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In this paper, we describe the development and operating principles of an immersive virtual reality (VR) visualisation environment that is designed around the use of consumer VR headsets in an existing wide area motion capture suite. We present two case studies in the application areas of visualisation of scientific and engineering data. Each of these case(More)
Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. We have identified two shortcomings of modern VEs: First, nonverbal communication channels are essential for teamwork but are not supported well. Second, view control in VEs is usually done manually, requiring the user to(More)
The increasing complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an essential tool in medical education. Unfortunately, commercial tools are very expensive and have a small support base. Game engines offer unique advantages for the creation of highly interactive and(More)
Virtual environments (VE) are gaining in popularity and are increasingly used for teamwork training purposes, e.g., for medical teams. One shortcoming of modern VEs is that nonverbal communication channels, essential for teamwork, are not supported well. We address this issue by using an inexpensive webcam to track the user's head. This tracking information(More)
The paper describes a new type of evolving connectionist systems (ECOS) called evolving spatio-temporal data machines based on neuromorphic, brain-like information processing principles (eSTDM). These are multi-modular computer systems designed to deal with large and fast spatio/spectro temporal data using spiking neural networks (SNN) as major processing(More)
This paper outlines the development of a wearable game controller incorporating vibrotacticle haptic feedback that provides a low cost, versatile and intuitive interface for controlling digital games. The device differs from many traditional haptic feedback implementation in that it combines vibrotactile based haptic feedback with gesture based input, thus(More)
In this paper we analyse and evaluate the capabilities of popular game engines to simulate and interact with soft objects. We discuss how these engines can be used for simulated surgical training applications, determine their shortcomings and make suggestions how game engines can be extended to make them more suitable for such applications.
Soft tissue simulation is an important technique in many biomedical modelling applications. While applications for investigating the functioning of organs do require a physically correct mathematical model, other tasks, such as virtual surgery simulations for training purposes, put a bigger emphasis on speed, ease of use, and a large variety of arbitrary(More)
—Tracking the position and orientation of the human face with respect to a camera has valuable applications in human computer interaction (HCI). Examples are navigating through a virtual environment, controlling objects using head gestures, and enabling avatars in a virtual environment to reflect the user's behaviour. Tracking performance can be heavily(More)