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Virtual Reality: Second International Conference, ICVR 2007, Held as part of HCI International 2007, Beijing, China, July 22-27, 2007. Proceedings

Randall Shumaker (eds.)

En conferencia: 2º International Conference on Virtual Reality (ICVR) . Beijing, China . July 22, 2007 - July 27, 2007

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Computer Graphics; Artificial Intelligence; Special Purpose and Application-Based Systems; Information Systems Applications (incl. Internet); Multimedia Information Systems

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2007 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-73334-8

ISBN electrónico

978-3-540-73335-5

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2007

Tabla de contenidos

Augmented Reality System for Development of Handy Information Device with Tangible Interface

Hidetomo Takahashi; Shun Shimazaki; Toshikazu Kawashima

In development of a handy information device, for example, a smart phone, the repetition of prototyping, evaluating and correcting are indispensable for ensuring stability of grasp, operationality and non-fragility. Because those properties are not able to be evaluated by common digital product development systems. In addition, operationality of these products greatly changes by shape of product, arrangement of buttons, output of implemented programmes etc. However, there is no system that makes the user evaluate efficiently and totally such a product. Therefore, the goal of this research is to develop the augmented reality system with the tangible interface that can tactually present the outline shape of the product model for efficiently product development.

- Part 3: Industrial Applications of Virtual Reality | Pp. 564-573

Which Prototype to Augment? A Retrospective Case Study on Industrial and User Interface Design

Jouke Verlinden; Christian Suurmeijer; Imre Horvath

Emerging augmented reality and tangible user interface techniques offer great opportunities towards delivering rich, interactive prototypes in product development. However, as most of these are evaluated outside the complexity of. Design practice, little is known about the impact of these prototypes on the resulting product or the process. As a part of a larger multiple-case study approach, this study attempts to explore cues to characterize and improve the design practice of information appliances by performing a retrospective case study. The development of a handheld digital oscilloscope was chosen as an exemplar, embodying complexity in both form giving, interaction and engineering aspects. Although some of the employed techniques have grown obsolete, reflection on this development project still forecasts interesting and useful issues that should be considered while developing new design support methods and techniques.

- Part 3: Industrial Applications of Virtual Reality | Pp. 574-583

Simulators for Driving Safety Study – A Literature Review

Ying Wang; Wei Zhang; Su Wu; Yang Guo

Driving simulator is an important facility for driving safety study. This paper introduced three well-know large-scale moving-base driving simulators and two fixed-base simulators. Driving simulator has a broad range of applications of driving safety study, from driver’s behavior study to vehicle device and technology study, the paper reviewed seven main research aspects including behavior study, driver education and training, transportation infrastructure, medicine and therapy, ergonomics, Intelligent Transportation System, and administrative method.

- Part 3: Industrial Applications of Virtual Reality | Pp. 584-593

A Virtual Reality-Based Experiment Environment for Engine Assembly Line Workplace Planning and Ergonomics Evaluation

RunDang Yang; XiuMin Fan; DianLiang Wu; JuanQi Yan

In this paper, an integrated virtual assembly simulation experiment environment of interactive workplace planning, assembly process simulation and ergonomics evaluation is built and it provides a new ways and means for interactive and visualized workplace design and process planning. A simple and effective method of measuring the movement manipulating data of operator is presented and can provide data source for ergonomics evaluation of the operator. In order to obtain these data in VE, movement data of the operator in real environment is transformed into VE and is related with virtual objects by the corresponding relation between VH and real hand (RH). Based on these data, the operator’s fatigue index and energy consumption can be calculated. The conformability and fatigue of users for repetitive assembly operations are quantitatively evaluated to reduce the health problems of operators because of unreasonable layout and repetitive work.

- Part 3: Industrial Applications of Virtual Reality | Pp. 594-603

Video Game Technologies and Virtual Design: A Study of Virtual Design Teams in a Metaverse

Shaowen Bardzell; Kalpana Shankar

Massively Multiplayer Online Games (MMOGs) are no longer just games. “Metaverses,” a variant of these games, which include Second Life and Active Worlds, represent some of the most immersive, interactive possibilities for learning, simulation, and digital design in use today. They also increasingly blur distinctions between work and play, as well as user and designer, prompting questions about the nature and practice of virtual design, that is, design that is practiced inside virtual reality by and on 3D avatars. This paper describes results from a qualitative study of collaborative design practices within Second Life, a popular metaverse and design environment. We analyze design processes, including the artifacts that avatar-designer create and use in the design activities.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 607-616

Visuo-Haptic Blending Applied to a Tele-Touch-Diagnosis Application

Benjamin Bayart; Abdelhamid Drif; Abderrahmane Kheddar; Jean-Yves Didier

This paper introduces a concept of augmented reality haptics close to its vision equivalent, namely the blending of information between direct input, measured in the real world, with virtual ones, computed from a VR simulation, related to the explored real world. Hence, we propose blending functions enabling the transition of haptic features, applied for forces and for position switch. Finally, to demonstrate our concept, a tele-operative system dedicated to the tele-touch-diagnosis, is presented and used for scenarios of comparison between real and virtual objects as well as experimental results.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 617-626

Design of Water Transportation Story for Grand Canal Museum Based on Multi-projection Screens

Linqiang Chen; Gengdai Liu; Zhigeng Pan; Zhi Li

This paper presents a method for cultural heritage exhibition. A design scheme of multi-projection screens based digital storytelling system for the Grand Canal Museum in China is introduced. The task of this system is to exhibit a famous Chinese painting on a large display wall dynamically. In order to display this painting in a large display wall, the painting have to be repainted with very high resolution and segmented into many smaller tiles for being projected onto the large wall. Additionally, in order to make this static painting attractive and charming, the technology of digital storytelling is used. So a script called is composed elaborately by us to show the magnificent scene along the Grand Canal.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 627-632

VIDEODOPE: Applying Persuasive Technology to Improve Awareness of Drugs Abuse Effects

Luciano Gamberini; Luca Breda; Alessandro Grassi

is an interactive digital environment that is meant to show the short-, medium- and long-run effects of psychoactive substances on the human organism. Its purpose is to increase the users’ knowledge of these effects, which is often based on misconceptions and legends, and to provide a feedback on their level of information, with preventive purposes. These kind of educational games have the advantage of being more persistent, ubiquitous, informative, anonymous and multi-medial than a normal lecture. However, they have to be perceived as credible and plausible to the user in order to be persuasive, especially since the target is constituted of young people familiar both with the technology and with the subject. In this paper, we will describe the process of designing and evaluating the videogame in the field, as well as the insights provided by the participants who took part to the evaluation.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 633-641

AR Pottery: Experiencing Pottery Making in the Augmented Space

Gabjong Han; Jane Hwang; Seungmoon Choi; Gerard Jounghyun Kim

In this paper, we apply augmented reality to provide pottery design experiences to the user. Augmented reality offers natural 3D interaction, a tangible interface, and integration into the real environment. In addition, certain modeling techniques impossible in the real world can be realized as well. Using our AR system, the user can create a pottery model by deforming a virtual pottery displayed on a marker with another marked held by the user’s hand. This interaction style allows the user to experience the traditional way of pottery making. Also provided are six interaction modes to facilitate the design process and an intuitive switching technique using occlusion-based interface. The AR pottery system can be used for virtual pottery prototyping and education.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 642-650

An Optical See-Through Augmented Reality System for the Treatment of Phobia to Small Animals

M. Carmen Juan; Mariano Alcañiz; Jérôme Calatrava; Irene Zaragozá; Rosa Baños; Cristina Botella

This paper presents an optical see-through (OST) Augmented Reality (AR) system for the treatment of phobia to small animals. Our group has already presented two AR systems for this treatment. The first system was a video see-through (VST) AR system. The second one was a markerless AR system. And now, we present a third version using an OST approach. To check whether the OST AR system is more or less effective than the OST AR system, we have carried out an experiment comparing both systems. In this paper we focus on the anxiety level of participants during the experiment. Results show that both systems provoke anxiety in participants even if they do not have fear to cockroaches/spiders. OST AR system provokes slightly more anxiety than the VST AR system.

- Part 4: Health, Cultural, Educational and Entertainment Applications | Pp. 651-659