We present a comparison of input devices for common interaction tasks in medical VR training and planning based on two relevant applications. The chosen devices, VR controllers, VR Ink, data gloves, and a real medical...
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ISBN:
(纸本)9781665484022
We present a comparison of input devices for common interaction tasks in medical VR training and planning based on two relevant applications. The chosen devices, VR controllers, VR Ink, data gloves, and a real medical instrument, differ in their degree of specialization and their grip. The conducted user study shows that the controllers and VR Ink performed significantly better than the other devices regarding precision. Concerning questionnaire results, no device stands out but most participants preferred the VR Ink for both applications. These results can serve as a guide to identify an appropriate device for future medical VR applications.
This paper studies a header syntax repair approach for quality enhancement of digital video broadcasting (DMB) videos. A sensitivity analysis of the impact of transmission errors in different parts of the header of th...
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ISBN:
(纸本)9781665471039
This paper studies a header syntax repair approach for quality enhancement of digital video broadcasting (DMB) videos. A sensitivity analysis of the impact of transmission errors in different parts of the header of the underlying MPEG-2 transport stream packets on DMB video quality is provided. On this basis, a header syntax repair approach is presented using header masks and bounded minimum distance decoding of the headers of the received DMB packets. Objective and subjective quality assessment show a tremendous improvement in the quality of the header syntax repaired DMB video clips. The concepts of the header syntax repair approach proposed for packets of DMB video streams may also be adapted to the syntax of packet formats of other digital video standards.
Direct volume rendering (DVR) is a standard technique for visualizing scientific volumetric data in three-dimension (3D) Utilizing current mixed reality head-mounted displays (MR-HMDs), the DVR can be displayed as a 3...
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ISBN:
(纸本)9781665484022
Direct volume rendering (DVR) is a standard technique for visualizing scientific volumetric data in three-dimension (3D) Utilizing current mixed reality head-mounted displays (MR-HMDs), the DVR can be displayed as a 3D hologram that can be superimposed on the original 'physical' object, offering supplementary x-ray visions showing its interior features. These MR-MHDs are stimulating innovations in a range of scientific application fields, yet their capabilities on DVR have yet to be thoroughly investigated. In this study, we explore a key requirement of rendering latency capability for MR-HMDs by proposing a benchmark application with 5 volumes and 30 rendering parameter variations.
In collaboration with Metroselskabet in Copenhagen, Denmark, this project is an exploration of how virtual reality can support urban designers in visualizing crowd flow in Norreport Metro Station. The aim was to visua...
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ISBN:
(纸本)9781450394482
In collaboration with Metroselskabet in Copenhagen, Denmark, this project is an exploration of how virtual reality can support urban designers in visualizing crowd flow in Norreport Metro Station. The aim was to visualize the simulated effects of rearranging the placement of electronic ticket validators. Four elements form the core of the prototype. First, crowd simulation using Unity's NavMesh system, with agents driven by behavior trees. Second, VR technology to support an immersive and interactive experience. Third, a virtual environment based on Norreport Metro Station. Fourth, a logging system so that data could be extracted from the simulated crowd flow, enabling further analysis by users. The project was evaluated on five participants, consisting of an expert heuristic evaluation along with cybersickness and presence questionnaires. Results showed great promise, and through multiple iterations the project was considered to be sufficient as a design tool for urban metro design.
Real-time rendering of computer graphics algorithms is achieved through GPU shader programming. Modern graphics APIs provide efficient access to GPU-based processing, but require a complex setup that represent a high ...
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ISBN:
(纸本)9781450390705
Real-time rendering of computer graphics algorithms is achieved through GPU shader programming. Modern graphics APIs provide efficient access to GPU-based processing, but require a complex setup that represent a high entry barrier to students. In designing an introductory computer graphics course, the debate is often about choosing between a top-down approach relying on fixed graphics pipeline functionalities, or whether to start by teaching GPU shader programming first. This poster presents a set of computer graphics assignments that include both CPU-based and GPU-based implementations in the Unity game development engine. Selected algorithms are shown first in the form of C# scripts that interface with the Unity scene editor, at a higher level of abstraction. The same concepts are subsequently revisited with the introduction of parallel processing and GPU programming concepts, by leveraging Unity's built-in interface to lower-level GPU shaders.
Dynamic projection mapping for moving objects can greatly enhance an augmented reality representation by using projected images because the target object can be freely moved. However, the interaction between the targe...
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ISBN:
(纸本)9781665484022
Dynamic projection mapping for moving objects can greatly enhance an augmented reality representation by using projected images because the target object can be freely moved. However, the interaction between the target object and the user has not been sufficiently considered. In this research, we propose tangible projection mapping, with which a user can grasp an object with their hands and move it freely. It uses a simple configuration of two infrared cameras to realize dynamic projection mapping that is robust to hand occlusion.
This research explores augmented reality (AR) as a tool for supporting performance and decision-making in a collaborative time-critical task. To this end, we conducted a user study comparing traditional 2D displays to...
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ISBN:
(数字)9781665453653
ISBN:
(纸本)9781665453653
This research explores augmented reality (AR) as a tool for supporting performance and decision-making in a collaborative time-critical task. To this end, we conducted a user study comparing traditional 2D displays to traditional 2D displays supplemented with AR. The study results indicate that AR is a promising tool for supporting collaborative time-critical tasks. The results revealed that AR enhanced primary task performance and indicates that traditional 2D displays supplemented with AR can be used as an alternative to standard 2D displays for collaborative time-critical tasks.
Ventral metamers, pairs of images which may differ substantially in the periphery, but are perceptually identical, offer exciting new possibilities in foveated rendering and image compression, as well as offering insi...
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ISBN:
(纸本)9781665484022
Ventral metamers, pairs of images which may differ substantially in the periphery, but are perceptually identical, offer exciting new possibilities in foveated rendering and image compression, as well as offering insights into the human visual system. However, existing literature has mainly focused on creating metamers of static images. In this work, we develop a method for creating sequences of metameric frames, specifically light fields, with enforced consistency along the temporal, or angular, dimension. This greatly expands the potential applications for these metamers, and expanding metamers along the third dimension offers further new potential for compression.
Since point clouds require a large amount of data to be visually pleasing, they tend to be voluminous. Hence, hardware with limited computational and memory capabilities may not be able to handle such large data struc...
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ISBN:
(纸本)9781665484022
Since point clouds require a large amount of data to be visually pleasing, they tend to be voluminous. Hence, hardware with limited computational and memory capabilities may not be able to handle such large data structures. Here, we propose a light VR client to explore a static point cloud, stored in a remote server, through 360 degrees images. The client visualizes in an HMD the omnidirectional rendering of the point cloud and moves to another position with a teleportation metaphor. The main advantage of our proposition is the ability to work on modest hardware without a continuous high bandwidth.
For the ABBA: Voyage concert experience, Industrial Light & Magic (ILM) was tasked with digitally time traveling the iconic band's members Agnetha, Anni-Frida, Bjorn and Benny back to their prime time appearan...
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ISBN:
(纸本)9781450393713
For the ABBA: Voyage concert experience, Industrial Light & Magic (ILM) was tasked with digitally time traveling the iconic band's members Agnetha, Anni-Frida, Bjorn and Benny back to their prime time appearances. For the duration of this fully computer graphics generated concert four continuous photo-real digital human facial performances had to be synthesised driven by their original current day counterparts and stand-in young actors. This talk will dive into the extensive research and development that was undertaken to cater for high volume facial capture and processing, true-to-likeness face-retargeting and additional techniques for breaking through the uncanny valley.
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