E-Book, Englisch, 251 Seiten, eBook
Coquillart / Brunnett / Welch Virtual Realities
1. Auflage 2010
ISBN: 978-3-211-99178-7
Verlag: Springer Wien
Format: PDF
Kopierschutz: 1 - PDF Watermark
Dagstuhl Seminar 2008
E-Book, Englisch, 251 Seiten, eBook
ISBN: 978-3-211-99178-7
Verlag: Springer Wien
Format: PDF
Kopierschutz: 1 - PDF Watermark
Zielgruppe
Research
Autoren/Hrsg.
Weitere Infos & Material
1;Preface;6
2;Contents;10
3;Contributors;12
4;Chapter 1 Proposals for Future Virtual Environment Software Platforms;15
4.1;1.1 The Problem;15
4.2;1.2 Requirements and Constraints;16
4.3;1.3 A Strawman with the Display-Loop Model;19
4.4;1.4 Response of the Community;21
4.4.1;1.4.1 Device Abstractions;21
4.4.2;1.4.2 Time-Oriented Programming;21
4.4.3;1.4.3 Modular Code and Frameworks;22
4.4.4;1.4.4 Scripting Languages;22
4.4.5;1.4.5 Object-Sharing and Distributed Programming;22
4.5;1.5 Some Suggestions for System Builders;23
4.5.1;1.5.1 Longer Term Goals;24
4.6;1.6 Conclusions;25
4.7;References;25
5;Chapter 2 Augmented Reality 2.0;27
5.1;2.1 Introduction;27
5.2;2.2 Related Work;30
5.3;2.3 Augmented Reality for Social Networking;32
5.4;2.4 Application Development and Authoring;35
5.4.1;2.4.1 Application Data;36
5.4.2;2.4.2 In-Situ Reconstruction and Authoring;37
5.4.3;2.4.3 Client Application Development;37
5.5;2.5 Case Studies;39
5.5.1;2.5.1 Mobile AR Advertising;39
5.5.2;2.5.2 Content Delivery;41
5.5.3;2.5.3 Signpost;42
5.6;2.6 Next Steps;44
5.6.1;2.6.1 Localization and Registration;44
5.6.2;2.6.2 AR 2.0 Application Development Areas;46
5.6.3;2.6.3 User Evaluation;46
5.7;2.7 Conclusions;47
5.8;References;48
6;Chapter 3 Experiential Fidelity: Leveraging the Mind to Improve the VR Experience;52
6.1;3.1 The Quest;52
6.2;3.2 Where Does the Magic Come From?;55
6.2.1;3.2.1 Magic Moments;55
6.2.2;3.2.2 Bringing Magic into Virtual Environments;56
6.2.3;3.2.3 Providing Personal Value in Applications;56
6.3;3.3 Factors Supporting the User Experience;57
6.3.1;3.3.1 Priming;57
6.3.1.1;3.3.1.1 Invitation;58
6.3.1.2;3.3.1.2 Waiting Line;58
6.3.1.3;3.3.1.3 Accidental Priming;58
6.3.2;3.3.2 Transitions;59
6.3.3;3.3.3 Real World Support and Re-Framing;59
6.4;3.4 Crafting the Experience;60
6.5;References;61
7;Chapter 4 Social Gaming and Learning Applications: A Driving Force for the Future of Virtual and Augmented Reality?;63
7.1;4.1 Introduction;63
7.2;4.2 Deficiencies and Progress ;65
7.2.1;4.2.1 Technology;65
7.2.1.1;4.2.1.1 VR Displays;66
7.2.1.2;4.2.1.2 AR Displays;66
7.2.1.3;4.2.1.3 Tracking;66
7.2.1.4;4.2.1.4 Mobile VR/AR;67
7.2.2;4.2.2 Authoring;68
7.2.3;4.2.3 Behavior and Simulation;69
7.2.4;4.2.4 Standards;70
7.2.5;4.2.5 Privacy;72
7.3;4.3 Virtual Humans and Social Aspects;72
7.3.1;4.3.1 Overview;72
7.3.1.1;4.3.1.1 Inputs;73
7.3.1.2;4.3.1.2 Cognition;73
7.3.1.3;4.3.1.3 Output;73
7.3.2;4.3.2 VR/AR Virtual Humans and Video Game Virtual Humans;74
7.3.3;4.3.3 Current Technologies for VR/AR Virtual Humans;74
7.3.3.1;4.3.3.1 Rendering and Animation;75
7.3.3.2;4.3.3.2 Display;75
7.3.3.3;4.3.3.3 Speech;75
7.3.3.4;4.3.3.4 Input to the Virtual Humans;76
7.3.3.5;4.3.3.5 Cognitive Processing;76
7.3.4;4.3.4 Ongoing Research Areas;77
7.3.4.1;4.3.4.1 Virtual Humans for Product Design;77
7.3.4.2;4.3.4.2 Virtual Humans to Simulate Large-Scale Social Situations;77
7.3.4.3;4.3.4.3 Virtual Humans that Simulate Interpersonal Social Situations;77
7.4;4.4 Visions for VR/AR-Enhanced Gaming and Learning;78
7.4.1;4.4.1 Example 1: Virtual Playing and Role Swapping;79
7.4.2;4.4.2 Example 2: Virtual Humans and the Training of Health Professionals;81
7.4.2.1;4.4.2.1 Frequency;82
7.4.2.2;4.4.2.2 Standardization;82
7.4.2.3;4.4.2.3 Diversity;82
7.4.2.4;4.4.2.4 Feedback;83
7.4.2.5;4.4.2.5 Abnormal Findings;83
7.4.2.6;4.4.2.6 Resources;83
7.4.3;4.4.3 Example 3: AR Gaming Environments in Urban Settings;84
7.5;4.5 Conclusion;85
7.6;References;86
8;Chapter 5 [Virtual + 1] * Reality;89
8.1;5.1 The Human, the Interface and the Virtual World;89
8.1.1;5.1.1 Our Perception of the World;90
8.1.2;5.1.2 The Programmed Virtual World;91
8.1.3;5.1.3 The Interface as (Exclusive) Contact with the Virtual World;91
8.1.4;5.1.4 The User Experience;93
8.1.4.1;5.1.4.1 Our Mind: The Multidimensional Flexible Lens;93
8.1.4.2;5.1.4.2 The Factors of Experience;94
8.1.4.3;5.1.4.3 Authoring an Experience;95
8.1.5;5.1.5 Perspectives for the User Experience;95
8.2;5.2 The ChairIO: Navigation in Virtual Worlds;96
8.2.1;5.2.1 The Navigation of Virtual Worlds with a Chair;96
8.2.2;5.2.2 The Experience;98
8.2.3;5.2.3 Usability;99
8.2.4;5.2.4 Conclusion;100
8.3;5.3 The GranulatSynthese: Modeling Space on an Interactive Table;100
8.3.1;5.3.1 The Installation;101
8.3.2;5.3.2 The Experience;102
8.3.3;5.3.3 Applications and Interaction Metaphors;103
8.3.3.1;5.3.3.1 Shape-Based Interaction;103
8.3.3.2;5.3.3.2 Amount-Based Interaction;104
8.3.3.3;5.3.3.3 Area-Based Interaction: Granulinge: The Game;104
8.3.4;5.3.4 Conclusion;105
8.4;5.4 ``Enriched'' Reality and ``Enriched'' Experience;105
8.5;References;107
9;Chapter 6 Action Capture: A VR-Based Method for Character Animation;109
9.1;6.1 Introduction;109
9.1.1;6.1.1 Motivation and Basic Idea;109
9.1.2;6.1.2 Challenges;110
9.1.3;6.1.3 Related Work;111
9.1.4;6.1.4 Background: Imitation Learning;112
9.1.5;6.1.5 Overview of This Contribution;113
9.2;6.2 Action Capture Framework;113
9.2.1;6.2.1 Action Capture: The Concept;113
9.2.2;6.2.2 Action Capture: A Prototypical Implementation;114
9.2.2.1;6.2.2.1 Annotated Object Model;115
9.2.2.2;6.2.2.2 Direct Object Manipulation;116
9.3;6.3 Observation: Interaction Analysis;118
9.3.1;6.3.1 Motion Capture Level;118
9.3.2;6.3.2 Basic Interaction Level;118
9.3.2.1;6.3.2.1 Basic Interaction Recognition;120
9.3.2.2;6.3.2.2 Interaction Events;120
9.4;6.4 Representation of Actions;122
9.5;6.5 Reproduction of Actions;125
9.5.1;6.5.1 Learning Behaviors with PLDPM;125
9.5.2;6.5.2 Learning Goal-Directed Trajectories;128
9.5.3;6.5.3 Generating Animations from Actions;130
9.6;6.6 Conclusion;131
9.7;References;132
10;Chapter 7 Cloth Simulation Based Motion Capture of Dressed Humans;135
10.1;7.1 Introduction;135
10.1.1;7.1.1 Contributions;136
10.2;7.2 Previous Work;136
10.3;7.3 Approach;139
10.3.1;7.3.1 Segmentation;139
10.3.2;7.3.2 Twist Based Pose Estimation;140
10.3.3;7.3.3 Cloth Simulation;141
10.3.4;7.3.4 System Integration;143
10.4;7.4 Experiments;144
10.4.1;7.4.1 Results;146
10.5;7.5 Summary;147
10.6;References;149
11;Chapter 8 Remote 3D Medical Consultation;151
11.1;8.1 Introduction;152
11.1.1;8.1.1 Medical Consultation via Video Technology;154
11.1.2;8.1.2 Sense of Presence and Task Performance via 3D Technology;155
11.1.3;8.1.3 3DMC Technical Challenges;156
11.2;8.2 Research;157
11.2.1;8.2.1 3D Reconstruction;158
11.2.2;8.2.2 Remote Consultation 3D Displays;159
11.2.3;8.2.3 Networking;161
11.3;8.3 Our 3DMC Prototype System;163
11.4;8.4 Evaluation ;164
11.5;8.5 Cost Analysis;167
11.6;8.6 Discussion;168
11.7;References;169
12;Chapter 9 SEE MORE: Improving the Usage of Large Display Environments;172
12.1;9.1 Introduction;172
12.2;9.2 State of the Art;174
12.3;9.3 SEE MORE on Tiled Displays;175
12.3.1;9.3.1 The Tiled Focus+Context Approach;176
12.3.2;9.3.2 Examples;178
12.3.3;9.3.3 Interacting with the TF+C Display;179
12.3.4;9.3.4 Evaluating the TF+C Approach;180
12.4;9.4 SEE MORE on Stereoscopic Screens;181
12.4.1;9.4.1 3D Context Information Space;184
12.4.2;9.4.2 Context Space Transformation;184
12.4.3;9.4.3 Focus Plus Context;186
12.4.4;9.4.4 Experimental Evaluation;187
12.5;9.5 Conclusions and Future Work;189
12.6;References;189
13;Chapter 10 Inner Sphere Trees and Their Application to Collision Detection;192
13.1;10.1 Introduction;192
13.1.1;10.1.1 Main Contributions;193
13.2;10.2 Previous Work;194
13.2.1;10.2.1 BVH Based Data Structures;195
13.2.2;10.2.2 Voxel Based Data Structures;196
13.3;10.3 Creation of the Inner Sphere Tree;196
13.3.1;10.3.1 The Sphere Packing;197
13.3.2;10.3.2 Building the IST;197
13.4;10.4 BVH Traversal;200
13.4.1;10.4.1 Proximity Queries;200
13.4.1.1;10.4.1.1 Improving Runtime;201
13.4.1.2;10.4.1.2 Improving Accuracy;201
13.4.2;10.4.2 Penetration Volume Queries;202
13.4.2.1;10.4.2.1 Filling the Gaps;202
13.4.2.2;10.4.2.2 Collision Response;203
13.4.2.3;10.4.2.3 Improvements;203
13.4.2.4;10.4.2.4 Time-Critical Computation of Penetration Volume;204
13.4.3;10.4.3 The Unified Algorithm;206
13.5;10.5 Results;207
13.6;10.6 Conclusions and Future Work;209
13.7;References;210
14;Chapter 11 The Value of Constraints for 3D User Interfaces;213
14.1;11.1 Introduction;213
14.2;11.2 Capabilities and Limitations;214
14.2.1;11.2.1 Input Devices;215
14.2.2;11.2.2 Display Devices;217
14.2.2.1;11.2.2.1 Stereo;219
14.2.2.2;11.2.2.2 Displaying 3D Text;220
14.2.3;11.2.3 Human Issues;221
14.2.3.1;11.2.3.1 ``Low-Level'' Issues;221
14.2.3.2;11.2.3.2 3D Cognition;222
14.3;11.3 Guidelines for Constraining 3D Interaction;223
14.3.1;11.3.1 2D Input Devices are Advantageous;224
14.3.2;11.3.2 Perspective and Occlusion are the Most AppropriateDepth Cues;224
14.3.3;11.3.3 Interact Only with Visible Objects;225
14.3.4;11.3.4 People See the Object, not the Cursor;225
14.3.5;11.3.5 Floating Objects are the Exception;226
14.3.6;11.3.6 Objects don't Interpenetrate;226
14.3.7;11.3.7 2D and 2 1/2 D Tasks are Simpler than 3D;226
14.3.8;11.3.8 Constrained Navigation and Rapid Transportationis Good;227
14.3.9;11.3.9 Full 3D Rotations aren't Always Necessary;227
14.3.10;11.3.10 Reality Simulation isn't Always Appropriate;228
14.4;11.4 Conclusions and Directions for Future Work;228
14.4.1;11.4.1 Games;228
14.4.2;11.4.2 Virtual Reality;229
14.4.3;11.4.3 Augmented Reality;229
14.4.4;11.4.4 3D Desktops;229
14.4.5;11.4.5 Computer Aided Design;230
14.5;References;230
15;Chapter 12 Evaluation of a Scalable In-Situ Visualization System Approach in a Parallelized Computational Fluid Dynamics Application;234
15.1;12.1 Introduction;235
15.2;12.2 Related Work;236
15.3;12.3 Concept and Design of DSVR;237
15.3.1;12.3.1 Parallel Isosurface Extraction, Integrating Flexible Polygon Simplification;239
15.3.2;12.3.2 Parallel Pathline Extraction;240
15.4;12.4 Evaluation in the Context of PALM;241
15.5;12.5 Conclusion and Future Work;246
15.6;References;246
16;Author Index;248
17;Subject Index;257