CNS - PowerPoint PPT Presentation

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CNS

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CNS – PowerPoint PPT presentation

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Title: CNS


1
Virtual Experiences for Rehabilitation, Training,
and Evaluation
  • CNS
  • June 3rd, 2004
  • Benjamin Lok

2
Overview
  • Virtual Experiences Group
  • Virtual Limbs for Stroke Rehabilitation
  • Virtual Reality for Engineering Design
  • Virtual Characters for Interpersonal
    Communications Training

3
  • Applications Driven
  • Combines
  • Interactive Computer Graphics
  • Computer Vision
  • Human Computer Interaction

4
Virtual Experiences Group
  • 2 PhD students
  • 1 MS
  • 4 Undergraduates
  • 15x15x10 wide area tracker
  • Virtual Research V8 HMD
  • 42 Plasma TV
  • 4 data projectors
  • 120 passive stereo display
  • Tablet PC
  • Intersense InertiaCube
  • Cyberscan 3D Rapid Color Scanner
  • Collaboration with expertise in
  • Virtual Reality
  • Digital Arts
  • Image Processing
  • Computational Geometry
  • Human Computer Interaction
  • Image Based Rendering

5
Virtual Experiences Group
  • PhD Students (3)
  • Kyle Johnsen (B.S. UF)
  • Cyrus Harrison (B.S., M.S. (expected) UF)
  • Andrew Raij (B.S., M.S.)
  • MS Students (1)
  • George Mora (B.S. UF) DAS
  • Undergraduates (4)
  • Sayed Hashimi (S)
  • Robert Dickerson (S)
  • Patrick Dugan (S)
  • Art Homs (S)

6
Research Interests
  • Computer Graphics computer scientists are
    toolsmiths
  • Applying graphics hardware to
  • 3D reconstruction
  • simulation
  • Visualization
  • Interactive Graphics
  • Virtual Reality
  • What makes a virtual environment effective?
  • Applying to assembly verification clinical
    psychology
  • Human Computer Interaction
  • 3D Interaction
  • Virtual Humans
  • Assistive Technology
  • Computer Vision and Mobile Technology to help
    disabled

7
Collaborators
  • Undergraduate Students
  • Patrick Dugan
  • Brain Rehabilitation Research Center
  • Treven Pickett, Keith White, Charles Levy

8
Virtual Limbs for Stroke Rehabilitation
Before Stroke
  • Problem Proper signals to muscles are no longer
    sent after stroke
  • Difficulty No positive feedback for progress
    towards goal (all or nothing)
  • Chuck Levy, Keith White

Extensenor
Contractor
I want to bend my hand back
9
Virtual Limbs for Stroke Rehabilitation
After Stroke
  • Problem Proper signals to muscles are no longer
    sent after stroke
  • Difficulty No positive feedback for progress
    towards goal (all or nothing)

Extensenor
Contractor
I want to bend my hand back
10
Virtual Limbs for Stroke Rehabilitation
After Stroke Session 1
  • Solution Use VR to provide positive feedback
  • With VR, we can provide any visual feedback the
    doctor wishes.

Extensenor
Contractor
I want to bend my hand back
11
Virtual Limbs for Stroke Rehabilitation
After Stroke Session 2
  • Solution Use VR to provide positive feedback
  • With VR, we can provide any visual feedback the
    doctor wishes.

Extensenor
Contractor
I want to bend my hand back
12
Virtual Limbs for Stroke Rehabilitation
After Stroke Session 3
  • Solution Use VR to provide positive feedback
  • With VR, we can provide any visual feedback the
    doctor wishes.

Extensenor
Contractor
I want to bend my hand back
13
System Design
  • Uses commodity components

14
Virtual Limbs for Stroke Rehabilitation
After Stroke
  • Treven Pickett
  • Use EEGs to control visual feedback

I want to bend my hand back
15
System Design
  • Connect to EEG machine

16
Other possibilities
  • Render virtual limbs where no limbs exist
  • Render mirrored limbs

17
Collaborators
  • Benjamin Lok
  • University of Florida
  • Danette Allen
  • NASA Langley Research Center

18
Overview
  • Computer generated characters and environments
  • Amazing visuals and audio
  • Interaction is limited!
  • Reduce applicability?
  • Goals
  • Create new methods to interact
  • Evaluate the effectiveness of these interaction
    methods

Aki from Final Fantasy The Spirits Within
Walking Experiment PIT - UNC
19
Objects in Immersive VEs
  • Most are virtual (tools, parts, users limbs)
  • Not registered with a corresponding real object
    (limited shape and motion information)
  • Example Unscrewing a virtual oil filter from a
    car engine model
  • Ideally handle real objects
  • improved look, feel, affordance, interaction
  • Solution tracking and modeling dynamic objects

20
Merging real and virtual spaces
21
Case Study NASA Langley Research Center
(LaRC)Payload Assembly Task
  • Given payload models, designers and engineers
    want to evaluate
  • Assembly feasibility
  • Assembly training
  • Repairability
  • Current Approaches
  • Measurements
  • Design drawings
  • Step-by-step assembly
  • instruction list
  • Low fidelity mock-ups

22
Task
  • Wanted a plausible task given common assembly
    jobs.
  • Abstracted a payload layout task
  • Screw in tube
  • Attach power cable
  • Determine how much space should be allocated
    between the TOP of the PMT and the BOTTOM of
    Payload A

23
Videos of Task
Having a hybrid environment provides substantial
benefits in prototype design.
24
Results
The tube was 14 cm long, 4cm in diameter.
25
Results
  • Late discovery of similar problems is not
    uncommon.

26
Case Study Conclusions
  • Object reconstruction VEs benefits
  • Specialized tools and parts require no modeling
  • Short development time to try multiple designs
  • Shows promise for early testing of subassembly
    integration from multiple suppliers
  • Possible to identify assembly, design, and
    integration issues early that results in
    considerable savings in time and money.

27
Projects underway
  • Getting real objects into VR to aid engineering
    design
  • Collaboration w/ Mars Airplane (Langley Research
    Center)
  • Get tools, parts, and other (possibly
    distributed) collaborators in a shared space

28
Multimodal Interaction with Life-Sized Virtual
Characters for Training and Education
  • JC Cendan, A Stevens, DS Lind
  • Department of Surgery (College of Medicine)
  • M Duerson
  • Department of Community Health and Family
    Medicine (College of Medicine)
  • B Lok, C Harrison, K Johnsen,R Dickerson
  • Department of Computer and Information Science
    and Engineering (College of Engineering)
  • The University of Florida, Gainesville, FL
  • M ShinDepartment of Computer Science
  • The University of North Carolina at Charlotte,
    Charlotte, NC
  • Florida Technology Transfer Conference
  • May 17, 2004
  • Orlando, FL

29
What is a Virtual Character?
  • Virtual character - a character who represents
    the state of a system
  • In TRON (1982), humans and humans that represents
    software interacted within a world that
    represented the hardware.

30
What is a Virtual Character
  • We look to to have humans and human the represent
    software interact in the real world.
  • http//movies.yahoo.com/shop?dhvid1807432839cf
    trailer

31
Motivation
  • Doctor, I have a pain in my side!
  • What you do next depends on
  • Age
  • Gender
  • Ethnicity
  • Visual Cues
  • Audio Cues

32
Motivation
  • Medical Diagnosis Components
  • Patient Interview
  • Physical Examination
  • Current Teaching Methodologies
  • Books
  • Standardized Patients (actors)
  • Results in
  • Minimal training frequency
  • Minimal scenario variety
  • Lack of immediate feedback
  • Medical students are not adequately prepared for
    many diagnosis scenarios

33
Solution
  • Interactive Virtual Characters
  • Life-Sized
  • Computer Generated
  • Natural Interaction
  • Responds to User
  • Responses based on accepted medical procedure
  • COTS Equipment
  • Projectors
  • Laptops
  • Web cameras
  • Tablet PC

34
Solution
  • Interactive Virtual Characters
  • Computer Generated
  • Natural Interaction
  • Responds to User
  • Responses based on accepted medical procedure
  • Results in
  • More Scenarios
  • More Training
  • Standardized Experiences

35
Why do we want digital characters
  • Propose Digital Characters as a new (meta-)
    medium to interact with information
  • Why would we want a digital character?
  • Effective Interaction
  • Better than keyboard and mouse for certain tasks
  • Dynamic (output easily augmentable)
  • 3D
  • Natural interaction
  • Low Bandwidth
  • Effective Collaboration
  • Controlled conveyed visual information
  • Non-verbal communication (60)

36
Lets look at interaction
  • Each participant in a communication has three
    stages perception, cognition, and response
  • Define interaction as both the input and output

Digital Character
Thinking
Perceiving
Responding
Interaction
Responding
Perceiving
Thinking
Participant
37
Combines
  • Speech
  • Computer Vision
  • Eye Gaze
  • Gesture Recognition
  • Repeat your gestures
  • High Quality 3D models
  • Animation
  • Rendering
  • Visualization

38
Integrates
  • Computer Science
  • Computer Graphics
  • Image Processing
  • Natural Language Processing
  • Medicine
  • Training
  • Education
  • Standardization
  • Education
  • Multimedia Learning
  • Technology based Learning
  • Training

39
Current and Future Work
  • Current Status
  • Initial scenario created with gesture, speech,
    and visualization components integrated
  • Evaluating with a group of Medical Students Year
    2
  • Future Work
  • Formal evaluation studies
  • Increase and improve scenarios
  • Enhance interactivity

40
Thanks
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