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Showing papers on "Augmented virtuality published in 2009"


Proceedings ArticleDOI
07 Sep 2009
TL;DR: An augmented virtuality approach that allows to incorporate a realistic view of oneself in virtual environments using cameras attached to head mounted displays, and can easily be integrated into typical virtual reality setups.
Abstract: A fully-articulated visual representation of a user in an immersive virtual environment (IVE) can enhance the user's subjective sense of feeling present in the virtual world. Usually this requires the user to wear a full-body motion capture suit to track real-world body movements and to map them to a virtual body model. In this paper we present an augmented virtuality approach that allows to incorporate a realistic view of oneself in virtual environments using cameras attached to head mounted displays. The described system can easily be integrated into typical virtual reality setups. Egocentric camera images captured by a video-see-through system are segmented in real-time into foreground, showing parts of the user's body, e. g., her hands or feet, and background. The segmented foreground is then displayed as inset in the user's current view of the virtual world. Thus the user is able to see her physical body in an arbitrary virtual world, including individual characteristics such as skin pigmentation and hairiness.

54 citations


Patent
08 Jun 2009
TL;DR: In this article, a method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture, and remotely controlling at least one of the assets of the plurality of assets by interacting with a virtual icon associated with the at least 1 asset.
Abstract: Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.

51 citations


Proceedings ArticleDOI
23 Apr 2009
TL;DR: This paper gives an overview of Real Virtuality, describes how such a system may be achieved, and shows why Real virtuality is indeed a step-change from current virtual reality systems.
Abstract: Humans perceive the world with all five senses: visuals, audio, smell, touch and taste. Crossmodal effects, i.e. the interaction of the senses, can have a major influence on how environments are being perceived, even to the extent that large amounts of detail of one sense may be ignored when in the presence of other more dominant sensory inputs. Real Virtuality environments (also known as there-reality™) are true high-fidelity multi-sensory virtual environments which provide the same perceptual response from viewers as if they were actually present, or "there" in the real scene being portrayed.Unlike traditional virtual reality environments, Real Virtuality allows all five senses to be stimulated concurrently in a natural way. This paper gives an overview of Real Virtuality, describes how such a system may be achieved, and shows why Real Virtuality is indeed a step-change from current virtual reality systems.

39 citations


Book ChapterDOI
01 Jan 2009
TL;DR: The various realms, their research and applications and their relevance to the field are presented and critically reflected upon.
Abstract: New ‘realities’ are emerging. Novel concepts such as Mixed Reality, Augmented Reality and Augmented Virtuality and their supporting technologies influence architecture, design and construction. These realities replace or merge with the normal physical world and they can be tailored to enhance comprehension for specific design and construction activities. The various realms, their research and applications and their relevance to the field are presented and critically reflected upon. Finally the Reality-Virtuality Continuum is analysed regarding its engagement, abstraction and information overlay.

22 citations


Book ChapterDOI
01 Jan 2009
TL;DR: This collection discusses virtual social networks in a context of simultaneous excitement and anxiety, which affects individuals and organizations as well as societies in general.
Abstract: Virtuality has been undergoing rapid and fundamental changes. As technology changes, so too have its applications and our uses of and experiences with them have changed as well. The emergence of new technologies such as Web 2.0 technologies offers individuals opportunities for new ways of interacting, playing, working, and learning, and companies new ways for promoting and advertising their products and services and interacting with their customers in general. The new possibilities are exciting, but there are uncertainties and anxieties too which affect individuals and organizations as well as societies in general. It is within this context, one of simultaneous excitement and anxiety, that we discuss virtual social networks in this edited collection.

20 citations


Proceedings ArticleDOI
14 Mar 2009
TL;DR: This paper presents a software-based approach that allows to incorporate a realistic visual representation of oneself in the VE and makes use of images captured by cameras that are attached to video-see-through head-mounted displays.
Abstract: A fully-articulated visual representation of oneself in an immersive virtual environment has considerable impact on the subjective sense of presence in the virtual world. Therefore, many approaches address this challenge and incorporate a virtual model of the user's body in the VE. Such a “virtual body” (VB) is manipulated according to user motions which are defined by feature points detected by a tracking system. The required tracking devices are unsuitable in scenarios which involve multiple persons simultaneously or in which participants frequently change. Furthermore, individual characteristics such as skin pigmentation, hairiness or clothes are not considered by this procedure. In this paper we present a software-based approach that allows to incorporate a realistic visual representation of oneself in the VE. The idea is to make use of images captured by cameras that are attached to video-see-through head-mounted displays. These egocentric frames can be segmented into foreground showing parts of the human body and background. Then the extremities can be overlayed with the user's current view of the virtual world, and thus a high-fidelity virtual body can be visualized.

15 citations


Book ChapterDOI
01 Jan 2009
TL;DR: This chapter argues for the importance of understanding the nature and effect of the characteristics of virtual organizations, rather than simply focusing on how these characteristics are different from co-located organizations, and demonstrates how increasing virtuality essentially imposes an information processing dilemma for organizations.
Abstract: What is virtuality in organizational design? In this chapter we argue for the importance of understanding the nature and effect of the characteristics of virtual organizations, rather than simply focusing on how these characteristics are different from co-located organizations. Through a review of literature relating to virtual organizations we identify two different dimensions: locational and relational differentiation, which capture the nature of virtual organizations well. We anchor theoretically these dimensions to organization design and information processing theory. This enables us to identify their effects and consequences for coordination in information processing terms. We thereby not only integrate theory of virtual organization into extant theory of organization design but, more importantly, also demonstrate how increasing virtuality essentially imposes an information processing dilemma for organizations: Locational differentiation reduces the information processing capacity, while relational differentiation increases the information processing requirements. We discuss the managerial as well as the theoretical implications of these findings.

10 citations


Proceedings ArticleDOI
17 Nov 2009
TL;DR: This paper proposes a new form of mixed reality called the “Loosely coupled Mixed Reality (LMR),” which uses only minimal explicit and technologically supported association cues between the real and virtual objects.
Abstract: Mixed reality refers to the (spectrum of) compositing of synthetic and real objects [2]. The two representative forms of mixed reality are the augmented reality (in which the content is mostly real), and augmented virtuality (mostly virtual). In both cases, the association between the real and virtual objects is usually desired to be as tight and explicit as possible. Thus, we can posit that the degree of this explicit registration will be one of the most important factors in the usability of mixed reality systems. Ironically, however, AR systems with high fidelity registration will also introduce significant usability problems due to the required special displays and sensors to be worn, in addition to the cost and computational difficulties. Therefore, in this paper, we newly propose a new form of mixed reality called the “Loosely coupled Mixed Reality (LMR),” which uses only minimal explicit and technologically supported association cues between the real and virtual objects. Instead, through intuitive metaphor between the virtual space and real operating environment, the burden of registration (fusing of the worlds) is put more on to the user. As such an approach is expected to introduce significant amount of cognitive load, an intuitive and metaphoric mapping between the two realities would be essential. Figure 1 illustrates the concept of LMR. The user is given two separate realities: one is the physical reality in which he is playing a golf game (in this case with the help of a hand-held device), and the other is the virtual golf environment presented through the hand-held device. The user starts by establishing a simple mapping in one's mind e.g. between objects in the physical reality (e.g. trashcan, street) and those in the game environment (e.g. green, golf course). This metaphor is intuitive because, for one, it is established by the user himself. Note that, to take full advantage of the environment metaphor, LMR becomes inherently mobile in its nature. In this example, as the user hits the ball and approaches the green/hole by physically moving in the corresponding real space, one's movement and interaction is reflected into the virtual world at the same time (through tracking). While the user is certainly aware of one's own actions, the user can “time to time” check upon the helping hand-held device to view the overall status (e.g. scores, other player position).

9 citations


01 Jan 2009
TL;DR: SpaceLens is introduced, a spatially aware handheld display that provides elegant three-dimensional exploration of rich datasets, which can either be volumetric data, a layered information space or a zoomable information space, which are mapped to the virtual exploration volume above a stationary surface.
Abstract: To solve the challenge of exploring large information spaces on interactive surfaces such as tabletops, we introduce SpaceLens, a spatially aware handheld display that provides elegant three-dimensional exploration of rich datasets. This can either be volumetric data, a layered information space or a zoomable information space, which are mapped to the virtual exploration volume above a stationary surface. By moving the lens through the volume, corresponding data is displayed, thus serving as a window into virtuality. Various interaction techniques are introduced, which especially utilize the Z-axis (lens height) in a novel way, e.g. for zooming or displaying various information layers. The SpaceLens implementation uses an optically tracked, passive, top-projected paper lens, which is cheap, lightweight and flexible. A formative user study gave valuable insight and confirmed an intuitive interaction. In addition, a marker-tracked, active UMPC lens allows data exploration without a contextual display.

4 citations



Journal ArticleDOI
Roy Want1
TL;DR: EIC Roy Want introduces the special issue on cross-reality environments and discusses alternate realities including virtual reality, augmented reality, embodied virtuality, cross- reality, and mixed reality.
Abstract: EIC Roy Want introduces the special issue on cross-reality environments and discusses alternate realities including virtual reality, augmented reality, embodied virtuality, cross-reality, and mixed reality.

Proceedings ArticleDOI
11 Oct 2009
TL;DR: A novel low-cost robotic telepresence approach to situation awareness, initially aimed for hazardous environments, that can conduct work away from danger whilst retaining situation awareness of the real environment is proposed.
Abstract: This paper proposes a novel low-cost robotic telepresence approach to situation awareness, initially aimed for hazardous environments. The robot supports omnidirectional movement, wide field of vision, haptic feedback and binaural sound. It is controlled through an augmented virtuality environment with an intuitive position displacement scheme that supports physical mobility. The operator thereby can conduct work away from danger whilst retaining situation awareness of the real environment.

Book ChapterDOI
27 Jul 2009
TL;DR: The implementation and a usability evaluation of the Augmented Virtuality (AV) system in its current state are described and the limitations, issues and challenges of this AV system are discussed.
Abstract: This paper presents a usability evaluation of an Augmented Virtuality (AV)-based system dedicated for design. The philosophy behind the concept of the system is discussed based on the dimensions of transportation and artificiality in shared-space technologies. This system is introduced as a method that allows users to experience the real remote environment without the need of physically visiting the actual place. Such experience is realized by using AV technology to enrich the virtual counterparts of the place with captured real images from the real environment. The combination of the physicality reality and virtual reality provides key landmarks or features of the to-be-visited place, live video streams of the remote participants, and 3D virtual design geometry. The focus of this paper describes the implementation and a usability evaluation of the system in its current state and also discusses the limitations, issues and challenges of this AV system.

Book ChapterDOI
01 Jan 2009
TL;DR: ‘Shaders’ offer real-time visualisation of complex, computer-generated 3D models with photorealistic quality which have laid the foundations for mixed reality systems which enable both immersion into and realtime interaction with the environment.
Abstract: The rapid development of microprocessors and graphics processing units (GPUs) has had an impact on information and communication technologies (ICT) over recent years. ‘Shaders’ offer real-time visualisation of complex, computer-generated 3D models with photorealistic quality. Shader technology includes hardware and software modules which colour virtual 3D objects and model reflective properties. These developments have laid the foundations for mixed reality systems which enable both immersion into and realtime interaction with the environment. These environments are based on Milgram’s mixed reality continuum where reality is a gradated spectrum ranging from real to virtual spaces.

01 Jan 2009
TL;DR: The various realms, their research and applications and their relevance to the field are presented and critically reflected upon.
Abstract: New ‘realities’ are emerging. Novel concepts such as Mixed Reality, Augmented Reality and Augmented Virtuality and their supporting technologies influence architecture, design and construction. These realities replace or merge with the normal physical world and they can be tailored to enhance comprehension for specific design and construction activities. The various realms, their research and applications and their relevance to the field are presented and critically reflected upon. Finally the Reality-Virtuality Continuum is analysed regarding its engagement, abstraction and information overlay.

Journal ArticleDOI
Horea Avram1
TL;DR: It is suggested that AR creates a new species of space, an 'augmented space' in which physical reality and digital images coexist, which is situated at the confluence between installation-type physical space and the digital spatiality of VR.
Abstract: This paper starts from the premise that, although augmented reality (AR) proposes a new perceptual experience situated at the limit between the actual and the virtual, when one sees it in the larger context of contemporary art practice one can observe its strong connections with previous artistic forms. Installation art and virtual reality (VR) are the two important reference points in the genealogy of AR art, their specific ways of using space having a particular relevance in AR's own spatiality. In this sense, I see AR mainly as a spatial paradigm situated at the confluence between installation-type physical space and the digital spatiality of VR. I would suggest that AR creates a new species of space, an 'augmented space' in which physical reality and digital images coexist. The present essay focuses on this intermediary zone, discussing the problems of interactivity, virtuality, illusionism and representation following two seminal artworks in the field of AR.

Proceedings ArticleDOI
29 Oct 2009
TL;DR: A description of a new music generation interface that combines the properties of a classic music reproduction game and a generative music game with the use of new interaction techniques to offer a visually and acoustically pleasing immersive multiuser experience is discussed.
Abstract: The purpose of this poster is to discuss a description of a new music generation interface that combines the properties of a classic music reproduction game and a generative music game with the use of new interaction techniques to offer a visually and acoustically pleasing immersive multiuser experience.

Book ChapterDOI
26 Jun 2009
TL;DR: An approach to managing situated knowledge, i.e., knowledge specific to a particular location, for complex instruments, using an extended version of Spatial Knowledge Quantum is presented and the objective is to bring the possibility of enhancing the real-world with arbitrary 3D shapes.
Abstract: In this paper, we present an approach to managing situated knowledge, i.e., knowledge specific to a particular location, for complex instruments. Our research is driven by real needs in the scientific instrumentation field. Although many works propose a solution for real-world annotation, those approaches might not provide the user with an effective means for representing or expressing knowledge about a complex device due to the limitation set by text note and predefined structures. With the aim of representing more elaborated situated knowledge an extended version of Spatial Knowledge Quantum is defined. The objective is to bring the possibility of enhancing the real-world with arbitrary 3D shapes. Two different interfaces for manipulating knowledge are proposed, one is based on Augmented Reality, while the second relies on Augmented Virtuality to build a virtual environment. This latter interface can be produced and distributed without extra costs, and consequently, allows knowledge dissemination at a larger scale. A preliminary version of our framework has been implemented and deployed in customers' environments.

Proceedings Article
14 Dec 2009
TL;DR: The 8th VRCAI 2009 conference attracted 98 submissions from 17 countries in Europe, North and South America and Asia as discussed by the authors, with each full paper receiving at least three reviews.
Abstract: We are very glad to host VRCAI2009 in Japan and welcome you to Tokyo Institute of Technology which is a very active university in VR, CG and Image processing fields. Virtual Reality Continuum (VRC), which spans across next-generation info information communication environments, like Virtual Reality (VR), Augmented Virtuality (AV), Augmented Reality (AR), and Mixed Reality (MR), is a key in the way we define and interact with, and within, our virtual worlds. To advance research in the VRC field, the VRCAI conference seeks to provide a forum for scientists, researchers, developers, users and industry players in the international VRC community to come together to share experiences, exchange ideas and spur one another in the knowledge of this fast-growing field. This year, VRCAI 2009 focuses on the following themes: Fundamentals, Systems, Computer Graphics, Image Processing, Interactions , and Industry and Applications. A new focus area on Computer Graphics and Image Processing related to Virtual Reality has been introduced. We see the importance of CG and image processing for developing VR systems and applications growing more and more. Especially, VRCAI2009 is held just 2 days before SIGGRAPH ASIA 2009. VRCAI and SIGGRAPH ASIA should be more strongly connected each other. So, we hope VRCAI welcomes the papers in the fields of CG and Image Processing. Since its beginning as the 1st International Workshop on Virtual Reality and Visualization in Scientific Computing held in Hangzhou, China in 1995, VRCAI has grown and matured into a reputable biennial conference. Selected papers from past VRCAI conferences have been published in special issues of Computers & Graphics journal, International Journal of Virtual Reality, International Journal of Image and Graphics, and Computer Animation and Virtual Worlds. Since 2004, the conference has been indexed by EI. It has been also co-sponsored by ACM SIGGRAPH, and its papers included in the ACM Digital Library. The 8th VRCAI 2009 conference attracted 98 submissions from 17 countries in Europe, North and South America and Asia. The submissions were reviewed by about 70 reviewers, with each full paper receiving at least three reviews. The papers were of high quality and very competitive. 40 submissions have been accepted as full papers and 29 as poster papers.


01 Jan 2009
TL;DR: In this article, the authors explore the opportunities of the Second Life environment for mixed-reality experiences and analyze approaches to bridging the worlds such as media streaming, client-side interaction, an external web server communication hub, as well as opportunities for human/computer interaction.
Abstract: Virtual worlds provide a platform in which to construct compelling experiences not possible within the material and temporal constraints of the physical world. The virtual realm has the potential to be united and engaged by physicality—informing and transforming the audience’s experience of exhibition in a profoundly transformative nature. The Institute for Digital Intermedia Arts at Ball State University has been incorporating mixed-reality approaches into museum exhibitions, musical performances, installation art, and interface over the last several years. This paper documents specific explorations of the opportunities of the Second Life environment for mixed-reality experiences—analyzing approaches to bridging the worlds such as media streaming, client-side interaction, an external web server communication hub, as well as opportunities for human/computer interaction.

Book ChapterDOI
01 Jan 2009
TL;DR: The virtual has been subject to architects since the Domus Aurea, colorful gothic windows or the Hall of Mirrors in Versailles, but now it is time for architects to discuss the issue of embodiment, immersion, interface, and perception of virtual worlds and start architectural processes.
Abstract: The virtual has been subject to architects since the Domus Aurea, colorful gothic windows or the Hall of Mirrors in Versailles. Today, the computer crreates space and it is spoace. Space has not lost its relevance, and is now reloaded as a hybrid real virtual environment, bodily perceptible within a virtual alter-ego. The computer becomes ‘home’ for millions of people spending their time in 3D virtual worlds. These worlds grow, created by game designers, programmers, or — most importantly — by the people themselves. Yet these virtual worlds are created without architects, like the real world. It is now time for architects to discuss this increasing field: to address the issue of embodiment, immersion, interface, and perception of virtual worlds and start architectural processes.