From: owner-3dui@hitl.washington.edu on behalf of 쐴쐴쐴 [kiyo@crl.go.jp] Sent: Thursday, January 04, 2001 8:35 PM To: 3dui List Subject: IEEE VR2001 in Japan; Advance Program is now available on the WEB. Apologies if you recieve multiple postings. ----- ############################################################################## http://www.vr2001.org/ I E E E V i r t u a l R e a l i t y 2 0 0 1 A d v a n c e P r o g r a m ############################################################################## IEEE VIRTUAL REALITY 2001 March 13-17, 2001 Pacifico Yokohama Conference Center Yokohama, Japan Tutorials and Workshops: March 13-14, 2001 General Sessions: March 15-17, 2001 Exhibits and Research Demos: March 15-16, 2001 Visit http://www.vr2001.org/ for the details. Message from the General Co-Chairs Welcome to Japan and to the IEEE Virtual Reality 2001 Conference. On behalf of the Organizing Committee, it is our great pleasure to express our heartfelt welcome to this world's premier academic conference devoted solely to research in the field that we all know as Virtual Reality. This conference started as early as in 1993 as VRAIS (Virtual Reality Annual International Symposium), and changed its name to IEEE Virtual Reality in 1999. IEEE VR 2001 is thus the eighth in the series of IEEE sponsored virtual reality conference. It is quite noteworthy that it is the first conference in the 21st century and it is also the first time that IEEE VR is taken place outside of the United States. In Japan, the international conference in the field of virtual reality started in 1991 as the International Conference on Artificial Reality and Telexistence (ICAT), and that led to the foundation of the academic society known as The Virtual Reality Society of Japan (VRSJ) in 1996. It is therefore quite timely that the worldwide activities across the Pacific in the field of VR, especially those of IEEE Computer Society Technical Committee on Visualization and Graphics and The Virtual Reality Society of Japan, joined together for the realization of the premiere VR event in the 21st century. We all look forward to meeting you and welcoming a lively discussion. Enjoy your IEEE VR at the beginning of the 21st century, and welcome to Japan. Sincerely, Susumu Tachi, Ph.D. The University of Tokyo Grigore C. Burdea, Ph.D. Rutgers University ============================================================================== S c h e d u l e ============================================================================== Tuesday, March 13, 2001 9:00 - 17:00 Workshop 1 9:30 - 12:30 Tutorials Half-day 13:30 - 16:30 Tutorials Half-day Wednesday, March 14, 2001 9:00 - 17:00 Workshops 2 & 3 Thursday, March 15, 2001 9:15 - 9:30 Introductory Remarks (Susumu Tachi and Michitaka Hirose) 9:30 - 10:30 Keynote Address (Larry Hodges) 11:00 - 12:30 Paper Session 1: HAPTIC DISPLAY 13:45 - 15:45 Paper Session 2: SHARED VIRTUAL WORLD 16:15 - 17:45 Paper Session 3: TRACKING AND MOTION CAPTURE 17:45 - 18:45 Panel Session 1: Relating Real and Virtual Space in Art 10:30 - 17:00 Exhibits & Research Demonstrations Friday, March 16, 2001 9:00 - 10:30 Paper Session 4: VR SOFTWARE AND TOOLS 11:00 - 12:30 Paper Session 5: HAPTICS AND LOCOMOTION 13:45 - 15:45 Paper Session 6: INTERFACE 15:45 - 17:15 Poster Session 17:15 - 18:45 Paper Session 7: 3D DISPLAYS 19:00 - 21:00 Banquet (Evening Special Talk starts at 20:00.) at Yokohama Grand Inter-Continental Hotel 10:00 - 17:15 Exhibits & Research Demonstrations Saturday, March 17, 2001 9:00 - 11:00 Paper Session 8: APPLICATIONS 11:30 - 12:30 Panel Session 2: Eartop Computing and Cyberspatial Audio Technology 13:45 - 15:15 Paper Session 9: HUMAN FACTORS 15:45 - 17:15 Paper Session 10: HAPTIC SIMULATION 17:15 Closing Session ============================================================================== K e y n o t e S p e a k e r ============================================================================== Thursday, March 15, 2001, 9:30 - 10:30 Title: Using the Virtual World to Improve Quality of Life in the Real World Larry Hodges GVC Center, Georgia Institute of Technology Atlanta, Georgia, USA Abstract: Clinical Virtual Reality, the direct use of VR as a tool in the treatment or assessment of psychological and physical disorders, is already a viable and successful application of virtual reality. This talk will present Dr. Hodges' views on what virtual reality is, and isn't, and discuss why VR's strengths are a good match to clinical applications. Several successful areas of clinical virtual reality will be discussed with an emphasis not only on the technological aspects of each environment, but the profound effect they are already having on people's daily lives. Biography: Larry F. Hodges is Associate Professor in the College of Computing and Head of the Virtual Environments Group in the Graphics, Visualization & Usability Center at Georgia Tech. He is also co-founder of Virtually Better, a company that specializes in creating virtual environments for use in the treatment of anxiety disorders. Dr. Hodges received his Ph.D. from North Carolina State University in Computer Engineering in 1988. He also holds a M.S. in Computer Science from NCSU (1984), a M.A. in Religion from Lancaster Theological Seminary (1978), and a B.A. with a double major in Mathematics and Physics from Elon College (1974). Dr. Hodges research interests include all aspects of virtual reality and 3D HCI. Dr. Hodges is a Senior Editor of the Journal, PRESENCE: Teleoperators and Virtual Environments, is on the editorial board of CyberPsychology & Behavior, and is a member of the Steering Committee for the annual IEEE Virtual Reality Conference. ============================================================================== I n v i t e d S p e a k e r ============================================================================== Evening Special Talk Friday, March 16, 2001, 20:00 - 21:00 Title: The inner world of the Noh Naohiko Umewaka Biography: The Umewaka Family, as a proponent of the Noh theatre, can trace its origins to 1416. "On February 13th, (1416) there was a Sarugaku(Noh) performance at the court in Sento from dusk until dawn. Umewaka performed 14 to 15 plays and was awarded an honorarium of 3000 sho by the prince." From the Kanmongyoki (recordsin 15th century) Naohiko's great grandfather, Minoru Umewaka, is considered the savior of Noh, an art which faced extinction in the transitional age from the end of the Tokugawa Shogunate to the Meiji Period. Through contact with Fenollosa, Pound and Yeats, he also contributed to the link between Noh and the West. The son of the late Naoyoshi Umewaka, who is considered a legendary Noh actor Naohiko Umewaka trained with his father, started acting at the age of three, and played his first main role in Tsuchigumo at the age of nine. He graduated from Sophia University, and received a Doctorate in Drama from the University of London in 1995, where he has been teaching for four years. He has composed, choreographed and directed several new Noh plays including The Baptism of Jesus, which was performed before Pope John Paul II in the Vatican Palace on Christmas Eve of 1988. In the Spring Loaded Festival in London in 1994, he choreographed, directed and danced a new work entitled Qui affinity. His troop performed at the Smithsonian Museum in Washington DC in November 1995. ============================================================================== T u t o r i a l s ============================================================================== TUTORIAL 1, Advances in the Application of Virtual Environments for Mental Healthcare Tuesday, March 13, 2001, 9:30 - 12:30 Prof. Albert A. Rizzo, University Of Southern California Abstract: Virtual environment (VE) technology has undergone a transition in the past few years that has taken it out of the realm of expensive toy and into that of functional technology. Recently, in the field of Mental Healthcare (MH), the considerable potential of VEs has been recognized for the scientific study, assessment/diagnosis, and treatment/rehabilitation of a wide range of mental disorders and functional impairments. Unfortunately, media hype oversold the potential of Virtual Reality during the early-to-mid 90's, building expectations that were impossible to satisfy with the technology of that time. However, as the technology has recently developed, examples of successful MH applications have emerged and R&D in this area has accelerated. Thus far, promising results have been reported applying VE technology for the assessment and treatment of social, emotional, behavioral, cognitive, and functional mental health targets. A shortlist of these applications includes the assessment and treatment of phobias (i.e., flying, heights, closed spaces, public speaking, etc.), obsessive-compulsive disorders, post-traumatic stress disorder, pain management, attention deficit hyperactivity disorder, and a wide range of cognitive impairments due to central nervous system damage or dysfunction. These approaches have produced assessment and treatment options that were unavailable, or prohibitively expensive, using traditional methods. This half-day tutorial will provide a general introduction to a wide variety of mental health disorders, and present the rationale for the use of VEs in these areas. Key ingredients that are available with VEs for targeting mental disorders including exposure, distraction, and complex immersive interaction will be discussed and analyzed. An extensive review of VE/Mental Health applications will follow with analysis of the "additive-value" of these systems over traditional methodologies. The workshop will conclude with the presentation of a model for conducting a pragmatic and clinically-oriented cost/benefit analysis for determining the potential value of VE applications for specific MH targets. ------------------------------------------------------------------------------ TUTORIAL 2, Designing and Implementing an Effective Virtual Reality Trainer Tuesday, March 13, 2001, 9:30 - 12:30 Dr. Robert Breaux, NAWCTSD Mr. Long Nguyen, NAWCTSD Dr. LCDR Dylan Schmorrow, Naval Research Laboratory Dr. LT Joseph Cohn, NAWCTSD Abstract: This half-day tutorial intends to synthesize, at a level of understanding suitable for both introductory and intermediate levels of experience, the many disparate issues involved in producing an effective VR training device. Individuals completing this workshop will gain an understanding of the breadth and depth of processes involved with the successful creation of effective VR-based training. Topics to be covered include: 1) Multidisciplinary collaboration - the need for dialogue between engineers, computer scientists/programmers and psychologists is imperative to successful design and implementation. 2) VR training assets - an overview of the advantages that VR trainers offer the training community, over traditional Legacy-type trainers. 3) Requirements - how the requirements for a specific type of VR trainer are determined, assessed, and addressed. 4) Training issues in VR content areas: a) HCI/Multisensory issues b) VE-based knowledge extraction c) Automated instructional approaches to training d) Collaborative/interactive VR e) Novel VR training interventions 5) Training effectiveness evaluation - methods for validating the efficacy of training delivered in VR trainers. 6) Examples - discussion of these processes at work which have lead to finished products and current work on developing simulation techniques that resemble direct, natural interaction of a person with the real world. ------------------------------------------------------------------------------ TURORIAL 3, Interactive Simulation for Multimodal Virtual Environments Tuesday, March 13, 2001, 13:30 - 16:30 Prof. Dinesh K. Pai, University of British Columbia Abstract: This tutorial will describe the state of the art and current research directions in real-time simulation of virtual object behavior. A critical challenge is to achieve as much realism as possible, while adhering to real-time constraints to achieve low latency response to interaction. The following is an outline of the tutorial contents. I. Introduction to Multimodal Simulation. Interaction devices, visual, haptic, and auditory displays. Human perception. Simulation of multiple physical models, including deformation models, contact sound models, and rigid body contact with friction. Synchronization of visual, haptic and auditory channels. II. Simulation techniques. Geometric techniques - multiresolution models, wavelets, subdivision. - collision detection. Broad phase and narrow phase techniques. Contact dynamics simulation - dynamics of a single rigid body - friction, surface roughness - smooth contact, rolling, sliding - multibody simulation of articulated figures Sound simulation - the sound generation pipeline - contact response models - environment acoustics - spatialization, HRTF Deformation simulation - introduction to linear elasticity - BEM and FEM methods - Green's function techniques for fast simulation III. Simulation Systems Efficient algorithms and implementation issues will be addressed. Precomputation and caching techniques. Real-time issues and latency. Live software demonstrations will be included. Available simulation software and applications in medicine, engineering, and entertainment will be discussed. ------------------------------------------------------------------------------ TUTORIAL 4, Usability Evaluation Techniques for Virtual Reality Technologies Tuesday, March 13, 2001, 13:30 - 16:30 Stephen Ellis, NASA Ames Research Center Katerina Mania, University of Bristol Alan Chalmers, University of Bristol Mark Billinghurst, HITLab, University of Washington Anthony Steed, University College London Abstract: The research community is challenged to investigate the factors that make virtual reality technologies effective and productive. Realising the goals of virtual reality systems and harnessing them to successful applications could be accomplished by employing robust metrics and human-centered experimentation. Subsequently, the quality of interfaces and platforms implemented could be assessed. This tutorial will present the techniques and principles towards designing usability evaluation experiments for virtual reality technologies. Starting from generic user studies guidelines, complete experimental cycles will be described from the initial idea and design, to pilot study, experimental redesign, data collection, analysis and post-experiment lessons learned. The tutorial will focus on the evaluation of immersive virtual reality systems, augmented/mixed reality systems as well as collaborative interaction including comparative studies with more traditional interfaces. Research areas such as quality metrics for computer graphics rendering algorithms, using reality as a benchmark in the testing process as well as measuring the notion of 'presence' and aftereffects, will be explored. In addition, physical and psychophysical fidelity issues in the assessment of virtual environments will be emphasised. Specifications for correct matching between the psychophysical characteristics of the displays and the human users' sensory and motor systems will be discussed as well as some examples of the consequences when systems fail to be physically well matched to their users. ------------------------------------------------------------------------------ TUTORIAL 5, Virtual Reality for Fun and Profit Tuesday, March 13, 2001, 13:30 - 16:30 Prof. Carolina Cruz-Neira, Iowa State University Dr. William Swartout, University of Southern California Dr. Michael R. Macedonia, US Army STRICOM Abstract: This course addresses the field of virtual reality from design and installation of a facility to end-uses of the technology. The course it is focused on what it is needed to develop a successful virtual reality facility, integrate it with on-going research projects, and transfer the research results into a working environment. The course provides attendees with criteria to identify whether or not VR technology could be a tool in their working environment and the challenges that they will face to introduce VR at their sites. The course will cover several working VR sites and applications in academia and industry along with discussions of their design processes. ============================================================================== W o r k s h o p s ============================================================================== WORKSHOP 1, Virtual Reality and its Application for Human Centered System Tuesday, March 13, 2001, 9:00 - 17:00 Organizers: Haruo Takemura (NAIST, Japan) Makoto Sato (Tokyo Institute of Technology, Japan) Abstract: The purpose of the workshop is to have an open forum for all the research scientists and engineers who work for practical application area of VR, especially for industrial use. In Japan, the government research project, "Human Media", has started in 1996 and this year is the end of the first project term. "Human Media" project aims to develop basic technology for human centered multimedia system that integrate virtual reality, artificial intelligence and "Kansei" engineering technology. The workshop consists of invited talk from "Human Media" project and other presentation recruited from general audience. The workshop organizer will call for papers and publish workshop proceedings. The organizers hope to make the workshop as a discussion forum for researchers and engineers who designs industrial applications of VR in the 21st century. ------------------------------------------------------------------------------ WORKSHOP 2, The Future of VR and AR Interfaces: Multi-modal, Humanoid, Adaptive and Intelligent Wednesday, March 14, 2001, 9:00 - 17:00 Organizers: Wolfgang Broll (GMD, Germany) Leonie Schaefer (GMD, Germany) Tobias Hoellerer (Columbia University, USA) Doug Bowman (Virginia Tech, USA) Abstract: Virtual worlds have become more and more visually elaborated and emotive. They aim at an environment nearly indistinguishable from the real world. However, there still is a difference in perfection of simulated worlds and seamless interaction within such an environment. Interfaces of virtual and augmented environments are still often difficult to use and do not consider natural and intuitive interaction and communication paradigms the use is already familiar with. Thus the interface becomes the major bottleneck for deep immersion and perfect integration of real and virtual environments. Multi-modal interfaces which address all human senses and include all types of human articulation (speech, gestures, facial expression, body language, etc.) are an important medium to overcome these limitations. Additionally future interfaces will likely show adaptive and intelligent behavior and might feature humanoid persona. This workshop will aim to bring together researchers from the area of AR/VR technology, human computer interaction, AI as well as psychologists, SF authors and other visionary people. The goal of this workshop is to showcase, develop, and discuss concepts for better AR/VR interfaces and to evolve ideas towards the realization of interfaces enabling deep-immersive, elaborated virtual environments. ------------------------------------------------------------------------------ WORKSHOP 3, Escaping Reality?! Wednesday, March 14, 2001, 9:00 - 17:00 Organizers: Matthias Rauterberg (Eindhoven University of Technology, The Netherland) Wijnand Ijsselsteijn (Eindhoven University of Technology, The Netherland) Huib de Ridder (Delft University of Technology, The Netherland) Abstract: This workshop will focus on the human experience when interacting with different media, such as virtual reality, computer games, simulation rides, television shows, radio programmers, or books. On the one hand, many of these media attempt to represent reality as convincingly as possible, whereas on the other hand many people seek out these media to escape reality, to become immersed in a different world. Media differ considerably along various dimensions. For instance, the amount of immersion offered to the user, the level of interactivity, the realism of the reproduction, or the nature and complexity of the narrative. However, the effects on the user of the interaction between the (technological) form of media, and the content they represent, are still ill understood. It is of particular interest under what conditions the user is willing to suspend disbelief. Additionally, users also differ in significant ways themselves. Not only in age, gender, experinence, or ability, but also in cultural background. For instance, a recent paper (Shirabe & Baba, 1997) underlined the relevance of cross-cultural comparisons by arguing that U.S. and Japanese video games differ considerably in the way they try to involve the user: "US video games connect players with their world by their "reality," while Japanese ones use the player's empathy"(p.851). Escaping Reality?! aims to bring together researchers and practitioners from various disciplines and cultural backgrounds to explore these issues in depth, and to arrive at a common understanding of what drives subjective experiences such as excitement, involvement, presence, or flow. ============================================================================== E x h i b i t s & D e m o s ============================================================================== Wednesday, March 15, 2001, 10:30 - 17:00, 18:45 - 20:30 Thursday, March 16, 2001, 9:00 - 16:00 ============================================================================== P a n e l s ============================================================================== PANEL 1, Relating Real and Virtual Space in Art Thursday, March 15, 2001, 17:45 - 18:45 Organizer: Machiko Kusahara Graduate School of Science and Technology Kobe University Rokko, Nada, Kobe 657 Japan E-mail: kusahara@db.cs.kobe-u.ac.jp Panelists: Scott S. Fisher, Graduate School of Media and Governance, Keio University at Shonan Fujisawa Atau Tanaka, Faculty of Media Arts & Sciences , Chukyo University Laurent Mignonneau, ATR Media Integration & Communication Laboratories Notion of space has been always an important issue in art. Scenes that artists represent in the images they create are often metaphorical spaces, each of them inviting viewers to another time/space even after many years of production. Recent developments in virtual reality technologies and the Internet technologies have made possible for artists to literally deal with another space. Both real space and virtual space can be used for interaction, collaboration, and realization of images and sounds. What we have now is a more sophisticated notion of space in art making. How to define/design the relationship between real space and virtual space plays a key role in creating artistic experiences. To produce a convincing experience, such relationship should be carefully conceived in context to the nature of the particular artwork. The metaphorical nature of space in art makes the work of an artist different from that of researchers in simulation or visualization. Artists has been experimenting the possibility of virtual reality by combining the notion of real and virtual space with the original ideas on interface and interaction. In this panel the following issues will be examined in relation to projects carried by the panelists. 1. Notion of real and virtual space in art making 2. Using real and virtual space for presentation and interaction 3. Designing immersive environment for an artistic experience 4. Images, sounds, texts and other elements for sensual immersion ------------------------------------------------------------------------------ PANEL 2, Eartop Computing and Cyberspatial Audio Technology Saturday, March 17, 2001, 11:30 - 12:30 Organizer: Michael Cohen Spatial Media Group Human Interface Lab. University of Aizu 965-8580 Japan E-mail: mcohen@u-aizu.ac.jp Web: http://www.u-aizu.ac.jp/~mcohen Panelists: Nobuo Koizumi, Dept. of Information Systems, Tokyo University of Information Sciences William Martens, Multimedia Systems Lab., University of Aizu Jens Herder, Virtual Sets and Virtual Environments Lab., Duesseldorf University of Applied Sciences Current foci of spatial audio research in recent literature comprise sound localization; lateralization and binaural masking; echoes, precedence, and depth perception; motion perception; sound source segregation and free-field masking; physiology of spatial hearing; models of spatial hearing; (childhood) development of spatial hearing; and applications of binaural technology to auditory displays for human-computer interaction. To cut across these categories in an attempt to outline the current state-of-the-art in spatial auditory displays for a particular range of applications, with an emphasis upon the expected performance of the technology in producing specific user responses required for those applications, this panel considers the value of spatial audio technology in the creation and presentation of virtual environments. The shared synthetic worlds that networked computer users occupy constitute an alternative reality that has come to be termed `cyberspace.' Auditory display technology that attempts to provide such users with satisfying experiences of virtual acoustical space is termed here "cyberspatial audio" technology. --------------------------------Display----------------------------------- |Proxemic | | | | |Context | Architecture | Audio | Visual | |---------|----------------|-----------------------|---------------------| |intimate |headset,wearable|eartop (ex: headphones)|eyetop (ex: HMDs) | |personal |computers |nearphones |laptop display, | | |chair | |desktop monitor | |---------|----------------|-----------------------|---------------------| |inter- |couch or bench |transaural speakers |HDTV | | personal| |SDP (stereo dipole) | | |---------|----------------|-----------------------|---------------------| |multi- |automobiles |surround sound |projection spatially | | personal| |(ex: Ambisonics) |immersive displays | | | | |(ex: Cave, Cabin) | |---------|----------------|-----------------------|---------------------| |social |clubs, theaters |speaker array |large-screen displays| | | |(ex: VBAP [vector-based|(ex: IMAX) | | | | amplitude panning]) | | |---------|----------------|-----------------------|---------------------| |public |stadia, |public address | (ex: Jumbotron) | | |concert arenas | | | -------------------------------------------------------------------------- Audio and visual displays along a private <---> public continuum As suggested by the table above, following the advent of desktop computing there was movement towards laptop and even eyetop form factors. We can identify a number of applications for which "eartop" computing seems appropriate: 1) telecommunication (for example, audio-only teleconferencing) 2) navigational aids 3) entertainment (such as computer-aided interactive musical performance) 4) voicemail browsing and synthetic-speech-based browsing of textual e-mail This panel will survey some eartop computing applications and issues relevant to cyberspatial audio, including temporal and spatial resolution, efficiency and effectiveness of virtual acoustic rendering, software interfaces, spatial audio for virtual sets, and mixed reality approaches. [Note: Parts of this material have been adopted from "Cyberspatial Audio Technology", Cohen et. al., JASJ(E) 20(6):389-395, 1999.] ============================================================================== P a p e r s ============================================================================== PAPER SESSION 1: HAPTIC DISPLAY Thursday, March 15, 2001, 11:00 - 12:30 Passive Force Display Using ER Brakes and Its Control Experiments Masamichi Sakaguchi, Junji Furusho, Naoyuki Takesue Osaka University, Japan Surface Acoustic Wave (SAW) Tactile Display Based on Properties of Mechanoreceptors Takaaki Nara, Masaya Takasaki, Taro Maeda, Toshiro Higuchi, Shigeru Ando, Susumu Tachi The University of Tokyo, Japan A New Design of Haptic Texture Display - Texture Display2 - and Its Preliminary Evaluation Yasushi Ikei, Mariko Yamada, Shuichi Fukuda Tokyo Metropolitan Institute of Technology, Japan ------------------------------------------------------------------------------ PAPER SESSION 2: SHARED VIRTUAL WORLD Thursday, March 15, 2001, 13:45 - 15:45 Immersive Autostereoscopic Display for Mutual Telexistence: TWISTER I (Telexistence Wide-angle Immersive STEReoscope, Model I) Yutaka Kunita, Naoko Ogawa, Atsushi Sakuma, Masahiko Inami, Taro Maeda, Susumu Tachi The University of Tokyo, Japan Personalized Face and Speech Communication over the Internet Sumedha Kshirsagar, Chris Joslin, Won-Sook Lee, Nadia Magnenat-Thalmann University of Geneva, Switzerland Immersive Telecommunication Using Stereo Video Avatar Tetsuro Ogi, Toshio Yamada, Ken Tamagawa, Makoto Kano, Michitaka Hirose Telecommucations Advancement Organization of Japan, Japan The University of Tokyo, Japan Distributed Virtual Reality Using Octopus Patrick Hartling, Chris Just, Carolina Cruz-Neira Iowa State University, USA ------------------------------------------------------------------------------ PAPER SESSION 3: TRACKING AND MOTION CAPTURE Thursday, March 15, 2001, 16:15 - 17:45 An Improved Calibration Framework for Electromagnetic Tracking Devices Milan Ikits, J. Dean Brederson, Charles D. Hansen, John M. Hollerbach University of Utah, USA Fusion of Vision and Gyro Tracking for Robust Augmented Reality Registration Suya You, Ulrich Neumann University of Southern California, USA Real-time Input of 3D Pose and Gestures of a User's Hand and Its Applications for HCI Yoichi Sato, Makiko Saito, Hideki Koike The University of Tokyo, Japan University of Electro-Communications, Japan ------------------------------------------------------------------------------ PAPER SESSION 4: VR SOFTWARE AND TOOLS Friday, March 16, 2001, 9:00 - 10:30 VR Juggler: A Virtual Platform for Virtual Reality Application Development Allen Bierbaum, Christopher Just, Patrick Hartling, Kevin Meinert, Albert Baker, Carolina Cruz-Neira Iowa State University, USA VjControl: An Advanced Configuration Management Tool for VR Juggler Applications Christopher Just, Allen Bierbaum, Patrick Hartling, Kevin Meinert, Carolina Cruz-Neira, Albert Baker Iowa State University, USA Construction of an Open Geometry Server for Client-Server Virtual Environments Chris Faisstnauer, Werner Purgathofer, Michael Gervautz, Jean-Dominique Gascuel Vienna University of Technology, Austria Imagination, Vienna, Austria Imagis, Grenoble, Austria ------------------------------------------------------------------------------ PAPER SESSION 5: HAPTICS AND LOCOMOTION Friday, March 16, 2001, 11:00 - 12:30 "Frontiers of Illusion": An Experiment of Sensory Integration with a Pseudo-Haptic System Anatole Lecuyer, Jean-Marie Burkhardt, Sabine Coquillart, Philippe Coiffet Aerospatiale Matra CCR, France Universite Paris V, France INRIA, France CNRS, LRP, France HapticGEAR: The Development of a Wearable Force Display System for Immersive Projection Displays Michitaka Hirose, Koichi Hirota, Tetsuro Ogi, Hiroaki Yano, Naoyuki Kakehi, Makoto Saito, Mutsuhiro Nakashige The University of Tokyo, Japan Telecommucations Advancement Organization of Japan, Japan Gait Master: A Versatile Locomotion Interface for Uneven Virtual Terrain Hiroo Iwata, Hiroaki Yano, Fumitaka Nakaizumi University of Tsukuba, Japan ------------------------------------------------------------------------------ PAPER SESSION 6: INTERFACE Friday, March 16, 2001, 13:45 - 15:45 The Effect of 3D Widget Representation and Simulated Surface Constraints on Interaction in Virtual Environments Robert W. Lindeman, John L. Sibert, James N. Templeman The George Washington University, USA Naval Research Laboratory, USA Design and Evaluation of Menu Systems for Immersive Virtual Environments Doug A. Bowman, Chadwick A. Wingrave Virginia Tech, USA The Pen and Paper Paradigm -- Supporting Multiple Users on the Virtual Table Jochen Ehnes, Christian Knopfle, Matthias Unbescheiden Fraunhofer-IGD, Germany Interactive Texturing by Polyhedron Decomposition Volker Leeb, Arne Radetzky, Ludwig M. Auer ISM-Austria, Austria ------------------------------------------------------------------------------ PAPER SESSION 7: 3D DISPLAYS Friday, March 16, 2001, 17:15 - 18:45 An Ultra-light and Compact Design and Implementation of Head-Mounted Projective Displays Hong Hua, Chunyu Gao, Jannick P. Rolland University of Central Florida, USA University of Illinois Urbana Champaign, USA Immersive Environment Technologies for Planetary Exploration John Wright, Frank Hartman, Brian Cooper NASA JPL, USA Digital Stereoscopic Video System with Embedded High Resolution Images Kazuaki Goshi, Hiroki Nagata, Hayato Matsugashita, Kazunori Shidoji, Katsuya Matsunaga Kyushu University, Japan ------------------------------------------------------------------------------ PAPER SESSION 8: APPLICATIONS Saturday, March 17, 2001, 9:00 - 11:00 Exploring Multiple Representations In Elementary School Science Education Andrew Johnson, Thomas Moher, Stellan Ohlsson, Jason Leigh University of Illinois at Chicago, USA Effects of Viewing and Orientation on Path Following in Medical Teleoperation P.J. Passmore, C.F. Nielsen, W.J. Cosh, A. Darzi Middlesex University, UK Imperial College of Medicine at St Mary's, UK Collaborative Distributed Virtual Sculpting Frederick W.B. Li, Rynson W.H. Lau, Frederick F.C. Ng City University of Hong Kong, Hong Kong Washout Filter Design For a Motorcycle Simulator Carlo Alberto Avizzano, Federico Barbagli, Diego Ferrazzin, Massimo Bergamasco Scuola Superiore S.Anna, Italy ------------------------------------------------------------------------------ PAPER SESSION 9: HUMAN FACTORS Saturday, March 17, 2001, 13:45 - 15:15 Effects of Field of View on Balance in an Immersive Environment Henry B.L. Duh, James J.W. Lin, Robert V. Kenyon, Donald E. Parker, Thomas A. Furness University of Washington, USA University of Illinois at Chicago, USA Auditory Motion Induced by Visual Motion and Its Dependence on Stimulus Size Takuro Kayahara, Takao Sato Telecommunications Advancement Organization of Japan, Japan University of Tokyo, Japan Tolerance of Temporal Delay in Virtual Environments Robert S. Allison, Laurence R. Harris, Michael Jenkin, Urszula Jasiobedzka, James E. Zacher York University, Canada ------------------------------------------------------------------------------ PAPER SESSION 10: HAPTIC SIMULATION Saturday, March 17, 2001, 15:45 - 17:15 Finite Element Methods for Real-time Haptic Feedback of Soft-Tissue Models in Virtual Reality Simulators Andreas O. Frank, I. Alexander Twombly, Jeff D. Smith NASA Ames Research Center, USA A Solution For the Difference Rate Sampling Between Haptic Devices and Deformable Virtual Objects C.A. Mendoza, C. Laugier INRIA Rhone-Alpes, France Path Planning for Encountered-Type Haptic Devices that Render Multiple Objects in 3D Space Yasuyoshi Yokokohji, Junji Kinoshita, Tsuneo Yoshikawa Kyoto University, Japan ============================================================================== P o s t e r s ============================================================================== Friday, March 16, 2001, 15:45 - 17:15 Modified Shutter Glasses for Projection and Picture Acquisition in Virtual Environments Andreas M. Kunz, Christian P. Spagno Swiss Federal Institute of Technology Zurich, Switzerland Virtual Liquid Manipulation Using General Shape Vessel Kenji Funahashi, Yuji Iwahori Nagoya Institute of Technology, Japan OpenTracker - An Open Software Architecture for Reconfigurable Tracking Based on XML Gerhard Reitmayr, Dieter Schmalstieg Vienna University of Technology, Austria Iota: An Approach to Physically-Based Modelling in Virtual Environments Mashhuda Glencross, Toby Howard, Steve Pettifer The University of Manchester, UK Electrocutaneous Display as an Interface to a Virtual Tactile World Hiroyuki Kajimoto, Naoki Kawakami, Taro Maeda, Susumu Tachi The University of Tokyo, Japan Interaction, Navigation, and Visualization Props in Complex Virtual Environments Using Image Based Rendering Techniques Stanislav L. Stoev, Ingmar Peter, Wolfgang Straser University of Tubingen, Germany Q-Space: A Virtual Environment for Interactive Abstract Data Visualization Steve Pettifer, Jon Cook, John Mariani, Jonathan Trevor The University of Manchester, UK Lancaster University, UK How Much Is Your Virtual Environment Worth? Considering Economical Requests in Online 3D-Worlds Martin Kurze T-Nova Berkom, Germany Image Generation for Immersive Multi-Screen Environment with a Motion Ride Toshio Moriya, Haruo Takeda Hitachi Ltd., Japan Simulator Sickness and Presence in a High FOV Virtual Environment A. Fleming Seay, David M. Krum, Larry Hodges, William Ribarsky Georgia Institute of Technology, USA Visualization for Genome Function Analysis Makoto Kanou, Kunihiro Nishimura, Michitaka Hirose, Hiroyuki Aburatani, Takao Hamakubo, Tatsuhiko Kodama The University of Tokyo, Japan Building a Worldwide Photorealistic Virtual Environment by Switching Between Subenvironments Tomohiro Tanikawa, Michitaka Hirose The University of Tokyo, Japan ---- Kiyoshi KIYOKAWA Emergency Communications Section, Communications Research Laboratory, MPT 4-2-1 Nukui-Kitamachi, Koganei, Tokyo, 184-8795, Japan [kiyo@crl.go.jp] [http://i.am/kiyo2] [Tel/Fax +81-42-327-6250/7941]