Transactions of the Virtual Reality Society of Japan
Online ISSN : 2423-9593
Print ISSN : 1344-011X
ISSN-L : 1344-011X
Volume 5 , Issue 4
Showing 1-15 articles out of 15 articles from the selected issue
  • Type: Cover
    2000 Volume 5 Issue 4 Pages Cover1-
    Published: December 31, 2000
    Released: February 01, 2017
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  • Type: Index
    2000 Volume 5 Issue 4 Pages Toc1-
    Published: December 31, 2000
    Released: February 01, 2017
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  • Type: Appendix
    2000 Volume 5 Issue 4 Pages App1-
    Published: December 31, 2000
    Released: February 01, 2017
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  • Haruo Takemura, Kazuya Sawada
    Type: Article
    2000 Volume 5 Issue 4 Pages 1051-
    Published: December 31, 2000
    Released: February 01, 2017
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  • Yoshiaki ARAKI
    Type: Article
    2000 Volume 5 Issue 4 Pages 1053-1062
    Published: December 31, 2000
    Released: February 01, 2017
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    Character-character interactions such as handshake and kiss are effective communication methods for expressing emotions of users who control characters as their avatars. However in most virtual environments characters are indirectly controlled as autonomous agents by commanding high-level tasks. In this paper, we propose a new control architecture for characters to react to various situations that could be caused by users during character-character interactions in interactive environments.
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  • Masahiro Ishii, Hidenori Kushida, Seahak Kim, Shoichi Hasegawa, Yasuha ...
    Type: Article
    2000 Volume 5 Issue 4 Pages 1063-1069
    Published: December 31, 2000
    Released: February 01, 2017
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    We propose a system for free form modeling which beginner can use easily by interface device. This paper describes a technique for deforming objects on the model of glasswork as a metaphor. A virtual material and a virtual tool, inspired by glasswork, are proposed. In the proposed environment, user designs 3D objects in 2 modes. In the 1st heating mode , user assigns heating values using heating objects as properties of vertices that compose a polygon mesh. In the 2 deformation mode , vertices are moved by interface device depend on those heating values. We show effectiveness of the suggestion by experiment of free form modeling.
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  • Hiroo Iwata
    Type: Article
    2000 Volume 5 Issue 4 Pages 1071-1077
    Published: December 31, 2000
    Released: February 01, 2017
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    This paper describes software architecture for integration of interface devices. Interface devices, such as haptic interface, are implemented in various configurations. In most cases, software of virtual environment is tightly connected to control program of those interfaces. This problem is a hazard for development of advanced applications. This paper proposes a modular software architecture called IOA (Interaction-oriented Architecture), which supports various types of interface devices. Sensors and displays are easily reconfigured by exchanging modular software. The IOA also supports tools for content development. Implementation of IOA is exemplified through audio haptics and networked haptics.
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  • Guoqing DONG, Yasuyuki YANAGIDA, Naoki KAWAKAMI, Taro MAEDA, Susumu TA ...
    Type: Article
    2000 Volume 5 Issue 4 Pages 1079-1086
    Published: December 31, 2000
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    A real object is often described by its geometric surface and color image. The surface properties and color features sometimes correspond with each other. This paper introduces a new method for the redesigning of 3D model based on the combined application of image processing and computer graphics. In particular, we focus on the 2D planar images and 3D range data of a real object, which are produced by a laser range finder and determined in an identical coordinates system. Such a method allows us to create a variety of complex models from an original model. Image processing is used to specify the features of a real object according to its RGB values so as to avoid the inconvenience of analyzing surface properties. We first detect the feature region through image processing, for example, color thresholding, edge detection, and labeling. Then, we displace the original range data within the detected region with nonuniform rational B-spline (NURBS) surface data. Finally, we reconstruct the new range data set with a smooth subdivision surface and map it with an original image. From just one real object, this method can provide a number of transformed models.
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  • Kenji FUNAHASHI, Yuji IWAHORI
    Type: Article
    2000 Volume 5 Issue 4 Pages 1087-1094
    Published: December 31, 2000
    Released: February 01, 2017
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    This paper describes a new method to realize an interactive manipulation of virtual liquid using a virtual vessel. The proposed model represents the liquid in the free fall condition as particles, while it does that in the stay condition as volume. The main purpose of this model is the realization of virtual liquid manipulation, while the generation of high quality computer graphics images nor simulating the exact behavior of the liquid, are not the main. Our system with this proposed model makes it possible to catch the liquid using the virtual vessel, to hold the liquid in it, then to flow away the liquid with tilting it. Also the system realizes the manipulation to skim the liquid from another liquid vessel.
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  • Yasushi IKEI, Shuichi FUKUDA
    Type: Article
    2000 Volume 5 Issue 4 Pages 1095-1101
    Published: December 31, 2000
    Released: February 01, 2017
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    We have investigated a new haptic presentation method by which a tactile texture display is controlled to produce stimuli relating to object's surface textures at the user's fingertip. The image data (a B/W photograph taken carefully) of surface textures proved to be compatible with the surface geometry data-a height map-according to an experiment regarding two representative real texture patches. Since a raw geometry data-hence a raw image-is not applicable to the texture display, we proposed to apply a histogram transformation to the data to obtain an appropriate data for the display that evokes real sensations. Two templates of histogram transformation out of fifty were selected as they could best produce texture sensations regarding six real texture patches. Another experiment conducted for novice users suggested that the data produced by the transformation could impart sufficient information to them as well.
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  • Michiya Yamamoto, Daiji Iwata, Takashi Nagamatsu, Hiroshi Shimoda, Hid ...
    Type: Article
    2000 Volume 5 Issue 4 Pages 1103-1112
    Published: December 31, 2000
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    Maintenance work in large-scale plants becomes the center of public attention, as the rise of cognitive engineering. A simulation method for maintenance training based on Distributed Virtual Environment (DVE) has proposed in this paper. It is composed of two methods: 1. Petri-net and signal model for low-load simulation of virtual objects' motion in VEs, and 2. hierarchical server model for effective management of whole-space data sharing. The methods are proposed for DVEs composed by separate sever topology, which enables flexible and load-balancing configuration. Two prototype training environments based on these methods have been also developed. Effectiveness of the proposed methods has confirmed by accomplishing scenario-based training.
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  • Naoyuki Kakehi, Hiroaki Yano, Makoto Saito, Tetsuro Ogi, Michitaka Hir ...
    Type: Article
    2000 Volume 5 Issue 4 Pages 1113-1120
    Published: December 31, 2000
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    In this paper, we describe the design and the implementation ofa force display for immersive projection displays such as CAVE or CABIN. To give the user maximum freedom of motion in a large virtual space, it is necessary to use a portable force display that is grounded on the user's body. Various nonportable force displays have been developed, but their workspace is small and restricted. Therefore, we developed a portable (wearable) force display called HapticGEAR which makes use of the tension of wires grounded on the user's back. HapticGEAR is designed to have fewer effects on the user's motion and to maximize output force in user's workspace. Finally, we evaluated this device through the basic experiments in CABIN.
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  • Masamichi Sakaguchi, Junji Furusho
    Type: Article
    2000 Volume 5 Issue 4 Pages 1121-1128
    Published: December 31, 2000
    Released: February 01, 2017
    JOURNALS FREE ACCESS
    Many of force display systems have been developed in recent years. The Force display systems can be classified into two types, active force display and passive force display. Active force displays use some actuators and passive force displays use some brakes. Active force displays can present various force sensations. However, these systems are a kind of robot system, so there are some possibilities of accidents. On the other hands, passive force displays are theoretically safe. Passive force displays need high-performance brakes that have large torque/inertia ratio, rapid response and torque controllability. But, there are no brakes that suit for passive force display. In this study, we develop an ER brake and passive force display using ER brakes. The ER brakes are suitable for force display. Then we examine the presentation of touch and release of the wall, trace on the wall, and sensation of collision.
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  • Type: Appendix
    2000 Volume 5 Issue 4 Pages 1129-
    Published: December 31, 2000
    Released: February 01, 2017
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  • Type: Cover
    2000 Volume 5 Issue 4 Pages Cover2-
    Published: December 31, 2000
    Released: February 01, 2017
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