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Virtual input devices based on motion capture and collision detection

Y. Okada, K. Shinpo, Y. Tanaka, D. Thalmann
Proceedings Computer Animation 1999  
A screen hard copy of a virtual input device for work-through. Figure 2 . 2 A virtual input device able to recognize an arm motion like rotating a wheel.  ...  A virtual input device as an acceleration pedal of a car. Figure 10 . A virtual input device using a MoverBox for walk-through. Figure 11 .  ... 
doi:10.1109/ca.1999.781213 dblp:conf/ca/OkadaSTT99 fatcat:z47xkaaj3vgbhdirtmtzictmp4

Virtual and Real-Time Synchronous Interaction for Playing Table Tennis with Holograms in Mixed Reality

Bin Wang, Ruiqi Zhang, Chong Xi, Jing Sun, Xiaochun Yang
2020 Sensors  
Moreover, the traditional collision detection algorithm has difficulty detecting the collision between real and virtual objects under motion.  ...  Instead of using gesture detection technology, we use a locator as the main input device and build a data exchange channel for the devices, so that the system can update the motion state of the racket  ...  Author Contributions: Conceptualization, B.W. and R.Z.; methodology, B.W., R.Z. and C.X.; software, R.Z. and C.X.; validation, J.S. and X.Y.; formal analysis, R.Z. and C.X.; investigation, B.W.; resources  ... 
doi:10.3390/s20174857 pmid:32867294 pmcid:PMC7506748 fatcat:gnzmfsi4arfj5o7c3hfikpz7iq

Tele-sports and tele-dance

Benjamin Schaeffer, Mark Flider, Hank Kaczmarski, Luc Vanier, Lance Chong, Yu Hasegawa-Johnson
2003 Proceedings of the ACM symposium on Virtual reality software and technology - VRST '03  
The present paper combines these tendencies to describe an open source software system that uses motion capture tools as input devices for realtime collaborative virtual environments.  ...  Researchers have had great success using motion capture tools for controlling avatars in virtual worlds.  ...  The 6-sided immersive virtual environment mentioned here was supported by NSF Major Research Instrumentation Grant EIA-0079800.  ... 
doi:10.1145/1008653.1008673 dblp:conf/vrst/SchaefferFKVCH03 fatcat:lhutngqogjc3jndo234jn4zl24

Robots collision avoidance using learning through imitation

Aurel Fratu, Jean-Paul Becar
2013 2013 4th International Symposium on Electrical and Electronics Engineering (ISEEE)  
We tested the present strategy on several simulation scenarios; involving two virtual robots that each must cooperate with other and estimating collision-free actions.  ...  Each physical robot acts fully independently, communicating with corresponding virtual prototype and imitating her behavior. Each physical robot reproduces the motion of her virtual prototype.  ...  The problem of the contact detection in the virtual environment on the virtual robots is important for the reason that this built-in function is proven superior to other collision detection devices.  ... 
doi:10.1109/iseee.2013.6674341 fatcat:53cczp2wzjfprggsxxx2juerka

Action Capture: A VR-Based Method for Character Animation [chapter]

Bernhard Jung, Heni Ben Amor, Guido Heumer, Arnd Vitzthum
2010 Virtual Realities  
As an advantage, captured actions can often be naturally applied to virtual characters of different sizes and body proportions, thus avoiding retargetting problems of motion capture.  ...  This contribution describes a Virtual Reality (VR) based method for character animation that extends conventional motion capture by not only tracking an actor's movements but also his or her interactions  ...  Acknowledgements The research described in this contribution is partially supported by the DFG (Deutsche Forschungsgemeinschaft) in the Virtual Workers project.  ... 
doi:10.1007/978-3-211-99178-7_6 dblp:conf/dagstuhl/JungAHV08 fatcat:alvzeer66bd4rbkbsatgd5yqeu

Camera-Based Virtual Environment Interaction on Mobile Devices [chapter]

Tolga Çapın, Antonio Haro, Vidya Setlur, Stephen Wilkinson
2006 Lecture Notes in Computer Science  
Mobile virtual environments, with real-time 3D and 2D graphics, are now possible on smart phone and other camera-enabled devices.  ...  We present our tracking algorithm and several mobile virtual environment and gaming prototypes including: a 3D first person shooter, a 2D puzzle game and a simple action game.  ...  Our solution is based on analyzing the series of live input images from the camera and estimating the motion of the device.  ... 
doi:10.1007/11902140_80 fatcat:uojgnh7f7za2jnd6zdbjldm34y

Accuracy and Immersion Improvement of Hybrid Motion Capture based Real Time Virtual Validation

Jochen Bönig, Christian Fischer, Holger Weckend, Florian Döbereiner, Jörg Franke
2014 Procedia CIRP  
To get good results while applying the motion capturing approach in mixed reality situations, it is necessary to have an exact registration between the real and virtual environment.  ...  To achieve this goal, we use an experimental setup including both a hybrid motion capture system and an interface for the connection to digital validation software.  ...  Acknowledgements This research and development project was funded by the German Federal Ministry of Education and Research (BMBF) within the grant 16N12036.  ... 
doi:10.1016/j.procir.2014.03.191 fatcat:5l2xxhfjgreohifq6t6bgolew4

A 4-layer flexible virtual hand model for haptic interaction

Huagen Wan, Feifei Chen, Xiaoxia Han
2009 Virtual Environments, Human-Computer Interfaces and Measurements Systems, IEEE International Conference on  
The skin layer, kinematics layer, collision detection layer and haptic layer are integrated into a sophisticated virtual hand to simulate the human hand's natural anatomy in its appearance and motion,  ...  In the past decades, much effort has been made on virtual hand modeling from the perspectives of computer animation and human computer interaction.  ...  ) and the digital image shown in Figure 6 .  ... 
doi:10.1109/vecims.2009.5068890 dblp:conf/vecims/WanCH09 fatcat:6hyp63scwva6xmqwioifrh7kn4

An Immersive Telepresence System Using RGB-D Sensors and Head Mounted Display

Xinzhong Lu, Ju Shen, Saverio Perugini, Jianjun Yang
2015 2015 IEEE International Symposium on Multimedia (ISM)  
One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously.  ...  The highly interactive and flexible environment can capture and sustain more student attention than the traditional classroom setting and, thus, delivers a compelling experience to the students.  ...  ACKNOWLEDGMENT The authors would like to thank students Xiaotian Yang, Jiaqian Zhang, Wangyufan Gong, and Xinhe Peng for their  ... 
doi:10.1109/ism.2015.108 dblp:conf/ism/LuSPY15 fatcat:kmllynldkjhl5oq2zzo6c7h7tq

Virtual Training System for Hydraulic Pump Cart Based on Virtual Reality

Wusha Huang, Qiang Chen, Minzhuo Wang, Haonan Ye
2013 TELKOMNIKA Indonesian Journal of Electrical Engineering  
The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part.  ...  Collision detection is discussed to improve the sense of reality in the virtual environment .This system is applied to the training process of hydraulic pump cart's assembly and disassembly.  ...  Based on the above ideas, the collision detection algorithm is showed in Figure 6 . Virtual hand and objects will be in touch when virtual hand grasps virtual objects.  ... 
doi:10.11591/telkomnika.v11i8.3026 fatcat:ycidilvworbshdqacauqqwddqi

Bilateral Teleoperation of Multiple Mobile Agents: Coordinated Motion and Collision Avoidance

Erick J. Rodriguez-Seda, James J. Troy, Charles A. Erignac, Paul Murray, Dušan M. Stipanovic, Mark W. Spong
2010 IEEE Transactions on Control Systems Technology  
This paper presents theoretical and experimental results on bilateral teleoperation of multiple mobile slave agents coupled to a single master robot.  ...  We first design a passifying proportional-derivative (PD) controller to enforce motion tracking and formation control of master and slave vehicles under constant, bounded communication delays.  ...  are the coordination-based control inputs, and are the collision-free control inputs for the master (i.e., ) and the slave agents (i.e., ).  ... 
doi:10.1109/tcst.2009.2030176 fatcat:k5bm3nwunff4zli63yzxxzdh5u

Incorporating dynamic real objects into immersive virtual environments

Benjamin Lok, Samir Naik, Mary Whitton, Frederick P. Brooks
2003 ACM Transactions on Graphics  
The system uses image-based object reconstruction and a volumequerying mechanism to detect collisions and to determine plausible collision responses between virtual objects and the realtime avatars.  ...  Suppose one has a virtual model of a car engine and wants to use an immersive virtual environment (VE) to determine whether both a large man and a petite woman can readily replace the oil filter.  ...  The VE system would understand and react to expressions, gestures, and motion. The difficulty is in capturing this information for rendering and simulation input.  ... 
doi:10.1145/882262.882332 fatcat:irlqyobadjabtj7ti5bgekpwoy

Incorporating dynamic real objects into immersive virtual environments

Benjamin Lok, Samir Naik, Mary Whitton, Frederick P. Brooks
2003 ACM SIGGRAPH 2003 Papers on - SIGGRAPH '03  
The system uses image-based object reconstruction and a volumequerying mechanism to detect collisions and to determine plausible collision responses between virtual objects and the realtime avatars.  ...  Suppose one has a virtual model of a car engine and wants to use an immersive virtual environment (VE) to determine whether both a large man and a petite woman can readily replace the oil filter.  ...  The VE system would understand and react to expressions, gestures, and motion. The difficulty is in capturing this information for rendering and simulation input.  ... 
doi:10.1145/1201775.882332 fatcat:jxha2kgtwbf5tgl7choi33npqy

Incorporating dynamic real objects into immersive virtual environments

Benjamin Lok, Samir Naik, Mary Whitton, Frederick P. Brooks
2003 Proceedings of the 2003 symposium on Interactive 3D graphics - SI3D '03  
The system uses image-based object reconstruction and a volumequerying mechanism to detect collisions and to determine plausible collision responses between virtual objects and the realtime avatars.  ...  Suppose one has a virtual model of a car engine and wants to use an immersive virtual environment (VE) to determine whether both a large man and a petite woman can readily replace the oil filter.  ...  The VE system would understand and react to expressions, gestures, and motion. The difficulty is in capturing this information for rendering and simulation input.  ... 
doi:10.1145/641480.641490 dblp:conf/si3d/LokNWB03 fatcat:nreqnftiw5hj7gngqmaoexg474

Incorporating dynamic real objects into immersive virtual environments

Benjamin Lok, Samir Naik, Mary Whitton, Frederick P. Brooks
2003 Proceedings of the 2003 symposium on Interactive 3D graphics - SI3D '03  
The system uses image-based object reconstruction and a volumequerying mechanism to detect collisions and to determine plausible collision responses between virtual objects and the realtime avatars.  ...  Suppose one has a virtual model of a car engine and wants to use an immersive virtual environment (VE) to determine whether both a large man and a petite woman can readily replace the oil filter.  ...  The VE system would understand and react to expressions, gestures, and motion. The difficulty is in capturing this information for rendering and simulation input.  ... 
doi:10.1145/641489.641490 fatcat:kqyti7eupvhm5hi3nefky65yiu
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