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Publications
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Martin Naef, Ettore Ferranti
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This poster presents a multi-touch navigation interface for a
building energy management system with a three-dimensional
data model. It extends well established “rubber-band” 2D
interaction gestures to work with a 3D world-in-hand paradigm
with the help of a navigation widget to select the active
manipulation axis. A nested, semi-transparent display of the data
hierarchy requires careful selection of the manipulation pivot. A
hit-testing scheme is introduced to select the most likely object
within the hierarchy.
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In Proceedings of IEEE 3DUI 2011
(IEEE Symposium on 3D User Interfaces 2011, Singapore, March 19-20, 2011)
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Jean-Charles Tournier, Martin Naef |
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In this paper, we are investigating the performance of several IDW implementations on different SIMD architectures (Single Instruction Multiple Data). The SIMD architectures addressed in this paper are considered cost effective and readily available on the desktop as compared to super-computers such as the IBM Roadrunner or the Cray XT5. Two main classes of SIMD architectures can be identified from the range of products available now: (a) the architectures that are integrated in the CPU itself, such as SSE or AltiVec; and (b) the architectures located on a dedicated board such as the GPGPUs from Nvidia or ATI. This paper evaluates one SIMD architecture selected from each group. The evaluation is based on the performance measured on each architecture over various datatypes and different problem sizes.
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Paper
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In Proceedings of ISPASS 2010, pp. 109-110
(IEEE International Symposium on Performance Analysis of Systems & Software, White Plains, NY, March 28-30, 2010)
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Chloe Matus, Marianne Patera, Martin Naef |
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In this paper we discuss the educational theories that have been infused into the design of Arcadia Music, a website to be launched by 2009, and present the interactive content of music history and analysis.
The project Arcadia Music features an interactive interpretation of Beethoven’s Sixth Symphony that allows the user to explore pastoral Arcadia and discover music by 36 composers from the past 700 years of music history. Setting out from the possibility that people in their twenties or thirties begin to exhibit a casual interest in classical music, this project targets young adults who embark on a self-motivated internet browse to gain some basic music education. |
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Paper
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In Proceedings of RIME 2009
(The 6th International Conference for Research in Music Education, Exeter, UK, April 14 - 18, 2009)
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Martin Naef, Cathie Boyd |
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The Living Canvas initiative aims to use a performer on stage as a dynamic projection surface. Using machine vision in the near-infrared spectrum enables the system to follow and adapt to the performer, restricting projection to the silhouette. Ultimately, the system aims to create the illusion of a completely dynamic costume. This paper introduces the concept and presents an implementation and analysis of the performance-critical stages of the projection pipeline, proofing the feasibility of the idea as well as analysing the limitations introduced by current digital projection technology.
Bringing together the research from computer graphics and machine vision with the artistic vision and guidance from Theatre Cryptic, the initiative aims to create and explore a new expressive medium by taking projection systems on stage to a highly interactive level and providing a powerful new tool for live video artists.
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Proceedings of ACM Multimedia 2008 (Art Track), pp. 589-597
(ACM Multimedia 2008, Vancouver, BC, Canada, October 27 - November 1, 2008)
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Vassilis Charissis, Martin Naef |
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Product design engineering entails a number of development and evaluation stages which typically test the usability and durability of a potential product. This process involves a significant cost for prototype implementation and evaluation which burdens the development of the final product. Evidently a large number of prototypes and evaluation processes could instead be conducted in a more cost-efficient virtual reality environment. This paper presents an automotive Head-Up Display (HUD) case study which utilises a virtual reality (VR) environment for testing the functionalities of a prototype interface. In particular the system enables the user to experiment safely with regard to the calibration distances. Additionally the user can customise the configuration and calibration of his/her HUD interface in real time. Such functionality would be essential for the final product, particularly in the case that the same vehicle would be used regularly by more than one driver. Further on we discuss the first stage of development and the methodology used for the implementation of the VR calibration system, analyse the problems that stemmed from this attempt and provide our solutions and suggestions for future use and implementation of VR in engineering calibration situations.
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Paper
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Proceedings of 2nd International Symposium on Systems Research in the Arts and Humanities
(IIAS InterSymp2008 Conference on Systems Research, Informatics and Cybernetics,
Baden-Baden, Germany, July 24-30, 2008.)
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Martin Naef, Cathie Boyd |
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The Living Canvas initiative aims to use a performer on stage as a dynamic projection surface. Using machine vision in the near-infrared spectrum enables the system to follow and adapt to the performer, restricting projection to the silhouette. Ultimately, the system aims to create the illusion of a completely dynamic costume. The collaborative work brings together the disciplines of real-time computer graphics and machine vision with the artistic vision of Theatre Cryptic within the performing arts. It aims to create and explore a new expressive medium by adding interactivity to the projection on stage.
This paper briefly introduces the concept and presents the results from test-bedding the technology during a performance workshop involving artistic director, multimedia technician, stage manager and a visual artist. It focuses on the challenges of exploiting a completely new kind of projection technology in an artistically meaningful way, avoiding the pitfall of just introducing a technology gadget without actively supporting the narrative of the performance.
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Proceedings of Electronic Visualisation and the Arts, London, 2008
(EVA London 2008, London, UK, July 22-24, 2008)
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Chloe Matus, Martin Naef, Johannes Rubenz, Monika Oebelsberger, Reza Sarkamari |
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Our goal is to teach children the complex sonata structure of a symphonic movement within a playful interactive environment specifically tailored to young learners with little previous knowledge of musical analysis. Our project joins the long tradition of combining visual arts, literature and music, as seen in Greek theatre or Italian opera. With the development of the new media in the 20th century, further forms of this musical experience are being created that allow the new feature of interactivity. The challenging task of instructing younger children in complex musical structures is thus being made possible in a new shape. Investigating research from subject areas including musicology, polyaesthetics, games-based learning, music education and interactive design, we are developing an interactive computer game based on the first movement of Beethoven’s sixth symphony (Pastoral), using the powerful tools provided by digital design, in particular visualisation, gameplay, and, of course, interactivity.
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Proceedings of the fourth Conference on Interdisciplinary Musicology
(CIM 2008, Thessaloniki, Greece, 2-6 July 2008
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Marianne Patera, Steve Draper and Martin Naef |
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This paper presents an exploratory study that created a Virtual Reality Environment (VRE) to stimulate motivation and creativity in imaginative writing at primary school level. The main aim of the study was to investigate if an interactive, semi-immersive Virtual Reality (VR) world could increase motivation and stimulate pupils’ imagination in the context of a writing task that is part of normal school practice and of the national curriculum. The study was defined in close collaboration with the head teachers and teachers of two Scottish primary schools so that the implementation of the VRE fitted the needs of the curriculum. The impact of the VRE on the educational activity was evaluated through a formal assessment of the stories by an independent marker, quantitative and qualitative analysis of the stories, and observations and interviews with the teachers. This paper provides a description of the graphical environment and the technology used in the trials, presents our method, results, and experiences. It is suggested that to interpret the observations, and make further progress in both research and practice, it may be important to identify and support three subskills of "imaginative writing" separately: creative imagination, recalling and structuring what to say, and language skills.
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Paper
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To appear in Journal for Interactive Learning Environments, Taylor & Francis.
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Vassilis Charissis, Martin Naef, Sachi Arafat, George Vlachos |
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Contemporary studies have focused on the development of rear collision avoidance or
warning systems, in order to assist drivers during demanding driving situations and
weather conditions. However, vehicle’s controllability through human decision-making
is often impaired due to unambiguous interface designs. Our effort focuses on the
development of a system that could complement human senses instead of replacing
them, and improve users’ response times under adverse weather and traffic conditions.
To this end we developed a prototype Head-Up Display (HUD) interface that could
effectively convey the crucial information in a timely manner. The system’s
effectiveness was validated using a custom simulation system and evaluated through
trials with 40 users. In this paper we will present a succinct overview of the HUD
system and we will investigate the correlation of users’ driving performance and their
computer knowledge. The potential impact of computer familiarisation and simulation
results will be analysed explicitly through the collision occurrence results derived from
the comparative study of the HUD against the contemporary instrumentation panel. |
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Proceedings of the 27th European Annual Conference on Human Decision-Making and Manual Control
(EAM'08, Delft, The Netherlands, June 11-13, 2008)
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Vassilis Charissis, Martin Naef, Brian Sherwood Jones, John Ramsay, Ben Sharples |
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The three-dimensional representation of complex mechanical structures has recently received substantial research attention as it assists significantly during the design review process. Being the epitome of engineering products, submarine designs have an additional need for not only structural visualisation but also for mission rehearsal and analysis of on board procedures. This paper presents the visualisation process of a submarine rescue vehicle (SRV) and the re-enactment of a rescue mission in a 3D virtual environment. This case study was primarily used by the contractors for processes evaluation and potentially for training. Finally the paper discusses the potential benefits of presenting the systems and processes in a real time, direct manipulation, virtual environment.
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Proceedings of RINA Warships 2008: Naval Submarines
(Glasgow, UK, June 10-11, 2008)
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Martin Naef, Douglas Pritchard, Chris McMahon, Paul Anderson |
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This paper presents a real-time visualisation of an early architectural design for an amusement park. This commercial project, aimed at generating political support and investor interest for the proposed development, was implemented to strict budgets and deadlines and provides the case study to analyse the limitations of current content creation tools and formulate requirements for further research and development. |
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Proceedings of the IEEE Virtual Reality 2008 Workshop on Virtual Cityscapes
(IEEE VR 2008, Reno, USA, March 8-9, 2008)
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Vassilis Charissis, Benjamin M. Ward, Martin Naef, David Rowley, Linda Brady, Paul Anderson |
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This paper presents an initial study exploring and evaluating a novel, accessible and user centred interface developed for a VR Medical training environment. In particular, the proposed system facilitates a detailed 3D information exchange, with the aim of improving the user’s internal 3D understanding and visualisation of complex anatomical inter-relationships. In order to evaluate the effectiveness of the proposed VR teaching method we developed a female 3D model under the guidance of Consultant Breast surgeons with particular emphasis given on the axilla section. In turn we commenced a comparative study between PBL tutorials augmented with VR and the contemporary teaching techniques involving twelve participants. Overall the paper outlines the development process of the proposed VR Medical Training environment, discusses the results from the comparative study, and offers suggestions for further research and a tentative plan for future work. |
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Proceedings of IS&T/SPIE 20th Annual Symposium of Electronic Imaging, Science and Technology, 2008
(IS&T/SPIE Electronic Imaging, San Jose, USA, January 26-31, 2008)
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Martin Naef |
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The Living Canvas initiative aims to explore the novel artistic possibilities of using the performer’s
body and clothes as a projection surface in the context of a stage
performance. A new projection system will enable a dynamic or even
improvised performance by detecting the posture and silhouette of
the performer and projecting imagery precisely to the selected parts
of body. This will enable the performer to “wear virtual costumes” that
adapt to the body, or even receive a different face. The dynamic
nature of the system will give full control to the performer who
can freely move around on the stage, with the projection always “following” the
performer. The Living Canvas is a collaborative initiative between
the Glasgow School of Art and Theatre Cryptic and has acquired funding
from the UK Arts and Humanities Research Council to implement the
vision.
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ACM SIGGRAPH 2007 Posters & Sketches
(ACM SIGGRAPH 2007, San Diego, USA, August 5-9, 2007)
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Vassilis Charissis, Martin Naef, Stylianos Papanastasiou, Marianne
Patera |
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This paper introduces a novel
design approach for an automotive direct manipulation interface.
The proposed design, as applied in a full-windshield Head-Up Display
system, aims to improve the driver's situational awareness by considering
information as it becomes available from various sources such as
incoming mobile phone calls, text and email messages. The vehicle's
windshield effectively becomes an interactive display area which
allows the system to increase the quality as well as throttle the
quantity of information distilled to the driver in typical driving
situations by utilising the existing mobile phone network. Opting
for a simplistic approach of interaction, the interface elements
are based on minimalist visual representations of real objects. This
paper discusses the challenges involved in the HUD design, introduces
the visual components of the interface and presents the outcome of
a preliminary evaluation of the system on a group of ten users, as
performed using a driving simulator.
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Proceedings of 12th International Conference
on Human-Computer Interaction, 2007
(HCII 2007, Beijing, China, July 22-27, 2007)
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Vassilis Charissis, Martin Naef |
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Contemporary automotive, navigation
and infotainment requirements have evolved the traditional dashboard
into a complex device that can often distract the driver. Head-Up
Displays (HUDs) have recently attracted the attention in the field
of automotive research, promoting the reduction of driver's reaction
time and to improve spatial awareness. The aptitude of the proposed
HUD interface lies within the driver’s focusing ability to
the HUD interface and the actual traffic. This paper analyses the
performance behaviour through user-tests using different focal levels
for the projection of a full-windshield HUD interface. For this purpose,
a VR driving simulator has been developed to test the different depths
of field configurations of a HUD while driving in various weather
and traffic conditions with and without the HUD. Our simulation results
reveal the users’ preferences regarding the focal point of
the superimposed interface and present a comparative evaluation of
the different focal levels and their impact on drivers’ behaviour
and performance.
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Proceedings of the 2007 IEEE Intelligent Vehicles Symposium
(IV'07, Istanbul, Turkey, June 13 - 15, 2007)
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Martin Naef
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This paper discusses the interaction
paradigms and ergonomics issues for immersive engineering design
review environments based on the AutoEval system. It presents how
previous findings of individual, isolated aspects in human-computer-interaction
can be transferred or adapted successfully to an application oriented
environment that combines a variety of tools to interact with 3D
data. A special focus is put onto scale issues arising from the physical
size and configuration of the immersive workspace: As opposed to
indirect editing tools, the direct “hands-on” manipulation
paradigm that is used in the AutoEval system requires rescaling of
3D objects that exceed the size of the physical interaction space,
such as large architectural models or maritime platform designs.
Such scaling operations, however, interfere with certain goals of
the design review process, such as examining regulation conformance
of exit routes in ship designs. The paper analyses the latest revision
of the AutoEval system that combines different interaction paradigms
within a Workbench display environment and discusses alternative
visualisation strategies for review tasks where 1:1 scale rendering
is required.
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Proceedings of the 6th International Conference on Computer Applications
and Information Technology in the Maritime Industries 2007.
(COMPIT'07, Cortona, Italy, April 23 - 25, 2007)
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Martin Naef, John Payne |
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This paper summarizes the experience
drawn from designing and revising a design review application
prototype interface using immersive virtual reality technology
and putting it into context with previous research in the
field of 3D human-computer interaction. AutoEval was originally
developed in collaboration with a major car manufacturer
to enable intuitive analysis and manipulation of 3D models
for users without a CAD or computer science background.
This paper introduces the system and discusses the 3D interaction
design decisions taken based on the
observation and informal feedback of a large number of users. |
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Proceedings of the IEEE Symposium on 3D User Interface
2007
(IEEE 3DUI 2007, Charlotte, North Carolina, USA, March 10-11, 2007)
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Vassilis Charissis, Martin Naef, Marianne Patera |
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This paper presents a methodology
and a system which
utilises a virtual reality (VR) environment to establish the
calibration requirements and to test a prototype
automotive full-windscreen Head-Up Display (HUD)
interface. An easy and fast calibration of the HUD can be
a considerable advantage for the final product since rapid
customisation is crucial in everyday driving, especially if
the same vehicle is often being used by more than one
driver. Simulating the HUD in a VR environment is a
cost-effective way to identify design limitations before
proceeding towards physical mock-ups. The system was
designed to enable the evaluation of additional usability
aspects, such as testing the effectiveness under varying
visibility conditions.
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Proceedings of IASTED Graphics and Visualization in Engineering
2007
(GVE 2007, Clearwater, Florida, USA - January 3-5, 2007)
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Seon-Min Rhee, Remo Ziegler, Jiyoung Park, Martin Naef, Markus Gross,
Myoung-Hee Kim |
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We present a novel low-cost
method for visual communication and tele-presence in a CAVE-like
environment, relying on 2D stereo-based video avatars. The system
combines a selection of proven efficient algorithms and approximations
in a unique way, resulting in a convincing stereoscopic real-time
representation of a remote user acquired in a spatially immersive
display. The system was designed to extend existing projection systems
with acquisition capabilities requiring minimal hardware modifications
and cost. The system uses infrared-based image segmentation to enable
concurrent acquisition and projection in an immersive environment
without a static background. The system consists of two color cameras
and two additional b/w cameras used for segmentation in the near-IR
spectrum. There is no need for special optics as the mask and color
image are merged using image-warping based on a depth estimation.
The resulting stereo image stream is compressed, streamed across
a network, and displayed as a frame-sequential stereo texture on
a billboard in the remote virtual environment.
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IEEE Transactions on Visualization and Computer Graphics, Vol.
13, No. 1, 2007
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Marianne Patera, Martin Naef, Steve Draper |
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This paper presents an exploratory
study that investigates the impact of using a Virtual Reality Environment
(VRE) on enhancing creativity in imaginative writing at primary school
level. The intervention was to present the pupils with an interactive
3D environment, using Virtual Reality (VR) technology, that provided
the setting in which their stories could take place. Numerous interactive
features were incorporated into the VRE, giving a sense of adventure,
but no human or other animated characters were portrayed. The main
aim of the study was to investigate if a VRE could increase motivation
and stimulate pupils’ imagination in the context of a writing
task that is part of normal school practice (not a special research
task) and of the National Curriculum. This paper provides a description
of the graphical environment and the technology used in the trials,
presents the methodology and discusses the outcomes and future work.
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Proceedings of the 4th International
Narrative and Interactive Learning Environments Conference
(NILE 2006, Edinburgh, Scotland, August 8-11, 2006)
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Martin Naef, Daniel Collicott |
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This paper presents a novel
interaction paradigm to support
musical performance using spatial audio. This method reduces
the interface bottleneck between artistic intent and spatial sound
rendering and allows dynamic positioning of sounds in space.
The system supports collaborative performance, allowing
multiple artists to simultaneously control the audio spatialization.
The interface prototype is built upon standard
virtual reality software and user interface technology. Tracked
data gloves are used to manipulate audio objects and
stereoscopic projection to display the virtual 3D sound stage.
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Proceedings of New Interfaces for Musical Expression 2006
(NIME 2006, IRCAM, Paris, June 4-8, 2006)
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Brian Sherwood Jones, Martin Naef, Mairghread McLundie |
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The effectiveness of the design
review process at the early stage of novel and complex ship designs
has a strong influence on project success or failure. Managing complexity
and covering a large decision space impose heavy demands on the process.
This paper presents a new approach to supporting the review process
using interactive, immersive 3D environments linked to simulation
models. The system, still under development, enables users who are
non-expert in CAD to modify design parameters in real-time using
a virtual-reality-based interface and receive immediate feedback
from simulations and design rule checking systems. Review planning
and post-analysis will be supported through an integrated annotation
and logging system. We describe the design rationale for the system,
some technical challenges, and how these will be addressed.
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Proceedings of the 5th International Conference on Computer Applications
and Information Technology in the Maritime Industries 2006.
(COMPIT'06, Oud Poelgeest, Leiden/Netherlands, 8-11 May 2006)
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John Payne, Paul Keir, Jocelyn Elgoyhen, Mairghread McLundie, Martin
Naef, Martyn Horner, Paul Anderson |
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We describe preliminary tests
that identify points to be considered in the design of 3D gestures
in space as a means of interacting with video games. Previously,
research on 3D gesture has largely been the domain of VR. There has
been less investigation into the use of 3D gestures in video games
where emotion, immediacy and immersion are more important than breadth
of functionality and user task efficiency. These tests use the 3motion™ system,
a wireless inertial motion tracking device and gesture SDK. This
enables a range of gesture types from tight, precise movements to
whole arm gestures, and from direct mapping of movement to recognition
of symbolic gestures. Four game scenarios using different gesture
characteristics were used to identify gameplay issues that have an
impact on the design of 3D gestures.
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Work in Progress, Conference Extended Abstracts, ACM CHI 2006
(ACM CHI 2006, Montreal, Canada, April 22-27, 2006)
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Paul Keir, Jocelyn Elgoyhen, Martin Naef, John Payne, Martyn Horner,
Paul Anderson
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This paper presents 3motion™,
a novel 3D gesture interaction system consisting of a low-cost, lightweight
hardware component and a general-purpose software development kit.
The system provides gesture-based 3D interaction for situations where
traditional tracking systems are too expensive or impractical due
to the calibration and reference source requirements.
The hardware component is built around a 3-axis linear accelerometer chip and
transmits a continuous data stream to a host device via a wireless Bluetooth
link. The software component receives this data and matches it against a library
of 3D gestures to trigger actions.
The system has been validated extensively with various example applications,
including a “Battle of the Wizards” game, a character manipulation
demonstrator, and a golf game implemented on a mobile phone.
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Proceedings of the 1st IEEE Symposium on 3D User Interface 2006
(IEEE 3DUI 2006, Alexandria, USA, March 25-26, 2006)
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John Payne, Paul Keir, Jocelyn Elgoyhen, Tom Kenny, Martin Naef |
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The 3motion system enables
the recognition of gestures based on
3D trajectories in space. It consists of both a software and a
hardware component. The Software Development Kit (SDK)
enables programmers to implement and control how they want to
recognise movements in space such as a punch, a golf swing, a
baseball pitch or even a dance move. Although the SDK can
work with any positioning device from a 2D mouse to a 6 degree
of freedom tracker we have developed our own low-cost hardware
to provide wide-range wireless functionality. The main innovation
of the 3motion system is the combination of a 3D curve matching
algorithm with acceleration signatures from inexpensive inertial
sensors.
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ACM SIGGRAPH 2005 Sketches & Applications
(ACM SIGGRAPH 2005, Los Angeles, USA, July 31-August 4, 2005)
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Daniel Cotting, Martin Naef, Markus Gross, Henry Fuchs
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Projection-based mixed and
augmented reality settings often require concurrent optical camera
acquisition. Unfortunately, the grabbed images frequently capture
the projected imagery in addition to the desired scenery, introducing
undesired interference and complicating image analysis. To efficiently
improve signal-to-noise ratio, we present a method allowing the acquisition
to take place under controlled illumination conditions. By exploiting
the micro-mirror modulation pattern used by Digital Light Processing
(DLP) projectors, a pixel-level control of light can be achieved.
Since the patterns are imperceptible to the human eye and only slightly
degrade the projected images, structured light techniques are introduced
into humaninhabited mixed and augmented reality environments, where
they often were too intrusive previously. This extended abstract
gives an overview of the proposed embedding and illustrates feasibility
and usefulness of the approach with representative example applications.
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Proceedings of The International Workshop on Image Analysis for
Multimedia Interactive Services 2005
(WIAMIS05, Montreux, Switzerland, April 13-15, 2005)
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Martin Naef, Oliver Staadt, Markus Gross |
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In this article, we present the blue-c application
programming interface (API) and discuss some of its performance
characteristics. The blue-c API is a software toolkit for media-rich,
collaborative, immersive virtual reality applications.
It provides easy to use interfaces to all blue-c technology, including
immersive projection, live 3D video acquisition and
streaming, audio, tracking, and gesture recognition. We emphasize on
our performance-optimized 3D video handling
and rendering pipeline, which is capable of rendering 3D video inlays
consisting of up to 30,000 fragments updated at
10 Hz in real time, enabling remote users to meet inside our virtual
environment. |
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Journal of Computers & Graphics, vol. 29, issue 1, pp. 3-15, Feb.
2005
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Daniel Cotting, Martin Naef, Markus Gross, Henry Fuchs |
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We introduce a method to imperceptibly
embed arbitrary binary patterns into ordinary color images displayed
by unmodified
off-the-shelf Digital Light Processing (DLP) projectors. The encoded
images are visible only to cameras synchronized with the projectors
and exposed for a short interval, while the original images appear
only minimally degraded to the human eye. To achieve this goal, we
analyze and exploit the micro-mirror modulation pattern used by the
projection technology to generate intensity levels for each pixel
and color channel. Our real-time embedding process maps the user’s
original color image values to the nearest values whose camera-perceived
intensities are the ones desired by the binary image to be embedded.
The color differences caused by this mapping process are compensated
by error-diffusion dithering. The non-intrusive nature of our novel
approach allows simultaneous (immersive) display and acquisition
under controlled lighting conditions, as defined on a pixel level
by the
binary patterns. We therefore introduce structured light techniques
into human-inhabited mixed and augmented reality environments, where
they previously often were too intrusive. |
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Proceedings of the International Symposium on Mixed and Augmented
Reality 2004, p.100-109
(ISMAR 2004, November 2-5, Washington DC, USA, 2004) |
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Martin Naef, Oliver Staadt, Markus Gross |
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In this paper we present the blue-c application
programming interface, a software toolkit for media-rich, collaborative,
immersive virtual reality applications. The blue-c API provides easy
to use interfaces to all blue-c technology, including immersive projection,
live 3D video acquisition and streaming, audio, tracking, and gesture
recognition. The integration of multimedia data, including 2D video,
3D video, and animation, into the scene graph is presented. We emphasize
on our performance-optimized 3D video handling and rendering pipeline,
which is capable of rendering 3D video inlays consisting of up to 30,000
fragments updated at 10 Hz in real-time, enabling remote users to meet
inside our virtual environment. |
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Proceedings of VRCAI 04, pp. 11-18
(VRCAI 04, June 16-18, Singapore)
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This paper won the "Best Paper Award" at
ACM VRCAI 04 in Singapore, June 16-18, 2004. |
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Silke Lang, Martin Naef, Markus Gross, Ludger Hovestadt |
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IN:SHOP uses the blue-c 3D video technology to implement
distributed shopping in a shared virtual world. IN:SHOP combines traditional
shopping and marketing structures with 3D computer graphics, telepresence,
spatially immersive displays, and internet shopping paradigms to create
a flexible and adaptable commercial environment. The application is
an enhancement of the traditional, physical shopping and the shop itself.
It redefines the experience and architecture of commercial spaces.
We implemented the concept for a haute couture fashion shop and a car
seller using two interconnected virtual reality theaters. In this paper,
we present the concept of IN:SHOP and the implementation inside the
blue-c environment. |
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Window Media 9 Video 
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Proceedings of Vision, Modeling, Visualizaion 2003 (VMV'03), pp.
3-10
(Vision, Modeling, Visualization 2003, Munich, Germany, November 19-21,
2003) |
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M. Gross, S. Wuermlin, M. Naef, E. Lamboray, C. Spagno, A. Kunz,
E. Koller-Meier, T. Svoboda, L. Van Gool, S. Lang, K. Strehlke, A.
Vande Moere, O. Staadt |
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We present blue-c, a new generation
immersive projection and 3D video acquisition environment for virtual
design and collaboration.
It combines simultaneous acquisition of multiple live video streams
with advanced 3D projection technology in a CAVE™-like environment,
creating the impression of total immersion. The blue-c portal currently
consists of three rectangular projection screens that are built from
glass panels containing liquid crystal layers. These screens can be
switched from a whitish opaque state (for projection) to a transparent
state (for acquisition), which allows the video cameras to “look
through” the walls. Our projection technology is based on
active stereo using two LCD projectors per screen. The projectors
are synchronously
shuttered along with the screens, the stereo glasses, active illumination
devices, and the acquisition hardware. From multiple video streams,
we compute a 3D video representation of the user in real time. The
resulting video inlays are integrated into a networked virtual environment.
Our design is highly scalable, enabling blue-c to connect to portals
with less sophisticated hardware. |
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Proceedings of ACM SIGGRAPH 2003, pp. 819-827
(SIGGRAPH 2003, San Diego, USA, 27-31 July, 2003) |
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Martin Naef, Edouard Lamboray, Oliver Staadt, Markus Gross |
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In this paper we present a distributed scene graph
architecture for use in the blue-c, a novel collaborative immersive
virtual environment. We extend the widely used OpenGL Performer toolkit
to provide a distributed scene graph maintaining full synchronization
down to vertex and texel level. We propose a synchronization scheme
including customizable, relaxed locking mechanisms. We demonstrate
the functionality of our toolkit with two prototype applications in
our high-performance virtual reality and visual simulation environment. |
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Proceedings of IPT/EGVE 2003, ACM Press, pp. 125-133
(IPT/EGVE 2003, Zurich, May 22-23, 2003, Zurich) |
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Martin Naef, Edouard Lamboray, Oliver Staadt, Markus Gross |
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In this poster we present a distributed scene graph
architecture for use in the blue-c, a novel collaborative immersive
virtual environment. We extend the widely used OpenGL Performer toolkit
to provide a distributed scene graph maintaining full synchronization
down to vertex and texel level. In the video, we demonstrate the functionality
of our toolkit with two prototype applications in our high-performance
virtual reality and visual simulation environment. |
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Video 
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Proceedings of IEEE Virtual Reality 2003, IEEE Computer Society Press,
pp. 275-276
(IEEE VR 2003, Los Angeles, USA, March 22-26, 2003) |
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Martin Naef, Oliver Staadt, Markus Gross |
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We present a spatialized audio rendering system
for the use in immersive virtual environments. The system is optimized
for rendering a sufficient number of dynamically moving sound sources
in multi-speaker environments using off-the-shelf audio hardware. Based
on simplified physics-based models, we achieve a good trade-off between
audio quality, spatial precision, and performance. Convincing acoustic
room simulation is accomplished by integrating standard hardware reverberation
devices as used in the professional audio and broadcast community.
We elaborate on important design principles for audio rendering as
well as on practical implementation issues. Moreover, we describe the
integration of the audio rendering pipeline into a scene graph-based
virtual reality toolkit. |
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Proceedings of ACM VRST 2002, pp. 65-72
(ACM Symposium on Virtual Reality Software
and Technology, Hong Kong, November 11-13, 2002) |
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Oliver G. Staadt, Martin Näf, Edouard Lamboray, Stephan Würmlin |
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We present JAPE, a flexible prototyping system to
support the design of a new advanced collaborative virtual environment.
We describe the utilization of different hard- and software components
to quickly build a flexible, yet powerful test bed for application
and algorithm development. These components include a 3-D rendering
toolkit, live video acquisition, speech transmission, and the control
of tracking and interaction devices. To facilitate the simultaneous
design of applications and algorithms that take advantage of unique
features of new collaborative virtual environments, we provide the
developer with a flexible prototyping toolkit which emulates the functionality
of the final system. The applicability of JAPE is demonstrated with
several prototype applications and algorithms. |
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Paper  |
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Presentation  |
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Proceedings of the Eurographics 2001, COMPUTER GRAPHICS
Forum,
Conference Issue, Vol. 20, No. 3, pp. C-8--C-16,
2001.
(EUROGRAPHICS 2001, Manchester, UK, September 4-7, 2001), |
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Stephan Brauss,
Martin Lienhard,
Josef Nemecek,
Anton Gunzinger,
Martin Naef,
Martin Frey,
Martin Heimlicher,
Andreas Huber, Patrick Muller,
Roland Paul |
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The goal of the Swiss-Tx project
is to develop, build and install the first Swiss tera-flop supercomputer
called Swiss-T2, which is mainly based on commodity parts. Only the
communication hardware and communication software is custom-made,
because available off-the-shelf products, such as Ethernet with the
socket interface, do not offer the necessary bandwidth, latency,
and functionality. In this paper, we present a new efficient communication
architecture for commodity super-computing called Fast Communication
Interface (FCI), and we introduce T-NET, the custom-made high-performance
communication hardware for the Swiss-Tx supercomputers. The highlights
are low-latency, high-bandwidth, and portability. Portability means
that the communication hardware and software is mainly platform independent
and that a large number of modern workstations and standard operating
systems can be used as they are. A full implementation of the standardized
MPI (Message Passing Interface), written entirely on top of FCI,
is also available. |
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Paper  |
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Proceedings of the 1999 ACM/IEEE conference on
Supercomputing (SC'99)
(ACM/IEEE SC 1999 Conference, November , Portland, Oregon, United States
) |
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Martin Naef |
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This thesis presents the blue-c
Application Programming Interface. The blue-c API provides support
for collaborative work in virtual environments. As the major novelty
of the system, the blue-c integrates telepresence using a three-dimensional
video representation of the remote user into an immersive projection
environment, allowing to meet the other users in the virtual space.
The blue-c API provides an easy-to-use interface to the software
developer, hiding most of the complexity of the underlying system,
but also providing access to low-level structures and control flow
for the expert user. The blue-c API supports a wide range of display
devices, from desktop systems to multi-projector CAVE environments,
driven by either monolithic graphics machines as well as clustered
rendering architectures. A special focus was put on supporting various
media, including geometry, video, and audio. |
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