The Extended Virtual Table: An Optical Extension for Table-Like Projection Systems

2001 ◽  
Vol 10 (6) ◽  
pp. 613-631 ◽  
Author(s):  
Oliver Bimber ◽  
L. Miguel Encarnação ◽  
Pedro Branco

A prototype of an optical extension for table-like rear-projection systems is described. A large, half-silvered mirror beam splitter is used as the optical combiner to unify a virtual and a real workbench. The virtual workbench has been enabled to display computer graphics beyond its projection boundaries and to combine virtual environments with the adjacent real world. A variety of techniques are described and referred to that allow indirect interaction with virtual objects through the mirror. Furthermore, the optical distortion that is caused by the half-silvered mirror combiner is analyzed, and techniques are presented to compensate for this distortion.

2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2004 ◽  
Vol 13 (5) ◽  
pp. 560-571 ◽  
Author(s):  
William B. Thompson ◽  
Peter Willemsen ◽  
Amy A. Gooch ◽  
Sarah H. Creem-Regehr ◽  
Jack M. Loomis ◽  
...  

In the real world, people are quite accurate in judging distances to locations in the environment, at least for targets resting on the ground plane and distances out to about 20 m. Distance judgments in visually immersive environments are much less accurate. Several studies have now shown that in visually immersive environments, the world appears significantly smaller than intended. This study investigates whether or not the compression in apparent distances is the result of the low-quality computer graphics utilized in previous investigations. Visually directed triangulated walking was used to assess distance judgments in the real world and in three virtual environments with graphical renderings of varying quality.


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 437-451
Author(s):  
Mark Silcox

AbstractIn “The Virtual and the Real,” David Chalmers argues that there is an epistemic and ontological parity between VR and ordinary reality. My argument here is that, whatever the plausibility of these claims, they provide no basis for supposing that there is a similar parity of value. Careful reflection upon certain aspects of the transition that individuals make from interacting with real-world, physical environments to interacting with VR provides a basis for thinking that, to the extent that there are good reasons to deny the reality of virtual objects, there are also reasons to place a correspondingly higher value upon the experience of interacting with a VR environment. Chalmers’ assumption to the contrary arises from a subtle misrepresentation of how the phenomenon of cognitive penetration works in the perception of virtual objects, and from an unwillingness to acknowledge how our attitudes toward virtual environments are conditioned by the values we adopt when engaged in gameplay.


Author(s):  
Mark Green ◽  
Hanqiu Sun

Modelling is currently one of the most important areas in virtual environments research (Bishop et al., 1992). Of all the software areas, this is the area that we know the least about. Modelling has been an active research area in computer graphics for many decades, and is still a major research area. Many of the modelling issues addressed in computer graphics and virtual environments are also of concern to researchers in robotics, mechanical engineering and biomechanics, so progress in modelling can have an impact on many fields. Modelling is difficult since most of the objects that we would like to model, such as people, animals, and airplanes, are quite complex. They have a large amount of geometrical detail and move in complex ways. This difficulty is compounded by the different fields that use modelling techniques, since each field has its own requirements and priorities. For example, it is highly unlikely that the same model of a human figure would be optimal for applications in both virtual environments and biomechanics. The following criteria can be used as a basis for evaluating different modelling techniques. Accuracy. The model should be an accurate representation of the real-world object. Ideally, we would like all of our models to be precise representations of the real-world objects, and not simply approximations to them. But, in reality accuracy comes with a price, usually increased display time or memory usage. The amount of accuracy required often depends upon the application. For example, in some applications it is acceptable to approximate a sphere with a large number of polygons, but for a large number of computer-aided design (CAD) applications the precise mathematical representation of the sphere is required. Since the polygonal representation can be drawn faster, it is often used in applications where display speed is more important than accuracy. Display speed. Many applications place restrictions on the time available to display individual objects. In the case of interactive applications, short display times increase the level of interaction between the user and the model. In large CAD applications there may be many objects, therefore, the time required to display individual objects becomes an important consideration in the usability of the application even if a high level of interactivity is not required.


2007 ◽  
Vol 13 (3) ◽  
pp. 19-24
Author(s):  
Chul Hee Jung ◽  
Min-Geun Lee ◽  
Chang Hyuck Im ◽  
이명원

1992 ◽  
Vol 26 (2) ◽  
pp. 203-210 ◽  
Author(s):  
Michael Bajura ◽  
Henry Fuchs ◽  
Ryutarou Ohbuchi
Keyword(s):  
The Real ◽  

2004 ◽  
Vol 4 (2) ◽  
pp. 109-113 ◽  
Author(s):  
Thomas Reuding ◽  
Pamela Meil

The predictive value and the reliability of evaluations made in immersive projection environments are limited when compared to the real world. As in other applications of numerical simulations, the acceptance of such techniques does not only depend on the stability of the methods, but also on the quality and credibility of the results obtained. In this paper, we investigate the predictive value of virtual reality and virtual environments when used for engineering assessment tasks. We examine the ergonomics evaluation of a vehicle interior, which is a complex activity relying heavily on know-how gained from personal experience, and compare performance in a VE with performance in the real world. If one assumes that within complex engineering processes certain types of work will be performed by more or less the same personnel, one can infer that a fairly consistent base of experience-based knowledge exists. Under such premises and if evaluations are conducted as comparisons within the VE, we believe that the reliability of the assessments is suitable for conceptual design work. Despite a number of unanswered questions at this time we believe this study leads to a better understanding of what determines the reliability of results obtained in virtual environments, thus making it useful for optimizing virtual prototyping processes and better utilization of the potential of VR and VEs in company work processes.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


2003 ◽  
Vol 12 (6) ◽  
pp. 615-628 ◽  
Author(s):  
Benjamin Lok ◽  
Samir Naik ◽  
Mary Whitton ◽  
Frederick P. Brooks

Immersive virtual environments (VEs) provide participants with computer-generated environments filled with virtual objects to assist in learning, training, and practicing dangerous and/or expensive tasks. But does having every object being virtual inhibit the interactivity and level of immersion? If participants spend most of their time and cognitive load on learning and adapting to interacting with virtual objects, does this reduce the effectiveness of the VE? We conducted a study that investigated how handling real objects and self-avatar visual fidelity affects performance and sense of presence on a spatial cognitive manual task. We compared participants' performance of a block arrangement task in both a real-space environment and several virtual and hybrid environments. The results showed that manipulating real objects in a VE brings task performance closer to that of real space, compared to manipulating virtual objects. There was no signifi-cant difference in reported sense of presence, regardless of the self-avatar's visual fidelity or the presence of real objects.


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