A Simplified Contact Model for Treating the Balance of Biped Virtual Characters (original) (raw)
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Touch in Immersive Environments
sition and orientation of the forearm in three-dimensional space. Both of these devices can be used by a remote museum visitor who retrieves a model of the art object over the Internet or other network. Our mission is to develop seamless, device-independent haptic collaboration such that a museum staff member and a museum-goer or art student at a remote location can jointly examine a vase or bronze figure, note its interesting contours and textures, and consider such questions as "Why did the artist make this side rough but that side smooth?" or "What is this indentation on the bottom for?" Figure 1. (a) Researcher exploring a digitized teapot from USC' s Fisher Gallery with the PHANTOM; (b) (c) Researcher calibrating the CyberGrasp force-feedback glove. Digitization There are several commercial 3D digitizing cameras available for applications like the museum, such as the ColorScan and the Virtuoso shape cameras. We have chosen the 3Scan syste
Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well as research structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the low-level programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Dat...
Starting with a list of typical hand actions -such as touching or twisting -a collection of physical input device prototypes was created to study better ways of engaging the body and mind in the computer aided design process. These devices were interchangeably coupled with a graphics system to allow for rapid exploration of the interplay between the designer's intent, body motions, and the resulting on-screen design. User testing showed that a number of key considerations should influence the future development of such devices: coupling between the physical and virtual worlds, tactile feedback, and scale. It is hoped that these explorations contribute to the greater goal of creating user interface devices that increase the fluency, productivity and joy of computer-augmented design.
2014 XVI Symposium on Virtual and Augmented Reality, 2014
Virtual Reality is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR -Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to language, international participants, areas and subareas of application and related technologies. Although oversees participants has proven not constant, papers published in English has proven stable to SVR editions. The study also shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the low-level programming languages and frameworks preferences. The number of Augmented Reality papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) are persistent topics of interest. An expected shift from VRML to other 3D Web technologies have already happened but there are just a few research papers devoted to formulative, evaluative or descriptive approaches. Data show that by improving the research budget to the area could impact productivity; a centralized database of publications would facilitate recovering and analyzing past contributions and; that enforcing more scientifically rigorous and English-written papers could raise the quality and visibility of Brazilians´ research in VR.
The user is able to explore and manipulate virtual worlds with the help of virtual reality devices. Virtual worlds can also be used to visualize information. Information visualization plays an important role in the field of bioinformatics. It is necessary to use modern visualization techniques in order to analyze these data. A ’wand’ is commonly used as an interaction device in immersive environments, a remote control with different buttons and a joystick, which is limited in its interaction capabilities. This work examines the advantages and the novel aspects by using a tablet instead of the wand as an interaction device. The tablet is suitable as an appropriate and new solution with its second display and as a result, the possibility to illustrate text and various user interface (UI) elements. The used application is a software called 3DScover, a dynamic visualization technique to compare and analyze large-scale genome data. The goal of this work is to create a new interface for the tablet to operate easily with the application. It is important that the interface has a high usability and facilitates the interaction. For this reason the development is accompanied by a user study. The study examines the additional value to use a tablet instead of a wand in a virtual reality environment. The focus of the interaction is identified and determined in relation to the application with the help of the use cases. Furthermore, a questionnaire and mock-ups help to support user interface design decisions. Additionally this thesis will dwell on related work in the field of using a mobile device in a three-dimensional space.
Haptic User Interface Integration for 3D Game Engines
Touch and feel senses of human beings provide important information about the environment. When those senses are integrated with the eyesight, we may get all the necessary information about the environment. In terms of human-computer-interaction, the eyesight information is provided by visual displays. On the other hand, touch and feel senses are provided by means of special devices called "haptic" devices. Haptic devices are used in many fields such as computer-aided design, distance-surgery operations, medical simulation environments, training simulators for both military and medical applications, etc. Besides the touch and sense feelings haptic devices also provide forcefeedbacks, which allows designing a realistic environment in virtual reality applications. Haptic devices can be categorized into three classes: tactile devices, kinesthetic devices and hybrid devices. Tactile devices simulate skin to create contact sensations. Kinesthetic devices apply forces to guide or inhibit body movement, and hybrid devices attempt to combine tactile and kinesthetic feedback. Among these kinesthetic devices exerts controlled forces on the human body, and it is the most suitable type for the applications such as surgical simulations. The education environments that require skill-based improvements, the touch and feel senses are very important. In some cases providing such educational environment is very expensive, risky and may also consist of some ethical issues. For example, surgical education is one of these fields. The traditional education is provided in operating room on real patients. This type of education is very expensive, requires long time periods, and does not allow any error-andtry type of experiences. It is stressfully for both the educators and the learners. Additionally there are several ethical considerations. Simulation environments supported by such haptic user interfaces provide an alternative and safer educational alternative. There are several studies showing some evidences of educational benefits of this type of education (Tsuda et al 2009; Sutherland et al 2006). Similarly, this technology can also be successfully integrated to the physical rehabilitation process of some diseases requiring motor skill improvements (Kampiopiotis & Theodorakou, 2003). Hence, today simulation environments are providing several opportunities for creating low cost and more effective training and educational environment. Today, combining three dimensional (3D) simulation environments with these
Comunicações em Informática, 2020
The Laboratory of Computer Applications for Health Care at University of São Paulo develop multidisciplinary research involving Computer Science areas and other knowledge fields such as Physiotherapy, Psychiatry, Radiology, and Cardiology. Most studies use concepts besides Computer Science, by aggregating knowledge to solve real problems. In this paper we present the main projects in Virtual Reality and Augmented Reality areas, highlighting serious games, computer-aided diagnosis and therapy, simulation and training. Besides the social and scientific impact inherent to the type of the developed research, some systems are available to health professionals in order to allow technology transfer and consequent technological and economic impact in daily activities of health tasks.
Unconventional 3D User Interfaces for Virtual Environments
In this dissertation, the potential of the human body will be investigated, with the aim to design, develop, and analyze new spatial interaction methods which surpass performance or application possibilities of currently available techniques. In contrast to desktop interfaces, spatial interaction methods potentially make use of all six degrees of freedom and are generally referred to as 3D user interfaces (3DUIs). These interfaces find wide applicability in a multitude of different kinds of Virtual Environments, ranging from those techniques that allow for free movement through a room with large, possibly stereoscopic displays, up to the usage of helmet-like or full-encompassing ("immersive") display systems. Due to the experimental characteristics, most of the presented techniques can be labeled as being unconventional, even though many of the techniques can find great applicability in the more traditional work environments. Hence, through investigation of human potential, the design space of 3DUIs can be broadened. More specifically, the basics of 3D User Interfaces and related terminology will be explored (chapter 1), after which an extensive and detailed look will be taken at the possibilities of the different human "input and output channels," relating the psychophysiological possibilities to technology that is currently existent, or will be developed in the foreseeable future. A reflection on possible applications is included (chapter 2). In chapter 3, issues that are specific to designing and developing unconventional 3DUIs are investigated, ranging from the boundaries of human performance, specific humancomputer interface matters, to social and technical issues. Following (chapter 4), a total of seven case studies illuminate multiple sides of designing, developing, and analyzing unconventional techniques, looking at both pure spatial and unconventional setups, and so called hybrid interface techniques. More specifically, Shockwaves and BioHaptics explore the usage of alternative haptic feedback, either through usage of audio and airbased shockwaves, or neuromuscular stimulation. Also dealing with haptics, Tactylus explores multisensory binding factors of a device using coupled visual, auditory, and vibrotactile feedback. The fourth study, Cubic Mouse, explores a prop output (control) device, resembling a coordinate system, in order to find specific performance advantages or flaws in comparison to generally used spatial controllers. It, thereby, makes use of a new spatial trajectory analysis method. The final three studies all focus on hybrid interfaces, integrating 2D and 3D I/O methods. ProViT deals with integrating a PenPC with a spatial pen device, and the Cubic Mouse to control engineering applications, focusing, foremost, on flow of action factors. Capsa Arcana are two consoles used in museum applications that integrate MIDI controllers and desktop devices to allow for more interesting and potentially unconventional control. Finally, with Eye of Ra, a new input device form is presented. The Eye of Ra has been specifically designed for closely combining the control of 2D and spatial actions for use in medical scenarios. The final chapter concludes this dissertation by providing a short summary and reflection, including a road map of open issues and fields of further research.