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Nomad Devices for Interactions in Immersive Virtual Environments

Communication avec acte
Auteur
GEORGE, Paul
133641 Technocentre Renault [Guyancourt]
KEMENY, Andras
133641 Technocentre Renault [Guyancourt]
MOUTTAPA THOUVENIN, Indira
POSSELT, Javier
133641 Technocentre Renault [Guyancourt]
ICART, Emmanuel
133641 Technocentre Renault [Guyancourt]
ccMERIENNE, Frédéric
22594 Laboratoire Electronique, Informatique et Image [UMR6306] [Le2i]
ccCHARDONNET, Jean-Rémy

URI
http://hdl.handle.net/10985/6875
DOI
10.1117/12.2008451
Date
2013

Résumé

Renault is currently setting up a new CAVE™, a 5 rear-projected wall virtual reality room with a combined 3D resolution of 100 Mpixels, distributed over sixteen 4k projectors and two 2k projector as well as an additional 3D HD collaborative powerwall. Renault’s CAVE™ aims at answering needs of the various vehicle conception steps [1]. Starting from vehicle Design, through the subsequent Engineering steps, Ergonomic evaluation and perceived quality control, Renault has built up a list of use-cases and carried out an early software evaluation in the four sided CAVE™ of Institute Image, called MOVE. One goal of the project is to study interactions in a CAVE™, especially with nomad devices such as IPhone or IPad to manipulate virtual objects and to develop visualization possibilities. Inspired by nomad devices current uses (multi-touch gestures, IPhone UI look’n’feel and AR applications), we have implemented an early feature set taking advantage of these popular input devices. In this paper, we present its performance through measurement data collected in our test platform, a 4-sided homemade low-cost virtual reality room, powered by ultra-short-range and standard HD home projectors.

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Documents liés

Visualiser des documents liés par titre, auteur, créateur et sujet.

  • Evaluation of Smartphone-based interaction techniques in a CAVE in the context of immersive digital project review 
    Communication avec acte
    GEORGE, Paul; KEMENY, Andras; COLOMBET, Florent; MOUTTAPA THOUVENIN, Indira; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (SPIE, 2014)
    Immersive digital project reviews consist in using virtual reality (VR) as a tool for discussion between various stakeholders of a project. In the automotive industry, the digital car prototype model is the common thread ...
  • Angular Velocity Perception Threshold and Sense of Presence for a Three Degrees of Freedom (DOF). Driving Simulator in Virtual Environment 
    Article dans une revue avec comité de lecture
    AYKENT, Baris; KEMENY, Andras; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (2018)
    Angular velocity perception plays an important role for a better sense of presence in driving simulators. This paper deals with the angular velocity perception threshold and sense of presence. A three degrees of freedom ...
  • Perception of Absolute Distances Within Different Visualization Systems: HMD and CAVE 
    Communication avec acte
    GHINEA, Mihalache; FRUNZA, Dinu; KEMENY, Andras; ccMERIENNE, Frédéric; ccCHARDONNET, Jean-Rémy (Springer, 2018)
    Many studies on distance perception in a virtual environment exist. Most of them were conducted using head-mounted displays (HMD) and less with large screen displays such as CAVE systems. In this paper, we propose to measure ...
  • Multi-view VR system for co-located multidisciplinary collaboration and its application in ergonomic design 
    Communication avec acte
    LI, Bo; ccLOU, Ruding; POSSELT, Javier; ccSEGONDS, Frederic; ccMERIENNE, Frédéric; KEMENY, Andras (2017)
    In co-located collaborative environment for product design, new groupware of multi-view system allows multiple experts to have individual visual information. A co-located multi-view VR system and a multidisciplinary task ...
  • Evaluation of Spatial Filtering Algorithms for Visual Interactions in CAVEs 
    Article dans une revue avec comité de lecture
    LASSAGNE, Antoine; KEMENY, Andras; POSSELT, Javier; ccMERIENNE, Frédéric (Institute of Electrical and Electronics Engineers, 2019)
    We present an approach to solving the problem of haptic and visual misalignment in CAVEs. The approach moves the collision box for the virtual screen’s buttons to coincide with where the user perceives their virtual location. ...

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