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fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Li, Yingzhu
Languages: English
Types: Doctoral thesis
Subjects: F300

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_PERSONALCOMPUTING
Although the history of Virtual Reality (VR) is only\ud about half a century old, all kinds of technologies in the VR field are developing rapidly. VR is a computer generated simulation that replaces or augments the real world by various media. In a VR environment, participants have a perception of “presence”, which\ud can be described by the sense of immersion and intuitive interaction. One of the major VR applications is in the field of sports, in which a life-like sports environment is simulated, and the body actions of players can be tracked and represented by using VR tracking and visualisation technology. In the entertainment field, exergaming that merges video game with physical exercise activities by employing tracking or even 3D display technology can be considered as a small scale VR.\ud \ud For the research presented in this thesis, a novel realistic real-time table tennis game combining immersive, interactive and competitive features is developed. The implemented system integrates the InterSense tracking system, SwissRanger 3D camera and a three-wall rear projection stereoscopic screen. The Intersense tracking system is based on ultrasonic and inertia sensing techniques which provide fast and accurate 6-DOF (i.e. six degrees of freedom) tracking information of four trackers. Two trackers are placed on the two players’ heads to provide the players’ viewing positions. The other two trackers are held by players as the racquets. The SwissRanger 3D camera is mounted on top of the screen to capture the player’s
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • Alam, F., Subic, A. J., Naser, J., Rasul, M. and Khan, M. M. K. (2008). “A study of spin effects on tennis ball aerodynamics.” WSEAS transactions on fluid mechanics. Special issue on sustainable energy and environmental fluid mechanics 3(3): 271-278.
    • Alencar, M. F. C., Raposo, A. B. and Barbosa, S. D. J. (2011). “Composition of HCI evaluation methods for hybrid virtual environments.” Proceedings of the 2011 ACM symposium on applied computing (SAC 1'1) : 1237-1244.
    • Allen, P. and Bennett, K. (2010). “PASW statistics by SPSS: a practical guide.” version 18.
    • Publisher: Thomas Nelson Australia. ISBN-13: 9780170188555. ISBN-10: 0170188558.
    • Bianchi, G., Knörlein, B., Székely, G. and Harders, M. (2006). “High precision augmented reality haptics.” Eurohaptics 2006: 169-177.
    • Zargarpour, H., H. LaBounta, et al. (2010). “Interactive games.” The VES handbook of visual effects: industry standard VFX practices and procedures: 707-736. 1st edition. Publisher: Focal Press. ISBN-13: 9780240812427. ISBN-10: 0240812425. 3) Collision Response Collision response follows collision detection. As illustrated in Fig. 9 for a collision between a ball and a racket, if the racket is stationary and there is no bounce damping, the
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