A Prototyping Environment for Investigating Context Aware Wearable Applications.
- Tsegaye, Melekam, Bangay, Shaun D, Terzoli, Alfredo
- Authors: Tsegaye, Melekam , Bangay, Shaun D , Terzoli, Alfredo
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432783 , vital:72900 , https://www.cs.ru.ac.za/research/g98t4414/static/papers/wearprototsegaye05.pdf
- Description: In this paper we introduce the concept of a contextaware, wearable application prototyping environment, which can be used to support research into new wearable applications. We also present an initial specification for such an environment and show how different types of sensors can be modelled to produce data that describes a given context scenario using our prototyping approach.
- Full Text:
- Date Issued: 1999
- Authors: Tsegaye, Melekam , Bangay, Shaun D , Terzoli, Alfredo
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432783 , vital:72900 , https://www.cs.ru.ac.za/research/g98t4414/static/papers/wearprototsegaye05.pdf
- Description: In this paper we introduce the concept of a contextaware, wearable application prototyping environment, which can be used to support research into new wearable applications. We also present an initial specification for such an environment and show how different types of sensors can be modelled to produce data that describes a given context scenario using our prototyping approach.
- Full Text:
- Date Issued: 1999
The Development of a Generic Framework for the Implementation of Cheap, Component-Based Virtual Video-Conferencing System
- Panagou, Soteri, Bangay, Shaun D
- Authors: Panagou, Soteri , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432824 , vital:72903 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/014humanmodelling/paper03.pdf
- Description: We address the problem of virtual-videoconferencing. The proposed solution is effected in terms of a generic framework based on an in-house Virtual Reality system. The framework is composed of a number of distinct components: model acquisition, head tracking, expression analysis, network transmission and avatar reconstruction. The framework promises to provide a unique, cheap, and fast system for avatar construction, transmission and animation. This approach affords a conversion from the traditional video stream approach to the management of an avatar remotely and consequently makes minimal demands on network resources.
- Full Text:
- Date Issued: 1999
- Authors: Panagou, Soteri , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432824 , vital:72903 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/014humanmodelling/paper03.pdf
- Description: We address the problem of virtual-videoconferencing. The proposed solution is effected in terms of a generic framework based on an in-house Virtual Reality system. The framework is composed of a number of distinct components: model acquisition, head tracking, expression analysis, network transmission and avatar reconstruction. The framework promises to provide a unique, cheap, and fast system for avatar construction, transmission and animation. This approach affords a conversion from the traditional video stream approach to the management of an avatar remotely and consequently makes minimal demands on network resources.
- Full Text:
- Date Issued: 1999
The Virtual Remote Control-An Extensible, Virtual Reality, User Interface Device
- Rorke, Michael, Bangay, Shaun D
- Authors: Rorke, Michael , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432743 , vital:72896 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/013interaction/paper02.pdf
- Description: Immersive virtual reality (VR) places the user inside of the computing envi-ronment, blurring the distinction between the environment itself and the user interface to access that environment non-obvious. This lack of distinction between environment and interface makes it difficult to place menus and other interface elements where the user is both able to access them easily and where they do not obscure large parts of the users field of view. We propose a system called the 'Virtual Remote Control' (VRC). The VRC con-sists of a physical device (a small touchpad tracked using a Polhemus In-sideTrak magnetic tracker) which the user is able to hold and for which there is a representation in the virtual environment. The VRC is represented in the environment by a virtual menu. The user is able to make selections from the virtual menu by moving their finger around the touch pad part of the VRC and 'tapping' on the required action. Additionally, the user is able to select an object for the action to be applied on, by 'pointing' the representa-tion of the VRC at the object-as one would point a remote control at a Hi-fi of TV set.
- Full Text:
- Date Issued: 1999
- Authors: Rorke, Michael , Bangay, Shaun D
- Date: 1999
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432743 , vital:72896 , https://www.cs.ru.ac.za/research/Groups/vrsig/pastprojects/013interaction/paper02.pdf
- Description: Immersive virtual reality (VR) places the user inside of the computing envi-ronment, blurring the distinction between the environment itself and the user interface to access that environment non-obvious. This lack of distinction between environment and interface makes it difficult to place menus and other interface elements where the user is both able to access them easily and where they do not obscure large parts of the users field of view. We propose a system called the 'Virtual Remote Control' (VRC). The VRC con-sists of a physical device (a small touchpad tracked using a Polhemus In-sideTrak magnetic tracker) which the user is able to hold and for which there is a representation in the virtual environment. The VRC is represented in the environment by a virtual menu. The user is able to make selections from the virtual menu by moving their finger around the touch pad part of the VRC and 'tapping' on the required action. Additionally, the user is able to select an object for the action to be applied on, by 'pointing' the representa-tion of the VRC at the object-as one would point a remote control at a Hi-fi of TV set.
- Full Text:
- Date Issued: 1999
An investigation into factors influencing immersion in interactive virtual reality environments
- Bangay, Shaun D, Preston, Louise
- Authors: Bangay, Shaun D , Preston, Louise
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432864 , vital:72908 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: Two interactive virtual reality environments were used to identify factors that may affect, or be affected by, the degree of immersion in a virtual world. In particular, the level of stress in a "swimming with dolphins" simulation is measured, as is the degree of simulator sickness resulting form a virtual roller coaster. Analysis of the results indicates that a relationship between the degree of immersion and the following factors: excitement, comfort, quality and age. The following factors are found to depend on the degree of immersion: simulator sickness, control, excitement and desire to repeat the experience.
- Full Text:
- Date Issued: 1998
- Authors: Bangay, Shaun D , Preston, Louise
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432864 , vital:72908 , https://pubmed.ncbi.nlm.nih.gov/10350927/
- Description: Two interactive virtual reality environments were used to identify factors that may affect, or be affected by, the degree of immersion in a virtual world. In particular, the level of stress in a "swimming with dolphins" simulation is measured, as is the degree of simulator sickness resulting form a virtual roller coaster. Analysis of the results indicates that a relationship between the degree of immersion and the following factors: excitement, comfort, quality and age. The following factors are found to depend on the degree of immersion: simulator sickness, control, excitement and desire to repeat the experience.
- Full Text:
- Date Issued: 1998
An Investigation into the feasibility of Human Facial Modeling
- Panagou, Sotcri, Bangay, Shaun D
- Authors: Panagou, Sotcri , Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432711 , vital:72894 , https://citeseerx.ist.psu.edu/document?repid=rep1ype=pdfoi=c305c27d16322208e0e6815ca261d61019a4cbd0
- Description: In this paper, virtual videoconferencing is investigated. The goal of the project is to develop a cheap, realistic yet real-time 3D face-modeling tool using a number of camera feeds. Bandwidth utilisation can then be minimised by transferring only the actual model (and subsequently, changes to the model) of the actor's face. Using a virtual reality system, reconstruction of a human face is performed and transmitted, thereby reducing bandwidth requirements. The modeling process is discussed, with results.
- Full Text:
- Date Issued: 1998
- Authors: Panagou, Sotcri , Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432711 , vital:72894 , https://citeseerx.ist.psu.edu/document?repid=rep1ype=pdfoi=c305c27d16322208e0e6815ca261d61019a4cbd0
- Description: In this paper, virtual videoconferencing is investigated. The goal of the project is to develop a cheap, realistic yet real-time 3D face-modeling tool using a number of camera feeds. Bandwidth utilisation can then be minimised by transferring only the actual model (and subsequently, changes to the model) of the actor's face. Using a virtual reality system, reconstruction of a human face is performed and transmitted, thereby reducing bandwidth requirements. The modeling process is discussed, with results.
- Full Text:
- Date Issued: 1998
Virtual reality interaction techniques
- Rorke, Michael, Bangay, Shaun D, Wentworth, Peter E
- Authors: Rorke, Michael , Bangay, Shaun D , Wentworth, Peter E
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432756 , vital:72897 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfdoi=d0b11136ef6d2701e15cdda896bc5bfd0786752e
- Description: This paper addresses the problems associated with interaction in immersive virtual reality and makes recommendations as to how best to deal with these problems, thereby producing a usable virtual reality interactive environment. Immersive virtual reality means that the users are immersed or contained inside the environment in which they are working. For example, they are able to turn their heads and look around, as well as use their bodies to control the system. The work in progress involves a study of various virtual reality input devices, some designed and implemented as part of the project. Additionally, the paper describes a simple framework for separation of the interaction and application parts of a virtual reality system in order to facilitate an object ori-ented approach to the implementation of the recommendations, and to the building of future virtual reality applications which incorporate these ideas.
- Full Text:
- Date Issued: 1998
- Authors: Rorke, Michael , Bangay, Shaun D , Wentworth, Peter E
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/432756 , vital:72897 , https://citeseerx.ist.psu.edu/document?repid=rep1type=pdfdoi=d0b11136ef6d2701e15cdda896bc5bfd0786752e
- Description: This paper addresses the problems associated with interaction in immersive virtual reality and makes recommendations as to how best to deal with these problems, thereby producing a usable virtual reality interactive environment. Immersive virtual reality means that the users are immersed or contained inside the environment in which they are working. For example, they are able to turn their heads and look around, as well as use their bodies to control the system. The work in progress involves a study of various virtual reality input devices, some designed and implemented as part of the project. Additionally, the paper describes a simple framework for separation of the interaction and application parts of a virtual reality system in order to facilitate an object ori-ented approach to the implementation of the recommendations, and to the building of future virtual reality applications which incorporate these ideas.
- Full Text:
- Date Issued: 1998
Visiview: a system for the visualization of multidimensional data
- Authors: Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433466 , vital:72972 , https://doi.org/10.1117/12.309530
- Description: Results generated by simulation of computer systems are often presented as a multi-dimensional data set, where the number of dimensions may be greater than 4 if sufficient system parameters are modelled. This paper describes a visualization system intended to assist in understanding the relationship between, and effect upon system behavior of, the different values of the system parameters. The system is applied to data that cannot be represented using a mesh or isosurface representation, and in general can only be represented as a cloud of points. The use of stereoscopic rendering and rapid interaction with the data are compared with regard to their value in providing insight into the nature of the data. A number of techniques are implemented for displaying projections of the data set with up to 7 dimensions, and for allowing intuitive manipulation of the remaining dimensions. In this way the effect of changes in one variable in the presence of a number of others can be explored. The use of these techniques, when applied to data from computer system simulation, results in an intuitive understanding of the effects of the system parameters on system behavior.
- Full Text:
- Date Issued: 1998
- Authors: Bangay, Shaun D
- Date: 1998
- Subjects: To be catalogued
- Language: English
- Type: text , article
- Identifier: http://hdl.handle.net/10962/433466 , vital:72972 , https://doi.org/10.1117/12.309530
- Description: Results generated by simulation of computer systems are often presented as a multi-dimensional data set, where the number of dimensions may be greater than 4 if sufficient system parameters are modelled. This paper describes a visualization system intended to assist in understanding the relationship between, and effect upon system behavior of, the different values of the system parameters. The system is applied to data that cannot be represented using a mesh or isosurface representation, and in general can only be represented as a cloud of points. The use of stereoscopic rendering and rapid interaction with the data are compared with regard to their value in providing insight into the nature of the data. A number of techniques are implemented for displaying projections of the data set with up to 7 dimensions, and for allowing intuitive manipulation of the remaining dimensions. In this way the effect of changes in one variable in the presence of a number of others can be explored. The use of these techniques, when applied to data from computer system simulation, results in an intuitive understanding of the effects of the system parameters on system behavior.
- Full Text:
- Date Issued: 1998