3,594 research outputs found
Consensus Based Networking of Distributed Virtual Environments
Distributed Virtual Environments (DVEs) are challenging to create as the goals of consistency and responsiveness become contradictory under increasing latency. DVEs have been considered as both distributed transactional databases and force-reflection systems. Both are good approaches, but they do have drawbacks. Transactional systems do not support Level 3 (L3) collaboration: manipulating the same degree-of-freedom at the same time. Force-reflection requires a client-server architecture and stabilisation techniques. With Consensus Based Networking (CBN), we suggest DVEs be considered as a distributed data-fusion problem. Many simulations run in parallel and exchange their states, with remote states integrated with continous authority. Over time the exchanges average out local differences, performing a distribued-average of a consistent, shared state. CBN aims to build simulations that are highly responsive, but consistent enough for use cases such as the piano-movers problem. CBN's support for heterogeneous nodes can transparently couple different input methods, avoid the requirement of determinism, and provide more options for personal control over the shared experience. Our work is early, however we demonstrate many successes, including L3 collaboration in room-scale VR, 1000's of interacting objects, complex configurations such as stacking, and transparent coupling of haptic devices. These have been shown before, but each with a different technique; CBN supports them all within a single, unified system
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
The addition of the haptic modality to the virtual reality modeling language
Thesis (S.B. and M.Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.Includes bibliographical references (p. 40-43).by Evan F. Wies.S.B.and M.Eng
ToolNet: Holistically-Nested Real-Time Segmentation of Robotic Surgical Tools
Real-time tool segmentation from endoscopic videos is an essential part of
many computer-assisted robotic surgical systems and of critical importance in
robotic surgical data science. We propose two novel deep learning architectures
for automatic segmentation of non-rigid surgical instruments. Both methods take
advantage of automated deep-learning-based multi-scale feature extraction while
trying to maintain an accurate segmentation quality at all resolutions. The two
proposed methods encode the multi-scale constraint inside the network
architecture. The first proposed architecture enforces it by cascaded
aggregation of predictions and the second proposed network does it by means of
a holistically-nested architecture where the loss at each scale is taken into
account for the optimization process. As the proposed methods are for real-time
semantic labeling, both present a reduced number of parameters. We propose the
use of parametric rectified linear units for semantic labeling in these small
architectures to increase the regularization ability of the design and maintain
the segmentation accuracy without overfitting the training sets. We compare the
proposed architectures against state-of-the-art fully convolutional networks.
We validate our methods using existing benchmark datasets, including ex vivo
cases with phantom tissue and different robotic surgical instruments present in
the scene. Our results show a statistically significant improved Dice
Similarity Coefficient over previous instrument segmentation methods. We
analyze our design choices and discuss the key drivers for improving accuracy.Comment: Paper accepted at IROS 201
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
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