VE: Eurographics Workshop on Virtual Environments - Short Papers
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Item 3-D Reconstitution and Virtual Reality of World Heritage Site in Danger: the Citadel of Bam(The Eurographics Association, 2007) Andaroodi, Elham; Matini, Mohammad-Reza; Abe, Nobuaki; Ono, K.; Kawai, T.; Bernd Froehlich and Roland Blach and Robert van LiereThis paper presents research in progress on 3-D computer simulation and a virtual reality demonstration of a world heritage site that was destroyed in the earthquake (the citadel of Bam). In a comparative study with other examples of VR of cultural heritage, the approach of this research is introduced as analytic and comparative 3-D modelling (mostly as mesh or poly modelling) using diverse data resources such as 2-D maps, photos, etc. and VR demonstration of ten case studies as the result of first phase of the research.Item 3D Ground Reaction Force Visualization onto Training Video for Sprint Training Support System(The Eurographics Association, 2017) Taketomi, Takafumi; Yoshitake, Yasuhide; Yamamoto, Goshiro; Sandor, Christian; Kato, Hirokazu; Tony Huang and Arindam DeyWe propose a method for visualizing 3D ground reaction forces for sprint training. Currently, sprinters can check their 3D ground force data using a 2D graph representation. In order to check the relationship between 3D ground force and their sprint form, they must check the 2D graph and a training video repeatedly. To allow simultaneous observation of the 2D graph and the training video, we use a mixed reality technology to overlay 3D ground reaction force onto the training video. In this study, we focus on 2D-3D registration between the image sequence and 3D ground reaction data. We achieved 2D-3D registration by using a constrained bundle adjustment approach. In the experiment, we apply our method to the training videos. The results confirm that our method can correctly overly 3D ground reaction force onto the videos.Item 3D Model Deformation in VR Using CUBE(The Eurographics Association, 2017) Lim, Seong-Jae; Hwang, Bon-Woo; Yoon, Seung-Uk; Choi, Jin Sung; Park, Chang-Joon; Tony Huang and Arindam DeyWe propose an easy and simple method that deforms a 3D model in VR. The proposed method easily manipulates 3D models which are difficult to handle in VR environment by using semantic shape deformation technique and NUI which is easy to operate with one hand.Item 3D-Aware Image Relighting with Object Removal from Single Image(The Eurographics Association, 2022) Zhang, Yujia; Perusquia-Hernández, Monica; Isoyama, Naoya; Kawai, Norihiko; Uchiyama, Hideaki; Sakata, Nobuchika; Kiyokawa, Kiyoshi; Theophilus Teo; Ryota KondoWe propose a method to relight scenes in a single image while removing unwanted objects by the combination of 3D-aware inpainting and relighting for a new functionality in image editing. First, the proposed method estimates the depth image from an RGB image using single-view depth estimation. Next, the RGB and depth images are masked by the user by specifying unwanted objects. Then, the masked RGB and depth images are simultaneously inpainted by our proposed neural network. For relighiting, a 3D mesh model is first reconstructed from the inpainted depth image, and is then relit with a standard relighting pipeline. In this process, removing cast shadows and sky areas and albedo estimation are optionally performed to suppress the artifacts in outdoor scenes. Through these processes, various types of relighting can be achieved from a single photograph while excluding the colors and shapes of unwanted objects.Item An Adaptive AR Tutor For Cabling a Network Topology(The Eurographics Association, 2017) Herbert, B. M.; Weerasinghe, A.; Ens, Barrett; Billinghurst, Mark; Tony Huang and Arindam DeyWe present an Augmented Reality (AR) network cabling tutor that provides visual annotations for improving learning in psychomotor tasks. Unlike many existing AR learning systems, our system combines AR with an intelligent tutoring system (ITS) that should enhance learning over existing desktop solutions. We intend to use this prototype as a test-bed for evaluating learning differences between a desktop web-based user interface, a hand-held AR display and a Head Mounted Display (HMD) AR display.Item Adding Interlacing to In-Situ Data Compression for Multi-Resolution Visualization of Large-Scale Scientific Simulations(The Eurographics Association, 2014) Lehmann, Henry; Lenk, Matthias; Jung, Bernhard; Yuki Hashimoto and Torsten Kuhlen and Ferran Argelaguet and Takayuki Hoshi and Marc Erich LatoschikLarge-scale simulations in HPC environments produce massive data sets in the order of several terabytes which pose challenges both to data storage and data analysis. A promising approach for reducing the amount of data written out during simulation runs is in-situ compression. However, even compressed data sets are typically still much too large for interactive visual data exploration. We propose an interlacing scheme applicable to in-situ compression in order to write out results of HPC simulations in a compressed multi-resolution format. This data format allows progressive loading of large scientific data sets in high-end immersive displays. Low-resolution views are easily extracted for visualizations on low-end displays such as hand-held devices and web browsers.Item Advanced Inertial-Optical Tracking System for Wide Area Mixed and Augmented Reality Systems(The Eurographics Association, 2007) Wormell, Dean; Foxlin, Eric; Katzman, Patricia; Bernd Froehlich and Roland Blach and Robert van LiereInterSense is introducing a vastly improved version of its wide-area tracking inertial-optical tracking system (IS-1200 VisTracker). The new VisTracker technology has several enhancements including device miniaturization, an embedded image processor, improved optics, a higher resolution imaging CMOS monochrome sensor, power reduction, and ruggedization. A review of the IS-1200 architecture and new components is discussed. Examples of the IS-1200 initial deployment are given for AR applications.Item Advanced Motion Prediction for Virtual Reality Gaming: a CNN-Based Approach(The Eurographics Association, 2024) Jegierski, Hubert; Jegierski, Maciej; Łapczyński, Adrian; Babiuch, Paweł; Płaza, Mirosław; Pięta, Paweł; Łukawski, Grzegorz; Deniziak, Stanisław; Opałka, Jacek; Jasiński, Artur; Igras-Cybulska, Magdalena; Węgrzyn, Paweł; Tanabe, Takeshi; Yem, VibolA novel motion prediction model (MPM) for virtual reality (VR) video games was developed, consisting of a motion recognition model (MRM) and a next movement prediction model (NMPM), both using convolutional neural networks (CNNs). Motion capture was performed with HTC Vive Pro and Meta Quest 2. Two custom datasets were created to train the MRM and NMPM. Our method achieved a top-1 accuracy of 77% and a top-2 accuracy of 90%, even with motion data sequences sharing similar initial stages but diverging in subsequent movements.Item Airflow Presentation Method for Turning Motion Feedback in VR Environment(The Eurographics Association, 2019) Suzuki, Yujin; Yem, Vibol; Hirota, Koichi; Amemiya, Tomohiro; Kitazaki, Michiteru; Ikei, Yasushi; Kakehi, Yasuaki and Hiyama, AtsushiThis paper describes the effectiveness of airflow presentation to reduce VR sickness and induce vection during turning motion. Five airflow displays were placed surrounding the face and the angle interval of each display was 45 °. Each has 0.6 m distant from the face. Two directions of turning motion: left and right, were visually presented. Result showed that airflow from any direction could reduce VR sickness. Moreover, we confirmed that the airflow presented in 45 ° from in front direction to the turning direction (left or right) enhanced the perception of vection.Item AmplifiedCoaster: Amplifying the Perception of Ascent and Descent in Virtual-Reality-Equipped Electric Wheelchair in an Electric Wheeled Ramp(The Eurographics Association, 2022) Ito, Shunta; Nakanishi, Yasuto; Theophilus Teo; Ryota KondoWe introduce a novel virtual reality (VR) ride system consisting of a head-mounted display (HMD), an electric wheelchair and an electric wheeled ramp as an amusement park attraction. The electric wheeled ramp which is a customized electric wheelchair can carry a user wearing an HMD and is able to control its speed, acceleration, and orientation. This system presents the sense of continuous moving on a slope and the sense of movement on a slope with varying curvatures in the ascending and descending experiences, thus amplifying the perception of virtual ascent and descent.Item Analyzing the Impact of Movement Speed on CyberSickness in Virtual Reality Using Eye-Tracking Data(The Eurographics Association, 2024) Ozaki, Tenchi; Tera, Akemi; Fujinami, Tstutomu; Tanabe, Takeshi; Yem, VibolCybersickness poses a major obstacle to using virtual reality, especially when visual stimuli and physical motion are misaligned. This study examines how speed variations in a virtual roller coaster simulation affect cybersickness. Participants experienced the simulation at five speeds (67km/h-202km/h) while their eye movement data (pupil size, blink count, gaze direction, pupil position) and Virtual Reality Sickness Questionnaire (VRSQ) were recorded. The findings showed that the lowest (67km/h) and highest (202km/h) speeds increased sickness, while moderate speed (135km/h) resulted in the least. Correlations between pupil size, blink count, gaze direction, pupil position, and VRSQ suggest these indicators may help predict VR-induced cybersickness. This study seeks to deepen understanding of the relationship between speed, eye movements, and cybersickness to improve methods for predicting and mitigating cyberSickness in VR environments.Item Anatomy-Inspired Weight for Real-time Character Animation(The Eurographics Association, 2016) Kim, YoungBeom; Park, Byung-Ha; Jung, Kwang-Mo; Han, JungHyun; Tom Coffin and Gabriel Zachmann and Akihiko Shirai and Regis Kopper and Pedro MorilloIn this paper, the use of anatomy-inspired weight (AIW) is proposed to automatically compute the skinning weights for realtime character animation. AIW is modeled as a function of the anatomical distance to consider anatomical structures, such as bones and muscles. The experimental results demonstrate that AIW's facilitate the natural animation of characters, which is an important part of VR/AR/MR contents.Item An Approach to Interaction Interoperability for Distributed Virtual Environments(The Eurographics Association, 2008) Ahmed, Hussein M.; Gracanin, Denis; Abdel-Hamid, Ayman; Matkovic, Kresimir; Robert van Liere and Betty MohlerWe present a preliminary framework for interaction interoperability in Distributed Virtual Environments (DVEs). The goal is to allow each user to use a different input devices and interaction techniques and yet collaborate seamlessly. The framework adopts Service Oriented Architecture (SOA) and use a knowledge base in the form of three ontologies. The ontologies use Web Ontology Language (OWL) to describe input devices, interaction techniques and interaction tasks. In addition, two directories contain application and user profiles. An inference engine searches for the best possible combination of input devices, interaction techniques and tasks. The resulting user's mapping file is then accessed using web services. Two proof-of-concept framework implementations demonstrate how to develop a new application and how to support a legacy application.Item An Approach to the Evaluation of Ownership Management Techniques in Collaborative Virtual Environments(The Eurographics Association, 2007) Garcia, Arturo; Molina, José P.; Steed, Anthony; Martínez, Diego; González, Pascual; Bernd Froehlich and Roland Blach and Robert van LiereSeveral ownership management techniques have been proposed for maintaining consistency, one of the main factors in Collaborative Virtual Environments. However, few studies address the effect that network latency has on these mechanisms, as it can influence both the development of the tasks by users and their view of the system. This paper describes an experiment that tackles this issue, and shows how users get frustrated and tend to think that the system is not reliable as the amount of latency increases.Item AR Avatar Separated from Lecturer for Individual Communication in One-to-many Communication(The Eurographics Association, 2020) Kitagishi, Yuki; Tanaka, Yuki; Yonezawa, Tomoko; Kulik, Alexander and Sra, Misha and Kim, Kangsoo and Seo, Byung-KukIn this paper, we propose an augmented reality agent separated from the lecturer as his/her avatar to promote individual communication between the lecturer and the audience in parallel with one-to-many communication such as lectures. The proposed agent is expressed by 1-1) a shadow and 1-2) its trajectory drawn by projection mapping to the floor, as well as 2) localized footsteps using the parametric speaker. The agent approaches a particular audience member who seems to need to talk with the lecturer individually. To emphasize that the agent is the lecturer's avatar, the proposed system draws the trajectory from the lecturer's feet to the agent's current position and shakes the shadow's tail like will-o'-the-wisp. During the lecture, the agent approaches the audience member who wants individual communication with the lecturer. After that, the agent talks to the audience member as the lecturer. We expect that the proposed agent will aid in the individual communication between the lecturer and the audience without the audience's hesitation, and will be able to enable multiple and parallel communications with few additional resources required by the lecturer.Item AR FPS Game using Static and Dynamic Physical Obstacles(The Eurographics Association, 2022) Sawanobori, Yuki; Iriyama, Taishi; Komuro, Takashi; Theophilus Teo; Ryota KondoIn this paper, we propose an AR FPS game that allows a player to use physical obstacles for avoiding enemy attacks and defeating enemies. The use of physical obstacles is intended to make the game more fun and immersive. Physical obstacles are classified into static obstacles that do not move and dynamic obstacles that can move. The game design for utilizing real space includes placing game objects in consideration of static obstacles, using physical obstacles as shields to prevent enemy attacks, and using projectiles to attack a player hiding behind obstacles. We prototyped the game using HoloLens2 and conducted a user study using a questionnaire (N = 14). The results showed that the game itself was highly evaluated, as well as the exercise promotion effect by the use of real space.Item An AR Network Cabling Tutoring System for Wiring a Rack(The Eurographics Association, 2017) Herbert, B. M.; Weerasinghe, A.; Ens, Barrett; Billinghurst, Mark; Wigley, G.; Tony Huang and Arindam DeyWe present a network cabling tutoring system that guides learners through cabling a network topology by overlaying virtual icons and arrows on the ports. The system determines the network state by parsing switch output and does not depend on network protocols being functional. A server provides a web-based user interface and communicates with an external intelligent tutoring system called The Generalized Intelligent Framework for Tutoring. Users use a tablet to view AR annotations, though support for HoloLens HMD will be added soon.Item asmVR: Light Triggers in Virtual Reality to Induce ASMR(The Eurographics Association, 2022) Peng, Danyang; Pai, Yunsuen; Minamizawa, Kouta; Theophilus Teo; Ryota KondoAutonomous sensory meridian response (ASMR) is a tingling sensation that can be aroused by visual, sound, touch and emotional triggers, and can produce feelings of relaxation and euphoria. Light trigger is a new kind of visual trigger that has been gaining popularity in YouTube ASMR videos, and we analyzed this to draw design considerations. From there, we propose asmVR, a VR-based method to experience ASMR using light triggers. The ASMRtist can create the content using hand-tracked light triggers while roleplaying a virtual avatar, while viewers can experience an immersive and intimate relation with them to help trigger ASMR. We also propose a user study plan in the future to evaluate its effectiveness in inducing ASMR, as well as propose future development plans.Item Augmentation of Visualisation Using Sonification: A Case Study in Computational Fluid Dynamics(The Eurographics Association, 2007) Kazakevich, Maryia; Boulanger, Pierre; Bischof, Walter F.; Garcia, M.; Bernd Froehlich and Roland Blach and Robert van LiereAdvances in computer processing power and networking over the past few years have brought significant changes to the modeling and simulation of complex phenomena. Problems that formerly could only be tackled in batch mode, with their results being visualized afterwards, can now be monitored using graphical means while in progress. In certain cases, it is even possible to alter parameters of the computation while it is running, depending on what the scientist perceives in the current visual output. This ability to monitor and change parameters of the computational process at any time and from anywhere is called computational steering. Combining this capability with advanced multi-modal tools to explore the data produced by these systems are key to our approach. We present an advanced multi-modal interface where sonification and 3D visualization are used in a computational steering environment specialized to solve real-time Computational Fluid Dynamics (CFD) problems. More specifically, this paper describes and experimentally proves how sonification of CFD data can be used to augment 3D visualization.Item Augmented Dodgeball AR Viewer for Spectators(The Eurographics Association, 2019) Azuma, Shota; Hertzog, Clara; Sakurai, Sho; Hirota, Koichi; Nojima, Takuya; Kakehi, Yasuaki and Hiyama, AtsushiThese last few years many systems and methods have been developed to provide information to spectators about a sport game such as baseball, basketball, soccer, etc. Among them, Augmented Sport is one of the emerging area that intends to merge video game concept into physical sports. This project focuses on merging game elements such as Health Points (HP), Attack Power (AP) and Defense Power (DP) to improve enjoyment and variety of players. During Augmented Dodgeball games, the spectators can visualize via the Mixed Reality device additional parameters such as HP, AP and DP of each player. This data is superimposed onto each physical players by virtue of AR markers they wear. To avoid marker occlusion issues, fixed camera(s) are also used to inquire player's physical information and share it via a database. Studies have been conducted in order to find out the best displaying design, methods and limits of the system.