24-28 March 2002
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Proceedings IEEE Virtual Reality 2002
Publication Year: 2002
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PDF (355 KB)
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Handling heterogeneity in networked virtual environments
Publication Year: 2002, Page(s):7 - 14
Cited by: Papers (5)The availability of inexpensive and powerful graphics cards as well as fast Internet connections make Networked Virtual Environments viable for millions of users and many new applications. It is therefore necessary to cope with the growing heterogeneity that arises from differences in computing power, network speed and users' preferences. This paper describes an architecture that accommodates the ... View full abstract»
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An extensible event-based infrastructure for networked virtual worlds
Publication Year: 2002, Page(s):15 - 21
Cited by: Papers (4) | Patents (4)Many VR platforms emphasise extensibility in order to support as wide a range of applications as possible. The current trend is to move this extensibility to lower levels of the system, in order to support extensibility of infrastructure mechanisms such as networking protocols. This kind of extensibility allows the run-time of the virtual environment system to evolve even while the system is runni... View full abstract»
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An open middleware for large-scale networked virtual environments
Publication Year: 2002, Page(s):22 - 29
Cited by: Papers (1) | Patents (3)This paper presents a 100% Java middleware that aims to offer an open and extensible foundation for building large-scale real-time networked virtual environment applications. This platform relies on a partial replication model in which the whole simulation space is spread on a federation of processes based on application-specific criteria. A configurable event communication framework allows arbitr... View full abstract»
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Distributed display approach using PHMD with infrared camera
Publication Year: 2002, Page(s):33 - 40
Cited by: Papers (2) | Patents (10)The aim of this study is to explore the feasibility of multiple display environment technology in the real world. In this paper, the wearable projector, with an infrared camera and light source, is used in combination with retro-reflective screens. The visible image and infrared light are projected to the screen and reflected back to the user's eye and the infrared camera. The screen location and ... View full abstract»
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An architecture for QoS data replication in network virtual environments
Publication Year: 2002, Page(s):41 - 48
Cited by: Papers (14) | Patents (5)Predicted availability of broadband access will enable deployment of network virtual environments over the Internet. Online virtual worlds will require efficient runtime data replication solutions. This paper presents a quality of service (QoS) architecture for just-in-time data replication in network virtual environments. Quality of service is achieved by predicting the load and adapting to netwo... View full abstract»
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DLoVe: using constraints to allow parallel processing in multi-user virtual reality
Publication Year: 2002, Page(s):49 - 56In this paper, we introduce DLoVe, a new paradigm for designing and implementing distributed and nondistributed virtual reality applications, using one-way constraints. DLoVe allows programs written in its framework to be executed on multiple computers for improved performance. It also allows easy specification and implementation of multi-user interfaces. DLoVe hides all the networking aspects of ... View full abstract»
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Distributed applications for collaborative augmented reality
Publication Year: 2002, Page(s):59 - 66
Cited by: Papers (12)This paper focuses on the distributed architecture of the collaborative augmented reality system Studierstube. The system allows multiple users to experience a shared 3D workspace populated by multiple applications using see-through head mounted displays or other presentation media such as projection systems. The system design is based on a distributed shared scene graph that alleviates the applic... View full abstract»
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The SmartTool: a system for augmented reality of haptics
Publication Year: 2002, Page(s):67 - 72
Cited by: Papers (26) | Patents (1)Previous research on augmented reality has been mainly focused on augmentation of visual or acoustic information. However, humans can receive information not only through vision and acoustics, but also through haptics. Haptic sensation is very intuitive, and some researchers are focusing on making use of haptics in augmented reality systems. While most previous research on haptics is based on stat... View full abstract»
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Estimating and adapting to registration errors in augmented reality systems
Publication Year: 2002, Page(s):73 - 80
Cited by: Papers (13)All augmented reality (AR) systems must deal with registration errors. While most AR systems attempt to minimize registration errors through careful calibration, registration errors can never be completely eliminated in any realistic system. In this paper, we describe a robust and efficient statistical method for estimating registration errors. Our method generates probabilistic error estimates fo... View full abstract»
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A testbed for precise registration, natural occlusion and interaction in an augmented environment using a head-mounted projective display (HMPD)
Publication Year: 2002, Page(s):81 - 89
Cited by: Papers (5) | Patents (1)A head-mounted projective display (HMPD) consists of a pair of miniature projection lenses, beam splitters and displays mounted on the helmet and retro-reflective sheeting materials placed strategically in the environment. This has recently been proposed as an alternative to existing 3D visualization devices. In this paper, we first briefly review HMPD technology, including its featured capabiliti... View full abstract»
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A combined immersive and desktop authoring tool for virtual environments
Publication Year: 2002, Page(s):93 - 100
Cited by: Papers (6)While frameworks and application programming interfaces for virtual reality are commonplace today, designing scenarios for virtual environments still remains a tedious and time consuming task. We present a new authoring tool which combines scene assembly and visual programming in a desktop application with instant testing, tuning and planning in an immersive virtual environment. Two authors can wo... View full abstract»
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Applications of temporal links: recording and replaying virtual environments
Publication Year: 2002, Page(s):101 - 108
Cited by: Papers (14) | Patents (3)Temporal links allow recordings of multi-user sessions to be dynamically inserted into current virtual worlds in a flexible and principled way. We explore key applications of temporal links, showing how they can add new content to virtual worlds, support usability and system evaluation, and link VR to other media such as film and television. These applications illustrate just some of the possibili... View full abstract»
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Templates for selecting PC-based synthetic environments for application to human performance enhancement and training
Publication Year: 2002, Page(s):109 - 115
Cited by: Papers (1)This report covers two analyses that were conducted on commercial off-the-shelf (COTS) synthetic environments (SEs), in this case games. (1.) Analysis 1 used a factor analysis on a set of 19 self-reported cognitive skills exercised while respondents played various PC-based games. The results verified the hypothesis that a few general cognitive phases could be drawn from the 19 variables. The four ... View full abstract»
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ArtNova: touch-enabled 3D model design
Publication Year: 2002, Page(s):119 - 126
Cited by: Papers (20) | Patents (25)We present a system, ArtNova, for 3D model design with a haptic interface. ArtNova offers the novel capability of interactively applying textures onto 3D surfaces directly by brush strokes, with the orientation of the texture determined the stroke. Building upon the framework of inTouch (Gregory et al., 2000), it further provides an intuitive physically-based force response when deforming a model.... View full abstract»
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Pop through button devices for VE navigation and interaction
Publication Year: 2002, Page(s):127 - 134
Cited by: Papers (5) | Patents (1)Presents a novel class of virtual reality input devices that combine pop-through buttons with 6-DOF trackers. Compared to similar devices that use conventional buttons, pop-through devices double the number of potential discrete interaction modes, since each button has two activation states corresponding to light and firm pressure. This additional state per button provides a foundation to address ... View full abstract»
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Desk-sized immersive workplace using force feedback grid interface
Publication Year: 2002, Page(s):135 - 142
Cited by: Papers (8)When a 3D object is designed in a virtual world, it is essential that the designer can observe and manipulate the object directly in 3D space. The aim of our study is to develop a virtual workplace in which 3D virtual objects can be observed from various directions and can be touched directly by utilising force feedback. In this paper, we propose a 3D modelling system that consists of an inclined ... View full abstract»
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Perceptual stability during head movement in virtual reality
Publication Year: 2002, Page(s):149 - 155
Cited by: Papers (14) | Patents (1)Virtual reality displays introduce spatial distortions that are very hard to correct because of the difficulty of precisely modelling the camera from the nodal point of each eye. How significant are these distortions for spatial perception in virtual reality? In this study, we used a helmet-mounted display and a mechanical head tracker to investigate the tolerance to errors between head motions an... View full abstract»
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Attention Enhancement System using virtual reality and EEG biofeedback
Publication Year: 2002, Page(s):156 - 163
Cited by: Papers (16) | Patents (1)Attention deficit hyperactivity disorder (ADHD) is a childhood syndrome characterized by short attention span, impulsiveness and hyperactivity, which often leads to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy has been applied in recent years. Although psychostimulant medication has been widely used for many years, curr... View full abstract»
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Effects of field of view on presence, enjoyment, memory, and simulator sickness in a virtual environment
Publication Year: 2002, Page(s):164 - 171
Cited by: Papers (74)The effects of field-of-view (FOV) in a virtual environment (VE) on presence, enjoyment, memory and simulator sickness (SS) were studied. A refined scale, designed to assess subjects' engagement, enjoyment and immersion (E/sup 2/I), was developed. Items to examine subjects' memory of the VE were included. SS was examined using the Simulator Sickness Questionnaire (SSQ). Using a within-subjects des... View full abstract»
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Reflex HMD to compensate lag and correction of derivative deformation
Publication Year: 2002, Page(s):172 - 179
Cited by: Papers (12) | Patents (3)A head-mounted display (HMD) system suffers largely from the time lag between human motion and the display output. The concept of a reflex HMD to compensate for the time lag is proposed and discussed. Based on this notion, a prototype reflex HMD is constructed. The rotational movement of the user's head is measured by a gyroscope, modulating the driving signal for the LCD panel, and this shifts th... View full abstract»
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DIVERSE: a framework for building extensible and reconfigurable device independent virtual environments
Publication Year: 2002, Page(s):183 - 190
Cited by: Papers (19)We present DIVERSE, a highly modular collection of complimentary software packages designed to facilitate the creation of device independent virtual environments. DIVERSE is free/open source software, containing both end-user programs and C++ APIs (Application Programming Interfaces). DgiPf is the DIVERSE graphics interface to OpenGL Performer/sup TM/. A program using DgiPf can run on platforms ra... View full abstract»
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A front ended approach to the user-centred design of VEs
Publication Year: 2002, Page(s):191 - 198
Cited by: Papers (6)The specification, development and evaluation of a VE to allow people with Asperger's Syndrome to practise social interaction is described. A "front-ended" style has been adopted, where the emphasis on user consideration is placed during the early stages of the development life cycle, before any VE programming takes place. A model for user-centred design is presented that shows the involvement of ... View full abstract»
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A scalable, multi-user VRML server
Publication Year: 2002, Page(s):199 - 206
Cited by: Papers (1)VRML97 allows the description of dynamic worlds that can change with both the passage of time, and user interaction. Unfortunately, the current VRML usage model prevents its full potential from being realized. Initially, the whole world must be loaded into the user's desktop browser, and so large worlds can take a very long time to download and render, while a world cannot be shared among multiple... View full abstract»
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Real-time haptic and visual simulation of bone dissection
Publication Year: 2002, Page(s):209 - 216
Cited by: Papers (17)Bone dissection is an important component of many surgical procedures. In this paper, we discuss a haptic and visual implementation of a bone-cutting burr that is being developed as a component of a training system for temporal bone surgery. We use a physically motivated model to describe the burr-bone interaction, which includes haptic force evaluation, the bone erosion process and the resulting ... View full abstract»
Abstract