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Virtual Reality
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Windowing
within immersive virtual environments is an attempt
to apply 2D interface techniques to three-dimensional
(3D) worlds. 2D techniques are attractive because
of their proven acceptance and widespread use
on the desktop. With current methods of performing
2D interaction in immersive virtual environments,
however, it is difficult for users of 3D worlds
to perform precise manipulations, such as dragging
sliders, or precisely positioning or orienting
objects.
We
have developed a testbed for comparing different
indirect user interaction techniques using
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bimanual
interaction, proprioception, and passive-haptic feedback.
The HARP system testbed provides users with a physical
surface on which to perform 2D interactions. The paddle
is held in the non-dominant hand of the user. The dominant
hand is used as a selection device. The user interacts
with GUI widgets simply by touching them with the index
fingertip of the dominant hand.
Participants:
Robert W. Lindeman, James K. Hahn, John L. Sibert
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In
this project, we are investigating the design
and generation of sounds as well as problems related
to environmental effects and synchronization to
motion. We have used the idea of "timbre
trees" (analogous to "shade trees")
to express sounds procedurally. Genetic algorithms
have been used to alter these trees to design
new sounds.
We are exploring the use of these techniques in
virtual environments. Our work in sound generation
for virtual environments has focused on the problem
of real-time generation of synthetic sound, as
well as frameworks for integrating sound into
virtual environment interfaces.
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We
have developed a framework for integrating sound into
virtual environments which supports real-time generation
of spatialized synthetic as well as sampled sound sources.
The system provides high level abstractions for modeling
the auditory world making integrating sound a relatively
painless process. The Virtual Audio Server is now available
to the public.
Participants:
Hesham Fouad, James Hahn
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Demo
Video1 (3.67M) |
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Demo Video2
(2.3M) |
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A
virtual environment differs from a classical frame
based animation system mainly in its non-deterministic
nature. To address these dynamic conditions, actors
must respond to events within the environment
as they occur and not simply follow pre-specified
scripts.
We
are developing an adaptive control technique to
improve the creation and runtime control of reactive
actors. A reactive actor is defined as a control
entity that autonomously chooses its behavior
based on the information it receives from the
environment and its own internal state.
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RAVE
(Reactive Actors in Virtual Environments) uses a reinforcement
learning model to automatically generate controllers
for typical 2D navigational tasks. Collective Learning
Systems (CLS) theory is integrated within a hierarchical
control model to create controllers which quickly converge
on optimal navigational strategies and also adapt to
changing environment conditions during runtime.
Participants:
Daria E. Bergen, James K. Hahn
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In
this research we will explore the use of visualization
and animation in support of several projects at
the national zoo's Center for Biological Research.
This project includes visualization of digitized
biological artifacts (i.e. skulls, skeletons),
animation of animal locomotion, and shape transformation
(3D morphing). The ultimate objective is the "Digital
Museum" that allow users to access 3-D artifacts
which may be located far away electronically.
Participants: James K. Hahn, Shih-kai Chung (Kiles),
Randy Rohrer, Pavadee Sompagdee
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Morphing
("metamorphosis") is a smooth transition
between two objects (images, volumes, geometric
models). This research focuses on improving morphs
between 3D geometric models. Geometric morphing
can be viewed as 3 distinct problems: correspondance,
interpolation, feature specification. Correspondance
refers to how points on one surface get mapped
to points on another surface. Interpolation refers
to how an object transitions to a new object (the
actual transformation process). Feature specification
refers to a users ability to control how features
of a source object get mapped to features of destination
object (including mid-morph feature control).
In this research, we focus on problems of interpolation
and feature-based morphing.
Participants: Randy Rohrer, Pavadee Sompagdee,
James Hah
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