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Virtual Museum

Virtual Museum. Ramón Oliva , Miguel Pasenau & Eugeni Casadesús 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

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Virtual Museum

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  1. Virtual Museum Ramón Oliva, Miguel Pasenau & EugeniCasadesús 2012, January 24th Virtual Reality, Immersive Interaction, Usability and Presence (RVA) course Master in Computing ( LSI – UPC)

  2. Contents • Goal • Implementation • Results • Conclusions

  3. Contents • Goal • Implementation • Results • Conclusions

  4. Goal • Virtual Museum: 3 rooms • User can move around: • Collision detection • Objects exposed, selectable for inspection

  5. 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: • Natural user gestures • NITE + OpenNI + FAAST • Bullet: collision detection

  6. Used tools • gMeshSim ( PFC-EI) • GiD 10.1.9b • VRJuggler 3.0.0 • Bullet 2.78 • openNI 1.5.2.23 • Nite 1.5.2.21 • FAAST 0.10.0

  7. Contents • Goal • Implementation • Results • Conclusions

  8. Museum floor plan 13.964 triangles

  9. 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

  10. User movements • Start & finish navigation: left arm up • 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 • Using wand • Stretching right arm to ‘grasp’ object in front • Inspection: • Zoom in / out • Help • Raising right hand

  11. VRJuggler approach • User stays fixed, scene moves • Init(): • Initialize devices • Build scene: • read ply models: museum walls, pedestals & objects • Create bullet physics: • Museum, objects and pedestals containers

  12. VRJuggler approach • preFrame(): • Update physics • Gets and process kinect and other events data • Draw(): • Navigation mode: draw museum and objects • Inspection mode: draw selected object zoomed

  13. Actual state • Museum, pedestals and objects are rendered • Collision detection is enabled • User movements are enabled: • Forward and backward, left and right turning • Grasp object for inspection • Help mode • Inspection mode: • Scale object up and down • Automatic rotation • Kinect integration: • Gestures recognition and application responds

  14. Actual state • Museum, pedestals and objects are rendered • Collision detection is enabled • User movements are enabled: • Forward and backward, left and right turning • Grasp object for inspection • Help mode • Inspection mode: • Scale object up and down • Automatic rotation • Kinect integration: • Gestures recognition and application responds

  15. 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 • No seamless platform transition

  16. 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 moving with scene • Object selection = collision wand ray - object

  17. Kinect issues • Unstable FAAST 0.10 • Using .jconf: lot of noise • Gesture recognition using FAAST: • Send keys / events to window with focus • Depends on sensor position / orientation • Some delay

  18. Contents • Goal • Implementation • Results • Conclusions

  19. Results: navigation mode

  20. Results: inspection mode

  21. Results: help

  22. Results • Source code at: http://code.google.com/p/museum-navigator/

  23. Contents • Goal • Implementation • Results • Conclusions

  24. 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 • “Easy” using FAAST patch

  25. Future work • Solve problems with power-wall + kinect: • Inverse camera parameters • Inverse movements • Use transformations instead of modifying coordinates • Avoid noise depending on sensor position and orientation • Interactive museum floor plan editor

  26. References • Bullet documentation • VRJuggler documentation • FAAST documentation • http://www.keyboardmods.com/2010/12/howto-kinect-openninite-skeleton.html • https://github.com/avin2/SensorKinect • http://www.cs.unc.edu/Research/vrpn/ • http://projects.ict.usc.edu/mxr/faast/

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

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