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The following topics are dealt with: artificial reality; telexistence; tracking; display; interaction; haptics; augmented reality; modeling; and rendering.
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...
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...
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...
A method of real-time recognition of body motion for virtual dance collaboration system is described. Fourteen feature values are extracted from motion captured body motion data, and the dimension of data is reduced by using principal component analysis (PCA). In the training phase, templates for motion recognition are constructed from training samples of several types of motion. In the recognition...
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...
INTOI is a rear-projection setup which combines accurate pen tracking with hand gesture recognition. The hardware consists of an Anoto pattern printed on a special rear-projection foil and an infrared tracking system. INTOI is a low-cost system that is scalable and provides highly accurate input (to less than 1mm). Finally, our setup supports a novel multi-user interaction that combines simultaneous...
In our previous paper, we proposed an augmented reality display based on the pepper's ghost configuration that was able to display two-dimensional images on different image plane at different physical depths. In this paper, we propose the next generation of the display. Our latest display is able to display images at different physical depths simultaneously, thus it is able to display virtual objects...
LUMAR is a hybrid system for spatial displays, allowing cell phones to be tracked in 2D and 3D through combined egocentric and exocentric techniques based on the LightSense and UMAR frameworks. LUMAR differs from most other spatial display systems based on mobile phones with its three-layered information space. The hybrid spatial display system consists of printed matter that is augmented with context-sensitive,...
In this paper, a novel display system named "active display" is proposed for bi-directional telexistence system. It consists of a 5-bar spherical parallel mechanism, a LCD and 3 actuators. The LCD is moved by the parallel mechanism along a spherical surface whose center is at the head of the operator. Its motions are synchronized with a remote camera system. As a result, the operator can...
Although an immersive projection display provides a high quality of presence, it requires a large space and a high cost to equip the facility. This paper proposes a room-sized immersive projection display system named CC room. In this system, the rounded corner of an ordinary room was used for the screen, and the projectors equipped with the fish-eye lenses were used to project wide angle images....
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...
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