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Virtual Museum. Eugeni Casadesús , Ramón Oliva & Miguel Pasenau 2012, January 24th. Virtual Reality, Immersive Interaction, Usability and Presence (RVA) course Master in Computing ( LSI – UPC). Contents. Goal Implementation Results Conclusions. Contents. Goal Implementation Results

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virtual museum

Virtual Museum

EugeniCasadesús, Ramón Oliva & Miguel Pasenau

2012, January 24th

Virtual Reality, Immersive Interaction, Usability and Presence (RVA) course

Master in Computing ( LSI – UPC)

contents
Contents
  • Goal
  • Implementation
  • Results
  • Conclusions
contents1
Contents
  • Goal
  • Implementation
  • Results
  • Conclusions
slide4
Goal
  • Virtual Museum: 3 rooms
  • User can move around:
    • Collision detection
  • Objects exposed, selectable for inspection
environment tools
Environment & tools
  • Cave or Power-Wall:
    • Limited space
    • User gestures to move around scene  Kinect
  • VRJuggler:
    • Targets Cave, Power-Wall and desktop computer as well
  • Kinect interface:
    • NITE + OpenNI + FAAST
  • Bullet: collision detection
contents2
Contents
  • Goal
  • Implementation
  • Results
  • Conclusions
objects
Objects

1.024 triangles

69.451 triangles

111.658 triangles

99.877 triangles

51.925 triangles

28.688 triangles

54.931 triangles

51.132 triangles

97.425 triangles

user movements
User movements
  • Forward, backward, left, right:
    • Segway: lean forward / backward: moves fw / bw
    • Rotate torso left / right: rotates left / right
    • Left arm up / down: starts / ends movement
  • Selection
    • Wand ?
    • Collision with pedestal ?
    • Stretching arm ?
  • Help
    • Raising hand ?
vrjuggler approach
VRJuggler approach
  • User stays fixed, scene moves
  • Init():
    • Initialize devices
    • read ply models: walls, pedestals & objects
    • Create bullet physics:
      • Museum, objects and pedestals containers
      • Scene constraints
vrjuggler approach1
VRJuggler approach
  • preFrame():
    • Update physics
    • Gets kinect data
  • Draw():
    • Navigation mode: draw museum and objects
    • Inspection mode: draw selected object zoomed
actual state
Actual state
  • Museum, pedestals and objects are rendered
  • Collision detection is enabled
  • Use movement is enabled:
    • Forward and backward, left and right turning
  • Starting Kinect integration:
    • Gestures recognition and application responds
vrjuggler issues
VRJuggler issues
  • No x64 alone build & install
  • Only mixed x32 and x64 Linux build and install
  • Using x32 build:
    • https://github.com/rpavlik/vrjuggler-windows-binaries
  • Units in feet and inches, not meters
  • User centred, scene moving
  • No restrictions or definition of movements
  • No event filtering possible
bullet vrjuggler issues
Bullet + VRJuggler issues
  • User centred, scene moving
  • Translations  whole scene is translated the hard way
  • Rotations  whole scene is rotated the hard way
  • Collisions:
    • User: forward ray
    • Scene: bbox and cylinders
    • Object selection = collision wand ray - object
kinect issues
Kinect issues
  • Unstable FAAST 0.10
  • Using .jconf: lot of noise
  • Gesture recognition using FAAST, associate with keys / events of vrjuggler
contents3
Contents
  • Goal
  • Implementation
  • Results
  • Conclusions
contents4
Contents
  • Goal
  • Implementation
  • Results
  • Conclusions
conclusions
Conclusions
  • Developing a RV application:
    • Hard to do
    • Still a juggling art
  • VRJuggler:
    • Hard to build and install: documentation so-so
    • Only x32 is known to work
  • Bullet: easy to install and to start with
  • Kinect: difficult to incorporate to VRJuggler:
    • Gesture analysis and interpretation
    • Complicated device and proxies structure
virtual museum1

Virtual Museum

Eugeni, Ramón Oliva & Miguel Pasenau

2012, January 24th

Virtual Reality, Immersive Interaction, Usability and Presence (RVA) course

Master in Computing ( LSI – UPC)