Selective resetting position and heading estimations while driving in a large-scale immersive virtual environment

2018 ◽  
Vol 237 (2) ◽  
pp. 335-350
Author(s):  
Lei Zhang ◽  
Weimin Mou
2010 ◽  
Vol 431-432 ◽  
pp. 305-308
Author(s):  
Ying Xue Yao ◽  
Yue Dong Lang ◽  
Ping Jun Xia ◽  
Peng Chen ◽  
Guo Hua Liu

To deal with the problems of complicated process, difficult operation and low efficiency for large-scale complex products assembly, a new immersive virtual environment (VE) with virtual reality (VR) technology is built in the process of assembly planning and training. The environment is composed of a free walk machine and spherical screen projection system. In this paper, a free walk machine with movement perception function is developed to achieve natural human-computer interaction. And an approach based on two viewpoints match is adopted to improve immersive effect of stereo projection in the projection system. On the basis of that, a geometry calibration method based on Bicubic NURBS(Non-Uniform Rational B-Spline) surface matching target-controlled dot-matrix is proposed to achieve non-distorted image on spherical screen. Finally, the environment is applied in the process of satellite assembly process planning, and the display result shows that the VE development is feasible and valuable.


Author(s):  
Xiaobo Peng ◽  
Blesson Isaac

This paper presents the research work on developing a virtual sculpting system with haptic interface integrated with PowerWall system for complex product design. The PowerWall is a large scale (10 ft by 7.5 ft) immersive Virtual Environment (VE). The approach is to apply virtual sculpting method by interactively carving a workpiece using a virtual tool. With the implementation of stereoscopic visual feedback and haptic force feedback in the PowerWall, the designer would appreciate a much better understanding of the 3D shape geometry and can explore through the 3D scene like he/she can do in the real world. The “hybrid interaction technique” is presented as solution to solve the mismatch between the small workspace of the haptic device and the large size of PowerWall system.


2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


2012 ◽  
Vol 13 (S1) ◽  
pp. 319-323 ◽  
Author(s):  
Francesco Ruotolo ◽  
Vincenzo Paolo Senese ◽  
Gennaro Ruggiero ◽  
Luigi Maffei ◽  
Massimiliano Masullo ◽  
...  

2017 ◽  
Vol 23 (53) ◽  
pp. 223-228
Author(s):  
Daiu MABUCHI ◽  
Yohsuke YOSHIOKA ◽  
Kosuke FUJII ◽  
Atsushi ENTA ◽  
Tomonori SANO

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