EGVE01: 7th EG Workshop on Virtual Environments, 5th Immersive Projection Technology Workshop
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Item Comprehensive Calibration and Registration Procedures for Augmented Reality(The Eurographics Association, 2001) Fuhrmann, A.L.; Splechtna, R.; Prikryl, J.; B. Froehlich and J. Deisinger and H.-J. BullingerAugmented Reality - best described as adding computer-generated virtual content to the real environment needs more adjustments to work properly than immersive virtual environments. To be perceived as an augmentation of reality, the virtual environment has to be properly aligned to the real world. This registration process has to be done at least once for every hardware set-up, but may have to be repeated in part or completely for each user, prop or device to be included both in the real and the virtual world. In this paper, we propose a comprehensive process for registration and calibration tasks necessary to implement correct augmentation. This includes procedures for calibrating projective and head-mounted displays, tracking systems, tracked input devices and props. Our method unifies the necessary tasks of world-toaugmentation alignment, display calibration and registration of tracked and static props in one, interactive set-up process, which can easily be conducted by the untrained user.Item First-Person Science Inquiry in the Field(The Eurographics Association, 2001) Moher, T.; Johnson, A.; Cho, Y.; Lin, Y.; B. Froehlich and J. Deisinger and H.-J. BullingerIn this paper we describe a class of restricted simulations, virtual ambients, designed to support science inquiry learning among elementary school students. These simulations employ large multi-user VR displays to support first-person collaborative exploration, data collection, and the construction of support for hypotheses in simulated environments. In order to reduce the cognitive load on learners, navigation is used instead of the traditional learning simulations' direct control of independent model variables. Users may observe phenomena in virtual environments, but cannot affect the course of the underlying simulation. We report on our early experience with second, fourth, and sixth grade students in an elementary school employing a configurable virtual ambient named the Field.Item Measuring an Illusion:The Influence of System Performance on Size Perception in Virtual Environments(The Eurographics Association, 2001) Hofmann, Jan; Jäger, Thomas J.; Deffke, Thorben; Bubb, Heiner; B. Froehlich and J. Deisinger and H.-J. BullingerThe effects of system performance variations on people s estimation of virtual object sizes in a multi-sided back projection virtual reality system have been explored. Seventy-seven participants adjusted the sizes of three subsequently displayed simple virtual shapes to the memorized sizes of corresponding real objects. The sizes of the virtual objects have been calibrated in real space. With low system lag (i.e., high system performance), object sizes were underestimated. With high system lag participants perceived the virtual objects significantly larger than while experiencing the high performance condition. An explanation for this effect relying on a proposed cognitive averaging process of motion-dependent size cues has been suggested. In addition, an increase in estimation variance among participants has been detected when the system lag was increased. A control experiment (real-to-real objects size comparisons) proved good applicability of the estimation method used.Item Using Exercise Cycle as a Haptic Input Device in a Virtual Environment(The Eurographics Association, 2001) Välkkynen, Pasi; Heinilä, Juhani; Lainio, Sari; Lakaniemi, Sami; Väätänen, Antti; B. Froehlich and J. Deisinger and H.-J. BullingerVirku (Virtual Fitness Centre) is a study, in which an exercise cycle is used for navigating in a virtual environment. The cycle acts as a haptic bodily user interface between the user and the simulation. The simulation takes the terrain of the virtual environment into account in order to provide better feedback of the environment for the user. We have found out in usability tests that this kind of interface enhances the user's feeling of immersion in the virtual environment.Item Design review and visualization steering using the INQUISITIVE interaction toolkit(The Eurographics Association, 2001) Sastry, L.; Boyd, D. R. S.; Wilson, M. D.; B. Froehlich and J. Deisinger and H.-J. BullingerThis paper describes the architecture of an interaction toolkit for creating virtual environments. The toolkit contains interaction techniques, interaction objects such as menus, spanner and a runtime manager to interface to virtual reality development tools such as Maverik. The toolkit s use with a number of real-world applications in science and engineering and with different virtual reality development tools is also described. Future plans to provide an interactive interface are described.Item COVISE and the Virtual Intuitive Simulation Test bed(The Eurographics Association, 2001) Wierse, Andreas; B. Froehlich and J. Deisinger and H.-J. BullingerThis paper describes the developments performed in the EU-project VISiT (Virtual Intuitive Simulation Test bed). The goal of the project is the development of an intuitive simulation test bed based on Virtual Reality technology. As a new man-machine interface it will be an efficient environment for a small team of engineers and designers, that enables also the designer to evaluate and interact with the complex 3D data of simulations. The basis of the Virtual Intuitive Simulation Test bed will be COVISE, an extendable distributed software environment to integrate supercomputer based simulations, post-processing, and visualisation functionalities with co-operative working in a seamless manner. The project covers different application fields, including heating, ventilation and air-conditioning simulation in a passenger car compartment and the flow simulation in a draft tube and in an axial runner of a water turbine.Item Presence a global media quality metric(The Eurographics Association, 2001) Lessiter, J.; Freeman, J.; B. Froehlich and J. Deisinger and H.-J. BullingerIn this paper presence (a sense of being there in a mediated environment) is proposed as a global quality metric with which to evaluate advanced multi-modal media systems. The development of a new presence selfreport measure, the ITC-Sense of Presence Inventory (ITC-SOPI), is described that comprises four empirically derived scales: Sense of Physical Space, Engagement, Ecological Validity, and Negative Effects. Two applications of the ITC-SOPI are presented. Using both controlled and uncontrolled experimental designs, the sensitivity of the ITC-SOPI scales to degree of physical immersivity (e.g., large vs. small format; monoscopic vs. stereoscopic viewing condition) is demonstrated. These preliminary results suggest that the ITC-SOPI is a valid tool with which to evaluate experiential aspects of immersive technology.Item Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas(The Eurographics Association, 2001) Hoch, Michael; Jää-Aro, Kai-Mikael; Bowers, John; B. Froehlich and J. Deisinger and H.-J. BullingerIn this paper, we describe a physical input device for the control of virtual cameras. The so called RoundTable has a round projection area where physical icons are used to stipulate the position of virtual cameras. With this scenario we propose a hybrid mixed reality environment for use by production personnel for real-time camera control during a live-broadcast. We present first results of using the RoundTable to support the managing of events in electronic arenas and compare them with traditional interfaces for camera control. We also comment on findings from a scenario in the field of sound mixing and sound composition.Item Spring-Based Manipulation Tools for Virtual Environments(The Eurographics Association, 2001) Koutek, Michal; Post, Frits H.; B. Froehlich and J. Deisinger and H.-J. BullingerIn this paper we present new tools for user interaction with virtual worlds, to bring more natural behavior into the manipulation of objects in virtual environments. We present some principles of physically realistic behavior of virtual objects and a set of user input techniques suitable for semi-immersive VR devices such as the Responsive Workbench. We introduce springs, spring-forks and spring-probes as new tools for assisting direct manipulation of objects in VEs. In this paper we focus on controlling rotational motions.Item Remote View-Dependent Rendering(The Eurographics Association, 2001) El-Sana, Jihad; B. Froehlich and J. Deisinger and H.-J. BullingerIn this paper we are presenting a novel approach that enables rendering large-shared datasets at interactive rates on a remote inexpensive workstations. Our algorithm is based on view-dependent rendering and client-server technologies. In our approach, servers host large datasets and manage the selection of the various levels of detail, while clients receive blocks of update operations which are used to generate the appropriate level of detail in an incremental fashion. We assume that servers are capable machines in term of storage capacity and computational power while clients are inexpensive workstation that have limited 3D rendering capabilities. To avoid network latency we have introduced two powerful mechanisms that cache the adapt operation blocks on the clients' side and predict the future view-parameters of clients based on their recent behavior history. Our approach dramatically reduces the amount of memory needed by each client and the entire computing system since the dataset is stored only once in the local memory of the server. In addition, it decreases the load on the network as a result of the incremental update contributed by view-dependent rendering.Item VIRPI: A High-Level Toolkit for Interactive Scientific Visualization in Virtual Reality(The Eurographics Association, 2001) GERMANS, Desmond; SPOELDER, Hans J.W.; RENAMBOT, Luc; BAL, Henri E.; B. Froehlich and J. Deisinger and H.-J. BullingerResearch areas that require interactive visualization of simulation data tend to dismiss virtual reality due to the lack of accessible tools for application specialists. This paper presents an integral toolkit for interactive visualization in virtual reality environments. The toolkit defines a framework to build applications that allow the user to interact with arbitrary simulation software and describe virtual measurement tools for the visualized data. The approach is illustrated with a case study in medical imaging.Item The integration of immersive Virtual Reality applications into Catia V5(The Eurographics Association, 2001) Rantzau, D.; Maurer, F.; Mayer, C.; Löffler, R.; Riedel, O.; Scharm, H.; Banek, D.; B. Froehlich and J. Deisinger and H.-J. BullingerDuring the last few years a wide range of stand-alone virtual reality (VR) applications have been developed. The typical data source for most of these applications are 3D styling tools or 3D-CAD systems from which data has to be converted into a representation useful in VR software systems. The drawbacks of the stand-alone approach are well known: data conversion, loss of semantics and the problems of establishing a feedback path for updating data in the underlying CAD model from within the VR software. In this paper we will introduce our solution to this problem by proposing an integrated VR/CAD system approach based on the CATIA 3D-CAD software, more precisely the CATIA V5 application architecture [1]. We will discuss the requirements and implications from the CAD data perspective and show how the VR integration inside the CAD system can be realized. Derived from a specific end user scenario we introduce a sample application for virtual prototype reviews.Item Adaptive Networking for Tele-Immersion(The Eurographics Association, 2001) Leigh, Jason; Yu, Oliver; Schonfeld, Dan; Ansari, Rashid; He, Eric; Nayak, Atul; Ge, Jinghua; Krishnaprasad, Naveen; Park, Kyoung; Cho, Yong-joo; Hu, Liujia; Fang, Ray; Verlo, Alan; Winkler, Linda; DeFanti, Thomas A.; B. Froehlich and J. Deisinger and H.-J. BullingerTele-Immersive applications possess an unusually broad range of networking requirements. As high-speed and Quality of Service-enabled networks emerge, it will becoming more difficult for developers of Tele-Immersion applications, and networked applications in general, to take advantage of these enhanced services. This paper proposes an adaptive networking framework to ultimately allow applications to optimize their network utilization in pace with advances in networking services. In working toward this goal, this paper will present a number of networking techniques for improving performance in tele-immersive applications and examines whether the Differentiated Services mechanism for network Quality of Service is suitable for Tele-Immersion.Item Command and Control Cube : a Shortcut Paradigm for Virtual Environments(The Eurographics Association, 2001) Grosjean, Jérôme; Coquillart, Sabine; B. Froehlich and J. Deisinger and H.-J. BullingerNew immersive virtual environments (VE) such as the Responsive WorkbenchTM provide users with a very attractive way of interacting with 3D computer-generated worlds. The feeling of immersion is one of the many advantages of such configurations. Being able to interact naturally with the virtual world is a very important part of this feeling. Programs developed for the virtual environments need powerful, intuitive and rapid application control interfaces. Previous work on this topic have focused on the development ofmenu systems for the VEs: converted 2D menus, hand-oriented menus and 3D widgets. To our knowledge, no 3D equivalent of the quick keyboard hotkey mechanism has ever been proposed for VEs. In this paper, we propose a 3D paradigm: the Command and Control Cube (CCC or C3), inspired by marking menus. The C3 aims to be a rapid and intuitive mechanism for issuing a set of commands to an application.Item Invisible Interface for the Immersive Virtual World(The Eurographics Association, 2001) Ogi, Tetsuro; Yamada, Toshio; Yamamoto, Koji; Hirose, Michitaka; B. Froehlich and J. Deisinger and H.-J. BullingerImmersive projection technologies such as CAVE can generate a high presence virtual world. However, it is difficult for the user to experience the immersive virtual world in the real workplace, such as the design room or the conference room, because this type of display system requires a large space in order to install the screen. In this study, an invisible interface was developed for the immersive virtual world by integrating a transparent immersive projection display and cellular phone interface technologies. By using this system, the user in the real world can experience the high presence virtual world in an immersive environment. This system was applied to several fields of application, such as augmented reality and telecommunications.Item An Investigation into the design of an Interface for Interaction with a Virtual Environment representing a four-dimensional object(The Eurographics Association, 2001) Wellard, R.; Chapman, S.C.; B. Froehlich and J. Deisinger and H.-J. BullingerFive methods of mapping the input from a six-degrees-of-freedom input device to the set of rotations available in four-dimensional space are evaluated with respect to how well they can be used to perform four-dimensional target aquisition tasks. Also evaluated are the user's opinions of the methods of interaction. Two of the five interaction methods perform significantly better than the rest allowing some general results to be drawn.....Item Interactive Storytelling with Virtual Identities(The Eurographics Association, 2001) Greeff, M.; Lalioti, V.; B. Froehlich and J. Deisinger and H.-J. BullingerStories form an integral part of our lives. Interactive storytelling enables the participant to actively explore the story world. However, interactive storytelling has problems such as the problem of narrative flow, the character s knowledge of the world, internal consistency, time and ease of creation. We introduce the concept of using virtual identities for interactive storytelling in virtual environments and discuss how this approach solves some of the problems that are encountered with interactive storytelling. We discuss authoring tools and how we used the AVANGO framework to develop our application and the results that were achieved when the application was tested on the monitor and in Cyberstage.Item Novel Shutter Glass Control for Simultaneous Projection and Picture Acquisition(The Eurographics Association, 2001) Kunz, Andreas M.; Spagno, Christian P.; B. Froehlich and J. Deisinger and H.-J. BullingerVirtual reality offers completely new possibilities for collaborative work over distributed environments. To enable collaborative work, it is necessary that both, virtual objects as well as the other users, can be seen simultaneously in real-time. A novel technique is necessary to overcome the contradiction of darkness and light for image projection and video acquisition, respectively. A stroboscopic light and a camera system are added to the existing VR-system and a few modification are made to existing shutter glasses. In such a solution, the method of projection in the VR-system remains unmodified. This paper describes how to resolve this contradiction with the constraint to make as few changes as possible to existing VR-systems. Furthermore the timing of the different devices is discussed.Item MAESTRO - a tool for interactive assembly simulation in virtual environments(The Eurographics Association, 2001) Steffan, Roland; Kuhlen, Torsten; B. Froehlich and J. Deisinger and H.-J. BullingerWe introduce MAESTRO, a Virtual Reality based assembly simulation tool that comprises physically-based modeling, haptic feedback and artificial support mechanisms. The focus of this paper is on the developed support mechanisms and the evaluation of the system. The experimental results show that all three features { haptics, physics, and artificial support { considerably improve user performance and user acceptance during the completion of assembly tasks in a virtual environment.Item Volume Rendering in a Virtual Environment(The Eurographics Association, 2001) Schulze-Döbold, Jürgen; Wössner, Uwe; Walz, Steffen P.; Lang, Ulrich; B. Froehlich and J. Deisinger and H.-J. BullingerThis paper describes a flexible rendering system for scalar volume data which has been integrated into the visualization system COVISE. It allows direct volume rendering based on texture mapping hardware on both the desktop and in projection based virtual environments. Special care has been taken for the design and usability of the virtual reality user interface and for interactive frame rates. It features a new slider-less interaction window for the manipulation of the transfer function and methods for direct interaction with the volume data, such as a sub-volume probing mode. The interface has been evaluated in collaboration with a group of potential end users.