Virtual Reality System. A 3D Game with Force Feedback in a Virtual Space. Virtual Tower of Hanoi (original) (raw)

Current Trend of VR Application for Assistive Technology

Journal of Medical Informatics, 2001

近年の仮想現実感 (VR) 技術の成熟によって,高度な現実感を安価に提供できるようになっ たことに伴い,VR を福祉分野に適用する試みは大きく広がりつつある.本稿では,福祉目 的の VR システムだけではなく,VR 要素技術の福祉適用まで含めて,福祉 VR 研究の現状 について概観した.VR は福祉機器シミュレーション,障害者の社会生活訓練のほか,教育 支援,コミュニケーション支援など様々な分野に適用されている.一定の成功を収めている 福祉 VR 研究は,決して高度な現実感生成を目的とせず,VR なりの現実感を最大限発揮す ることを目指し,被支援者との密接なコミュニケーションのもとで進められたものが多い. 今後は高度に発達した情報ネットワーク,モバイルコンピューティング技術もとりいれ,人 と人とのコミュニケーションを密にする福祉 VR の発展が望まれる. (キーワード:仮想現実感,福祉工学)

Virtual Machine Based OS Structure and Its Communication Mechanism

2002

ウェアラブルコンピューティングや組込みシステムなど,ターゲットとするハードウェ アの性能が幅広く,環境の変化に対する動的な対応が必要なシステムでは,アプリケー ションやその用途に合わせてシステムを適合できることが重要である.本稿では,資源管 理ポリシを仮想マシンとして提供し,仮想マシン上で動作するモジュールの組み合わせに より柔軟なシステム構成を可能とする OS構成法とその通信機構について報告する.本シ ステムはカーネル層,仮想マシン層,アプリケーション層の三階層から構成され,カーネ ル層ではハードウェアアクセスの基本的なプリミティブを提供し,仮想マシン層は資源管 理ポリシを提供する.また,仮想マシン間を横断して処理を実行するアプリケーションに 対して継続を用いた軽量なフロー制御を提供している.本システム上にてネイティブ環境 とWabaVMの双方の環境で FATファイルシステムを実装したところ,ファイル読込み の性能は約 25倍という結果が得られた.

Generating an Animation of Virtual Creature with Central Pattern Generator

2010

In this study, we aim to evolving autonomous virtual creatures which have complex shapes in a complex environment. We implement a basic physics law and fluid influences with a virtual environment and evolve virtual creature in various environments. We adopt central pattern generator as controller of the virtual creature. Each model obtains an effective moving behavior in physical environment.

Ego-motion tracking system for seamless combination of indoor navigation and augmented reality exhibits

2012

This paper describes a system that shows AR content for supporting user’s activities in indoor environment. We aimed to design contextual sensitive user interface for AR applications using AR widgets that help us develop user interfaces of AR systems. One of the most important information used for understanding user’s context is user’s position and orientation in the environment. Our system combines ego-motion tracking method based on Pedestrian Dead Reckoning (PDR) and Vision-based tracking method. These two methods are complementary each other. PDR can reduce the cost for matching with image data bases in the vision-based tracking. Once we can get the position information from vision-based tracking, we can correct the accumulative error of the PDR method. Keyword pedestrian dead reckoning, vision-based tracking, augmented reality exhibits, indoor navigation 1. はじめに 拡張現実 (AR)の概念を用いたサービスは商用化が 進んでおり,急速に普及しているスマートフォンや iPad に代表されるタブレット型携帯端末上でのアプリ ケーションプログラムとしても提供され始め,日常で も身近なものになりつつある....

UPP (Unreal Prank Painter): Graffiti System Focusing on Entertainment of Mischievous Play

2017

Mischief is a behavior that is socially inappropriate, though is not clearly hostile towards other people and things. Mischief is said to have the unique potential to provide pleasant sensations and challenging experiences for mischief makers or players. From this, mischief can be the subject of entertainment as long as it has no critical negative influence on society. In this research, we focused on “graffiti” among the various forms of mischief. We describe the design and implementation of the Unreal Prank Painter, which is an entertainment system beyond mere “drawing,” powered with augmented reality (AR).

Mixed reality navigation for supporting machine maintenance in wide-area indoor environment based on pedestrian dead reckoning and 3D model-based camera tracking

2014

This paper describes a maintenance service support system for wide-area indoor environment, such as a factory and a hospital. In maintenance services, operators often have to check a map to find out a way to a target machine, and also have to refer documents to get information about checkup and repair of the machine. In order to reduce working load of operators, information technology can help operators carry out additional but important operations during maintenance, such as referring documents and maps, recording maintenance logs and so on. In this paper, we propose mixed reality navigation on a tablet computer composed of augmented virtuality mode and augmented reality mode. Augmented virtuality mode performs map-based navigation shows positions of the user and the target machine. Augmented reality mode performs intuitive visualization of information about the machine by overlaying annotations on camera images. The proposed system is based on a hybrid localization technique realized with pedestrian dead reckoning (PDR) and 3D model-based image processing for the purpose of covering wide-area indoor environment. Experimental results using our prototype are also described for showing feasibility of our concept in the paper.

Handling of 3-D Objects using Ray Space

1996

Reconstruction of virtual space has become very important in various applications. Computer graphics methods based on geometric models have been studied for this purpose. To obtain more natural representation, this paper proposes a new method which represents and handles 3-D objects using the concept of "ray space." Ray space is a space that stores the rays reflected by 3-D objects. Handling objects in real space is equivalent to getting a sliced image with an appropriate plane in the ray space.

Constructing Agent Model for Virtual Training Systems

Transactions of the Japanese Society for Artificial Intelligence, 2006

Constructing highly realistic agents is essential if agents are to be employed in virtual training systems. In training for collaboration based on face-to-face interaction, the generation of emotional expressions is one key. In training for guidance based on one-to-many interaction such as direction giving for evacuations, emotional expressions must be supplemented by diverse agent behaviors to make the training realistic. To reproduce diverse behavior, we characterize agents by using a various combinations of operation rules instantiated by the user operating the agent. To accomplish this goal, we introduce a user modeling method based on participatory simulations. These simulations enable us to acquire information observed by each user in the simulation and the operating history. Using these data and the domain knowledge including known operation rules, we can generate an explanation for each behavior. Moreover, the application of hypothetical reasoning, which offers consistent selection of hypotheses, to the generation of explanations allows us to use otherwise incompatible operation rules as domain knowledge. In order to validate the proposed modeling method, we apply it to the acquisition of an evacuee's model in a fire-drill experiment. We successfully acquire a subject's model corresponding to the results of an interview with the subject.