New measurements are presented of the lift on a spinning baseball for speeds in the range 50–110 mph and spins 1500–4500 rpm. The experiment utilizes a pitching machine to project the baseball horizontally; a high-speed motion capture system to measure the initial velocity and angular velocity and to track the trajectory over ∼5 m of flight; and a ruler to measure the total distance traversed by the ball. The lift coefficients are extracted from the data and compared to with previous measurements or parametrizations.
This proposed study is a design and development project based on the concept that by using stereoscopic video cameras together with a retroreflective backdrop behind the user, it is possible to extract a CAVETM or I-DeskTM user’s stereoscopic image and integrate it into the 3D projection. This paper discusses various possible technical solutions that might make this concept work and their potential limitations. If proven workable, this concept could be an ideal first stage of bringing augmented reality into existing immersive virtual environments.
Researchers have had great success using motion capture tools for controlling avatars in virtual worlds. Another current of virtual reality research has focused on building collaborative environments connected by networks. The present paper combines these tendencies to describe an open source software system that uses motion capture tools as input devices for realtime collaborative virtual environments. Important applications of our system lie in the realm of simulating interactive, multiparticipant physical activities like sport and dance. Several challenges and their respective solutions are outlined. First, we describe the infrastructure necessary to handle full-body articulated avatars as driven by motion capture equipment, including calibration and avatar creation. Next, we outline the PC cluster solution chosen to render our worlds, exploring methods of data sharing and synchronization, both within the PC cluster nodes and between different sites in the distributed system. Finally, virtual sports require physics, and we describe the simulation algorithms used.
Bob's Palace is a multi-media dance piece for nine dancers, one video operator, two camera technicians, one motion capture animation artist/designer and one composer/musician. The subject matter of the dance revolves around panic, anxiety and everyday fears. It premiered at the Krannert Center for the Performing Arts, Urbana, Illinois, on February 4th, 2003.