Virtual Realities (eBook)
XIII, 251 Seiten
Springer Wien (Verlag)
978-3-211-99178-7 (ISBN)
The articles by well-known international experts intend to facilitate more elaborate expositions of the research presented at the seminar, and to collect and document the results of the various discussions, including ideas and open problems that were identified. Correspondingly the book will consist of two parts. Part I will consist of extended articles describing research presented at the seminar. This will include papers on tracking, motion capture, displays, cloth simulation, and applications. Part II will consist of articles that capture the results of breakout discussions, describe visions, or advocate particular positions. This will include discussions about system latency, 3D interaction, haptic interfaces, social gaming, perceptual issues, and the fictional 'Holodeck'.
Preface 6
Contents 10
Contributors 12
Chapter 1 Proposals for Future Virtual Environment Software Platforms 15
1.1 The Problem 15
1.2 Requirements and Constraints 16
1.3 A Strawman with the Display-Loop Model 19
1.4 Response of the Community 21
1.4.1 Device Abstractions 21
1.4.2 Time-Oriented Programming 21
1.4.3 Modular Code and Frameworks 22
1.4.4 Scripting Languages 22
1.4.5 Object-Sharing and Distributed Programming 22
1.5 Some Suggestions for System Builders 23
1.5.1 Longer Term Goals 24
1.6 Conclusions 25
References 25
Chapter 2 Augmented Reality 2.0 27
2.1 Introduction 27
2.2 Related Work 30
2.3 Augmented Reality for Social Networking 32
2.4 Application Development and Authoring 35
2.4.1 Application Data 36
2.4.2 In-Situ Reconstruction and Authoring 37
2.4.3 Client Application Development 37
2.5 Case Studies 39
2.5.1 Mobile AR Advertising 39
2.5.2 Content Delivery 41
2.5.3 Signpost 42
2.6 Next Steps 44
2.6.1 Localization and Registration 44
2.6.2 AR 2.0 Application Development Areas 46
2.6.3 User Evaluation 46
2.7 Conclusions 47
References 48
Chapter 3 Experiential Fidelity: Leveraging the Mind to Improve the VR Experience 52
3.1 The Quest 52
3.2 Where Does the Magic Come From? 55
3.2.1 Magic Moments 55
3.2.2 Bringing Magic into Virtual Environments 56
3.2.3 Providing Personal Value in Applications 56
3.3 Factors Supporting the User Experience 57
3.3.1 Priming 57
3.3.1.1 Invitation 58
3.3.1.2 Waiting Line 58
3.3.1.3 Accidental Priming 58
3.3.2 Transitions 59
3.3.3 Real World Support and Re-Framing 59
3.4 Crafting the Experience 60
References 61
Chapter 4 Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality? 63
4.1 Introduction 63
4.2 Deficiencies and Progress 65
4.2.1 Technology 65
4.2.1.1 VR Displays 66
4.2.1.2 AR Displays 66
4.2.1.3 Tracking 66
4.2.1.4 Mobile VR/AR 67
4.2.2 Authoring 68
4.2.3 Behavior and Simulation 69
4.2.4 Standards 70
4.2.5 Privacy 72
4.3 Virtual Humans and Social Aspects 72
4.3.1 Overview 72
4.3.1.1 Inputs 73
4.3.1.2 Cognition 73
4.3.1.3 Output 73
4.3.2 VR/AR Virtual Humans and Video Game Virtual Humans 74
4.3.3 Current Technologies for VR/AR Virtual Humans 74
4.3.3.1 Rendering and Animation 75
4.3.3.2 Display 75
4.3.3.3 Speech 75
4.3.3.4 Input to the Virtual Humans 76
4.3.3.5 Cognitive Processing 76
4.3.4 Ongoing Research Areas 77
4.3.4.1 Virtual Humans for Product Design 77
4.3.4.2 Virtual Humans to Simulate Large-Scale Social Situations 77
4.3.4.3 Virtual Humans that Simulate Interpersonal Social Situations 77
4.4 Visions for VR/AR-Enhanced Gaming and Learning 78
4.4.1 Example 1: Virtual Playing and Role Swapping 79
4.4.2 Example 2: Virtual Humans and the Training of Health Professionals 81
4.4.2.1 Frequency 82
4.4.2.2 Standardization 82
4.4.2.3 Diversity 82
4.4.2.4 Feedback 83
4.4.2.5 Abnormal Findings 83
4.4.2.6 Resources 83
4.4.3 Example 3: AR Gaming Environments in Urban Settings 84
4.5 Conclusion 85
References 86
Chapter 5 [Virtual + 1] * Reality 89
5.1 The Human, the Interface and the Virtual World 89
5.1.1 Our Perception of the World 90
5.1.2 The Programmed Virtual World 91
5.1.3 The Interface as (Exclusive) Contact with the Virtual World 91
5.1.4 The User Experience 93
5.1.4.1 Our Mind: The Multidimensional Flexible Lens 93
5.1.4.2 The Factors of Experience 94
5.1.4.3 Authoring an Experience 95
5.1.5 Perspectives for the User Experience 95
5.2 The ChairIO: Navigation in Virtual Worlds 96
5.2.1 The Navigation of Virtual Worlds with a Chair 96
5.2.2 The Experience 98
5.2.3 Usability 99
5.2.4 Conclusion 100
5.3 The GranulatSynthese: Modeling Space on an Interactive Table 100
5.3.1 The Installation 101
5.3.2 The Experience 102
5.3.3 Applications and Interaction Metaphors 103
5.3.3.1 Shape-Based Interaction 103
5.3.3.2 Amount-Based Interaction 104
5.3.3.3 Area-Based Interaction: Granulinge: The Game 104
5.3.4 Conclusion 105
5.4 ``Enriched'' Reality and ``Enriched'' Experience 105
References 107
Chapter 6 Action Capture: A VR-Based Method for Character Animation 109
6.1 Introduction 109
6.1.1 Motivation and Basic Idea 109
6.1.2 Challenges 110
6.1.3 Related Work 111
6.1.4 Background: Imitation Learning 112
6.1.5 Overview of This Contribution 113
6.2 Action Capture Framework 113
6.2.1 Action Capture: The Concept 113
6.2.2 Action Capture: A Prototypical Implementation 114
6.2.2.1 Annotated Object Model 115
6.2.2.2 Direct Object Manipulation 116
6.3 Observation: Interaction Analysis 118
6.3.1 Motion Capture Level 118
6.3.2 Basic Interaction Level 118
6.3.2.1 Basic Interaction Recognition 120
6.3.2.2 Interaction Events 120
6.4 Representation of Actions 122
6.5 Reproduction of Actions 125
6.5.1 Learning Behaviors with PLDPM 125
6.5.2 Learning Goal-Directed Trajectories 128
6.5.3 Generating Animations from Actions 130
6.6 Conclusion 131
References 132
Chapter 7 Cloth Simulation Based Motion Capture of Dressed Humans 135
7.1 Introduction 135
7.1.1 Contributions 136
7.2 Previous Work 136
7.3 Approach 139
7.3.1 Segmentation 139
7.3.2 Twist Based Pose Estimation 140
7.3.3 Cloth Simulation 141
7.3.4 System Integration 143
7.4 Experiments 144
7.4.1 Results 146
7.5 Summary 147
References 149
Chapter 8 Remote 3D Medical Consultation 151
8.1 Introduction 152
8.1.1 Medical Consultation via Video Technology 154
8.1.2 Sense of Presence and Task Performance via 3D Technology 155
8.1.3 3DMC Technical Challenges 156
8.2 Research 157
8.2.1 3D Reconstruction 158
8.2.2 Remote Consultation 3D Displays 159
8.2.3 Networking 161
8.3 Our 3DMC Prototype System 163
8.4 Evaluation 164
8.5 Cost Analysis 167
8.6 Discussion 168
References 169
Chapter 9 SEE MORE: Improving the Usage of Large Display Environments 172
9.1 Introduction 172
9.2 State of the Art 174
9.3 SEE MORE on Tiled Displays 175
9.3.1 The Tiled Focus+Context Approach 176
9.3.2 Examples 178
9.3.3 Interacting with the TF+C Display 179
9.3.4 Evaluating the TF+C Approach 180
9.4 SEE MORE on Stereoscopic Screens 181
9.4.1 3D Context Information Space 184
9.4.2 Context Space Transformation 184
9.4.3 Focus Plus Context 186
9.4.4 Experimental Evaluation 187
9.5 Conclusions and Future Work 189
References 189
Chapter 10 Inner Sphere Trees and Their Application to Collision Detection 192
10.1 Introduction 192
10.1.1 Main Contributions 193
10.2 Previous Work 194
10.2.1 BVH Based Data Structures 195
10.2.2 Voxel Based Data Structures 196
10.3 Creation of the Inner Sphere Tree 196
10.3.1 The Sphere Packing 197
10.3.2 Building the IST 197
10.4 BVH Traversal 200
10.4.1 Proximity Queries 200
10.4.1.1 Improving Runtime 201
10.4.1.2 Improving Accuracy 201
10.4.2 Penetration Volume Queries 202
10.4.2.1 Filling the Gaps 202
10.4.2.2 Collision Response 203
10.4.2.3 Improvements 203
10.4.2.4 Time-Critical Computation of Penetration Volume 204
10.4.3 The Unified Algorithm 206
10.5 Results 207
10.6 Conclusions and Future Work 209
References 210
Chapter 11 The Value of Constraints for 3D User Interfaces 213
11.1 Introduction 213
11.2 Capabilities and Limitations 214
11.2.1 Input Devices 215
11.2.2 Display Devices 217
11.2.2.1 Stereo 219
11.2.2.2 Displaying 3D Text 220
11.2.3 Human Issues 221
11.2.3.1 ``Low-Level'' Issues 221
11.2.3.2 3D Cognition 222
11.3 Guidelines for Constraining 3D Interaction 223
11.3.1 2D Input Devices are Advantageous 224
11.3.2 Perspective and Occlusion are the Most AppropriateDepth Cues 224
11.3.3 Interact Only with Visible Objects 225
11.3.4 People See the Object, not the Cursor 225
11.3.5 Floating Objects are the Exception 226
11.3.6 Objects don't Interpenetrate 226
11.3.7 2D and 2 1/2 D Tasks are Simpler than 3D 226
11.3.8 Constrained Navigation and Rapid Transportationis Good 227
11.3.9 Full 3D Rotations aren't Always Necessary 227
11.3.10 Reality Simulation isn't Always Appropriate 228
11.4 Conclusions and Directions for Future Work 228
11.4.1 Games 228
11.4.2 Virtual Reality 229
11.4.3 Augmented Reality 229
11.4.4 3D Desktops 229
11.4.5 Computer Aided Design 230
References 230
Chapter 12 Evaluation of a Scalable In-Situ Visualization System Approach in a Parallelized Computational Fluid Dynamics Application 234
12.1 Introduction 235
12.2 Related Work 236
12.3 Concept and Design of DSVR 237
12.3.1 Parallel Isosurface Extraction, Integrating Flexible Polygon Simplification 239
12.3.2 Parallel Pathline Extraction 240
12.4 Evaluation in the Context of PALM 241
12.5 Conclusion and Future Work 246
References 246
Author Index 248
Subject Index 257
Erscheint lt. Verlag | 26.11.2010 |
---|---|
Zusatzinfo | XIII, 251 p. |
Verlagsort | Vienna |
Sprache | englisch |
Themenwelt | Mathematik / Informatik ► Informatik ► Grafik / Design |
Schlagworte | information systems |
ISBN-10 | 3-211-99178-6 / 3211991786 |
ISBN-13 | 978-3-211-99178-7 / 9783211991787 |
Haben Sie eine Frage zum Produkt? |
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