Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback
Identifieur interne :
000E82 ( PascalFrancis/Curation );
précédent :
000E81;
suivant :
000E83
Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback
Auteurs : Todd Margolis [
États-Unis] ;
Thomas A. Defanti [
États-Unis] ;
Greg Dawe [
États-Unis] ;
Andrew Prudhomme [
États-Unis] ;
Jurgen P. Schulze [
États-Unis] ;
Steve Cutchin [
Arabie saoudite]
Source :
-
Proceedings of SPIE, the International Society for Optical Engineering [ 0277-786X ] ; 2011.
RBID : Pascal:11-0279075
Descripteurs français
- Pascal (Inist)
- Miroir,
Imagerie,
Boucle réaction,
Poursuite optique,
Argent,
Oeil,
Diminution coût,
Réalité virtuelle,
Système mémoire,
Réalité augmentée,
Ecran plat,
Télévision,
0130C,
4230.
- Wicri :
English descriptors
- KwdEn :
- Augmented reality,
Cost lowering,
Eyes,
Feedback,
Flat screen,
Imagery,
Mirrors,
Optical tracking,
Silver,
Storage system,
Television,
Virtual reality.
Abstract
Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.
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A11 | 01 | 1 | | @1 MARGOLIS (Todd) |
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A11 | 02 | 1 | | @1 DEFANTI (Thomas A.) |
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A11 | 03 | 1 | | @1 DAWE (Greg) |
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A11 | 04 | 1 | | @1 PRUDHOMME (Andrew) |
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A11 | 05 | 1 | | @1 SCHULZE (Jurgen P.) |
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A11 | 06 | 1 | | @1 CUTCHIN (Steve) |
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A12 | 01 | 1 | | @1 BERALDIN (J. Angelo) @9 ed. |
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A12 | 02 | 1 | | @1 CHEOK (Geraldine S.) @9 ed. |
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A12 | 03 | 1 | | @1 MCCARTHY (Michael B.) @9 ed. |
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A14 | 01 | | | @1 CRCA, University of California, San Diego, 9500 Gilman Dr. @2 La Jolla, CA, 92093-0037 @3 USA @Z 1 aut. |
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A14 | 02 | | | @1 Calit2, University of California, San Diego, 9500 Gilman Dr. @2 La Jolla, CA, 92093-0436 @3 USA @Z 2 aut. @Z 3 aut. @Z 4 aut. @Z 5 aut. |
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A14 | 03 | | | @1 King Abdullah University of Science and Technology Visualization Laboratory @2 Thuwal @3 SAU @Z 6 aut. |
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C01 | 01 | | ENG | @0 Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable. |
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C02 | 01 | 3 | | @0 001B00A30C |
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C03 | 01 | 3 | FRE | @0 Miroir @5 11 |
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C03 | 01 | 3 | ENG | @0 Mirrors @5 11 |
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C03 | 02 | X | FRE | @0 Imagerie @5 19 |
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C03 | 02 | X | ENG | @0 Imagery @5 19 |
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C03 | 02 | X | SPA | @0 Imaginería @5 19 |
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C03 | 03 | 3 | FRE | @0 Boucle réaction @5 30 |
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C03 | 03 | 3 | ENG | @0 Feedback @5 30 |
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C03 | 04 | 3 | FRE | @0 Poursuite optique @5 61 |
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C03 | 04 | 3 | ENG | @0 Optical tracking @5 61 |
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C03 | 05 | 3 | FRE | @0 Argent @2 NC @5 62 |
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C03 | 05 | 3 | ENG | @0 Silver @2 NC @5 62 |
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C03 | 06 | 3 | FRE | @0 Oeil @5 63 |
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C03 | 06 | 3 | ENG | @0 Eyes @5 63 |
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C03 | 07 | X | FRE | @0 Diminution coût @5 64 |
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C03 | 07 | X | ENG | @0 Cost lowering @5 64 |
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C03 | 07 | X | SPA | @0 Reducción costes @5 64 |
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C03 | 08 | 3 | FRE | @0 Réalité virtuelle @5 65 |
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C03 | 08 | 3 | ENG | @0 Virtual reality @5 65 |
---|
C03 | 09 | X | FRE | @0 Système mémoire @5 66 |
---|
C03 | 09 | X | ENG | @0 Storage system @5 66 |
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C03 | 09 | X | SPA | @0 Sistema memoria @5 66 |
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C03 | 10 | 3 | FRE | @0 Réalité augmentée @5 67 |
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C03 | 10 | 3 | ENG | @0 Augmented reality @5 67 |
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C03 | 11 | X | FRE | @0 Ecran plat @5 68 |
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C03 | 11 | X | ENG | @0 Flat screen @5 68 |
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C03 | 11 | X | SPA | @0 Pantalla plana @5 68 |
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C03 | 12 | 3 | FRE | @0 Télévision @5 69 |
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C03 | 12 | 3 | ENG | @0 Television @5 69 |
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C03 | 13 | 3 | FRE | @0 0130C @4 INC @5 83 |
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C03 | 14 | 3 | FRE | @0 4230 @4 INC @5 84 |
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N21 | | | | @1 185 |
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N44 | 01 | | | @1 OTO |
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N82 | | | | @1 OTO |
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|
pR |
A30 | 01 | 1 | ENG | @1 Electronic Imaging Science and Technology Symposium @3 San Francisco CA USA @4 2011 |
---|
|
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Le document en format XML
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<front><div type="abstract" xml:lang="en">Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.</div>
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<fC03 i1="02" i2="X" l="FRE"><s0>Imagerie</s0>
<s5>19</s5>
</fC03>
<fC03 i1="02" i2="X" l="ENG"><s0>Imagery</s0>
<s5>19</s5>
</fC03>
<fC03 i1="02" i2="X" l="SPA"><s0>Imaginería</s0>
<s5>19</s5>
</fC03>
<fC03 i1="03" i2="3" l="FRE"><s0>Boucle réaction</s0>
<s5>30</s5>
</fC03>
<fC03 i1="03" i2="3" l="ENG"><s0>Feedback</s0>
<s5>30</s5>
</fC03>
<fC03 i1="04" i2="3" l="FRE"><s0>Poursuite optique</s0>
<s5>61</s5>
</fC03>
<fC03 i1="04" i2="3" l="ENG"><s0>Optical tracking</s0>
<s5>61</s5>
</fC03>
<fC03 i1="05" i2="3" l="FRE"><s0>Argent</s0>
<s2>NC</s2>
<s5>62</s5>
</fC03>
<fC03 i1="05" i2="3" l="ENG"><s0>Silver</s0>
<s2>NC</s2>
<s5>62</s5>
</fC03>
<fC03 i1="06" i2="3" l="FRE"><s0>Oeil</s0>
<s5>63</s5>
</fC03>
<fC03 i1="06" i2="3" l="ENG"><s0>Eyes</s0>
<s5>63</s5>
</fC03>
<fC03 i1="07" i2="X" l="FRE"><s0>Diminution coût</s0>
<s5>64</s5>
</fC03>
<fC03 i1="07" i2="X" l="ENG"><s0>Cost lowering</s0>
<s5>64</s5>
</fC03>
<fC03 i1="07" i2="X" l="SPA"><s0>Reducción costes</s0>
<s5>64</s5>
</fC03>
<fC03 i1="08" i2="3" l="FRE"><s0>Réalité virtuelle</s0>
<s5>65</s5>
</fC03>
<fC03 i1="08" i2="3" l="ENG"><s0>Virtual reality</s0>
<s5>65</s5>
</fC03>
<fC03 i1="09" i2="X" l="FRE"><s0>Système mémoire</s0>
<s5>66</s5>
</fC03>
<fC03 i1="09" i2="X" l="ENG"><s0>Storage system</s0>
<s5>66</s5>
</fC03>
<fC03 i1="09" i2="X" l="SPA"><s0>Sistema memoria</s0>
<s5>66</s5>
</fC03>
<fC03 i1="10" i2="3" l="FRE"><s0>Réalité augmentée</s0>
<s5>67</s5>
</fC03>
<fC03 i1="10" i2="3" l="ENG"><s0>Augmented reality</s0>
<s5>67</s5>
</fC03>
<fC03 i1="11" i2="X" l="FRE"><s0>Ecran plat</s0>
<s5>68</s5>
</fC03>
<fC03 i1="11" i2="X" l="ENG"><s0>Flat screen</s0>
<s5>68</s5>
</fC03>
<fC03 i1="11" i2="X" l="SPA"><s0>Pantalla plana</s0>
<s5>68</s5>
</fC03>
<fC03 i1="12" i2="3" l="FRE"><s0>Télévision</s0>
<s5>69</s5>
</fC03>
<fC03 i1="12" i2="3" l="ENG"><s0>Television</s0>
<s5>69</s5>
</fC03>
<fC03 i1="13" i2="3" l="FRE"><s0>0130C</s0>
<s4>INC</s4>
<s5>83</s5>
</fC03>
<fC03 i1="14" i2="3" l="FRE"><s0>4230</s0>
<s4>INC</s4>
<s5>84</s5>
</fC03>
<fN21><s1>185</s1>
</fN21>
<fN44 i1="01"><s1>OTO</s1>
</fN44>
<fN82><s1>OTO</s1>
</fN82>
</pA>
<pR><fA30 i1="01" i2="1" l="ENG"><s1>Electronic Imaging Science and Technology Symposium</s1>
<s3>San Francisco CA USA</s3>
<s4>2011</s4>
</fA30>
</pR>
</standard>
</inist>
</record>
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