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IEEE Proceedings. VR 2005. Virtual Reality, 2005.

Date 12-16 March 2005

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Displaying Results 1 - 25 of 89
  • IEEE Virtual Reality 2005 (IEEE Cat. No.05CH37649)

    Publication Year: 2005
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  • Cover image credits

    Publication Year: 2005, Page(s): 0_2
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  • [Breaker page]

    Publication Year: 2005, Page(s): i
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  • Copyright

    Publication Year: 2005, Page(s): ii
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  • Table of contents

    Publication Year: 2005, Page(s):iii - vii
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  • Supporting organizations

    Publication Year: 2005, Page(s): viii
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  • Messages from the General Chairs and Program Chairs

    Publication Year: 2005, Page(s): ix
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  • IEEE Visualization and Graphics Technical Committee

    Publication Year: 2005, Page(s): x
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  • Conference Committee

    Publication Year: 2005, Page(s): xi
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  • Program Committee

    Publication Year: 2005, Page(s): xii
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  • Keynote Address

    Publication Year: 2005, Page(s): xiii
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (58 KB)

    First Page of the Article
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  • [Blank page]

    Publication Year: 2005, Page(s): xiv
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  • [Breaker page]

    Publication Year: 2005, Page(s): 1
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    Publication Year: 2005, Page(s): 2
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  • The hand is slower than the eye: a quantitative exploration of visual dominance over proprioception

    Publication Year: 2005, Page(s):3 - 10
    Cited by:  Papers (10)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (289 KB) | HTML iconHTML

    Without force feedback, a head-mounted display user's avatar may penetrate virtual objects. Some virtual environment designers prevent visual interpenetration, making the assumption that prevention improves user experience. However, preventing visual avatar interpenetration causes discrepancy between visual and proprioceptive cues. We investigated users' detection thresholds for visual interpenetr... View full abstract»

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  • An empirical user-based study of text drawing styles and outdoor background textures for augmented reality

    Publication Year: 2005, Page(s):11 - 18
    Cited by:  Papers (4)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (837 KB) | HTML iconHTML

    A challenge in presenting augmenting information in outdoor augmented reality (AR) settings lies in the broad range of uncontrollable environmental conditions that may be present, specifically large-scale fluctuations in natural lighting and wide variations in likely backgrounds or objects in the scene. In this paper, we present a user-based study which examined the effects of outdoor background t... View full abstract»

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  • Influence of control/display ratio on the perception of mass of manipulated objects in virtual environments

    Publication Year: 2005, Page(s):19 - 25
    Cited by:  Papers (18)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (303 KB) | HTML iconHTML

    This paper describes two psychophysical experiments which were conducted to evaluate the influence of the control/display (C/D) ratio on the perception of mass of manipulated objects in virtual environments (VE). In both experiments, a discrimination task was used in which participants were asked to identify the heavier object between two virtual balls. Participants could weigh each ball via a hap... View full abstract»

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  • Supporting scalable peer to peer virtual environments using frontier sets

    Publication Year: 2005, Page(s):27 - 34
    Cited by:  Papers (3)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (269 KB) | HTML iconHTML

    We present a scalable implementation of a network partitioning scheme that we have called frontier sets. Frontier sets build on the notion of a potentially visible set (PVS). In a PVS, a world is sub-divided into cells and for each cell all the other cells that can be seen are computed. In contrast, a frontier set considers pairs of cells, A and B. For each pair, it lists two sets of cells, F... View full abstract»

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  • DICE: Internet delivery of immersive voice communication for crowded virtual spaces

    Publication Year: 2005, Page(s):35 - 41
    Cited by:  Papers (3)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (213 KB) | HTML iconHTML

    This paper develops a scalable system design for the creation, and delivery over the Internet, of a realistic voice communication service for crowded virtual spaces. Examples of crowded spaces include virtual market places or battlefields in online games. A realistic crowded audio scene including spatial rendering of the voices of surrounding avatars is impractical to deliver over the Internet in ... View full abstract»

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  • Automatic data exchange and synchronization for knowledge-based intelligent virtual environments

    Publication Year: 2005, Page(s):43 - 50
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (818 KB) | HTML iconHTML

    Advanced VR simulation systems are composed of several components with independent and heterogeneously structured databases. To guarantee a closed and consistent world simulation, flexible and robust data exchange between these components has to be realized. This multiple database problem is well known in many distributed application domains, but it is central for VR setups composed of diverse sim... View full abstract»

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  • Flexible parametrization of scene graphs

    Publication Year: 2005, Page(s):51 - 58
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (212 KB) | HTML iconHTML

    Scene graphs have become an established tool for developing interactive 3D applications, but with the focus lying on support for multi-processor and multi-pipeline systems, for distributed applications and for advanced rendering effects. Contrary to these developments, this work focusses on the expressiveness of the scene graph structure as a central tool for developing 3D user interfaces. We pres... View full abstract»

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  • Quick-CULLIDE: fast inter- and intra-object collision culling using graphics hardware

    Publication Year: 2005, Page(s):59 - 66
    Cited by:  Papers (8)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (715 KB) | HTML iconHTML

    We present a fast collision culling algorithm for performing inter-and intra-object collision detection among complex models using graphics hardware. Our algorithm is based on CULLIDE (Govindaraju et al., 2003) and performs visibility queries on the GPUs to eliminate a sub-set of geometric primitives that are not in close proximity. We present an extension to CULLIDE to perform intra-object or sel... View full abstract»

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  • An analysis of orientation prediction and filtering methods for VR/AR

    Publication Year: 2005, Page(s):67 - 74
    Cited by:  Papers (8)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (363 KB) | HTML iconHTML

    To enable a user to perform virtual reality tasks as efficiently as possible, reducing tracking inaccuracies from noise and latency is crucial. Much work has been done to improve tracking performance by using predictive filtering methods. However, it is unclear what the benefits of each of these methods are in practice, which parameters influence their performance, and what the extent of this infl... View full abstract»

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  • Self-calibrating optical motion tracking for articulated bodies

    Publication Year: 2005, Page(s):75 - 82
    Cited by:  Papers (6)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (353 KB) | HTML iconHTML

    Building intuitive user-interfaces for virtual reality applications is a difficult task, as one of the main purposes is to provide a "natural", yet efficient input device to interact with the virtual environment. One particularly interesting approach is to track and retarget the complete motion of a subject. Established techniques for full body motion capture like optical motion tracking exist. Ho... View full abstract»

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  • The Hedgehog: a novel optical tracking method for spatially immersive displays

    Publication Year: 2005, Page(s):83 - 89
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (276 KB) | HTML iconHTML

    Existing commercial technologies do not adequately meet the requirements for tracking in fully-enclosed VR displays. We present the Hedgehog, which overcomes several limitations imposed by existing sensors and tracking technology. The tracking system robustly and reliably estimates the 6DOF pose of the device with high accuracy and a reasonable update rate. The system is composed of several camera... View full abstract»

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