Virtual Reality

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

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

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.

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

Demo Video1 (3.67M)
Demo Video2 (2.3M)

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.

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

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

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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