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I3DG Demos at GVU Center, Georgia Tech


Tuesday, April 27, 1999
7:00 - 9:00 p.m. Research Presentations/Demos


Centennial Research Building (10th and Dalney Streets),
Georgia Tech Campus

DIRECTIONS


The GVU Center will host an evening of research presentations especially for our campus friends and colleagues at I3DG. The evening's tour agenda has been structured to maximize your opportunity to meet with our faculty and students to discuss common interests and possibilities of future collaboration.

On April 27th, you will see the following examples of research:


Title

People Involved

Description

MOOSE Crossing: Community Supported Learning on the Internet MOOSE Crossing is a text-based virtual reality environment (or "MUD") designed to be a constructionist learning (learning by doing, learning through design and construction activities) environment for kids 8 to 13. Kids build places in the virtual world and pets that follow them around, and in the process learn reading, writing, and computer programming.
Animation of Human Motion We are exploring one possible solution to the problem of specifying the motion of animated characters in computer animations and virtual environments: applying control algorithms to physically realistic models of the systems that we would like to animate. In particular, we have simulated human motion of dynamic behaviors such as running, bicycling, diving and vaulting and we have added secondary motion with simulations of clothing, a flexible trampoline, and splashing water.
PEPE - Personal Pet The long-term objective of this research project is to build an intelligent, adaptive, user-friendly agent that displays different emotional states and a wide range of behaviors. More specifically, we are trying to build an agent that exhibits pet-like behaviors and emotions. Our goal is to make the interaction between the user and the agent as natural as possible thus making the user perceive the agent more as a friend or a pet than as a toy. In this demo we focus more on the computer vision and perception aspects of the project.
Classroom 2000 The Classroom 2000 project is investigating the use of ubiquitous computing technology in the classroom. We will demonstrate a number of capabilities we have for capturing the lecture experience.
Context-Aware Computing We have built an infrastructure for aiding in the development of applications that adapt to the changing environment.
Smart Floor We have built an infrastructure for aiding in the development of applications that adapt to the changing environment.
NAVE: Non-expensive Automatic Virtual Environment The development goal of the NAVE project is to create a low-cost, PC-driven, multi-screen, multi-user, stereo-scopic, multi-sensory virtual environment that preserves many of the desireable elements if the original CAVE environment but that can be built for less than $75,000.
Virtual Reality Gorilla Exhibit The VR Gorilla Exhibit is an immersive, real-time environment in which users take on the persona of a young gorilla. Through exploring the Zoo Atlanta gorilla habitat and interacting with autonomous virtual gorillas, users learn about the behavior and social structure of these primates.
Santiago 2000
  • Larry Hodges  
  • Jarrell Pair
  • Carlos Jensen
  • Jeff Wilson
  • David Gotz
The Santiago 2000 Project is a Virtual Environment that recreates the Plaza de Obradoiro in Santiago de Compostela, Spain and four of the other historic squares surrounding this main plaza. The environment includes detailed visual models of the squares and visitors will hear the church bells, bagpipes, conversations and singing troubadours as they stroll through the city.
Wearable Computing and Augmented Reality
  • Thad Starner
  • Brad Singletary
Demonstrations of various wearable computing hardware, including eyeglass-mounted computer displays, chording keyboards, and lightweight machines. Applications such as augmented realities, consumer electronics, and a sign laguage to English translator will be shown.
Model-Based Head Tracking We show a real-time head tracking system. It uses a graphical head model for tracking. Hardware OpenGL and parallel computation on a PC workstation cluster are used to achieve real-time performance.
Learning from Demonstration I will show agents that learn how to do tasks by observing the task being performed by a human.
Exploiting Human Actions and Object Context for Recognition Tasks This research uses a framework called ObjectSpaces to make computers aware of people and their interaction with objects in the surroundings. ObjectSpaces is an architecture that facilitates vision-based recognition of human actions as will as objects.
VirtualWorkbench: Studies in 3D Interaction, Stereo Display, and Collaboration We demonstrate novel navigation techniques for large data spaces and new modes for one- and two-handed manipulation on the Virtual Workbench. We also demonstrate new, general principles for minimizing artifacts and producing the best stereoscopic displays. The techniques and principles are applicable to other projected display devices. Finally we show how our techniques can be used in support of collaboration.
Virtual Landscapes See views only an astronaut sees -- then swoop down to see features the size of a stop sign. Fly through at 10,000 miles per hour and visit cities, mountains, or even the Grand Canyon! Virtual Landscapes is based on VGIS and provides real-time navigation of high-resolution, terrain, elevations, and urban landscapes with buildings and moving vehicles. It handles geographic files of unlimited size, anywhere in the world, and offers a visual interface to a GIS database.

For more information, please contact Joan Morton at 404/894-4488 or by email at: i3dg@cc.gatech.edu.


 

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