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Advances in Artificial Reality and Tele-Existence: 16th International Conference on Artificial Reality and Telexistence, ICAT 2006, Hangzhou, China, November 28 - December 1, 2006, Proceedings

Zhigeng Pan ; Adrian Cheok ; Michael Haller ; Rynson W. H. Lau ; Hideo Saito ; Ronghua Liang (eds.)

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

User Interfaces and Human Computer Interaction; Artificial Intelligence (incl. Robotics); Information Systems Applications (incl. Internet); Multimedia Information Systems; Image Processing and Computer Vision; Computer Appl. in Arts and Humanities

Disponibilidad
Institución detectada Año de publicación Navegá Descargá Solicitá
No detectada 2006 SpringerLink

Información

Tipo de recurso:

libros

ISBN impreso

978-3-540-49776-9

ISBN electrónico

978-3-540-49779-0

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© Springer-Verlag Berlin Heidelberg 2006

Tabla de contenidos

Floating Virtual Mirrors: Visualization of the Scene Behind a Vehicle

Toru Miyamoto; Itaru Kitahara; Yoshinari Kameda; Yuichi Ohta

In this paper, we propose a visual assistance system that shows the scene behind a vehicle to its driver in the form of a virtual mirror by utilizing a surveillance camera. The virtual mirror will be displayed on a windshield display as if it were floating in the air in front of the vehicle. The driver entering an intersection can confirm the safety around the vehicle by checking the image in the virtual mirror while facing forward, because it shows the image of the scene behind the vehicle in an optically correct manner. We utilize a surveillance camera set up on a signal pole. The image in the virtual mirror was formed by applying geometric its transformation to the image taken by the camera so that it satisfy the optical constraints of a mirror.

- Augmented Reality/Mixed Reality | Pp. 302-313

A Scalable Framework for Distributed Virtual Reality Using Heterogeneous Processors

Qishi Wu; Jinzhu Gao; Mengxia Zhu

We propose a scalable framework for virtual reality systems in a distributed environment. As the application scope of and member participation in a virtual environment increase, information sharing among geographically distributed users becomes critical and challenging. In the proposed framework, we partition the virtual environment into a group of cells and upload them to a number of heterogeneous Internet nodes. When a user sends a request to explore the distant virtual environment, visible cells will be identified and processed in parallel to produce a minimal amount of imagery results for remote transmission. To ensure scalability, we extend our scalable occlusion culling scheme using Plenoptic Opacity Function to speed up the identification process of visible cells in a virtual environment. We perform effective occlusion culling in two passes based on a non-binary opacity definition. Our experimental results justify both the efficiency and scalability of our framework in exploring large-scale virtual environments.

- Distributed and Collaborative VR System | Pp. 314-323

A Collaborative Virtual Reality Environment for Molecular Modeling

Sungjun Park; Jun Lee; Jee-In Kim

A collaborative molecular modeling environment based on virtual reality techniques is proposed in this paper. The environment consists of a VR based molecular modeling system (VRMMS), a distributed processing system (DPS) and a web service server (WSS). The proposed environment was evaluated in terms of accuracy, performance, and collaboration. The accuracy of the simulation was examined by comparing the simulation results with those produced by the most popular simulation tool, Insight II. The distributed processing system of 4 computers showed good computing performance. The collaborative works of molecular modeling were successfully exercised and the total processing time of the collaboration was 3 times faster than that of a single user’s performance.

- Distributed and Collaborative VR System | Pp. 324-333

An Interest Filtering Mechanism Based on LoI

Sheng Wei; Zhong Zhou; Wei Wu

In large-scale DVE (Distributed Virtual Environment), data filtering is a critical factor to consider in connection with the real-time communications between simulators geographically separated. However, several existing data filtering mechanisms such as region-based, grid-based and hybrid ones result in limitations in computational complexity, filtering accuracy, or scalability. Aiming at providing an extensible filtering approach and reducing the overhead on both host and network, we propose an interest filtering mechanism based on LoI (Layer of Interest). The mechanism performs data filtering by means of multicast region publication, distributed receiver-side matching, and LoI-Based data filtering. We have implemented the mechanism into our RTI (Run-Time Infrastructure) software, and experiments are taken to demonstrate the effectiveness of it.

- Distributed and Collaborative VR System | Pp. 334-343

Study on Data Collaboration Service for Collaborative Virtual Geographic Environment

Jun Zhu; Jianhua Gong; Hua Qi; Tao Song

The use of Collaborative Virtual Geographic Environments (CVGE) is one of the most promising uses of virtual reality in geographic field. Data collaboration can support multi-directional sharing of data and files, allowing ideas and thoughts to be communicated interactively among users. Thus how to integrate diverse and separated data and offer more convenient and intuitive data collaboration service becomes increasingly significant for implementing collaborative work in the CVGE. In this paper, we firstly design a Grid-based CVGE service framework and discuss the data searching mechanism and accessing control. A data collaboration service was built to integrate and share system internal resources and improve collaboration work efficiency. Finally, we built a collaborative virtual environment and implemented data collaboration service in silt dams system planning on a case study area, Jiu-Yuan-Gou watershed of Loess Plateau, China. Experiment results prove that the scheme addressed in the paper is efficient and feasible.

- Distributed and Collaborative VR System | Pp. 344-353

VCS: A Virtual Collaborative Space Based on Immersive Teleconferencing

Weidong Bao; Maojun Zhang; Wang Chen

The traditional video teleconferencing systems provide a “video in a window” interface paradigm, it’s not sufficient for naturally interactive interface for the collaborative work. We design a collaborative space called VCS. In VCS, a virtual collaborative space is built based on immersive teleconferencing. The remote conferees can discuss in the virtual space as similar to do it in the local rooms. VCS can be used to provide a new paradigm for the remote cooperative work. This paper presents the spatial model and video object extraction technique of VCS.

- Distributed and Collaborative VR System | Pp. 354-360

A Scalable HLA-Based Distributed Simulation Framework for VR Application

Zonghui Wang; Jiaoying Shi; Xiaohong Jiang

HLA-based Distributed Simulation technology is employed widely in Virtual Reality (VR) applications, such as military simulation, internet games, roaming etc. To support larger number of participants, scalability is becoming a key issue of VR applications. In this paper, we explore the characteristics of distributed simulation, and analyze the scalability of servers and participants, and classify our approach to improve scalability of VR applications into three aspects: a three-tier node management mode to accommodate more participants, an efficient management of servers to manage scalable number of clients and software development interface to achieve reusability and interoperability of VR applications. We present our middleware platform, HIVE, providing a scalable HLA-based distributed simulation framework for VR applications, on which users can develop VR applications easily and quickly. Then we give the method and view of application integration with HIVE. Finally an experimental demo is given.

- Distributed and Collaborative VR System | Pp. 361-371

Location-Based Device Ensemble Architecture for a Spatial Reality Enhancement of Distributed Multimedia Presentation

Doo-Hyun Kim; Lila Kim; Hwasun Kwon; Dongwoon Jeon; Songah Chae

Usual multimedia contents are represented as scenarios with markup language such as SMIL, and then delivered to be played back in terminal machines, e.g., PC or STB(Set-Top Box). However, these multimedia presentations are likely limited within single machine presentation where only the speakers and display devices attached to same computer system are used, so that the spatial reality is necessarily degraded consequently. In order to enhance even audio scenario presentation with such spatial reality, each audio clip for each audio actor, dubbing artist or background music should be assigned a separate speaker mostly close to the location where the author intended. In this paper, we propose a new architecture called L-DEAR() to support the spatial reality using location information of each node in a network environment. The core of the L-DEAR is IBEE() which is a set of nodes called out for playing back at least one assigned clip at a given time during the whole presentation. We will present the functional modules of L-DEAR and procedures for building IBEE, as well as functional requirements for L-DEAR such as extending the SMIL and using a global clock.

- Distributed and Collaborative VR System | Pp. 372-383

Air-Jet Button Effects in AR

Yeongmi Kim; Sehun Kim; Taejin Ha; Ian Oakley; Woontack Woo; Jeha Ryu

Providing haptic cues can generate increased levels of presence in users as they interact with tangible objects. In this paper, we present button effects delivered by air-jet displays with the aim of providing click-like sensations when virtual buttons in an AR environment are pressed. We derive the profile of the haptic output by measuring the force profile of real physical buttons. To validate our concept, we have built an AR system featuring a cellular phone model which users can tangibly manipulate through a physical AR marker object. When users press a button on the model, they experience a corresponding click-like feeling at their fingertip. In this way, our system enables users to press a button on an AR model and experience a force profile generated by our pneumatic array directly derived from the act of pushing a button in the real world.

- Haptics, Human Factors of VR | Pp. 384-391

Perceptualizing a “Haptic Edge” with Varying Stiffness Based on Force Constancy

Jaeyoung Cheon; Seungmoon Choi

This paper introduces a novel haptic rendering technique devised to perceptualize a “haptic edge” correctly with respect to its stiffness and height models. Our previous study showed that the traditional penalty-based haptic rendering methods are not adequate to the collocated data of surface topography and stiffness since surface topography perceived by the user can be distorted from its model. In order to overcome the problem, we have developed a based on the theory of which states that the user maintains a constant contact force when s/he strokes a surface to feel its topography. To the best of our knowledge, our technique is the first of its kind that explicitly considers the effect of user exploratory patterns in haptic rendering. Computationally, the algorithm is adaptive and efficient, not requiring any preprocessing of original data. We also demonstrate the performance and robustness of the proposed algorithm through a psychophysical experiment.

- Haptics, Human Factors of VR | Pp. 392-405