7,497 research outputs found

    Natural Virtual Reality User Interface to Define Assembly Sequences for Digital Human Models

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    Digital human models (DHMs) are virtual representations of human beings. They are used to conduct, among other things, ergonomic assessments in factory layout planning. DHM software tools are challenging in their use and thus require a high amount of training for engineers. In this paper, we present a virtual reality (VR) application that enables engineers to work with DHMs easily. Since VR systems with head-mounted displays (HMDs) are less expensive than CAVE systems, HMDs can be integrated more extensively into the product development process. Our application provides a reality-based interface and allows users to conduct an assembly task in VR and thus to manipulate the virtual scene with their real hands. These manipulations are used as input for the DHM to simulate, on that basis, human ergonomics. Therefore, we introduce a software and hardware architecture, the VATS (virtual action tracking system). This paper furthermore presents the results of a user study in which the VATS was compared to the existing WIMP (Windows, Icons, Menus and Pointer) interface. The results show that the VATS system enables users to conduct tasks in a significantly faster way

    Affordable immersive projection system for 3d interaction

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    This paper describes an affordable Virtual Reality system designed and developed by a group of researchers at the Polytechnic University of Catalunya (UPC). The system allows direct selection and manipulation of virtual 3D objects. The interaction is based on stereoscopic images projected over the user’s working space and on devices tracking the user’s natural movements. The system includes a screen being adjustable both in orientation and height, sensors tracking the head and hand movements, and a tactile device for the forefinger providing touch sense. A prototype of the system is currently exhibited at the Virtual Reality Center of Barcelona and it is being used in different application fields like architecture, medicine and industrial design.Peer ReviewedPostprint (published version

    Design of Participatory Virtual Reality System for visualizing an intelligent adaptive cyberspace

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    The concept of 'Virtual Intelligence' is proposed as an intelligent adaptive interaction between the simulated 3-D dynamic environment and the 3-D dynamic virtual image of the participant in the cyberspace created by a virtual reality system. A system design for such interaction is realised utilising only a stereoscopic optical head-mounted LCD display with an ultrasonic head tracker, a pair of gesture-controlled fibre optic gloves and, a speech recogni(ion and synthesiser device, which are all connected to a Pentium computer. A 3-D dynamic environment is created by physically-based modelling and rendering in real-time and modification of existing object description files by afractals-based Morph software. It is supported by an extensive library of audio and video functions, and functions characterising the dynamics of various objects. The multimedia database files so created are retrieved or manipulated by intelligent hypermedia navigation and intelligent integration with existing information. Speech commands control the dynamics of the environment and the corresponding multimedia databases. The concept of a virtual camera developed by ZeIter as well as Thalmann and Thalmann, as automated by Noma and Okada, can be applied for dynamically relating the orientation and actions of the virtual image of the participant with respect to the simulated environment. Utilising the fibre optic gloves, gesture-based commands are given by the participant for controlling his 3-D virtual image using a gesture language. Optimal estimation methods and dataflow techniques enable synchronisation between the commands of the participant expressed through the gesture language and his 3-D dynamic virtual image. Utilising a framework, developed earlier by the author, for adaptive computational control of distribute multimedia systems, the data access required for the environment as well as the virtual image of the participant can be endowed with adaptive capability

    Working Document on Gloss Ontology

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    This document describes the Gloss Ontology. The ontology and associated class model are organised into several packages. Section 2 describes each package in detail, while Section 3 contains a summary of the whole ontology

    The Reality of Virtual Environments: WPE II Paper

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    Recent advances in computer technology have made it now possible to create and display three-dimensional virtual environments for real-time exploration and interaction by a user. This paper surveys some of the research done in this field at such places as: NASA\u27s Ames Research Center, MIT\u27s Media Laboratory, The University of North Carolina at Chapel Hill, and the University of New Brunswick. Limitations to the reality of these simulations will be examined, focusing on input and output devices, computational complexity, as well as tactile and visual feedback

    A platform for developing and fine tuning adaptive 3D navigation techniques for the immersive web

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    Navigating through a virtual environment is one of the major user tasks in the 3D web. Although hundreds of interaction techniques have been proposed to navigate through 3D scenes in desktop, mobile and VR headset systems, 3D navigation still poses a high entry barrier for many potential users. In this paper we discuss the design and implementation of a test platform to facilitate the creation and fine-tuning of interaction techniques for 3D navigation. We support the most common navigation metaphors (walking, flying, teleportation). The key idea is to let developers specify, at runtime, the exact mapping between user actions and virtual camera changes, for any of the supported metaphors. We demonstrate through many examples how this method can be used to adapt the navigation techniques to various people including persons with no previous 3D navigation skills, elderly people, and people with disabilities.This work has been partially funded by the Spanish Ministry of Economy and Competitiveness and FEDER under grant TIN2017-88515-C2-1-R, by EU Horizon 2020, JPICH Conservation, Protection and Use initiative (JPICH-0127) and the Spanish Agencia Estatal de InvestigaciĂłn, grant PCI2020-111979 Enhancement of Heritage Experiences: the Middle Ages; Digital Layered Models of Architecture and Mural Paintings over Time (EHEM).Peer ReviewedPostprint (author's final draft

    Philosophical Toys Today

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    The article introduces a thematic issue of the journal Theory of Science that attempts to revive the category of "philosophi- cal toys" - objects and instruments designed for experimental scientific research that simultaneously played crucial role in the creation of the modern visual culture. It claims that to fully understand their nature and the kind of experience philosophical toys induce, it is necessary to situate their origins in eighteenth-century experimental science and aesthetics and proposes to approach them as perceptual and cognitive extensions

    Haptic Media Scenes

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    The aim of this thesis is to apply new media phenomenological and enactive embodied cognition approaches to explain the role of haptic sensitivity and communication in personal computer environments for productivity. Prior theory has given little attention to the role of haptic senses in influencing cognitive processes, and do not frame the richness of haptic communication in interaction design—as haptic interactivity in HCI has historically tended to be designed and analyzed from a perspective on communication as transmissions, sending and receiving haptic signals. The haptic sense may not only mediate contact confirmation and affirmation, but also rich semiotic and affective messages—yet this is a strong contrast between this inherent ability of haptic perception, and current day support for such haptic communication interfaces. I therefore ask: How do the haptic senses (touch and proprioception) impact our cognitive faculty when mediated through digital and sensor technologies? How may these insights be employed in interface design to facilitate rich haptic communication? To answer these questions, I use theoretical close readings that embrace two research fields, new media phenomenology and enactive embodied cognition. The theoretical discussion is supported by neuroscientific evidence, and tested empirically through case studies centered on digital art. I use these insights to develop the concept of the haptic figura, an analytical tool to frame the communicative qualities of haptic media. The concept gauges rich machine- mediated haptic interactivity and communication in systems with a material solution supporting active haptic perception, and the mediation of semiotic and affective messages that are understood and felt. As such the concept may function as a design tool for developers, but also for media critics evaluating haptic media. The tool is used to frame a discussion on opportunities and shortcomings of haptic interfaces for productivity, differentiating between media systems for the hand and the full body. The significance of this investigation is demonstrating that haptic communication is an underutilized element in personal computer environments for productivity and providing an analytical framework for a more nuanced understanding of haptic communication as enabling the mediation of a range of semiotic and affective messages, beyond notification and confirmation interactivity
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