20 research outputs found

    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    Locomotion in virtual reality in full space environments

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    Virtual Reality is a technology that allows the user to explore and interact with a virtual environment in real time as if they were there. It is used in various fields such as entertainment, education, and medicine due to its immersion and ability to represent reality. Still, there are problems such as virtual simulation sickness and lack of realism that make this technology less appealing. Locomotion in virtual environments is one of the main factors responsible for an immersive and enjoyable virtual reality experience. Several methods of locomotion have been proposed, however, these have flaws that end up negatively influencing the experience. This study compares natural locomotion in complete spaces with joystick locomotion and natural locomotion in impossible spaces through three tests in order to identify the best locomotion method in terms of immersion, realism, usability, spatial knowledge acquisition and level of virtual simulation sickness. The results show that natural locomotion is the method that most positively influences the experience when compared to the other locomotion methods.A Realidade Virual é uma tecnologia que permite ao utilizador explorar e interagir com um ambiente virtual em tempo real como se lá estivesse presente. E utilizada em diversas áreas como o entretenimento, educação e medicina devido à sua imersão e capacidade de representar a realidade. Ainda assim, existem problemas como o enjoo por simulação virtual e a falta de realismo que tornam esta tecnologia menos apelativa. A locomoção em ambientes virtuais é um dos principais fatores responsáveis por uma experiência em realidade virtual imersiva e agradável. Vários métodos de locomoção foram propostos, no entanto, estes têm falhas que acabam por influenciar negativamente a experiência. Este estudo compara a locomoção natural em espaços completos com a locomoção por joystick e a locomoção natural em espaços impossíveis através de três testes de forma a identificar qual o melhor método de locomoção a nível de imersão, realismo, usabilidade, aquisição de conhecimento espacial e nível de enjoo por simulação virtual. Os resultados mostram que a locomoção natural é o método que mais influencia positivamente a experiência quando comparado com os outros métodos de locomoção

    Maine Campus February 27 1917

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    An expandable walking in place platform

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    The control of locomotion in 3D virtual environments should be an ordinary task, from the user point-of-view. Several navigation metaphors have been explored to control locomotion naturally, such as: real walking, the use of simulators, and walking in place. These have proven that the more natural the approach used to control locomotion, the more immerse the user will feel inside the virtual environment. Overcoming the high cost and complexity for the use of most approaches in the field, we introduce a walking in place platform that is able to identify orientation, speed for displacement, as well as lateral steps, of a person mimicking walking pattern. The detection of this information is made without use of additional sensors attached to user body. Our device is simple to mount, inexpensive and allows almost natural use, with lazy steps, thus releasing the hands for other uses. Also, we explore and test a passive, tactile surface for safe use of our platform. The platform was conceived to be utilized as an interface to control navigation in virtual environments, and augmented reality. Extending our device and techniques, we have elaborated a redirection walking metaphor, to be used together with a cave automatic virtual environment. Another metaphor allowed the use of our technique for navigating in point clouds for tagging of data. We tested the use of our technique associated with two different navigation modes: human walking and vehicle driving. In the human walking approach, the virtual orientation inhibits the displacement when sharp turns are made by the user. In vehicle mode, the virtual orientation and displacement occur together, more similar to a vehicle driving approach. We applied tests to detect preferences of navigation mode and ability to use our device to 52 subjects. We identified a preference for the vehicle driving mode of navigation. The use of statistics revealed that users learned easily the use of our technique for navigation. Users were faster walking in vehicle mode; but human mode allowed precise walking in the virtual test environment. The tactile platform proved to allow safe use of our device, being an effective and simple solution for the field. More than 200 people tested our device: UFRGS Portas Abertas in 2013 and 2014, which was a event to present to local community academic works; during 3DUI 2014, where our work was utilized together with a tool for point cloud manipulation. The main contributions of our work are a new approach for detection of walking in place, which allows simple use, with naturalness of movements, expandable for utilization in large areas (such as public spaces), and that efficiently supply orientation and speed to use in virtual environments or augmented reality, with inexpensive hardware.O controle da locomoção em ambientes virtuais 3D deveria ser uma tarefa simples, do ponto de vista do usuário. Durante os anos, metáforas para navegação têm sido exploradas para permitir o controle da locomoção naturalmente, tais como: caminhada real; uso de simuladores e imitação de caminhada. Estas técnicas provaram que, quanto mais natural à abordagem utilizada para controlar a locomoção, mais imerso o usuário vai se sentir dentro do ambiente virtual. Superando o alto custo e complexidade de uso da maioria das abordagens na área, introduzimos uma plataforma para caminhada no lugar, (usualmente reportado como wal king in place), que é capaz de identificar orientação, velocidade de deslocamento, bem como passos laterais, de uma pessoa imitando a caminhada. A detecção desta informação é feita sem o uso de sensores presos no corpo dos usuários, apenas utilizando a plataforma. Nosso dispositivo é simples de montar, barato e permite seu uso por pessoas comuns de forma quase natural, com passos pequenos, assim deixando as mãos livres para outras tarefas. Nós também exploramos e testamos uma superfície táctil passiva para utilização segura de nossa plataforma. A plataforma foi concebida para ser utilizada como uma interface para navegação em ambientes virtuais. Estendendo o uso de nossa técnica e dis positivo, nós elaboramos uma metáfora para caminhada redirecionada, para ser utilizada em conjunto com cavernas de projeção, (usualmente reportado como Cave automatic vir tual environment (CAVE)). Criamos também uma segunda metáfora para navegação, a qual permitiu o uso de nossa técnica para navegação em nuvem de pontos, auxiliando no processo de etiquetagem destes, como parte da competição para o 3D User Interface que ocorreu em Minessota, nos Estados Unidos, em 2014. Nós testamos o uso da técnica e dispositivos associada com duas nuances de navegação: caminhada humana e controle de veiculo. Na abordagem caminhada humana, a taxa de mudança da orientação gerada pelo usuário ao utilizar nosso dispositivo, inibia o deslocamento quando curvas agudas eram efetuadas. No modo veículo, a orientação e o deslocamento ocorriam conjuntamente quando o usuário utilizava nosso dispositivo e técnicas, similarmente ao processo de controle de direção de um veículo. Nós aplicamos testes para determinar o modo de navegação de preferencia para uti lização de nosso dispositivo, em 52 sujeitos. Identificamos uma preferencia pelo modo de uso que se assimila a condução de um veículo. Testes estatísticos revelaram que os usuários aprenderam facilmente a usar nossa técnica para navegar em ambientes virtuais. Os usuários foram mais rápidos utilizando o modo veículo, mas o modo humano garantiu maior precisão no deslocamento no ambiente virtual. A plataforma táctil provou permi tir o uso seguro de nosso dispositivo, sendo uma solução efetiva e simples para a área. Mais de 200 pessoas testaram nosso dispositivo e técnicas: no evento Portas Abertas da UFRGS em 2013 e 2014, um evento onde são apresentados para a comunidade local os trabalhos executados na universidade; e no 3D User Interface, onde nossa técnica e dis positivos foram utilizados em conjunto com uma ferramenta de seleção de pontos numa competição. As principais contribuições do nosso trabalho são: uma nova abordagem para de tecção de imitação de caminhada, a qual permite um uso simples, com naturalidade de movimentos, expansível para utilização em áreas grandes, como espaços públicos e que efetivamente captura informações de uso e fornece orientação e velocidade para uso em ambientes virtuais ou de realidade aumentada, com uso de hardware barato

    Natural Walking in Virtual Reality:A Review

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    Recent technological developments have finally brought virtual reality (VR) out of the laboratory and into the hands of developers and consumers. However, a number of challenges remain. Virtual travel is one of the most common and universal tasks performed inside virtual environments, yet enabling users to navigate virtual environments is not a trivial challenge—especially if the user is walking. In this article, we initially provide an overview of the numerous virtual travel techniques that have been proposed prior to the commercialization of VR. Then we turn to the mode of travel that is the most difficult to facilitate, that is, walking. The challenge of providing users with natural walking experiences in VR can be divided into two separate, albeit related, challenges: (1) enabling unconstrained walking in virtual worlds that are larger than the tracked physical space and (2) providing users with appropriate multisensory stimuli in response to their interaction with the virtual environment. In regard to the first challenge, we present walking techniques falling into three general categories: repositioning systems, locomotion based on proxy gestures, and redirected walking. With respect to multimodal stimuli, we focus on how to provide three types of information: external sensory information (visual, auditory, and cutaneous), internal sensory information (vestibular and kinesthetic/proprioceptive), and efferent information. Finally, we discuss how the different categories of walking techniques compare and discuss the challenges still facing the research community.</jats:p

    Analyse, commande et intégration d'un mécanisme parallèle entraîné par des câbles pour la réalisation d'une interface haptique comme métaphore de navigation dans un environnement virtuel

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    Un domaine de la recherche en ingénierie des systèmes est de développer des systèmes supervisés semi-autonomes qui interagissent à un très haut niveau avec l'humain. Ces systèmes intelligents ont les capacités d'analyser et de traiter certaines informations pour produire un comportement général observable par les capacités sensorielles et temporelles de l'humain. Il est donc nécessaire de définir un environnement créatif qui interface efficacement l'humain aux informations pour rendre de nouvelles expériences multi-sensorielles optimisant et facilitant la prise de décision. En d'autres mots, il est possible de définir un système multi-sensoriel par sa capacité à augmenter l'optimisation de la prise de décision à l'aide d'une interface qui définit un environnement adapté à l'humain. Un système haptique dans un environnement virtuel incluant une collaboration et une interaction entre l'humain, les mécanismes robotisés et la physique de la réalité virtuelle est un exemple. Un système haptique doit gérer un système dynamique non-linéaire sous-contraint et assurer sa stabilité tout en étant transparent à l'humain. La supervision de l'humain permet d'accomplir des tâches précises sans se soucier de la complexité de la dynamique d'interactions alors que le système gère les différents problèmes antagonistes dont de stabilité (délai de la communication en réseau, stabilité des rendus, etc.), de transparence et de performance. Les travaux de recherche proposés présentent un système multi-sensoriel visuo-haptique qui asservisse l'interaction entre l'humain, un mécanisme et la physique de l'environnement virtuel avec une commande bilatérale. Ce système permet à l'humain de réaliser des fonctions ou des missions de haut niveau sans que la complexité de la dynamique d'interaction limite la prise de décision. Plus particulièrement, il sera proposé de réaliser une interface de locomotion pour des missions de réadaptation et d'entraînement. Ce projet, qui est nommé NELI (Network Enabled Locomotion Interface), est divisé en plusieurs sous-systèmes dont le mécanisme entraîné par des câbles nommé CDLI ( Cable Driven Locomotion Interface ), le système asservi avec une commande bilatérale qui assure le rendu de la locomotion, la réalité virtuelle qui inclut la physique de l'environnement, le rendu haptique et le rendu visuel. Dans un premier temps, cette thèse propose une méthode qui assure la qualité de la réponse de la transmission en augmentant la transparence dynamique de l'asservissement articulaire d'une manière automatique. Une approche d'optimisation, basée sur une amélioration des Extremum Seeking Tuning, permet d'ajuster adéquatement les paramètres des régulateurs et définit le critère de l'assurance qualité dans le cas d'une production massive. Cet algorithme est ensuite utilisé, pour étudier le rendu d'impédance avec l'aide de la modélisation d'un câble et de l'enrouleur. Cette modélisation permet de définir un asservissement articulaire hybride qui est utilisé dans la commande hybride cartésienne afin d'assurer le rendu haptique. Dans un troisième temps, dans un contexte de sécurité, la gestion des interférences entre les pièces mécaniques de l'interface de locomotion est décrite avec une méthode d'estimation des collisions des câbles. Une démonstration des interférences entre les câbles de deux plates-formes est simulée démontrant la faisabilité de l'approche. Finalement, la définition d'un moteur physique par un rendu haptique hybride au niveau de la commande cartésienne est présentée en considérant la géométrie des points de contact entre le modèle du pied virtuel et un objet virtuel. Cette approche procure la stabilité d'interaction recherchée lors de la simulation d'un contact infiniment rigide. Un robot marcheur de marque Kondo est embarqué sur l'interface de locomotion pour interagir avec les objets virtuels. Les résultats de la marche du robot dans l'environnement virtuel concrétisent le projet et servent de démonstrateur technologique

    Use of an Experimental Test Rig to Study the Impact of Drilling Parameters and Side Loads in the Side Cutting Tendency of a PDC Bit in a Horizontal Set Up

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    The demand for oil has increased considerably since its first discovery. Consequently, all of the reservoirs that were easy to access and/or explore have already been discovered. To overcome this challenge, the industry had to find a way to find new wells to explore, wells that were previously judged as non-economical, due to either their location or low porosity/permeability. For those reasons, the industry turned to directional wells, facilitated by the advances in technology. An important part of building a successful directional well is correctly predicting the well path. The objective of the present study is to analyze the influence of WOB, ROP, RPM and side load on the steerability of a PDC bit, bringing the work done by Ernst, Pastusek and Lutes (2007) to a horizontal set up and analyzing the response of MSE while sidecutting. Findings suggest how much of an influence the drilling parameters have on steering the bit, and the knowledge of how they affect the set up used during drilling can be a fundamental tool when creating a well path. The tests were conducted on a horizontal test rig, built by the Mechanical Engineering Department at Texas A&M University, using 8 ksi average compressive strength samples. During the tests, modifications had to be made to the rig in order to accommodate the demands of a petroleum drilling operation. An innovative system was installed to measure shaft deflection through a HD Webcam, turning distance in the pixels from the images captured into real life distance. Through that system it was possible to back calculate the side load being applied to the system, controlling it in real time. The results showed that two parameters were the most influential on the sidecutting angle of a PDC bit: side load and RPM. Side load was even more significant for lower values, where an increase is much more abrupt. ROP is also expected to have a smaller influence, and it was observed for the sample with the highest RPM. MSE showed an expected response, being opposite to the side load. The results observed were very similar to the ones found by Ernst, Pastusek and Lutes (2007), thus being possible to conclude that when drilling a vertical well, the bit will respond in a similar manner to the changes in drilling parameters as it would in a vertical well

    Music for classical guitar by South African composers : a historical survey, notes on selected works and a general catalogue

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    Includes abstract.Includes bibliographical references (leaves 296-309).This is the first comprehensive investigation of music for, or including, the classical guitar by South African composers. The focus of this research has been, firstly, to uncover as much of the repertoire as possible, and, secondly, to collate, study, catalogue and report on the information. A brief historical survey of the guitar in South Africa provides the context within which this study was conducted. The primary sources of quantitative data collection were through the archival catalogues of the South African Music Rights Organisation and through personal contact with guitarists, composers and guitar teachers. Other sources consulted were publishers, broadcasting corporations, recording companies, libraries and the internet. The body of the dissertation comprises biographical sketches, background notes, analyses and technical notes on 17 selected solo and chamber works dating from 1947 to 2007 by some of South Africa's most prominent composers and guitaristcomposers. The repertoire ranges in style from the traditional and ethnically inspired to the experimental and abstract. As this is an empirical survey, each selected entry includes details on instrumentation, duration, level of difficulty, number of pages, scordatura, commissions or requests, sources or publishers, premières and recordings. A biography of each composer is provided as well as background notes which offer an overview of the selected work. The notes discuss historical, cultural, musical and extra-musical influences, and frequently include references to interview material. The commentaries on the selected works, with musical examples, include an analytical component describing structure, form, stylistic and compositional elements, while the technical observations include performance suggestions and a grading for each work
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