![]() ![]() ![]() But another approach might be to use the features of a person who has desirable HRTFs, based on some criteria. In 3-D sound applications intended for many users, we want might want to use HRTFs that represent the common features of a number of individuals. However, no phase data is included in the tables group delay simulation would need to be included in order to account for ITD. This paper gives HRTF magnitude data in numerical form for 43 frequencies between 0.2-12 kHz, the average of 12 studies representing 100 different subjects. Each simulated bird is implemented as an independent actor that navigates according to its local perception of the dynamic environment, the laws of simulated physics that rule its motion, and a set of behaviors programmed into it by the "animator." The aggregate motion of the simulated flock is the result of the dense interaction of the relatively simple behaviors of the individual simulated b. The aggregate motion of the simulated flock is created by a distributed behavioral model much like that at work in a natural flock the birds choose their own course. The simulated flock is an elaboration of a particle system, with the simulated birds being the particles. This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually. But this type of complex motion is rarely seen in computer animation. ![]() The aggregate motion of a flock of birds, a herd of land animals, or a school of fish is a beautiful and familiar part of the natural world. For this, the system provides the functions of marker-based motion tracking with sensors, recognition of user's motions, real-time actual image rendering, and multiview to realize a system to simulate more intuitive and natural virtual space interactions, which can be used for the construction of motion-based realistic/experiencing systems, which increasingly attract interest. Also, the system allows audiences to share experiences by providing them with virtual synthetic images from a third-person perspective including a user after taking the user in the real space with a camcorder on which motion tracking markers are attached. These images are transmitted to the user's immersing image devices. We attach markers on users and camera devices in a real space designed in the one-to-one size as the virtual space to trace user and camera motions, which is reflected in real time to generate virtual world images. A virtual reality system needs more natural and intuitive interfaces so as to enhance users' immersion. We realized a real space-based virtual aquarium equipped with a multiview function that provides images for users and audiences at the same time through motion tracking sensors. Preliminary deployment shows that the system has potential to offer a high degree of presence in VR. Additionally, we simulate buoyancy, drag, and temperature changes through various sensors. Users receive visual and aural feedback through the Oculus Rift head-mounted display and a pair of headphones. Users lie on their torso on a motion platform with their outstretched arms and legs placed in a suspended harness. We propose a virtual reality system, Amphibian that provides an immersive SCUBA diving experience through a convenient terrestrial simulator. ![]() Most existing SCUBA diving simulations in VR are limited to visual and aural displays. However, only a small number of people are able to experience these wonders as diving is expensive, mentally and physically challenging, needs a large time investment, and requires access to large bodies of water. SCUBA diving as a sport has enabled people to explore the magnificent ocean diversity of beautiful corals, striking fish, and mysterious wrecks. ![]()
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