Virtual reality research
Our laboratory has developed a virtual reality environment which integrates various types of virtual reality hardware and stereoscopic vision technology to produce real-time collision detection, no-distortion mapping, simplified mesh modeling, and force feedback generation algorithm models.
Research includes:
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Virtual design studio, and force feedback manipulator-
This is a collaboration work with Professor Tsai Ming-Jun of the ME Robotics Laboratory to design and create a five-axis robot arm with three-axis force feedback. In the virtual design workshops, it allows the users to view and travel to each corner and manipulate multiple virtual interactive geometric objects, create virtual clothing items through an interactive interface, embroider patterns, manipulate segmentation on a shoe last, and work in a virtual calligraphy studio. Integrated real-time collision detection and force feedback model calculations allow the creation of integrated virtual design workshop input and output testing tools which are more intuitive to use than mouse-operated 3D design environment. -
Virtual reality development applications for children with developmental coordination disorders-
Our research used eight test items from the Movement Assessment Battery for Children (Movement ABC) to create a virtual reality assessment for developmental coordination disordered children. Interactive spatial tracking devices and software were used to test responses of eight basic movements. Subjects’ reactions at completion were also recorded to quantify results and determine a differential point between non-disordered and disordered children. The resulting game could be replayed to train reactions of developmental coordination disorder children and improve their coordination. -
Virtual environment applications for the rehabilitation assessment and treatment planning for Parkinson's patients-
This study uses space tracking devices to obtain the Parkinson’s patients’ movement data, establishing a quantitative analysis of movement to offer researchers advanced analysis capabilities. The hope is that the virtual reality games will offer Parkinson’s patients a diverse and safe rehabilitation environment and offer medical researchers a source of objective quantitative data for subsequent analysis and evaluation. -
Provide stereo visualization content for innovative product R&D-
This study uses plane projection techniques to generate stereo visualizations, providing guiding 3D design products through interactive software, to combining hardware and software in creating 3D multi-user discussion environments. -
Developing interactive learning through virtual table tennis-
This work aims to develop an interesting and intuitive ping-pong game, controlled by a tracking device employing six degrees of freedom, tracing racket positions and angles in 3D space. The game can be controlled entirely by the racket, with movements corresponding in real-time with the virtual environment and virtual scores for both players shown in virtual space. One can play against the computer with one screen, while a second screen is needed for head-to-head play. Tracking devices obtain the spatial coordinates of the racket. Changes in coordinates are used to calculate speed, acceleration and rotational angle, which can then be used to calculate top spin, back spin and side spin. Regardless of whether one is serving or returning the ball, collisions are calculated instantaneously. The network play feature allows online play with friends in other locations.