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Trials on the transmission of olfactory information together with audio/visual information are currently being conducted in the field of multimedia. However, continuous emission of a scent creates problems of human adaptation to the lingering olfactory stimuli. During long movie scenes, viewers can not detect an emitted scent continuously. To overcome this problem we applied pulse ejection to repeatedly...
The development of Virtual Environment (VE) systems is a challenging endeavor with a complex problem domain. The experience in the past decade has helped contribute significantly to various measures of software quality of the resulting VE systems. However, the resulting solutions remain monolithic in nature without addressing successfully the issue of system interoperability and software aging. This...
Accompanying the progress of medical technology, all kinds of treatment and therapy are being practiced in healthcare industry. It is expected that the regional difference in terms of the quality of healthcare in the area of surgery could be reduced through the remote operations with the help of a robot-based surgery system. Such a remote surgery approach, however, is not yet practical, because it...
A volume-based realistic communication system called Haptic Communication is described. The system allows participants to interact in real time with others at remote locations on the network using haptic perception (sense of touch) of soft objects in virtual environments. We constructed the system so that it provides a sense of touch at remote locations in real time. First, an adaptive volume model...
A new method for augmenting paper documents with electronic information is described that does not modify the format of the paper document in any way. Applicable to both commercially printed documents as well as documents that are output from PC's, the technique we call paper-based augmented reality substantially improves the utility of paper. We describe the recognition technology that makes this...
Partitioning constitutes one of the most critical challenges a distributed virtual environment needs to handle and is related to the efficient assignment of the existing entities of the virtual world to the available resources of the system. The efficient partitioning arises from the need of high consistency maintenance among participating users' view, as virtual reality applications are characterized...
My research is concerned with 'explorable virtual worlds', usually those that are 'artworks', dealing with aesthetic and affective domains. Whilst developing theoretical enquiries I have come across a number of issues of terminology and word use. Particularly problematic are terms such as 'game', 'games', and 'play'. This paper is a broad survey of some of those issues and key theorists in the field.
Several tracking techniques for augmented reality have been proposed. In feature point tracking, a pose is computed by minimizing the error between the observed 2D feature points and the back-projected feature points from the 3D scene model. This minimization problem is usually solved by nonlinear optimization. The main advantage of this approach is its accuracy. However, it is difficult to compute...
In this paper, we introduce a two dimensional display-based tracking system. The system consists of a regular display device and simple photo sensors. It measures the position and direction of a receiver using fiducial graphics. The result of the measurement can be acquired in the same coordinate system as the graphics. Thus, this system no longer needs the measurement devices to be calibrated to...
This article presents a simple and intuitive way to represent the eye-tracking data gathered during immersive virtual reality exposure therapy sessions. Eye-tracking technology is used to observe gaze movements during virtual reality sessions and the gaze-map chromatic gradient coding allows to collect and use these important information on the subject's gaze avoidance behavior. We presents the technological...
In the late 20th century, the formative issues in digital art were about connectivity and interaction. Now at the start of the 3rd millennium, our post-digital objectives will increasingly be technoetic and syncretic. During the previous two centuries, there was much ado about e pluribus unum: out of many, one: a unified culture, unified self, unified mind, unity of time and space. Now at the start...
Complex Virtual Environments applications may require computational resources exceeding the capabilities of a single machine. Our system, called "XVR Network Renderer" , allows rendering load to be distributed throughout a cluster of machines operating concurrently. The proposed solution consists in a set of software modules structured as a single-master multiple-slaves architecture. XVR...
In this paper we show how a motion capture system and feedback mechanism can be integrated into a virtual ping- pong game to create a multi-player platform. To trace the motion of each player, optical markers are attached to different places on each player's paddle. For tactile feedback, we designed a controller for a DC (Direct Current) motor, which is also attached to the paddle. This controller...
This paper investigates the application of telepresence strategies into production scenarios, especially for the field of micro-assembly. Because automated assembly is not cost-efficient for low batches a telepresent system for manual and semi-automated assembly for multiple operators presents a solution. This paper deals with the requirements for an industrial application and points out reasonable...
This paper describes the use of virtual reality to aid in the design, validation and user training of a gesture and vocal interface. The interface system sends commands to a container crane, substituting the onboard operator. The virtual scenario communicates also with a potential risk intelligent control, which can take over in case of emergency. This work corresponds to an ongoing research project.
This study concerns the development of 3D interfaces that aid the navigation of large data structures through the usage of the HSV color space, and the ensuing "spatial frames". While data objects that have been colorized in various hues that carry equal saturation and brightness/transparency value seem to be equally fore grounded; varying saturation, brightness and transparency values add...
Virtual reality technologies dramatically change the game experience when compared to most popular console games. VR systems may provide a higher user involvement due to the possibility of stereo visualization, human-body interaction, large playing space, etc. The role of photorealism in games will then need to be reconsidered as this plays a bigger and different role in system with large and stereo...
In the design of a large-scale device, it is very important to confirm that there is no interference or spatial conflict among the parts. Virtual reality devices have been used in various fields as design support systems, but detecting collisions between complex parts in real-time has been difficult. We have created a system that can detect collision and interference in real-time in a virtual reality...
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