A key aspect of air traffic infrastructure projects is the communication between stakeholders during the approval process regarding their environmental impact. Yet, established means of communication have been found t...
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ISBN:
(纸本)9781467347969;9781467347952
A key aspect of air traffic infrastructure projects is the communication between stakeholders during the approval process regarding their environmental impact. Yet, established means of communication have been found to be rather incomprehensible. In this paper we present an application that addresses these communication issues by enabling the exploration of airplane noise emissions in the vicinity of airports in a virtual environment (VE). the VE is composed of a model of the airport area and flight movement data. We combine a real-time 3D auralization approach with visualization techniques to allow for an intuitive access to noise emissions. Specifically designed interaction techniques help users to easily explore and compare air traffic scenarios.
Sound is an important part of an immersive virtual environment, contributing to immersion, presence, and user performance. the experimental study presented analyzed the effect of spatial-sound vs. no-sound display on ...
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ISBN:
(纸本)9781467347969;9781467347952
Sound is an important part of an immersive virtual environment, contributing to immersion, presence, and user performance. the experimental study presented analyzed the effect of spatial-sound vs. no-sound display on presence experienced in a 3D virtual scene. Results indicate a medium to strong effect of spatial sound, leading to higher levels of presence experienced.
In virtual embodiment scenarios the participant in an immersive virtual environment is presented with a first-person view of a virtual body, giving them the illusion that the body is, to some extent, their own. this b...
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ISBN:
(纸本)9781467347969;9781467347952
In virtual embodiment scenarios the participant in an immersive virtual environment is presented with a first-person view of a virtual body, giving them the illusion that the body is, to some extent, their own. this body-ownership illusion can be strengthened by animating the virtual body based on the user's motion. the sometimes poor head-tracking quality of a full-body tracker can induce simulator sickness, especially when wearing a head-mounted display, so a separate higher-quality head-tracking system is used. We discuss the issues present when integrating the data from two such tracking systems, outline principles for generating appropriate first-person views that maintain the user's body-ownership illusion, and describe two related methods based on these principles.
Traditional head-mounted display (HMD) locomotion interfaces map real world movements into an equivalent virtual world movement. therefore, people cannot naturally explore a virtual world that is larger than the real ...
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ISBN:
(纸本)9781467347969;9781467347952
Traditional head-mounted display (HMD) locomotion interfaces map real world movements into an equivalent virtual world movement. therefore, people cannot naturally explore a virtual world that is larger than the real world space. Joysticks, treadmills, redirected walking, and other techniques have been proposed by others to relax this restriction. In this work, we propose a new "general redirected walking" interface which works with arbitrary shaped and sized real worlds and virtual worlds by injecting dynamic translation or rotation gains into virtual world and steering a user to walk along a best direction in the real world identified by three heuristics in real time. We tested our algorithm with 10 virtual world models and 5 real-world (i.e., tracking system) models using software designed to simulate a user walking on a random path. We have also developed a prototype implementation for our HMD system.
this demonstration allows the visitors to use assorted technologies to motion capture devices for uses in virtual rehabilitation. We presented the MixCap Middleware, developed to blend different types of motion captur...
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We present a new software framework for the development of immersive collaborative virtual reality applications with emphasis on full-body interaction with virtual humans. the framework is designed to be scalable and ...
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ISBN:
(纸本)9781467347969;9781467347952
We present a new software framework for the development of immersive collaborative virtual reality applications with emphasis on full-body interaction with virtual humans. the framework is designed to be scalable and adaptable to different hardware configurations, using either commodity or more expensive hardware setups. High level programming abstractions handle object replication and communication channels for configurations based on multiple rendering nodes. the system provides tools for full-body character animation, real-time full-body tracking and retargeting to virtual humans, including motion reconstruction from a small set of sensors. Such capabilities allow new full-body interaction metaphors to be developed in fixed or user-perspective stereo visualization. the framework is scalable, customizable, cross-platform and it is only based on tools with source code available.
the proceedings contain 45 papers. the topics discussed include: a beginners guide to dual-quaternions : what they are, how they work, and how to use them for 3D character hierarchies;realistic facial expression synth...
ISBN:
(纸本)9788086943794
the proceedings contain 45 papers. the topics discussed include: a beginners guide to dual-quaternions : what they are, how they work, and how to use them for 3D character hierarchies;realistic facial expression synthesis of 3D human face based on real data using multivariate tensor methods;parallel treecut-manipulation for interactive level of detail selection;using game engine technology for virtual environment teamwork training;rendering of translucent objects, verification and validation of algorithms;local projections method and curvature approximation on 3D polygonal models;performances analysis of underwater image preprocessing techniques on the repeatability of SIFT and SURF descriptors;unsupervised perception-based image restoration of semi-transparent degradation using lie group transformations;and WorldPlus: an augmented reality application with georeferenced content for smartphones - the Android example.
the proceedings contain 45 papers. the topics discussed include: a beginners guide to dual-quaternions : what they are, how they work, and how to use them for 3D character hierarchies;realistic facial expression synth...
ISBN:
(纸本)9788086943794
the proceedings contain 45 papers. the topics discussed include: a beginners guide to dual-quaternions : what they are, how they work, and how to use them for 3D character hierarchies;realistic facial expression synthesis of 3D human face based on real data using multivariate tensor methods;parallel treecut-manipulation for interactive level of detail selection;using game engine technology for virtual environment teamwork training;rendering of translucent objects, verification and validation of algorithms;local projections method and curvature approximation on 3D polygonal models;performances analysis of underwater image preprocessing techniques on the repeatability of SIFT and SURF descriptors;unsupervised perception-based image restoration of semi-transparent degradation using lie group transformations;and WorldPlus: an augmented reality application with georeferenced content for smartphones - the Android example.
More and more people, especial women, are getting desired to be more beautiful than ever. To some extent, it becomes true because the plastic surgery of face was capable in the early 20th and even earlier as doctors j...
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ISBN:
(纸本)9780819499639
More and more people, especial women, are getting desired to be more beautiful than ever. To some extent, it becomes true because the plastic surgery of face was capable in the early 20th and even earlier as doctors just dealing with war injures of face. However, the effect of post-operation is not always satisfying since no animation could be seen by the patients beforehand. In this paper, by combining plastic surgery of face and computergraphics, a novel method of simulated appearance of post-operation will be given to demonstrate the modified face from different viewpoints. the 3D human face data are obtained by using 3D fringe pattern imaging systems and CT imaging systems and then converted into STL (STereo Lithography) file format. STL file is made up of small 3D triangular primitives. the triangular mesh can be reconstructed by using hash function. Top triangular meshes in depth out of numbers of triangles must be picked up by ray-casting technique. Mesh deformation is based on the front triangular mesh in the process of simulation, which deforms interest area instead of control points. Experiments on face model show that the proposed 3D animation facial plastic surgery can effectively demonstrate the simulated appearance of post-operation.
the proceedings contain 11 papers. the topics discussed include: self-speed and headway measurement in highway traffic from onboard video footage;3D as a method of geometrical simulation (on the example of combination...
ISBN:
(纸本)9788086943800
the proceedings contain 11 papers. the topics discussed include: self-speed and headway measurement in highway traffic from onboard video footage;3D as a method of geometrical simulation (on the example of combination of a quadric and conic);robust affinity propagation using preference estimation;virtual reality system as a tool for education;use the palmprint for identification and authentication of persons: a new real-time method of data treatment based on graph construction of spatial interest points;map point-labeling with rotation in slider model using an efficient evolutionary algorithm;geometric modeling of pelvic organs with a discrete offset approach;convex envelope generation using a mix of gift wrap and Quickhull algorithms;implementing interactive 3d segmentation on CUDA using graph-cuts and watershed transformation;visual acuity and comfortable distance from a display;and geodesic stripes based hierarchical evaluation for 3D facial similarity.
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