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Speakers' Presentations at VR Symposium in 2014
Speaker: Prof. dr. ir. Robert van Liere, department of Mathematics and Computer Science, Section Algorithms and Visualization W&I Accomplishments within VR In 1960 Ivan Sutherland published his vision “window into the world”. How far has the VR community come in the fields of
Several intriguing examples of applications will be discussed.
Speaker: Anton H.J. Koning Ph.D., Assistant Professor, Dept. Bioinformatics The Erasmus MC uses an immersive virtual reality system for visualization of bio-medical volumetric data. We developed our own volume redering application, called V-Scope. V-Scope has been used in our I-Space VR system for a large number of projects, varying from incidental use in direct patient care (providing a second opinion to the traditional evaluation of medical images like CT, MRI and ultrasound), to extensive research projects, such as our program on biometrics in early pregnancy, which uses 3D ultrasound data to establish new metrics for normal growth and developement in the first trimester of pregnancy. Recently we designed and validated a desktop virtual reality (VR) system, based on COTS (common-of-the shelf) hardware as a viable and cost-effective alternative to a fully immersive CAVEtm-like VR system. This desktop system uses an adapted version of the V-Scope application developed for the I-Space.
Speaker: Dr. Javed Vassilis Khan, senior lecturer at NHTV The nature of mobile applications is tightly coupled to their context of use. While waiting at the bus stop one might quickly check the bus’ expected arrival time, whereas while travelling in the train one might spend more time to read a news article or play a game. This coupling poses additional challenges when trying to evaluate mobile apps and raises the issue of how to include context in evaluations. We propose the utilization of virtual environments for the purpose of evaluating mobile apps. This offers participants a dynamic, immersive and interactive context during their experience while researchers simultaneously gain a controllable, measurable and malleable research setting while keeping cost, time and organizational efforts in check. We will present a series of studies of the evaluation of perception of mobile ads in a CAVE setup which we utilized to project a 3D virtual supermarket.
Speaker: PhD's Erfaneh Allameh and Ali Heidari Jozam, Department of the Built Environment, Urban Science and Systems Section Interactive Application of a Virtual Smart Home Smart Homes confront many challenges trying to move from vision to reality. Poor understanding of the concept of Smart Homes by both designers and end users causes many challenges in accepting smart homes by public. To overcome this problem, user participation in Smart Home design is advocated. On the other hand, there are no sufficient tools to design and represent real usage of smart spaces. Most BIM (Building Information Modeling) systems are lack of information needed in order to create a virtual environment which can interact with users. Filling this gap, we develop an application called VR Smart Home which supports:
Speaker: Johan Janssen, Software Designer, Philips Innovation Services A virtual self: the technologies behind the scenes Virtual reality will come to our living rooms. With 3D visualization and scanning technologies slowly becoming available and affordable for consumers, new methods to involve and engage end-users to participate in virtual worlds open up. 3D content is often created by professionals using complicated and time consuming methods. The “Das Gesicht” demonstrator aims to virtualize people without any complicated user intervention and automate facial animations. In this presentation the technologies behind the scenes of the “Das Gesicht” demonstrator will be explained.
Speaker: Dr. Ir. Jos Thalen, Assistant Professor in the research group 'Use Anticipation in Product Design' at the Faculty of Engineering Technology of the University of Twente, and partner and consultant at Invocate, user centred design consultancy company using VR as a design and communication tool. Using VR to facilitate the involvement of end-users of your product Successful product development depends on collaboration and communication between stakeholders (e.g. designers and engineers, but also end-users, marketeers or managers) throughout the design process. Designers use various tools to support this communication and collaboration. For instance, sketches and drawings facilitate communication between designers, CAD models facilitate communication between engineers and presentations or reports are used for communication between departments. http://www.utwente.nl/ctw/opm/research/design_engineering/uapd/ (UAPD group)
Speaker: Guido van Gageldonk, BSc, New Business Partner Full virtual immersion in the high tech industry We at Unit040 are strong believers in affordable Virtual Reality technologies like the Oculus Rift, Omni Virtuix and the STEM System because these will help the Virtual Reality Industry penetrate the consumer market. As people are getting more acquainted with Virtual Reality it will also get more accepted in business. For years, Unit040 has created animations and visualizations for the High-Tech industry. This mainly conservative industry is now also embracing Virtual Reality step-by-step. In this talk we will explore the implications of Virtual Reality in the High Tech Industry.
Speaker: Lianne Grin, MSc or Joke Manders, MSc, Teacher/researcher Fontys University of Paramedics, Podotherapy and Orthopeadic Technology High Touch in Orthopaedics Nowadays, manufacturing an orthosis or prosthesis involves an extensive process of making a model of the involved body parts from a plaster reproduction. This process has several disadvantages: 1) making a plaster reproduction is stressful for the patient, 2) it is time consuming, due to the time required to make the model, and 3) the corrections made to the model and the amount of pressure needed to assess body segments’ composition are implicit and subjective to the level of the practitioners experience. The aim of the project is to develop a technology that will allow the production of an orthosis or prosthesis using fully digital measurement, manipulation and production control, without losing the tactile information of the expert during the process of measurement and design. This would make the plaster reproduction redundant and thus the manufacturing process more time and cost efficient. The direct advantages are 1) a more comfortable process of measuring for both the patient and the practitioner, 2) a highly reproducible models, and 3) a clean working environment. Moreover it facilitates in explicating experts knowledge within the field of orthopaedic technology and generates evidence and rationale for the orthopaedic profession.
Speaker: Aleksandar Dimov, BIOPAC Systems, Inc. Virtual Reality as a methodological tool in Psychology: On the use of physiological data in virtual reality How do we objectively measure the responses of the user to the virtual world? How can we control the world with our bodies and our minds? How do we create virtual worlds to perform psychological experiments? Virtual Reality provides levels of ecological validity and experimental control that are unsurpassed. It has enabled research that would otherwise be impossible, such as transformed social interactions, where all the physical and behavioral properties of avatars could be controlled. We invite you to explore a world of possibilities by reviewing thought-provoking examples of virtual reality as a research tool in psychology. Practical considerations for the design of experiments using physiological data will be discussed in detail.
Speaker: Dr. Jan Rietsema, Into D’mentia Nederland, CEO Into D’mentia: a simulation training about dementia to increase empathetic caregiving. Into D'mentia – Brings compassion to life. Tilburg, The Netherlands Into D’mentia aims to improve the understanding and awareness of dementia among informal and professional carers. Until now, with the current possibilities which are often movies or text, it is hardly possible to really understand what it is like to have dementia and how one can cope with the consequences of it. The developed Into D’mentia simulation training consists of a simulator, an interactive space, in a mobile container using virtual reality and serious gaming techniques, by means of which participants experience the impact of dementia in daily life situations. Besides the simulator, one week later participants are offered a short group training (half a day). The simulation is developed as a ‘narrative game’. The scenario takes place in a kitchen in which a day of the life of a person with dementia is simulated. The visitor is taken along in the scenario by both ‘his innervoice’ and a video projection of his daughter, the informal carer, who is at several moments present in the space and speaks with the visitor. The visitor experiences symptoms of dementia in several manners. At some moments he gets instructions by the innervoice to undertake action, such as placing groceries in the refrigerator. In these activities and in the space itself the cognitive aspects of dementia are simulated. In the relation between the visitor and the daughter the more psycho-social aspects of dementia are recognized. As a consequence the visitor will experience the feelings and emotions that people living with dementia also may experience. With the knowledge about the feelings and consequences of dementia and the experience of last year with the interactive simulation cabin, we recently started the development of an application for the Oculus Rift virtual reality headset. With a game we enable the user to experience what it is like to suffer from dementia and how it impacts daily life. This game is developed more for public awareness than for training purposes. The game is still under development.
Kolonel W.S. Rietdijk MA Simulation applications embedded within the LandForces Land Training Centre / Simulation centre / Serious Games Centre, The Royal Netherlands Army, Ministry of Defence The Simulation Centre LandForces is within the Royal Army the Centre of Expertise of all simulation related matters ever since 2007. Hereby the Centre has an important advisory function towards all kinds of users as well towards various education- and trainings centers and policy makers. The Simulation Centre LandForces’s aim is an efficient and effective use of all simulation resources. This includes for example the development of virtual mission area’s and the interconnection of simulation systems, mutual, as well to current C2 systems. The final goal is to send away our serviceman better trained and optimal prepared into the mission theatre. Simulation is the imitation of reality in a normal or in an artificial surroundings. Within the simulation domain we distinguish three separate kinds; Live simulation: with real people, real means in a life environment. Virtual simulation; real people in an simulated environment with simulated means. And Constructive simulation; with simulated persons [unit’s], simulated means in a simulated environment. Advantages of the application of simulation reach farther than the efficient use of ammunition, budgets en training area’s. It provides commanding officers and their units unique opportunities to get the best out of themselves in a responsible manner. Also under real operational circumstances there will sometimes arise a situation that one don’t want to perform everything “live”, if it is just to prevent blue on blue for example by life-firing exercises. Besides the safety aspect (mil) simulation offers numerous possibilities to create homemade scenarios with self chosen equipment, avatars and procedures for honing skills or just for situational awareness. Nowadays (mil) simulation has proven itself. Although still growing it has earned his place already within the RNLA and is applied almost on a daily basis. With a wide range of applications mil simulation is adaptive and versatile and is here to stay in today’s modern army.
Speaker: Martin Sjardijn (born 1947) is a painter, sculptor, digital artist and conceptual artist, who has created the Weightless Sculpture Project. About art and virtual reality Information about this artist's projects can be found on en.wikipedia.org/wiki/Martin_Sjardijn
Speaker: Dr.ir. Michal Koutek, 3D visualization specialist at KNMI Extreme Weather Events in 3D: Interactive 3D Exploration of Weather Data The Royal Netherlands Meteorological Institute (KNMI) has developed Weather3DeXplorer (W3DX), a visualization framework for interactive exploration of meteorologic and atmospheric data. W3DX is designed to process and visualize Numerical Weather Prediction (NWP) modeldata and observational data, i.e. satellite images, precipitation radar, ground measurements. At KNMI we have a 3D visualization lab equipped with a large stereoscopic projection screen (VR PowerWall). With a great success we use Virtual Reality environments as a "place" where we explore complex atmospheric data. Together with our meteorologists we offen explore 3D extreme weather situations. At present we are introducing our system to the operational weather room. 3D visualization receives growing acceptance by our atmospheric scientists and forecasters. W3DX is an excellent weather presentation tool for professionals, students and general public. This talk will include a 3D demonstration.
Speaker: Matthias Pusch, WorldViz VP Sales VR going mainstream – impact of consumer priced components and perspectives for the VR market World VIz Santa Barbara Worldviz has been a provider of professional Virtual Reality Systems and Solutions for over 21 years: Started out as a USA Government program paid for by NASA, NAVY, AIR Force and the affiliated academic institutions University of California and MIT in the years 1992-2001, it was moved over to a commercial entity, Worldviz LLC, in 2002. Worldviz has been serving thousands of commercial and academic clients over the last 11 years. Lately the market is changing and the elements A) HMDs (Sony HMZT1-3, Oculus) B) Projectors (short throw and ultra short throw 120Hz projectors) and C) Tracking (Microsoft Kinect2) are being commoditized - this now enables new developments and new areas of applications for existing technologies, which have been used for many years in certain niche applications. This talk explores the options and limits for those new developments in the light of both, established areas of applications, and new trends in the industry.
Speaker: Dr.ir. Erik Vullings, Senior Consultant at TNO’s Modelling, Simulation & Gaming dept Situational Awareness if often obtained using maps of the environment, enriched with symbols. These symbols have different meanings, depending on your domain. For example, in the military, these symbols represent friendly and enemy forces. But in the Security domain, symbols can represent police officers and incident locations. Currently, there is a strong trend to digitize these maps on computers, so it becomes easier to share the operational picture with others on a computer screen. Although this is a big step forward, it is still very difficult to translate a (digital) 2D map to the actual 3D environment where the action occurs. The presentation will discuss our solution, which is to enhance a 2D map with a 3D image overlay using Augmented/Virtual Reality. So instead of looking directly at a digital map, you look at it through a tablet, which enriches the 2D image with 3D models of houses and people. In this way, your understanding of the situation is increased, which should lead to better decisions. Potential applications of use will be presented in the domain of Defense, and crime scene reconstruction.
Speaker: Dr. Jérôme Perret, co-founder of Haption Immersive displays have been used in the industry for many years, and several application scenarios have achieved cross-sector productive deployment. But there is more to Virtual Reality than just visualization and head-tracking. In this talk, we will try to give an overview of the role played by interactive VR in industry |