Anton Treskunov graduated from the mathematics department at Moscow University. Dr. Treskunov completed his Ph.D. in Computer Science at the Keldysh Institute of the Russian Academy of Science. His Ph.D. work focused upon issues related to the application of machine vision techniques for automated industrial inspection. In 1999, he moved to United States, where he worked as a multimedia software developer at Phantom Reality. In 2003-2009, Dr. Treskunov worked for Institute for Creative Technologies (University of Southern California) as the lead researcher. Among his many responsibilities, Dr. Treskunov oversaw software engineering decisions related to the development of various mixed reality projects. His research at ICT has been focused upon computer vision based techniques for enhancing tracking and rendering in mixed reality systems. In 2009, Anton joined Silicon valley based Computer Science Lab of Samsung Electronics; his research here targets Human Computer Interaction and presenting 3D information in novel ways.
Abstract: Cinematic-quality game engines, broadband networking, and VR technology advances are converging to where players will have shared, "better than life" experiences in persistent virtual worlds. The authors propose several steps that might help this merger happen sooner. Specifically, a mechanism of natural selection among players could solve the longstanding problem of limited access to VR hardware. The authors also discuss serious applications of VR games and their social impact.
Abstract: Mixing real and virtual components into one consistent environment often involves creating geometry models of physical objects. Traditional approaches include manual modeling by 3D artists or use of dedicated devices. Both approaches require special skills or special hardware and may be costly.
We propose a new method for fast semi-automatic 3D geometry acquisition, based upon unconventional use of motion tracking equipment. The proposed method is intended for quick surface prototyping for Virtual, Augmented and Mixed reality applications (VR/AR/MR), where quality of visualization of scanned objects is not required or is of low priority.
Abstract: Posttraumatic Stress Disorder (PTSD) is reported to be caused by traumatic events that are outside the range of usual human experience including (but not limited to) military combat, violent personal assault, being kidnapped or taken hostage and terrorist attacks. Initial data suggests that at least 1 out of 5 Iraq War veterans are exhibiting symptoms of depression, anxiety and PTSD. Virtual Reality (VR) delivered exposure therapy for PTSD has been previously used with reports of positive outcomes. The current paper is a follow-up to a paper presented at IEEE VR2006 and will present the rationale and description of a VR PTSD therapy application (Virtual Iraq) and present the findings from its use with active duty service members since the VR2006 presentation. Virtual Iraq consists of a series of customizable virtual scenarios designed to represent relevant Middle Eastern VR contexts for exposure therapy, including a city and desert road convoy environment. User-centered design feedback needed to iteratively evolve the system was gathered from returning Iraq War veterans in the USA and from a system deployed in Iraq and tested by an Army Combat Stress Control Team. Results from an open clinical trial using Virtual Iraq at the Naval Medical Center-San Diego with 20 treatment completers indicate that 16 no longer met PTSD diagnostic criteria at post-treatment, with only one not maintaining treatment gains at 3 month follow-up.
Abstract: Two common limitations of modern Head Mounted Displays (HMD): the narrow field of view and limited dynamic range, call for rendering techniques that can circumvent or even take advantage of these factors. We describe a simple practical method of enhancing visual response from HMDs by using view-dependent control over lighting. One example is provided for simulating blinding lights in dark environments.
Abstract: Two common limitations of modern Head Mounted Displays (HMD): the narrow field of view and limited dynamic range, call for rendering techniques that can circumvent or even take advantage of these limiting factors. In order to improve visual response from HMDs, we propose a new method of creating various lighting effects, by using view-dependent control over lighting. Two implemented examples are provided: simulation of a blinding effect in dark environments, and contrast enhancement. The paper is intended for the audience interested in developing HMD-based Virtual Reality applications with improved scene illumination.
Abstract: Terrain maps, commonly used for updating elevation values of a moving object (i.e., a traveler), may be conveniently used for detecting and preventing collisions between the traveler and other objects on the scene. For that purpose, we project the geometry of all collidable objects onto the map and store it in a dedicated color channel. Combined with adaptive speed control, this information provides fast and reliable collision-avoidance during travel, independent of scene complexity. We present implementation details of the base system for a Virtual Reality application and discuss a number of extensions.
Abstract: Game engines of cinematic quality, broadband networking and advances in Virtual Reality (VR) technologies are setting the stage to allow players to have shared, “better-than-life” experiences in online virtual worlds. We propose a mechanism of merit-based selection of players, as solution to the long-standing problem of limited access to VR hardware.
Abstract: Though often desirable, the integration of real and virtual
elements in mixed reality environments can be dicult. We
propose a number of techniques to facilitate scene exploration
and object selection by giving users real instruments
as props while implementing their functionality in a virtual
part of the environment. Specically, we present a family of
tools built upon the idea of using real binoculars for viewing
virtual content. This approach matches user expectations
with the tool's capabilities enhancing the sense of presence
and increasing the depth of interaction between the real and
virtual components of the scene. We also discuss possible
applications of these tools and the results of our user study.
This paper is an extended version of earlier work presented
at the 4th International Workshop on the Tangible Space
Initiative.
Abstract: Mixing real and virtual elements into one environment often involves
creating geometry models of physical objects. Traditional
approaches include manual modeling by 3D artists or use of dedicated
devices. Both approaches require special skills or special
hardware and may be costly.
We propose a new method for fast semi-automatic 3D geometry
acquisition, based upon unconventional use of motion tracking
equipment. The proposed method is intended for quick surface
prototyping for Virtual, Augmented and Mixed reality applications
where quality of visualization of objects is not required or is of low
priority.
Abstract: Though often desirable, the integration of real and virtual elements
in mixed reality environments can be difcult. We propose a number
of techniques to facilitate scene exploration and object selection
by giving users real instruments as props while implementing their
functionality in a virtual part of the environment. Specically, we
present a family of tools built upon the idea of using real binoculars
for viewing virtual content. This approach matches user expectations
with the tool's capabilities enhancing the sense of presence
and increasing the depth of interaction between the real and virtual
components of the scene. We also discuss possible applications of
these tools and the results of our user study.
Abstract: Optical sight is a new metaphor for selecting distant objects or
precisely pointing at close objects in virtual environments. Optical
sight combines ray-casting, hand based camera control, and
variable zoom into one virtual instrument that can be easily implemented
for a variety of Virtual, Mixed, and Augmented Reality
systems. The optical sight can be modied into a wide family of
tools for viewing and selecting objects. Optical sight scales well
from desktop environments to fully immersive systems.
Abstract: Real time computer graphics are limited in that they
can only be displayed on projection screens and monitors.
Monitors and projection screens cannot be used in live
fire training or scenarios in which the displays could be
physically damaged by trainees. To address this issue, we
have developed projection systems using computer vision
based color correction and image processing to project
onto non-ideal surfaces such as painted walls, cinder
blocks, and concrete floors. These projector-camera
systems effectively paint the real world with digital light.
Any surface can become an interactive projection screen
allowing unprepared spaces to be transformed into an
immersive environment. Virtual bullet holes, charring,
and cracks can be added to real doors, walls, tables,
chairs, cabinets, and windows. Distortion correction
algorithms allow positioning of projection devices out of
the field of view of trainees and their weapons. This
paper describes our motivation and approach for
implementing projector-camera systems for use within the
FlatWorld wide area mixed reality system.
Abstract: Post Traumatic Stress Disorder (PTSD) is reported to be caused
by traumatic events that are outside the range of usual human
experiences including (but not limited to) military combat, violent
personal assault, being kidnapped or taken hostage and terrorist
attacks. Initial data suggests that 1 out of 6 Iraq War veterans are
exhibiting symptoms of depression, anxiety and PTSD. Virtual
Reality (VR) exposure treatment has been used in previous
treatments of PTSD patients with reports of positive outcomes.
The aim of the current paper is to present the rationale, technical
specifications, application features and user-centered design
process for the development of a Virtual Iraq PTSD VR therapy
application. The VR treatment environment is being created via
the recycling of virtual graphic assets that were initially built for
the U.S. Army-funded combat tactical simulation scenario and
commercially successful X-Box game, Full Spectrum Warrior, in
addition to other available and newly created assets. Thus far we
have created a series of customizable virtual scenarios designed to
represent relevant contexts for exposure therapy to be conducted
in VR, including a city and desert road convoy environment.
User-Centered tests with the application are currently underway at
the Naval Medical Center–San Diego and within an Army
Combat Stress Control Team in Iraq with clinical trials scheduled
to commence in February 2006.
Abstract: Over the past four years, the FlatWorld project [1] at
the University of Southern California Institute for
Creative Technologies has exploited ad hoc immersive
display techniques to prototype virtual reality education
and training applications. While our approach is related
to traditional immersive projection systems such as the
CAVE [2], our work draws extensively upon techniques
widely used in Hollywood sets and theme parks. Our first
display system, initially prototyped in 2001, enables wide
area virtual environments in which participants can
maneuver through simulated rooms, buildings, or streets.
In 2004, we expanded our work by experimenting with
transparent projection screens. To date, we have used this
display technique for presenting life size interactive
characters with a pseudo-holographic appearance.
Abstract: The authors describe algorithms and hardware for an automatic output check system for liquid crystal display (LCD) manufacturing. A TV camera and a high-speed video processor with a data flow architecture are presented. The main algorithmic difficulty on the LCD check problem is detection of small defects in real-time. To do this, the algorithm utilizing a priori information was designed. The methods used for functional LCD check do not require any human interference for its application to new LCD types
Abstract: Increasingly, 3D game engine technology is being utilized in the
virtual reality community. Game engines enable researchers and
developers to quickly author scenes and easily exploit the rapidly
advancing capabilities of PC 3D graphics cards. However, game
engines lack key features required by virtual reality applications
such as support for tracking, stereoscopic graphics, and multiple
displays. We describe our experience extending an open source
game engine, OGRE (Object Oriented Graphics Rendering
Engine) [15] for use in our immersive virtual reality research
project, FlatWorld. This task required the integration of the
engine into an existing virtual reality application framework. Our
completed system utilized OGRE for stereoscopic 3D graphics
rendering, OpenAL [16] for audio processing, ACE [1] for
network communications, and Boost.Spirit [3] for parsing
configuration files. Our process of adding multi-screen, tracked
stereoscopic display capabilities to the engine is also described.
Furthermore, benefits and limitations of 3D games engines
compared to dedicated VR toolkits are discussed. We also
describe a prototype application built with our game engine based
system.
Abstract: The ability to locate, select and interact with objects is fundamental to most Virtual Reality (VR) applications. Recently, it was demonstrated that the virtual hand metaphor, a technique commonly used for these tasks, can also be employed to control the virtual camera, resulting in improved performance and user evaluation in visual search tasks.
In this work, we further investigate the effects of hand-assisted viewing on user behavior in immersive virtual environments. We demonstrate that hand-assisted camera control significantly changes the way how people operate their virtual hands, on motor, cognitive, and behavioral levels.