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Virtual Reality Annual International Symposium, 1993., 1993 IEEE

Date 18-22 Sept. 1993

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  • Proceedings of IEEE Virtual Reality Annual International Symposium

    Publication Year: 1993
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    Freely Available from IEEE
  • A development of dynamic deforming algorithms for 3D shape modeling with generation of interactive force sensation

    Publication Year: 1993 , Page(s): 505 - 511
    Cited by:  Papers (5)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (440 KB)  

    The algorithms which enable the dynamic deformation of a virtual object are investigated. To realize natural deformation observed in the real world, it is necessary to incorporate various physical constraints into the algorithms. But it is difficult to realize such deformation in real-time. Thus virtual objects are deformed by not moving points but generating and/or vanishing points in an object, ... View full abstract»

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  • Robotic graphics: a new approach to force feedback for virtual reality

    Publication Year: 1993 , Page(s): 336 - 341
    Cited by:  Papers (24)  |  Patents (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (364 KB)  

    A new conceptual solution is presented for the problem of providing force feedback for virtual reality, concentrating on potential CAD/CAM applications. The essential concept is that force feedback is provided by interactions between the human operator and specialized external (as opposed to worn) robots. This is called "robotic graphics" to express the analogy between robots simulating the feel o... View full abstract»

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  • The heaven and earth virtual reality: Designing applications for novice users

    Publication Year: 1993 , Page(s): 47 - 53
    Cited by:  Papers (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (568 KB)  

    When people first experience virtual reality they are bound to come away with some misconceptions as to the potential and usefulness of the technology. There is a need for a novice environment in which first-time users can become acquainted with the basic technology and its potential by means of a demonstrative application. A novice environment called the Novice Design Environment is described, in... View full abstract»

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  • A direct deformation method

    Publication Year: 1993 , Page(s): 499 - 504
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (340 KB)  

    A new free form deforming interface named direct deformation method (DDM) is presented. DDM allows designers to touch and deform free formed surfaces directly, at any point of the surfaces, even if they are represented only by control points and knot vectors. Users do not need to know such parameters that represent surfaces. The deforming actions of a user are used to calculate new parameters that... View full abstract»

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  • A 3D interface device with force feedback: a virtual work space for pick-and-place tasks

    Publication Year: 1993 , Page(s): 331 - 335
    Cited by:  Papers (5)  |  Patents (38)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (288 KB)  

    The construction of the virtual work space for pick-and-place tasks with a new 3D interface device named SPIDAR II is discussed. The device can measure the motions of the thumb and the forefinger, and can provide the force sensations to the thumb and the forefinger. The operator can manipulate the virtual objects directly in the virtual work space using the device. The pick-and-place tasks are per... View full abstract»

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  • Transmission of realistic sensation: Development of a virtual dome

    Publication Year: 1993 , Page(s): 125 - 131
    Cited by:  Papers (4)  |  Patents (3)
    Save to Project icon | Request Permissions | 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»

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  • Rationale and strategy for VR standards

    Publication Year: 1993 , Page(s): 41 - 46
    Save to Project icon | Request Permissions | 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»

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  • DIVE A multi-user virtual reality system

    Publication Year: 1993 , Page(s): 394 - 400
    Cited by:  Papers (70)  |  Patents (20)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (400 KB)  

    The Distributed Interactive Virtual Environment (DIVE) is a heterogeneous distributed virtual reality system based on UNIX and Internet networking protocols. Each participating process has a copy of a replicated database and changes are propagated to the other processes with reliable multicast protocols. DIVE provides a dynamic virtual environment where applications and users can enter and leave t... View full abstract»

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  • A toolkit for developing multi-user, distributed virtual environments

    Publication Year: 1993 , Page(s): 401 - 407
    Cited by:  Papers (10)  |  Patents (5)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (472 KB)  

    The design and operation of the Virtual Reality Distributed Environment and Construction Kit (VR-DECK) toolkit developed at IBM Research is reviewed. It provides a designer with a development environment while supporting distributed computing, multi-user capability, and a variety of I/O devices. Virtual worlds are built as collections of modules which communicate via events. Extensive run-time sup... View full abstract»

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  • A study of an operator assistant for virtual space

    Publication Year: 1993 , Page(s): 492 - 498
    Cited by:  Papers (2)  |  Patents (1)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (328 KB)  

    A method to assist an operator to place an object on a surface in a virtual environment without any force feed-back tool is described and evaluated. The method used is to apply an attractive power to two faces that are likely to be attached. The system checks the distance of these faces and assists the operator by attaching two faces whose distance is less than a certain threshold. The real time c... View full abstract»

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  • Video see-through design for merging of real and virtual environments

    Publication Year: 1993 , Page(s): 223 - 233
    Cited by:  Papers (11)  |  Patents (20)
    Save to Project icon | Request Permissions | 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»

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  • A novel gestural input device for virtual reality

    Publication Year: 1993 , Page(s): 118 - 124
    Cited by:  Papers (8)  |  Patents (36)
    Save to Project icon | Request Permissions | 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»

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  • The virtual windtunnel: A high-performance virtual reality application

    Publication Year: 1993 , Page(s): 20 - 26
    Cited by:  Papers (2)
    Save to Project icon | Request Permissions | 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»

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  • Spatial perception in virtual environments: Evaluating an architectural application

    Publication Year: 1993 , Page(s): 33 - 40
    Cited by:  Papers (4)  |  Patents (3)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (744 KB)  

    An experiment was conducted to compare and explore the relationship between the way people perceive real and virtual spaces. Twenty-four architects toured either a real museum gallery or a realtime computer generated model of the same gallery under one of three increasingly inclusive viewing conditions, i.e., looking at a monitor, viewing through stereoscopic head-mounted displays without and with... View full abstract»

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  • The virtual panel architecture: A 3D gesture framework

    Publication Year: 1993 , Page(s): 387 - 393
    Cited by:  Papers (1)  |  Patents (68)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (452 KB)  

    The Virtual Panel Architecture (VPA) has been designed to help implement an intermediate abstraction with elements of both a physical control panel and a computer-based control panel. This abstraction, handling 3D point-based gesticulative interaction with modeled object hierarchies, is suitable for both virtual reality environments and traditional environments. Based on the VPA, an environment of... View full abstract»

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  • Virtual worlds as fuzzy cognitive maps

    Publication Year: 1993 , Page(s): 471 - 477
    Cited by:  Papers (47)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (384 KB)  

    Fuzzy cognitive maps (FCMs) can structure virtual worlds. FCMs link causal events, values, goals, and trends in a fuzzy feedback dynamical system. They direct actors in virtual worlds as the actors react to events and to one another. In nested FCMs each causal concept can control its own FCM. This combines levels of fuzzy systems that can choose goals or move objects. Adaptive FCMs change as causa... View full abstract»

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  • Virtual Aristotelean physics

    Publication Year: 1993 , Page(s): 512 - 518
    Cited by:  Papers (1)
    Save to Project icon | Request Permissions | 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»

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  • Integrating virtual environments with high performance computing

    Publication Year: 1993 , Page(s): 62 - 68
    Cited by:  Papers (1)  |  Patents (4)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (468 KB)  

    Virtual environments will be naturally integrated with high performance computing (HPC) since: (a) advanced grand challenge type simulations will benefit from dynamic virtual environment front-ends, and (b) advanced virtual environments will require simulation engines based on high performance computing resources. Such an integration minimally requires interoperability and standardized interfaces ... View full abstract»

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  • Development of surface display

    Publication Year: 1993 , Page(s): 256 - 262
    Cited by:  Papers (12)  |  Patents (172)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (440 KB)  

    As a methodology to develop a force feedback system, the concept of "surface displaying" is introduced. A prototype mechanism and its control system is then designed and developed. Methodology for model calculation and simulation is discussed. The idea of texture mapping in a tactile sense is suggested, and is proven to be effective View full abstract»

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  • Facial expression synthesis based on natural voice for virtual face-to-face communication with machine

    Publication Year: 1993 , Page(s): 486 - 491
    Cited by:  Papers (3)  |  Patents (9)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (452 KB)  

    Basic research to a virtual face-to-face communication environment between an operator and a machine is presented. In this system, a human natural face appears on the display of machine and can talk to a operator with natural voice and natural face expressions. A face expression synthesis scheme driven by natural voice is presented. Voice includes not only linguistic information but also emotional... View full abstract»

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  • “Augeye” a compact, solid Schmidt optical relay for helmet mounted displays

    Publication Year: 1993 , Page(s): 234 - 245
    Cited by:  Papers (1)  |  Patents (7)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (728 KB)  

    The optical design, fabrication and performance of a solid Schmidt prism used for relaying an optical signal or image to the eye while simultaneously providing the viewer with the capability to see-through to the outside world is described. It can be either of solid glass or plastic construction like a prism, or made of separate components. The novel aspect of this approach over previous designs i... View full abstract»

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  • The MR Toolkit Peers Package and experiment

    Publication Year: 1993 , Page(s): 463 - 469
    Cited by:  Papers (22)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (600 KB)  

    The MR Toolkit Peer Package is an extension to the MR Toolkit that allows multiple independent MR Toolkit applications to communicate with one another across the Internet. The master process of an MR Toolkit application can transmit device data to other remote applications, and receive device data from remote applications. Application-specific data can also be shared between independent applicatio... View full abstract»

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  • Image generation implications for networked tactical training systems

    Publication Year: 1993 , Page(s): 308 - 317
    Cited by:  Papers (2)  |  Patents (2)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (792 KB)  

    Image generation (IG) computers for networked simulation and training systems require additional capabilities beyond those IG's employs in traditional forms of realtime simulation. The specific characteristics associated with the networking and tactical training nature of ground and near-ground vehicle training applications are reviewed. The IG implications discussed include computational loading,... View full abstract»

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  • A survey of perceptual feedback issues in dexterous telemanipulation. I. Finger force feedback

    Publication Year: 1993 , Page(s): 263 - 270
    Cited by:  Papers (48)  |  Patents (30)
    Save to Project icon | Request Permissions | Click to expandAbstract | PDF file iconPDF (688 KB)  

    Some specific requirements on the design of dexterous master devices meant for teleoperating multifingered robotic hands, within the context of finger force feedback, are identified and analyzed. The requirements are of two categories, i.e., constructional and functional. The constructional issues consist of the isomorphism, portability, motion range capability, and accommodation for human hand si... View full abstract»

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