Coquillart / Brunnett / Welch | Virtual Realities | E-Book | sack.de
E-Book

E-Book, Englisch, 251 Seiten, eBook

Coquillart / Brunnett / Welch Virtual Realities

Dagstuhl Seminar 2008
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



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".
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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



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