Department of Computing
isVR Research Group Honours Project Topics
Requirements Analysis for an Augmented Reality User Interface (Kavakli)
The aim of this project is to explore requirements for an Augmented Reality (AR) Graphical User Interface. An AR interface allows the user to perceive the real world through a head mounted display in which data from a virtual world is augmented over the perceived world. Such interfaces are widely used by the Defense Forces and the Aerospace Industry worldwide. A typical AR interface uses a browser based software package. A VideoServer application (running full screen as an ActiveX Control in Internet Explorer) processes incoming data from a video stream recorded from an externally connected camera. Designing such an interface is challenging, since the virtual world is superimposed on the actual user perception, and interferes with it. Simplifying GUI functionality to a set of minimum core requirements is necessary to increase the task performance. We already developed a training simulation by using a game engine (Unreal Tournament) in our ARC Discovery grant. In this project we will investigate the core requirements for an AR interface integrated into this game engine (Unreal Tournament) and analyse usability engineering aspects, design faults, and user satisfaction in a range of existing AR systems. Based on these results, we will develop a model for an AR interface.
Integration of Motion Tracking into a Generic Virtual Reality Engine (Kavakli)
The VR Engine is a software we have developed integrating a number of software packages with project-specific VR infrastructure. It has a modular system architecture to connect VR hardware and software in a very flexible way, to provide the proper setting for each individual project. The researchers from various departments will have access to the VR infrastructure for their individual projects. The VR Engine integrates the following components: a 3D projection system (to generate stereoscopic view of the virtual world), a video tracking system (DVD cameras and recorders), motion tracking system, game engines, CAD packages (e.g., 3Dmax, Maya and Softimage), and databases with project-specific VR hardware and software. In this project, our purpose is to integrate the input from the software for motion capture (Motion Builder) into our VR Engine. Our magnetic motion capture system works by generating 3 orthogonal electro-magnetic fields form each transmitter. The host graphics station is aware of the timing of the signals. When the receivers pick up the signals, the host knows the distance from the transmitter by the time elapsed and the orientation of the receiver by the changes in the signal caused by tilting of the magnetic fields. Thus, we can utilise the trackers to determine the position as a function of time in 3-D space. Integration of a motion capture suit with a projection cube is a novel idea that will allow the user to freely navigate, immerse, and interact with the objects in a virtual world. Implementation of the VR engine involves the development of an interface between the projection system, VR software, motion capture system, and other VR tools. We have system support personnel responsible for the maintenance and fine-tuning of both VR hardware and software, including installing and integrating various software for specific projects. This may provide guidance to the students who want to work on this integration.
Virtual Gallipoli: An Educational War-strategy Simulation (Kavakli)
This project aims at designing a war strategy game based on a navigational map, using a game engine, 3D Modelling packages, and C++ programming. It explores human-computer interaction in a game system using a historical data base. The data about the military strategies, decisions, and their consequences of Anzac war has already been collected by a historian. The project involves the development of a navigational map for making strategic decisions in Anzac War simulation. The navigational map will be used for developing an educational war game. In this project, VR tools such as an immersive projection screen and Spacepad to track the motions of the soldiers are required.
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