By Topic

Virtual Reality Annual International Symposium, 1993., 1993 IEEE

Date 18-22 Sept. 1993

Filter Results

Displaying Results 1 - 25 of 73
  • Proceedings of IEEE Virtual Reality Annual International Symposium

    Publication Year: 1993
    Request permission for commercial reuse | PDF file iconPDF (1376 KB)
    Freely Available from IEEE
  • Visual detection of coarticulatory anticipation or...guessing what has not yet been written

    Publication Year: 1993, Page(s):148 - 154
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (496 KB)

    A phenomenon observed in speech and cursive handwriting is discussed, namely, the visual detection of a coarticulatory anticipation. The contribution of visible motor information in linguistic message decoding is examined. Visual dynamic and static digram and word stimuli prepared by reproducing identical spatial templates, and on the basis of the presence of coarticulatory anticipation in the han... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Explorations of display interfaces for virtual reality

    Publication Year: 1993, Page(s):141 - 147
    Cited by:  Papers (2)  |  Patents (27)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (672 KB)

    Three alternatives to the traditional head mounted virtual reality display are described. One configuration is the Virtual Holographic Workstation, an external stereo CRT viewed by a user wearing head tracking stereo shutter glasses. Another is the Computer Augmented Reality Camcorder, where virtual objects are composited onto live video using six axis tracking information about the location of th... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The use of virtual reality at Boeing's Huntsville laboratories

    Publication Year: 1993, Page(s):14 - 19
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (488 KB)

    Some of the virtual reality (VR) and visualization efforts at Boeing's Advanced Computing Group in Huntsville Alabama are described. These labs are primarily focused on supporting aerospace and defense efforts including several NASA and DoD projects. Computer aided design (CAD) systems are playing a major role in these efforts. In order to better support and augment the current CAD design process ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A 1" high resolution field sequential display for head mounted applications

    Publication Year: 1993, Page(s):364 - 370
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (356 KB)

    Color displays used in binocular virtual reality are generally LCD arrays, with the maximum resolution determined by how small the individual color pixel elements can be made and driven electronically. A high resolution color display using a monochrome CRT and a liquid crystal shutter operated in a field-sequential color mode is described. The Tektronix 1-in frame sequential color monitor system s... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Tracking position and orientation in a large volume

    Publication Year: 1993, Page(s):132 - 139
    Cited by:  Papers (2)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (548 KB)

    Tracking position and orientation accurately and precisely is important in effective virtual reality systems. Large volume trackers are necessary to build effective augmented reality systems. A new approach to large-volume six-degree-of-freedom tracking is presented. The approach uses ultrasonic measurement technology and cellular deployment to achieve a relatively low-cost large-volume tracker View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Real-time reproduction of 3D human images in virtual space teleconferencing

    Publication Year: 1993, Page(s):408 - 414
    Cited by:  Papers (10)  |  Patents (15)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (428 KB)

    Real-time reproduction of a 3D human image is realized by an experimental system built for the realization of virtual space teleconferencing, in which participants at different sites can feel as if they are at one site and can work cooperatively. In the teleconferencing system, a 3D model of a participant is constructed by a wire-frame model mapped by color texture and is displayed on 3D screen at... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • ASPECT: audio spatial environment for communication As a three dimensional auditory interaction tool

    Publication Year: 1993, Page(s):183 - 187
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (360 KB)

    A new methodology of human interface through three-dimensional virtual space created in the computer by using the audio signal is introduced. The user can access three-dimensional virtual space by her/his vocal and auditory ability. As an input function, the system contains a multiple 3-D locator which locates several 3-D pointers in the virtual space, and, as an output function, a certain type of... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Data complexity for virtual reality: where do all the triangles go?

    Publication Year: 1993, Page(s):357 - 363
    Cited by:  Papers (3)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (532 KB)

    Screen space rendering statistics are gathered from 150 3D objects, each modeled by between 2-K and 40-K triangles. While there is wide variance by individual object, the overall trend is that the distribution of triangles by screen size is roughly exponential in the direction of small triangles. From a subjective esthetics point of view, tessellations require 10-K visible triangles per quarter mi... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Transmission of realistic sensation: Development of a virtual dome

    Publication Year: 1993, Page(s):125 - 131
    Cited by:  Papers (4)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (516 KB)

    By using virtual reality technology, a communication system with realistic sensation can be implemented. This enables the user to see live images of a remote place without losing his/her sense of orientation. The most important element of this system is a buffering mechanism to overcome the time-delay problem which is harmful when trying to generate the realistic sensations of a remote place. Also... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Making WAVES: On the design of architectures for low-end distributed virtual environments

    Publication Year: 1993, Page(s):443 - 449
    Cited by:  Papers (6)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (416 KB)

    Different hardware platforms are best suited for different tasks in simulating a virtual world. Any distributed virtual world must be prepared to support communication among a large and heterogeneous set of software and hardware devices. By developing a scalable environment for virtual worlds based on heterogeneous platforms, researchers can utilize existing hardware, and so can begin to do resear... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The use of 3-D audio in a synthetic environment: an aural renderer for a distributed virtual reality system

    Publication Year: 1993, Page(s):176 - 182
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (540 KB)

    The addition of spatially localized sound to an existing graphics oriented synthetic environment (virtual reality system) is investigated. To build 3-D audio systems that are robust, listener-independent, real-time, multi-source, and able to give stable sound localization is beyond the current state-of-the-art. The "auralizer" or "aural renderer" described is built as a test-bed for experimenting ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • An interactive graphics display architecture

    Publication Year: 1993, Page(s):293 - 299
    Cited by:  Papers (2)  |  Patents (23)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (592 KB)

    A technique for redesigning a display controller within a traditional graphics display system is outlined. By performing complicated computations within the display controller, the system may be optimized for the needs of a virtual reality display system. Wide angle viewing lens effects and response to user head rotations may be compensated for within the display controller, avoiding the rendering... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Video see-through design for merging of real and virtual environments

    Publication Year: 1993, Page(s):223 - 233
    Cited by:  Papers (13)  |  Patents (20)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (400 KB)

    A head mounted display (HMD) that is optically opaque with respect to the outer world can be provided with see-through capability by mounting video cameras to the outside of the helmet. Stereoscopic views of the physical space surrounding the wearer are captured by the video cameras, and are projected to the display screens inside the HMD. The conditions necessary for mounting the cameras to a pre... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A survey of perceptual feedback issues in dexterous telemanipulation. II. Finger touch feedback

    Publication Year: 1993, Page(s):271 - 279
    Cited by:  Papers (46)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (816 KB)

    For part I see ibid., p.263-70 (1994). The existing touch display technologies in the literature are surveyed. This survey indicates five main approaches to touch feedback, involving visual, pneumatic, vibro-tactile, electro-tactile and neuromuscular stimulations. A pneumatics approach could use air jets, air pockets or inflatable bladders to provide touch feedback cues to the operator. Similarly ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A novel gestural input device for virtual reality

    Publication Year: 1993, Page(s):118 - 124
    Cited by:  Papers (9)  |  Patents (44)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (516 KB)

    The ImageGlove is 3D input device with six degrees-of-freedom that can be used to interface with non-immersive virtual environments. It is possible to detect the position and orientation of the human hand in real time. The author's device can be used as a wireless replacement for the Polhemus position sensor. The system allows one to use the human hand as an input device to interact with 3D virtua... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A method for training feed forward neural network to be fault tolerant

    Publication Year: 1993, Page(s):436 - 441
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (268 KB)

    A method for training a feedforward neural network to be fault tolerant against weight perturbations is described. The measure for fault tolerance is the deviation of the network's output after training, when each interconnection weight is perturbed, from that output without perturbation. In this method, an attempt is made to keep that deviation as low as possible. This measure is used because it ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A virtual reality application for software visualization

    Publication Year: 1993, Page(s):1 - 6
    Cited by:  Papers (3)  |  Patents (3)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (444 KB)

    Since a power network control system constitutes a large-scale computer network, intricate functions of software such as processing synchronization and data transmission among the constituent computers are required for improvement of system performance and efficiency. Methods for the support of overall large-scale system design are still scarce. Conventional text-oriented tools are insufficient to... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The effect of interocular distance upon operator performance using stereoscopic displays to perform virtual depth tasks

    Publication Year: 1993, Page(s):27 - 32
    Cited by:  Papers (4)  |  Patents (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (380 KB)

    When presenting virtual images to a user performing a simple task requiring depth perception, the use of stereoscopic projections results in a ten-fold reduction in mean alignment error as compared to the use of monocular projections. Although average physiological interocular distance is 6.3 cm, it is found that any interocular distance of greater than 3 cm used in the stereo projection model is ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Rationale and strategy for VR standards

    Publication Year: 1993, Page(s):41 - 46
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (456 KB)

    The author argues an integrated family of standards must be developed, for the sake of the virtual reality (VR) industry and its customers. He suggests that this will bring stability to the marketplace, thus increasing customer acceptance and encouraging developers to provide additional applications. Techniques to produce quality standards for computer graphics are being used to improve the standa... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The SIMNET virtual world architecture

    Publication Year: 1993, Page(s):450 - 455
    Cited by:  Papers (45)  |  Patents (4)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (428 KB)

    Many tools and techniques have been developed to address specific aspects of interacting in a virtual world. Few have been designed with an architecture that allows large numbers of entities from disparate organizations to interact in such a world, in real time, and over large geographic distances. A system architecture that does this is described. The key technologies that have made these virtual... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • The virtual windtunnel: A high-performance virtual reality application

    Publication Year: 1993, Page(s):20 - 26
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (808 KB)

    Work in progress on a virtual environment designed for the visualization of pre-computed fluid flows is described. The overall problems involved in the visualization of fluid flow are summarized, including computational, data management, and interface issues. Requirements for a flow visualization are summarized. Many aspects of the implementation of the virtual windtunnel have been uniquely determ... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Virtual Aristotelean physics

    Publication Year: 1993, Page(s):512 - 518
    Cited by:  Papers (1)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (348 KB)

    Aristotle's physics provides a coherent set of physical laws which predict physical events less well than Newton's, but fit human expectations better. Embedded in a virtual reality, they thus provide a system which the user can more quickly learn to control, being more intuitive than Newton's laws and more consistent than ad hoc movement rules. Being simpler and cheaper to implement, they also giv... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • Limbo champion in the low cost VR competition: the Power Glove Serial Interface

    Publication Year: 1993, Page(s):169 - 175
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (488 KB)

    The Student Chapter of the Association for Computing Machinery at the University of Illinois at Urbana-Champaign was developed the PowerGlove Serial Interface (PGSI) as the next step in low-cost virtual reality interface technology. The authors discuss initial design problems, provide a short history of the project, and give a basic description of the device. Applications and software are discusse... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.
  • A direct 3-D shape modeling system

    Publication Year: 1993, Page(s):519 - 524
    Cited by:  Papers (3)  |  Patents (13)
    Request permission for commercial reuse | Click to expandAbstract | PDF file iconPDF (456 KB)

    A newly developed 3-D shape modeling system based on constructive solid geometry (CSG) is described, in which a direct and interactive shape modeling process is supported. This feature is realized by a voxel model for real-time set operations, and a volume scanning display for the direct visualization of the voxel model, besides the CSG model for data structure management. The set operations on th... View full abstract»

    Full text access may be available. Click article title to sign in or learn about subscription options.