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Virtual Reality Demos at VRlab |
3D Virtual Calligraphy |
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ICDVRAT 2006 We have explored a new type of light painting interface in the framework of the European Union Network of Excellence "Enactive Interfaces". Full body movements are exploited to created 3D entities with either ribbon, tube or spray. The entities are visualized on a transparent canvas. Damien Maupu, José Rosales, Ronan Boulic and the painter Muma |
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Alter Body |
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We have collaborated with the University of Geneva (anthropometric body meshes) and the CEIT in Spain (real-time motion capture) to assess the importance of scaling the virtual environment when controlling an avatar that may have a different body height. The study shows that the avatar control is much more effective when working with a third person viewpoint in front of a large immersive screen rather than with a head-Mounted Display. This work has been achieved in the framework of the European Union Network of Excellence "Enactive Interfaces". EPFL VRLAB: Damien Maupu, Ronan Boulic |
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VR Exposure Therapy for Social Phobia |
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ICDVRAT 2006 Cognitive and Behavioral Therapy is a branch of psychotherapy speciallized in the treatment of anxiety disorders like phobias. The therapeutic protocol is highly based on exposure sessions to the feared stimuli (e.g. the spider for arachnophobia). Helena Grillon, Françoise Riquier, Bruno Herbelin |
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Eye-tracking during immersive virtual reality session |
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The Gaze-Map 3D picking technique is a simple and generic solution to |
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virtual Guide |
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The virtual guide scenario puts the user in front of a virtual museum/gallery. The goal is to explore the museum with the help of a virtual guide - a robot - which is able to guide the visitor to various places of interest and provide him with information about the works on display using sythetized voice. The guide is able to find the user in the museum (for example if he gets lost) and to guide him to the desired destination using gestures and synthesized voice. If the user gets lost or the robot loses contact with the user's avatar then the robot returns to pick the user up again and resume guiding. |
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counting beers |
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The video demonstrates a scenario intended for virtual exposure therapy of social phobia. Autonomous behavior of the virtual characters is achieved using action planning, task delegation and environment sensing. |
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Treating Social Phobia with VR a study at "Science et Cité" |
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A Virtual Reality Exposure platform was tested and validated during 9 days of intensive usage during the National Swiss Festival "Science et Cité" in Lausanne (March 21-29 2005). Our system simulates job interview or academic examination with a virtual assembly of 5 virtual humans. It is used to support the cognitive and behavioral therapy of social phobic persons who need to be trained in such situations in order to overcome their fear in reality. The study performed during the festival allowed to validate with 200 visitors the ability of our system to be used under clinical conditions. |
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VR psychotherapy for social phobia |
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Cognitive and Behavioral Therapy is a branch of psychotherapy speciallized in the treatment of anxiety disorders like phobias. The therapeutic protocol is highly based on exposure sessions to the feared stimuli (e.g. the spider for arachnophobia). |
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Sokollu |
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Virtual representation of the Kardirga Sokullu mosque in Istanbul. This virtual representation is one of the goal of the european project CAHRISMA : Conservation of the Acoustical Heritage by the Revival and Identification of the Sinan's Mosques' Acoustics. The methodology is based entirely on the archaeological, cultural and two-dimensional architectural and photographic data. |
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Virtual Project |
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| The main objective of the project is to develop an integrated platform, based on Virtual Reality (VR) technology, including systems for testing and related experimental procedures, to be used for better studying and improving the ergonomic design of the vehicles, in the process of making the driving tasks simpler and more comfortable and then of increasing safety. |
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Virtual Fighting |
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A hierarchical model of human actions is used to capture the human body posture in real-time, via sensors attached to the user. The demo shows a life participant with ten sensors used to animate the avatar in the virtual scene. The participant performs fight gestures which are recognized by the virtual opponent. The latter responds by playing back a pre-recorded keyframe sequence. |
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Cyber Tennis'97 |
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This demo of a real time, virtual, networked, interactive tennis game simulation, was presented at the opening and closing session of Telecom Interactive'97 in Geneva. The game brings together different computer technologies and software including network (VLNET), motion capture, virtual reality, shared environment, controlled and autonomous virtual humans. |
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VPARK |
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The Virtual Amusement Park is a virtual environment distributed over the network. This version of VPARK presented at IST2000 in Nice allows two distant users (Geneva-Nice) to share the same virtual environment for a lesson of aerobic dancing. |
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