119 research outputs found

    Natural human interaction in virtual immersive environments

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    REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7

    REVERIE: Natural Human Interaction in Virtual Immersive Environments

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    REVERIE (REal and Virtual Engagement in Realistic Immersive Environments [1]) targets novel research to address the demanding challenges involved with developing state-of-the-art technologies for online human interaction. The REVERIE framework enables users to meet, socialise and share experiences online by integrating cutting-edge technologies for 3D data acquisition and processing, networking, autonomy and real-time rendering. In this paper, we describe the innovative research that is showcased through the REVERIE integrated framework through richly defined use-cases which demonstrate the validity and potential for natural interaction in a virtual immersive and safe environment. Previews of the REVERIE demo and its key research components can be viewed at www.youtube.com/user/REVERIEFP7

    A multi-modal dance corpus for research into real-time interaction between humans in online virtual environments

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    We present a new, freely available, multimodal corpus for research into, amongst other areas, real-time realistic interaction between humans in online virtual environments. The specific corpus scenario focuses on an online dance class application scenario where students, with avatars driven by whatever 3D capture technology are locally available to them, can learn choerographies with teacher guidance in an online virtual ballet studio. As the data corpus is focused on this scenario, it consists of student/teacher dance choreographies concurrently captured at two different sites using a variety of media modalities, including synchronised audio rigs, multiple cameras, wearable inertial measurement devices and depth sensors. In the corpus, each of the several dancers perform a number of fixed choreographies, which are both graded according to a number of specific evaluation criteria. In addition, ground-truth dance choreography annotations are provided. Furthermore, for unsynchronised sensor modalities, the corpus also includes distinctive events for data stream synchronisation. Although the data corpus is tailored specifically for an online dance class application scenario, the data is free to download and used for any research and development purposes

    A framework for realistic 3D tele-immersion

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    Meeting, socializing and conversing online with a group of people using teleconferencing systems is still quite differ- ent from the experience of meeting face to face. We are abruptly aware that we are online and that the people we are engaging with are not in close proximity. Analogous to how talking on the telephone does not replicate the experi- ence of talking in person. Several causes for these differences have been identified and we propose inspiring and innova- tive solutions to these hurdles in attempt to provide a more realistic, believable and engaging online conversational expe- rience. We present the distributed and scalable framework REVERIE that provides a balanced mix of these solutions. Applications build on top of the REVERIE framework will be able to provide interactive, immersive, photo-realistic ex- periences to a multitude of users that for them will feel much more similar to having face to face meetings than the expe- rience offered by conventional teleconferencing systems

    Automatic post-processing for tolerance inspection of digitized parts made by injection moulding

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    This paper presents the advancements of an automatic segmentation procedure based on the concept of Hierarchical Space Partitioning. It is aimed at tolerance inspection of electromechanical parts produced by injection moulding and acquired by laser scanning. After a general overview of the procedure, its application for recognising cylindrical surfaces is presented and discussed through a specific industrial test case

    Efficient completeness inspection using real-time 3D color reconstruction with a dual-laser triangulation system

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    In this chapter, we present the final system resulting from the European Project \u201d3DComplete\u201d aimed at creating a low-cost and flexible quality inspection system capable of capturing 2.5D color data for completeness inspection. The system uses a single color camera to capture at the same time 3D data with laser triangulation and color texture with a special projector of a narrow line of white light, which are then combined into a color 2.5D model in real-time. Many examples of completeness inspection tasks are reported which are extremely difficult to analyze with state-of-the-art 2D-based methods. Our system has been integrated into a real production environment, showing that completeness inspection incorporating 3D technology can be readily achieved in a short time at low costs

    Tools for user interaction in immersive environments

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    REVERIE -- REal and Virtual Engagement in Realistic Immersive Environments -- is a large scale collaborative project co-funded by the European Commission targeting novel research in the general domain of Networked Media and Search Systems. The project aims to bring about a revolution in 3D media and virtual reality by developing technologies for safe, collaborative, online environments that can enable realistic interpersonal communication and interaction in immersive environments. To date, project partners have been developing component technologies for a variety of functionalities related to the aims of REVERIE prior to integration into an end-to-end system. In this demo submission, we first introduce the project in general terms, outlining the high-level concept and vision before briefly describing the suite of demonstrations that we intend to present at MMM 2014

    POPULATING A LIBRARY OF REUSABLE H-BOMS: ASSESSMENT OF A FEASIBLE IMAGE BASED MODELING WORKFLOW

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    The paper shows the intermediate results of a research activity aimed at populating a library of reusable Historical Building Object Models (H-BOMs) by testing a full digital workflow that takes advantages from using Structure from Motion (SfM) models and is centered on the geometrical/stylistic/materic analysis of the architectural element (portal, window, altar). The aim is to find common (invariant) and uncommon (variant) features in terms of identification of architectural parts and their relationships, geometrical rules, dimensions and proportions, construction materials and measure units, in order to model archetypal shapes from which it is possible to derive all the style variations. At this regard, a set of 14th - 16th century gothic portals of the catalan-aragonese architecture in Etnean area of Eastern Sicily has been studied and used to assess the feasibility of the identified workflow. This approach tries to answer the increasingly demand for guidelines and standards in the field of Cultural Heritage Conservation to create and manage semantic-aware 3D models able to include all the information (both geometrical and alphanumerical ones) concerning historical buildings and able to be reused in several projects

    Reverse Engineering and Scanning Electron Microscopy Applied to the Characterization of Tool Wear in Dry Milling Processes

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    Abstract An innovative method of tool wear assessment, based on the digitization of the cutting tool performed by a piezoelectric 3D scanner and on the analysis of the surfaces of a 3D model generated using the Reverse Engineering technique, has been developed. To this purpose, face milling experiments were carried out under dry cutting condition on AISI 420 B stainless steel using inserts in cemented carbide, with a two-layers coating (TiN and TiAlN). The time dependence of the insert wear was analysed by interrupting milling at predetermined time values. The proposed approach has been validated by comparing the output provided by the reverse engineering method to that measured experimentally by analysing the worn insert images obtained using a stereo microscope. An excellent agreement between the results given by the two different methodologies has been found. The worn tools have also been analysed using the scanning electron microscopy technique in order to understand the wear mechanisms operating during dry milling
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