The Infona portal uses cookies, i.e. strings of text saved by a browser on the user's device. The portal can access those files and use them to remember the user's data, such as their chosen settings (screen view, interface language, etc.), or their login data. By using the Infona portal the user accepts automatic saving and using this information for portal operation purposes. More information on the subject can be found in the Privacy Policy and Terms of Service. By closing this window the user confirms that they have read the information on cookie usage, and they accept the privacy policy and the way cookies are used by the portal. You can change the cookie settings in your browser.
Physically-based modelling is a powerful technique for specifying the laws and characteristics of virtual environments (VEs) and the objects they contain. In this paper, we describe Iota, a component framework for creating and interacting with multi-body physically-based models in VEs. In conclusion, we present two case studies implemented within the framework.
Virtual reality (VR) can be extended to create a collaborative distributed environment over a physical network. However, such an environment can only be established if both the virtual objects and the other users can be seen simultaneously in real time. This requires a novel technique to overcome the contradicting requirements of darkness and light for image projection and video acquisition, respectively...
While for 2D Web sites there are means to evaluate user navigation from page to page and thus rate a sites value, there is nothing like that available for 3D environments. The user tracing approach described here provides information about users' navigation and interaction in 3D environments which can be utilized to rate a 3D Web site's value and also enhance the usability of the overall site. All...
Present an image-based technique for accelerated rendering of world-in-miniature (WIM)-based and multiple-viewpoint-based props. The WIM technique offers an intuitive and useful tool for navigation and manipulation within virtual environments. The multiple-viewpoint technique is often applied for enhancing visualization and navigation. Unfortunately, both approaches require multiple rendering of the...
We have proposed and developed a tactile display that uses electrical current as a stimulus. The main characterstic of this display is that each type of mechanoreceptor is stimulated separately so that "tactile primary colors" are defined. In this paper, we describe how we fabricated a 4/spl times/4 array electrode system to present surface roughness, patterns and relative motions.
Today, scientists and engineers are exploring advanced applications and uses of immersive systems that can be cost-effectively applied in their fields. However, one of the impediments to the widespread use of these technologies is the extensive technical expertise required of application developers. A software environment that provides abstractions from specific details of hardware configurations...
With the widespread popularity of the Internet and advances in distributed computing and in virtual reality, more flexibility is needed in the development and use of collaborative virtual environments. In this paper, we present Octopus, a cross-platform, object-oriented API for constructing shared virtual worlds. The list of goals for Octopus, a description of its design and a detailed discussion...
Introduces a method for tracking a user's hand in 3D and recognizing the hand's gesture in real time without the use of any invasive devices attached to the hand. Our method uses multiple cameras for determining the position and orientation of a user's hand moving freely in a 3D space. In addition, the method identifies pre-determined gestures in a fast and robust manner by using a neural network...
A novel framework enables accurate augmented reality (AR) registration with integrated inertial gyroscope and vision tracking technologies. The framework includes a two-channel complementary motion filter that combines the low-frequency stability of vision sensors with the high-frequency tracking of gyroscope sensors, hence achieving stable static and dynamic six-degree-of-freedom pose tracking. Our...
Immersive projection displays such as CABIN and COSMOS have been connected through a broadband network. This kind of network environment is expected to be used as a multimedia virtual laboratory. In particular, video avatar technology has been developed in order to realize high-presence communication in this multimedia virtual laboratory. A video avatar is a computer-synthesized 3D image created using...
Many motion base simulators have been developed in the last thirty years for many different types of vehicles. In order to make a simulation more realistic, linear accelerations and angular rates are exerted on the pilot by moving the platform on which the mock-up vehicle is located. This has to be accomplished without driving the simulator out of its workspace. The software component that is in charge...
A lot of effort is now being put into developing collaborative distributed virtual environments. However very few projects address collaborative virtual sculpting in which the shapes of the target objects are likely changing continuously. Some major issues including user interaction, data transmission, concurrent object editing by multiple clients and rendering of deforming objects must be addressed...
A path-planning algorithm for encountered-type haptic devices that render multiple virtual objects in 3D space is proposed. To render multiple virtual objects with a single haptic device, the following two behaviors must be realized: (i) the device should move to the target object location in advance of the user's hand so that the user can encounter it; (ii) otherwise, the device should keep away...
Previous works have presented solutions for stability problems arising from the difference between the sampling rate requirements for haptic devices (about 1 kHz) and the update rates of the physical objects being simulated (about 10 Hz). These methods work well when the objects are convex and non-deformable but, when the object is deformable, these methods might fail in obtaining realistic force...
We examine whether visual motion induces a sensation of motion for a static sound in order to investigate dynamic visual-auditory interactions in the virtual environment. The dynamic interaural time difference (ITD) was employed as the cue for sound motion, and the effect of the size of the visual stimuli on biasing the perceived direction of dynamic ITD was examined As a result, induced motion sensation...
The use of virtual and augmented reality techniques in medicine is rapidly increasing particularly in the area of minimal access surgery. Such surgery is a form of teleoperation in which accurate perception of depth and orientation, navigation, and interaction with the operative space are vital. Virtual and augmented reality techniques will allow us to produce new views of the operative site and introduce...
Applies the linear elastic finite element method to compute haptic force feedback and domain deformations of soft-tissue models for use in virtual reality simulators. Our results show that, for virtual object models of high-resolution 3D data (>10,000 nodes), haptic real-time computations (<500 Hz) are nor currently possible using traditional methods. Current research efforts are focused in...
This paper presents our findings after the first year and a half of a multi-year deployment of an ImmersaDesk/sup (R)/ to a local elementary school, investigating its effectiveness in enhancing science education. These findings deal with how VR can aid in the coordination of multiple representations, and how to integrate the technology into the existing school culture.
To enhance presence, facilitate sensory motor performance, and avoid disorientation or nausea, virtual-reality applications require the perception of a stable environment. End-end tracking latency (display lag) degrades this illusion of stability and has been identified as a major fault of existing virtual-environment systems. Oscillopsia refers to the perception that the visual world appears to swim...
With technological progress, wide field-of-view (FOV) displays will become increasingly common. Wide FOVs provide a more immersive environment and produce stronger self-motion perception. The objective of this study was to investigate the relationships between FOV and scene content on postural stability in an immersive environment. 10 subjects were tested using two different scenes (a simple radial...
Set the date range to filter the displayed results. You can set a starting date, ending date or both. You can enter the dates manually or choose them from the calendar.