model using the projection based augmented reality technique.
Three collaborative design workshops of designing a portable device for theme
park users were accomplished with the prototyping tool for qualitative
evaluation. The results suggested that the tool supported collaborative design
by iterative concept development and active interactions between designers and
end users. Keywords: Collaborative Design; Information Appliance Design; State Transition;
Augmented Reality; Prototyping; Hardware Software Integration | |||
| Improving the Mobility Performance of Autonomous Unmanned Ground Vehicles by Adding the Ability to 'Sense/Feel' Their Local Environment | | BIBAK | Full-Text | 514-522 | |
| Siddharth Odedra; Stephen D. Prior; Mehmet Karamanoglu | |||
| This paper explores how a 'learning' algorithm can be added to UGV's by
giving it the ability to test the terrain through 'feeling' using incorporated
sensors, which would in turn increase its situational awareness. Once the
conditions are measured the system will log the results and a database can be
built up of terrain types and their properties (terrain classification),
therefore when it comes to operating autonomously in an unknown, unpredictable
environment, the vehicle will be able to cope by identifying the terrain and
situation and then decide on the best and most efficient way to travel over it
by making adjustments, which would greatly improve the vehicles ability to
operate autonomously. Keywords: Unmanned; Autonomous; Mobility; Situational Awareness; Way Finding; Terrain;
Reconfigurable; Intelligent Wheels | |||
| A Novel Interface for Simulator Training: Describing and Presenting Manipulation Skill Through VR Annotations | | BIBAK | Full-Text | 523-532 | |
| Mikko J. Rissanen; Yoshihiro Kuroda; Tomohiro Kuroda; Hiroyuki Yoshihara | |||
| Virtual reality (VR) based skill training simulators are highly interactive
computer systems that allow for training of e.g. manipulation skills. In the
most complex domains, such as in surgery, teaching correct manipulation
requires expert's judgement and instructions. Video annotation has enabled
presentation of explicit principles of manipulation that are highlighted on a
recorded demonstration of an expert. In VR, similar annotation methods have
been applied even though interactivity of VR allows for novel kinds of
representations of annotated data. This paper presents an annotation model and
an interface that uses interactivity of VR as an advantage on reading the
annotations, which has potential to convey the principles of manipulation
through multiple modalities to novices. The design of the model is based on
behavioural parameters of the simulation -- features which cannot be accessed
in the real world. This approach has potential to enhance efficiency of VR
simulator based skill training. Keywords: Virtual Reality; Open Skill; Annotation; Multimodal Feedback | |||
| Evaluation of Interaction Devices for Projector Based Virtual Reality Aircraft Inspection Training Environments | | BIBAK | Full-Text | 533-542 | |
| Sajay Sadasivan; Deepak Vembar; Carl Washburn; Anand K. Gramopadhye | |||
| The Aircraft maintenance and inspection is a complex system wherein humans
play a key role in ensuring the worthiness of the aircraft. Traditional visual
inspection training consisted mainly of on-the-job training (OJT). While OJT
provides novice inspectors with the hands-on experience critical to effective
transfer, it lacks the ability to provide real-time feedback and exposure to
various scenarios in which to inspect.
With advances in technology, computer simulators have been developed to train the novice inspector and reduce the learning curve inherent with transitioning from the classroom to the workforce. Advances in graphics and virtual reality (VR) technology have allowed for an increase the sense of involvement in using these simulators. Though these simulators are effective, their deployment in aircraft maintenance training schools is limited by the high cost of VR equipment. This research investigates the effectiveness of different interaction devices for providing projector based simulated aircraft maintenance inspection training. Keywords: computer input devices; industrial inspection; virtual reality; human
computer interaction | |||
| IMPROVE: Collaborative Design Review in Mobile Mixed Reality | | BIBA | Full-Text | 543-553 | |
| Pedro Santos; André Stork; Thomas Gierlinger; Alain Pagani; Bruno Araújo; Ricardo Jota; Luis Bruno; Joaquim A. Jorge; João Madeiras Pereira; Martin Witzel; Giuseppe Conti; Raffaele de Amicis; Iñigo Barandarian; Céline Paloc; Oliver Machui; José Manuel Jiménez; Georg Bodammer; Don McIntyre | |||
| In this paper we introduce an innovative application designed to make collaborative design review in the architectural and automotive domain more effective. For this purpose we present a system architecture which combines variety of visualization displays such as high resolution multi-tile displays, TabletPCs and head-mounted displays with innovative 2D and 3D Interaction Paradigms to better support collaborative mobile mixed reality design reviews. Our research and development is motivated by two use scenarios: automotive and architectural design review involving real users from Page\Park architects and FIAT Elasis. Our activities are supported by the EU IST project IMPROVE aimed at developing advanced display techniques, fostering activities in the areas of: optical see-through HMD development using unique OLED technology, marker-less optical tracking, mixed reality rendering, image calibration for large tiled displays, collaborative tablet-based and projection wall oriented interaction and stereoscopic video streaming for mobile users. The paper gives an overview of the hardware and software developments within IMPROVE and concludes with results from first user tests. | |||
| Developing a Mobile, Service-Based Augmented Reality Tool for Modern Maintenance Work | | BIBA | Full-Text | 554-563 | |
| Paula Savioja; Paula Järvinen; Tommi Karhela; Pekka Siltanen; Charles Woodward | |||
| In the VTT PLAMOS (Plant Model Services for Mobile Process Maintenance Engineer) project new tools were developed for modern maintenance work carried out in industrial plants by either the plant personnel or personnel of an industrial service provider. To formulate the requirements for new tools the work of a maintenance man was studied with a particular method, the Core-Task Analysis which has its roots in study and development of work in complex settings. The aim was to develop and create concepts for novel tools that would support the development of good work practices in a situation where the work is concurrently undergoing several transformations. Hence, the new tools should have potential to enable and affect new ways of working. | |||
| Augmented Reality System for Development of Handy Information Device with Tangible Interface | | BIBAK | Full-Text | 564-573 | |
| Hidetomo Takahashi; Shun Shimazaki; Toshikazu Kawashima | |||
| In development of a handy information device, for example, a smart phone,
the repetition of prototyping, evaluating and correcting are indispensable for
ensuring stability of grasp, operationality and non-fragility. Because those
properties are not able to be evaluated by common digital product development
systems. In addition, operationality of these products greatly changes by shape
of product, arrangement of buttons, output of implemented programmes etc.
However, there is no system that makes the user evaluate efficiently and
totally such a product. Therefore, the goal of this research is to develop the
augmented reality system with the tangible interface that can tactually present
the outline shape of the product model for efficiently product development. Keywords: handy information device; stability of grasp; operationality | |||
| Which Prototype to Augment? A Retrospective Case Study on Industrial and User Interface Design | | BIBAK | Full-Text | 574-583 | |
| Jouke C. Verlinden; Christian Suurmeijer; Imre Horváth | |||
| Emerging augmented reality and tangible user interface techniques offer
great opportunities towards delivering rich, interactive prototypes in product
development. However, as most of these are evaluated outside the complexity of.
Design practice, little is known about the impact of these prototypes on the
resulting product or the process. As a part of a larger multiple-case study
approach, this study attempts to explore cues to characterize and improve the
design practice of information appliances by performing a retrospective case
study. The development of a handheld digital oscilloscope was chosen as an
exemplar, embodying complexity in both form giving, interaction and engineering
aspects. Although some of the employed techniques have grown obsolete,
reflection on this development project still forecasts interesting and useful
issues that should be considered while developing new design support methods
and techniques. Keywords: Information Appliances; Industrial Design; Case Study; Design Support | |||
| Simulators for Driving Safety Study -- A Literature Review | | BIBAK | Full-Text | 584-593 | |
| Ying Wang; Wei Zhang; Su Wu; Yang Guo | |||
| Driving simulator is an important facility for driving safety study. This
paper introduced three well-know large-scale moving-base driving simulators and
two fixed-base simulators. Driving simulator has a broad range of applications
of driving safety study, from driver's behavior study to vehicle device and
technology study, the paper reviewed seven main research aspects including
behavior study, driver education and training, transportation infrastructure,
medicine and therapy, ergonomics, Intelligent Transportation System, and
administrative method. Keywords: Driving simulator; Driving safety; Moving-base; Fixed-base | |||
| A Virtual Reality-Based Experiment Environment for Engine Assembly Line Workplace Planning and Ergonomics Evaluation | | BIBAK | Full-Text | 594-603 | |
| RunDang Yang; Xiumin Fan; Dianliang Wu; JuanQi Yan | |||
| In this paper, an integrated virtual assembly simulation experiment
environment of interactive workplace planning, assembly process simulation and
ergonomics evaluation is built and it provides a new ways and means for
interactive and visualized workplace design and process planning. A simple and
effective method of measuring the movement manipulating data of operator is
presented and can provide data source for ergonomics evaluation of the
operator. In order to obtain these data in VE, movement data of the operator in
real environment is transformed into VE and is related with virtual objects by
the corresponding relation between VH and real hand (RH). Based on these data,
the operator's fatigue index and energy consumption can be calculated. The
conformability and fatigue of users for repetitive assembly operations are
quantitatively evaluated to reduce the health problems of operators because of
unreasonable layout and repetitive work. Keywords: Virtual reality; Workplace planning; Virtual assembly; Data acquisition and
processing; Ergonomics evaluation | |||
| Video Game Technologies and Virtual Design: A Study of Virtual Design Teams in a Metaverse | | BIBAK | Full-Text | 607-616 | |
| Shaowen Bardzell; Kalpana Shankar | |||
| Massively Multiplayer Online Games (MMOGs) are no longer just games.
"Metaverses," a variant of these games, which include Second Life and Active
Worlds, represent some of the most immersive, interactive possibilities for
learning, simulation, and digital design in use today. They also increasingly
blur distinctions between work and play, as well as user and designer,
prompting questions about the nature and practice of virtual design, that is,
design that is practiced inside virtual reality by and on 3D avatars. This
paper describes results from a qualitative study of collaborative design
practices within Second Life, a popular metaverse and design environment. We
analyze design processes, including the artifacts that avatar-designer create
and use in the design activities. Keywords: metaverse; virtual design teams; collaboration; artifacts; designers;
boundary objects | |||
| Visuo-Haptic Blending Applied to a Tele-Touch-Diagnosis Application | | BIBAK | Full-Text | 617-626 | |
| Benjamin Bayart; Abdelhamid Drif; Abderrahmane Kheddar; Jean-Yves Didier | |||
| This paper introduces a concept of augmented reality haptics close to its
vision equivalent, namely the blending of information between direct input,
measured in the real world, with virtual ones, computed from a VR simulation,
related to the explored real world. Hence, we propose blending functions
enabling the transition of haptic features, applied for forces and for position
switch. Finally, to demonstrate our concept, a tele-operative system dedicated
to the tele-touch-diagnosis, is presented and used for scenarios of comparison
between real and virtual objects as well as experimental results. Keywords: Augmented Haptics; tele-operation; Haptic blending | |||
| Design of Water Transportation Story for Grand Canal Museum Based on Multi-projection Screens | | BIBAK | Full-Text | 627-632 | |
| Linqiang Chen; Gengdai Liu; Zhigeng Pan; Zhi Li | |||
| This paper presents a method for cultural heritage exhibition. A design
scheme of multi-projection screens based digital storytelling system for the
Grand Canal Museum in China is introduced. The task of this system is to
exhibit a famous Chinese painting on a large display wall dynamically. In order
to display this painting in a large display wall, the painting have to be
repainted with very high resolution and segmented into many smaller tiles for
being projected onto the large wall. Additionally, in order to make this static
painting attractive and charming, the technology of digital storytelling is
used. So a script called water transportation story is composed elaborately by
us to show the magnificent scene along the Grand Canal. Keywords: digital heritage; multi-projection screens; virtual reality; digital
storytelling | |||
| VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs Abuse Effects | | BIBA | Full-Text | 633-641 | |
| Luciano Gamberini; Luca Breda; Alessandro Grassi | |||
| Videodope is an interactive digital environment that is meant to show the short-, medium- and long-run effects of psychoactive substances on the human organism. Its purpose is to increase the users' knowledge of these effects, which is often based on misconceptions and legends, and to provide a feedback on their level of information, with preventive purposes. These kind of educational games have the advantage of being more persistent, ubiquitous, informative, anonymous and multi-medial than a normal lecture. However, they have to be perceived as credible and plausible to the user in order to be persuasive, especially since the target is constituted of young people familiar both with the technology and with the subject. In this paper, we will describe the process of designing and evaluating the videogame in the field, as well as the insights provided by the participants who took part to the evaluation. | |||
| AR Pottery: Experiencing Pottery Making in the Augmented Space | | BIBAK | Full-Text | 642-650 | |
| Gabjong Han; Jane Hwang; Seungmoon Choi; Gerard Jounghyun Kim | |||
| In this paper, we apply augmented reality to provide pottery design
experiences to the user. Augmented reality offers natural 3D interaction, a
tangible interface, and integration into the real environment. In addition,
certain modeling techniques impossible in the real world can be realized as
well. Using our AR system, the user can create a pottery model by deforming a
virtual pottery displayed on a marker with another marked held by the user's
hand. This interaction style allows the user to experience the traditional way
of pottery making. Also provided are six interaction modes to facilitate the
design process and an intuitive switching technique using occlusion-based
interface. The AR pottery system can be used for virtual pottery prototyping
and education. Keywords: Augmented reality; pottery making; 3D modeling; deformation | |||
| An Optical See-Through Augmented Reality System for the Treatment of Phobia to Small Animals | | BIBAK | Full-Text | 651-659 | |
| M. Carmen Juan Lizandra; Mariano Alcañiz Raya; Jérôme Calatrava; Irene Zaragozá; Rosa María Baños; Cristina Botella | |||
| This paper presents an optical see-through (OST) Augmented Reality (AR)
system for the treatment of phobia to small animals. Our group has already
presented two AR systems for this treatment. The first system was a video
see-through (VST) AR system. The second one was a markerless AR system. And
now, we present a third version using an OST approach. To check whether the OST
AR system is more or less effective than the OST AR system, we have carried out
an experiment comparing both systems. In this paper we focus on the anxiety
level of participants during the experiment. Results show that both systems
provoke anxiety in participants even if they do not have fear to
cockroaches/spiders. OST AR system provokes slightly more anxiety than the VST
AR system. Keywords: Augmented Reality; Optical see-through; virtual therapy; phobia to small
animals | |||
| Summary of Usability Evaluations of an Educational Augmented Reality Application | | BIBAK | Full-Text | 660-669 | |
| Hannes Kaufmann; Andreas Dünser | |||
| We summarize three evaluations of an educational augmented reality
application for geometry education, which have been conducted in 2000, 2003 and
2005 respectively. Repeated formative evaluations with more than 100 students
guided the redesign of the application and its user interface throughout the
years. We present and discuss the results regarding usability and simulator
sickness providing guidelines on how to design augmented reality applications
utilizing head-mounted displays. Keywords: augmented reality; usability engineering; formative evaluation; geometry
education | |||
| VR-Based Self Brain Surgery Game System by Deformable Volumetric Image Visualization | | BIBA | Full-Text | 670-672 | |
| Naoto Kume; Kazuya Okamoto; Takashi Tsukasa; Hiroyuki Yoshihara | |||
| Virtual reality (VR) based system has an advantage to provide an experience which never be realized in the real world. In these years, medical training simulators are developed by VR-based system. The aim of medical VR training system is to teach the actual manipulation in surgery. At the same time, the most important feature is that the system can teach anatomical and physiological behaviors. Interactive learning by VR system is expected to motivate active learning effectively. Hence, this study aims to provide a game system which does not require completely accurate simulation for a teaching material. However, modeling of the whole body relation between anatomy and physiology is not simple. So far, conventional brain study defines the functional map on the surface of brain. Therefore, the authors propose self surgery game for learning the basis of brain by stimulation and reaction. The self surgery game provides an experience to treat oneself by oneself. The game system would support the subject to imagine the relation between actual behavior and brain function map by touching one's own head. | |||
| The Value of Re-used the Historic Building by Virtual Preservation: A Case Study of Former British Consulate in Kaohsiung | | BIBAK | Full-Text | 673-679 | |
| Zong-Xian Lin; Hong-Sheng Chen | |||
| Historic buildings are important to many aspects of human, but most
buildings are not protected well. The natural and man-made calamities are major
destruction. The destruction of natural and some man-made destruction are
unable to avoid. The laws about the preservation of historic building are too
passive, because they need a lot of time to establish identity. But before the
historic buildings establish identity and between the official documents make a
round trip, the buildings are destroyed constantly. To face such problem, we
are necessary to suggest new preservation concepts to assist preservation of
historic building. Due to development of computer, we can protect the data of
historic building by digitization. In this case, I will use virtools to do an
interface to help people to build the buildings in the virtual reality. Making
everyone can protect the historic buildings by it. Keywords: preservation; virtual reality; virtual preservation | |||
| Cultural Heritage as Digital Experience: A Singaporean Perspective | | BIBA | Full-Text | 680-688 | |
| Wolfgang Müller-Wittig; Chao Zhu; Gerrit Voss | |||
| Interactive 3D computer graphics technology is now extremely popular, seen in the increasing interest in and use of 3D digitization of cultural heritage contents. This paper introduces a digital interactive cultural heritage system which embeds Virtual-Reality (VR) technology within the Peranakan culture, the Peranakan culture being a Singaporean unique ethnic culture. A prototype has undergone the full developmental process of being implemented, tested, and evaluated. This paper will also discuss the results of the usability test. | |||
| Learning Cooperation in a Tangible Moyangsung | | BIBAK | Full-Text | 689-698 | |
| Kyoung Shin Park; Hyun Sang Cho; Jaewon Lim; Yongjoo Cho; Seung-Mook Kang; Soyon Park | |||
| Tangible Moyangsung is a collaborative virtual heritage environment that
employs tangible interfaces to encourage group social interaction and
cooperation. It is designed for a group of users to play fortification games
for reconstructing a Korean war-defensive castle in virtual reality. This paper
describes a historical background and cultural meanings of Moyangsung, and
details in design, implementation and a user study of the Tangible Moyangsung
system. The study results showed that collaborative work using tangible
interfaces helped users to be more engaged in the task and learn cooperation to
produce better performance. Keywords: Virtual Heritage Environment; Tangible Interface; Collaborative Playing;
Game | |||
| An Open-Source Virtual Reality Platform for Clinical and Research Applications | | BIBAK | Full-Text | 699-707 | |
| Giuseppe Riva; Andrea Gaggioli; Daniela Villani; Alessandra Preziosa; Francesca Morganti; Lorenzo Strambi; Riccardo Corsi; Gianluca Faletti; Luca Vezzadini | |||
| In recent years, there has been an increasing interest in clinical and
research applications of virtual reality (VR). However, the adoption of this
approach is still limited by the high costs of software development, lack of
technical expertise among end-users, and the difficulty of adapting the
contents of the virtual environments (VEs). To address these needs, we have
designed and developed NeuroVR, (http://www.neurovr.org), a cost-free virtual
reality platform based on open-source software components. NeuroVR allows
non-expert users to easily customize a VE by using a set of pre-designed
virtual scenes, and to run them in an immersive or non-immersive modality. In
this paper, we provide a description of the key functional features of the
platform. Keywords: virtual reality; 3D modeling; psychotherapy; neuroscience; open-source
software | |||
| Colour Correct Digital Museum on the Internet | | BIBA | Full-Text | 708-717 | |
| János Schanda; Cecilia Sik-Lányi | |||
| Showing pictures of famous artists to students is a fundamental task to teach fine art history. Images found on the Internet are a major resource of such pictures that can replace older albums of fine art collections. The colours reproduced in Internet images are, however, in many instances not correct. Images have been collected both from museums' publications and from the Internet, and some critical areas of the images have been colorimetrically evaluated. Investigations have shown that in some databases the colours of the images are highly distorted. Before using pictures from one or the other database, one should compare the reproductions downloadable from different sources, and select -- according to the aesthetic feeling of the user -- the artefact that one can assume to come nearest to the original. It is a great pity that the artefacts in the databases are not accompanied with the necessary background information (metadata) that would provide some information on the taking illumination, the spectral sensitivity and gamma of the taking apparatus, and of any transformations the provider has performed. Without this information that is quite common in other areas of image databases, the user is unable to set the reproduction parameters of his or her equipment to get to a reasonable reproduction. | |||
| 3D Simulation Technology of Cultural Relics in the Digitalized Yin Ruins | | BIBAK | Full-Text | 718-727 | |
| Chuangming Shi; Xinyu Duan | |||
| This paper discusses methods of implementing 3D simulation technology of the
cultural relics, brings forward 3D simulation technology to implement
high-quality, high-precision and vivid texture of the ancient cultural relics
by adopting range laser 3D scanner and CCD cameras; suggests the automatic
registry methods of 3D laser scanning data, which can make 3D laser scanning
data with different viewpoints as well as different resolutions into the same
coordinate, so as to achieve the high-precision 3D cultural relic models;
proposes to take the reflectivity map of 3D laser scanner as middle reference
to realize the accurate mapping of planar images and 3D laser scanning data, so
as to obtain simulated cultural relics with vivid texture. Keywords: digitalization; modeling; laser scanning; texture mapping; Yin Ruin's
Museum; 3D simulation | |||
| Mixed Reality Systems for Learning: A Pilot Study Understanding User Perceptions and Acceptance | | BIBA | Full-Text | 728-737 | |
| Yin Leng Theng; Charissa Mei Ling Lim; Wei Liu; Adrian David Cheok | |||
| This paper describes a pilot study to investigate participants' perceptions of usefulness and usability of our developed Plant Mixed Reality System (PMRS), designed for primary school children (11-12 years old). Preliminary results seemed to indicate participants' intention to use PMRS for learning. The paper concludes with a discussion on how the findings were used to formulate a second study based on the Technology Acceptance Model, and discuss implications on intention to use and acceptance of mixed reality systems for education. | |||
| User Studies of a Multiplayer First Person Shooting Game with Tangible and Physical Interaction | | BIBAK | Full-Text | 738-747 | |
| ZhiYing Zhou; Jefry Tedjokusumo; Stefan Winkler; Bingbing Ni | |||
| In this paper, we present a new immersive first-person shooting (FPS) game.
Our system provides an intuitive way for the users to interact with the virtual
world by physically moving around the real world and aiming freely with
tangible objects. This encourages physical interaction between the players as
they compete or collaborate with each other. Keywords: First Person Shooter; Virtual Reality; Augmented Reality; Physical
Interaction; Tangible User Interface | |||
| Plant Modeling and Its Application in Digital Agriculture Museum | | BIBAK | Full-Text | 748-757 | |
| Tonglin Zhu; Yan Zhou; Hock Soon Seah; Feng Tian; Xiaolong Yan | |||
| This paper presents a 3D plant morpha modeling method based on projection
image, and analyzes the influence calibration error on the precision of
reconstruction. Mini-section algorithm and Ball B-spline are used to extract
the skeleton of the reconstructed image and to fit the meshes respectively. The
experiment shows that this method is high-speed and robust, and the
reconstructed root, branch, haulm that are columnar is very vivid. So it
indicates that we can achieve a simple and practical plant modeling method that
transforms image of entities to surface meshes of plant. And it is helpful for
plant morpha digitization and visualization in agriculture digital museum. Keywords: Plant modeling; Geometric modeling; Digital museum | |||