32 research outputs found
Interacción humano computadora mediante interfaces hápticas en RV
Los dispositivos hápticos son aquellos que permiten a un usuario tener una realimentación de información a través del tacto o de la aplicación de fuerzas sobre el cuerpo. La incorporación de dispositivos hápticos en RV puede permitir al usuario una mayor inmersión en el mundo virtual. El objetivo de este trabajo es diseñar y desarrollar interfaces hápticas usa bles en el contexto de RV. Obtener una tecnología que reduzca los costos involucrados, logrando una mayor inserción de las interfaces hápticas. Crear una solución de alta usabilidad pero de bajo costo para proveer realimentación sensorial táctil en RV.Área: TICs, Electrónica e Informátic
AnArU, a virtual reality framework for physical human interactions
Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality.
Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI
AnArU, a virtual reality framework for physical human interactions
Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable game engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user’s arms or legs.
Although Android, Arduino and Unity3d are often used independently in Virtual Reality investigations, few studies use all of them together. Furthermore, each time these technologies are used in a new project, the developers have to think about a new way of communication between them. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between the hardware and software involved in the Virtual Reality System.Facultad de Informátic
AnArU, a virtual reality framework for physical human interactions
Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality. Android is one of the most used platform in this context and Unity3d is a suitable game engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user’s arms or legs.
Although Android, Arduino and Unity3d are often used independently in Virtual Reality investigations, few studies use all of them together. Furthermore, each time these technologies are used in a new project, the developers have to think about a new way of communication between them. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between the hardware and software involved in the Virtual Reality System.Facultad de Informátic
AnArU, a virtual reality framework for physical human interactions
Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality.
Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI
Real-Time Estimation of Illumination Direction for Augmented Reality with Low-Cost Sensors
In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination.
Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction.
In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.XIV Workshop Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI
Real-Time Estimation of Illumination Direction for Augmented Reality with Low-Cost Sensors
In recent years, Augmented Reality has become a very popular topic, both as a research and commercial field. This trend has originated with the use of mobile devices as computational core and display. The appearance of virtual objects and their interaction with the real world is a key element in the success of an Augmented Reality software. A common issue in this type of software is the visual inconsistency between the virtual and real objects due to wrong illumination.
Although illumination is a common research topic in Computer Graphics, few studies have been made about real time estimation of illumination direction.
In this work we present a low-cost approach to detect the direction of the environment illumination, allowing the illumination of virtual objects according to the real light of the ambient, improving the integration of the scene. Our solution is open-source, based on Arduino hardware and the presented system was developed on Android.XIV Workshop Computación Gráfica, Imágenes y Visualización (WCGIV).Red de Universidades con Carreras en Informática (RedUNCI
Usage of tracking in the CMS Level-1 trigger for the High Luminosity LHC Upgrade
At the High Luminosity LHC (HL-LHC), the CMS experiment will face a harsh
environment with a high instantaneous luminosity up to 7x10/cm/s
corresponding to an average of 140-200 multiple proton-proton collisions per
bunch crossing. The main goal of the CMS Level 1 (L1) trigger upgrade for the
HL-LHC is to maintain trigger thresholds that are as low as possible and
comparable to those currently in use at the LHC, and to possibly include new
triggers that were not feasible at the LHC. This will be achieved by upgrading
the detector readout electronics, to allow a much larger L1 trigger rate, and
by including, for the first time, tracking information in the L1 trigger.
Examples of how this tracking information can be used to reduce the L1 trigger
rates are presented.Comment: 2 pages, Contribution to the proceedings of 39th International
Conference on High Energy Physics (ICHEP) in Seoul, Korea, July 4-11 201
Metodología para la generación de métricas de inmersión para realidad virtual basados en las variables del sistema
Technological advances in recent years have promoted the development of virtual reality systems that have a wide variety of hardware and software characteristics, providing varying degrees of immersion. Immersion is an objective property of the virtual reality system that depends on both its hardware and software characteristics. Virtual reality systems are currently attempting to improve immersion as much as possible. However, there is no metric to measure the level of immersion of a virtual reality system based on its characteristics. To date, the influence of these hardware and software variables on immersion has only been considered individually or in small groups. The way these system variables simultaneously affect immersion has not been analyzed either. In this paper, we propose immersion metrics for virtual reality systems based on their hardware and software variables, as well as the development process that led to their formulation. From the conducted experiment and the obtained data, we followed a methodology to generate immersion models based on the variables of the system. The immersion metrics presented in this work offer a useful tool in the area of virtual reality and immersive technologies, not only to measure the immersion of any virtual reality system but also to analyze the relationship and importance of the variables of these systems.Los avances tecnológicos de los últimos años han impulsado el desarrollo de sistemas de realidad virtual que cuentan con una gran variedad de características de hardware y software, proporcionando diversos grados de inmersión. La inmersión es una propiedad objetiva del sistema de realidad virtual que depende tanto de las características de su hardware como de su software. Actualmente, los sistemas de realidad virtual están intentando mejorar la inmersión, tanto como sea posible. Sin embargo, no existe una métrica para medir el nivel de inmersión de un sistema de realidad virtual en función de sus características. Hasta la fecha, la influencia de las variables de hardware y software en la inmersión solo se ha considerado de forma individual o en pequeños grupos. Tampoco se ha analizado la forma en que estas variables del sistema afectan simultáneamente a la inmersión. En este artículo proponemos métricas de inmersión para sistemas de realidad virtual en función de sus variables de hardware y software, así como del proceso de desarrollo que condujo a su formulación. A partir del experimento realizado y los datos obtenidos, seguimos una metodología para generar modelos de inmersión basados en las variables del sistema. Las métricas de inmersión presentadas en este trabajo ofrecen una herramienta útil en el área de la realidad virtual y las tecnologías inmersivas, no solo para medir la inmersión de cualquier sistema de realidad virtual sino también para analizar la relación e importancia de las variables de estos sistemas.Facultad de Informátic
AnArU, a virtual reality framework for physical human interactions
Virtual Reality has become, once again, a popular and interesting topic, both as a research and commercial field. This trend has its origin in the use of mobile devices as computational core and displays for Virtual Reality.
Android is one of the most used platform in this context and Unity3d is a suitable graphic engine for such platform. In order to improve the immersive experience, some electronic devices, Arduino especially, are used to gather information, such as the movement of the user's arms or legs. Although these three elements are often used in Virtual Reality, few studies use all of them in combination. Those who do, do not develop a reusable framework for their implementations. In this work we present AnArU, a framework for physical human interaction in Virtual Reality. The goal of AnArU is to allow an easy, efficient and extensible communication between electronic devices and the Virtual Reality system.XIII Workshop Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI