A spin-off of CEA (French Nuclear Research Agency), HAPTION benefits from results and know-how developed in more than 30 years of research. HAPTION designs, manufactures and sells haptic devices with professional quality, suited to the needs of its customers, both industrial and academic.
A haptic interface is a computer device, which enables its user to interact with a software application or with a virtual object through the sense of touch. It consists in an articulated mechanical structure with motors and position sensors, as well as embedded electronics. The user holds the end-point of the structure in his hand, and can move it around, both in the real and in the virtual world on the computer screen. Whenever his virtual hand makes contact with a digital object, a force value is sent to the motors, which simulate a real contact.
Our products provide force-feedback on all 6 degrees-of-freedom (translations and rotations). Only 6-dof force-feedback enables realistic interaction between 3D objects.
Haption is a founding member of EuroVR, the European Association for Virtual Reality and Augmented Reality. Jerome Perret, Managing Director of Haption, is leading the Special Interest Group on Haptics (Haptic SIG) within EuroVR.
Haption is also a member of AFRV, the French association of Virtual Reality, and LVRC (Laval Virtual Reality Capital), the technology cluster of Laval dedicated to Virtual Reality and its applications.
Die vr-on GmbH bietet den Real-time 3D Conferencing Service STAGE an. STAGE wurde spezielle für den B2B- Einsatz entwickelt mit dem Ziel interdisziplinäre Teams an verschiedenen Standorten zusammenzubringen. Neben Plug-ins für Unreal und Unity bietet STAGE fertige Applikationen für das Streaming von Fabriksimulationen in Kooperation mit der Firma Visual Components sowie einen Viewer für statische CAD Daten unterschiedlicher Formate an. Alles mit dem Fokus die Daten einer Nutzergruppe an unterschiedlichen Standorten weltweit diese Daten in einer Konferenz bereit zu stellen.
Damit bietet sich die Möglichkeit, sich über Produktdesigns in verschiedenen Entwicklungsstadien im virtuellen Raum abzustimmen, Entscheidungen zu treffen und direkt im System zu dokumentieren um damit iterative Prozesse zu vereinfachen und zu beschleunigen. Aufbaukosten für reale Prototypen und Reisekosten von Teams können mithilfe von STAGE reduziert und die Zeitspanne bis zur Markteinführung enorm verkürzt werden. Weitere Usecases neben Produktevaluation sind Layoutplanung von der Inneneinrichtung hin bis zur Fabrikplanung, virtuelles Training und Maintenance sowie Car Clinics und sonstige Marktforschung.
STAGE unterstützt neben dem Standard Desktop View die Möglichkeit verschiedene VR Hardware wie Oculus Rift und HTC Vive für eine Sessionteilnahme zu nutzen.
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The talk introduces recent work of Würzburg’s HCI group at the Translational Neurotechnology Lab of the University of Freiburg. We will begin with a discussion of the general psychophysics of Virtual Reality and specifically of Avatar Technology and how they are useful for immersive human-computer interfaces enabling studies of, e.g., Presence, believability, Interpersonal Synchronization (IPS), the Illusion of Virtual Body Ownership (IVBO), or emotional response. Several examples will highlight the influence of embodiment and avatar appearance in Virtual Reality on these effects. The talk will illustrate potential obstacles as well as solutions to generate believable embodiment, e.g., how to generate life-like avatars and their animation in real-time. This is followed by a short reflection on timeliness as a critical requirement of the simulator technology to provide reusable and timeliness-aware systems controlling latency and jitter, pressing problems for many VR and AR systems. We will see how API-usability is strengthening the software quality of Real-Time Interactive Systems (RIS) in general and of multimodal VR systems specifically, and what we can expect from today’s operating systems and programming languages in terms of required timeliness given concurrency conditions. Along the way, we will have a look into typical applications of immersive systems, i.e., for therapy and training as well as for computer games and their serious application.
Speaker:
Prof. Dr. Marc Erich Latoschik, Universität Würzburg
Marc studied mathematics and computer sciences at the University of Paderborn, the New York Institute of Technology and the Bielefeld University. After several accompanying years in the computer business, he received his PhD in 2001 in the area of multimodal–gesture and speech–interaction for Virtual Reality.
He headed the AI & VR Lab at the Bielefeld University until 2007, became professor for media informatics at the University of Applied Sciences (HTW) in Berlin, and founded the Intelligent Graphics Group at Bayreuth University in 2009.
Marc holds the chair for human-computer interaction at Würzburg University since 2011. His work is interdisciplinary oriented towards human-computer interaction interconnecting real-time 3D graphics and simulation, virtual and augmented environments, Artificial Intelligence, and cognitive sciences.