146 research outputs found

    Constraint-based technique for haptic volume exploration

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    Journal ArticleWe present a haptic rendering technique that uses directional constraints to facilitate enhanced exploration modes for volumetric datasets. The algorithm restricts user motion in certain directions by incrementally moving a proxy point along the axes of a local reference frame. Reaction forces are generated by a spring coupler between the proxy and the data probe, which can be tuned to the capabilities of the haptic interface. Secondary haptic effects including field forces, friction, and texture can be easily incorporated to convey information about additional characteristics of the data. We illustrate the technique with two examples: displaying fiber orientation in heart muscle layers and exploring diffusion tensor fiber tracts in brain white matter tissue. Initial evaluation of the approach indicates that haptic constraints provide an intuitive means for displaying directional information in volume data

    Proxy chain method and its application to scientific visualization

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    Journal ArticleWe present a method for combining multiple point-based constraints in haptic programming environments. Instead of using a single proxy point for haptic feedback, the method maintains a separate proxy for each constraint. The reaction force is computed by linking the proxies in a chain. Constraints are applied in sequential order, such that the proxy found in the current step becomes the probe for the next step in the chain. The advantage of the method over previous approaches is that the constraints are maintained precisely and the output is well-defined. We illustrate the method with examples from the domain of 3D scientific data visualization. Finally, we present the results of an experiment conducted to quantify the contribution of haptic guidance in two representative vector field exploration tasks

    I-Light Symposium 2005 Proceedings

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    I-Light was made possible by a special appropriation by the State of Indiana. The research described at the I-Light Symposium has been supported by numerous grants from several sources. Any opinions, findings and conclusions, or recommendations expressed in the 2005 I-Light Symposium Proceedings are those of the researchers and authors and do not necessarily reflect the views of the granting agencies.Indiana University Office of the Vice President for Research and Information Technology, Purdue University Office of the Vice President for Information Technology and CI

    Real-time hybrid cutting with dynamic fluid visualization for virtual surgery

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    It is widely accepted that a reform in medical teaching must be made to meet today's high volume training requirements. Virtual simulation offers a potential method of providing such trainings and some current medical training simulations integrate haptic and visual feedback to enhance procedure learning. The purpose of this project is to explore the capability of Virtual Reality (VR) technology to develop a training simulator for surgical cutting and bleeding in a general surgery

    The State of the Art of Spatial Interfaces for 3D Visualization

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    International audienceWe survey the state of the art of spatial interfaces for 3D visualization. Interaction techniques are crucial to data visualization processes and the visualization research community has been calling for more research on interaction for years. Yet, research papers focusing on interaction techniques, in particular for 3D visualization purposes, are not always published in visualization venues, sometimes making it challenging to synthesize the latest interaction and visualization results. We therefore introduce a taxonomy of interaction technique for 3D visualization. The taxonomy is organized along two axes: the primary source of input on the one hand and the visualization task they support on the other hand. Surveying the state of the art allows us to highlight specific challenges and missed opportunities for research in 3D visualization. In particular, we call for additional research in: (1) controlling 3D visualization widgets to help scientists better understand their data, (2) 3D interaction techniques for dissemination, which are under-explored yet show great promise for helping museum and science centers in their mission to share recent knowledge, and (3) developing new measures that move beyond traditional time and errors metrics for evaluating visualizations that include spatial interaction

    Corridor One: An Integrated Distance Visualization Environment for SSI and ASCI Applications

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    Three-dimensional user interfaces for scientific visualization

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    The focus of this grant was to experiment with novel user interfaces for scientific visualization applications using both desktop and virtual reality (VR) systems, and thus to advance the state of the art of user interface technology for this domain. This technology has been transferred to NASA via periodic status reports and papers relating to this grant that have been published in conference proceedings. This final report summarizes the research completed over the past three years, and subsumes all prior reports

    Use of haptics to promote learning outcomes in serious games

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    Integration of haptics in Serious Games (SGs) remains limited compared to vision and audio. Many works seem to limit haptic interactions to the mimicking of real life feelings. Here, we address this by investigating the use of haptics to promote learning outcomes in serious games. By analyzing how we learn, we proposed a model that identifies three learning outcomes: (1) engage the user with the content of the game, (2) develop technical skills, and (3) develop cognitive skills. For each learning skill, we show how haptic interactions may be exploited. We also show that the proposed model may be used to describe and to evaluate existing methods. It may also help in the designing of new methods that take advantage of haptics to promote learning outcomes

    Virtual Reality Applied to Welder Training

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    Welding is a challenging, risky, and time-consuming profession. Recently, there has been a documented shortage of trained welders, and as a result, the market is pushing for an increase in the rate at which new professionals are trained. To address this growing demand, training institutions are exploring alternative methods to train future professionals with the goals of improving learner retention of information, shortening training periods, and lowering associated expenses. The emergence of virtual reality technologies has led to initiatives to explore their potential for welding training. Multiple studies have suggested that virtual reality training delivers comparable, or even superior, results when compared to more conventional approaches, with shorter training times and reduced costs in consumables. Additionally, virtual reality allows trainees to try out different approaches to their work. The primary goal of this dissertation is to develop a virtual reality welding simulator. To achieve this objective effectively, the creation of a classification system capable of identifying the simulator’s key characteristics becomes imperative. Therefore, the secondary objective of this thesis is to develop a classification system for the accurate evaluation and comparison of virtual reality welding simulators. Regarding the virtual reality welding simulation, the HTC VIVE Pro 2 virtual reality equipment was employed, to transfer the user’s action from the physical to the virtual world. Within this virtual environment, it was introduced a suite of welding tools and integrated a Smoothed Particle Hydrodynamics simulator to mimic the weld creation. After conducting comprehensive testing that revealed certain limitations in welding quality and in the simulator performance, the project opted to incorporate a Computational Fluid Dynamics (CFD) simulator. The development of the CFD simulator proved to be a formidable challenge, and regrettably, its complete implementation was unattainable. Nevertheless, the project delved into three distinct grid architectures, from these, the dynamic grid was ultimately implemented. It also proficiently integrated two crucial solvers for the Navier-Stokes equations. These functions were implemented in the Graphics Processing Unit (GPU), to improve their efficiency. Upon comparing GPU and Central Processing Unit (CPU) performance, the project highlighted the substantial computational advantages of GPUs and the advantages it brings to fluid simulations.A soldadura é uma profissão exigente, perigosa e que requer um grande investimento de tempo para alcançar resultados satisfatórios. Recentemente, tem sido registada uma falta de profissionais qualificados na área da soldadura. Como resultado, o mer cado está a pressionar para um aumento do ritmo a que os novos trabalhadores são formados. Para responder a esta crescente procura, as instituições de formação estão a explorar métodos alternativos para formar futuros profissionais, com o objetivo de melhorar a retenção de informação, encurtar os períodos de treino e reduzir as despe sas associadas. Com o desenvolvimento de tecnologias nas áreas de realidade virtual e realidade aumentada, têm surgido iniciativas para explorar o potencial destas na formação de soldadura. Vários estudos sugeriram que a formação em realidade virtual proporciona resultados comparáveis, ou mesmo superiores, aos de abordagens mais convencionais, com tempos de formação mais curtos e reduções nos custos de consumíveis. Além disso, a realidade virtual permite aos formandos experimentar diferentes abordagens ao seu trabalho. O objetivo principal desta dissertação é o desenvolvimento de um simulador de soldadura em realidade virtual. Para atingir este objetivo de forma eficaz, torna-se imperativa a criação de um sistema de classificação capaz de identificar as características chave do simulador. Assim, o objetivo secundário desta dissertação é desenvolver um sistema de classificação para a avaliação e comparação precisas de simuladores de soldadura em realidade virtual. Relativamente ao simulador de soldadura em realidade virtual, foi utilizado o kit de realidade virtual HTC VIVE Pro 2, para transferir as ações do utilizador no mundo físico para o mundo virtual. No ambiente virtual, foi introduzido um con junto de ferramentas de soldadura e integrado um simulador de Hidrodinâmica de Partículas Suavizadas para simular a criação da solda. Após a realização de testes exaustivos que revelaram algumas limitações na qualidade da solda e no desempenho do simulador, o projeto optou por incorporar um simulador de Dinâmica de Fluidos Computacional (CFD). O desenvolvimento do simulador CFD revelou-se um desa fio formidável e, infelizmente, não foi possível completar a sua implementação. No entanto, o projeto aprofundou três arquiteturas de grelha distintas, das quais foi implementada a grelha dinâmica. O projeto também implementou duas funções cru ciais para resolver as equações de Navier-Stokes. As funções relativas ao simulador de fluidos foram implementadas na Unidade de Processamento Gráfico (GPU), a fim de melhorar a sua eficiência. Ao comparar o desempenho da GPU com o da Unidade Central de Processamento (CPU), o projeto evidenciou os beneficios computacionais das GPUs e as vantagens que trazem para as simulações de fluidos
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