417 Works

Interactive Exploration of Dissipation Element Geometry

Tom Vierjahn, Andrea Schnorr, Benjamin Weyers, Dominik Denker, Ingo Wald, Christoph Garth, Torsten W. Kuhlen & Bernd Hentschel
Dissipation elements (DE) define a geometrical structure for the analysis of small-scale turbulence. Existing analyses based on DEs focus on a statistical treatment of large populations of DEs. In this paper, we propose a method for the interactive visualization of the geometrical shape of DE populations. We follow a two-step approach: in a pre-processing step, we approximate individual DEs by tube-like, implicit shapes with elliptical cross sections of varying radii; we then render these approximations...

Shape Similarity System driven by Digital Elevation Models for Non-rigid Shape Retrieval

Daniela Craciun, Guillaume Levieux & Matthieu Montes
Shape similarity computation is the main functionality for shape matching and shape retrieval systems. Existing shape similarity frameworks proceed by parameterizing shapes through the use of global and/or local representations computed in the 3D or 2D space. Up to now, global methods have demonstrated their rapidity, while local approaches offer slower, but more accurate solutions. This paper presents a shape similarity system driven by a global descriptor encoded as a Digital Elevation Model (DEM) associated...

Fast and Accurate Simulation of Gravitational Field of Irregular-shaped Bodies using Polydisperse Sphere Packings

Abhishek Srinivas, Rene Weller & Gabriel Zachmann
Currently, interest in space missions to small bodies (e.g., asteroids) is increasing, both scientifically and commercially. One of the important aspects of these missions is to test the navigation, guidance, and control algorithms. The most cost and time efficient way to do this is to simulate the missions in virtual testbeds. To do so, a physically-based simulation of the small bodies' physical properties is essential. One of the most important physical properties, especially for landing...

Electrical Stimulation Method Capable of Presenting Visual Information Outside the Viewing Angle

Hayato Akiyama, Kazuma Aoyama, Taro Maeda & Hideyuki Ando
Galvanic sight stimulation (GSS) is a lightweight and wide-viewing-angle visual information presentation method. In the GSS method, electrodes are placed on the skin around the eyeball to perform noninvasive electrical stimulation, thereby causing a white flash called phosphene. While the viewing angle of a head-mounted display is a maximum of approximately 110°, the extent to which the GSS can present visual information is not known. In this study, we demon-strate the advantages and usefulness of...

User Interface Agents for Guiding Interaction with Augmented Virtual Mirrors

Gun A. Lee, Omprakash Rudhru, Hye Sun Park, Ho Won Kim & Mark Billinghurst
This research investigates using user interface (UI) agents for guiding gesture based interaction with Augmented Virtual Mirrors. Compared to prior work in gesture interaction, where graphical symbols are used for guiding user interaction, we propose using UI agents. We explore two approaches for using UI agents: 1) using a UI agent as a delayed cursor and 2) using a UI agent as an interactive button. We conducted two user studies to evaluate the proposed designs....

Assessing the Relevance of Eye Gaze Patterns During Collision Avoidance in Virtual Reality

Kamala Varma, Stephen J. Guy & Victoria Interrante
To increase presence in virtual reality environments requires a meticulous imitation of human behavior in virtual agents. In the specific case of collision avoidance, agents' interaction will feel more natural if they are able to both display and respond to non-verbal cues. This study informs their behavior by analyzing participants' reaction to nonverbal cues. Its aim is to confirm previous work that shows head orientation to be a primary factor in collision avoidance negotiation, and...

Moving Towards Consistent Depth Perception in Stereoscopic Projection-based Augmented Reality

Susanne Schmidt, Gerd Bruder & Frank Steinicke
Stereoscopic projection-based augmented reality (AR) is a promising technology for creating an effective illusion of virtual and real objects coexisting within the same space. By using projection technology, two-dimensional (2D) textures as well as three-dimensional (3D) virtual objects can be displayed on arbitrary physical objects. However, depending on the geometry of the projection surface, even a single virtual object could be projected with varying depths, orientations, and forms. For these reasons, it is an open...

Exploring Pupil Dilation in Emotional Virtual Reality Environments

Hao Chen, Arindam Dey, Mark Billinghurst & Robert W. Lindeman
Previous investigations have shown that pupil dilation can be affected by emotive pictures, audio clips, and videos. In this paper, we explore how emotive Virtual Reality (VR) content can also cause pupil dilation. VR has been shown to be able to evoke negative and positive arousal in users when they are immersed in different virtual scenes. In our research, VR scenes were used as emotional triggers. Five emotional VR scenes were designed in our study...

Collaborative View Configurations for Multi-user Interaction with a Wall-size Display

Hyungon Kim, Yeongmi Kim, Gun A. Lee, Mark Billinghurst & Christoph Bartneck
This paper explores the effects of different collaborative view configuration on face-to-face collaboration using a wall-size display and the relationship between view configuration and multi-user interaction. Three different view configurations (shared view, split screen, and split screen with navigation information) for multi-user collaboration with a wall-size display were introduced and evaluated in a user study. From the experiment results, several insights for designing a virtual environment with a wall-size display were discussed. The shared view...

Real-time Ambient Fusion of Commodity Tracking Systems for Virtual Reality

Jake Fountain & Shamus P. Smith
Cross-compatibility of virtual reality devices is limited by the difficulty of alignment and fusion of data between systems. In this paper, a plugin for ambiently aligning the reference frames of virtual reality tracking systems is presented. The core contribution consists of a procedure for ambient calibration. The procedure describes ambient behaviors for data gathering, system calibration and fault detection. Data is ambiently collected from in-application self-directed movements, and calibration is automatically performed between dependent sensor...

A Gaze-depth Estimation Technique with an Implicit and Continuous Data Acquisition for OST-HMDs

Youngho Lee, Thammathip Piumsomboon, Barrett Ens, Gun A. Lee, Arindam Dey & Mark Billinghurst
The rapid development of machine learning algorithms can be leveraged for potential software solutions in many domains including techniques for depth estimation of human eye gaze. In this paper, we propose an implicit and continuous data acquisition method for 3D gaze depth estimation for an optical see-Through head mounted display (OST-HMD) equipped with an eye tracker. Our method constantly monitoring and generating user gaze data for training our machine learning algorithm. The gaze data acquired...

ICAT-EGVE 2017 - Posters and Demos: Frontmatter

Tony Huang & Arindam Dey

On the Analysis of Acoustic Distance Perception in a Head Mounted Display

Felix Dollack, Christina Imbery & Jörg Bitzer
Recent work has shown that distance perception in virtual reality is different from reality. Several studies have tried to quantify the discrepancy between virtual and real visual distance perception but only little work was done on how visual stimuli affect acoustic distance perception in virtual environments. The present study investigates how a visual stimulus effects acoustic distance perception in virtual environments. Virtual sound sources based on binaural room impulse response (BRIR) measurements made from distances...

An Augmented Reality and Virtual Reality Pillar for Exhibitions: A Subjective Exploration

Zi Siang See, Mohd Shahrizal Sunar, Mark Billinghurst, Arindam Dey, Delas Santano, Human Esmaeili & Harold Thwaites
This paper presents the development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR and VR showcase, and a cultural heritage exhibit of ''Boatbuilders of Pangkor'' was shown. Multimedia tablets and mobile AR head-mountdisplays (HMDs) were provided for visitors to experience multisensory AR and VR content demonstrated on...

Tactile Representation of Image in a Plane Actuator

Jeong Mook Lim, Changmok Oh & Hyun-Tae Jeong
Our study investigated the effect of vibration elements on the recognition of texture in a planar type actuator. A planar type actuator is highly advantageous in naturally conveying the texture of a graphic object on a large-sized touch screen display to a user, which can considerably improve the user's experience when interacting with such screens. In order to investigate the effect of frequency and amplitude elements of vibration on texture representation, we analyzed the texture...

Application of Image Processing Functions for Brain Tumor Enhancement in Intraoperative Ultrasound Image Data

Claire Chalopin, Elisee Ilunga Mbuyamba, Jesus Guillermo Cabal Aragon, Juan Carlos Camacho Rodriguez, Felix Arlt, Juan Gabriel Avina Cervantes, Juergen Meixensberger & Dirk Lindner
Intraoperative ultrasound (iUS) imaging supports neurosurgeons significantly during brain tumor operations. At the beginning of the intervention the integration of the iUS image data within the navigation system guides the surgeon by optimally planning the position and size of the skull opening. After tumor resection, the visualization of the iUS image data enables to identify possible tumor residuals. However, the iUS image data can be complex to interpret. Existing segmentation and registration functions were assembled...

Watergate: Visual Exploration of Water Trajectories in Protein Dynamics

Viktor Vad, Jan Byška, Adam Jurcík, Ivan Viola, Eduard Gröller, Helwig Hauser, Sérgio M. Marques, Jiří Damborský & Barbora Kozlíková
The function of proteins is tightly related to their interactions with other molecules. The study of such interactions often requires to track the molecules that enter or exit specific regions of the proteins. This is investigated with molecular dynamics simulations, producing the trajectories of thousands of water molecules during hundreds of thousands of time steps. To ease the exploration of such rich spatio-temporal data, we propose a novel workflow for the analysis and visualization of...

Maximizing AUC with Deep Learning for Classification of Imbalanced Mammogram Datasets

Jeremias Sulam, Rami Ben-Ari & Pavel Kisilev
Breast cancer is the second most common cause of death in women. Computer-aided diagnosis typically demand for carefully annotated data, precise tumor allocation and delineation of the boundaries, which is rarely available in the medical system. In this paper we present a new deep learning approach for classification of mammograms that requires only a global binary label. Traditional deep learning methods typically employ classification error losses, which are highly biased by class imbalance - a...

Histogram of Oriented Gradients for Maya Glyph Retrieval

Felix Feldmann, Bartosz Bogacz, Christian Prager & Hubert Mara
Deciphering the Maya writing is an ongoing effort that has already started in the early 19th century. Inexpertly-created drawings of Maya writing systems resulted in a large number of misinterpretations concerning the contents of these glyphs. As a consequence, the decryption of Maya writing systems has experienced several setbacks. Modern research in the domain of cultural heritage requires a maximum amount of precision in capturing and analyzing artifacts so that scholars can work on -...

The ArchAIDE Project: Results and Perspectives After the First Year

Francesco Banterle, Matteo Dellepiane, Tim Evans, Gabriele Gattiglia, Barak Itkin & Massimo Zallocco
The ArchAIDE project is a Horizon 2020 project that has the main goal to digitally support the day-to-day operations on the field of archaeologists. This allows them to reduce time and costs of delivering an accurate and quick classification of ancient pottery artifacts. To effectively reach such ambitious goal, the project has several sub-goals: (semi-)automatic digitalization of archaeological catalogs, a mobile app to be used on site for live classification of sherds with the generation...

Kyrenia - Hyper Storytelling Pilot Application

Selma Rizvic, Dusanka Boskovic, Vensada Okanovic & Sanda Sljivo
A team of multidisciplinary experts from computer science, visual arts, literature, film directing, psychology, communicology and human computer interaction developed a new interactive digital storytelling method - hyper storytelling. Hyper storytelling offers a solution for narrative paradox in introducing motivation factor into interactive digital story. In this paper we present Kyrenia - the first hyper storytelling application. Its purpose is to introduce the Internet users with the oldest sunken ship from 280 B.C., found in...

From Paper to Web: Automatic Generation of a Web-Accessible 3D Repository of Pottery Types

Matteo Dellepiane, Marco Callieri, Francesco Banterle, Domenico Arenga, Massimo Zallocco & Roberto Scopigno
3D web repositories are a hot topic for the research community in general. In the Cultural Heritage (CH) context, 3D repositories pose a difficult challenge due to the complexity and variability of models and to the need of structured and coherent metadata for browsing and searching. This paper presents one of the efforts of the ArchAIDE project: to create a structured and semantically-rich 3D database of pottery types, usable by archaeologists and other communities. For...

Little Manila: A Digital Recreation

Joshua Salyers, Daniel Cliburn, Edith Sparks, Jamie Lynn Culilap, Sarah Kuo, Kyle Sabbatino, Ronnie Sanchez, Danielle Thomasson & Hannah Tvergyak
Little Manila was once a vibrant Filipino community in Stockton, California, decimated by a freeway construction project that began in the 1960s and took nearly three decades to complete. This paper describes our initial efforts to digitally recreate Lit-tle Manila as it appeared during the mid-twentieth century. Our game-like environment was developed primarily by an inter-disciplinary team of undergraduate students who worked on the project during a five week summer fellowship. The team in-cluded two...

Animating With a Self-organizing Population the Reconstruction of Medieval Mértola

Rui F. Antunes, Ana Paula Cláudio, Maria Beatriz Carmo & Luis Correia
This paper provides a contribution to the field of historical simulations of the past. Throughout this document, we will describe a novel model to animate these simulations with autonomous characters exhibiting heterogeneous and spontaneous behaviours and we will discuss a case study, the simulation of the medieval village of Mértola, in the South of Portugal. We will first detail the work of construction of the urban layout. Using manual modeling combined with procedural generation, we...

Visual Computing for Archaeological Artifacts with Integral Invariant Filters in 3D

Hubert Mara & Susanne Krömker
3D-artifacts from ancient civilizations contain many different kinds of information in form of forensic trace evidence, e.g., tool marks from styli or fingerprints on wax sealings. These very fine structures are increasingly captured by various 3D-acquisiton techniques and stored as irregular meshes. We introduce filter algorithms for the processing of these datasets to finally extract meaningful information at predefined scales. Therefore, Multiscale-Integral Invariants (MSII) are introduced as robust filter methods with their four different variants,...

Registration Year

  • 2017
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