ACM STUDENT CHAPTER MEETING! RECENT ADVANCES IN VIRTUAL REALITY Bill White will present a survey of several VR research projects that were demonstrated at SIGGRAPH 2001 in Los Angeles this summer. THURSDAY – SEPTEMBER 20, 2001 12:30 – 2:00 PM ENGINEERING BUILDING 1033 FREE PIZZA & SODA - REAL, NOT VIRTUAL! The Woods Hole Oceanographic Institute commissioned the development of a Web-based simulator of the ALVIN Deep Submersible Vehicle, used for scientific research at extreme ocean depths. The simulator is used as a training tool for scientists to plan and rehearse their dives, in an effort to budget energy consumption (i.e., outside lights, propulsion tanks, manipulator usage) and extend the length of dives. TECHNICAL SKETCH ALVIN ON THE WEB JAN JUNGCLAUS, FRAUNHOFER CENTER FOR RESEARCH IN COMPUTER GRAPHICS Using a data-glove capable of measuring 3-D position as well as applied force, a doctor performs a palpation exam on real humans. The resulting measurements are then used to produce a haptic simulation of a virtual human abdomen, with realistic force feedback of soft tissue malleability. TECHNICAL SKETCH VIRTUAL HUMAN ABDOMEN KEVIN CHUGH, VR LAB – STATE UNIVERSITY OF NEW YORK AT BUFFALO Mixed-reality systems using see-through optical displays have traditionally been unable to deal with mutual occlusion. Instead, virtual objects have been (a) transparent, (b) opaque but occluding real objects, or (c) opaque but occluded by real objects. The Enhanced optical see-through display using an LCD panel for Mutual Occlusion uses a 5-camera system to capture depth maps, applying this info to produce a Z-buffer yielding mutual occlusion. TECHNICAL SKETCH ELMO KIYOSHI KIYOKAWA, COMMUNICATIONS RESEARCH LABORATORY Using special props, the user provides depth, lighting, and background data to an enhanced reality system. The user can then modify the video image to include certain special effects, such as rendering synthetic objects. TECHNICAL SKETCH ENHANCED REALITY RICHARD MARKS, SONY COMPUTER ENTERTAINMENT Head-mounted projective displays, containing two miniature projective lenses and a non-distorting retro-reflective sheeting material, can be applied to interactive augmented environments, without the occlusion and distortion problems associated with most head-mounted systems. This system has been applied to a computer-generated game of GO between remote opponents. TECHNICAL SKETCH HEAD-MOUNTED PROJECTIVE DISPLAY HONG HUA, UNIVERSITY OF ILLINOIS, URBANA-CHAMPAIGN CAVE-based display systems typically differ geometrically from the environments that they are displaying, forcing the user to resort to walking in place or execute “virtual flying” to traverse the scene. In addition, the difference between the virtual environment’s geometry and the physical space of the CAVE system causes system latency errors, as well as projector and tracker calibration difficulties. The diorama approach addresses these problems (and, to some extent, the problem of multiple untracked users viewing one scene) by using physical display surfaces closely matching the actual scene geometry. TECHNICAL SKETCH LIFE-SIZED PROJECTOR-BASED DIORAMAS KOK-LIM LOW, UNIVERSITY OF NORTH CAROLINA AT CHAPEL HILL A series of compact photosensitive arrays are arranged around a display device, yielding a dense spatial sampling of the illumination field near the display. This illumination information is then used to modify a synthetic or scanned 3-D image, producing shading and shadows that are consistent with the location of the light source. TECHNICAL SKETCH LIGHTING-SENSITIVE DISPLAYS SHREE K. NAYAR, COLUMBIA UNIVERSITY To facilitate editing a virtual environment without having to travel from one’s current position within that environment, this tool was developed. The user invokes a preview window of a remote location, then uses a stylus to manipulate the remote site (if the stylus is positioned within the window) or the local site (if the stylus is placed outside the window). TECHNICAL SKETCH THROUGH-THE-LENS REMOTE OBJECT MANIPULATION STANISLAV L. STOEV, UNIVERSITÄT TÜBINGEN PlaceWorld was developed as an interface by which users could coexist and interact in multiple virtual environments. The test cases included a radiosity model, a textured 3-city tour, an artistic interpretation of VR history, and a CAD model of an oil rig. TECHNICAL SKETCH PLACEWORLD JON COOK, UNIVERSITY OF MANCHESTER The extent to which mental processes are affected by the use of an artificial immersive environment was tested by studying memory recall and awareness states in a VE replica of an actual room. As expected, the use of a head-mounted display resulted in more accurate memory responses than the use of a desktop monitor. However, a rather surprising result was the fact that the use of a realistic head-tracking system proved less successful than the use of a mouse for navigation purposes. TECHNICAL SKETCH SIMULATION FIDELITY METRICS KATERINA MANIA, UNIVERSITY OF SUSSEX The degree to which users in separate virtual environments can collaborate across a network was tested for two setups: a homogeneous system of two CAVE platforms, and a heterogeneous system consisting of one CAVE and one desktop machine. Using a 3-D cube puzzle application, the C2C proved analogous to a real-space condition, while the C2D proved much less effective, with the non-immersed user rated as less contributing or even uncooperative. TECHNICAL SKETCH SOLVING A 3D CUBE PUZZLE IN A CVE ANTHONY STEED, UNIVERSITY COLLEGE LONDON Producing realistic avatars to represent human users in collaborative virtual environments has been problematic, especially in inherently dark CAVE systems. By taking a 3-D laser scan of the user’s head and applying it as a texture map to the avatar’s head, a good static model is produced, with positioning and orientation determined by the CAVE’s head-tracking system. TECHNICAL SKETCH VIEW-DEPENDENT TEXTURE MAPPING OF VIDEO VIVEK RAJAN, ELECTRONIC VISUALIZATION LABORATORY (UI-CHICAGO) Using a half-silvered mirror sheet formed into a truncated cone, sitting on top of a graphics display table, real objects inside a showcase are merged with virtual objects projected onto the screen. Using active shutter glasses, infrared emitters, and an electromagnetic tracking device, stereo separation and graphics synchronization are implemented to provide a seamless 360° view of a virtual artifact. TECHNICAL SKETCH VIRTUAL SHOWCASES OLIVER BIMBER, FRAUNHOFER INSTITUTE FOR COMPUTER GRAPHICS Virtual fiction: instead of having the audience identify with the main protagonist, as in a novel or film, the user is the main protagonist. VR as a public display medium: Does the “wow” factor still play a stronger role in attracting an audience than the work itself? Configuring the CAVE: A life-sized wooden puppet is used as an interactive device with a CAVE environment. PANEL DISCUSSION VR ART IN MUSEUMS & GALLERIES ANSTEY, COX, HÖRTNER, SANDIN, SERMON, SHAW Virtual experiences of the entire packing/airport/takeoff/flight/landing scenario are used to overcome a patient’s fear of flying. VR provides the ability to conduct controlled mental health studies, in dynamic 3-D stimulus environments, as well as SnowWorld: Immersive VR is used to the capacity to record all help reduce pain during the wound behavioral responses. treatment of burn patients. PANEL DISCUSSION VR MEETS MENTAL HEALTH HODGES, HOFFMAN, RIZZO, SCHULTHEIS, STRICKLAND, WATSON, WIEDERHOLD, WIEDERHOLD Sharing a stereoscopic display is problematic since the image must be displayed from a single viewer’s perspective, resulting in a distorted view for all other viewers. IllusionHole uses a display mask with a hole in the center to display multiple viewpoints simultaneously, positioned so each viewer can only see the image from his or her viewpoint. EMERGING TECHNOLOGIES ILLUSIONHOLE YOSHIFUMI KITAMURA, HUMAN INTERFACE ENGINEERING LABORATORY – OSAKA UNIVERSITY The Just-Follow-Me system is used to train users to learn certain limbmotion profiles (e.g., dance moves, golf swings, etc.). A user wears five highly reflective markers (on the ankles, wrists, and belly), and four cameras track the user’s motions. EMERGING TECHNOLOGIES JUST FOLLOW ME VR-BASED MOTION TRAINING SYSTEM UNGYEON YANG, POHANG UNIVERSITY OF SCIENCE AND TECHNOLOGY Visitors in this virtual environment are able to interact with common microscopic structures that normally can’t be seen with the naked eye. A high-definition multimedia space is created, suitable for academic research as well as basic educational use. EMERGING TECHNOLOGIES MICRO ARCHIVING TATSUYA SAITO, KEIO UNIVERSITY A mobile user’s position and orientation are tracked via a backpack emitter and mapped to a campus model. Routing and landmark images are then overlaid onto the mobile user’s see-through head-worn display. EMERGING TECHNOLOGIES MOBILE AUGMENTED REALITY SYSTEMS STEVEN FEINER, COLUMBIA UNIVERSITY •The drive electronics receive and process an incoming video signal, & control the image display. •The modulated light sources are multiplexed red, green, and blue laser pulse streams. •Two scanning mirrors are used to sweep horizontally and vertically across the image. •The viewer optics relay the scanned raster image to the glass or plastic oculars worn by the user. An object’s inverted image is directly projected onto the retina, the rod and cone cells of which are responsible of transmitting signals to the brain through the optical nerve . VIRTUAL RETINAL DISPLAY TECHNOLOGY (NOT PART OF SIGGRAPH 2001)