acm student chapter meeting! thursday – september 20, 2001 12:30 – 2:00 pm engineering building...
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ACM STUDENT CHAPTER MEETING!
THURSDAY – SEPTEMBER 20, 200112:30 – 2:00 PM
ENGINEERING BUILDING 1033
FREE PIZZA & SODA - REAL, NOT VIRTUAL!
Bill White will present a survey of several VR research projects that were demonstrated at SIGGRAPH 2001 in
Los Angeles this summer.
RECENT ADVANCES IN VIRTUAL REALITY
TECHNICAL SKETCHALVIN ON THE WEB
JAN JUNGCLAUS,FRAUNHOFER CENTER FOR RESEARCH IN COMPUTER
GRAPHICS
TECHNICAL SKETCHALVIN ON THE WEB
JAN JUNGCLAUS,FRAUNHOFER CENTER FOR RESEARCH IN COMPUTER
GRAPHICS
The Woods Hole Oceanographic Institute commissioned the development of a Web-based simulator of the ALVIN Deep Submersible Vehicle, used for scientific research at
extreme ocean depths.The simulator is used as a training tool for scientists to plan and rehearse their dives, in an effort to budget
energy consumption (i.e., outside lights, propulsion tanks, manipulator usage) and extend the length of dives.
TECHNICAL SKETCHVIRTUAL HUMAN ABDOMEN
KEVIN CHUGH,VR LAB – STATE UNIVERSITY OF NEW YORK AT BUFFALO
TECHNICAL SKETCHVIRTUAL HUMAN ABDOMEN
KEVIN CHUGH,VR LAB – STATE UNIVERSITY OF NEW YORK AT BUFFALO
Using a data-glove capable of measuring 3-D position as well as applied force, a doctor performs a palpation exam
on real humans.The resulting measurements are then used to produce a
haptic simulation of a virtual human abdomen, with realistic force feedback of soft tissue malleability.
TECHNICAL SKETCHELMO
KIYOSHI KIYOKAWA,COMMUNICATIONS RESEARCH LABORATORY
TECHNICAL SKETCHELMO
KIYOSHI KIYOKAWA,COMMUNICATIONS RESEARCH LABORATORY
Mixed-reality systems using see-through optical displays have traditionally been unable to deal with mutual
occlusion.Instead, virtual objects have been (a) transparent, (b) opaque but occluding real objects, or (c) opaque but
occluded by real objects.The Enhanced optical see-through display using an LCD panel for Mutual Occlusion uses a 5-camera system to capture depth maps, applying this info to produce a Z-
buffer yielding mutual occlusion.
TECHNICAL SKETCHENHANCED REALITY
RICHARD MARKS,SONY COMPUTER ENTERTAINMENT
TECHNICAL SKETCHENHANCED REALITY
RICHARD MARKS,SONY COMPUTER ENTERTAINMENT
Using special props, the user provides depth,
lighting, and background data to an enhanced reality
system.
The user can then modify the video image to include certain special effects, such
as rendering synthetic objects.
TECHNICAL SKETCHHEAD-MOUNTED PROJECTIVE DISPLAY
HONG HUA,UNIVERSITY OF ILLINOIS, URBANA-CHAMPAIGN
TECHNICAL SKETCHHEAD-MOUNTED PROJECTIVE DISPLAY
HONG HUA,UNIVERSITY OF ILLINOIS, URBANA-CHAMPAIGN
Head-mounted projective displays, containing two miniature projective lenses and a non-distorting retro-
reflective sheeting material, can be applied to interactive augmented environments, without the occlusion and
distortion problems associated with most head-mounted systems.
This system has been applied to a computer-generated game of GO between remote opponents.
TECHNICAL SKETCHLIFE-SIZED PROJECTOR-BASED DIORAMAS
KOK-LIM LOW,UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL
TECHNICAL SKETCHLIFE-SIZED PROJECTOR-BASED DIORAMAS
KOK-LIM LOW,UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL
CAVE-based display systems typically differ geometrically from the environments that they are displaying, forcing the user to resort to walking in place or execute “virtual
flying” to traverse the scene.In addition, the difference between the virtual environment’s geometry and the physical space of the CAVE system causes system latency errors, as well as
projector and tracker calibration difficulties.The diorama approach addresses these problems (and, to some extent, the problem of multiple untracked users viewing one scene) by using physical display surfaces
closely matching the actual scene geometry.
TECHNICAL SKETCHLIGHTING-SENSITIVE DISPLAYS
SHREE K. NAYAR,COLUMBIA UNIVERSITY
TECHNICAL SKETCHLIGHTING-SENSITIVE DISPLAYS
SHREE K. NAYAR,COLUMBIA UNIVERSITY
A series of compact photosensitive arrays are arranged around a display device, yielding a dense spatial sampling
of the illumination field near the display.
This illumination information is then used to modify a synthetic or scanned 3-D image, producing shading and shadows that are consistent with the location of the light
source.
TECHNICAL SKETCHTHROUGH-THE-LENS REMOTE OBJECT MANIPULATION
STANISLAV L. STOEV,UNIVERSITÄT TÜBINGEN
TECHNICAL SKETCHTHROUGH-THE-LENS REMOTE OBJECT MANIPULATION
STANISLAV L. STOEV,UNIVERSITÄT TÜBINGEN
To facilitate editing a virtual environment without having to travel from one’s current position within that
environment, this tool was developed.The user invokes a preview window of a remote location, then uses a stylus to manipulate the remote site (if the
stylus is positioned within the window) or the local site (if the stylus is placed outside the window).
TECHNICAL SKETCHPLACEWORLD
JON COOK,UNIVERSITY OF MANCHESTER
TECHNICAL SKETCHPLACEWORLD
JON COOK,UNIVERSITY OF MANCHESTER
PlaceWorld was developed as an
interface by which users could coexist and interact in
multiple virtual environments.The test cases included a radiosity model, a textured 3-
city tour, an artistic interpretation of VR history, and a CAD model of an oil rig.
TECHNICAL SKETCHSIMULATION FIDELITY METRICS
KATERINA MANIA,UNIVERSITY OF SUSSEX
TECHNICAL SKETCHSIMULATION FIDELITY METRICS
KATERINA MANIA,UNIVERSITY OF SUSSEX
The extent to which mental processes are affected by the use of an artificial immersive environment was tested by
studying memory recall and awareness states in a VE replica of an actual room.As expected, the
use of a head-mounted display resulted in more accurate memory responses than
the use of a desktop monitor.However, a rather surprising result was the fact that the
use of a realistic head-tracking system proved less successful than the use of a mouse for navigation
purposes.
TECHNICAL SKETCHSOLVING A 3D CUBE PUZZLE IN A CVE
ANTHONY STEED,UNIVERSITY COLLEGE LONDON
TECHNICAL SKETCHSOLVING A 3D CUBE PUZZLE IN A CVE
ANTHONY STEED,UNIVERSITY COLLEGE LONDON
The degree to which users in separate virtual environments can collaborate across a network was tested for two setups: a homogeneous system of two
CAVE platforms, and a heterogeneous system consisting of one CAVE and one desktop machine.Using a 3-D cube puzzle application,
the C2C proved analogous to a real-space condition, while the C2D
proved much less effective, with the non-immersed user rated as less
contributing or even uncooperative.
TECHNICAL SKETCHVIEW-DEPENDENT TEXTURE MAPPING OF VIDEO
VIVEK RAJAN,ELECTRONIC VISUALIZATION LABORATORY (UI-CHICAGO)
TECHNICAL SKETCHVIEW-DEPENDENT TEXTURE MAPPING OF VIDEO
VIVEK RAJAN,ELECTRONIC VISUALIZATION LABORATORY (UI-CHICAGO)
Producing realistic avatars to
represent human users in
collaborative virtual environments has been problematic,
especially in inherently dark CAVE systems.By taking a 3-D laser scan of the user’s head and
applying it as a texture map to the avatar’s head, a good static model is produced, with positioning and orientation determined by the CAVE’s head-tracking
system.
TECHNICAL SKETCHVIRTUAL SHOWCASES
OLIVER BIMBER,FRAUNHOFER INSTITUTE FOR COMPUTER GRAPHICS
TECHNICAL SKETCHVIRTUAL SHOWCASES
OLIVER BIMBER,FRAUNHOFER INSTITUTE FOR COMPUTER GRAPHICS
Using a half-silvered mirror sheet formed into a truncated cone, sitting on top of a graphics display table, real
objects inside a showcase are merged with virtual objects projected onto the screen.
Using active shutter glasses, infrared emitters, and an electromagnetic tracking device, stereo separation and graphics synchronization are implemented to provide a
seamless 360° view of a virtual artifact.
PANEL DISCUSSIONVR ART IN MUSEUMS & GALLERIES
ANSTEY, COX, HÖRTNER, SANDIN, SERMON, SHAW
PANEL DISCUSSIONVR ART IN MUSEUMS & GALLERIES
ANSTEY, COX, HÖRTNER, SANDIN, SERMON, SHAW
Virtual fiction: instead of having the audience identify with the main protagonist, as in a novel or film, the user
is the main protagonist.
Configuring the CAVE: A life-sized wooden puppet is used as
an interactive device with a CAVE environment.
VR as a public display medium: Does the “wow” factor still play a stronger role in attracting an
audience than the work itself?
PANEL DISCUSSIONVR MEETS MENTAL HEALTH
HODGES, HOFFMAN, RIZZO, SCHULTHEIS, STRICKLAND,WATSON, WIEDERHOLD, WIEDERHOLD
PANEL DISCUSSIONVR MEETS MENTAL HEALTH
HODGES, HOFFMAN, RIZZO, SCHULTHEIS, STRICKLAND,WATSON, WIEDERHOLD, WIEDERHOLD
Virtual experiences of the entire packing/airport/takeoff/flight/landing scenario are used to
overcome a patient’s fear of flying.
SnowWorld: Immersive VR is used to help reduce pain during
the wound treatment of burn patients.
VR provides the ability to conduct controlled mental health studies, in
dynamic 3-D stimulus environments, as well
as the capacity to record all behavioral
responses.
EMERGING TECHNOLOGIESILLUSIONHOLE
YOSHIFUMI KITAMURA,HUMAN INTERFACE ENGINEERING LABORATORY – OSAKA
UNIVERSITY
EMERGING TECHNOLOGIESILLUSIONHOLE
YOSHIFUMI KITAMURA,HUMAN INTERFACE ENGINEERING LABORATORY – OSAKA
UNIVERSITY
Sharing a stereoscopic
display is problematic
since the image must be
displayed from a single viewer’s
perspective, resulting in a distorted view for all other
viewers.
IllusionHole uses a display mask with a hole in the center to display multiple
viewpoints simultaneously, positioned
so each viewer can
only see the image from his or her viewpoint.
EMERGING TECHNOLOGIESJUST FOLLOW ME VR-BASED MOTION TRAINING SYSTEM
UNGYEON YANG,POHANG UNIVERSITY OF SCIENCE AND TECHNOLOGY
EMERGING TECHNOLOGIESJUST FOLLOW ME VR-BASED MOTION TRAINING SYSTEM
UNGYEON YANG,POHANG UNIVERSITY OF SCIENCE AND TECHNOLOGY
A user wears five highly reflective markers (on the ankles, wrists, and belly), and four cameras track the user’s
motions.
The Just-Follow-Me system is used to train users to learn certain limb-motion profiles (e.g., dance moves, golf
swings, etc.).
EMERGING TECHNOLOGIESMICRO ARCHIVINGTATSUYA SAITO,KEIO UNIVERSITY
EMERGING TECHNOLOGIESMICRO ARCHIVINGTATSUYA SAITO,KEIO UNIVERSITY
A high-definition multimedia space is created, suitable for academic research as well as basic educational use.
Visitors in this virtual environment are able to interact with common microscopic structures that normally can’t
be seen with the naked eye.
EMERGING TECHNOLOGIESMOBILE AUGMENTED REALITY SYSTEMS
STEVEN FEINER,COLUMBIA UNIVERSITY
EMERGING TECHNOLOGIESMOBILE AUGMENTED REALITY SYSTEMS
STEVEN FEINER,COLUMBIA UNIVERSITY
Routing and landmark images are then overlaid onto the mobile user’s see-through head-worn display.
A mobile user’s position and orientation are tracked via a backpack emitter and mapped to a campus model.
VIRTUAL RETINAL DISPLAY TECHNOLOGY(NOT PART OF SIGGRAPH 2001)
VIRTUAL RETINAL DISPLAY TECHNOLOGY(NOT PART OF SIGGRAPH 2001)
An object’s inverted image is directly projected onto the retina, the rod and cone cells of which are
responsible of transmitting signals to the brain
through the optical nerve .
•The drive electronics receive and process an incoming video signal, & control the image display.•The modulated light sources are multiplexed red, green, and blue laser pulse streams.•Two scanning mirrors are used to sweep horizontally and vertically across the image.•The viewer optics relay the scanned raster image to the glass or plastic oculars worn by the user.
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