loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation
January/February 2007 (vol. 13 no. 1)
pp. 15-25

Abstract—In this paper, we report on the realization of an immersive table tennis simulation. After describing the hardware necessities of our system, we give insight into different aspects of the simulation. In particular, the developed methods for collision detection and physical simulation are presented. The design of the virtual opponent is of crucial importance to realize an enjoyable game. Therefore, we report on the implemented game strategy and the animation of the opponent. Since table tennis is one of the fastest sports, the synchronization of the human player's movements and the visual output on the projection wall is a very challenging problem to solve. To overcome the latencies in our system, we designed a prediction method that allows high speed interaction with our application.

[1] “Measurement of Delays,” (ART-protocol), Oct. 2003.
[2] H. Ishii, C. Wisneski, J. Orbanes, B. Chun, and J. Paradiso, “PingPongPlus: Design of an Athletic-Tangible Interface for Computer-Supported Cooperative Play,” Proc. ACM SIGCHI Conf. Human Factors in Computing Systems (CHI '99), pp. 394-401, May 1999.
[3] V. Wulf, E.F. Moritz, C. Henneke, K. Al-Zubaidi, and G. Stevens, “Computer Supported Collaborative Sports: Creating Social Spaces Filled with Sports Activities,” Proc. Third Int'l Conf. Educational Computing (ICEC '04), pp. 80-89, Sept. 2004.
[4] S. Mokka, A. Väätänen, and P. Välkkynen, “Fitness Computer Games with a Bodily User Interface,” Proc. Second Int'l Conf. Entertainment Computing, pp. 1-3, May 2003.
[5] A.v. Rhijn, R.v. Liere, and J.D. Mulder, “An Analysis of Orientation Prediction and Filtering Methods for VR/AR,” Proc. IEEE Virtual Reality Conf. (VR '05), pp. 67-74, Mar. 2005.
[6] R. Azuma and G. Bishop, “Improving Static and Dynamic Registration in an Optical See-Through HMD,” Proc. SIGGRAPH '94, pp. 197-204, 1994.
[7] L. Chai, K. Nguyen, B. Hoff, and T. Vincent, “An Adaptive Estimator for Registration in Augmented Reality,” Proc. Second IEEE and ACM Int'l Workshop Augmented Reality (IWAR '99), Oct. 1999.
[8] N.K. Govindaraju, M.C. Lin, and D. Manocha, “Quick-CULLIDE: Efficient Inter- and Intra-Object Collision Culling Using Graphics Hardware,” Proc. IEEE Virtual Reality Conf., 2005.
[9] M.C. Lin and D. Manocha, “Fast Interference Detection between Geometric Models,” The Visual Computer, vol. 11, no. 10, pp. 542-561, 1995.
[10] M.C. Lin, “Fast and Accurate Collision Detection for Virtual Environments,” Proc. IEEE Scientific Visualization Conf., 2000.
[11] W.J. Bouma and G. Vanecek Jr., “Collision Detection and Analysis in a Physically Based Simulation,” Proc. Eurographics Workshop Animation and Simulation, pp. 191-203, 1991.
[12] J. Canny, “Collision Detection for Moving Polyhedra,” technical report, Massachusetts Inst. of Technology, Cambridge, Mass., 1984.
[13] B. Fröhlich, R. Blach, and O. Stefani, “Implementing Multi-Viewer Stereo Displays,” Proc. Int'l Conf. Central Europe Computer Graphics, Visualization, and Computer Vision (WSCG '05), Feb. 2005.
[14] S. Rusdorf, M. Lorenz, S. Wölk, and G. Brunnett, “Virtualiti3D: A System-Independent, Real Time-Animated, Three-Dimensional Graphical User Interface,” Proc. Conf. Visualization, Imaging, and Image Processing (VIIP '03), pp. 955-960, Sept. 2003.
[15] S. Rusdorf and G. Brunnett, “A Simple VR-Control Device Using Marker-Based Tracking of the Human Hand,” Proc. IEEE Workshop Virtual Reality, 2004.
[16] S. Rusdorf and G. Brunnett, “Kontextabhängige Steuerung in VR-Umgebungen ohne Verwendung Störender Eingabehardware,” Workshop, Chemnitz, 2004.
[17] J.P. Carini, http://carini.physics.indiana.edu/E105spinning-balls.html , 1999.
[18] M. Meredith and S. Maddock, “Using a Half-Jacobian for Real-Time Inverse Kinematics,” Proc. Int'l Conf. Computer Games: Artificial Intelligence, Design, and Education (CGAIDE '04), pp. 81-88, 2004.
[19] D. Tolani, A. Goswami, and N.I. Badler, “Real-Time Inverse Kinematics Techniques for Anthropomorphic Limbs,” Graphical Models, vol. 62, no. 5, pp. 353-388, 2000.
[20] M. Lorenz and G. Brunnett, “Optimized Visualization for Tiled Displays,” Proc. Sixth Eurographics Symp. Parallel Graphics and Visualization, Eurographics Assoc., pp. 127-136, 2006.

Index Terms:
Games and infotainment, distributed/network graphics, interaction techniques, virtual reality.
Citation:
Stephan Rusdorf, Guido Brunnett, Mario Lorenz, Tobias Winkler, "Real-Time Interaction with a Humanoid Avatar in an Immersive Table Tennis Simulation," IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 1, pp. 15-25, Jan./Feb. 2007, doi:10.1109/TVCG.2007.18
Usage of this product signifies your acceptance of the Terms of Use.