Input devices and interaction. Ruth Aylett
|
|
- Lesley Holt
- 5 years ago
- Views:
Transcription
1 Input devices and interaction Ruth Aylett
2 Tracking What is available Devices Gloves, 6 DOF mouse, WiiMote, Kinect Contents
3 Why is it important? Interaction is basic to VEs We defined them as interactive in real-time No interaction => NOT a VE Ideal interaction: Very low latency - i.e fast Multi-modal Unencumbered Intuitive Technology falls well short of this of course
4 Tracking the human body Large displays require position and orientation of viewer s body to be tracked tracking information fed to runtime system as input signal. Most commonly tracked is head but sometimes also hands, arms, legs, eyes etc. Head tracking used to update virtual viewpoint orientations. Body tracking needed for lifelike interaction with objects and creatures. say user wishes to wave at another person in the VE: their real-world motions can be tracked and replicated in the VE.
5 Interaction types Navigation Staying on the ground? Walking v flying Depends on size of model wrt display system Degree of immersion Interaction with other users Gesture Interaction with objects Depends on the object and interaction Select, lift, rotate, throw, steer, hit
6 Virtual Tennis Movie Virtual Tennis
7 Tracking the human head An essential basic requirement in immersive VR systems. Imagine axes mounted on top of your head pans, tilts and yaws of head measured around those axes. HMDs rotation sensors measure these three angles. Angles passed to run-time VR software which updates viewing angles. to HMD
8 Tracking devices Many tracking devices and systems developed over the years some aimed specifically at VR systems others borrowed from other areas. Some systems are portable and cheap - some require permanent installations in large rooms and are very expensive indeed. Trackers can be magnetic, electro-magnetic, acoustic, inertial, optical, or mechanical.
9 Mechanical trackers Mechanical linkage system arm-like structure of several joint, one end fixed, the other free to move with the user. Measure position and angular orientation of free end by measuring angles at each joint and factoring in length of each segment. Fake Space BOOM (right)
10 Mechanical Tracking Advantages Simple sensors, no need for transmitter/receiver low-cost device very low latency High positional accuracy Disadvantages The user is tethered Lots of inertia Typically small working volume Mechanical parts wear out
11 Exoskeletons For bodies or parts of bodies Derived from assistive technology Working backwards
12 Electro-magnetic trackers transmitter generates electromagnetic signals received by a receiver (or sensor). Signal strength used to determine absolute position and orientation of receiver relative to transmitter.
13 Example: Polhemus FASTRAK FASTRAK electro-magnetic sensor from Polhemus accurately computes the position and orientation of tiny receiver as it moves through space. Dynamic, real time six degree-of-freedom measurement of position (X, Y, and Z) and orientation (yaw, pitch, and roll) RS-232 signal updated at 120 records/sec. Transmitter constantly puts out a weak magnetic field. passive receiver generates an electric signal as it is moved through the field. Polhemus' processing electronics then amplify and analyse this signal to determine the real-world position and orientation of the receiver relative to the transmitter.
14 Polhemus FASTRAK system Polhemous trackers well proven and widely used since the very early 1990 s. The FASTRAK system shown here has one receiver and one transmitter. System expanded by adding up to three more receivers can attach receivers to different parts of body log data for gait and limb analysis or computer animation.
15 Electromagnetic Tracking Polhemus
16 Electromagnetic Tracking Ascension Ascension market a number of systems based on DC rather than AC fields including Flock of Birds and a full gait analysis system called MotionStar.
17 Electromagnetic Tracking Advantages Small receivers Reasonably cheap Line-of-sight (LOS) not required Disadvantages Accuracy diminishes with distance Not very large working volume High latency due to filtering Transmitter/receiver required
18 Electro-magnetic interference Major problem of electro-magnetic trackers magnetic fields easily affected by the surrounding environment. Large metal objects produce eddy currents in the presence of the magnetic fields These can interfere and distort the original signal causing inaccurate measurements. same effect appears near electric currents, such as in cabling also ferromagnetic materials Also electromagnetic sources such as computer monitors. Ferromagnetic and/or metal surfaces cause field distortion
19 Ultrasonic trackers Two main components transmitter generating an ultrasound signal receiver detecting the signal. Distance is calculated by measuring time-of-flight of ultrasonic pulse. Three transmitters and receivers needed to calculate full 3D position and orientation. Ultrasonic tracking used by Logitech Head Tracker (shown) and 3D mouse.
20 Ultrasonic trackers The Power Glove made by toy company Mattel (who make Barbie) introduced in 1989 for use with the Nintendo Entertainment System (NES). Ultrasonic device for use in place of standard Nintendo controllers Detected finger motion Plus full set of buttons on the wrist. In fact not much use for Nintendo gamers But amazingly advanced piece of VR kit for its time.
21 Acoustic Tracking Advantages Well known transducers (mics), lightweight Low cost device Disadvantages Line-of-sigh (LOS) required Echoes Low accuracy (speed of sound in air varies) Transmitter/receiver required
22 Inertial tracking systems Very popular (because cheap) based on inertial gyro technology Detects acceleration and thus can calculate velocity (since mass in known) giving 3DoF Newish example is the Intersense IS-300. Can be coupled with add-on ultrasonic system to give 6 DoF sensing example of a hybrid technology tracker. IS-300 can operate in metallic environments, 6 DoF tracker operates only in LoS of transmitter. Other examples: Intersense Intertrax2 and the Ascension 3D-Bird.
23 Advantages Cheap Small size Inertial Tracking No transmitter/receiver required LOS not required Disadvantages Only 3 DOF on their own Drift Not accurate for slow movements
24 Optical tracking methods Many different forms Often use image processing and pattern recognition and matching Much work outside of VR: numerous ideas suitable for tracking object position and pose For example fiducial mark detection light sources or reflective colour markers attached to object at important locations such as joints or extremities. Easier for image processing algorithm to track in cluttered conditions.
25 How it is done
26 Optical tracking methods Outside-in tracker tracking apparatus is fixed object to be tracked (e.g. the user) is viewed from the "outside". Inside-out systems take tracking measurements from the object to be tracked for instance a camera can be mounted on the HMD images analysed to produce pose and distance estimations based on the position of fixed patterns within the environment. Visible images or infra-red used. Many optical systems (but not all!) are one-offs, expensive and require careful calibration procedures.
27 Motion Capture (Mo-cap) Originally developed for gait analysis Artificial limbs Taken up by film/animation industry Artificial actors (Titanic, LoR, etc..) Can also be used in real-time
28 Infra-red cameras
29 Placement of markers Depends on application Body/face? Occlusion issues? Attaching markers Body suit CMU database example Sweat bands etc Also in processing software
30 Occlusion problems Need a skeleton to find a lost marker that reappears Included with camera sw packages But not always in datastreaming mode
31 Optical Tracking Advantages Can work over a large area. Inherently wireless Disadvantages LOS needed Transmitter/receiver required Expensive Requires computer vision technology
32 Speckled computing Specks: small computing devices Eventual aim: like dust motes Present size: a few cm Supports inside-out tracking University of Edinburgh
33 Unencumbered tracking Depends on identifying hand/hand on video One approach is using blobs
34 Kinect Developed for xbox Sold 8 million units in 60 days from Nov 2010 launch Almost at once used for lots of other things E.g Spec: Colour and depth-sensing lenses Voice microphone array Tilt motor for sensor adjustment Field of View Horiz: 57 degrees Vert: 43 degrees Tilt range: ± 27 degrees Depth sensor range: 1.2m - 3.5m
35 What is in it Projects an IR grid Affected by other IR sources (e.g. sunlight) Built-in facial and voice recognition simultaneously tracking of up to six people, two active players with RT feature extraction of 20 joints per player
36 Interfacing with Kinect Originally unofficial use Driver Interface: Two buffers rgb-data depth-map (10bit resolution) From June 2011 official Windows 7 SDK
37 Interaction devices Ruth Aylett
38 Eye trackers Eye tracking systems are examples of optical tracking devices. viewpoint in the virtual world follows the gaze of user s eye. Originally developed as a mouse replacement simply look at object interact through eye movement (such as a slow blink). Support physically impaired users. Combined eye and head tracking systems also exist - use in practice is complicated.
39 Cybergloves and similar Inherent in the folklore and hype of VR is the cyberglove - a wearable device that monitors the the position and orientation of hand and fingers. The name CYBERGLOVE is registered by Virtual Technologies Inc (VTi). uses 18 or 22 patented angular sensors for tracking the position of fingers and hand.
40 Virtual Technologies CyberGlove - 18-sensor model - 22-sensor model Variants are: - CyberTouch - CyberGrasp Gloves
41 Gloves Fifth Dimensions Technologies - Data Glove Data Glove finger flexure hand orientation -roll & pitch
42 Gloves Fakespace - Pinch Glove Pinch Glove gesture recognition reliable low cost electrical sensors in each fingertip contact among any 2 or more digits
43 Mouse as input device in VR Normal 2D mouse can be used (as in Octaga for example). Need user selectable modes to switch between DoF s. More sophisticated mice provide 3 or more DoF: these include the Spaceball (shown here) and Spacemouse. Standard games joysticks or gamepads also used to give 2 or more DoF s.
44 6 DOF Mice 3 translation DOF 3 rotation DOF
45 6 DOF Mice Spaceball by Labtec Spacemouse by DLR (Logitech - USA)
46 6 DOF Mice Cyberpuck SpaceOrb
47 3 accelerometers Enough for 6 DOF But will drift Bluetooth connection to 10m Optical (IR) sensor To 5m from sensor bar Triangulation from ends of bar Allows accurate pointing Speaker The WiiMote
48 WiiMote interaction Head-tracking WiiMote stationary, head-mounted IR source Finger-tracking - touch-free interaction IR tape on finger + fixed IR source Gesture recognition Using accelerometers Feature classification Fast movements work better; beware variable arm orientation
49 Software Free libraries WiiGLE WiiGLE/doku.php Provides a set of classifiers WiiGee Java-based, one classifier Issues with Bluetooth stacks Flakey implementations, especially Vista BlueSoleil seems a good driver
50 Interaction issues Types: Navigation Selection Manipulation System control
51 Navigation Move between locations: simplest form of interaction Explore the environment; look at it Ambiguous term: Path integration/dead reckoning Wayfinding Locomotion
52 Path integration/dead reckoning From known coordinates: How far have I come? Distance/rotation So where am I now? Continuous update cycle Compare with desired end coordinates
53 Wayfinding What route from here to there? Requires spatial knowledge/understanding Of landmarks, routes A natural approach? Line-of-sight; Virtual signage; virtual map If used for training for example Sound? Floating arrow? Head-up display? Naturalism works better for direction than distance
54 Process Orientation Where am I wrt to nearby objects and the target location? Route Decision Choose route that does go to destination. Route Monitoring Check on the correct route and going in the right direction. Destination Recognition Are we there? Or at least close?
55 Locomotion Teleportation Scene In Hand Eye In Hand Flying Vehicle Manipulation methods as locomotion Leaning (relative vs absolute) Speech driven Device Specific (driving)
56 Movement Physical locomotion User physically moves within tracker coverage area Frame of reference for interaction is own body Real-world orientation cues Virtual locomotion Virtual world moves/rotates around user Frame of reference is display device/physical frame Can cause disorientation quicker then physical motion
57 Locomotion styles Unconstrained Tracker orientation determines direction of travel Users may roll or go up/down as they move forward-left-rightback May disorient new users; difficult to control Users travel through objects;no collision detection High-speed navigation,needs high frame rate Constrained Restricts locomotion to plane/direction (no roll is common) Sets some speed/acceleration limits (may take frame rate into account) Collision detection adds computational load to application Better orientation cues Enhances solidity & realism of environment
58 Selection Direct manipulation Intuitive; can be tiring; or infeasible Ray-casting Laser pointer; less tiring May be imprecise: small objects, distances, tracker noise Manipulation? Cone-casting (spotlight) Easier than ray-casting May select multiple objects Also manipulation issue
Input devices and interaction. Ruth Aylett
Input devices and interaction Ruth Aylett Contents Tracking What is available Devices Gloves, 6 DOF mouse, WiiMote Why is it important? Interaction is basic to VEs We defined them as interactive in real-time
More informationVR System Input & Tracking
Human-Computer Interface VR System Input & Tracking 071011-1 2017 년가을학기 9/13/2017 박경신 System Software User Interface Software Input Devices Output Devices User Human-Virtual Reality Interface User Monitoring
More informationCSE 165: 3D User Interaction. Lecture #7: Input Devices Part 2
CSE 165: 3D User Interaction Lecture #7: Input Devices Part 2 2 Announcements Homework Assignment #2 Due tomorrow at 2pm Sony Move check out Homework discussion Monday at 6pm Input Devices CSE 165 -Winter
More informationClassifying 3D Input Devices
IMGD 5100: Immersive HCI Classifying 3D Input Devices Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Motivation The mouse and keyboard
More informationRealtime 3D Computer Graphics Virtual Reality
Realtime 3D Computer Graphics Virtual Reality Virtual Reality Input Devices Special input devices are required for interaction,navigation and motion tracking (e.g., for depth cue calculation): 1 WIMP:
More informationClassifying 3D Input Devices
IMGD 5100: Immersive HCI Classifying 3D Input Devices Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu But First Who are you? Name Interests
More informationInteractive Simulation: UCF EIN5255. VR Software. Audio Output. Page 4-1
VR Software Class 4 Dr. Nabil Rami http://www.simulationfirst.com/ein5255/ Audio Output Can be divided into two elements: Audio Generation Audio Presentation Page 4-1 Audio Generation A variety of audio
More informationVirtual Environments: Tracking and Interaction
Virtual Environments: Tracking and Interaction Simon Julier Department of Computer Science University College London http://www.cs.ucl.ac.uk/teaching/ve Outline Problem Statement: Models of Interaction
More informationInteracting within Virtual Worlds (based on talks by Greg Welch and Mark Mine)
Interacting within Virtual Worlds (based on talks by Greg Welch and Mark Mine) Presentation Working in a virtual world Interaction principles Interaction examples Why VR in the First Place? Direct perception
More information3D User Interfaces. Using the Kinect and Beyond. John Murray. John Murray
Using the Kinect and Beyond // Center for Games and Playable Media // http://games.soe.ucsc.edu John Murray John Murray Expressive Title Here (Arial) Intelligence Studio Introduction to Interfaces User
More informationAugmented and Virtual Reality
CS-3120 Human-Computer Interaction Augmented and Virtual Reality Mikko Kytö 7.11.2017 From Real to Virtual [1] Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS
More informationIMGD 4000 Technical Game Development II Interaction and Immersion
IMGD 4000 Technical Game Development II Interaction and Immersion Robert W. Lindeman Associate Professor Human Interaction in Virtual Environments (HIVE) Lab Department of Computer Science Worcester Polytechnic
More informationA Comparison of the Accuracy of an Electromagnetic and a Hybrid Ultrasound-Inertia Position Tracking System
FOR U M Short Papers A Comparison of the Accuracy of an Electromagnetic and a Hybrid Ultrasound-Inertia Position Tracking System Abstract Results of a comparison study of the tracking accuracy of two commercially
More informationTracking. Alireza Bahmanpour, Emma Byrne, Jozef Doboš, Victor Mendoza and Pan Ye
Tracking Alireza Bahmanpour, Emma Byrne, Jozef Doboš, Victor Mendoza and Pan Ye Outline of this talk Introduction: what makes a good tracking system? Example hardware and their tradeoffs Taxonomy of tasks:
More informationCSE 165: 3D User Interaction. Lecture #11: Travel
CSE 165: 3D User Interaction Lecture #11: Travel 2 Announcements Homework 3 is on-line, due next Friday Media Teaching Lab has Merge VR viewers to borrow for cell phone based VR http://acms.ucsd.edu/students/medialab/equipment
More informationVirtual Grasping Using a Data Glove
Virtual Grasping Using a Data Glove By: Rachel Smith Supervised By: Dr. Kay Robbins 3/25/2005 University of Texas at San Antonio Motivation Navigation in 3D worlds is awkward using traditional mouse Direct
More informationSensing. Autonomous systems. Properties. Classification. Key requirement of autonomous systems. An AS should be connected to the outside world.
Sensing Key requirement of autonomous systems. An AS should be connected to the outside world. Autonomous systems Convert a physical value to an electrical value. From temperature, humidity, light, to
More informationDevelopment of intelligent systems
Development of intelligent systems (RInS) Robot sensors Danijel Skočaj University of Ljubljana Faculty of Computer and Information Science Academic year: 2017/18 Development of intelligent systems Robotic
More informationWhat was the first gestural interface?
stanford hci group / cs247 Human-Computer Interaction Design Studio What was the first gestural interface? 15 January 2013 http://cs247.stanford.edu Theremin Myron Krueger 1 Myron Krueger There were things
More information3D Interaction Techniques
3D Interaction Techniques Hannes Interactive Media Systems Group (IMS) Institute of Software Technology and Interactive Systems Based on material by Chris Shaw, derived from Doug Bowman s work Why 3D Interaction?
More informationRange Sensing strategies
Range Sensing strategies Active range sensors Ultrasound Laser range sensor Slides adopted from Siegwart and Nourbakhsh 4.1.6 Range Sensors (time of flight) (1) Large range distance measurement -> called
More informationUltrasonic Calibration of a Magnetic Tracker in a Virtual Reality Space
Ultrasonic Calibration of a Magnetic Tracker in a Virtual Reality Space Morteza Ghazisaedy David Adamczyk Daniel J. Sandin Robert V. Kenyon Thomas A. DeFanti Electronic Visualization Laboratory (EVL) Department
More informationRecent Progress on Wearable Augmented Interaction at AIST
Recent Progress on Wearable Augmented Interaction at AIST Takeshi Kurata 12 1 Human Interface Technology Lab University of Washington 2 AIST, Japan kurata@ieee.org Weavy The goal of the Weavy project team
More informationSELECTING THE OPTIMAL MOTION TRACKER FOR MEDICAL TRAINING SIMULATORS
SELECTING THE OPTIMAL MOTION TRACKER FOR MEDICAL TRAINING SIMULATORS What 40 Years in Simulation Has Taught Us About Fidelity, Performance, Reliability and Creating a Commercially Successful Simulator.
More informationVirtual Environment Interaction Based on Gesture Recognition and Hand Cursor
Virtual Environment Interaction Based on Gesture Recognition and Hand Cursor Chan-Su Lee Kwang-Man Oh Chan-Jong Park VR Center, ETRI 161 Kajong-Dong, Yusong-Gu Taejon, 305-350, KOREA +82-42-860-{5319,
More informationThe 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, / X
The 8 th International Scientific Conference elearning and software for Education Bucharest, April 26-27, 2012 10.5682/2066-026X-12-103 DEVELOPMENT OF A NATURAL USER INTERFACE FOR INTUITIVE PRESENTATIONS
More informationCSC 2524, Fall 2017 AR/VR Interaction Interface
CSC 2524, Fall 2017 AR/VR Interaction Interface Karan Singh Adapted from and with thanks to Mark Billinghurst Typical Virtual Reality System HMD User Interface Input Tracking How can we Interact in VR?
More informationCosc VR Interaction. Interaction in Virtual Environments
Cosc 4471 Interaction in Virtual Environments VR Interaction In traditional interfaces we need to use interaction metaphors Windows, Mouse, Pointer (WIMP) Limited input degrees of freedom imply modality
More informationVirtuelle Realität. Overview. Part 13: Interaction in VR: Navigation. Navigation Wayfinding Travel. Virtuelle Realität. Prof.
Part 13: Interaction in VR: Navigation Virtuelle Realität Wintersemester 2006/07 Prof. Bernhard Jung Overview Navigation Wayfinding Travel Further information: D. A. Bowman, E. Kruijff, J. J. LaViola,
More informationGuidelines for choosing VR Devices from Interaction Techniques
Guidelines for choosing VR Devices from Interaction Techniques Jaime Ramírez Computer Science School Technical University of Madrid Campus de Montegancedo. Boadilla del Monte. Madrid Spain http://decoroso.ls.fi.upm.es
More informationActive Stereo Vision. COMP 4102A Winter 2014 Gerhard Roth Version 1
Active Stereo Vision COMP 4102A Winter 2014 Gerhard Roth Version 1 Why active sensors? Project our own texture using light (usually laser) This simplifies correspondence problem (much easier) Pluses Can
More informationStereo-based Hand Gesture Tracking and Recognition in Immersive Stereoscopic Displays. Habib Abi-Rached Thursday 17 February 2005.
Stereo-based Hand Gesture Tracking and Recognition in Immersive Stereoscopic Displays Habib Abi-Rached Thursday 17 February 2005. Objective Mission: Facilitate communication: Bandwidth. Intuitiveness.
More informationEnSight in Virtual and Mixed Reality Environments
CEI 2015 User Group Meeting EnSight in Virtual and Mixed Reality Environments VR Hardware that works with EnSight Canon MR Oculus Rift Cave Power Wall Canon MR MR means Mixed Reality User looks through
More informationGesture Identification Using Sensors Future of Interaction with Smart Phones Mr. Pratik Parmar 1 1 Department of Computer engineering, CTIDS
Gesture Identification Using Sensors Future of Interaction with Smart Phones Mr. Pratik Parmar 1 1 Department of Computer engineering, CTIDS Abstract Over the years from entertainment to gaming market,
More informationA Survey of Hand Posture and Gesture Recognition Techniques and Technology
ASurvey of Hand Posture and Gesture Recognition Techniques and Technology Joseph J. LaViola Jr. Department of Computer Science Brown University Providence, Rhode Island 02912 CS-99-11 June 1999 A Survey
More informationVideo Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces
Video Games and Interfaces: Past, Present and Future Class #2: Intro to Video Game User Interfaces Content based on Dr.LaViola s class: 3D User Interfaces for Games and VR What is a User Interface? Where
More informationTouch & Gesture. HCID 520 User Interface Software & Technology
Touch & Gesture HCID 520 User Interface Software & Technology What was the first gestural interface? Myron Krueger There were things I resented about computers. Myron Krueger There were things I resented
More informationGesture Recognition with Real World Environment using Kinect: A Review
Gesture Recognition with Real World Environment using Kinect: A Review Prakash S. Sawai 1, Prof. V. K. Shandilya 2 P.G. Student, Department of Computer Science & Engineering, Sipna COET, Amravati, Maharashtra,
More informationHead Tracking for Google Cardboard by Simond Lee
Head Tracking for Google Cardboard by Simond Lee (slee74@student.monash.edu) Virtual Reality Through Head-mounted Displays A head-mounted display (HMD) is a device which is worn on the head with screen
More informationA Hybrid Immersive / Non-Immersive
A Hybrid Immersive / Non-Immersive Virtual Environment Workstation N96-057 Department of the Navy Report Number 97268 Awz~POved *om prwihc?e1oaa Submitted by: Fakespace, Inc. 241 Polaris Ave. Mountain
More informationHMD based VR Service Framework. July Web3D Consortium Kwan-Hee Yoo Chungbuk National University
HMD based VR Service Framework July 31 2017 Web3D Consortium Kwan-Hee Yoo Chungbuk National University khyoo@chungbuk.ac.kr What is Virtual Reality? Making an electronic world seem real and interactive
More informationContents. Magnetic Motion Capture System Application for Posture Measurement Application for Dexterous Finger Measurement.
Kazutaka Mitobe Akita University, Japan Contents Magnetic Motion Capture System Application for Posture Measurement Application for Dexterous Finger Measurement Hand MoCap Learning system Conclusions 1
More informationMEASURING AND ANALYZING FINE MOTOR SKILLS
MEASURING AND ANALYZING FINE MOTOR SKILLS PART 1: MOTION TRACKING AND EMG OF FINE MOVEMENTS PART 2: HIGH-FIDELITY CAPTURE OF HAND AND FINGER BIOMECHANICS Abstract This white paper discusses an example
More informationIntroduction to Virtual Reality (based on a talk by Bill Mark)
Introduction to Virtual Reality (based on a talk by Bill Mark) I will talk about... Why do we want Virtual Reality? What is needed for a VR system? Examples of VR systems Research problems in VR Most Computers
More informationThe project. General challenges and problems. Our subjects. The attachment and locomotion system
The project The Ceilbot project is a study and research project organized at the Helsinki University of Technology. The aim of the project is to design and prototype a multifunctional robot which takes
More informationI R UNDERGRADUATE REPORT. Hardware and Design Factors for the Implementation of Virtual Reality as a Training Tool. by Walter Miranda Advisor:
UNDERGRADUATE REPORT Hardware and Design Factors for the Implementation of Virtual Reality as a Training Tool by Walter Miranda Advisor: UG 2006-10 I R INSTITUTE FOR SYSTEMS RESEARCH ISR develops, applies
More informationVR/AR Concepts in Architecture And Available Tools
VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien Outline 1. What can you do with virtual reality
More informationHaptic, vestibular and other physical input/output devices
Human Touch Sensing - recap Haptic, vestibular and other physical input/output devices SGN-5406 Virtual Reality Autumn 2007 ismo.rakkolainen@tut.fi The human sensitive areas for touch: Hand, face Many
More informationPerception. Read: AIMA Chapter 24 & Chapter HW#8 due today. Vision
11-25-2013 Perception Vision Read: AIMA Chapter 24 & Chapter 25.3 HW#8 due today visual aural haptic & tactile vestibular (balance: equilibrium, acceleration, and orientation wrt gravity) olfactory taste
More informationDATA GLOVES USING VIRTUAL REALITY
DATA GLOVES USING VIRTUAL REALITY Raghavendra S.N 1 1 Assistant Professor, Information science and engineering, sri venkateshwara college of engineering, Bangalore, raghavendraewit@gmail.com ABSTRACT This
More information- applications on same or different network node of the workstation - portability of application software - multiple displays - open architecture
12 Window Systems - A window system manages a computer screen. - Divides the screen into overlapping regions. - Each region displays output from a particular application. X window system is widely used
More informationCENG 5931 HW 5 Mobile Robotics Due March 5. Sensors for Mobile Robots
CENG 5931 HW 5 Mobile Robotics Due March 5 Sensors for Mobile Robots Dr. T. L. Harman: 281 283-3774 Office D104 For reports: Read HomeworkEssayRequirements on the web site and follow instructions which
More informationA Multimodal Locomotion User Interface for Immersive Geospatial Information Systems
F. Steinicke, G. Bruder, H. Frenz 289 A Multimodal Locomotion User Interface for Immersive Geospatial Information Systems Frank Steinicke 1, Gerd Bruder 1, Harald Frenz 2 1 Institute of Computer Science,
More informationThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems
ThumbsUp: Integrated Command and Pointer Interactions for Mobile Outdoor Augmented Reality Systems Wayne Piekarski and Bruce H. Thomas Wearable Computer Laboratory School of Computer and Information Science
More informationFalsework & Formwork Visualisation Software
User Guide Falsework & Formwork Visualisation Software The launch of cements our position as leaders in the use of visualisation technology to benefit our customers and clients. Our award winning, innovative
More informationvirtual reality SANJAY SINGH B.TECH (EC)
virtual reality SINGH (EC) SANJAY B.TECH What is virtual reality? A satisfactory definition may be formulated like this: "Virtual Reality is a way for humans to visualize, manipulate and interact with
More informationIntelligent Robotics Sensors and Actuators
Intelligent Robotics Sensors and Actuators Luís Paulo Reis (University of Porto) Nuno Lau (University of Aveiro) The Perception Problem Do we need perception? Complexity Uncertainty Dynamic World Detection/Correction
More information3D Interaction using Hand Motion Tracking. Srinath Sridhar Antti Oulasvirta
3D Interaction using Hand Motion Tracking Srinath Sridhar Antti Oulasvirta EIT ICT Labs Smart Spaces Summer School 05-June-2013 Speaker Srinath Sridhar PhD Student Supervised by Prof. Dr. Christian Theobalt
More informationTouch & Gesture. HCID 520 User Interface Software & Technology
Touch & Gesture HCID 520 User Interface Software & Technology Natural User Interfaces What was the first gestural interface? Myron Krueger There were things I resented about computers. Myron Krueger
More informationThe Control of Avatar Motion Using Hand Gesture
The Control of Avatar Motion Using Hand Gesture ChanSu Lee, SangWon Ghyme, ChanJong Park Human Computing Dept. VR Team Electronics and Telecommunications Research Institute 305-350, 161 Kajang-dong, Yusong-gu,
More informationToward an Augmented Reality System for Violin Learning Support
Toward an Augmented Reality System for Violin Learning Support Hiroyuki Shiino, François de Sorbier, and Hideo Saito Graduate School of Science and Technology, Keio University, Yokohama, Japan {shiino,fdesorbi,saito}@hvrl.ics.keio.ac.jp
More informationKINECT CONTROLLED HUMANOID AND HELICOPTER
KINECT CONTROLLED HUMANOID AND HELICOPTER Muffakham Jah College of Engineering & Technology Presented by : MOHAMMED KHAJA ILIAS PASHA ZESHAN ABDUL MAJEED AZMI SYED ABRAR MOHAMMED ISHRAQ SARID MOHAMMED
More informationTime of Flight Capture
Time of Flight Capture CS635 Spring 2017 Daniel G. Aliaga Department of Computer Science Purdue University Range Acquisition Taxonomy Range acquisition Contact Transmissive Mechanical (CMM, jointed arm)
More informationResearch Seminar. Stefano CARRINO fr.ch
Research Seminar Stefano CARRINO stefano.carrino@hefr.ch http://aramis.project.eia- fr.ch 26.03.2010 - based interaction Characterization Recognition Typical approach Design challenges, advantages, drawbacks
More informationVorlesung Mensch-Maschine-Interaktion. The solution space. Chapter 4 Analyzing the Requirements and Understanding the Design Space
Vorlesung Mensch-Maschine-Interaktion LFE Medieninformatik Ludwig-Maximilians-Universität München http://www.hcilab.org/albrecht/ Chapter 4 3.7 Design Space for Input/Output Slide 2 The solution space
More informationSensing self motion. Key points: Why robots need self-sensing Sensors for proprioception in biological systems in robot systems
Sensing self motion Key points: Why robots need self-sensing Sensors for proprioception in biological systems in robot systems Position sensing Velocity and acceleration sensing Force sensing Vision based
More informationVISUAL REQUIREMENTS ON AUGMENTED VIRTUAL REALITY SYSTEM
Annals of the University of Petroşani, Mechanical Engineering, 8 (2006), 73-78 73 VISUAL REQUIREMENTS ON AUGMENTED VIRTUAL REALITY SYSTEM JOZEF NOVÁK-MARCINČIN 1, PETER BRÁZDA 2 Abstract: Paper describes
More informationRobot Sensors Introduction to Robotics Lecture Handout September 20, H. Harry Asada Massachusetts Institute of Technology
Robot Sensors 2.12 Introduction to Robotics Lecture Handout September 20, 2004 H. Harry Asada Massachusetts Institute of Technology Touch Sensor CCD Camera Vision System Ultrasonic Sensor Photo removed
More informationVirtual Reality and Natural Interactions
Virtual Reality and Natural Interactions Jackson Rushing Game Development and Entrepreneurship Faculty of Business and Information Technology j@jacksonrushing.com 2/23/2018 Introduction Virtual Reality
More informationAdvancements in Gesture Recognition Technology
IOSR Journal of VLSI and Signal Processing (IOSR-JVSP) Volume 4, Issue 4, Ver. I (Jul-Aug. 2014), PP 01-07 e-issn: 2319 4200, p-issn No. : 2319 4197 Advancements in Gesture Recognition Technology 1 Poluka
More informationDesign and Implementation of an Intuitive Gesture Recognition System Using a Hand-held Device
Design and Implementation of an Intuitive Gesture Recognition System Using a Hand-held Device Hung-Chi Chu 1, Yuan-Chin Cheng 1 1 Department of Information and Communication Engineering, Chaoyang University
More informationHistory of Virtual Reality. Trends & Milestones
History of Virtual Reality (based on a talk by Greg Welch) Trends & Milestones Displays (head-mounted) video only, CG overlay, CG only, mixed video CRT vs. LCD Tracking magnetic, mechanical, ultrasonic,
More informationAural and Haptic Displays
Teil 5: Aural and Haptic Displays Virtuelle Realität Wintersemester 2007/08 Prof. Bernhard Jung Overview Aural Displays Haptic Displays Further information: The Haptics Community Web Site: http://haptic.mech.northwestern.edu/
More informationTeam KMUTT: Team Description Paper
Team KMUTT: Team Description Paper Thavida Maneewarn, Xye, Pasan Kulvanit, Sathit Wanitchaikit, Panuvat Sinsaranon, Kawroong Saktaweekulkit, Nattapong Kaewlek Djitt Laowattana King Mongkut s University
More informationTHE WII REMOTE AS AN INPUT DEVICE FOR 3D INTERACTION IN IMMERSIVE HEAD-MOUNTED DISPLAY VIRTUAL REALITY
IADIS International Conference Gaming 2008 THE WII REMOTE AS AN INPUT DEVICE FOR 3D INTERACTION IN IMMERSIVE HEAD-MOUNTED DISPLAY VIRTUAL REALITY Yang-Wai Chow School of Computer Science and Software Engineering
More informationPeter Berkelman. ACHI/DigitalWorld
Magnetic Levitation Haptic Peter Berkelman ACHI/DigitalWorld February 25, 2013 Outline: Haptics - Force Feedback Sample devices: Phantoms, Novint Falcon, Force Dimension Inertia, friction, hysteresis/backlash
More information3D INTERACTION DESIGN AND APPLICATION DEVELOPMENT LIM KIAN TECK
3D INTERACTION DESIGN AND APPLICATION DEVELOPMENT LIM KIAN TECK 2008 3D INTERACTION DESIGN AND APPLICATION DEVELOPMENT LIM KIAN TECK SCHOOL OF MECHANICAL AND AEROSPACE ENGINEERING 2008 3D INTERACTION DESIGN
More informationA Study on the control Method of 3-Dimensional Space Application using KINECT System Jong-wook Kang, Dong-jun Seo, and Dong-seok Jung,
IJCSNS International Journal of Computer Science and Network Security, VOL.11 No.9, September 2011 55 A Study on the control Method of 3-Dimensional Space Application using KINECT System Jong-wook Kang,
More informationHumanoid robot. Honda's ASIMO, an example of a humanoid robot
Humanoid robot Honda's ASIMO, an example of a humanoid robot A humanoid robot is a robot with its overall appearance based on that of the human body, allowing interaction with made-for-human tools or environments.
More informationAUTOMATIC SPEED CONTROL FOR NAVIGATION IN 3D VIRTUAL ENVIRONMENT
AUTOMATIC SPEED CONTROL FOR NAVIGATION IN 3D VIRTUAL ENVIRONMENT DOMOKOS M. PAPOI A THESIS SUBMITTED TO THE FACULTY OF GRADUATE STUDIES IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER
More informationGESTURE RECOGNITION SOLUTION FOR PRESENTATION CONTROL
GESTURE RECOGNITION SOLUTION FOR PRESENTATION CONTROL Darko Martinovikj Nevena Ackovska Faculty of Computer Science and Engineering Skopje, R. Macedonia ABSTRACT Despite the fact that there are different
More informationThe introduction and background in the previous chapters provided context in
Chapter 3 3. Eye Tracking Instrumentation 3.1 Overview The introduction and background in the previous chapters provided context in which eye tracking systems have been used to study how people look at
More informationKinect Interface for UC-win/Road: Application to Tele-operation of Small Robots
Kinect Interface for UC-win/Road: Application to Tele-operation of Small Robots Hafid NINISS Forum8 - Robot Development Team Abstract: The purpose of this work is to develop a man-machine interface for
More informationHanuman KMUTT: Team Description Paper
Hanuman KMUTT: Team Description Paper Wisanu Jutharee, Sathit Wanitchaikit, Boonlert Maneechai, Natthapong Kaewlek, Thanniti Khunnithiwarawat, Pongsakorn Polchankajorn, Nakarin Suppakun, Narongsak Tirasuntarakul,
More information- Modifying the histogram by changing the frequency of occurrence of each gray scale value may improve the image quality and enhance the contrast.
11. Image Processing Image processing concerns about modifying or transforming images. Applications may include enhancing an image or adding special effects to an image. Here we will learn some of the
More informationCSE Tue 10/09. Nadir Weibel
CSE 118 - Tue 10/09 Nadir Weibel Today Admin Teams Assignments, grading, submissions Mini Quiz on Week 1 (readings and class material) Low-Fidelity Prototyping 1st Project Assignment Computer Vision, Kinect,
More informationMarco Cavallo. Merging Worlds: A Location-based Approach to Mixed Reality. Marco Cavallo Master Thesis Presentation POLITECNICO DI MILANO
Marco Cavallo Merging Worlds: A Location-based Approach to Mixed Reality Marco Cavallo Master Thesis Presentation POLITECNICO DI MILANO Introduction: A New Realm of Reality 2 http://www.samsung.com/sg/wearables/gear-vr/
More informationDigital Media & Computer Games 3/24/09. Digital Media & Games
Digital Media & Games David Cairns 1 Digital Media Use of media in a digital format allows us to manipulate and transmit it relatively easily since it is in a format a computer understands Modern desktop
More informationAN EXPLORATION OF UNMANNED AERIAL VEHICLE DIRECT MANIPULATION THROUGH 3D SPATIAL INTERACTION. KEVIN PFEIL B.S. University of Central Florida, 2010
AN EXPLORATION OF UNMANNED AERIAL VEHICLE DIRECT MANIPULATION THROUGH 3D SPATIAL INTERACTION by KEVIN PFEIL B.S. University of Central Florida, 2010 A thesis submitted in partial fulfilment of the requirements
More informationPhysical Presence in Virtual Worlds using PhysX
Physical Presence in Virtual Worlds using PhysX One of the biggest problems with interactive applications is how to suck the user into the experience, suspending their sense of disbelief so that they are
More informationCHAPTER 1. INTRODUCTION 16
1 Introduction The author s original intention, a couple of years ago, was to develop a kind of an intuitive, dataglove-based interface for Computer-Aided Design (CAD) applications. The idea was to interact
More information3D User Interaction CS-525U: Robert W. Lindeman. Intro to 3D UI. Department of Computer Science. Worcester Polytechnic Institute.
CS-525U: 3D User Interaction Intro to 3D UI Robert W. Lindeman Worcester Polytechnic Institute Department of Computer Science gogo@wpi.edu Why Study 3D UI? Relevant to real-world tasks Can use familiarity
More informationTechnical Report Virtual Reality Tracking System. John P. Baker, Andrew P. Paplinski, Member, IEEE. November 4, 1994
Faculty of Computing and Information Technology Department of Robotics and Digital Technology Technical Report 94-12 Virtual Reality Tracking System John P. Baker, Andrew P. Paplinski, Member, IEEE November
More informationVirtual Reality Calendar Tour Guide
Technical Disclosure Commons Defensive Publications Series October 02, 2017 Virtual Reality Calendar Tour Guide Walter Ianneo Follow this and additional works at: http://www.tdcommons.org/dpubs_series
More informationI.1 Smart Machines. Unit Overview:
I Smart Machines I.1 Smart Machines Unit Overview: This unit introduces students to Sensors and Programming with VEX IQ. VEX IQ Sensors allow for autonomous and hybrid control of VEX IQ robots and other
More informationLecture 19: Depth Cameras. Kayvon Fatahalian CMU : Graphics and Imaging Architectures (Fall 2011)
Lecture 19: Depth Cameras Kayvon Fatahalian CMU 15-869: Graphics and Imaging Architectures (Fall 2011) Continuing theme: computational photography Cheap cameras capture light, extensive processing produces
More informationPRESENTED BY HUMANOID IIT KANPUR
SENSORS & ACTUATORS Robotics Club (Science and Technology Council, IITK) PRESENTED BY HUMANOID IIT KANPUR October 11th, 2017 WHAT ARE WE GOING TO LEARN!! COMPARISON between Transducers Sensors And Actuators.
More informationTele-Nursing System with Realistic Sensations using Virtual Locomotion Interface
6th ERCIM Workshop "User Interfaces for All" Tele-Nursing System with Realistic Sensations using Virtual Locomotion Interface Tsutomu MIYASATO ATR Media Integration & Communications 2-2-2 Hikaridai, Seika-cho,
More informationVirtual Reality & Interaction
Virtual Reality & Interaction Virtual Reality Input Devices Output Devices Augmented Reality Applications What is Virtual Reality? narrow: immersive environment with head tracking, headmounted display,
More informationBrainstorm. In addition to cameras / Kinect, what other kinds of sensors would be useful?
Brainstorm In addition to cameras / Kinect, what other kinds of sensors would be useful? How do you evaluate different sensors? Classification of Sensors Proprioceptive sensors measure values internally
More information