349 research outputs found

    Stereoscopic bimanual interaction for 3D visualization

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    Virtual Environments (VE) are being widely used in various research fields for several decades such as 3D visualization, education, training and games. VEs have the potential to enhance the visualization and act as a general medium for human-computer interaction (HCI). However, limited research has evaluated virtual reality (VR) display technologies, monocular and binocular depth cues, for human depth perception of volumetric (non-polygonal) datasets. In addition, a lack of standardization of three-dimensional (3D) user interfaces (UI) makes it challenging to interact with many VE systems. To address these issues, this dissertation focuses on evaluation of effects of stereoscopic and head-coupled displays on depth judgment of volumetric dataset. It also focuses on evaluation of a two-handed view manipulation techniques which support simultaneous 7 degree-of-freedom (DOF) navigation (x,y,z + yaw,pitch,roll + scale) in a multi-scale virtual environment (MSVE). Furthermore, this dissertation evaluates auto-adjustment of stereo view parameters techniques for stereoscopic fusion problems in a MSVE. Next, this dissertation presents a bimanual, hybrid user interface which combines traditional tracking devices with computer-vision based "natural" 3D inputs for multi-dimensional visualization in a semi-immersive desktop VR system. In conclusion, this dissertation provides a guideline for research design for evaluating UI and interaction techniques

    Direct Manipulation Of Virtual Objects

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    Interacting with a Virtual Environment (VE) generally requires the user to correctly perceive the relative position and orientation of virtual objects. For applications requiring interaction in personal space, the user may also need to accurately judge the position of the virtual object relative to that of a real object, for example, a virtual button and the user\u27s real hand. This is difficult since VEs generally only provide a subset of the cues experienced in the real world. Complicating matters further, VEs presented by currently available visual displays may be inaccurate or distorted due to technological limitations. Fundamental physiological and psychological aspects of vision as they pertain to the task of object manipulation were thoroughly reviewed. Other sensory modalities--proprioception, haptics, and audition--and their cross-interactions with each other and with vision are briefly discussed. Visual display technologies, the primary component of any VE, were canvassed and compared. Current applications and research were gathered and categorized by different VE types and object interaction techniques. While object interaction research abounds in the literature, pockets of research gaps remain. Direct, dexterous, manual interaction with virtual objects in Mixed Reality (MR), where the real, seen hand accurately and effectively interacts with virtual objects, has not yet been fully quantified. An experimental test bed was designed to provide the highest accuracy attainable for salient visual cues in personal space. Optical alignment and user calibration were carefully performed. The test bed accommodated the full continuum of VE types and sensory modalities for comprehensive comparison studies. Experimental designs included two sets, each measuring depth perception and object interaction. The first set addressed the extreme end points of the Reality-Virtuality (R-V) continuum--Immersive Virtual Environment (IVE) and Reality Environment (RE). This validated, linked, and extended several previous research findings, using one common test bed and participant pool. The results provided a proven method and solid reference points for further research. The second set of experiments leveraged the first to explore the full R-V spectrum and included additional, relevant sensory modalities. It consisted of two full-factorial experiments providing for rich data and key insights into the effect of each type of environment and each modality on accuracy and timeliness of virtual object interaction. The empirical results clearly showed that mean depth perception error in personal space was less than four millimeters whether the stimuli presented were real, virtual, or mixed. Likewise, mean error for the simple task of pushing a button was less than four millimeters whether the button was real or virtual. Mean task completion time was less than one second. Key to the high accuracy and quick task performance time observed was the correct presentation of the visual cues, including occlusion, stereoscopy, accommodation, and convergence. With performance results already near optimal level with accurate visual cues presented, adding proprioception, audio, and haptic cues did not significantly improve performance. Recommendations for future research include enhancement of the visual display and further experiments with more complex tasks and additional control variables

    Immersive Visualization in Biomedical Computational Fluid Dynamics and Didactic Teaching and Learning

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    Virtual reality (VR) can stimulate active learning, critical thinking, decision making and improved performance. It requires a medium to show virtual content, which is called a virtual environment (VE). The MARquette Visualization Lab (MARVL) is an example of a VE. Robust processes and workflows that allow for the creation of content for use within MARVL further increases the userbase for this valuable resource. A workflow was created to display biomedical computational fluid dynamics (CFD) and complementary data in a wide range of VE’s. This allows a researcher to study the simulation in its natural three-dimensional (3D) morphology. In addition, it is an exciting way to extract more information from CFD results by taking advantage of improved depth cues, a larger display canvas, custom interactivity, and an immersive approach that surrounds the researcher. The CFD to VR workflow was designed to be basic enough for a novice user. It is also used as a tool to foster collaboration between engineers and clinicians. The workflow aimed to support results from common CFD software packages and across clinical research areas. ParaView, Blender and Unity were used in the workflow to take standard CFD files and process them for viewing in VR. Designated scripts were written to automate the steps implemented in each software package. The workflow was successfully completed across multiple biomedical vessels, scales and applications including: the aorta with application to congenital cardiovascular disease, the Circle of Willis with respect to cerebral aneurysms, and the airway for surgical treatment planning. The workflow was completed by novice users in approximately an hour. Bringing VR further into didactic teaching within academia allows students to be fully immersed in their respective subject matter, thereby increasing the students’ sense of presence, understanding and enthusiasm. MARVL is a space for collaborative learning that also offers an immersive, virtual experience. A workflow was created to view PowerPoint presentations in 3D using MARVL. A resulting Immersive PowerPoint workflow used PowerPoint, Unity and other open-source software packages to display the PowerPoint presentations in 3D. The Immersive PowerPoint workflow can be completed in under thirty minutes

    Dynamic horizontal image translation in stereo 3D

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    Im Bereich Stereo 3D (S3D) bezeichnet „Dynamic Horizontal Image Translation (DHIT)“ das Prinzip, die S3D-Ansichten einer Szene horizontal in entgegengesetzte Richtungen zu verschieben, wodurch die dargestellte Szene in der Tiefe verschoben wird. Dies wird vor allem im Kontext von „Active Depth Cuts“ eingesetzt. Hier werden die S3D-Ansichten vor und nach einem Szenenschnitt so verschoben, dass es nicht zu starken, störenden Tiefensprüngen kommt. Die menschliche Wahrnehmung der DHIT wurde experimentell untersucht. Eine der wichtigsten Erkenntnisse war, dass es starke individuelle Unterschiede in der Empfindlichkeit gegenüber der DHIT gibt. Daher wird empfohlen die Verschiebungsgeschwindigkeit einer S3D-Ansicht nicht höher als 0,10 °/s bis 0,12 °/s zu wählen, sodass Zuschauerinnen und Zuschauer nicht von der DHIT gestört werden. Bei der DHIT kommt es zu einer Verzerrung der dargestellten Szenentiefe. Dies wird bei dem vorgeschlagenen Ansatz „Distortion-Free Dynamic Horizontal Image Translation (DHIT+)“ kompensiert, indem der Abstand zwischen den S3D-Kameras durch Verfahren der Ansichtensynthese angepasst wird. Dieser Ansatz zeigte sich signifikant weniger störend im Vergleich zur DHIT. Die Ansichten konnten ohne Wahrnehmungsbeeinträchtigung etwa 50% schneller verschoben werden. Ein weiteres vorgeschlagenes Verfahren ist „Gaze Adaptive Convergence in Stereo 3D Applications (GACS3D)“. Unter Verwendung eines Eyetrackers wird die Disparität des geschätzten Blickpunkts langsam über die DHIT reduziert. Dies soll die Ermüdung des visuellen Systems mindern, da die Diskrepanz zwischen Akkommodation und Konvergenz reduziert wird. In einem Experiment mit emuliertem Eye-Tracking war GACS3D signifikant weniger störend als eine normale DHIT. Im Vergleich zwischen dem kompletten GACS3D-Prototypen und einer Bildsequenz ohne jegliche Verschiebungen konnte jedoch kein signifikanter Effekt auf den subjektiven Betrachterkomfort registriert werden. Eine Langzeituntersuchung der Ermüdung des visuellen Systems ist nötig, was über den Rahmen dieser Dissertation hinausgeht. Da für GACS3D eine hochgenaue Schätzung der Blickpunktdisparität benötigt wird, wurde die „Probabilistic Visual Focus Disparity Estimation“ entwickelt. Bei diesem Ansatz wird die 3D-Szenenstruktur in Echtzeit geschätzt und dazu verwendet, die Schätzung der Blickpunktdisparität deutlich zu verbessern.Dynamic horizontal image translation (DHIT) denotes the act of dynamically shifting the stereo 3D (S3D) views of a scene in opposite directions so that the portrayed scene is moved along the depth axis. This technique is predominantly used in the context of active depth cuts, where the shifting occurs just before and after a shot cut in order to mitigate depth discontinuities that would otherwise induce visual fatigue. The perception of the DHIT was investigated in an experiment. An important finding was that there are strong individual differences in the sensitivity towards DHIT. It is therefore recommended to keep the shift speed applied to each S3D view in the range of 0.10 °/s to 0.12 °/s so that nobody in the audience gets annoyed by this approach. When a DHIT is performed, the presented scene depth is distorted, i.e., compressed or stretched. A distortion-free dynamic horizontal image translation (DHIT+) is proposed that mitigates these distortions by adjusting the distance between the S3D cameras through depth-image-based rendering techniques. This approach proved to be significantly less annoying. The views could be shifted about 50% faster without perceptual side effects. Another proposed approach is called gaze adaptive convergence in stereo 3D applications (GACS3D). An eye tracker is used to estimate the visual focus whose disparity is then slowly reduced using the DHIT. This is supposed to lessen visual fatigue since the infamous accommodation vergence discrepancy is reduced. GACS3D with emulated eye tracking proved to be significantly less annoying than a regular DHIT. In a comparison between the complete prototype and a static horizontal image translation, no significant effect on subjective visual discomfort could be observed, however. A long-term evaluation of visual fatigue is necessary, which is beyond the scope of this work. In GACS3D, highly accurate visual focus disparity is required. Therefore, the probabilistic visual focus disparity estimation (PVFDE) was developed, which utilizes a real-time estimation of the 3D scene structure to improve the accuracy by orders of magnitude compared to commonly used approaches

    Use of Depth Perception for the Improved Understanding of Hydrographic Data

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    This thesis has reviewed how increased depth perception can be used to increase the understanding of hydrographic data First visual cues and various visual displays and techniques were investigated. From this investigation 3D stereoscopic techniques prove to be superior in improving the depth perception and understanding of spatially related data and a further investigation on current 3D stereoscopic visualisation techniques was carried out. After reviewing how hydrographic data is currently visualised it was decided that the chromo stereoscopic visualisation technique is preferred to be used for further research on selected hydrographic data models. A novel chromo stereoscopic application was developed and the results from the evaluation on selected hydrographic data models clearly show an improved depth perception and understanding of the data models

    Web-based Stereoscopic Collaboration for Medical Visualization

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    Medizinische Volumenvisualisierung ist ein wertvolles Werkzeug zur Betrachtung von Volumen- daten in der medizinischen Praxis und Lehre. Eine interaktive, stereoskopische und kollaborative Darstellung in Echtzeit ist notwendig, um die Daten vollständig und im Detail verstehen zu können. Solche Visualisierung von hochauflösenden Daten ist jedoch wegen hoher Hardware- Anforderungen fast nur an speziellen Visualisierungssystemen möglich. Remote-Visualisierung wird verwendet, um solche Visualisierung peripher nutzen zu können. Dies benötigt jedoch fast immer komplexe Software-Deployments, wodurch eine universelle ad-hoc Nutzbarkeit erschwert wird. Aus diesem Sachverhalt ergibt sich folgende Hypothese: Ein hoch performantes Remote- Visualisierungssystem, welches für Stereoskopie und einfache Benutzbarkeit spezialisiert ist, kann für interaktive, stereoskopische und kollaborative medizinische Volumenvisualisierung genutzt werden. Die neueste Literatur über Remote-Visualisierung beschreibt Anwendungen, welche nur reine Webbrowser benötigen. Allerdings wird bei diesen kein besonderer Schwerpunkt auf die perfor- mante Nutzbarkeit von jedem Teilnehmer gesetzt, noch die notwendige Funktion bereitgestellt, um mehrere stereoskopische Präsentationssysteme zu bedienen. Durch die Bekanntheit von Web- browsern, deren einfach Nutzbarkeit und weite Verbreitung hat sich folgende spezifische Frage ergeben: Können wir ein System entwickeln, welches alle Aspekte unterstützt, aber nur einen reinen Webbrowser ohne zusätzliche Software als Client benötigt? Ein Proof of Concept wurde durchgeführt um die Hypothese zu verifizieren. Dazu gehörte eine Prototyp-Entwicklung, deren praktische Anwendung, deren Performanzmessung und -vergleich. Der resultierende Prototyp (CoWebViz) ist eines der ersten Webbrowser basierten Systeme, welches flüssige und interaktive Remote-Visualisierung in Realzeit und ohne zusätzliche Soft- ware ermöglicht. Tests und Vergleiche zeigen, dass der Ansatz eine bessere Performanz hat als andere ähnliche getestete Systeme. Die simultane Nutzung verschiedener stereoskopischer Präsen- tationssysteme mit so einem einfachen Remote-Visualisierungssystem ist zur Zeit einzigartig. Die Nutzung für die normalerweise sehr ressourcen-intensive stereoskopische und kollaborative Anatomieausbildung, gemeinsam mit interkontinentalen Teilnehmern, zeigt die Machbarkeit und den vereinfachenden Charakter des Ansatzes. Die Machbarkeit des Ansatzes wurde auch durch die erfolgreiche Nutzung für andere Anwendungsfälle gezeigt, wie z.B. im Grid-computing und in der Chirurgie

    Contributions to virtual reality

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    153 p.The thesis contributes in three Virtual Reality areas: ¿ Visual perception: a calibration algorithm is proposed to estimate stereo projection parameters in head-mounted displays, so that correct shapes and distances can be perceived, and calibration and control procedures are proposed to obtain desired accommodation stimuli at different virtual distances.¿ Immersive scenarios: the thesis analyzes several use cases demanding varying degrees of immersion and special, innovative visualization solutions are proposed to fulfil their requirements. Contributions focus on machinery simulators, weather radar volumetric visualization and manual arc welding simulation.¿ Ubiquitous visualization: contributions are presented to scenarios where users access interactive 3D applications remotely. The thesis follows the evolution of Web3D standards and technologies to propose original visualization solutions for volume rendering of weather radar data, e-learning on energy efficiency, virtual e-commerce and visual product configurators
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