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Subject: ASCII version of VRAIS '95 advance program
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==== TUTORIAL DESCRIPTIONS ====

Tutorial 1A: An Introduction to Virtual Reality (half-day)
Organizer:   Henry Sowizral


This tutorial provides an introduction to virtual reality and its
associated technologies.  It begins with an overview of how a VR
system operates, a brief history of VR, and videos showing a
collection of VR applications in operation.  It continues with a
survey discussing the component parts of a VR system, both hardware
and software, including information on how those components operate
and pointers to suppliers of various products.  The hardware section
focuses mainly on display devices and trackers but includes other
modalities such as sound and touch.  The software section discusses
the process of "world creation", products for constructing world
models, the structure of a VR runtime environment, and existing VR
runtime environments.  The tutorial concludes with an review of
outstanding issues in VR.


Tutorial 1B: Merging Supercomputers with Virtual Reality (half-day)
Organizers:  Trina M. Roy & Carolina Cruz-Neira


Recent developments in technology have allowed real-time communication
between graphics workstations and supercomputers.  This tutorial shows
how these advances can be applied to the use of virtual reality to
interactively visualize data from HPCC applications.  The tutorial
surveys models of virtual environments and discusses how their software
design affects the overall performance of a HPCC-VR environment.
Techniques for the real-time steering of simulations running on remote
supercomputers, including successive refinement, are presented.  Also
covered are several working HPCC applications in VR along with
discussions of their design processes.

Tutorial 1C: Multimedia Systems & Applications (full-day)
Organizer:   Borko Furht


The objective of this tutorial is to provide an in-depth survey of the
state-of-the-art in multimedia system design and applications. We will begin
with basic definitions and requirements for multimedia systems, and continue
with an overview of multimedia compression techniques and standards (such
as JPEG, MPEG, and H.261). We will then discuss multimedia networks and
protocols, including traditional networks (Ethernet, Token ring) and some
new networks, such as ATM. Basic concepts and techniques of media
synchronization (audio and video) will be presented. Techniques for
multimedia storage and retrieval, as well as video partitioning methods will
be introduced. An overview of multimedia systems, tools, and applications
will be presented. Case study of the video-on-demand application including
interactive TV will be analyzed in detail. This tutorial assumes little
or no familiarity with multimedia systems.


Tutorial 1D: Advanced Issues in Virtual Reality Systems Design (half-day)
Organizer:   Henry Sowizral


This tutorial delves into the many topics involved in making the VR
experience more "real" such as correcting for errors introduced by the
display's optical pathway, correcting for tracker errors and lag,
understanding how to use the graphics hardware most effectively,
handling scene complexity, and inserting an ego-centric human model
(avatar) into the scene.  The tutorial concludes with a description of
augmented environments and their operation.


Tutorial 1E: Human Factors in Virtual Reality Development (half-day)
Organizers:  Dennis R. Proffitt & Mary K. Kaiser


This half-day tutorial will provide an overview of basic
perceptual functioning as it relates to the design of virtual
environment systems.  The tutorial consists of three parts.
First, basic issues in visual perception will be presented,
including discussions of the visual sensations of brightness and
color, and of the visual perception of depth relationships in
three dimensional space (with a special emphasis on
motion-specified depth).  The second section will discuss the
importance of conducting human factors user studies and
evaluations.  Examples and suggestions on how best to get help
with user studies will be provided.  Finally, we will discuss how
perceptual psychologists and computer engineers can work together
as a team -- drawing on their complementary competencies -- to
develop optimal VR systems, technologies, and techniques.


Tutorial 2A: Virtual Reality in Medical Practice & Training (half-day)
Organizer:   Kirby Vosburgh


VR has been applied to medicine both in the training of physicians and in
patient care.   The  technical basis of this work and commercial and
academic developments will be reviewed.  In particular, we will discuss the
sources of  generic and specific anatomical information and its organization
and  application to the 3D models, including the major efforts to develop
"standard" 3D anatomical data bases.  Then, the use of 3D models  in the
training of physicians will be evaluated, with emphasis on incorporation of
realistic tactile  feedback and perturbation of the model structures.  The
extension of this approach to "telesurgery" will be described, including the
technical challenges in implementing such a system.  The use of VR
technology in clinical experiments will be covered from various
perspectives:  1)  Current work in teleradiology, 2) The use of 3D models in
surgical planning, 3) The application of video merging techniques to real
time surgery, 4) Real time image acquisition and display during surgery. In
these areas, emphasis will be placed on the ability of VR techniques to
complement and improve the performance of the physician.


Tutorial 2B: Fundamentals of Optics in Head-Mounted Displays (half-day)
Organizer:   Jannick P. Rolland


Head-mounted displays have been designed since the 60's, yet we are all
awaiting the "ultimate" HMD with high-resolution and very wide field-of-view.
Some basic knowledge of what is achievable with today's technology
coupled with an analysis of your application may help you make choices that
will most benefit the advance of your work.

This course will enable you to:

        * learn the basic principles of optical imaging in head-mounted
          displays (HMDs)
        * list the different approaches to HMD design
        * explain their principal advantages and disadvantages
        * list available technologies and their trade-offs
        * become more knowledgeable on image quality criteria such as
          the effect of different optical aberrations on the images
          and what one needs to know about display photometry
        * understand how the optics interface to the graphical software
        * untangle some of the calibration nightmares you may be facing.

An extended bibliography will be included and active participation will be
encouraged with enough time for questions/answers.


Tutorial 2C: Direct Manipulation in Virtual Reality (half-day)
Organizer:   Steve Bryson


This course will survey the issues that arise in the design and implementation
of direct manipulation interfaces in virtual reality.  After a statement of the
various aspects of the problem, we survey available tracking technologies.
Various representations of tracking data, types of tracking error, and
overcoming these errors via calibration and predictive tracking will be
discussed. We will next discuss the virtual environment from the perspective of
sampling: how trackers sample the real world and how the user samples the
virtual environment via the frames of a display; the inference of behavior
from samples via interpolation and signal reconstruction; minimal sample rates
from sampling theory such as the Shannon-Nyquist limit; the impact of
truncated samples, jitter, and over-sampling.  We next discuss the human
factors of direct manipulation: Fitts' Law for pick and place tasks and manual
tracking; the impact of lag and frame rate on Fitts' Law and manual tracking.
Turning to the design of virtual objects for direct manipulation, we discuss
how collision detection is performed, examining the types of feedback that
may be missing and how other feedback can be added. We end with a discussion of
metaphor to suggest manipulation techniques, both in terms of overall
environment design and object-by-object and describe the use of virtual tools
for indirect manipulation.


Tutorial 2D: Gibsonian Perception for the Design of
             Virtual Environments (half-day)
Organizers:  G.J.F. Smets, C.J. Overbeeke, & P.J. Stappers


The object of this tutorial is to present an overview of what Gibsonian
perception/action research has to offer for the design of virtual environments.
Despite the great interest in the human interface with the computer,
comparatively little of this research has seeped through into the major
development works such as those presented at conferences like CHI, VRST,
VRAIS, SIGGRAPH. Nevertheless, principles from Gibsonian perception theory
have been shown to be a useful guide to optimizing the interaction with
artifacts, be they simple tools or advanced computers. Applications of this
approach typically exploit users' everyday perceptual-motor skills instead
of relying on their cognitive skills like deductive reasoning and memory.
Topics covered are (1) Comparing `Classical' and `Gibsonian' perception
theories. (2) The fit between observer and (virtual) environment. (3)
Consequences for telepresence. (4) Perceptual meaning (form semantics). (5)
Where to find recent perception/action research.


Tutorial 2E: Tutorial on the Psychophysics & Technology of
             Virtual Acoustic Displays (half-day)
Organizers:  Beth Wenzel & Scott Foster

Virtual acoustics, also known as 3-D sound and auralization, is the
simulation of the complex acoustic field experienced by a listener
within an environment.  The tutorial will review the basic psychoacoustical
cues that determine human sound localization and the techniques used
to measure these cues as Head-Related Transfer Functions (HRTFs) for
the purpose of synthesizing virtual acoustic environments.  Psychophysical
experiments examining the perceptual validity of the
synthesis technique will also be reviewed and factors which can enhance
perceptual accuracy and realism will be discussed.  Of particular interest
is the relationship between individual differences in HRTFs and in
behavior, the role of reverberant cues in reducing the perceptual
errors observed with virtual sound sources, and the importance of
developing perceptually-valid methods of simplifying the synthesis
technique.  Recent implementations of real time systems will also be
discussed and an attempt made to interpret their quoted system
specifications in terms of perceptual performance.
A more detailed explanation of systems developed by Crystal River
will be presented as examples of current systems including a discussion
of future directions in 3D audio hardware.  The Snapshot system recently
developed for measuring individualized HRTFs in any type of environment
will also be described and demonstrated if time allows.  Finally, some critical
issues for the future will be outlined with an emphasis on applications in
virtual reality.


Tutorial 2F: User Interface Issues for Virtual Systems (half-day)
Organizer:   Chris Esposito


This tutorial will present a view of what the User Interface (UI) and Virtual
Reality (VR) communities have to offer one another.  We will do this by
answering the following four questions:

1) What can the VR community learn from the existing body of UI research?
2) What new opportunities and challenges does VR have for the UI community?
3) What has the VR community learned that modifies or extends what we know
    about interfaces?
4) What aspects of existing UI work are not useful in VR?

The tutorial is divided up into 2 broad sections, with the first section
devoted to question 1, and section 2 for questions 2-4. Although this
tutorial was first given at VRAIS '93, a number of new topics have been
added. The first set of topics has to do with the definition, calibration,
and interactive control of virtual bodies.  The second set of topics is
about an empirical framework for matching up devices, interaction
techniques, and application tasks, and assessing the usability of the
resulting systems.


==== ORGANIZING COMMITTEE ====

General Chair:
  David Mizell
  Boeing Computer Services

Program Co-Chairs:                   Press Relations:
  Steve Bryson                         Nadine Miner
  CSC/NASA Ames Research Center        Sandia National Laboratories

  Steve Feiner                       Local Arrangements Chair:
  Columbia University                  Jannick Rolland
                                       University of North Carolina
Organization Chair:
  Robert Marks                       Video Proceedings Chair:
  University of Washington             Blake Hannaford
                                       University of Washington
Publications Chair:
  Brenda Thein                       Tutorials Chair:
  Army Human Engineering Lab           Beth Wenzel
                                       NASA Ames Research Center
Finance Chair:
  Judy Qualy-White                   Exhibits Chair:
  Boeing Military  Airplanes           Karen Haines
                                       University of New Mexico
Publicity Chair:
  Mary Lou Padgett                   Far East International Liaison:
  Auburn University                    Toshio Fukuda
                                       Nagoya University
European International Liaison:
  Mel Slater
  QMW University of London


==== PROGRAM COMMITTEE ====

Bernard D. Adelstein, Sterling Software/NASA Ames Research Center
Joanna Alexander, Zombie Inc.
Ron Azuma, University of North Carolina, Chapel Hill
Norman Badler, University of Pennsylvania
Woodrow Barfield, University of Washington
Stephen Benton, MIT
Chuck Blanchard, Talisman Dynamics, Inc.
Mark Bolas, Fake Space Labs
Kellogg Booth, University of British Columbia
Pere Brunet, Polytechnical University of Catalonia
Grigore Burdea, Rutgers University
Thomas P. Caudell, University of New Mexico
Chris Codella, IBM T.J. Watson Research Center
Carolina Cruz-Neira, University of Illinois at Chicago
Michael Deering, Sun Microsystems Computer Corporation
Rae Earnshaw, University of Leeds
Steve Ellis, NASA Ames Research Center
Jose Encarnacao, Fraunhofer Institute for Computer Graphics
Lennart Fahlen, Swedish Institute of Computer Science
Kim Fairchild, National University of Singapore
Wolfgang Felger, Fraunhofer Institute for Computer Graphics
Scott Foster, Crystal River Engineering
Henry Fuchs, University of North Carolina, Chapel Hill
Thomas Funkhouser, AT&T Bell Laboratories
Michael Gigante, Royal Melbourne Institute of Technology
Martin Go"bel, Fraunhofer Institute for Computer Graphics
Mark Green, University of Alberta
Hideki Hashimoto, University of Tokyo
Richard Held, MIT
Michitaka Hirose, University of Tokyo
Larry Hodges, Georgia Tech
John Hollerbach, University of Utah
Phil Hubbard, Cornell University
Hiroo Iwata, University of Tsukuba
Rob Jacob, Tufts University
Adam Janin, Boeing Computer Services
Mary Kaiser, NASA Ames Research Center
Ken-ichi Kameyama, Toshiba R&D Center
Arie Kaufman, SUNY, Stony Brook
Myron Krueger, Artificial Reality
Wolfgang Kru"ger, German National Research Center for Computer Science
James Lackner, Ashton Graybiel Spatial Orientation Laboratory
Andy Liu, Nissan Cambridge Basic Research
Nadia Magnenat-Thalmann, University of Geneva
Beth Marcus, EXOS, Inc.
Michael W. McGreevy, NASA Ames Research Center
Margaret Minsky, Interval
Junji Nomura, Matsushita Electric Works, Ltd.
Shojiro Nagata, Stereo Researcher
Randy Pausch, University of Virginia
Tom Piantanida, SRI International
Steve Pieper, Medical Media Systems
Ronald Pose, Monash University
Timothy Poston, National University of Singapore
Dennis Proffitt, University of Virginia
Warren Robinett, Virtual Reality Games, Inc.
Jannick Rolland, University of North Carolina, Chapel Hill
Joseph M. Rosen, M.D., Dartmouth-Hitchcock Medical Center
Larry Rosenblum, Naval Research Laboratory
Rick Satava, Advanced Research Projects Agency
Luis Serra, National University of Singapore
Gurminder Singh, National University of Singapore
Mel Slater, QMW University of London
Henry Sowizral, Boeing Computer Services
Mandayam A. Srinivasan, MIT
Sharon Stansfield, Sandia National Labs
Lawrence W. Stark, University of California at Berkeley
Dave Sturman, Medialab
Susumu Tachi, University of Tokyo
Daniel Thalmann, Swiss Federal Institute of Technology
James Thomas, Battelle Pacific Northwest Laboratory
Andries van Dam, Brown University
Elizabeth Wenzel, NASA Ames Research Center
Alan Wexelblat, MIT
David Zeltzer, MIT
Michael J. Zyda, Naval Postgraduate School


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