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IEEE Virtual Reality Conference (VR 2006)

Date 25-29 March 2006

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Displaying Results 1 - 25 of 77
  • IEEE Virtual Reality Conference - Cover

    Publication Year: 2006, Page(s): c1
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  • IEEE Virtual Reality Conference - Title

    Publication Year: 2006, Page(s): i
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  • IEEE Virtual Reality Conference - Copyright

    Publication Year: 2006, Page(s): iv
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  • IEEE Virtual Reality Conference - Table of contents

    Publication Year: 2006, Page(s): v
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  • Organizing Committee

    Publication Year: 2006, Page(s): x
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  • IEEE VGTC Virtual Reality Career Award 2005

    Publication Year: 2006, Page(s): xi
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  • IEEE VGTC Virtual Reality Technical Achievement Award 2005

    Publication Year: 2006, Page(s): xii
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  • Worokshop Organizers

    Publication Year: 2006, Page(s): xix
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  • How Mediated Immersion Shapes Learning

    Publication Year: 2006, Page(s): xiii
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (162 KB)

    Summary form only given, as follows. Over the next decade, three complementary interfaces will shape how people learn: (1) the familiar webpages-and-windows "desktop," (2) multi-user virtual environments (including sensory immersion via virtual reality), and (3) augmented realities based on mobile wireless devices and infused in real world settings. The "millennial" learning styles ascribed to the... View full abstract»

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  • Distance Perception in Immersive Virtual Environments, Revisited

    Publication Year: 2006, Page(s):3 - 10
    Cited by:  Papers (17)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (664 KB) | HTML iconHTML

    Numerous previous studies have suggested that distances appear to be compressed in immersive virtual environments presented via head mounted display systems, relative to in the real world. However, the principal factors that are responsible for this phenomenon have remained largely unidentified. In this paper we shed some new light on this intriguing problem by reporting the results of two recent ... View full abstract»

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  • Camera Motions Improve the Sensation of Walking in Virtual Environments

    Publication Year: 2006, Page(s):11 - 18
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (584 KB) | HTML iconHTML

    This paper investigates the use of camera motions, in order to improve the sensation of walking in a Virtual Environment. A simple model of camera motion is first proposed. This model uses: (1) oscillating motions for the position of the camera, and (2) a compensation motion which changes the orientation of the camera and simulate oculomotor compensation to keep a constant focal point when walking... View full abstract»

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  • A Perceptual Matching Technique for Depth Judgments in Optical, See-Through Augmented Reality

    Publication Year: 2006, Page(s):19 - 26
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (336 KB) | HTML iconHTML

    A fundamental problem in optical, see-through augmented reality (AR) is characterizing how it affects the perception of spatial layout and depth. This problem is important because AR system developers need to both place graphics in arbitrary spatial relationships with real-world objects, and to know that users will perceive them in the same relationships. Furthermore, AR makes possible enhanced pe... View full abstract»

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  • Interactive Simulation of Fibrin Fibers in Virtual Environments

    Publication Year: 2006, Page(s):27 - 34
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1624 KB) | HTML iconHTML

    We present a data-driven method for interactive simulation and visualization of fibrin fibers, a major component of blood clotting. A fibrin fiber is a complex system consisting of a hierarchy with at least three separate levels of detail. Using measurements acquired with an atomic force microscope (AFM) at the smallest scale in this hierarchy, a physically-based model for the larger scales can be... View full abstract»

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  • Hybrid Cutting of Deformable Solids

    Publication Year: 2006, Page(s):35 - 42
    Cited by:  Papers (11)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (504 KB) | HTML iconHTML

    A central training objective of virtual reality based surgical simulation is the removal of pathologic tissue. This necessitates stable, real-time updates of the underlying mesh representation. Within the framework of a hysteroscopy simulator, we have developed a hybrid cutting approach for tetrahedral meshes. It combines the topological update by subdivision with adjustments of the existing topol... View full abstract»

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  • Coupling Ontologies with Graphics Content for Knowledge Driven Visualization

    Publication Year: 2006, Page(s):43 - 50
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (776 KB) | HTML iconHTML

    A great challenge in information visualization today is to provide models and software that effectively integrate the graphics content of scenes with domain-specific knowledge so that the users can effectively query, interpret, personalize and manipulate the visualized information [1]. Moreover, it is important that the intelligent visualization applications are interoperable in the semantic web e... View full abstract»

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  • Designing Immersive Virtual Reality for Geometry Education

    Publication Year: 2006, Page(s):51 - 58
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1544 KB) | HTML iconHTML

    Our work introduces immersive collaborative learning to geometry education. More specifically, we present a system that uses collaborative augmented reality as a medium for teaching, and uses 3D dynamic geometry to facilitate mathematics and geometry education. Both these aspects are novel to geometry education. We describe improvements in the user interface and visual design of such an applicatio... View full abstract»

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  • Interpersonal Scenarios: Virtual approx Real?

    Publication Year: 2006, Page(s):59 - 66
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (792 KB) | HTML iconHTML

    This paper reports on a study to examine the similarities and differences in experiencing an interpersonal scenario with real and virtual humans. A system that allows medical students to interview a life-size virtual patient using natural speech and gestures was used as a platform for this comparison. Study participants interviewed either a virtual patient or a standardized patient, an actor train... View full abstract»

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  • A Virtual Reality Exposure Therapy Application for Iraq War Post Traumatic Stress Disorder

    Publication Year: 2006, Page(s):67 - 72
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (440 KB) | HTML iconHTML

    Post Traumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experiences including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that 1 out of 6 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR)... View full abstract»

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  • Motion Prediction in Gesture-based Collaborative Design Environments

    Publication Year: 2006, Page(s):73 - 80
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (432 KB) | HTML iconHTML

    A collaborative design environment (CDE) is a shared environment over some communication networks. It allows remote users to interact with each other to perform some design tasks. To support collaborative design, the human hand is a very natural and convenient tool as it is capable of accomplishing diverse tasks such as pointing, gripping, twisting and tearing. However, there is not much work that... View full abstract»

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  • HoloPort - A Device for Simultaneous Video and Data Conferencing Featuring Gaze Awareness

    Publication Year: 2006, Page(s):81 - 88
    Cited by:  Papers (7)  |  Patents (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (368 KB) | HTML iconHTML

    Complex business processes and globally distributed teams require new means to support net-based teamwork. Here, virtual reality technologies offer new ways to a more intuitive collaboration. In this paper, a system setup dubbed HoloPort is presented, which enables intuitive point-to-point video conferencing between two small groups. The device features gaze awareness between local and remote conf... View full abstract»

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  • Distributed Physical Based Simulations for Large VR Applications

    Publication Year: 2006, Page(s):89 - 96
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (632 KB) | HTML iconHTML

    We present a novel software framework for developing highly animated virtual reality applications. Using a modular application design, our goal is to alleviate software engineering issues while yielding efficient execution on parallel machines. We target worlds involving numerous animated objects managed by physical based simulations. Mixing rigid objects, fluids, mass-spring or other deformable o... View full abstract»

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  • Demand Characteristics of a Questionnaire Used to Assess Motion Sickness in a Virtual Environment

    Publication Year: 2006, Page(s):97 - 102
    Cited by:  Papers (2)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (312 KB) | HTML iconHTML

    The experience of motion sickness in a virtual environment may be measured through pre- and post-experiment self-reported questionnaires such as the Simulator Sickness Questionnaire (SSQ). Although research provides converging evidence that users of virtual environments can experience motion sickness, there have been no controlled studies to determine to what extent the user’s subjective resp... View full abstract»

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  • Effectiveness of Cloning Techniques for Architectural Virtual Environments

    Publication Year: 2006, Page(s):103 - 110
    Cited by:  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1120 KB) | HTML iconHTML

    Most current VE applications make use of well-known 3D interaction techniques, such as ray-casting or the Go-Go technique. Such techniques, however, were designed generically, without considering the context of use. We argue that the design of 3D interaction techniques should take the application domain into account. In our work, we have developed interfaces for a VE application for structural eng... View full abstract»

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  • A Psychophysical Examination of Swinging Rooms, Cylindrical Virtual Reality Setups, and Characteristic Trajectories

    Publication Year: 2006, Page(s):111 - 118
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (784 KB) | HTML iconHTML

    Virtual Reality (VR) is increasingly being used in industry, medicine, entertainment, education, and research. It is generally critical that the VR setups produce behavior that closely resembles real world behavior. One part of any task is the ability to control our posture. Since postural control is well studied in the real world and is known to be strongly influenced by visual information, it is... View full abstract»

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  • An Augmented Reality System for Astronomical Observations

    Publication Year: 2006, Page(s):119 - 126
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (920 KB) | HTML iconHTML

    Anyone who has gazed through the eyepiece of an astronomical telescope knows that, with the exception of the Moon and the planets, extra-solar astronomical objects are disappointing to observe visually. This is mainly due to their low surface brightness, but also depends on the visibility, sky brightness and telescope aperture. We propose a system which projects images of astronomical objects (wit... View full abstract»

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