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Ubiquitous Virtual Reality (ISUVR), 2010 International Symposium on

Date 7-10 July 2010

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Displaying Results 1 - 25 of 29
  • [Front cover]

    Publication Year: 2010 , Page(s): C1
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  • [Title page i]

    Publication Year: 2010 , Page(s): i
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  • [Title page iii]

    Publication Year: 2010 , Page(s): iii
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  • [Copyright notice]

    Publication Year: 2010 , Page(s): iv
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  • Table of contents

    Publication Year: 2010 , Page(s): v - vi
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  • Message from the General Chair

    Publication Year: 2010 , Page(s): vii
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  • Message from the Program Chair

    Publication Year: 2010 , Page(s): viii
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  • Organizing Committee

    Publication Year: 2010 , Page(s): ix
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  • Program Committee

    Publication Year: 2010 , Page(s): x
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  • Steering Committee

    Publication Year: 2010 , Page(s): xi
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  • Advisory Committee

    Publication Year: 2010 , Page(s): xii
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  • list-reviewer

    Publication Year: 2010 , Page(s): xiii
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  • Image-Based Modelling for Augmenting Reality

    Publication Year: 2010 , Page(s): 1 - 4
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (13590 KB) |  | HTML iconHTML  

    The interaction between real and synthetic geometry is fundamental to Augmented Reality. Portraying such interactions in a manner that is convincing to the user requires 3D models of the shape of the real objects involved. The large-scale application of Augmented Reality technologies will thus require practical methods for generating 3D models of real objects. These methods will need to be fast, flexible, and capable of operating in-situ in order to generate models in unforeseen environments. Image-based modelling offers a means of creating such models by direct analysis of an image set. This paper describes two approaches to image-based modelling for Augmented Reality, and argues that technologies of this type are critical to the future of the domain. View full abstract»

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  • Simultaneous Localization and Mapping for Augmented Reality

    Publication Year: 2010 , Page(s): 5 - 8
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1601 KB) |  | HTML iconHTML  

    Recently, the methods of Simultaneous Localization and Mapping (SLAM) have received great interest in the field of Augmented Reality. Accurate tracking in unknown and new environments promises to reduce the initial costs of building AR systems which often require extensive and accurate models of the environments, interaction objects and virtual annotations. However, it is still an open question how interesting and useful annotations can be created, attached and stored for unknown and arbitrary locations. In this paper, we discuss possible uses of SLAM in the different components of typical AR systems to provide meaningful applications and go beyond current limitations. View full abstract»

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  • Consumer Adoption of Cross Reality Systems

    Publication Year: 2010 , Page(s): 9 - 11
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (206 KB) |  | HTML iconHTML  

    Cross reality systems bring together the sensor and actuator networks of ubiquitous computing with the social and creative spaces of virtual worlds. Although the strengths of ubiquitous computing and virtual worlds complement each other, their primary weaknesses are the same: their full utility isn't realized until the technology is fully developed and deployed, but nobody wants to develop and deploy the technology without benefitting from immediate utility. This paper argues that this classic “chicken and egg” problem will be overcome in fits and starts as consumer expectations evolve. The paper provides a firsthand overview and examples of successes and failures in the cross reality market and offers suggestions for future research directions. View full abstract»

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  • Physics-Based Character Animation for AR Applications

    Publication Year: 2010 , Page(s): 12 - 15
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (428 KB) |  | HTML iconHTML  

    Physics-based approach for character animation has advantages in interactive AR applications in that the approach can create realistic character motions that are responsive to non-predefined environment and user inputs. In this paper, we introduce two subjects on physics-based character animation. Biomechanical modeling of human characters is an effort to create more human-like motions than conventional methods by modeling the force generating function of muscles. Balance control is a fundamental technique necessary for a virtual character to perform as desired in simulated physical environment. We discuss challenges and future work to enable the physics-based approach for character animation to be widely adopted in AR applications. View full abstract»

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  • Context-Aware Augmented Reality Authoring Tool in Digital Ecosystem

    Publication Year: 2010 , Page(s): 16 - 19
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1005 KB) |  | HTML iconHTML  

    In this paper, we propose a context-aware authoring tool which users make virtual contents in-situ. In order to realize, three essential components are defined and some technical challenges are reviewed. We expect that the contents will be adaptive and responsible to dynamic environment. It will be applicable for many industries such as book publication, in-situ simulation and so on. View full abstract»

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  • Networked Collaborative Group Cheerleading Technology: Virtual Cheerleader Experience

    Publication Year: 2010 , Page(s): 20 - 23
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (594 KB) |  | HTML iconHTML  

    In many virtual world, we can enjoy shopping, watching movie, dancing, etc. However users enjoy these entertainments by oneself. Although, in virtual world, most of virtual services provide entertainments and social activities, there are no feedback to real world users. In this paper, we discuss about collaborative cheerleading method among virtual world users and Sensory effect using wearable haptic wrist guard for providing more interactive and immersive experience. The main idea of this paper is to extend virtual world's mean by adding collaborative group cheerleading and haptic devices. View full abstract»

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  • Deformation and Simulation of 3D Contents for the Digilog Book

    Publication Year: 2010 , Page(s): 24 - 27
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (527 KB) |  | HTML iconHTML  

    Recently the use of e-book has been rapidly increased due to the development of portable electronic devices taking advantage of their portability and storage. The e-book can contain various multimedia contents which cannot be expressed in a traditional text-book such as movie clips, music and flash games. However, physical presence and analog sensibility of a traditional book cannot be described in the e-book. To overcome these limitations, the concept of digilog book has been proposed, which combines analog sensibility and digitized contents. In this research, we propose 3D contents deformation and simulation techniques in the Augmented Reality(AR) environments that can be utilized in the digilog book. Furthermore, the deformation technique is extended to dynamic simulation and user specified simulation using a physics engine and deformation paths. View full abstract»

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  • Ubiquity: Micro to Macro Ecosystems?

    Publication Year: 2010 , Page(s): 28 - 31
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (465 KB) |  | HTML iconHTML  

    Specialists usually interpret the defining keywords of ubiquitous computing "anywhere, anytime" as "any geographical place at any moment of a given day". Our alternative interpretation "at any scale over the years" offers a complementary conceptual framework covering microscopic to macroscopic ecosystems. We introduce nano-bots, implants, smart artefacts, wearable computers, domestic robots, smart buildings, smart cities (aka u-cities), smart territories, and interplanetary systems then analyse their energetic and informatory relationships. We conclude that technologies linked to non-human scales are neglected, that convergence is insufficient to guide ubiquity, that environmental factors endanger resulting ecosystems, and that these ecosystems lack critical organisms, links and mechanisms. We accordingly suggest thirteen foundations for viable and healthy ecosystems based on ubicomp. They involve guiding concepts, ubiquitous virtual reality, sustainability, climatic factors, resource optimization and management, waste processors, open standards, features (anonymity, redundancy, simplicity), and mechanisms (provision, regulation, support) to structure and maintain ecosystem services useful to humans. View full abstract»

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  • A Tangible Interface for Learning Recursion and Functional Programming

    Publication Year: 2010 , Page(s): 32 - 35
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (457 KB) |  | HTML iconHTML  

    Recursion is a powerful programming technique which is notoriously difficult to master, especially in functional languages because they prominently feature structural recursion as the main control-flow mechanism. We propose several hypotheses to understand the issue and put some to the test by designing an open-source interactive interface based on a tangible block-world with augmented reality and software feedback. Stacks of blocks are used as an analogy for the list data structure, which enables the simplest form of structural recursion. After using this application, students are expected to transfer their training to directly write recursive programs in sequential Erlang, a purely functional language. View full abstract»

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  • Evaluation of Tangible User Interfaces for Desktop AR

    Publication Year: 2010 , Page(s): 36 - 39
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (388 KB) |  | HTML iconHTML  

    In this work we evaluated the usability of tangible user interaction for traditional desktop augmented reality environments. More specifically, we compared physical sliders and tracked paddles, and traditional mouse input for a system control task. While task accuracy was the same for all interfaces, mouse input performed the fastest and input with a tracked paddle the slowest. Performance with the physical sliders fell between those two. We present these results along with various findings from user comments, and discuss how they may influence the design of future desktop AR systems. View full abstract»

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  • ARtalet: Tangible User Interface Based Immersive Augmented Reality Authoring Tool for Digilog Book

    Publication Year: 2010 , Page(s): 40 - 43
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (784 KB) |  | HTML iconHTML  

    A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and immersive digital contents to improve a user's experience. This paper enhances the Digilog Book authoring tool, ARtalet. This is a tangible user interface based immersive AR authoring tool providing an intuitive non-programming based authoring methods using a 3D user interface in an AR environment. As novel authoring functions, we propose 3D object trajectory manipulation, real-time deformation, and audio/vibration feedback authoring functions to enhance a user's experience and interest. The ARtalet can be applicable to other Digilog application authoring, including posters, pictures, newspapers, and sign boards. View full abstract»

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  • Research on Virtual World and Real World Integration for Batting Practice

    Publication Year: 2010 , Page(s): 44 - 47
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (373 KB) |  | HTML iconHTML  

    Utilizing virtual environment technology for sports exercise has been done by several researchers. However, virtual world such as Second Life not yet support for their user to doing real sport exercise. In this paper, we proposed system that enables users to do batting practice in virtual world using real world pitching data from professional pitcher that provided in web. Users can bat practice as if practicing with professional pitcher. Besides, we introduce batting experience representation. With this representation virtual world users can share their practice experience to other people. The purpose is to get more suggestion to improve users batting skill. View full abstract»

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  • High-Performance Real-Time Face-Detection Architecture for HCI Applications

    Publication Year: 2010 , Page(s): 48 - 51
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | Click to expandQuick Abstract | PDF file iconPDF (1110 KB) |  | HTML iconHTML  

    This paper proposes a novel hardware structure and FPGA implementation method for real-time detection of multiple human faces with robustness against illumination variations and Rotated faces. These are designed to greatly improve face detection in various environments, using the Adaboost learning algorithm and MCT techniques, Rotation Transformation, which is robust against variable illumination and rotated faces. The overall structure of proposed hardware is composed of a Color Space Converter, Noise Filter, Memory Controller Interface, Rotation Transformation, MCT (Modified Census Transform), Candidate Detector/Confidence Mapper, Position Resizer, Data Grouper, Overlay Processor and Color Overlay Processor. The experiment was conducted in various environments using a QVGA Camera, LCD Display and Virtext5 XC5VLX330 FF1760 FPGA, made by Xilinx. Implementation and verification results showed that it is possible to detect at least 32 faces in a wide variety of sizes at a maximum speed of 149 frames per second in real time. View full abstract»

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