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.
We introduce the collaborative telepresence workspaces for SPACE operation and science that are under development in the European research project CROSS DRIVE. The vision is to give space mission controllers and scientists the impression of “beaming” to the surface of Mars, along with simulations of the environment and equipment, to step out together where a robot has or may move. We briefly overview...
Virtual reality (driving simulators) tends to generalize for the study of human behavior in mobility. It is thus crucial to ensure that perception of space and motion is little or not affected by the virtual environment (VE). The aim of this study was to determine a metrics of distance perception in VEs and whether this metrics depends on interactive factors: stereoscopy and motion parallax. After...
This paper describes rendering characteristics of a virtual walk by a motion seat. The motion seat creates a small body motion in three dof (lift, roll, and pitch directions) to make the user feel as if the user him-/herself is walking despite sitting own body. We consider the actual self body is a medium to render the virtual body to share experiences of others by using the motion seat as part of...
An experiment investigated the subjective experiences of ownership and agency of a pair of virtual wings attached to a motion controlled avatar in an immersive virtual reality setup. A between groups comparison of two ways of controlling the movement of the wings and flight ability. One where the subjects achieved the wing motion and flight ability by using a hand-held video game controller and the...
This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings. The visual appearance of the avatar was available in two sizes. The subjects performed six walks with each...
Recent research indicates that users consistently underestimate depth judgments to Augmented Reality (AR) graphics when viewed through optical see-through displays. However, to our knowledge, little work has examined how AR graphics may affect depth judgments of real world objects that have been overlaid or annotated with AR graphics. This study explores whether AR graphics have directional effects...
EVE (Exercise in Virtual Environments) is an operational VR system designed for space, polar and submarine crews. This system allows crewmembers — living and working in artificial habitats- to explore immersive natural landscapes during their daily physical exercise, and experience presence in a variety of alternate environments. Using recent hardware and software, this innovative psychological counter-measure...
Non-rigid surface registration is fundamental when accurate tracking or reconstruction of 3D deformable shapes is desirable. However, the majority of non-rigid registration methods are not as fast as the ones developed in the field of rigid registration. Fast methods for non-rigid surface registration are particularly interesting for markerless augmented reality applications, in which the object being...
Symptoms of three-dimensional (3D) sickness, such as intoxication and eye fatigue, have been observed in subjects viewing 3D films and vary according to the image quality and visual environment. In addition, the influence of stereoscopic vision on the incidence of 3D sickness has not been explored sufficiently. Therefore, it is important to examine the safety of viewing virtual 3D content. The present...
SLAM algorithms are widely used in augmented reality applications for registering virtual objects. Most SLAM algorithms estimate camera poses and 3D positions of feature points using known intrinsic camera parameters that are calibrated and fixed in advance. This assumption means that the algorithm does not allow changing the intrinsic camera parameters during runtime. We propose a method for handling...
Several researchers have investigated phantom tactile sensation (i.e., the perception of a nonexistent actuator between two real actuators) and apparent tactile motion (i.e., the perception of a moving actuator due to time delays between onsets of multiple actuations). Prior work has focused primarily on determining appropriate Durations of Stimulation (DOS) and Stimulus Onset Asynchronies (SOA) for...
This document introduces a new application for rendering massive LiDAR point cloud data sets of interior environments within highresolution immersive VR display systems. Overall contributions are: to create an application which is able to visualize large-scale point clouds at interactive rates in immersive display environments, to develop a flexible pipeline for processing LiDAR data sets that allows...
AR (Augmented Reality) technology, which uses actual landscape photography captured with a camera on-site as a base and then overlays virtual objects on that landscape image, is valid for landscape simulation. In this study, we generate nightscape images by superimposing high-luminance segments (virtual objects) over darkening landscape i ages. They are adjusted due to dark adaption modification....
We aim to enable additional sensation when using an anthropomorphic finger motion interface. To do so, we applied a conventional method to generate pseduo-haptics. To control the amount of scroll resulting from finger displacement on a display, illusory resistance or pseudo friction was confirmed by subjective evaluation. We first clarified that this illusory resistance influences finger walking behavior...
This paper proposes a 3D node localization method that uses cross-entropy method for the 3D modeling system. The proposed localization method statistically estimates the most probable positions overcoming measurement errors through iterative sample generation and evaluation. The generated samples are evaluated in parallel, and then a significant speedup can be obtained. We also demonstrate that the...
Virtual reality is a good tool to design and assess urban projects and to study perception in cities. Climate perception significantly influences the perception and use of urban spaces; however, virtual urban environments are scarcely represented with different climatic aspects. In this paper, we study the role that visual cues (sky aspect, shadows, sun location, and light effects) specifically play...
Interaction with computers using freehand gestures becomes more and more popular. However, it is hard to make precise inputs by making gestures in air without a physical support. In this paper, we present HorizontalDragger, a new selection technique aimed to improve the selection precision by converting the 2D selection problem into a 1D selection problem. After setting a region of interest in the...
Onew360 is a training simulator for simulating gas metal arc welding (GMAW) welding. This system is comprised of standard welding hardware components (helmet, gun, work-piece), a PC, a head-mounted display, a tracking system for both the torch and the user's head, and external audio speakers. The track model of welding simulator using single-camera vision measurement technology to calculate the position...
We propose an indirect-vision, video-see-through augmented reality (AR) cockpit that uses telexistence technology to provide an AR enriched, virtually transparent view of the surroundings through monitors instead of windows. Such a virtual view has the potential to enhance driving performance and experience above conventional glass as well as head-up display equipped cockpits by combining AR overlays...
The flexible movements of flying robots make it difficult for novices to manipulate them precisely with controllers such as a joystick and a proportional radio system. Moreover, the mapping of instructions between a robot and its reactions is not necessarily intuitive for users. We propose manipulation methods for flying robots using augmented reality technologies. In the proposed system, a virtual...
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.