128,693 research outputs found
Analysis domain model for shared virtual environments
The field of shared virtual environments, which also
encompasses online games and social 3D environments, has a
system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
Learning 3D Navigation Protocols on Touch Interfaces with Cooperative Multi-Agent Reinforcement Learning
Using touch devices to navigate in virtual 3D environments such as computer
assisted design (CAD) models or geographical information systems (GIS) is
inherently difficult for humans, as the 3D operations have to be performed by
the user on a 2D touch surface. This ill-posed problem is classically solved
with a fixed and handcrafted interaction protocol, which must be learned by the
user. We propose to automatically learn a new interaction protocol allowing to
map a 2D user input to 3D actions in virtual environments using reinforcement
learning (RL). A fundamental problem of RL methods is the vast amount of
interactions often required, which are difficult to come by when humans are
involved. To overcome this limitation, we make use of two collaborative agents.
The first agent models the human by learning to perform the 2D finger
trajectories. The second agent acts as the interaction protocol, interpreting
and translating to 3D operations the 2D finger trajectories from the first
agent. We restrict the learned 2D trajectories to be similar to a training set
of collected human gestures by first performing state representation learning,
prior to reinforcement learning. This state representation learning is
addressed by projecting the gestures into a latent space learned by a
variational auto encoder (VAE).Comment: 17 pages, 8 figures. Accepted at The European Conference on Machine
Learning and Principles and Practice of Knowledge Discovery in Databases 2019
(ECMLPKDD 2019
A virtual environment to support the distributed design of large made-to-order products
An overview of a virtual design environment (virtual platform) developed as part of the European Commission funded VRShips-ROPAX (VRS) project is presented. The main objectives for the development of the virtual platform are described, followed by the discussion of the techniques chosen to address the objectives, and finally a description of a use-case for the platform. Whilst the focus of the VRS virtual platform was to facilitate the design of ROPAX (roll-on passengers and cargo) vessels, the components within the platform are entirely generic and may be applied to the distributed design of any type of vessel, or other complex made-to-order products
Enabling collaboration in virtual reality navigators
In this paper we characterize a feature superset for Collaborative
Virtual Reality Environments (CVRE), and derive a component
framework to transform stand-alone VR navigators into full-fledged
multithreaded collaborative environments. The contributions of our
approach rely on a cost-effective and extensible technique for
loading software components into separate POSIX threads for
rendering, user interaction and network communications, and adding a
top layer for managing session collaboration. The framework recasts
a VR navigator under a distributed peer-to-peer topology for scene
and object sharing, using callback hooks for broadcasting remote
events and multicamera perspective sharing with avatar interaction.
We validate the framework by applying it to our own ALICE VR
Navigator. Experimental results show that our approach has good
performance in the collaborative inspection of complex models.Postprint (published version
RFCs, MOOs, LMSs: Assorted Educational Devices\ud
This paper discusses implicit social consequences of four basic internet protocols. The results are then related to the field of computer-assisted teaching. An educational on-line community is described and compared to the emerging standard of web-based learning management.\u
Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.
As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment
Transparent authentication methodology in electronic education
In the context of on-line assessment in e-learning, a problem arises when a student taking an exam may wish to cheat by handing over personal credentials to someone else to take their place in an exam, Another problem is that there is no method for signing digital content as it is being produced in a computerized environment. Our proposed solution is to digitally sign the participantâs work by embedding voice samples in the transcript paper at regular intervals. In this investigation, we have demonstrated that a transparent stenographic methodology will provide an innovative and practical solution for achieving continuous authentication in an online educational environment by successful insertion and extraction of audio digital signatures
Affordances and Safe Design of Assistance Wearable Virtual Environment of Gesture
Safety and reliability are the main issues for designing assistance wearable
virtual environment of technical gesture in aerospace, or health application
domains. That needs the integration in the same isomorphic engineering
framework of human requirements, systems requirements and the rationale of
their relation to the natural and artifactual environment.To explore coupling
integration and design functional organization of support technical gesture
systems, firstly ecological psychologyprovides usa heuristicconcept: the
affordance. On the other hand mathematical theory of integrative physiology
provides us scientific concepts: the stabilizing auto-association principle and
functional interaction.After demonstrating the epistemological consistence of
these concepts, we define an isomorphic framework to describe and model human
systems integration dedicated to human in-the-loop system engineering.We
present an experimental approach of safe design of assistance wearable virtual
environment of gesture based in laboratory and parabolic flights. On the
results, we discuss the relevance of our conceptual approach and the
applications to future assistance of gesture wearable systems engineering
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