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Surround-screen projection-based virtual reality: The design and implementation of the CAVE

by Carolina Cruz-neira, Daniel J. Sandin, Thomas A. Defanti , 1993
"... Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches ..."
Abstract - Cited by 725 (27 self) - Add to MetaCart
Abstract Several common systems satisfy some but not all of the VR This paper describes the CAVE (CAVE Automatic Virtual Environment) virtual reality/scientific visualization system in detail and demonstrates that projection technology applied to virtual-reality goals achieves a system that matches

Image-based visual hulls

by Wojciech Matusik, Chris Buehler, Ramesh Raskar, Steven J. Gortler, Leonard McMillan - IN PROCEEDINGS OF ACM SIGGRAPH 2000 , 2000
"... In this paper, we describe an efficient image-based approach to computing and shading visual hulls from silhouette image data. Our algorithm takes advantage of epipolar geometry and incremental computation to achieve a constant rendering cost per rendered pixel. It does not suffer from the computati ..."
Abstract - Cited by 339 (15 self) - Add to MetaCart
the computation complexity, limited resolution, or quantization artifacts of previous volumetric approaches. We demonstrate the use of this algorithm in a real-time virtualized reality application running off a small number of video streams.

Bridging Physical and Virtual Worlds with Electronic Tags

by Roy Want, Kenneth P. Fishkin, Anuj Gujar, Beverly L. Harrison , 1999
"... The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have implem ..."
Abstract - Cited by 281 (7 self) - Add to MetaCart
The role of computers in the modern office has tended to split our activities between virtual interactions in the realm of the computer and physical interactions with real objects that have been part of the traditional office infrastructure. This paper discusses a variety of scenarios we have

Animated agents for procedural training in virtual reality: Perception, cognition, and motor control

by Jeff Rickel, W. Lewis Johnson - APPLIED ARTIFICIAL INTELLIGENCE , 1999
"... This paper describes Steve, an animated agent that helps students learn to perform physical, procedural tasks. The student and Steve cohabit a three-dimensional, simulated mock-up of the student's work environment. Steve can demonstrate how to perform tasks and can also monitor students while t ..."
Abstract - Cited by 243 (33 self) - Add to MetaCart
This paper describes Steve, an animated agent that helps students learn to perform physical, procedural tasks. The student and Steve cohabit a three-dimensional, simulated mock-up of the student's work environment. Steve can demonstrate how to perform tasks and can also monitor students while

Dynamic Real-Time Deformations using Space Time Adaptive Sampling

by Gilles Debunne, Mathieu Desbrun , Marie-Paule Cani, Alan H. Barr , 2001
"... This paper presents a robust, adaptive method for animating dynamic visco-elastic deformable objects that provides a guaranteed frame rate. Our approach uses a novel automatic space and time adaptive level of detail technique, in combination with a largedisplacement (Green) strain tensor formulation ..."
Abstract - Cited by 226 (14 self) - Add to MetaCart
mass-spring and other adaptive approaches. In particular, damped elastic vibration modes are shown to be nearly unchanged for several levels of refinement. Results are presented in the context of a virtual reality system. The user interacts in real-time with the dynamic object through the control of a

Superior Augmented Reality Registration by Integrating Landmark Tracking and Magnetic Tracking

by Andrei State, Gentaro Hirota, David T. Chen, William F. Garrett, Mark A. Livingston , 1996
"... Accurate registration between real and virtual objects is crucial for augmented reality applications. Existing tracking methods are individually inadequate: magnetic trackers are inaccurate, mechanical trackers are cumbersome, and vision-based trackers are computationally problematic. We present a h ..."
Abstract - Cited by 143 (3 self) - Add to MetaCart
Accurate registration between real and virtual objects is crucial for augmented reality applications. Existing tracking methods are individually inadequate: magnetic trackers are inaccurate, mechanical trackers are cumbersome, and vision-based trackers are computationally problematic. We present a

Improving static and dynamic registration in an optical see-through HMD

by Ronald Azuma, Gary Bishop , 1994
"... In Augmented Reality, see-through HMDs superimpose virtual 3D objects on the real world. This technology has the potential to enhance a user’s perception and interaction with the real world. However, many Augmented Reality applications will not be accepted until we can accurately register virtual ob ..."
Abstract - Cited by 188 (11 self) - Add to MetaCart
In Augmented Reality, see-through HMDs superimpose virtual 3D objects on the real world. This technology has the potential to enhance a user’s perception and interaction with the real world. However, many Augmented Reality applications will not be accepted until we can accurately register virtual

Virtualized Reality: Concepts and Early Results

by Takeo Kanade, P. J. Narayanan, Peter W. Rander - IN PROC. OF IEEE WORKSHOP ON THE REPRESENTATION ON VISUAL SCENE , 1995
"... The visual medium evolved from early paintings to the realistic paintings of the classical era to photographs. The medium of moving imagery started with motion pictures. Television and video recording advanced it to show action “live” or capture and playback later. In all of the above media, the vie ..."
Abstract - Cited by 65 (4 self) - Add to MetaCart
, the view of the scene is determined at the transcription time, independent of the viewer. We have been developing a new visual medium called virtualized reality. It delays the selection of the viewing angle till view time, using techniques from computer vision and computer graphics. The visual event

Calibration-free augmented reality

by Kiriakos N. Kutulakos, James R. Vallino, Student Member - IEEE Transactions on Visualization and Computer Graphics , 1998
"... Abstract—Camera calibration and the acquisition of Euclidean 3D measurements have so far been considered necessary requirements for overlaying three-dimensional graphical objects with live video. In this article, we describe a new approach to videobased augmented reality that avoids both requirement ..."
Abstract - Cited by 106 (0 self) - Add to MetaCart
by 1) tracking regions and color fiducial points at frame rate, and 2) representing virtual objects in a non-Euclidean, affine frame of reference that allows their projection to be computed as a linear combination of the projection of the fiducial points. Experimental results on two augmented reality

Immersion in desktop virtual reality

by George Robertson, Mary Czerwinski, Maarten Van Dantzich - In Proceedings of the ACM Symposium on User Interface Software and Technology (UIST’97 , 1997
"... This paper explores techniques for evaluating and improving immersion in Desktop Virtual Reality (VR). Three experiments are reported which extend findings on immersion in VR reported by Pausch et al. [9]. In the current experiments, a visual search paradigm was used to examine navigation in Desktop ..."
Abstract - Cited by 35 (2 self) - Add to MetaCart
This paper explores techniques for evaluating and improving immersion in Desktop Virtual Reality (VR). Three experiments are reported which extend findings on immersion in VR reported by Pausch et al. [9]. In the current experiments, a visual search paradigm was used to examine navigation
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