Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)

14-18 March 1998

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  • Proceedings. IEEE 1998 Virtual Reality Annual International Symposium (Cat. No.98CB36180)

    Publication Year: 1998
    Request permission for commercial reuse | PDF file iconPDF (1341 KB)
    Freely Available from IEEE
  • Cognitive, performance, and systems issues for augmented reality applications in manufacturing and maintenance

    Publication Year: 1998, Page(s):4 - 11
    Cited by:  Papers (41)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (207 KB)

    This paper presents cognitive studies and analyses relating to how augmented reality (AR) interacts with human abilities in order to benefit manufacturing and maintenance tasks. A specific set of applications is described in detail, as well as a prototype system and the software library that it is built upon. An integrated view of information flow to support AR is also presented, along with a prop... View full abstract»

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  • Navigating in natural environments: a virtual environment training transfer study

    Publication Year: 1998, Page(s):12 - 19
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (723 KB)

    The ability to use virtual environments as either an abstraction of a space, similar to a map, or as a simulation of the space itself has suggested to many that it would be a useful tool in terrain familiarization of unknown environments. Up to this point, all research in this area has focused on building interiors and urban environments which are significantly different from natural environments ... View full abstract»

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  • An evaluation of wearable information spaces

    Publication Year: 1998, Page(s):20 - 27
    Cited by:  Papers (15)  |  Patents (206)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (820 KB)

    2D windows-based interfaces may not be appropriate for wearable computers. We draw on virtual reality techniques to design and evaluate alternative methods for information presentation in a wearable environment. We find that simple body-stabilised displays provide benefits over traditional head-stabilised displays. Users find body-stabilised displays easier to use, more enjoyable and more intuitiv... View full abstract»

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  • Aiding orientation performance in virtual environments with proprioceptive feedback

    Publication Year: 1998, Page(s):28 - 33
    Cited by:  Papers (7)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (566 KB)

    In most applications of virtual environments (VEs), like training and design evaluation, a good sense of orientation is needed in the VE. Orientation performance when moving around in the real world relies on visual as well as proprioceptive feedback. However, the navigation metaphors which are used to move around the VE often lack proprioceptive feedback. Furthermore, the visual feedback in a VE ... View full abstract»

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  • A tactile feeling display based on selective stimulation to skin receptors

    Publication Year: 1998, Page(s):36 - 42
    Cited by:  Papers (12)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (354 KB)

    People can feel various tactile feelings by touching and rubbing objects. In this paper, we propose a method to display such tactile feeling of fine texture with reality. We create the feeling by selective stimulation to each kind of mechanoreceptor using the elastic transfer property of the skin. Our system is composed of four small magnet tips attached on the hand in a line, which are controlled... View full abstract»

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  • Tactile display using elastic waves

    Publication Year: 1998, Page(s):43 - 50
    Cited by:  Papers (2)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (219 KB)

    As a basis for a tactile display, it is important to understand the mechanism of tactile sensation, so we analyze the elastic waves inside a finger in tactile exploration with a two-layered, half-infinite elastic finger model, and derive a mapping from the shapes of objects to the displacements of the mechanoreceptors. It is shown that the mapping from displacements of the finger surface to displa... View full abstract»

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  • Image data transformation for tactile texture display

    Publication Year: 1998, Page(s):51 - 58
    Cited by:  Papers (9)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1158 KB)

    The authors have investigated a tactile texture presentation method by which a tactile texture display is driven to convey the sensations of object's surface textures. The image data (a B/W photograph taken carefully) of surface textures proved to be compatible with the surface geometry data-a height map-by an experiment with two simple-shape real texture patches. As a raw geometry data-hence a ra... View full abstract»

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  • Physically touching virtual objects using tactile augmentation enhances the realism of virtual environments

    Publication Year: 1998, Page(s):59 - 63
    Cited by:  Papers (19)  |  Patents (42)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (260 KB)

    The study explored the impact of physically touching a virtual object on how realistic the VE seems to the user. Subjects in a "no touch" group picked up a 3D virtual image of a kitchen plate in a VE, using a traditional 3D wand. "See and touch" subjects physically picked up a virtual plate possessing solidity and weight, using a mixed-reality force feedback technique. Afterwards, subjects made pr... View full abstract»

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  • Development of ER actuators and their applications to force display systems

    Publication Year: 1998, Page(s):66 - 70
    Cited by:  Papers (3)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1174 KB)

    ER fluids are functional fluids which have attracted attention in recent years. We have developed a new type of actuator using ER fluid. This ER actuator responds quickly, and has large torque/inertia ratio. ER actuators are thus suited to be the actuators used in force feedback systems. We have developed a force feedback system using ER actuators, and have enacted some basic experiments for force... View full abstract»

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  • Virtual cutting with force feedback

    Publication Year: 1998, Page(s):71 - 75
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (501 KB)

    Cutting is an essential operation for forming and designing shapes. We have implemented a virtual cutting work space, in which we can create objects of various shapes through cutting operations. An object in the work space is defined as a closed surface that consists of triangle patches. The cutting operation is performed as boolean operations between the object and a cutting surface corresponding... View full abstract»

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  • Virtual clay modeling using the ISU exoskeleton

    Publication Year: 1998, Page(s):76 - 80
    Cited by:  Papers (6)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (51 KB)

    A deformable non-uniform rational B-spline (NURBS) based volume is programmed for the Iowa State University (ISU) force-reflecting exoskeleton haptic device. A direct free-form deformation (DFFD) technique is applied for realistic manipulation. In order to implement real-time deformation, a nodal mapping technique is used to connect points on the virtual object with the NURBS volume. This geometri... View full abstract»

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  • Adding force display to a stereoscopic head-tracked projection display

    Publication Year: 1998, Page(s):81 - 88
    Cited by:  Papers (11)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (229 KB)

    We present the nanoWorkbench (nWB), which adds haptic feedback to a stereoscopic, head-tracked projection display to produce a system in which the user can both see and feel virtual objects. We describe the nWB's design parameters, size and layout, including the reasons for our choices. Solutions to the problems of tracker interference, calibration and occlusion are presented. View full abstract»

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  • Rapid collision detection by dynamically aligned DOP-trees

    Publication Year: 1998, Page(s):90 - 97
    Cited by:  Papers (23)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (366 KB)

    Based on a general hierarchical data structure, we present a fast algorithm for exact collision detection of arbitrary polygonal rigid objects. Objects consisting of hundreds of thousands of polygons can be checked for collision at interactive rates. The pre-computed hierarchy is a tree of discrete oriented polytopes (DOPs). An efficient way of realigning DOPs during the traversal of such trees al... View full abstract»

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  • Cloud simulation in virtual environments

    Publication Year: 1998, Page(s):98 - 104
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (398 KB)

    In this paper, we present a new method of simulating and visualizing smoke and steam clouds in virtual environments (VEs). We use a particle system approach, but reduce the particle numbers to decrease the computation and rendering times. Special care, however is taken for the presentation quality of the clouds. From every viewing point (even within the clouds), the VE user does not have the impre... View full abstract»

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  • Constructing 3D natural scene from video sequences with vibrated motions

    Publication Year: 1998, Page(s):105 - 112
    Cited by:  Papers (6)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (1785 KB)

    This paper presents a systematic approach to automatically construct 3D natural scenes from video sequences. Dense layered depth maps are derived from image sequences captured by a vibrated camera with only approximately known motion. The approach consists of (1) image stabilization by motion filtering and (2) depth estimation by spatio-temporal texture analysis. The two stage method not only gene... View full abstract»

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  • Viewing complex scenes with error-buffered light fields

    Publication Year: 1998, Page(s):113 - 120
    Cited by:  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (777 KB)

    This paper describes a new method for view synthesis from previously generated images. The method considers each image to be a slice of an overall light field which describes radiance as a function of position and direction. Each slice is then mapped onto the viewing parameters of a new slice as an orthogonally projected, texture-mapped, deformed surface whose z-values correspond to the disparity ... View full abstract»

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  • Shape your imagination: iconic gestural-based interaction

    Publication Year: 1998, Page(s):122 - 125
    Cited by:  Papers (1)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (27 KB)

    Iconic hand gestures are a natural and intuitive way to convey spatial information. Capturing and interpreting iconic hand gestures will augment users' abilities to convey spatial information with computers. This paper discusses the on-going research and the results of a study to employ iconic hand gestures as a human computer interaction (HCI) technique for the input and manipulation of objects a... View full abstract»

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  • Virtual Notepad: handwriting in immersive VR

    Publication Year: 1998, Page(s):126 - 132
    Cited by:  Papers (22)  |  Patents (37)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (967 KB)

    We present Virtual Notepad, a collection of interface tools that allows the user to take notes, annotate documents and input text using a pen, while still immersed in virtual environments (VEs). Using a spatially-tracked, pressure-sensitive graphics tablet, pen and handwriting recognition software, Virtual Notepad explores handwriting as a new modality for interaction in immersive VEs. This paper ... View full abstract»

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  • Vestibular cues and virtual environments

    Publication Year: 1998, Page(s):133 - 138
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (224 KB)

    The vast majority of virtual environments concentrate on constructing a realistic visual simulation while ignoring non-visual environmental cues. Although these missing cues can to some extent be ignored by an operator, the lack of appropriate cues may contribute to cybersickness and may affect operator performance. We examine the role of vestibular cues to self-motion on an operator's sense of se... View full abstract»

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  • A study of interactive 6 DOF docking in a computerised virtual environment

    Publication Year: 1998, Page(s):139 - 146
    Cited by:  Papers (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (119 KB)

    The study investigated the ability to interactively perform a combined positioning and orientation task in a three-dimensional computer environment using a six degree of freedom input device. Two different visual feedback modes were tested: fixed viewpoint monoscopic perspective and fixed viewpoint stereoscopic perspective. Targets were located at one of six positions at plus and minus 10 cm along... View full abstract»

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  • Extendible object-centric tracking for augmented reality

    Publication Year: 1998, Page(s):148 - 155
    Cited by:  Papers (8)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (157 KB)

    Presents a novel object-centric tracking architecture for presenting augmented reality media in spatial relationships to objects, regardless of the objects' positions or motions in the world. The advance this system provides over previous object-centric tracking approaches is the ability to sense and integrate new features into its tracking database, thereby extending the tracking region automatic... View full abstract»

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  • Compensation for end to end delays in a VR system

    Publication Year: 1998, Page(s):156 - 159
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (468 KB)

    In virtual reality applications, time delay is one of the essential factors which need compensation. We measured the end to end time delay of our system and developed a compensation technique using a head motion model and a predictive Kalman filter. Compared to a previously developed predictive filter with a model free approach, our filter reduces the error, by 20 to 30%. Due to recent advances in... View full abstract»

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  • Crashing in cyberspace-evaluating structural behaviour of car bodies in a virtual environment

    Publication Year: 1998, Page(s):160 - 166
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (425 KB)

    The use of virtual prototypes generated from engineering simulations can be crucial to the efficient development of innovative products. Performance predictions and functional evaluations of a design are possible long before results of real prototype tests are available. With the rise in model complexity, data quantity, computing performance and accuracy, we increasingly fined ourselves lacking th... View full abstract»

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  • Volume-based tumor neurosurgery planning in the Virtual Workbench

    Publication Year: 1998, Page(s):167 - 173
    Cited by:  Papers (3)  |  Patents (5)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (924 KB)

    We present a virtual reality application to neurosurgical pre-operative planning which is undergoing clinical evaluation at the Singapore General Hospital. The application, based on the ISS Virtual Workbench, lets the neurosurgeon study the brain pathology, blood vessels, skull and the surrounding tissue using real-time volumetric rendering of the patient data. With this information, the surgeon c... View full abstract»

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