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Natural motions such as twisting, turning, jogging in place, dropping to the knees or moving to a prone position are permitted by the virtual reality harness mechanisms presented in this poster. They constrain an immersed user within the field of view of a virtual locomotion sensing system. Unwanted rotational inertial loads felt by the user are minimized while compliant constraints provide natural...
The rehabilitation robot LOKOMAT has been developed at University Hospital Balgrist to automate treadmill training of spinal cord injury and stroke patients. Current rehabilitation training on that robot consists of moving the patient's legs on predefined trajectories. However, this kind of training is not challenging, as patients are moved regardless of their efforts and do not see their advancement...
Image guidance is a technique that often uses virtual reality to provide accurate localization and real-time surgical navigation. Combining image guidance with a biosensor based on Raman spectroscopy, a powerful laser-based analysis technique, would provide a surgeon both a diagnosis of tissue being analyzed (e.g. cancer) and localization information displayed within an imaging modality of choice...
We present Muddleware, a communication platform designed for mixed reality multi-user games for mobile, lightweight clients. An approach inspired by Tuplespaces, which provides decoupling of sender and receiver is used to address the requirements of a potentially large number of mobile clients. A hierarchical database built on XML technology allows convenient prototyping and simple, yet powerful queries...
A Magic Mirror paradigm is an augmented reality (AR) system where a camera and display device act as a mirror where one can see a reflection of oneself and virtual objects together. Fiducial markers mounted on a number of hand held and wearable objects allow them to be recognized by computer vision, different virtual objects can be rendered relative to the objects depending on the chosen theme. The...
This paper presents a first prototype of an interactive 3D reconstruction system for modeling urban scenes. An Augmented Reality scout is a person who is equipped with an ultra-mobile PC, an attached USB camera and a GPS receiver. The scout is exploring the urban environment and delivers a sequence of 2D images. These images are annotated with according GPS data and used iteratively as input for a...
While an important factor in depth perception, the occlusion effect in 3D environments also has a detrimental impact on tasks involving discovery, access, and spatial relation of objects in a 3D visualization. A number of interactive techniques have been developed in recent years to directly or indirectly deal with this problem using a wide range of different approaches. In this paper, we build on...
In this paper we introduce new user interface concepts for fish tank virtual reality (VR) systems based on autostereoscopic (AS) display technologies. Such AS displays allow to view stereoscopic content without requiring special glasses. Unfortunately, until now simultaneous monoscopic and stereoscopic display was not possible. Hence prior work on fish tank VR systems focussed either on 2D or 3D interactions...
This paper presents a comparison of various classification methods for the problem of recognizing grasp types involved in object manipulations performed with a data glove. Conventional wisdom holds that data gloves need calibration in order to obtain accurate results. However, calibration is a time-consuming process, inherently user-specific, and its results are often not perfect. In contrast, the...
We create a framework for physical interaction with virtual human. The virtual human reacts to the input of the user in realtime. The virtual human has an ocular system model, which mimics human ocular system, to generate natural and human-like gaze motions and to create inputs for the cognitive model of the virtual human. The visual input for virtual human is generated from the dynamics simulator...
A shell map [7] is a bijective mapping between shell space (the space between a base surface and its offset) and texture space. It can be used to generate small-scale features on surfaces using a variety of modeling techniques. In this paper, we present an efficient algorithm, which reduces distortion by construction, for the offset surface generation of triangular meshes. The basic idea is to independently...
A Nested Marker, a novel visual marker for camera calibration in Augmented Reality (AR), enables accurate calibration even when the observer is moving very close to or far away from the marker. Our proposed Nested Marker has a recursive layered structure. One marker at an upper layer contains four smaller markers at the lower layer. Smaller markers can also have lower-layer markers nesting inside...
This paper describes interdisciplinary work on developing a virtual reality (VR) aided motor training task for post-stroke rehabilitation on functional deficits of the upper extremity: static reaching. Patient-specific and human-centered design of the VR system was addressed from the physical therapist's perspective. The two main features of the system were that it could actively drive the human kinetic...
We present a new tactile feedback system for finger-based interactions in immersive virtual reality applications that consists of shape memory alloy wires wrapped around tracked finger thimbles. The wires touch the inside of the finger tips and provide an impression when they are shortened. We use this system to communicate finger contacts with virtual objects in an application for usability and reachability...
We introduce semantic reflection as an architectural concept for Intelligent Virtual Environments (IVEs). SCIVE, a dedicated IVE simulation core, combines modularity with close coupled integrative aspects to provide semantic reflection on multiple layers from low-level simulation core logic, specific simulation modules' application definitions, to high-level semantic environment descriptions. SCIVE's...
We present a virtual reality (VR) system that simulates the situation of ship block spray painting. The system was developed under demands from ship building industry for training purpose. We designed an immersive stereo display platform, a realistic spray painting rendering technique and intuitive user interface to match with the real working environment. The system is currently under user-test in...
When a virtual environment system prevents a user's avatar hand from penetrating virtual objects, the seen and felt positions of the hand separate. We propose a new method for reducing this position discrepancy as quickly as possible without introducing perceptible discrepancy between the seen and felt motion of the user's hand. We performed a user study to compare this new method to two previous...
We present a novel design for managing competing user interests and privacy protection cooperation in a collaborative virtual environment for molecular modeling. Based on the user feedback, this design includes four levels of access control for collaborative sessions and provides dynamic action priority specification for manipulations on shared molecular models. Furthermore, we implement a messaging...
This paper describes an experiment conducted to study the influence of visual appearance of user's avatar (or 3D cursor) on the manipulation of virtual objects in Virtual Environments (VE). Participants were asked to pick up a virtual cube and place it at a random location in a VE. We found that one visual property of the avatar (the presence or absence of a directional cue) could influence the way...
We present a study exploring the effect of positional offset between the user's interaction and display frame-of-reference in a surround-screen virtual environment (SSVE). In our experiment, users were asked to match a target color using a 3D color widget under three different display-interaction offset conditions: no offset (i.e., collocation), a three inch offset, and a two foot offset. Our results...
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