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[其它] ACM SIGGRAPH ASIA 2011 - COURSE MATERIAL

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发表于 2011-12-27 09:37:02 |只看该作者 |倒序浏览
ACM SIGGRAPH ASIA 2011 - COURSE MATERIAL

Perceptually Inspired Methods for Naturally Navigating Virtual Worlds

Frank Steinicke

Immersive Media Group

University of W¨urzburg, Germany

Anatole L´ecuyer†

BUNRAKU Research Team

INRIA Rennes, France

Betty Mohler ‡

Perception and Action in Virtual Environments

MPI for Biological Cybernetics, Germany

Mary C. Whitton§

Department of Computer Science

University of North Carolina at Chapel Hill, USA

ABSTRACT

In recent years many advances have enabled users to more and more

naturally navigate large-scale graphical worlds. The entertainment

industry is increasingly providing visual and body-based cues to

their users to increase the naturalness of their navigational experience.

However, so far none of the existing solutions fully supports

the most natural ways of locomotion through virtual worlds, and

thus techniques and technologies have to be considered, which take

advantage of insights into human perceptual sensitivity.

In this context, by far the most natural way to move through the

real world is via a full body experience where we receive sensory

stimulation to all of our senses, i.e., when walking,***nning, biking

or driving. With some exciting technological advances, people

are now beginning to get this same full body sensory experience

when navigating computer generated three-dimensional environments

[11]. Enabling such an active and dynamic ability to navigate

through large-scale virtual scenes is of great interest for many 3D

applications demanding locomotion, such as video games, edutainment,

simulation, rehabilitation, military, tourism or architecture.

Today it is still mostly impossible to freely navigate through

computer generated environments in exactly the same way as in the

real world [1] and instead rather unnatural and artificial approaches

are usually applied, which provide only visual sensation of selfmotion.

However, while moving in the real world, sensory information

such as vestibular, proprioceptive, as well as visual information

create consistent multi-sensory cues that indicate ones own

motion, i. e., acceleration, speed and direction of travel [5]. Computer

graphics environments were initially restricted to visual displays,

combined with interaction devices, e. g. joystick or mouse,

for providing (often unnatural) inputs to generate self-motion [2].

Today, more and more interaction devices, e. g., Nintendos Wii,

Microsofts kinect or Sonys EyeToy, enable intuitive and natural interaction.

In this context many research groups are investigating

natural, multimodal methods of generating self-motion in virtual

worlds based on these consumer hardware.

An obvious approach is to transfer the users tracked head movements

to changes of the camera in the virtual world by means of a

one-to-one mapping. Then, one meter movement in the real world

is mapped to one meter movement of the virtual camera in the corre-

e-mail: frank.steinicke@uni-wuerzburg.de

†e-mail: anatole.lecuyer@irisa.fr

‡e-mail: betty.mohler@tuebingen.mpg.de

§e-mail: whitton@cs.unc.edu

sponding direction in the virtual environment (VE). This technique

has the drawback that the users movements are restricted by a limited

range of the tracking sensors, e. g. optical cameras, and usually

a rather small workspace in the real world [2]. The size of the virtual

world often differs from the size of the tracked space so that a

straightforward implementation of omni-directional and unlimited

walking is not possible [12, 2]. Thus, creative virtual locomotion

methods (i. e. redirected walking, walking in place, chairs as joysticks,

visual indications of natural movement) have been used that

enable the experience of traveling over large distances in the virtual

world while remaining within a relatively small space in the real

world [7, 6].

In recent years, two omni-directional treadmills have been built

and are used in the research community (University of Louisiana

and Max Planck Institute for Biological Cybernetics). These scientists

can now explore infinite virtual worlds while choosing to navigate

in any direction. Using these treadmills scientists can determine

what about the body-based senses are important for different

aspects of entertainment, training and learning.

In this course we will present an overview about the development

of locomotion interfaces for computer generated virtual environments

ranging from desktop-based camera manipulations simulating

walking, and different walking metaphors for virtual reality

(VR)-based environments to state-of-the-art hardware-based

solutions that enable omni-directional and unlimited real locomotion

through virtual worlds. As the computer graphics industry

advances towards increasingly more natural interaction, computer

graphics researchers and professionals will benefit from this course

by increasing their understanding of human perception and how this

knowledge can apply to enabling the most natural interaction technique

of all, navigating through the world.

1 COURSE DURATION

Half-day course (4×40 minutes presentations + 4×10 minutes

discussions)

2 COURSE OUTLINE

We will present an in-depth course about locomotion techniques

and approaches, which allow users to virtually travel through VEs.

The course will cover early mouse-/keyboard-based techniques and

advanced camera motion approaches, which support the sensation

of walking in desktop environments [10]. Furthermore, we

will present different VR-based walking metaphors, and advanced

multimodal omni-directional hardware devices supporting walking

through the virtual world. Participants will learn how the sensation

of walking in VEs has evolved and which approaches for natural

walking are currently available[1]. In the course we will summarize
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发了那么多,我都不知道该用哪个给你回帖了,呵呵
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凡系斑竹滴话要听;凡系朋友滴帖要顶
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不错哦,谢谢楼主
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