Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper...Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.展开更多
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern...Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.展开更多
The multi-modal information presentation, integrated into the virtual environment (VE), has potential for stimulating different senses, improving the user's impression of immersion, and increasing the amount of inf...The multi-modal information presentation, integrated into the virtual environment (VE), has potential for stimulating different senses, improving the user's impression of immersion, and increasing the amount of information that is accepted and processed by the user's perception system. The increase of the useful feedback information may reduce the user's cognitive load, thus enhancing the user's efficiency and performance while interacting with VEs. This paper presents our creation of a multi-sensory virtual assembly environment (VAE) and the evaluation of the effects of multi-sensory feedback on the usability. The VAE brings together complex technologies such as constraint-based assembly simulation, optical motion tracking technology, and real-time 3D sound generation technology around a virtual reality workbench and a common software platform. The usability evaluation is in terms of its three attributes: efficiency of use, user satisfaction, and reliability. These are addressed by using task completion times (TCTs), questionnaires, and human performance error rates (HPERs), respectively. Two assembly tasks have been used to perform the experiments, using sixteen participants. The outcomes showed that the multi-sensory feedback could improve the usability. They also indicated that the integrated feedback offered better usability than either feedback used in isolation. Most participants preferred the integrated feedback to either feedback (visual or auditory) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had negative effects on the usability, and easily made them feel frustrated. The possible reasons behind the outcomes are also analysed by using a unifying human computer interaction framework. The implications, concluded from the outcomes of this work, can serve as useful guidelines for improving VE system design and implementation.展开更多
Using the services provided by virtual enterprises, we presented a solution to implement flexible inter-enterprise workflow management. Services were the responses of events that can be accessed programmatically on th...Using the services provided by virtual enterprises, we presented a solution to implement flexible inter-enterprise workflow management. Services were the responses of events that can be accessed programmatically on the Internet by HTTP protocol. Services were obtained according to some standardized service templates. The workflow engine's flexible control to a request was bound to appropriate services and their providers by using a constraint-based, dynamic binding mechanism. Hence, a flexible and collaborative business was achieved. The workflow management system supports virtual enterprise, and the styles of virtual enterprises can be adjusted readily to adapt various situations.展开更多
A new method of adaptable rendering for interaction in Virtual Environment(VE) through different visual acuity equations is proposed. An acuity factor equation of luminance vision is first given. Secondly, five equati...A new method of adaptable rendering for interaction in Virtual Environment(VE) through different visual acuity equations is proposed. An acuity factor equation of luminance vision is first given. Secondly, five equations which calculate the visual acuity through visual acuity factors are presented, and adaptive rendering strategy based on different visual acuity equations is given. The VE system may select one of them on the basis of the host’s load, hereby select LOD for each model which would be rendered. A coarser LOD is selected where the visual acuity is lower, and a better LOD is used where it is higher. This method is tested through experiments and the experimental results show that it is effective.展开更多
Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world obj...Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.展开更多
Objective To explore the value of computed tomography virtual endoscopy(VE) in assessing ossicular chain disruption in temporal bone fracture and ear trauma with intact tympanum. Methods High resolution spiral compute...Objective To explore the value of computed tomography virtual endoscopy(VE) in assessing ossicular chain disruption in temporal bone fracture and ear trauma with intact tympanum. Methods High resolution spiral computerized tomography(CT) was completed in 35 cases of temporal bone fracture and 5 cases of tympanum trauma, all with intact or healed tympanum. Three-dimensional reconstruction was completed using a virtual endoscopy software. Audiological tests were conducted in all patients and evaluation of facial nerve injury in patients with facial paralysis. Patients with mild conductive deafness, ossicular chain subluxation on VE, and no facial paralysis were treated conservatively for 4-12 weeks with repeated hearing evaluation; those with facial paralysis underwent surgery if no recovery after 4- 8 weeks of conservative treatment. Patients with moderate to severe conductive hearing loss or mixed hearing loss, incus long process fracture or dislocation on VE and facial paralysis, underwent ossicular chain reconstruction and facial nerve decompression after conservative treatment for 4-8 weeks, or exploratory tympanotomy only if no facial paralysis. VE, audiological tests and facial nerve function tests were repeated in 3-6 months after surgery. Results Of the 6 cases with mild conductive hearing loss, ossicular chain subluxation and no facial paralysis, 3recovered to normal hearing spontaneously and 3 showed no significant improvement, after 4-12 weeks of conservative treatment. After conservative treatment for 4-8 weeks, 3 of the 12 cases with mild conductive deafness, ossicular chain dislocation on VE and facial paralysis recovered to normal hearing and HouseBrackmann(HB) grade I facial function from HB grade II,4 showed facial function recovery to HB grade I(n=2) or II(n=2) from HB grade III but no hearing recovery, and 5 gained no recovery and went on to receive exploratory tympanotomy and facial nerve decompression. The 11 cases with moderate to severe conductive deafness, incus long process fracture or dislocation on VE and facial paralysis all received ossicular chain reconstruction and facial nerve decompression after 4-8 weeks of conservative treatment. The 7 cases with moderate to severe conductive deafness, dislocated or fallen incus on VE but no facial paralysis received ossicular chain reconstruction after conservative treatment. The 4 cases with mixed hearing loss, dislocated or fallen incus on VE and no facial paralysis received ossicular chain repair via the intact canal wall epitympanum approach after conservative treatment. Pharmacological therapies continued postoperatively in these patients to treat sensorineural deafness. Although temporal bone CT scans displayed the fracture line and malleus/incus abnormalities, VE provided additional detailed information on dislocation of incudomalleal and incudostapedial joints, incus dislocation or fracture, separation between crus longum incudis and stapes, and incus shifting. These were all confirmed during surgery. VE results and surgery findings were 100% consistent in patients with ossicular chain disruption. Conclusion VE can provide reliable visual evidence for accurate assessment of traumatic ossicular chain disruption, timing of surgery and individualizing surgical strategies and postoperative follow-up.展开更多
基金supported by Discovery Grants of National Science and Engineering Research Council of Canada (NSERC) and Faculty of Engineering at University of Manitoba
文摘Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.
文摘Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.
基金This work was supported in part by EPSRC(No.GR/M69333/01(P)).
文摘The multi-modal information presentation, integrated into the virtual environment (VE), has potential for stimulating different senses, improving the user's impression of immersion, and increasing the amount of information that is accepted and processed by the user's perception system. The increase of the useful feedback information may reduce the user's cognitive load, thus enhancing the user's efficiency and performance while interacting with VEs. This paper presents our creation of a multi-sensory virtual assembly environment (VAE) and the evaluation of the effects of multi-sensory feedback on the usability. The VAE brings together complex technologies such as constraint-based assembly simulation, optical motion tracking technology, and real-time 3D sound generation technology around a virtual reality workbench and a common software platform. The usability evaluation is in terms of its three attributes: efficiency of use, user satisfaction, and reliability. These are addressed by using task completion times (TCTs), questionnaires, and human performance error rates (HPERs), respectively. Two assembly tasks have been used to perform the experiments, using sixteen participants. The outcomes showed that the multi-sensory feedback could improve the usability. They also indicated that the integrated feedback offered better usability than either feedback used in isolation. Most participants preferred the integrated feedback to either feedback (visual or auditory) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had negative effects on the usability, and easily made them feel frustrated. The possible reasons behind the outcomes are also analysed by using a unifying human computer interaction framework. The implications, concluded from the outcomes of this work, can serve as useful guidelines for improving VE system design and implementation.
文摘Using the services provided by virtual enterprises, we presented a solution to implement flexible inter-enterprise workflow management. Services were the responses of events that can be accessed programmatically on the Internet by HTTP protocol. Services were obtained according to some standardized service templates. The workflow engine's flexible control to a request was bound to appropriate services and their providers by using a constraint-based, dynamic binding mechanism. Hence, a flexible and collaborative business was achieved. The workflow management system supports virtual enterprise, and the styles of virtual enterprises can be adjusted readily to adapt various situations.
文摘A new method of adaptable rendering for interaction in Virtual Environment(VE) through different visual acuity equations is proposed. An acuity factor equation of luminance vision is first given. Secondly, five equations which calculate the visual acuity through visual acuity factors are presented, and adaptive rendering strategy based on different visual acuity equations is given. The VE system may select one of them on the basis of the host’s load, hereby select LOD for each model which would be rendered. A coarser LOD is selected where the visual acuity is lower, and a better LOD is used where it is higher. This method is tested through experiments and the experimental results show that it is effective.
基金Natural Science Foundation of ZhejiangProvince(No.60 2 0 2
文摘Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.
基金This study was supported by Medical Research Fund Projects of Guangdong Province,Jinan University Scientific Research Opening Stock Project
文摘Objective To explore the value of computed tomography virtual endoscopy(VE) in assessing ossicular chain disruption in temporal bone fracture and ear trauma with intact tympanum. Methods High resolution spiral computerized tomography(CT) was completed in 35 cases of temporal bone fracture and 5 cases of tympanum trauma, all with intact or healed tympanum. Three-dimensional reconstruction was completed using a virtual endoscopy software. Audiological tests were conducted in all patients and evaluation of facial nerve injury in patients with facial paralysis. Patients with mild conductive deafness, ossicular chain subluxation on VE, and no facial paralysis were treated conservatively for 4-12 weeks with repeated hearing evaluation; those with facial paralysis underwent surgery if no recovery after 4- 8 weeks of conservative treatment. Patients with moderate to severe conductive hearing loss or mixed hearing loss, incus long process fracture or dislocation on VE and facial paralysis, underwent ossicular chain reconstruction and facial nerve decompression after conservative treatment for 4-8 weeks, or exploratory tympanotomy only if no facial paralysis. VE, audiological tests and facial nerve function tests were repeated in 3-6 months after surgery. Results Of the 6 cases with mild conductive hearing loss, ossicular chain subluxation and no facial paralysis, 3recovered to normal hearing spontaneously and 3 showed no significant improvement, after 4-12 weeks of conservative treatment. After conservative treatment for 4-8 weeks, 3 of the 12 cases with mild conductive deafness, ossicular chain dislocation on VE and facial paralysis recovered to normal hearing and HouseBrackmann(HB) grade I facial function from HB grade II,4 showed facial function recovery to HB grade I(n=2) or II(n=2) from HB grade III but no hearing recovery, and 5 gained no recovery and went on to receive exploratory tympanotomy and facial nerve decompression. The 11 cases with moderate to severe conductive deafness, incus long process fracture or dislocation on VE and facial paralysis all received ossicular chain reconstruction and facial nerve decompression after 4-8 weeks of conservative treatment. The 7 cases with moderate to severe conductive deafness, dislocated or fallen incus on VE but no facial paralysis received ossicular chain reconstruction after conservative treatment. The 4 cases with mixed hearing loss, dislocated or fallen incus on VE and no facial paralysis received ossicular chain repair via the intact canal wall epitympanum approach after conservative treatment. Pharmacological therapies continued postoperatively in these patients to treat sensorineural deafness. Although temporal bone CT scans displayed the fracture line and malleus/incus abnormalities, VE provided additional detailed information on dislocation of incudomalleal and incudostapedial joints, incus dislocation or fracture, separation between crus longum incudis and stapes, and incus shifting. These were all confirmed during surgery. VE results and surgery findings were 100% consistent in patients with ossicular chain disruption. Conclusion VE can provide reliable visual evidence for accurate assessment of traumatic ossicular chain disruption, timing of surgery and individualizing surgical strategies and postoperative follow-up.