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VR Tables of Contents: 010203040506070809101112131415161718

Virtual Reality 15

Dates:2011
Volume:15
Publisher:Springer-Verlag
Standard No:ISSN 1359-4338 (print) EISSN 1434-9957 (online)
Papers:25
Links:link.springer.com | Twitter | Table of Contents
  1. VR 2011-03 Volume 15 Issue 1
  2. VR 2011-06 Volume 15 Issue 2/3
  3. VR 2011-11 Volume 15 Issue 4

VR 2011-03 Volume 15 Issue 1

Special Issue on Cultural Technology

Editorial BIBFull-Text 1-3
  James Ritchie; Judy Vance; Satyandra Gupta
Virtual reality for assembly methods prototyping: a review BIBAKFull-Text 5-20
  Abhishek Seth; Judy M. Vance; James H. Oliver
Assembly planning and evaluation is an important component of the product design process in which details about how parts of a new product will be put together are formalized. A well designed assembly process should take into account various factors such as optimum assembly time and sequence, tooling and fixture requirements, ergonomics, operator safety, and accessibility, among others. Existing computer-based tools to support virtual assembly either concentrate solely on representation of the geometry of parts and fixtures and evaluation of clearances and tolerances or use simulated human mannequins to approximate human interaction in the assembly process. Virtual reality technology has the potential to support integration of natural human motions into the computer aided assembly planning environment (Ritchie et al. in Proc I MECH E Part B J Eng 213(5):461-474, 1999). This would allow evaluations of an assembler's ability to manipulate and assemble parts and result in reduced time and cost for product design. This paper provides a review of the research in virtual assembly and categorizes the different approaches. Finally, critical requirements and directions for future research are presented.
Keywords: Virtual assembly; Collision detection; Physics-based modeling; Constraint-based modeling; Virtual reality; Haptics; Human-computer interaction
A self-configurable large-scale virtual manufacturing environment for collaborative designers BIBAKFull-Text 21-40
  Hyunsoo Lee; Amarnath Banerjee
As manufacturing environments are getting distributed and increasing in size, the related virtual environments are getting larger and more closely networked together. This trend has led to a new paradigm -- large-scale virtual manufacturing environment (LSVME). It supports networked and distributed virtual manufacturing to meet manufacturing system requirements. Since it contains a large number of virtual components, an effective data structure and collaborative construction methodology are needed. A metaearth architecture is proposed as the data structure for representing LSVME. This architecture consists of virtual space layer, mapping layer, library layer and ontology layers, which describe interaction among virtual components and has the ability to analyze the characteristics of virtual environment. In addition, it increases reusability of virtual components and supports self-reconfiguration for manufacturing simulation. A heuristic construction method based on graph theory is proposed using this architecture. It prevents redundant design of virtual components and contributes to an effective construction scheduling technique for collaborative designers.
Keywords: Large-scale virtual manufacturing environment (LSVME); Metaearth architecture; Self-reconfiguration; Collaborative construction
Physics-based virtual reality for task learning and intelligent disassembly planning BIBAKFull-Text 41-54
  Jacopo Aleotti; Stefano Caselli
Physics-based simulation is increasingly important in virtual manufacturing for product assembly and disassembly operations. This work explores potential benefits of physics-based modeling for automatic learning of assembly tasks and for intelligent disassembly planning in desktop virtual reality. The paper shows how realistic physical animation of manipulation tasks can be exploited for learning sequential constraints from user demonstrations. In particular, a method is proposed where information about physical interaction is used to discover task precedences and to reason about task similarities. A second contribution of the paper is the application of physics-based modeling to the problem of disassembly sequence planning. A novel approach is described to find all physically admissible subassemblies in which a set of rigid objects can be disassembled. Moreover, efficient strategies are presented aimed at reducing the computational time required for automatic disassembly planning. The proposed strategies take into account precedence relations arising from user assembly demonstrations as well as geometrical clustering. A motion planning technique has also been developed to generate non-destructive disassembly paths in a query-based approach. Experiments have been performed in an interactive virtual environment including a dataglove and motion tracker that allows realistic object manipulation and grasping.
Keywords: Virtual reality; Disassembly planning; Precedence graphs; Physics-based animation; Programming by demonstration
Fatigue evaluation in maintenance and assembly operations by digital human simulation in virtual environment BIBAKFull-Text 55-68
  Liang Ma; Damien Chablat; Fouad Bennis; Wei Zhang; Bo Hu
Virtual human techniques have been used a lot in industrial design in order to consider human factors and ergonomics as early as possible, and it has been integrated into VR applications to complete ergonomic evaluation tasks. In order to generalize the evaluation task in VE, especially for physical fatigue evaluation, we integrated a new fatigue model into a virtual environment platform. Virtual Human Status is proposed in this paper in order to assess the difficulty of manual handling operations, especially from the physical perspective. The decrease of the physical capacity before and after an operation is used as an index to indicate the difficulty level. The reduction of physical strength is simulated in a theoretical approach on the basis of a fatigue model in which fatigue resistances of different muscle groups were regressed from 24 existing maximum endurance time models. A framework based on digital human modeling technique is established to realize the comparison of physical status. An assembly case in airplane assembly is simulated and analyzed under the framework in VRHIT experiment platform. The endurance time and the decrease of the joint moment strengths are simulated. The experimental result in simulated operations under laboratory conditions confirms the feasibility of the theoretical approach: integration of virtual human simulation into virtual reality for physical fatigue evaluation.
Keywords: Virtual human simulation; Muscle fatigue model; Fatigue resistance; Physical fatigue evaluation; Human status
Low-cost simulated MIG welding for advancement in technical training BIBAKFull-Text 69-81
  Steven A. White; Mores Prachyabrued; Terrence L. Chambers
The simulated MIG lab (sMIG) is a training simulator for Metal Inert Gas (MIG) welding. It is based on commercial off the shelf (COTS) components and targeted at familiarizing beginning students with the MIG equipment and best practices to follow to become competent and effective MIG welders. To do this, it simulates the welding process as realistically as possible using standard welding hardware components (helmet, gun) for input and by using head-tracking and a 3D-capable low-cost monitor and standard speakers for output. We developed a simulation to generate realistic audio and visuals based on numerical heat transfer methods and verified the accuracy against real welds. sMIG runs in real time producing a realistic, interactive, and immersive welding experience while maintaining a low installation cost. In addition to being realistic, the system provides instant feedback beyond what is possible in a traditional lab. This help students avoid learning (and unlearning) incorrect movement patterns.
Keywords: Virtual reality; Welding; Finite difference; Simulation; Acoustics
Modeling and real-time simulation architectures for virtual prototyping of off-road vehicles BIBAKFull-Text 83-96
  Manoj Karkee; Brian L. Steward; Atul G. Kelkar; Zachary T., II Kemp
Virtual Reality-based simulation technology has evolved as a useful design and analysis tool at an early stage in the design for evaluating performance of human-operated agricultural and construction machinery. Detecting anomalies in the design prior to building physical prototypes and expensive testing leads to significant cost savings. The efficacy of such simulation technology depends on how realistically the simulation mimics the real-life operation of the machinery. It is therefore necessary to achieve 'real-time' dynamic simulation of such machines with operator-in-the-loop functionality. Such simulation often leads to intensive computational burdens. A distributed architecture was developed for off-road vehicle dynamic models and 3D graphics visualization to distribute the overall computational load of the system across multiple computational platforms. Multi-rate model simulation was also used to simulate various system dynamics with different integration time steps, so that the computational power can be distributed more intelligently. This architecture consisted of three major components: a dynamic model simulator, a virtual reality simulator for 3D graphics, and an interface to the controller and input hardware devices. Several off-road vehicle dynamics models were developed with varying degrees of fidelity, as well as automatic guidance controller models and a controller area network interface to embedded controllers and user input devices. The simulation architecture reduced the computational load to an individual machine and increased the real-time simulation capability with complex off-road vehicle system models and controllers. This architecture provides an environment to test virtual prototypes of the vehicle systems in real-time and the opportunity to test the functionality of newly developed controller software and hardware.
Keywords: Real-time simulation; Distributed architecture; Virtual reality; Vehicle dynamics models; Multi-rate simulation

VR 2011-06 Volume 15 Issue 2/3

Special Issue on Augmented Reality

Editorial: special issue on augmented reality BIBFull-Text 97-98
  Mark Billinghurst; Dieter Schmalstieg
Benchmarking template-based tracking algorithms BIBAKFull-Text 99-108
  Sebastian Lieberknecht; Selim Benhimane; Peter Meier; Nassir Navab
For natural interaction with augmented reality (AR) applications, good tracking technology is key. But unlike dense stereo, optical flow or multi-view stereo, template-based tracking which is most commonly used for AR applications lacks benchmark datasets allowing a fair comparison between state-of-the-art algorithms. Until now, in order to evaluate objectively and quantitatively the performance and the robustness of template-based tracking algorithms, mainly synthetically generated image sequences were used. The evaluation is therefore often intrinsically biased. In this paper, we describe the process we carried out to perform the acquisition of real-scene image sequences with very precise and accurate ground truth poses using an industrial camera rigidly mounted on the end effector of a high-precision robotic measurement arm. For the acquisition, we considered most of the critical parameters that influence the tracking results such as: the texture richness and the texture repeatability of the objects to be tracked, the camera motion and speed, and the changes of the object scale in the images and variations of the lighting conditions over time. We designed an evaluation scheme for object detection and interframe tracking algorithms suited for AR and other computer vision applications and used the image sequences to apply this scheme to several state-of-the-art algorithms. The image sequences are freely available for testing, submitting and evaluating new template-based tracking algorithms, i.e. algorithms that detect or track a planar object in an image sequence given only one image of the object (called the template).
Keywords: Augmented reality; Optical tracking; Template-based tracking; Benchmark; Evaluation
Camera tracking by online learning of keypoint arrangements using LLAH in augmented reality applications BIBAKFull-Text 109-117
  Hideaki Uchiyama; Hideo Saito; Myriam Servières; Guillaume Moreau
We propose a camera-tracking method by on-line learning of keypoint arrangements in augmented reality applications. As target objects, we deal with intersection maps from GIS and text documents, which are not dealt with by the popular SIFT and SURF descriptors. For keypoint matching by keypoint arrangement, we use locally likely arrangement hashing (LLAH), in which the descriptors of the arrangement in a viewpoint are not invariant to the wide range of viewpoints because the arrangement is changeable with respect to viewpoints. In order to solve this problem, we propose online learning of descriptors using new configurations of keypoints at new viewpoints. The proposed method allows keypoint matching to proceed under new viewpoints. We evaluate the performance and robustness of our tracking method using view changes.
Keywords: LLAH; Feature descriptor; Camera tracking; Augmented reality
Dynamic defocus and occlusion compensation of projected imagery by model-based optimal projector selection in multi-projection environment BIBAKFull-Text 119-132
  Momoyo Nagase; Daisuke Iwai; Kosuke Sato
This paper presents a novel model-based approach of dynamic defocus and occlusion compensation method in a multi-projection environment. Conventional defocus compensation research applies appearance-based method, which needs a point spread function (PSF) calibration when either position or orientation of an object to be projected is changed, thus cannot be applied to interactive applications in which the object dynamically moves. On the other hand, we propose a model-based method in which PSF and geometric calibrations are required only once in advance, and projector's PSF is computed online based on geometric relationship between the projector and the object without any additional calibrations. We propose to distinguish the oblique blur (loss of high-spatial-frequency components according to the incidence angle of the projection light) from the defocus blur and to introduce it to the PSF computation. For each part of the object surfaces, we select an optimal projector that preserves the largest amount of high-spatial-frequency components of the original image to realize defocus-free projection. The geometric relationship can also be used to eliminate the cast shadows of the projection images in multi-projection environment. Our method is particularly useful in the interactive systems because the movement of the object (consequently geometric relationship between each projector and the object) is usually measured by an attached tracking sensor. This paper describes details about the proposed approach and a prototype implementation. We performed two proof-of-concept experiments to show the feasibility of our approach.
Keywords: Projection-based mixed reality; Multi-projection environment; Defocus compensation; Shadow removal; PSF computation
Two-handed tangible interaction techniques for composing augmented blocks BIBAKFull-Text 133-146
  Hyeongmook Lee; Mark Billinghurst; Woontack Woo
Modeling tools typically have their own interaction methods for combining virtual objects. For realistic composition in 3D space, many researchers from the fields of virtual and augmented reality have been trying to develop intuitive interactive techniques using novel interfaces. However, many modeling applications require a long learning time for novice users because of unmanageable interfaces. In this paper, we propose two-handed tangible augmented reality interaction techniques that provide an easy-to-learn and natural combination method using simple augmented blocks. We have designed a novel interface called the cubical user interface, which has two tangible cubes that are tracked by marker tracking. Using the interface, we suggest two types of interactions based on familiar metaphors from real object assembly. The first, the screw-driving method, recognizes the user's rotation gestures and allows them to screw virtual objects together. The second, the block-assembly method, adds objects based on their direction and position relative to predefined structures. We evaluate the proposed methods in detail with a user experiment that compares the different methods.
Keywords: Two-handed interaction; Tangible interaction; Augmented reality; 3D model assembly; Multi-modal feedback
Document search support by making physical documents transparent in projection-based mixed reality BIBAKFull-Text 147-160
  Daisuke Iwai; Kosuke Sato
This paper presents Limpid Desk that supports document search on a physical desktop by making the upper layer of a document stack transparent in a projection-based mixed reality environment. A user can visually access a lower-layer document without physically removing the upper documents. This is accomplished by superimposition of cover textures of lower-layer documents on the upper documents by projected imagery. This paper introduces a method of generating projection images that make physical documents transparent. Furthermore, a touch sensing method based on thermal image processing is proposed for the system's input interface. Areas touched by a user on physical documents can be detected without any user-worn or handheld devices. This interface allows a user to select a stack to be made transparent by a simple touch gesture. Three document search support techniques are realized using the system. User studies are conducted, and the results show the effectiveness of the proposed techniques.
Keywords: Projection-based mixed reality; Document search support; Making documents transparent; Thermal image processing; Thermal trace; Touch sensing
An augmented reality interface to contextual information BIBAKFull-Text 161-173
  Antti Ajanki; Mark Billinghurst; Hannes Gamper; Toni Järvenpää
In this paper, we report on a prototype augmented reality (AR) platform for accessing abstract information in real-world pervasive computing environments. Using this platform, objects, people, and the environment serve as contextual channels to more information. The user's interest with respect to the environment is inferred from eye movement patterns, speech, and other implicit feedback signals, and these data are used for information filtering. The results of proactive context-sensitive information retrieval are augmented onto the view of a handheld or head-mounted display or uttered as synthetic speech. The augmented information becomes part of the user's context, and if the user shows interest in the AR content, the system detects this and provides progressively more information. In this paper, we describe the first use of the platform to develop a pilot application, Virtual Laboratory Guide, and early evaluation results of this application.
Keywords: Augmented reality; Gaze tracking; Information retrieval; Machine learning; Pattern recognition
User interface design for military AR applications BIBAKFull-Text 175-184
  Mark A. Livingston; Zhuming Ai; Kevin Karsch; Gregory O. Gibson
Designing a user interface for military situation awareness presents challenges for managing information in a useful and usable manner. We present an integrated set of functions for the presentation of and interaction with information for a mobile augmented reality application for military applications. Our research has concentrated on four areas. We filter information based on relevance to the user (in turn based on location), evaluate methods for presenting information that represents entities occluded from the user's view, enable interaction through a top-down map view metaphor akin to current techniques used in the military, and facilitate collaboration with other mobile users and/or a command center. In addition, we refined the user interface architecture to conform to requirements from subject matter experts. We discuss the lessons learned in our work and directions for future research.
Keywords: Augmented reality; Mobile systems; User interface; Interaction; Evaluation
Augmenting aerial earth maps with dynamic information from videos BIBAKFull-Text 185-200
  Kihwan Kim; Sangmin Oh; Jeonggyu Lee; Irfan Essa
We introduce methods for augmenting aerial visualizations of Earth (from tools such as Google Earth or Microsoft Virtual Earth) with dynamic information obtained from videos. Our goal is to make Augmented Earth Maps that visualize plausible live views of dynamic scenes in a city. We propose different approaches to analyze videos of pedestrians and cars in real situations, under differing conditions to extract dynamic information. Then, we augment an Aerial Earth Maps (AEMs) with the extracted live and dynamic content. We also analyze natural phenomenon (skies, clouds) and project information from these to the AEMs to add to the visual reality. Our primary contributions are: (1) Analyzing videos with different viewpoints, coverage, and overlaps to extract relevant information about view geometry and movements, with limited user input. (2) Projecting this information appropriately to the viewpoint of the AEMs and modeling the dynamics in the scene from observations to allow inference (in case of missing data) and synthesis. We demonstrate this over a variety of camera configurations and conditions. (3) The modeled information from videos is registered to the AEMs to render appropriate movements and related dynamics. We demonstrate this with traffic flow, people movements, and cloud motions. All of these approaches are brought together as a prototype system for a real-time visualization of a city that is alive and engaging.
Keywords: Augmented reality; Augmented virtual reality; Video analysis; Computer vision; Computer graphics; Tracking; View synthesis; Procedural rendering
In-Place Augmented Reality BIBAKFull-Text 201-212
  Oriel Bergig; Nate Hagbi; Jihad El-Sana; Klara Kedem; Mark Billinghurst
In this paper, we present a vision-based approach for transmitting virtual models for Augmented Reality, which we name In-Place Augmented Reality (IPAR). A two-dimensional representation of the virtual models is embedded in a printed image. We apply computer vision techniques to interpret the printed image and extract the virtual models, which are then overlaid on the printed image. The main advantages of our approach are: (1) the image of the embedded virtual models and their behaviors are understandable to a human without using an AR system and (2) no database or network communication is required to retrieve the models. To demonstrate the technology and test its usability, we implemented several applications and performed a user evaluation. We discuss how the proposed technique can be used for the development of applications in different domains such as education, advertisement, and gaming.
Keywords: Augmented Reality content; Content transmission; Model embedding; Dual perception encoding; In-Place Augmented Reality
Pick-by-vision: there is something to pick at the end of the augmented tunnel BIBAKFull-Text 213-223
  Björn Schwerdtfeger; Rupert Reif; Willibald A. Günthner; Gudrun Klinker
We report on the long process of exploring, evaluating and refining augmented reality-based methods to support the order picking process of logistics applications. Order picking means that workers have to pick items out of numbered boxes in a warehouse, according to a work order. To support those workers, we have evaluated different HMD-based visualizations in six user studies, starting in a laboratory setup and continuing later in an industrial environment. This was a challenging task, as we had to conquer different kinds of navigation problems from very coarse to very fine granularity and accuracy. The resulting setup consists of a combined and adaptive visualization to precisely and efficiently guide the user even if the actual picking target is not always in the field of view of the HMD.
Keywords: Augmented reality; User studies; Order picking; Logistics; Tracked head-mounted display; Guidance
Animatronic shader lamps avatars BIBAKFull-Text 225-238
  Peter Lincoln; Greg Welch; Andrew Nashel; Andrei State; Adrian Ilie
Applications such as telepresence and training involve the display of real or synthetic humans to multiple viewers. When attempting to render the humans with conventional displays, non-verbal cues such as head pose, gaze direction, body posture, and facial expression are difficult to convey correctly to all viewers. In addition, a framed image of a human conveys only a limited physical sense of presence -- primarily through the display's location. While progress continues on articulated robots that mimic humans, the focus has been on the motion and behavior of the robots rather than on their appearance. We introduce a new approach for robotic avatars of real people: the use of cameras and projectors to capture and map both the dynamic motion and the appearance of a real person onto a humanoid animatronic model. We call these devices animatronic Shader Lamps Avatars (SLA). We present a proof-of-concept prototype comprised of a camera, a tracking system, a digital projector, and a life-sized Styrofoam head mounted on a pan-tilt unit. The system captures imagery of a moving, talking user and maps the appearance and motion onto the animatronic SLA, delivering a dynamic, real-time representation of the user to multiple viewers.
Keywords: Telepresence; Avatar; Shader lamps; Teleconferencing; Conferencing; Animatronic

VR 2011-11 Volume 15 Issue 4

Special issue on Virtual Manufacturing and Construction

Modeling literary culture through interactive digital media BIBAKFull-Text 239-247
  Chamari Edirisinghe; Kening Zhu; Nimesha Ranasinghe; Eng Tat Khoo
In the rapidly transforming landscape of modern world, people unconsciously refrain from interacting in public spaces, containing their communications that are extensive and universal, within home and relatively individually. The mass connectivity and technological advancement created new cultural values, thus altering the human perception of the world around him. This state of affairs is jeopardizing some of the cultural identities that have surmounted few centuries, shaping the values and associated customs of numerous generations. Furthermore, the computer technology became integrated exceedingly with the modern culture, which prompted us to introduce and explore the avenues of cultural computing that is the familiar ground of the modern society. With the intention of promoting values of distinct cultures, which will greatly assist in enhancing the social relationship, we have developed a framework to communicate literature through digital media, which introduced the platform to create Poetry Mix-up.
Keywords: Cultural computing; Social interaction; Literature; SMS; Mobile culture; Digital media; Interactive computing system
Confucius Computer: bridging intergenerational communication through illogical and cultural computing BIBAKFull-Text 249-265
  Eng Tat Khoo; Adrian David Cheok; Wei Liu; Xiaoming Hu; Peter Marini
Confucius Computer is a new form of illogical cultural computing based on the Eastern paradigms of balance and harmony. The system uses new media to revive and model ancient Eastern and Confucius philosophies and teachings, presenting them in new contexts, such as online social chat, music and food. Based on the model of Eastern mind and teaching, the system enables users to have meaningful social network communication with a virtual Confucius. The Confucius Computer system offers a new artistic playground for interactive music-painting creation based on our Confucius music filters and the ancient model of Cycles of Balance. Confucius Computer also allows users to explore the traditional Chinese medicine concept of Yin-Yang through interactive recipe creation. Detailed descriptions of the systems are presented in this paper. Our user studies showed that users gave positive feedbacks to their experience of interacting with Confucius Computer. They believed that this media could improve intergenerational interaction and promote a sense of calmness.
Keywords: Cultural computing; Intergenerational communication; Illogical computing; Confucius
Immersive interactive reality: Internet-based on-demand VR for cultural presentation BIBAKFull-Text 267-278
  Barnabás Takács
This paper presents an Internet-based virtual reality technology, called panoramic broadcasting (PanoCAST) where multiple viewers share an experience yet each having full control of what they see independent from other viewers. Our solution was developed for telepresence-based cultural presentation and entertainment services. The core architecture involves a compact spherical vision system that compresses and transmits data from multiple digital video sources to a central host computer, which in turn distributes the recorded information among multiple render- and streaming servers for personalized viewing over the Internet or mobile devices. In addition, using advanced computer vision, tracking and animation features, the PanoCAST architecture introduces the notion of Clickable Content Management (CCM), where each visual element in the image becomes a source for providing further information, educational content and cultural detail. Key contributions of our application to advance the state-of-the-art include bringing streaming panoramic video onto mobile platforms, an advanced tracking interface to turn visual elements into sources of interaction, physical simulation to combine the benefits of panoramic video with that of 3D models and animated, photo-realistic faces to help users express their emotions in shared online virtual cultural experiences as well as a feedback mechanism in such environments. Therefore, we argue that the PanoCAST system offers a low-cost and economical solution for personalized content distribution and as such it can serve as a unified basis for novel applications many of which are demonstrated in this paper.
Keywords: Immersive interactive reality; Cultural presentation; Virtual reality on-demand; Virtual human interface; Panoramic broadcasting (PanoCAST)
Virtual reality for cultural landscape visualization BIBAKFull-Text 279-294
  Sébastien Griffon; Amélie Nespoulous; Jean-Paul Cheylan; Pascal Marty
Although land managers and policy-makers generally have a good experience of what result can be expected from their decisions, they are often faced with difficulty when trying to communicate the visual impact of a management option to stakeholders, particularly when the landscape exhibits a high cultural value. Three-dimensional visualization of the landscape is often used for communicating with the stakeholders. A challenge in participatory methods for integrated assessment and policy planning is to view future changes in land use, according to scenarios. A 3-D landscape visualization component, SLE ("Seamless Landscape Explorer"), has been developed, which is launched after a scenario simulation to allow for exploration of landscape changes. Pressures causing such changes are translated into changes in the spatial configuration of the landscape. The different types of land-use are visualized thanks to a library of detailed textures, and vegetation can be added. This has been applied to a study of four scenarios in the French Mediterranean region, which were set up as part of a participatory process for discussing the planning of the regional peri-urban and agricultural policy, in an area dominated by the typical culturally sensitive Mediterranean matorral, ("garrigue" shrubland) surrounding the Pic Saint-Loup mountain. Examples of visualization are shown and discussed here.
Keywords: Landscape; Visualization; Computer imagery; 3D modeling; Virtual reality
Digilog book for temple bell tolling experience based on interactive augmented reality BIBAKFull-Text 295-309
  Taejin Ha; Youngho Lee; Woontack Woo
We first present the concept of the Digilog Book, an augmented paper book that provides additional multimedia content stimulating readers' five senses using augmented reality (AR) technologies. We also develop a prototype to show the usefulness and effectiveness of the book. The Digilog book has the following characteristics: AR content descriptions for updatable multisensory AR contents; enhanced experience with multisensory feedback; and interactive experience with computerized vision-based manual input methods. As an example of an entertaining and interactive Digilog Book, this paper presents a "temple bell experience" book and its implementation details. Informal user observation and interviews were conducted to verify the feasibility of the prototype book. As a result, this case study of the Digilog book can be useful in guiding the design and implementation of other Digilog applications, including posters, pictures, newspapers, and sign boards.
Keywords: Digilog book; Culture technology; User interaction; Multisensory experience; Augmented reality
Virtual and augmented reality for cultural computing and heritage: a case study of virtual exploration of underwater archaeological sites (preprint) BIBAKFull-Text 311-327
  Mahmoud Haydar; David Roussel; Madjid Maïdi; Samir Otmane; Malik Mallem
The paper presents different issues dealing with both the preservation of cultural heritage using virtual reality (VR) and augmented reality (AR) technologies in a cultural context. While the VR/AR technologies are mentioned, the attention is paid to the 3D visualization, and 3D interaction modalities illustrated through three different demonstrators: the VR demonstrators (immersive and semi-immersive) and the AR demonstrator including tangible user interfaces. To show the benefits of the VR and AR technologies for studying and preserving cultural heritage, we investigated the visualisation and interaction with reconstructed underwater archaeological sites. The base idea behind using VR and AR techniques is to offer archaeologists and general public new insights on the reconstructed archaeological sites allowing archaeologists to study directly from within the virtual site and allowing the general public to immersively explore a realistic reconstruction of the sites. Both activities are based on the same VR engine, but drastically differ in the way they present information and exploit interaction modalities. The visualisation and interaction techniques developed through these demonstrators are the results of the ongoing dialogue between the archaeological requirements and the technological solutions developed.
Keywords: Underwater archaeology; Mixed reality; Virtual reality; Augmented reality; Cultural heritage; Cultural computing