18,031 research outputs found

    Integrating Multiple 3D Views through Frame-of-reference Interaction

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    Frame-of-reference interaction consists of a unified set of 3D interaction techniques for exploratory navigation of large virtual spaces in nonimmersive environments. It is based on a conceptual framework that considers navigation from a cognitive perspective, as a way of facilitating changes in user attention from one reference frame to another, rather than from the mechanical perspective of moving a camera between different points of interest. All of our techniques link multiple frames of reference in some meaningful way. Some techniques link multiple windows within a zooming environment while others allow seamless changes of user focus between static objects, moving objects, and groups of moving objects. We present our techniques as they are implemented in GeoZui3D, a geographic visualization system for ocean data

    OLT: A Toolkit for Object Labeling Applied to Robotic RGB-D Datasets

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    In this work we present the Object Labeling Toolkit (OLT), a set of software components publicly available for helping in the management and labeling of sequential RGB-D observations collected by a mobile robot. Such a robot can be equipped with an arbitrary number of RGB-D devices, possibly integrating other sensors (e.g. odometry, 2D laser scanners, etc.). OLT first merges the robot observations to generate a 3D reconstruction of the scene from which object segmentation and labeling is conveniently accomplished. The annotated labels are automatically propagated by the toolkit to each RGB-D observation in the collected sequence, providing a dense labeling of both intensity and depth images. The resulting objects’ labels can be exploited for many robotic oriented applications, including high-level decision making, semantic mapping, or contextual object recognition. Software components within OLT are highly customizable and expandable, facilitating the integration of already-developed algorithms. To illustrate the toolkit suitability, we describe its application to robotic RGB-D sequences taken in a home environment.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech. Spanish grant pro- gram FPU-MICINN 2010 and the Spanish projects TAROTH: New developments toward a Robot at Home (DPI2011-25483) and PROMOVE: Advances in mobile robotics for promoting independent life of elders (DPI2014-55826-R

    Enabling collaboration in virtual reality navigators

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    In this paper we characterize a feature superset for Collaborative Virtual Reality Environments (CVRE), and derive a component framework to transform stand-alone VR navigators into full-fledged multithreaded collaborative environments. The contributions of our approach rely on a cost-effective and extensible technique for loading software components into separate POSIX threads for rendering, user interaction and network communications, and adding a top layer for managing session collaboration. The framework recasts a VR navigator under a distributed peer-to-peer topology for scene and object sharing, using callback hooks for broadcasting remote events and multicamera perspective sharing with avatar interaction. We validate the framework by applying it to our own ALICE VR Navigator. Experimental results show that our approach has good performance in the collaborative inspection of complex models.Postprint (published version

    Utilizing a 3D game engine to develop a virtual design review system

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    A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects

    Improving Big Data Visual Analytics with Interactive Virtual Reality

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    For decades, the growth and volume of digital data collection has made it challenging to digest large volumes of information and extract underlying structure. Coined 'Big Data', massive amounts of information has quite often been gathered inconsistently (e.g from many sources, of various forms, at different rates, etc.). These factors impede the practices of not only processing data, but also analyzing and displaying it in an efficient manner to the user. Many efforts have been completed in the data mining and visual analytics community to create effective ways to further improve analysis and achieve the knowledge desired for better understanding. Our approach for improved big data visual analytics is two-fold, focusing on both visualization and interaction. Given geo-tagged information, we are exploring the benefits of visualizing datasets in the original geospatial domain by utilizing a virtual reality platform. After running proven analytics on the data, we intend to represent the information in a more realistic 3D setting, where analysts can achieve an enhanced situational awareness and rely on familiar perceptions to draw in-depth conclusions on the dataset. In addition, developing a human-computer interface that responds to natural user actions and inputs creates a more intuitive environment. Tasks can be performed to manipulate the dataset and allow users to dive deeper upon request, adhering to desired demands and intentions. Due to the volume and popularity of social media, we developed a 3D tool visualizing Twitter on MIT's campus for analysis. Utilizing emerging technologies of today to create a fully immersive tool that promotes visualization and interaction can help ease the process of understanding and representing big data.Comment: 6 pages, 8 figures, 2015 IEEE High Performance Extreme Computing Conference (HPEC '15); corrected typo

    An integrated software system for geometric correction of LANDSAT MSS imagery

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    A system for geometrically correcting LANDSAT MSS imagery includes all phases of processing, from receiving a raw computer compatible tape (CCT) to the generation of a corrected CCT (or UTM mosaic). The system comprises modules for: (1) control of the processing flow; (2) calculation of satellite ephemeris and attitude parameters, (3) generation of uncorrected files from raw CCT data; (4) creation, management and maintenance of a ground control point library; (5) determination of the image correction equations, using attitude and ephemeris parameters and existing ground control points; (6) generation of corrected LANDSAT file, using the equations determined beforehand; (7) union of LANDSAT scenes to produce and UTM mosaic; and (8) generation of output tape, in super-structure format
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