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Virtual Reality, 1993. Proceedings., IEEE 1993 Symposium on Research Frontiers in

Date 25-26 Oct. 1993

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Displaying Results 1 - 21 of 21
  • Proceedings of 1993 IEEE Research Properties in Virtual Reality Symposium

    Publication Year: 1993
    Request permission for commercial reuse | PDF file iconPDF (73 KB)
    Freely Available from IEEE
  • VR as a forcing function: Software implications of a new paradigm

    Publication Year: 1993, Page(s):5 - 8
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (522 KB)

    Immersive virtual reality systems provide a qualitatively different perceptual experience than do conventional desktop systems and impose greater demands on support hardware and software. The authors address three software issues for VR applications: interaction models, object oriented systems, and application development frameworks.<> View full abstract»

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  • DIVER: A Distributed Virtual Environment Research platform

    Publication Year: 1993, Page(s):10 - 15
    Cited by:  Papers (3)  |  Patents (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (501 KB)

    DIVER is the Virtual Environment software architecture library developed at the University of Virginia. It is similar to SGI's Inventor, but was developed specifically as a toolkit for creating Virtual Environments rather than for mouse-based applications. Like Inventor, DIVER was implemented on top of the SGI's GL library and provides a powerful hierarchical graphics database. Unlike Inventor, DI... View full abstract»

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  • Volume haptization

    Publication Year: 1993, Page(s):16 - 23
    Cited by:  Papers (34)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (594 KB)

    The authors describe haptic representation of volume data. Volume visualization is a powerful tool in the field of scientific visualization. However, visual representation of full three-dimensional volume is hard to comprehend because of occlusion. Higher-dimensional and multi-parameter data sets are also difficult to present by visual image. The authors propose methods for presentation of volume ... View full abstract»

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  • Interactive collision detection

    Publication Year: 1993, Page(s):24 - 31
    Cited by:  Papers (35)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (766 KB)

    Collision detection and response can make a virtual-reality application seem more believable. Unfortunately, existing collision-detection algorithms are too slow for interactive use. The authors present a new algorithm that is not only fast but also interruptible, allowing an application to trade quality for more speed. The algorithm uses simple four-dimensional geometry to approximate motion, and... View full abstract»

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  • Calibration and evaluation of virtual environment displays

    Publication Year: 1993, Page(s):33 - 40
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (727 KB)

    Designing safe and effective virtual environment (VE) systems requires human factors research to produce specifications for VE systems that are based on sensory and perceptual requirements necessary for optimal human performance. Part of this research requires establishing performance benchmarks, established in physical environments, with which to compare performance in virtual environments. The a... View full abstract»

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  • A user study comparing head-mounted and stationary displays

    Publication Year: 1993, Page(s):41 - 45
    Cited by:  Papers (5)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (425 KB)

    Head-mounted displays, as popularized by virtual reality systems, offer the opportunity to immerse a user in a synthetically generated environment. While there is much anecdotal evidence that this is a qualitative jump in the user interface, there is little quantitative data to establish that emersion improves task performance. The authors present the results of a user study: users performing a ge... View full abstract»

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  • Perceptual decomposition of virtual haptic surfaces

    Publication Year: 1993, Page(s):46 - 53
    Cited by:  Papers (19)  |  Patents (159)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (747 KB)

    The analysis and construction of virtual haptic surfaces are considered from a perceptual point of view rather than from the dynamics and controls approach of prior work. The authors developed a perceptual decomposition of surface contact sensation by examining three qualities associated with the different stages of interaction with a haptic wall simulation. These qualities are the crispness of in... View full abstract»

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  • Understanding synthetic experience must begin with the analysis of ordinary perceptual experience

    Publication Year: 1993, Page(s):54 - 57
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (378 KB)

    The emergence of teleoperation and virtual environment has greatly increased interest in synthetic experience, a mode of experience made possible by both these newer technologies and earlier ones, such as telecommunication and sensory prosthetics. The authors maintain that understanding synthetic experience must begin with the recognition that the phenomenology of synthetic experience is continuou... View full abstract»

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  • Scientists in wonderland: A report on visualization applications in the CAVE virtual reality environment

    Publication Year: 1993, Page(s):59 - 66
    Cited by:  Papers (22)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (875 KB)

    The authors present the experiences at the Electronic Visualization Laboratory (EVL) in introducing computational scientists to the use of virtual reality as a research tool. They describe the virtual environment, the CAVE. They then describe several applications currently being developed at EVL using the CAVE and conclude with a discussion on possible research paths to follow in making virtual re... View full abstract»

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  • Applying virtual reality in education: A prototypical virtual physics laboratory

    Publication Year: 1993, Page(s):67 - 74
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1158 KB)

    A prototypical virtual physics laboratory has been constructed that allows students to control the laboratory environment as well as the physical properties of objects in that laboratory. Those environment factors that can be controlled in the current implementation include gravity (both magnitude and direction), surface friction, and atmospheric drag. The coefficients of restitution of elastic bo... View full abstract»

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  • On recording virtual environments

    Publication Year: 1993, Page(s):80 - 83
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (317 KB)

    Documentation is fundamental to science. For virtual reality to be an effective scientific visualization tool, it must be recordable. This position statement outlines the benefits of image-based recording of virtual environments and introduces the VR-VCR, a device for immersive playback of recorded virtual environments.<> View full abstract»

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  • Auditory distance perception by translating observers

    Publication Year: 1993, Page(s):92 - 99
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (659 KB)

    The authors consider auditory distance perception of a moving observer and its relevance for the perception of stationary and moving sources. They begin with a review of some of the acoustic cues to source distance, focusing on the dynamic cues available under observer translation (motion parallax and acoustic tau). They report an experiment indicating the level of accuracy with which stationary a... View full abstract»

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  • Is "presence" a training issue?

    Publication Year: 1993, Page(s):124 - 125
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (199 KB)

    A fighter pilot must create an accurate mental model of dynamic three-dimensional spatial relationships from two-dimensional head-up displays. The authors describe a US Air Force training research project to develop and assess visualization training media for their effectiveness in promoting mental model building. The theoretical approach guiding this project is based on the psychological construc... View full abstract»

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  • Virtual gain for audio windows

    Publication Year: 1993, Page(s):85 - 91
    Cited by:  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (660 KB)

    Audio windowing is a front-end, or user interface, to an audio system with a spatial sound backend. Besides the directionalization of the DSP spatialization, gain adjustment is used to control the volume of the various sources. Virtual gain can be synthesized from components derived from iconic size, distance, orientation, and directivity, and selectivity enabled according to room-wise partitionin... View full abstract»

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  • What you see is what you hear-Acoustics applied in virtual worlds

    Publication Year: 1993, Page(s):100 - 107
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (739 KB)

    Up to now virtual reality (VR) systems have emphasized visual graphics and display technology. With audio hardware and system software readily available it is now possible to take the next evolutionary step and use acoustic simulations to enhance virtual worlds. An audiovisual system addresses two important human senses and provides realistic impressions that are natural to the daily life and envi... View full abstract»

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  • X11 in virtual environments

    Publication Year: 1993, Page(s):118 - 119
    Cited by:  Papers (2)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (180 KB)

    The authors present a brief description of a method for running 2-D text based or graphical applications from within a virtual environment. This is accomplished by a port of the X11 server which renders into a shared memory segment, which is in turn texture mapped onto the surface of an object in a 3-D virtual world. Events that occur in the virtual space can be translated into pseudo mouse or key... View full abstract»

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  • An eye tracking computer user interface

    Publication Year: 1993, Page(s):120 - 121
    Cited by:  Papers (18)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (223 KB)

    The authors describe an inexpensive eye movement controlled user interface for 2-D and 3-D interaction. It is based on electro-oculography (EOG) rather than the very expensive reflectance based methods. The authors have built the hardware and software to demonstrate the viability of EOG for human-computer communication. The experiments indicate that EOG provides the basis for an adequate input int... View full abstract»

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  • Robots and simulated environments-first steps towards virtual robotics

    Publication Year: 1993, Page(s):122 - 123
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (176 KB)

    The context of the paper is the design of an appropriate working environment for learning robots. The authors are interested in robots which are able to structure incoming sensor data on the basis of internal reference schemes and robot tasks. For efficiency reasons, they want to perform the learning cycles in simulated environments explored by the robot. The authors outline how advanced visualiza... View full abstract»

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  • Cosmic Explorer: A virtual reality environment for exploring cosmic data

    Publication Year: 1993, Page(s):75 - 79
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (428 KB)

    Supercomputer simulations now can produce multilevel, multi-scale large data sets that require new techniques in scientific visualization and higher levels of hardware performance. The authors explore the use virtual reality (VR) technology in this connection. Cosmic Explorer is a VR environment visualizing numerical and observational cosmology data. They have implemented multi-scale visualization... View full abstract»

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  • A virtual environment architecture

    Publication Year: 1993, Page(s):126 - 127
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (204 KB)

    Part of MITRE's charter as a Federally Funded Research and Development Center (FFRDC) is to objectively evaluate and compare current technologies, and to recommend courses of action for numerous government programs. As such, the authors have been involved in assessing workstation, graphics, and user interface technology. They are currently developing a virtual environment architecture (VEA), to be... View full abstract»

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