EGVE01: 7th EG Workshop on Virtual Environments, 5th Immersive Projection Technology Workshop

Permanent URI for this collection


Command and Control Cube : a Shortcut Paradigm for Virtual Environments

Grosjean, Jérôme
Coquillart, Sabine

Measuring an Illusion:The Influence of System Performance on Size Perception in Virtual Environments

Hofmann, Jan
Jäger, Thomas J.
Deffke, Thorben
Bubb, Heiner

Presence a global media quality metric

Lessiter, J.
Freeman, J.

Design review and visualization steering using the INQUISITIVE interaction toolkit

Sastry, L.
Boyd, D. R. S.
Wilson, M. D.

On the Utility of Semantic Constraints

Smith, G.
Stuerzlinger, W.

Perception and Mental Rotation of 3D-Freeform Surfaces in an Immersive Projection System

Gaggioli, Andrea
Breining, Ralf

Spring-Based Manipulation Tools for Virtual Environments

Koutek, Michal
Post, Frits H.

Two-Handed Through-the-Lens-Techniques for Navigation in Virtual Environments

Stoev, Stanislav L.
Schmalstieg, Dieter
Straßer, Wolfgang

The integration of immersive Virtual Reality applications into Catia V5

Rantzau, D.
Maurer, F.
Mayer, C.
Löffler, R.
Riedel, O.
Scharm, H.
Banek, D.

VIRPI: A High-Level Toolkit for Interactive Scientific Visualization in Virtual Reality

GERMANS, Desmond
SPOELDER, Hans J.W.
RENAMBOT, Luc
BAL, Henri E.

COVISE and the Virtual Intuitive Simulation Test bed

Wierse, Andreas

Interactive Storytelling with Virtual Identities

Greeff, M.
Lalioti, V.

An Investigation into the design of an Interface for Interaction with a Virtual Environment representing a four-dimensional object

Wellard, R.
Chapman, S.C.

MAESTRO - a tool for interactive assembly simulation in virtual environments

Steffan, Roland
Kuhlen, Torsten

First-Person Science Inquiry in the Field

Moher, T.
Johnson, A.
Cho, Y.
Lin, Y.

Volume Rendering in a Virtual Environment

Schulze-Döbold, Jürgen
Wössner, Uwe
Walz, Steffen P.
Lang, Ulrich

Spelunking: Experiences using the DIVE System on CAVE-like Platforms

Steed, Anthony
Mortensen, Jesper
Frécon, Emmanuel

Remote View-Dependent Rendering

El-Sana, Jihad

Towards a Scalable High Performance Application Platform for Immersive Virtual Environments

Bues, Matthias
Blach, Roland
Stegmaier, Simon
Häfner, Ulrich
Hoffmann, Hilko
Haselberger, Frank

Adaptive Networking for Tele-Immersion

Leigh, Jason
Yu, Oliver
Hu, Liujia
Fang, Ray
Verlo, Alan
Winkler, Linda
DeFanti, Thomas A.
Schonfeld, Dan
Ansari, Rashid
He, Eric
Nayak, Atul
Ge, Jinghua
Krishnaprasad, Naveen
Park, Kyoung
Cho, Yong-joo

Comprehensive Calibration and Registration Procedures for Augmented Reality

Fuhrmann, A.L.
Splechtna, R.
Prikryl, J.

COMPUTER GRAPHICS OPTIQUE Optical Superposition of Projected Computer Graphics

Majumder, Aditi
GregWelch,

Invisible Interface for the Immersive Virtual World

Ogi, Tetsuro
Yamada, Toshio
Yamamoto, Koji
Hirose, Michitaka

Novel Shutter Glass Control for Simultaneous Projection and Picture Acquisition

Kunz, Andreas M.
Spagno, Christian P.

Using Exercise Cycle as a Haptic Input Device in a Virtual Environment

Välkkynen, Pasi
Heinilä, Juhani
Lainio, Sari
Lakaniemi, Sami
Väätänen, Antti

Control Software for the productive Use of distributed IPT Installations

Scharm, H.
Maurer, F.
Neuber, D.
Löffler, R.
Rantzau, D.
Banek, D.

Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas

Hoch, Michael
Jää-Aro, Kai-Mikael
Bowers, John


BibTeX (EGVE01: 7th EG Workshop on Virtual Environments, 5th Immersive Projection Technology Workshop)
@inproceedings{
10.2312:EGVE/EGVE01/001-012,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Command and Control Cube : a Shortcut Paradigm for Virtual Environments}},
author = {
Grosjean, Jérôme
 and
Coquillart, Sabine
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/001-012}
}
@inproceedings{
10.2312:EGVE/EGVE01/013-022,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Measuring an Illusion:The Influence of System Performance on Size Perception in Virtual Environments}},
author = {
Hofmann, Jan
 and
Jäger, Thomas J.
 and
Deffke, Thorben
 and
Bubb, Heiner
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/013-022}
}
@inproceedings{
10.2312:EGVE/EGVE01/023-030,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Presence a global media quality metric}},
author = {
Lessiter, J.
 and
Freeman, J.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/023-030}
}
@inproceedings{
10.2312:EGVE/EGVE01/031-040,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Design review and visualization steering using the INQUISITIVE interaction toolkit}},
author = {
Sastry, L.
 and
Boyd, D. R. S.
 and
Wilson, M. D.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/031-040}
}
@inproceedings{
10.2312:EGVE/EGVE01/041-050,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
On the Utility of Semantic Constraints}},
author = {
Smith, G.
 and
Stuerzlinger, W.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/041-050}
}
@inproceedings{
10.2312:EGVE/EGVE01/071-082,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Perception and Mental Rotation of 3D-Freeform Surfaces in an Immersive Projection System}},
author = {
Gaggioli, Andrea
 and
Breining, Ralf
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/071-082}
}
@inproceedings{
10.2312:EGVE/EGVE01/061-070,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Spring-Based Manipulation Tools for Virtual Environments}},
author = {
Koutek, Michal
 and
Post, Frits H.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/061-070}
}
@inproceedings{
10.2312:EGVE/EGVE01/051-060,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Two-Handed Through-the-Lens-Techniques for Navigation in Virtual Environments}},
author = {
Stoev, Stanislav L.
 and
Schmalstieg, Dieter
 and
Straßer, Wolfgang
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/051-060}
}
@inproceedings{
10.2312:EGVE/EGVE01/093-102,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
The integration of immersive Virtual Reality applications into Catia V5}},
author = {
Rantzau, D.
 and
Maurer, F.
 and
Mayer, C.
 and
Löffler, R.
 and
Riedel, O.
 and
Scharm, H.
 and
Banek, D.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/093-102}
}
@inproceedings{
10.2312:EGVE/EGVE01/109-120,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
VIRPI: A High-Level Toolkit for Interactive Scientific Visualization in Virtual Reality}},
author = {
GERMANS, Desmond
 and
SPOELDER, Hans J.W.
 and
RENAMBOT, Luc
 and
BAL, Henri E.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/109-120}
}
@inproceedings{
10.2312:EGVE/EGVE01/103-108,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
COVISE and the Virtual Intuitive Simulation Test bed}},
author = {
Wierse, Andreas
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/103-108}
}
@inproceedings{
10.2312:EGVE/EGVE01/121-130,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Interactive Storytelling with Virtual Identities}},
author = {
Greeff, M.
 and
Lalioti, V.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/121-130}
}
@inproceedings{
10.2312:EGVE/EGVE01/083-092,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
An Investigation into the design of an Interface for Interaction with a Virtual Environment representing a four-dimensional object}},
author = {
Wellard, R.
 and
Chapman, S.C.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/083-092}
}
@inproceedings{
10.2312:EGVE/EGVE01/141-152,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
MAESTRO - a tool for interactive assembly simulation in virtual environments}},
author = {
Steffan, Roland
 and
Kuhlen, Torsten
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/141-152}
}
@inproceedings{
10.2312:EGVE/EGVE01/131-140,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
First-Person Science Inquiry in the Field}},
author = {
Moher, T.
 and
Johnson, A.
 and
Cho, Y.
 and
Lin, Y.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/131-140}
}
@inproceedings{
10.2312:EGVE/EGVE01/187-198,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Volume Rendering in a Virtual Environment}},
author = {
Schulze-Döbold, Jürgen
 and
Wössner, Uwe
 and
Walz, Steffen P.
 and
Lang, Ulrich
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/187-198}
}
@inproceedings{
10.2312:EGVE/EGVE01/153-164,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Spelunking: Experiences using the DIVE System on CAVE-like Platforms}},
author = {
Steed, Anthony
 and
Mortensen, Jesper
 and
Frécon, Emmanuel
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/153-164}
}
@inproceedings{
10.2312:EGVE/EGVE01/175-186,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Remote View-Dependent Rendering}},
author = {
El-Sana, Jihad
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/175-186}
}
@inproceedings{
10.2312:EGVE/EGVE01/165-174,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Towards a Scalable High Performance Application Platform for Immersive Virtual Environments}},
author = {
Bues, Matthias
 and
Blach, Roland
 and
Stegmaier, Simon
 and
Häfner, Ulrich
 and
Hoffmann, Hilko
 and
Haselberger, Frank
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/165-174}
}
@inproceedings{
10.2312:EGVE/EGVE01/199-208,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Adaptive Networking for Tele-Immersion}},
author = {
Leigh, Jason
 and
Yu, Oliver
 and
Hu, Liujia
 and
Fang, Ray
 and
Verlo, Alan
 and
Winkler, Linda
 and
DeFanti, Thomas A.
 and
Schonfeld, Dan
 and
Ansari, Rashid
 and
He, Eric
 and
Nayak, Atul
 and
Ge, Jinghua
 and
Krishnaprasad, Naveen
 and
Park, Kyoung
 and
Cho, Yong-joo
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/199-208}
}
@inproceedings{
10.2312:EGVE/EGVE01/219-228,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Comprehensive Calibration and Registration Procedures for Augmented Reality}},
author = {
Fuhrmann, A.L.
 and
Splechtna, R.
 and
Prikryl, J.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/219-228}
}
@inproceedings{
10.2312:EGVE/EGVE01/209-218,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
COMPUTER GRAPHICS OPTIQUE Optical Superposition of Projected Computer Graphics}},
author = {
Majumder, Aditi
 and
GregWelch,
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/209-218}
}
@inproceedings{
10.2312:EGVE/EGVE01/237-246,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Invisible Interface for the Immersive Virtual World}},
author = {
Ogi, Tetsuro
 and
Yamada, Toshio
 and
Yamamoto, Koji
 and
Hirose, Michitaka
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/237-246}
}
@inproceedings{
10.2312:EGVE/EGVE01/257-266,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Novel Shutter Glass Control for Simultaneous Projection and Picture Acquisition}},
author = {
Kunz, Andreas M.
 and
Spagno, Christian P.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/257-266}
}
@inproceedings{
10.2312:EGVE/EGVE01/229-235,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Using Exercise Cycle as a Haptic Input Device in a Virtual Environment}},
author = {
Välkkynen, Pasi
 and
Heinilä, Juhani
 and
Lainio, Sari
 and
Lakaniemi, Sami
 and
Väätänen, Antti
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/229-235}
}
@inproceedings{
10.2312:EGVE/EGVE01/247-255,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Control Software for the productive Use of distributed IPT Installations}},
author = {
Scharm, H.
 and
Maurer, F.
 and
Neuber, D.
 and
Löffler, R.
 and
Rantzau, D.
 and
Banek, D.
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/247-255}
}
@inproceedings{
10.2312:EGVE/EGVE01/267-276,
booktitle = {
Eurographics Workshop on Virtual Environments},
editor = {
B. Froehlich and J. Deisinger and H.-J. Bullinger
}, title = {{
Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas}},
author = {
Hoch, Michael
 and
Jää-Aro, Kai-Mikael
 and
Bowers, John
}, year = {
2001},
publisher = {
The Eurographics Association},
ISSN = {1727-530X},
ISBN = {3211836713},
DOI = {
10.2312/EGVE/EGVE01/267-276}
}

Browse

Recent Submissions

Now showing 1 - 27 of 27
  • Item
    Command and Control Cube : a Shortcut Paradigm for Virtual Environments
    (The Eurographics Association, 2001) Grosjean, Jérôme; Coquillart, Sabine; B. Froehlich and J. Deisinger and H.-J. Bullinger
    New immersive virtual environments (VE) such as the Responsive WorkbenchTM provide users with a very attractive way of interacting with 3D computer-generated worlds. The feeling of immersion is one of the many advantages of such configurations. Being able to interact naturally with the virtual world is a very important part of this feeling. Programs developed for the virtual environments need powerful, intuitive and rapid application control interfaces. Previous work on this topic have focused on the development ofmenu systems for the VEs: converted 2D menus, hand-oriented menus and 3D widgets. To our knowledge, no 3D equivalent of the quick keyboard hotkey mechanism has ever been proposed for VEs. In this paper, we propose a 3D paradigm: the Command and Control Cube (CCC or C3), inspired by marking menus. The C3 aims to be a rapid and intuitive mechanism for issuing a set of commands to an application.
  • Item
    Measuring an Illusion:The Influence of System Performance on Size Perception in Virtual Environments
    (The Eurographics Association, 2001) Hofmann, Jan; Jäger, Thomas J.; Deffke, Thorben; Bubb, Heiner; B. Froehlich and J. Deisinger and H.-J. Bullinger
    The effects of system performance variations on people s estimation of virtual object sizes in a multi-sided back projection virtual reality system have been explored. Seventy-seven participants adjusted the sizes of three subsequently displayed simple virtual shapes to the memorized sizes of corresponding real objects. The sizes of the virtual objects have been calibrated in real space. With low system lag (i.e., high system performance), object sizes were underestimated. With high system lag participants perceived the virtual objects significantly larger than while experiencing the high performance condition. An explanation for this effect relying on a proposed cognitive averaging process of motion-dependent size cues has been suggested. In addition, an increase in estimation variance among participants has been detected when the system lag was increased. A control experiment (real-to-real objects size comparisons) proved good applicability of the estimation method used.
  • Item
    Presence a global media quality metric
    (The Eurographics Association, 2001) Lessiter, J.; Freeman, J.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    In this paper presence (a sense of being there in a mediated environment) is proposed as a global quality metric with which to evaluate advanced multi-modal media systems. The development of a new presence selfreport measure, the ITC-Sense of Presence Inventory (ITC-SOPI), is described that comprises four empirically derived scales: Sense of Physical Space, Engagement, Ecological Validity, and Negative Effects. Two applications of the ITC-SOPI are presented. Using both controlled and uncontrolled experimental designs, the sensitivity of the ITC-SOPI scales to degree of physical immersivity (e.g., large vs. small format; monoscopic vs. stereoscopic viewing condition) is demonstrated. These preliminary results suggest that the ITC-SOPI is a valid tool with which to evaluate experiential aspects of immersive technology.
  • Item
    Design review and visualization steering using the INQUISITIVE interaction toolkit
    (The Eurographics Association, 2001) Sastry, L.; Boyd, D. R. S.; Wilson, M. D.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    This paper describes the architecture of an interaction toolkit for creating virtual environments. The toolkit contains interaction techniques, interaction objects such as menus, spanner and a runtime manager to interface to virtual reality development tools such as Maverik. The toolkit s use with a number of real-world applications in science and engineering and with different virtual reality development tools is also described. Future plans to provide an interactive interface are described.
  • Item
    On the Utility of Semantic Constraints
    (The Eurographics Association, 2001) Smith, G.; Stuerzlinger, W.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Content creation for computer graphics applications is a laborious process that requires skilled personnel. One fundamental problem is that manipulation of 3D objects with 2D user interfaces is very difficult for nonexperienced users. In this paper, we describe a system that uses semantic constraints to restrict object motion in a 3D scene, making interaction much simpler and more intuitive. We compare three different levels of semantic constraints in a 3D scene manipulation program with a 2D user interface. We show that the presented techniques are significantly more efficient than alternate techniques, which do not use semantics in their constraints. To our knowledge, this is the first evaluation of 3D manipulation techniques with 2D devices and constraints.
  • Item
    Perception and Mental Rotation of 3D-Freeform Surfaces in an Immersive Projection System
    (The Eurographics Association, 2001) Gaggioli, Andrea; Breining, Ralf; B. Froehlich and J. Deisinger and H.-J. Bullinger
    This paper reports on three experiments performed to examine the effects of different visualization techniques of 3D computer-generated freeform surfaces on subjects perceptual and cognitive performance while doing CADrelated activities in an immersive VR system. Experimental perceptual and cognitive tasks included depth size estimation of a single 3D object (exp. 1), estimation of depth differences between two 3D objects (exp. 2) and mental rotation of 3D objects (exp. 3). Dependent variables were accuracy (exp. 1, 2 and 3) and response time (exp. 3). The visualization techniques we investigated were presence versus absence of binocular disparity, four different types of graphic image (wireframe, flat shading, Gouraud shading and Gouraud shading with surface normals) and two levels of shape complexity. Results showed a positive effect of binocular disparity on perceptual performance (esp. 1), in particular when concave 3D shapes were used as stimuli (esp. 2), but a limited positive effect of stereopsis on mental rotation. Furthermore, results indicated that subjects were faster in mentally rotating 3D shapes rendered with more realistic techniques, whereas perceptual estimates were found more accurate and easier when observers were presented with less realistic rendered surfaces (exp. 1-2).
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    Spring-Based Manipulation Tools for Virtual Environments
    (The Eurographics Association, 2001) Koutek, Michal; Post, Frits H.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    In this paper we present new tools for user interaction with virtual worlds, to bring more natural behavior into the manipulation of objects in virtual environments. We present some principles of physically realistic behavior of virtual objects and a set of user input techniques suitable for semi-immersive VR devices such as the Responsive Workbench. We introduce springs, spring-forks and spring-probes as new tools for assisting direct manipulation of objects in VEs. In this paper we focus on controlling rotational motions.
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    Two-Handed Through-the-Lens-Techniques for Navigation in Virtual Environments
    (The Eurographics Association, 2001) Stoev, Stanislav L.; Schmalstieg, Dieter; Straßer, Wolfgang; B. Froehlich and J. Deisinger and H.-J. Bullinger
    We present a tool set of techniques for navigation in virtual environments. Based on a through-the-lens concept, the user is enabled to simultaneously view the surrounding virtual world and an arbitrary location of the virtual world as seen through an interactively defined window. For the manipulation and the adjustment of this virtual window we propose three different strategies, loosely based on the well-known eyeball-in-hand, scene-in-hand, and world-in-miniature techniques. Since our technique provides a preview area with controllable size and position, the occluded part of the scene can be flexibly managed, while enabling intuitive and precise work with the proposed tools. The proposed techniques provide powerful tools that are easy to implement and can be applied in any type of virtual environments.
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    The integration of immersive Virtual Reality applications into Catia V5
    (The Eurographics Association, 2001) Rantzau, D.; Maurer, F.; Mayer, C.; Löffler, R.; Riedel, O.; Scharm, H.; Banek, D.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    During the last few years a wide range of stand-alone virtual reality (VR) applications have been developed. The typical data source for most of these applications are 3D styling tools or 3D-CAD systems from which data has to be converted into a representation useful in VR software systems. The drawbacks of the stand-alone approach are well known: data conversion, loss of semantics and the problems of establishing a feedback path for updating data in the underlying CAD model from within the VR software. In this paper we will introduce our solution to this problem by proposing an integrated VR/CAD system approach based on the CATIA 3D-CAD software, more precisely the CATIA V5 application architecture [1]. We will discuss the requirements and implications from the CAD data perspective and show how the VR integration inside the CAD system can be realized. Derived from a specific end user scenario we introduce a sample application for virtual prototype reviews.
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    VIRPI: A High-Level Toolkit for Interactive Scientific Visualization in Virtual Reality
    (The Eurographics Association, 2001) GERMANS, Desmond; SPOELDER, Hans J.W.; RENAMBOT, Luc; BAL, Henri E.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Research areas that require interactive visualization of simulation data tend to dismiss virtual reality due to the lack of accessible tools for application specialists. This paper presents an integral toolkit for interactive visualization in virtual reality environments. The toolkit defines a framework to build applications that allow the user to interact with arbitrary simulation software and describe virtual measurement tools for the visualized data. The approach is illustrated with a case study in medical imaging.
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    COVISE and the Virtual Intuitive Simulation Test bed
    (The Eurographics Association, 2001) Wierse, Andreas; B. Froehlich and J. Deisinger and H.-J. Bullinger
    This paper describes the developments performed in the EU-project VISiT (Virtual Intuitive Simulation Test bed). The goal of the project is the development of an intuitive simulation test bed based on Virtual Reality technology. As a new man-machine interface it will be an efficient environment for a small team of engineers and designers, that enables also the designer to evaluate and interact with the complex 3D data of simulations. The basis of the Virtual Intuitive Simulation Test bed will be COVISE, an extendable distributed software environment to integrate supercomputer based simulations, post-processing, and visualisation functionalities with co-operative working in a seamless manner. The project covers different application fields, including heating, ventilation and air-conditioning simulation in a passenger car compartment and the flow simulation in a draft tube and in an axial runner of a water turbine.
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    Interactive Storytelling with Virtual Identities
    (The Eurographics Association, 2001) Greeff, M.; Lalioti, V.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Stories form an integral part of our lives. Interactive storytelling enables the participant to actively explore the story world. However, interactive storytelling has problems such as the problem of narrative flow, the character s knowledge of the world, internal consistency, time and ease of creation. We introduce the concept of using virtual identities for interactive storytelling in virtual environments and discuss how this approach solves some of the problems that are encountered with interactive storytelling. We discuss authoring tools and how we used the AVANGO framework to develop our application and the results that were achieved when the application was tested on the monitor and in Cyberstage.
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    An Investigation into the design of an Interface for Interaction with a Virtual Environment representing a four-dimensional object
    (The Eurographics Association, 2001) Wellard, R.; Chapman, S.C.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Five methods of mapping the input from a six-degrees-of-freedom input device to the set of rotations available in four-dimensional space are evaluated with respect to how well they can be used to perform four-dimensional target aquisition tasks. Also evaluated are the user's opinions of the methods of interaction. Two of the five interaction methods perform significantly better than the rest allowing some general results to be drawn.....
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    MAESTRO - a tool for interactive assembly simulation in virtual environments
    (The Eurographics Association, 2001) Steffan, Roland; Kuhlen, Torsten; B. Froehlich and J. Deisinger and H.-J. Bullinger
    We introduce MAESTRO, a Virtual Reality based assembly simulation tool that comprises physically-based modeling, haptic feedback and artificial support mechanisms. The focus of this paper is on the developed support mechanisms and the evaluation of the system. The experimental results show that all three features { haptics, physics, and artificial support { considerably improve user performance and user acceptance during the completion of assembly tasks in a virtual environment.
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    First-Person Science Inquiry in the Field
    (The Eurographics Association, 2001) Moher, T.; Johnson, A.; Cho, Y.; Lin, Y.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    In this paper we describe a class of restricted simulations, virtual ambients, designed to support science inquiry learning among elementary school students. These simulations employ large multi-user VR displays to support first-person collaborative exploration, data collection, and the construction of support for hypotheses in simulated environments. In order to reduce the cognitive load on learners, navigation is used instead of the traditional learning simulations' direct control of independent model variables. Users may observe phenomena in virtual environments, but cannot affect the course of the underlying simulation. We report on our early experience with second, fourth, and sixth grade students in an elementary school employing a configurable virtual ambient named the Field.
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    Volume Rendering in a Virtual Environment
    (The Eurographics Association, 2001) Schulze-Döbold, Jürgen; Wössner, Uwe; Walz, Steffen P.; Lang, Ulrich; B. Froehlich and J. Deisinger and H.-J. Bullinger
    This paper describes a flexible rendering system for scalar volume data which has been integrated into the visualization system COVISE. It allows direct volume rendering based on texture mapping hardware on both the desktop and in projection based virtual environments. Special care has been taken for the design and usability of the virtual reality user interface and for interactive frame rates. It features a new slider-less interaction window for the manipulation of the transfer function and methods for direct interaction with the volume data, such as a sub-volume probing mode. The interface has been evaluated in collaboration with a group of potential end users.
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    Spelunking: Experiences using the DIVE System on CAVE-like Platforms
    (The Eurographics Association, 2001) Steed, Anthony; Mortensen, Jesper; Frécon, Emmanuel; B. Froehlich and J. Deisinger and H.-J. Bullinger
    The Distributed Interactive Virtual Environment (DIVE) system is a mature toolkit that has been used for prototyping many collaborative virtual environment (CVE) applications [3]. Until recently, support for immersive systems has been limited to custom support for specific installations and the emphasis has been on broad support for desktop interfaces. Recently we have ported DIVE to the CAVElib environment and this paper describes application programming support for immersive users and our experience in using wide-area distributed applications involving immersive projection technologies. The resulting toolkit provides a very flexible system with which to build distributed VE applications involving a variety of platforms and interfaces.
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    Remote View-Dependent Rendering
    (The Eurographics Association, 2001) El-Sana, Jihad; B. Froehlich and J. Deisinger and H.-J. Bullinger
    In this paper we are presenting a novel approach that enables rendering large-shared datasets at interactive rates on a remote inexpensive workstations. Our algorithm is based on view-dependent rendering and client-server technologies. In our approach, servers host large datasets and manage the selection of the various levels of detail, while clients receive blocks of update operations which are used to generate the appropriate level of detail in an incremental fashion. We assume that servers are capable machines in term of storage capacity and computational power while clients are inexpensive workstation that have limited 3D rendering capabilities. To avoid network latency we have introduced two powerful mechanisms that cache the adapt operation blocks on the clients' side and predict the future view-parameters of clients based on their recent behavior history. Our approach dramatically reduces the amount of memory needed by each client and the entire computing system since the dataset is stored only once in the local memory of the server. In addition, it decreases the load on the network as a result of the incremental update contributed by view-dependent rendering.
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    Towards a Scalable High Performance Application Platform for Immersive Virtual Environments
    (The Eurographics Association, 2001) Bues, Matthias; Blach, Roland; Stegmaier, Simon; Häfner, Ulrich; Hoffmann, Hilko; Haselberger, Frank; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Software for the development and generation of virtual environments used to run on specialized and expensive hardware. This situation has dramatically changed in the last two years. This paper describes a scalable high performance application platform for immersive environments using commodity hardware. Scalability will be obtained with a coarse cluster of specialized nodes, with emphasis on distributed real-time rendering. As data synchronization method a distributed shared memory approach is used. Dedicated to this hardware setup, a modular component oriented design is presented.
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    Adaptive Networking for Tele-Immersion
    (The Eurographics Association, 2001) Leigh, Jason; Yu, Oliver; Schonfeld, Dan; Ansari, Rashid; He, Eric; Nayak, Atul; Ge, Jinghua; Krishnaprasad, Naveen; Park, Kyoung; Cho, Yong-joo; Hu, Liujia; Fang, Ray; Verlo, Alan; Winkler, Linda; DeFanti, Thomas A.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Tele-Immersive applications possess an unusually broad range of networking requirements. As high-speed and Quality of Service-enabled networks emerge, it will becoming more difficult for developers of Tele-Immersion applications, and networked applications in general, to take advantage of these enhanced services. This paper proposes an adaptive networking framework to ultimately allow applications to optimize their network utilization in pace with advances in networking services. In working toward this goal, this paper will present a number of networking techniques for improving performance in tele-immersive applications and examines whether the Differentiated Services mechanism for network Quality of Service is suitable for Tele-Immersion.
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    Comprehensive Calibration and Registration Procedures for Augmented Reality
    (The Eurographics Association, 2001) Fuhrmann, A.L.; Splechtna, R.; Prikryl, J.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Augmented Reality - best described as adding computer-generated virtual content to the real environment needs more adjustments to work properly than immersive virtual environments. To be perceived as an augmentation of reality, the virtual environment has to be properly aligned to the real world. This registration process has to be done at least once for every hardware set-up, but may have to be repeated in part or completely for each user, prop or device to be included both in the real and the virtual world. In this paper, we propose a comprehensive process for registration and calibration tasks necessary to implement correct augmentation. This includes procedures for calibrating projective and head-mounted displays, tracking systems, tracked input devices and props. Our method unifies the necessary tasks of world-toaugmentation alignment, display calibration and registration of tracked and static props in one, interactive set-up process, which can easily be conducted by the untrained user.
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    COMPUTER GRAPHICS OPTIQUE Optical Superposition of Projected Computer Graphics
    (The Eurographics Association, 2001) Majumder, Aditi; GregWelch,; B. Froehlich and J. Deisinger and H.-J. Bullinger
    We present some ideas and demonstrations for a hybrid projectorbased rendering and display technique we call Computer Graphics Optique. Instead of partially overlapping projected images to achieve a wide-area display, we completely overlap projected images on top of each other to achieve the addition of light and color in an optical composition buffer. The idea is to use the optical composition to replace some analytical computation, to increase rendering speed, gain flexibility, intensity range, and intensity resolution. Where projector-based displays are appropriate, potential uses include the optical realization of certain effects normally requiring a digital accumulation buffer, the optical composition of heterogeneous lighting techniques, and the ability to use heterogeneous graphics engines, in parallel. In addition one can make use of the optical projector control of focus augmented with the optical superposition to achieve effects that are otherwise computationally expensive. We believe that this technique offers the possibility of a new paradigm for combined rendering and projector-based display.
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    Invisible Interface for the Immersive Virtual World
    (The Eurographics Association, 2001) Ogi, Tetsuro; Yamada, Toshio; Yamamoto, Koji; Hirose, Michitaka; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Immersive projection technologies such as CAVE can generate a high presence virtual world. However, it is difficult for the user to experience the immersive virtual world in the real workplace, such as the design room or the conference room, because this type of display system requires a large space in order to install the screen. In this study, an invisible interface was developed for the immersive virtual world by integrating a transparent immersive projection display and cellular phone interface technologies. By using this system, the user in the real world can experience the high presence virtual world in an immersive environment. This system was applied to several fields of application, such as augmented reality and telecommunications.
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    Novel Shutter Glass Control for Simultaneous Projection and Picture Acquisition
    (The Eurographics Association, 2001) Kunz, Andreas M.; Spagno, Christian P.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Virtual reality offers completely new possibilities for collaborative work over distributed environments. To enable collaborative work, it is necessary that both, virtual objects as well as the other users, can be seen simultaneously in real-time. A novel technique is necessary to overcome the contradiction of darkness and light for image projection and video acquisition, respectively. A stroboscopic light and a camera system are added to the existing VR-system and a few modification are made to existing shutter glasses. In such a solution, the method of projection in the VR-system remains unmodified. This paper describes how to resolve this contradiction with the constraint to make as few changes as possible to existing VR-systems. Furthermore the timing of the different devices is discussed.
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    Using Exercise Cycle as a Haptic Input Device in a Virtual Environment
    (The Eurographics Association, 2001) Välkkynen, Pasi; Heinilä, Juhani; Lainio, Sari; Lakaniemi, Sami; Väätänen, Antti; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Virku (Virtual Fitness Centre) is a study, in which an exercise cycle is used for navigating in a virtual environment. The cycle acts as a haptic bodily user interface between the user and the simulation. The simulation takes the terrain of the virtual environment into account in order to provide better feedback of the environment for the user. We have found out in usability tests that this kind of interface enhances the user's feeling of immersion in the virtual environment.
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    Control Software for the productive Use of distributed IPT Installations
    (The Eurographics Association, 2001) Scharm, H.; Maurer, F.; Neuber, D.; Löffler, R.; Rantzau, D.; Banek, D.; B. Froehlich and J. Deisinger and H.-J. Bullinger
    Over the last few years the number of industrial immersive projection technology (IPT) installations has grown rapidly. Most of these systems are powered by one or more SGI Onyx graphics computers with several independent graphics pipes and quite a few CPUs. Since these machines represents a big investment, many installations are designed to make use of the Onyx graphics power at different presentation areas and meeting rooms. In this paper we will introduce a new client/server approach for controlling such distributed IPT installations where multiple presentations and work sessions run simultaneously and where different users access the resources of the facility in parallel. We first discuss the necessity of multiple configurations of the IPT hardware for different kinds of presentations and applications. After this, we explain the special requirements for the control of distributed multi-user Reality Center s ( Reality Center is a trademark of SGI). We then present the client/server architecture of our new Reality Center management software (RCMS). Finally, we will give an outlook for possible future extensions of the software to meet individual requirements.
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    Round Table: A Physical Interface for Virtual Camera Deployment in Electronic Arenas
    (The Eurographics Association, 2001) Hoch, Michael; Jää-Aro, Kai-Mikael; Bowers, John; B. Froehlich and J. Deisinger and H.-J. Bullinger
    In this paper, we describe a physical input device for the control of virtual cameras. The so called RoundTable has a round projection area where physical icons are used to stipulate the position of virtual cameras. With this scenario we propose a hybrid mixed reality environment for use by production personnel for real-time camera control during a live-broadcast. We present first results of using the RoundTable to support the managing of events in electronic arenas and compare them with traditional interfaces for camera control. We also comment on findings from a scenario in the field of sound mixing and sound composition.