scholarly journals Estimation of collision response of virtual objects to arbitrary-shaped real objects

2008 ◽  
Vol 5 (17) ◽  
pp. 678-682 ◽  
Author(s):  
Daeho Lee ◽  
Youngjae Lee
2008 ◽  
Vol 02 (02) ◽  
pp. 207-233
Author(s):  
SATORU MEGA ◽  
YOUNES FADIL ◽  
ARATA HORIE ◽  
KUNIAKI UEHARA

Human-computer interaction systems have been developed in recent years. These systems use multimedia techniques to create Mixed-Reality environments where users can train themselves. Although most of these systems rely strongly on interactivity with the users, taking into account users' states, they still lack the possibility of considering users preferences when they help them. In this paper, we introduce an Action Support System for Interactive Self-Training (ASSIST) in cooking. ASSIST focuses on recognizing users' cooking actions as well as real objects related to these actions to be able to provide them with accurate and useful assistance. Before the recognition and instruction processes, it takes users' cooking preferences and suggests one or more recipes that are likely to satisfy their preferences by collaborative filtering. When the cooking process starts, ASSIST recognizes users' hands movement using a similarity measure algorithm called AMSS. When the recognized cooking action is correct, ASSIST instructs the user on the next cooking procedure through virtual objects. When a cooking action is incorrect, the cause of its failure is analyzed and ASSIST provides the user with support information according to the cause to improve the user's incorrect cooking action. Furthermore, we construct parallel transition models from cooking recipes for more flexible instructions. This enables users to perform necessary cooking actions in any order they want, allowing more flexible learning.


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.


2013 ◽  
Vol 12 (1) ◽  
pp. 30-43
Author(s):  
Bruno Eduardo Madeira ◽  
Luiz Velho

We describe a new architecture composed of software and hardware for displaying stereoscopic images over a horizontal surface. It works as a ``Virtual Table and Teleporter'', in the sense that virtual objects depicted over a table have the appearance of real objects. This system can be used for visualization and interaction. We propose two basic configurations: the Virtual Table, consisting of a single display surface, and the Virtual Teleporter, consisting of a pair of tables for image capture and display. The Virtual Table displays either 3D computer generated images or previously captured stereoscopic video and can be used for interactive applications. The Virtual Teleporter captures and transmits stereoscopic video from one table to the other and can be used for telepresence applications. In both configurations the images are properly deformed and displayed for horizontal 3D stereo. In the Virtual Teleporter two cameras are pointed to the first table, capturing a stereoscopic image pair. These images are shown on the second table that is, in fact, a stereoscopic display positioned horizontally. Many applications can benefit from this technology such as virtual reality, games, teleconferencing, and distance learning. We present some interactive applications that we developed using this architecture.


2020 ◽  
Vol 10 (16) ◽  
pp. 5436 ◽  
Author(s):  
Dong-Hyun Kim ◽  
Yong-Guk Go ◽  
Soo-Mi Choi

A drone be able to fly without colliding to preserve the surroundings and its own safety. In addition, it must also incorporate numerous features of interest for drone users. In this paper, an aerial mixed-reality environment for first-person-view drone flying is proposed to provide an immersive experience and a safe environment for drone users by creating additional virtual obstacles when flying a drone in an open area. The proposed system is effective in perceiving the depth of obstacles, and enables bidirectional interaction between real and virtual worlds using a drone equipped with a stereo camera based on human binocular vision. In addition, it synchronizes the parameters of the real and virtual cameras to effectively and naturally create virtual objects in a real space. Based on user studies that included both general and expert users, we confirm that the proposed system successfully creates a mixed-reality environment using a flying drone by quickly recognizing real objects and stably combining them with virtual objects.


2015 ◽  
Vol 82 (5) ◽  
Author(s):  
Max-Gerd Retzlaff ◽  
Josua Stabenow ◽  
Jürgen Beyerer ◽  
Carsten Dachsbacher

AbstractWhen designing or improving systems for automated optical inspection (AOI), systematic evaluation is an important but costly necessity to achieve and ensure high quality. Computer graphics methods can be used to quickly create large virtual sets of samples of test objects and to simulate image acquisition setups. We use procedural modeling techniques to generate virtual objects with varying appearance and properties, mimicking real objects and sample sets. Physical simulation of rigid bodies is deployed to simulate the placement of virtual objects, and using physically-based rendering techniques we create synthetic images. These are used as input to an AOI system instead of physically acquired images. This enables the development, optimization, and evaluation of the image processing and classification steps of an AOI system independently of a physical realization. We demonstrate this approach for shards of glass, as sorting glass is one challenging practical application for AOI.


Author(s):  
Juergen Fruend ◽  
Carsten Matysczok ◽  
Peter Ebbesmeyer ◽  
Joerg Maciej

This paper describes the development of an AR-based hard- and software system for a mobile digital assistant (AR-PDA). Target group for using this system is the large group of consumers. Here the AR-PDA uses AR technology to efficiently support users during their daily tasks. The technical realization of the system is based on 3rd generation video supported mobile phones. The user visualizes real objects with the AR-PDA. An integrated camera takes the pictures and the AR-PDA sends the video stream by mobile radiocommunication (e.g. UMTS) to the AR server. The server recognizes the objects by analyzing the image and establishes the relevant context-sensitive information, which is added to the video stream as multimedia elements (e.g. sound, video, text, images or virtual objects) and then sent back to the AR-PDA. The function validity is shown on the basis of close to practice application scenarios in the scope of household appliances.


Author(s):  
Paul Milgram ◽  
David Drascic

The concept of Augmented Reality (AR) displays is defined, in relation to the amount of real (unmodelled) and virtual (modelled) data presented in an image, as those displays in which real images, such as video, are enhanced with computer generated graphics. For the important class of stereoscopic AR displays, several factors may cause potential perceptual ambiguities, however, which manifest themselves in terms of decreased accuracy and precision whenever virtual objects must be aligned with real ones. A review is given of research conducted to assess both the magnitude of these perceptual effects and the effectiveness of a computer assisted Virtual Tape Measure (VTM), which has been developed for performing quantitative 3D measurements on real-world stereo images.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
BARTOLOMIEJ SKOWRON ◽  

From an ontological point of view, virtuality is generally considered a simulation: i.e. not a case of true being, and never more than an illusory copy, referring in each instance to its real original. It is treated as something imagined — and, phenomenologically speaking, as an intentional object. It is also often characterized as fictive. On the other hand, the virtual world itself is extremely rich, and thanks to new technologies is growing with unbelievable speed, so that it now influences the real world in quite unexpected ways. Thus, it is also sometimes considered real. In this paper, against those who would regard virtuality as fictional or as real, I claim that the virtual world straddles the boundary between these two ways of existence: that it becomes real. I appeal to Roman Ingarden’s existential ontology to show that virtual objects become existentially autonomous, and so can be attributed a form of actuality and causal efficaciousness. I conclude that the existential autonomy and actuality of virtual objects makes them count as real objects, but also means that they undergo a change in their mode of existence.


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