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<raweb xmlns:xlink="http://www.w3.org/1999/xlink" xmlns:html="http://www.w3.org/1999/xhtml" xml:lang="en" year="2004" id="id2614750"><identification id="alcove" isproject="true"><shortname id="id2614730">ALCOVE</shortname><projectName id="id2614738">Interacting with complex objects in collaborative virtual environments</projectName><theme id="id2588555">COG</theme><team id="uid1"><participants id="id2614790" category="Head_of_project_team"><person key="alcove-2005-id2245512"><firstname id="id2614798">Christophe</firstname><lastname id="id2614803">Chaillou</lastname><moreinfo id="id2614807">Professor, section 27, LIFL</moreinfo></person></participants><participants id="id2614814" category="Faculty_Member"><person key="alcove-2005-id2245375"><firstname id="id2614822">Betty</firstname><lastname id="id2614826">Lemaire-Semail</lastname><moreinfo id="id2614830">Professor, section 63, L2EP)</moreinfo></person><person key="alcove-2005-id2244495"><firstname id="id2640092">Patricia</firstname><lastname id="id2640096">Plénacoste</lastname><moreinfo id="id2640100">Assistant Professor, section 16, LIFL</moreinfo></person><person key="alcove-2005-id2245393"><firstname id="id2640108">Sylvain</firstname><lastname id="id2640112">Karpf</lastname><moreinfo id="id2640116">Assistant Professor, section 27, LIFL</moreinfo></person><person key="alcove-2005-id2244413"><firstname id="id2640125">Fréderic</firstname><lastname id="id2640130">Giraud</lastname><moreinfo id="id2640134">Assistant Professor, section 63, L2EP</moreinfo></person><person key="alcove-2005-id2245482"><firstname id="id2640143">Fabrice</firstname><lastname id="id2640147">Aubert</lastname><moreinfo id="id2640151">Assistant Professor, section 27, LIFL</moreinfo></person></participants><participants id="id2640159" category="Research_Scientist"><person key="alcove-2005-id2244817"><firstname id="id2640168">Samuel</firstname><lastname id="id2640172">Boivin</lastname><moreinfo id="id2640176">CR, INRIA, FUTURS-Lille</moreinfo></person><person key="alcove-2005-id2245415"><firstname id="id2640185">Laurent</firstname><lastname id="id2640189">Grisoni</lastname><moreinfo id="id2640193">CR, INRIA, FUTURS-Lille (on secondment - Assistant Professor, section 27),</moreinfo></person><person key="alcove-2005-id2244844"><firstname id="id2640203">Samuel</firstname><lastname id="id2640207">Degrande</lastname><moreinfo id="id2640211">IR, CNRS, LIFL</moreinfo></person><person key="alcove-2005-id2244562"><firstname id="id2640219">Stéphane</firstname><lastname id="id2640223">Cotin</lastname><moreinfo id="id2640228">part-time work in Alcove since Oct04</moreinfo></person></participants><participants id="id2640235" category="Ph._D._student"><person key="alcove-2005-id2244668"><firstname id="id2640244">Jérémie</firstname><lastname id="id2640248">Dequidt</lastname><moreinfo id="id2640252">MENRT,LIFL</moreinfo></person><person key="alcove-2005-id2244917"><firstname id="id2640261">Sylvain</firstname><lastname id="id2640265">Gaeremynck</lastname><moreinfo id="id2640269">MENRT, LIFL</moreinfo></person><person key="alcove-2005-id2244931"><firstname id="id2640277">Julien</firstname><lastname id="id2640282">Lenoir</lastname><moreinfo id="id2640286">MENRT, LIFL</moreinfo></person><person key="alcove-2004-id2244678"><firstname id="id2640294">Nicolas</firstname><lastname id="id2640298">Leroy</lastname><moreinfo id="id2640302">MENRT, LAIL</moreinfo></person><person key="alcove-2005-id2244944"><firstname id="id2640311">Damien</firstname><lastname id="id2640315">Marchal</lastname><moreinfo id="id2640319">INRIA-Région, LIFL</moreinfo></person><person key="alcove-2005-id2244958"><firstname id="id2640328">Nicolas</firstname><lastname id="id2640332">Martin</lastname><moreinfo id="id2640336">France-Télécom INRIA, LIFL</moreinfo></person><person key="alcove-2005-id2244770"><firstname id="id2640345">François</firstname><lastname id="id2640350">Martinot</lastname><moreinfo id="id2640354">MENRT, LIFL</moreinfo></person><person key="alcove-2005-id2244830"><firstname id="id2640362">François</firstname><lastname id="id2640366">Pigache</lastname><moreinfo id="id2640371">MENRT, L2EP</moreinfo></person><person key="alcove-2005-id2244851"><firstname id="id2640379">Cédric</firstname><lastname id="id2640383">Syllebranque</lastname><moreinfo id="id2640387">INRIA-Région, LIFL</moreinfo></person><person key="alcove-2004-id2244815"><firstname id="id2640396">Theetten</firstname><lastname id="id2640400">Adrien</lastname><moreinfo id="id2640404">started in Oct04, LIFL</moreinfo></person><person key="alcove-2004-id2244838"><firstname id="id2640413">Vatavu</firstname><lastname id="id2640417">Radu</lastname><moreinfo id="id2640421">started in Oct04, LIFL</moreinfo></person><person key="alcove-2004-id2244860"><firstname id="id2640430">Biet</firstname><lastname id="id2640434">Melisande</lastname><moreinfo id="id2640438">started in Oct04, L2EP</moreinfo></person><person key="alcove-2004-id2244883"><firstname id="id2640447">Lenoir</firstname><lastname id="id2640451">Julien</lastname><moreinfo id="id2640455">ended in Nov04</moreinfo></person></participants><participants id="id2640463" category="Post-doctoral_fellow"><person key="alcove-2005-id2245087"><firstname id="id2640471">Luciana</firstname><lastname id="id2640476">Provenziano</lastname><moreinfo id="id2640480">Post-doc, june 04-avril 05</moreinfo></person><person key="alcove-2004-id2244936"><firstname id="id2640488">Cyril</firstname><lastname id="id2640492">Ngo-Ngoc</lastname><moreinfo id="id2640496">INRIA, june 03-june 04</moreinfo></person><person key="alcove-2005-id2245460"><firstname id="id2640505">Gery</firstname><lastname id="id2640509">Casiez</lastname><moreinfo id="id2640513">ATER, LIFL and L2EP</moreinfo></person></participants><participants id="id2640520" category="Project_staff"><person key="alcove-2005-id2245105"><firstname id="id2640529">Pierre-Jean</firstname><lastname id="id2640533">Bensoussan</lastname><moreinfo id="id2640537">INRIA, dec 2004-</moreinfo></person><person key="alcove-2005-id2245003"><firstname id="id2640545">Sylvère</firstname><lastname id="id2640550">Fonteneau</lastname><moreinfo id="id2640554">INRIA, nov 2003-</moreinfo></person><person key="alcove-2004-id2245035"><firstname id="id2640562">Alexandre</firstname><lastname id="id2640566">Lambin</lastname><moreinfo id="id2640570">INRIA, oct 2002-aug 2004</moreinfo></person><person key="alcove-2004-id2245057"><firstname id="id2640579">Mickaël</firstname><lastname id="id2640583">De Preester</lastname><moreinfo id="id2640588">INRIA, oct 2002-aug 2004</moreinfo></person><person key="alcove-2005-id2244983"><firstname id="id2640596">Frédéric</firstname><lastname id="id2640601">Blondel</lastname><moreinfo id="id2640605">University, oct 2003-</moreinfo></person></participants><participants id="id2640613" category="Research_scientist_(partner)"><person key="alcove-2005-id2245165"><firstname id="id2640622">Philippe</firstname><lastname id="id2640626">Meseure</lastname><moreinfo id="id2640630">Assistant Professor, section 27, IRCOM-SIC Poitiers</moreinfo></person><person key="alcove-2005-id2245070"><firstname id="id2640639">Stéphane</firstname><lastname id="id2640643">Louis dit Picard</lastname><moreinfo id="id2640648">post-doctoral fellow, France-Telecom - Lanion</moreinfo></person><person key="alcove-2004-id2245158"><firstname id="id2640657">Laurent</firstname><lastname id="id2640661">Hilde</lastname><moreinfo id="id2640665">post-doctoral fellow, CEA - Paris (sept 04)</moreinfo></person><person key="alien-2006-id2244932"><firstname id="id2640673">Wilfrid</firstname><lastname id="id2640677">Perruquetti</lastname><moreinfo id="id2640681">Professor, section 61, LAIL</moreinfo></person><person key="alcove-2004-id2245203"><firstname id="id2640690">Anne Marie</firstname><lastname id="id2640694">Kökösy</lastname><moreinfo id="id2640698">Faculty member, ISEN, LAIL</moreinfo></person><person key="alcove-2005-id2245193"><firstname id="id2640707">Jean-Philippe</firstname><lastname id="id2640711">Vandeborre</lastname><moreinfo id="id2640715">Assistant professor, ENIC</moreinfo></person></participants></team><UR id="id2640725" name="Futurs"/></identification><presentation id="uid3"><bodyTitle id="id2640736">Overall Objectives</bodyTitle><subsection id="uid4"><bodyTitle id="id2640746">(Sans Titre)</bodyTitle><keyword id="id2640748">3D framework</keyword><keyword id="id2640751">cooperative virtual world</keyword><keyword id="id2640754">virtual reality</keyword><keyword id="id2640757">HCI</keyword><keyword id="id2640760">physical modeling</keyword><keyword id="id2640763">interaction models</keyword><keyword id="id2640766">3D interfaces</keyword><p id="id2640770">Our project aims at defining new methods and tools for cooperative frameworks. This work is at the edge of several research areas : physical modeling, virtual reality, and HCI.</p><simplelist id="id2640778"><li id="uid5"><p id="id2640786">Animation and physically-based simulation is a very active research field. Recent advances, to which our research work contributes, now allow users to interact with physically-based models. Surgical simulation is one of the areas that benefits from these researches.</p></li><li id="uid6"><p id="id2640802">During the last decade, numerous research works have been carried out that aim at immersing users into virtual worlds. Besides technological aspects (VR devices, ..), these new tools require new kinds of interaction between the users and the environment, as classical WIMP interfaces are no longer suited. It is now clear that many applications do not require the user to be fully immersed into the environment, thus opening a new research area : finding the best compromise between immersion-based realism and new models that allow to move in and to interact with the virtual world.</p></li><li id="uid7"><p id="id2640824">Graphical Human-Computer Interfaces are now a basic part of any computer. However, they are not well suited to current applications like communication and collaborative work. New researches are beeing carried out in order to make them more user-friendly in cooperative environments (Collaborative Virtual Environment, Tangible User Interface).</p></li></simplelist><p id="id2640835">Our project deals with these three research areas. In the animation and simulation field, we aim at defining virtual objects behaving like real ones. As far as Virtual Reality is concerned, we focus on providing the users with natural interaction with the computer models. Last, we contribute to the HCI community by proposing and experimenting new interaction models and 3D interfaces between the users and the computer objects.</p><p id="id2640847">Our team has been developping for several years a non-immersive 3D environment mimicking a meeting room. A group of users, each one using its own computer, can meet in a virtual office and work together. Such a concept involves new problems, like manipulating virtual objects inside a cooperative framework (how to model real objects ? how to interact with these models ?).</p><p id="id2640858">Our research currently focuses on two main subjects : Interaction models and Physically-based autonomous objects. Figure <ref id="id2640868" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#uid8" location="intern" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/> shows the topics that we consider in these subjects.</p><object id="uid8"><table id="id2640891"><tr id="id2640892"><td id="id2640894"><ressource aux="image_1.png" xylemeAttach="1" id="id2640898" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="projet" type="float" width="11cm" xyref="199457325031" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2640919">Research areas of Alcove</caption></object><subsection id="uid9"><bodyTitle id="id2640927">Interaction models</bodyTitle><p id="id2640930">It is still illusive and probably useless to reproduce real world interactions on virtual objects. Therefore, we propose new basic metaphors for interaction (such as selection, picking, moving, assemblage, deformation), and we design corresponding devices ( haptic or kinesthesic).</p></subsection><subsection id="uid10"><bodyTitle id="id2640947">Physically-based autonomous objects</bodyTitle><p id="id2640950">Programming projects nowadays benefit from advanced software concepts like object-oriented or agent-oriented programming. Our goal is to extend these concepts to physical modeling, in order to design autonomous physical objects that can be used inside a distributed cooperative framework. These objects will use such techniques as multi-resolution (physical and geometrical) and multi-representation.</p></subsection></subsection></presentation><fondements id="uid11"><bodyTitle id="id2640969">Scientific Foundations</bodyTitle><subsection id="uid12"><bodyTitle id="id2640978">Interaction models and suitable devices</bodyTitle><keyword id="id2640981">Force feedback</keyword><keyword id="id2640984">DOF separation</keyword><keyword id="id2640986">manipulation et navigation
tasks</keyword><keyword id="id2640990">tracking and selection tasks</keyword><keyword id="id2640993">cutaneous feedback</keyword><keyword id="id2640996">piezo-electric actuator
mono and multi DOF</keyword><keyword id="id2640999">Causal modelling</keyword><subsection id="uid13"><bodyTitle id="id2641010">Interaction models</bodyTitle><participants id="id2641014" category="None"><person key="alcove-2005-id2245415"><firstname id="id2641019">Laurent</firstname><lastname id="id2641022">Grisoni</lastname></person><person><firstname id="id2641027">Patricia</firstname><lastname id="id2641030">Plénacoste</lastname></person><person key="alcove-2005-id2244844"><firstname id="id2641036">Samuel</firstname><lastname id="id2641039">Degrande</lastname></person><person key="alcove-2005-id2245460"><firstname id="id2641044">Gery</firstname><lastname id="id2641047">Casiez</lastname></person><person key="alcove-2005-id2244958"><firstname id="id2641053">Nicolas</firstname><lastname id="id2641055">Martin</lastname></person></participants><p id="id2641061">The interaction between a user and a computed 3D object is a complex
chain starting at the physical devices and ending in the user's mental representation of the activity. We are studying several parts of this
chain, in order to understand and improve human-computer interactions.</p><p id="id2641070">Specific 6 DoF input devices have been proposed and evaluated. The DigiHaptic is a new kind of 3 DoF device with force-feedback which can be used to navigate inside 3D environment, or to manipulate 3D objects. The DigiTracker is a small 3D pointing device which was studied to be stressless. However, those devices can hardly be used directly, and we have proposed some interaction metaphors to extend
or adapt them to 3D virtual environments. Particularly, we are
studying an elastic-isotonic mix mode that will enable the use of
a small pointing device even with a large display system.</p><p id="id2590607">At a higher level, virtuals tools or action metaphors are needed
in collaborative virtual environment to let the user focus on
her/his activity rather than on the manipulation of the devices.
Useless interactions should be removed or replaced with high
level virtuals tools. A software framework, based on the
M.V.C. paradigm, is proposed to easily develop such tools
and metaphors. With this platform, the default behavior of
a tool can be dynamically adapted to the object it is acting on,
through the definition of application specific interaction rules.</p><p id="id2590622">Some new interactions metaphors (or 3D widgets) are studying,
which are specific to collaborative 3D workspaces.
For example, we propose a personnal point-of-view manipulator
that lets each user orients 3D objects in an independent way,
while indicating the orientation adopted by the other users.</p></subsection><subsection id="uid14"><bodyTitle id="id2590638">Haptic devices</bodyTitle><participants id="id2590642" category="None"><person key="alcove-2005-id2245460"><firstname id="id2590647">Gery</firstname><lastname id="id2590650">Casiez</lastname></person><person key="alcove-2005-id2244413"><firstname id="id2590655">Frédéric</firstname><lastname id="id2590658">Giraud</lastname></person><person><firstname id="id2590663">Betty</firstname><lastname id="id2590666">Semail</lastname></person><person key="alcove-2005-id2245512"><firstname id="id2590672">Christophe</firstname><lastname id="id2590674">Chaillou</lastname></person><person key="alcove-2004-id2244678"><firstname id="id2590680">Nicolas</firstname><lastname id="id2590683">Leroy</lastname></person></participants><p id="id2590688">Piezo-electric actuators are quite interesting for haptic devices. First,
there are well suited for low speed-high force applications, so they do not
need any reduction gear, avoiding backlash and control loss. Moreover,
thanks to their energy conversion principle, such drawbacks as cogging
torque or slot effects concerning electromagnetic actuators do not appear
here.
Besides, multi degrees of freedom are available on a few actuators, ( for
instance 2D translator), although classical electromagnetic ones only allow
one rotation or one linear moving.
Last, most piezo-electric actuators are locked for no voltage feeding,
which may be interesting for keeping the last position of the haptic device.</p></subsection><subsection id="uid15"><bodyTitle id="id2590712">Tactile actuator</bodyTitle><participants id="id2590715" category="None"><person key="alcove-2005-id2244770"><firstname id="id2590721">Nicolas</firstname><lastname id="id2590723">Martinot</lastname></person><person key="alcove-2005-id2245512"><firstname id="id2590729">Christophe</firstname><lastname id="id2590732">Chaillou</lastname></person><person><firstname id="id2590737">Betty</firstname><lastname id="id2590740">Semail</lastname></person><person key="alcove-2005-id2244413"><firstname id="id2590746">Christophe</firstname><lastname id="id2590748">Giraud</lastname></person></participants><p id="id2590754">Since several years, researches concerning touch parameters in
interaction situation play an increasing role in the fields of
robotics and haptics since fast development in sensors and actuators
miniaturizations could allow to study and reproduce touch small scale
phenomena. So, one of the main interests in haptics applied to virtual
reality is to find a general purpose desktop I/O device that could
enhance virtual touch interactions by stimulating the finger pulp.
Using dedicated force and movement sensors, François MARTINOT and
Patricia PLENACOSTE have started this work by an ergonomical analysis
of touch human gestures to predict final users behaviours and advice
design guidelines for a desktop tactile display used in active touch
conditions.</p><p id="id2590787">François MARTINOT is currently measuring the contact
interaction phenomena with small microphones to elaborate a &#147;touch
mark&#148; by wavelet transform which could be used for control and
evaluation purpose. Mélissande BIET is currently designing a 2 dof
travelling wave device based on a piezoelectric technology that could
provide cutaneous feelings. In collaboration with the IEMN laboratory
(Philippe PERNOD) we participate to the study of a dense pin arrays
based on electrostrictive and magnetostrictive technology.</p><p id="id2590802">A travelling Wave tactile device (Frederic GIRAUD).
This device is made of a stator from a Travelling Wave piezo-electric
motor. When the finger tip touches the surface, different friction
sensations are felt according to the travelling wave&#146;s speed. The
sensation can be improved if the finger tip&#146;s speed is measured and
taken into account for the travelling wave&#146;s speed reference.</p></subsection></subsection><subsection id="uid16"><bodyTitle id="id2590827">Virtual complex objects</bodyTitle><keyword id="id2590830">Interaction</keyword><keyword id="id2590833">physically-based simulation</keyword><keyword id="id2590836">3D virtual environment</keyword><keyword id="id2590839">collision</keyword><keyword id="id2590842">interaction with haptic devices</keyword><subsection id="uid17"><bodyTitle id="id2590852">Collision between deformable objects</bodyTitle><participants id="id2590856" category="None"><person key="alcove-2005-id2245482"><firstname id="id2590861">Fabrice</firstname><lastname id="id2590864">Aubert</lastname></person><person key="alcove-2005-id2244944"><firstname id="id2590870">Damien</firstname><lastname id="id2590872">Marchal</lastname></person></participants><keyword id="id2590876">Collision detection</keyword><keyword id="id2590879">collision response</keyword><keyword id="id2590882">physically-based animation</keyword><keyword id="id2590885">distance field</keyword><p id="id2590889">In the context of a real-time simulator engine, the time dedicated to the collision process is critical. The major drawback involves the deformable objects and self collisions.</p><p id="id2590896">For many years, we have been investigating the use of spheres
approximating the volume of virtual objets: Spheres are very attractive, since it is
straightforward to check their intersection and compute a penalty-based
collision response. However, they have revealed some major drawbacks :
they fail to represent surface body properly, they sometimes poorly
approximate the volume of certain virtual bodies and in case of rapid
motions, they do not allow an efficient and physically correct
computation of the collision response.</p><p id="id2590911">During his Master Thesis <ref id="id2590916" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid0" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>, D. Marchal
has investigated other real-time approaches for collision detection and
penalty computation.</p><p id="id2590937">During his PhD (started at oct. 03), Damien Marchal investigates new fast collision detection methods. At present, this study is mainly focused on distance map computation that can be updated after any deformation <ref id="id2590948" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid1" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>.</p></subsection><subsection id="uid18"><bodyTitle id="id2590972">Physically based simulation and multiresolution</bodyTitle><participants id="id2590976" category="None"><person key="alcove-2005-id2245415"><firstname id="id2590981">Laurent</firstname><lastname id="id2590984">Grisoni</lastname></person><person key="alcove-2005-id2244931"><firstname id="id2590989">Julien</firstname><lastname id="id2590992">Lenoir</lastname></person><person key="alcove-2005-id2244817"><firstname id="id2590998">Samuel</firstname><lastname id="id2591000">Boivin</lastname></person><person><firstname id="id2591006">Cyril</firstname><lastname id="id2591009">NgoNgoc</lastname></person></participants><keyword id="id2591013">physical simulation</keyword><keyword id="id2591015">splines</keyword><keyword id="id2591018">agent-based architecture</keyword><p id="id2591022">We proposed a set of tools for real-time simulation of continuous deformable 1D object. We proposed useful mechanical constraints formulation, such as sliding point, that aim at providing all the necessary tools for real-time surgical thread simulation. Among others, we also proposed multiresolution algorithm for 1D spline object simulation, that allows for dynamic adaptation of the object resolution to the current geometric configuration, which allows for maintaining real-time while creating complex thread configuration, such as tied knot. A PhD started this september, in collaboration with CEA, to work on real-time simulation of significant section electrical cable.</p><p id="id2591038">Ngo Ngoc and Boivin have proposed a new physical model to accurately simulate clothes, including nonlinear behaviors. This model has three different components (traction, bending and shearing). It automatically computes up to 32 parameters including a term of internal friction from the data generated by the Kawabata machine on a real piece of fabric. These parameteres are then used to generate very realistic computer graphics animations of clothes. Ngo Ngoc and Boivin also demonstrate the quality of their results by simulating many different fabrics and doing side-by-side visual comparison of real and synthetic clothes.</p></subsection><subsection id="uid19"><bodyTitle id="id2591061">Inverse dynamics</bodyTitle><participants id="id2591065" category="None"><person key="alcove-2005-id2244817"><firstname id="id2591070">Samuel</firstname><lastname id="id2591073">Boivin</lastname></person><person key="alcove-2005-id2244851"><firstname id="id2591079">Cyril</firstname><lastname id="id2591081">Syllebranque</lastname></person></participants><keyword id="id2591085">computer vision</keyword><keyword id="id2591088">computer graphics</keyword><keyword id="id2591091">inverse rendering</keyword><keyword id="id2591094">inverse modeling</keyword><keyword id="id2591097">physical parameter identification</keyword><keyword id="id2591100">mechanical simulation</keyword><keyword id="id2591103">rendering</keyword><p id="id2591107">We propose a new method for estimating the physical properties of complex objects from an image sequence. Actually, we want to approximate the mechanical properties of a deformable object directly from a real video. We have been working on a new algorithm being able to recover the five physical parameters of a cloth based on a simple mass-spring model, directly from a synthetic image sequence. This technique uses a complex error metric which estimates the difference between the rendered and the original video. This difference is then used by a minimization scheme to iteratively enhance the parameters of the cloth. This technique shows some good results about the recovery of parameters from synthetic images: side-by-side comparisons of videos do not show any visible artifacts and the numerical difference between the actual and the recovered parameters is smaller than 5%.</p><p id="id2591128">However, it is now necessary to extend our method to real videos. We are currently working on many movies containing an interaction with a real deformable parallelepiped. Each video consists in almost the same test, but the parallelepiped's material is changing from a video to another. The next challenge is to compute the physical properties of each prism directly from these video. We also hope to compare the quality of our reconstruction using the CIMIT's Truth Cube.</p></subsection></subsection><subsection id="uid20"><bodyTitle id="id2591148">Physical-based autonomous objects</bodyTitle><subsection id="uid21"><bodyTitle id="id2591158">mutipresentation and autonomous physical simulation</bodyTitle><participants id="id2591162" category="None"><person key="alcove-2005-id2245415"><firstname id="id2591167">Laurent</firstname><lastname id="id2591170">Grisoni</lastname></person><person key="alcove-2005-id2244668"><firstname id="id2591175">Jérémy</firstname><lastname id="id2591178">Dequidt</lastname></person><person key="alcove-2005-id2244844"><firstname id="id2591184">Samuel</firstname><lastname id="id2591187">Degrande</lastname></person></participants><p id="id2591192">We proposed a new architecture for real-time physical simulation, that combines agent-based approaches with physical simulation. several examples have been proposed, raising all the potential advantages of such approach. The question of interaction between physical systems has also been studied closely, as it is the key problem within such agent-based system. Practical tests have been made, showing that it is actually possible for relax the classical synchronization condition, and nevertheless provide plausible simulation in simple cases. Flexible collaborative systems proposing physically simulated objects could also potentially be proposed using such architecture, we are currently achieving first tests.</p></subsection><subsection id="uid22"><bodyTitle id="id2591216">Component based software framework</bodyTitle><participants id="id2591220" category="None"><person key="alcove-2005-id2244844"><firstname id="id2591225">Samuel</firstname><lastname id="id2591228">Degrande</lastname></person><person key="alcove-2005-id2244917"><firstname id="id2591233">Sylvain</firstname><lastname id="id2591236">Gaeremynck</lastname></person></participants><p id="id2591241">In current 3D collaborative virtual environments, behaviors of 3D objects are classically
implemented in animation scripts or eventually with simple mechanical simulators. In order
to mix physically-simulated objects with programmatically-emulated objects in the
same environment, and to let them interact together, we need to encapsulate each object
into a 3D object abstraction. During his PhD thesis, Sylvain Gaeremynck is studying a component based software framework
that will enable time-synchronous objects to cohabit with time-asynchronous objects, through
a specific scheduling system.</p></subsection></subsection></fondements><domaine id="uid23"><bodyTitle id="id2591262">Application Domains</bodyTitle><subsection id="uid24"><bodyTitle id="id2591272">Medical simulation</bodyTitle><subsection id="uid25"><bodyTitle id="id2591282">Background</bodyTitle><p id="id2591286">Medical simulation has been a very active research field for the past ten years. The ultimate goal is to provide medical students with realistic simulators that reacts like actual human patients.</p><p id="id2591293">One of the most challenging task in medical simulation is to realisticaly model soft organs and tissues, and their interaction with surgical instruments, requiring real-time solutions to complex problems like physical modeling, collision detection, ...</p></subsection><subsection id="uid26"><bodyTitle id="id2591309">Developpement of medical simulators</bodyTitle><p id="id2591313">We continue our contribution to the developpment of medical simulators. We have recently concentrated our effort on the design of a cataract surgery simulator in ophthalmology.The first step of the operation (namely capsulhorexis) has been modeled. We now have a realistic real-time behavior of the capsule and its interaction with the surgical instruments. Tne next step will be the realistic modeling of the lens. A first approach based on finite-element modeling is currently under investigation.</p></subsection><subsection id="uid27"><bodyTitle id="id2591334">Towards a new real-time simulation engine</bodyTitle><p id="id2591337">Following our first experience with the SPORE real-time simulation engine, we have started the development of a next generation engine that will be more flexible than the previous one. This development will be a joint-effort between Alcove, Epidaure (INRIA Sophia), Evasion (INRIA Grenoble) and the CIMIT (Boston). Our purpose is also to collaborate with other research teams worldwide involved in simulation.</p></subsection></subsection><subsection id="uid28"><bodyTitle id="id2591356">Collaborative work on virtual objects</bodyTitle><subsection id="uid29"><bodyTitle id="id2591367">Background</bodyTitle><p id="id2591370">Traditionally, virtual environments are used in teaching domains, to simulate
physical phenomena or to represent objects taken from the natural environment,
notably in such domains as medicine, nuclear industry (EDF), transport industry
(SNCF, military or civil aviation). Their goal is to reproduce the environment
and the objects as they are in reality, by integrating the natural properties
of the objects, physical behaviors and environmental constraints.
Our proposal is appreciably different. Indeed, we have choosen to consider
co-operative activities of small groups of actors around virtual 2D or 3D
objects. Our goal is to provide them with a virtual environment which uses classical
computers and peripherics, and which could be considered as an extension of
their current working environment in the broad sense.
Our proposal is built around a virtual representation which immerses the user in
a known environment (a meeting room), without beeing a copy of the reality. By
minimizing navigation and manipulation gestures, it enables several actors,
geographically distants to each other, to focus on the realization of a common
technical task. Some abstractions of visual representations and interactions
are implemented to help the users to understand and apprehend concepts, the
2D/3D objects beeing rather a support to the co-operation activities.</p></subsection><subsection id="uid30"><bodyTitle id="id2591434">Sofware Framework for Collaborative Virtual Environments</bodyTitle><p id="id2591439">After some preliminary studies, we have defined a set of software components
needed to construct a generic framework dedicated to Collaborative Virtual
Environments. Those components are divided into 3 levels :</p><simplelist id="id2591447"><li id="uid31"><p id="id2591456">a network communication layer, in charge of the handling of the shared
objects.</p><p id="id2591462" noindent="true">A distributed architecture with a duplicated 3D database is choosen to ensure
interactivity of manipulation and visualization.
The network communication layer has to efficiently maintain the coherency
between all instances of a duplicated shared data.</p><p id="id2591474" noindent="true">It also provides all services needed to manage the virtual work session
(entry/exit of avatars, concurrent access...).</p></li><li id="uid32"><p id="id2591489">an object management layer.</p><p id="id2591494" noindent="true">To ease the developpement of collaborative activites, 3D objects are defined
using a descriptive language such as VRML97. An extension to the language is
needed in order to be able to define shared data.</p><p id="id2591504" noindent="true">Local interaction mecanisms with 3D objects (indices to help selection, ways
of manipulation...) are also integrated into this layer.</p></li><li id="uid33"><p id="id2591520">an interface management layer.</p><p id="id2591525" noindent="true">Each user having a personnal mental representation of her/his work, this layer
provides the user with the ablity to organize or adapt her/his own virtual
interface. The interface is organized in several spatial domains, each domain
having is specific behavior and usage. Users' actions are abstracted
independently of the environment before to be remotely transmitted.</p><p id="id2591539" noindent="true">High level metaphorics tools used to act on objects or interact with the
interface (such as the transfert of object from one spatial domain to an other
one, or point of view concept) are, also, provided.</p></li></simplelist></subsection><subsection id="uid34"><bodyTitle id="id2591557">Conceptual Assembly/Disassembly</bodyTitle><p id="id2591561">A vast majority of the activities around manufacturated objects does not just
need simple manipulation mecanisms (rotations or translations of one object, or
of parts of it), but rather more complex actions like assembly, disassembly or
adaptation of objects. User's interactions are then to be constrained according
to the connection between objects.</p><p id="id2591573" noindent="true">Some Computer Assisted Design modelisation systems include the possibiltiy to
define geometrical or mechanical constraints between points, edges or planes of
the objects. Those constraints are pre-defined during the construction of the
models. However, for interactive applications, assembly operations have to be
freely performed by the user. Constraints are then to be dynamically created. One
solution is to use a simulation engine which can compute on-the-fly the
mechanical interactions between parts of objects, using collision detection and
taking into account mechanical properties such as sliding.</p><p id="id2591592" noindent="true">We are studying an alternative, with a concept of abstract assembly, where
'contact zones' are defined on objects. Those 'contact zones' act as magnets,
easing user's actions. Such a concept can be used within applications where the
conceptual part of the activities is more important than the manipulation of the
object by it-self. Our collaborative platform is dedicated to such activities.
This work is implemented by Alexandre Lambin, expert ingenior under contract
since September 2003.
</p></subsection></subsection></domaine><logiciels id="uid35"><bodyTitle id="id2591612">Software</bodyTitle><subsection id="uid36"><bodyTitle id="id2591622">Spin 3D</bodyTitle><participants id="id2591626" category="None"><person key="alcove-2005-id2244844"><firstname id="id2591631">Samuel</firstname><lastname id="id2591634">Degrande</lastname><moreinfo id="id2591636">correspondent</moreinfo></person></participants><p id="id2591642">Spin|3D is a synchronous collaborative software platform, which implements the
Collaborative Virtual Environment concepts presented in  <ref id="id2591652" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#uid28" location="intern" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>.
Spin|3D is developped in collaboration with France Telecom R&amp;D (Lannion's site).
A multi-disciplinary team (computer scientists and psychologists) composed of
a dozen of members (one half in Lille, one half in Lannion) works on that project.
We aim at providing a complete software environment to ease the development of
collaborative applications.</p><p id="id2591687" noindent="true">For that purpose, Spin|3D is built on a core layer which can be extended with
dynamically loaded external modules. Two kind of external modules can be plugged :
viewer plugins, to display objects not directly handled by the core layer (such
as an HTML plugin, for example), or autonomous external applications which
communicate with the core through a local Corba bus (with that mecanism, a
legacy software such as a CAD modeler can be connected to Spin|3D, without
needing any heavy cross-integration).</p><object id="uid37"><table id="id2591707"><tr id="id2591709"><td id="id2591710"><ressource aux="image_2.png" xylemeAttach="2" id="id2591714" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="graph4" type="float" width="13cm" xyref="2463342772020" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2591735">Architecture of an application based on Spin|3D</caption></object><p id="id2591740">The LIFL works, mainly, on "low level" layers, furnishing the communication
framework
and the object handling layer. France Télécom, on its side, studies human/human
communications through the development of avatars, and works on the definition
of end-users applications.</p><p id="id2591749" noindent="true"/><object id="uid38"><table id="id2591758"><tr id="id2591759"><td id="id2591761"><ressource aux="image_3.png" xylemeAttach="3" id="id2591764" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="graph5" type="float" width="7cm" xyref="989873682002" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2591786">A terminal view of a Spin|3D application</caption></object><p id="id2591789">The main target applications are digital project reviews, support for
medical diagnostics, vitual laboratory works and network games. We have proposed
a virtual lab-work (to help students learn the use of an oscilloscope and a
signal generator) in the Divilab European project (IST-1999-12017).
France Télécom, with the IRCAD, has developped, during 2003, a prototype of a
medical diagnostic application, called Argonaute 3D  <ref id="id2591809" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid2" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>. Some other
applications, in the digital project review domain, are in preparation.
</p></subsection><subsection id="uid39"><bodyTitle id="id2591832">Design of surgical simulators</bodyTitle><participants id="id2591835" category="None"><person key="alcove-2005-id2245165"><firstname id="id2591840">Philippe</firstname><lastname id="id2591843">Meseure</lastname></person><person key="alcove-2005-id2245393"><firstname id="id2591849">Sylvain</firstname><lastname id="id2591851">Karpf</lastname><moreinfo id="id2591854">correspondent</moreinfo></person></participants><p id="id2591860">We have designed a generic framework, called MISS, for the design of surgical simulators. It
mainly relies on
SPORE, and provides some usefull tools to ease the implementation of
minimally invasive surgical simulation. It defines classes for the cinematic of a trocart-like insertion
tools, proposes the simulation of various tools such as forceps,
coagulator... and includes
various visual effects (smoke, coagulation,...).</p><object id="uid40"><table id="id2591877"><tr id="id2591878"><td id="id2591880"><ressource aux="image_4.png" xylemeAttach="4" id="id2591885" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="miss" type="float" width="10cm" xyref="833179688028" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2591906">Two applications from MISS : coelioscopy simulation and intestines surgical simulation</caption></object><subsection id="uid41"><bodyTitle id="id2591914">SPIC</bodyTitle><participants id="id2591918" category="None"><person key="alcove-2005-id2245165"><firstname id="id2591923">Philippe</firstname><lastname id="id2591925">Meseure</lastname></person><person key="alcove-2005-id2245393"><firstname id="id2591931">Sylvain</firstname><lastname id="id2591934">Karpf</lastname><moreinfo id="id2591936">correspondent</moreinfo></person></participants><p id="id2591942">Spic is the first application of the MISS framework. It allows the
simulation of coelioscopy and laparoscopy. It provides a virtual camera for the environment
simulation and two inserted
tools which the user can choose and change during simulation. A specific
device has been
designed to provide an adequate user interface, but, for cost reason, do
not include
any force feedback. Instead, we use a real shell which prevents the
forceps from penetrating
through the virtual cavity. This implies a good calibration of the
manipulator,
which is hopefully possible <ref id="id2591956" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid3" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>.</p><p id="id2591974">However, since the organs are mobile, we have to find another way to
interact properly
with them. We have chosen the previously described proxy/god-object
method to allow the
virtual forceps and the organ to behave
realistically, even if the surgeons imposes impossible position to the
forceps. This
work is currently under progress. We are also concerned with the
simulation of realistic
operations: This implies to design specific models: we have already
proposed a model for
the fallopian tubes and go on with the modeling of the ovaries, uterus
and peritoneum.</p><p id="id2591989">We are also involved in the pedagogy associated with such simulators.
A user-friendly
interface has been designed by Cédric Tailly to propose simple exercices to
learn anatomic
recognition and the handling of the camera and forceps. More realistic
exercices are
currently being investigated, and the use of specific tools is now possible
(evacuator,
coagulator, water injector, cutting forceps,...).</p></subsection><subsection id="uid42"><bodyTitle id="id2592015">Cataract Surgery Simulation</bodyTitle><participants id="id2592018" category="None"><person key="alcove-2005-id2245393"><firstname id="id2592023">Sylvain</firstname><lastname id="id2592026">Karpf</lastname><moreinfo id="id2592029">correspondent</moreinfo></person><person key="alcove-2005-id2244983"><firstname id="id2592034">Frédéric</firstname><lastname id="id2592037">Blondel</lastname></person></participants><p id="id2592042">The cataract operation consists in extracting the opaque cristalline lens from the eye
and replace it by an implant. This project lies within the framework of Minimal Invasive Surgical Simulator (MISS),
which aim is to create pedagogical simulators for doctors.</p><p id="id2592051">To do so, we develop both physical and virtual interfaces.
The physical interface is based on the phantom and forces feedback.
The virtual interface uses different mechanical models implemented in the SPORE physical engine, such as 2D and 3D objects for cutting. Other effects are managed in a pure geometrical maner.</p><p id="id2592062">Six people have worked on this simulator, most of all during a trainee
period. This simulator allow us to enrich the SPORE project <ref id="id2592072" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#uid24" location="intern" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>, particularly
with new mechanical models. The first one is surfacic mass/spring mesh with
the ability to be torn or cut (F. Blondel <ref id="id2592092" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid3" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>, D. Marchal and C. Syllebranque);
it is used to simulate the capsulorhexis stage. The second one is
articulated rigid body (M. De La Gorce); we plan to model the lens implant.
Finally, D. Marchal worked on a volumetric mass/spring mesh in order to
simulate the eye lens to be destroyed. Moreover, V. Pegoraro have added the
stereographic display of any scene and C. Syllebranque <ref id="id2592116" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid4" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/> has designed a visual
effect connected to the mechanical model to simulate the hydrodissection
stage. By now, F. Blondel is putting the finishing touches to an operational
caspulorhexis stage simulation. To produce a realistic gesture, the design of a physic tool (based on a Phantom device and a model of the eye), and its calibration with the virtual tools, are also in progress.</p><object id="uid43"><table id="id2592145"><tr id="id2592146"><td id="id2592148"><ressource aux="image_5.png" xylemeAttach="5" id="id2592153" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="phaco" type="float" width="15cm" xyref="3508225341016" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2592174">Prototype of the Cataract Surgery Simulator : Tearing, Cutting and Hydrodissection</caption></object></subsection></subsection></logiciels><resultats id="uid44"><bodyTitle id="id2592183">New Results</bodyTitle><subsection id="uid45"><bodyTitle id="id2592191">A new haptic device</bodyTitle><p id="id2592195">We investigated the use of the
DigiHaptic <ref id="id2592202" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid5" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/><ref id="id2592218" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid6" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/><ref id="id2592234" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid7" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>
in a 3D steering task. Unlike other devices intended to
interact in 3D with one end-effector, the DigiHaptic has three
levers that the user may handle simultaneously or not in elastic
mode to rate control objects. We compared it to the SpaceMouse -
another elastic device - to evaluate the influence that degrees of
freedom (DOF) separation have in terms of accuracy (coordination
and errors) and speed (time). The task consisted of steering paths
that required the use of two or three DOF simultaneously. We found
that users performed faster on the SpaceMouse but were less
coordinated and accurate than on the DigiHaptic for the most
complicated paths.</p><object id="uid46"><table id="id2592268"><tr id="id2592270"><td id="id2592271"><ressource aux="image_6.png" xylemeAttach="6" id="id2592276" media="WEB" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="digihaptic" type="float" width="13cm" xyref="203701384001" xmlns:xlink="http://www.w3.org/1999/xlink"/></td></tr></table><caption id="id2592297">The DigiHaptic</caption></object></subsection><subsection id="uid47"><bodyTitle id="id2590218">1D deformable objects for real time and physically based animations</bodyTitle><p id="id2590223">The first goal of this work is to propose a 1D deformable model. Such a model finds lots of applications in virtual reality or in animation especially in simulation of thready deformable object like rope, string, lace...</p><p id="id2590231">We propose a real time 1D deformable model based on a spline geometry animated with physical law of Lagrange. This model is based on the works of Yannick Rémion and its LERI's team. This type of model reveals to be particularly adapted to surgical simulation for the thread modelling in suture or organs (intestines, fallopian tubes).</p><p id="id2590248">For some applications, it may be useful that the model verify some specific conditions expressed as constraint equations. These constraints are taken into account in the dynamic system thanks to the Lagrange multipliers method. In this context of constrained simulation, one of the major contributions is the proposition of a new class of constraints called smooth constraints. These constraints allow, for example, a thread to pass through a specific point in space. Such constraints is particularly useful to simulate a suture in a surgical context, but answer to specific need in animation (shoelace, hang rope,...) too.</p><p id="id2590264">Some applications, such as the suture of an organ, deal with the simulation of many models interacting all together. For such a simulation, we propose a software architecture allowing the simulation of articulated objects (rigids or deformables) whatever the physical formalism are. This proposition has many applications like surgical simulation, swing simulation...</p><p id="id2590275">Multi-resolution permits a local adaptation of the model in order to be precisely defined in the interaction area and not time-consuming. The computation time is then concentrated in the interesting area and it is less important in the other place. A criteria based on the curvature of the curve is used to get a finer model. This technique is particularly well suited for knot simulation by permitting the model to increase its number of degrees of freedom and giving it a geometric flexibility in the tightening area.</p><p id="id2590299">The results of this work, can be found in <ref id="id2590305" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid8" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/><ref id="id2590321" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid9" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/><ref id="id2590337" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid10" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>
and also in the Julien Lenoir's Phd  <ref id="id2590356" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid11" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>.</p></subsection><subsection id="uid48"><bodyTitle id="id2590380">Collision between deformable objects</bodyTitle><p id="id2590383">This work (presented in <ref id="id2590390" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid1" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>)
is mainly focused on collision handling between virtual objects
that can be deformed and cut. The collision model is based on the tetrahedral volumetric representation.</p><p id="id2590411">This representation allow us to efficiently compute a distance map using an original algorithm derived
from Fast Marching method. Once the object is deformed, the update process of the distance map can be done in an interactive time. From this distance map an edge-based penalty response is deduced to prevent
further objects penetration.</p></subsection><subsection id="uid49"><bodyTitle id="id2590427">Travelling Wave Ultrasonic Motor</bodyTitle><p id="id2590430">A new modelling of travelling wave ultrasonic motors is established in <ref id="id2590438" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid12" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/> in order to provide the torque control law for this kind of actuators. More particulary, self control is implemented, avoiding the classical drawbacks of frequency control, that is pull-out phenomenon. With such a robust control, force feedback application are available, and experimented on an active stick.</p><p id="id2590463">But force feedback operations have to be improved at low rotational speed. In fact, in Travelling Wave Ultrasonic Motor, stator and rotor are pressed together: a "dead zone" effect exists, wich is almost equivalent to a large static friction torque. In that case, a position control is prefered, while the position reference derives from the torque measurement. In <ref id="id2590486" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid13" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/> a position control is thus proposed, which presented excellent behavior at low rotational speed and robustness besides external load torque. Experimental results have been carried out on a very small ultrasonic motor and force-feedback application have been tested without speed-reducer.
</p></subsection><subsection id="uid50"><bodyTitle id="id2590513">Generalized God-Objects</bodyTitle><p id="id2590517">We show in <ref id="id2590522" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid14" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/> a method to interact with
physically-based environments in a way which
guarantee their integrity whatever the mechanical
properties of the virtual interaction tool and
the control device. It consists in an extension
of the god-object concept. The interaction tools
are modeled as physical bodies which tend to
reach, if possible, the position maintained by the
user. Their behavior is computed via the dynamic
laws of motion by the simulation engine,
as the other bodies in the scene. This mechanism also provides a unified
framework which allows the control of virtual
objects via devices providing force feedback or
not.
</p></subsection><subsection id="uid51"><bodyTitle id="id2590557">A 3D isotonic device : the Digitracker</bodyTitle><p id="id2590560">For a variety of reasons, only a few computer devices allow to achieve pointing, tracking and selecting tasks in
a precise, fast and intuitive way in 3D workspaces. We work on the ergonomic and technical principles
that have conditioned the proposal of a desktop input device called "DigiTracker"  <ref id="id2590577" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid15" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/><ref id="id2590593" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid16" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>. The user controls the position
of a virtual object by grasping an isotonic end-effector between the thumb and the forefinger while his forearm
is laying on the desk. This equivalent to an absolute three degrees of freedom mouse is especially suitable for
closed virtual workspaces. The low technological cost of this solution could provide a really worth alternative
to complex VR tracking systems. Possible applications are remote positioning tasks or CAD in simultaneous use
with a device dedicated to rotations control .
</p></subsection></resultats><contrats id="uid52"><bodyTitle id="id2641945">Contracts and Grants with Industry</bodyTitle><subsection id="uid53"><bodyTitle id="id2641955">(Sans Titre)</bodyTitle><p id="id2641959"><em id="id2641962" style="UNDERLINE">France Télécom R&amp;D</em></p><p id="id2641968">We work in collaboration with France Télécom since 1994. In a first period,
from 1994 to 1997, a CTI contract was established to develop a first prototype
of a collaborative work interface, called Spin. Two PhD thesis were defended
in the LIFL, one of them beeing supported by the contract.</p><p id="id2641984" noindent="true">In 1999, France Télécom showed its interest in our research by creating
a project-team in its Lannion's site, recruting the first PhD student who
was on the CTI contract, and supporting a third PhD student who defended
his thesis in 2001 on the articulation between action and communication
in non-immersive virtual environments <ref id="id2642004" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="#bid17" location="biblio" xyref="1698918887001" xmlns:xlink="http://www.w3.org/1999/xlink"/>.</p><p id="id2642022" noindent="true">In order to jointly develop a pre-industrial framework, based on the first
prototype studies, a second contract (External Research Contract) was signed
between the University of Lille 1 and France Télécom in 2000, for 2 years,
for a global amount of 1,1MF HT. Since 2001, the Spin|3D team in France Télécom
is composed of 5 full-time members.</p><p id="id2642041" noindent="true">In 2003, two other contracts have been signed between the University of Lille 1,
the INRIA and France Télécom. The first one, for an amount of 240kEuros HT, concerns
the finalization of the core framework, and the integration of some new features.
The second one supports one half of Nicolas Martin's PhD thesis,
the other half beeing financed by the INRIA.</p><p id="id2642061" noindent="true">Our partners from France Télécom now focus on the development of applications,
one commercial product beeing scheduled for the end of 2005.</p><p id="id2642072"><em id="id2642075" style="UNDERLINE">CEA</em></p><p id="id2642081">We started working in collaboration with CEA in 2004 on the simulation of cables.</p></subsection></contrats><international id="uid54"><bodyTitle id="id2642093">Other Grants and Activities</bodyTitle><subsection id="uid55"><bodyTitle id="id2642102">National initiatives</bodyTitle><simplelist id="id2642107"><li id="uid56"><p id="id2642115">Project e-simulation (RNTS) : development of a platform for ophtmalogist (for e-training in diagnostic and therapy).</p></li><li id="uid57"><p id="id2642129">SIMV@L (RNTS 2003 - <em id="id2642132" style="UNDERLINE">Partners</em> : Thales Training and Simulation, Ecole des Mines de Paris, Ecole de Chirurgie de l'APHP, Evalab (Lille II), Primal Cry, Graphix/Alcove team)</p><p id="id2642143">This project aims at proposing and validating a certification process for medical simulators. Our team brings its expertise in the field of real-time simulation engines.</p></li></simplelist></subsection><subsection id="uid58"><bodyTitle id="id2642157">European initiative</bodyTitle><simplelist id="id2642161"><li id="uid59"><p id="id2642170">Odysseus (Eureka - <em id="id2642173" style="UNDERLINE">Partners</em> : IRCAD (Strabourg), France Telecom, Storz (Germany), SimSurgery (Norway), INRIA (Alcove, Evasion, Epidaure)).</p><p id="id2642183">The three main objectives of this project are :</p><simplelist id="id2642188"><li id="uid60"><p id="id2642196">develop an operationnal patient 3D-reconstruction tool or commercial service</p></li><li id="uid61"><p id="id2642208">develop a 3D tele-diagnosis software based on the SPIN platform</p></li><li id="uid62"><p id="id2642220">develop a urology and liver-surgery simulator</p></li></simplelist><p id="id2642225">We are involved in the last two sub-projects</p></li></simplelist></subsection><subsection id="uid63"><bodyTitle id="id2642238">STIC Asian project on virtual reality</bodyTitle><p id="id2642241">We participate in developping a research network that regroups french teams (IRIT, LIRIS, LSIIT, Lab. Info. Alcove, I3D, Iparla, Siames) and Korean, Chinese, Japanese, Taiwan, and Singapore labs. The research topic is virtual reality around Geometric Modelling, Real-time images, 3D interaction and CVE.
</p></subsection><subsection id="uid64"><bodyTitle id="id2642258">Visiting scientists</bodyTitle><subsection id="uid65"><bodyTitle id="id2642267">Inverse Dynamics and Eye reconstruction</bodyTitle><p id="id2642271">S. Boivin has invited Pr. Brian Barsky to the lab from Dec 13th to Dec 17h in order to begin a new scientific collaboration. This should lead to a strong collaboration between Alcove and the University of Berkeley especially regarding the eye surgery, starting on next september.</p></subsection><subsection id="uid66"><bodyTitle id="id2642288">ETRI</bodyTitle><p id="id2642292">S. Boivin presented the ALCOVE project to people of ETRI visiting INRIA. This will lead to a scientific collaboration between Alcove and ETRI.</p></subsection></subsection></international><diffusion id="uid67"><bodyTitle id="id2642304">Dissemination</bodyTitle><subsection id="uid68"><bodyTitle id="id2642314">Leadership within scientific community</bodyTitle><simplelist id="id2642318"><li id="uid69"><p id="id2642327">We organized, with the IRCICA, the International Scientific Workshop "Tactile stimulators : Technology and Uses" in March 23th, 2004 at Lille. The program of this workshop can be found on <ref id="id2642341" xlink:actuate="onRequest" xlink:show="replace" xlink:type="simple" xlink:href="http://www.ircica.univ-lille1.fr/STIMTAC/eng.htm" location="extern" xyref="1083318749031" xmlns:xlink="http://www.w3.org/1999/xlink">http://www.ircica.univ-lille1.fr/STIMTAC/eng.htm</ref>.</p></li><li id="uid70"><p id="id2642367">Christophe Chaillou is a member of the program committee of VRIC and ISMS.</p></li><li id="uid71"><p id="id2642379">Samuel Degrande is a member of the WEB3D 2004 program committee.</p></li></simplelist></subsection><subsection id="uid72"><bodyTitle id="id2642392">Teaching</bodyTitle><simplelist id="id2642395"><li id="uid73"><p id="id2642404">Master students (University of Lille I) :</p><simplelist id="id2642407"><li id="uid74"><p id="id2642417">Christophe Chaillou : digital image processing.</p></li><li id="uid75"><p id="id2642428">Samuel Boivin : computer graphics and computer vision (rendering and inverse rendering)</p></li><li id="uid76"><p id="id2642440">team Alcove : Interaction with virtual objects</p></li></simplelist></li><li id="uid77"><p id="id2642453">Engineer students (Polytech'Lille)</p><simplelist id="id2642457"><li id="uid78"><p id="id2642467">Sylvain Karpf : Computer architecture, Computer Graphics</p></li><li id="uid79"><p id="id2642479">Christophe Chaillou : Computer Graphics, HCI, VR, Data and Image Compression</p></li><li id="uid80"><p id="id2642491">Gery Casiez : Haptic, Data compression, OpenGL, GTK</p></li></simplelist></li><li id="uid81"><p id="id2642503">Engineer students (ENIC - Lille)</p><simplelist id="id2642507"><li id="uid82"><p id="id2642516">Julien Lenoir : Graphics Hardware</p></li><li id="uid83"><p id="id2642527">Gery Casiez : Haptic, Computer Graphics, Computer Networks</p></li></simplelist></li><li id="uid84"><p id="id2642540">Faculty students (University of Lille I)</p><simplelist id="id2642543"><li id="uid85"><p id="id2642553">Fabrice Aubert : 3D Programmation, Introduction to Computer Graphics</p></li><li id="uid86"><p id="id2642565">Patricia Plénacoste : HCI - Ergonomics.</p></li></simplelist></li><li id="uid87"><p id="id2642577">IUT A (Lille) :</p><simplelist id="id2642581"><li id="uid88"><p id="id2642590">Damien Marchal : Introduction to Computer Graphics : Programming with Opengl and Modelling with Blender.</p></li></simplelist></li></simplelist></subsection></diffusion><biblio id="bibliography" html="bibliography" numero="10" titre="Bibliography"><biblStruct rend="refer" n="cite:boivin01:siggraph" type="inproceedings" id="bid35" default="NO" TEIform="biblStruct"><analytic id="id2642626" TEIform="analytic"><title id="id2642632" level="a" TEIform="title">Image-Based Rendering of Diffuse, Specular, and Glossy Surfaces from a Single Image</title><author id="id2642642" TEIform="author"><persName key="alcove-2005-id2244817" TEIform="persName"><foreName id="id2642653" full="yes" TEIform="foreName">S.</foreName><surname 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