Toward programming of assembly tasks by demonstration in virtual environments

Author(s):  
J. Aleotti ◽  
S. Caselli ◽  
M. Reggiani
Author(s):  
Germánico González Badillo ◽  
Hugo I. Medellín Castillo ◽  
Theodore Lim ◽  
Víctor E. Espinoza López

Virtual environments (VE) are becoming a popular way to interact with virtual objects in several applications such as design, training, planning, etc. Physics simulation engines (PSE) used in games development can be used to increase the realism in virtual environments (VE) by enabling the virtual objects with dynamic behavior and collision detection. There exist several PSE available to be integrated with VE, each PSE uses different model representation methods to create the collision shape and compute virtual object dynamic behavior. The performance of physics based VEs is directly related to the PSE ability and its method to represent virtual objects. This paper analyzes different freely available PSEs — Bullet and the two latest versions of PhysX (v2.8 and 3.1) — based on their model representation algorithms, and evaluates them by performing various assembly tasks with different geometry complexity. The evaluation is based on the collision detection performance and their influence on haptic-virtual assembly process. The results have allowed the identification of the strengths and weaknesses of each PSE according to its representation method.


2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2007 ◽  
Author(s):  
Elsa Eiriksdottir ◽  
Richard Catrambone
Keyword(s):  

2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

2004 ◽  
Author(s):  
Jodie M. Plumert ◽  
Joseph K. Kearney ◽  
James F. Cremer

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