153,222 research outputs found

    An interaction framework for scenario-based three dimensional environments

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    Although popular and engaging, three dimensional environments are rarely deployed to depict strong narratives involving complex characters engaged in reasoning. The design of three dimensional environments rich in narrative and character depth can be facilitated with a detailed representation of interactions between characters. However, the representation of interaction in current 3D development environments such as game engines is quite basic. This work advances a scheme for representing interactions that integrates a representation of semantics from linguistics called FrameNet with conceptualizations of drama and narrative by Georges Polti and Joseph Campbell. The resulting interaction frame facilitates the design of 3D environments by providing designers rich, yet standard elements that include spatial and temporal data, with which to represent complex interactions in 3D environments. This has application for the authoring of dynamically generated interactive narrative environments.E

    RDCL 3D, a Model Agnostic Web Framework for the Design and Composition of NFV Services

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    We present RDCL 3D, a "model agnostic" web framework for the design and composition of NFV services and components. The framework allows editing and validating the descriptors of services and components both textually and graphically and supports the interaction with external orchestrators or with deployment and execution environments. RDCL 3D is open source and designed with a modular approach, allowing developers to "plug in" the support for new models. We describe several advances with respect to the NFV state of the art, which have been implemented with RDCL 3D. We have integrated in the platform the latest ETSI NFV ISG model specifications for which no parsers/validators were available. We have also included in the platform the support for OASIS TOSCA models, reusing existing parsers. Then we have considered the modelling of components in a modular software router (Click), which goes beyond the traditional scope of NFV. We have further developed this approach by combining traditional NFV components (Virtual Network Functions) and Click elements in a single model. Finally, we have considered the support of this solution using the Unikernels virtualization technology.Comment: Accepted pape

    Modeling Three-Dimensional Interaction Tasks for Desktop Virtual Reality

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    A virtual environment is an interactive, head-referenced computer display that gives a user the illusion of presence in real or imaginary worlds. Two most significant differences between a virtual environment and a more traditional interactive 3D computer graphics system are the extent of the user's sense of presence and the level of user participation that can be obtained in the virtual environment. Over the years, advances in computer display hardware and software have substantially progressed the realism of computer-generated images, which dramatically enhanced user’s sense of presence in virtual environments. Unfortunately, such progress of user’s interaction with a virtual environment has not been observed. The scope of the thesis lies in the study of human-computer interaction that occurs in a desktop virtual environment. The objective is to develop/verify 3D interaction models that can be used to quantitatively describe users’ performance for 3D pointing, steering and object pursuit tasks and through the analysis of the interaction models and experimental results to gain a better understanding of users’ movements in the virtual environment. The approach applied throughout the thesis is a modeling methodology that is composed of three procedures, including identifying the variables involved for modeling a 3D interaction task, formulating and verifying the interaction model through user studies and statistical analysis, and applying the model to the evaluation of interaction techniques and input devices and gaining an insight into users’ movements in the virtual environment. In the study of 3D pointing tasks, a two-component model is used to break the tasks into a ballistic phase and a correction phase, and comparison is made between the real-world and virtual-world tasks in each phase. The results indicate that temporal differences arise in both phases, but the difference is significantly greater in the correction phase. This finding inspires us to design a methodology with two-component model and Fitts’ law, which decomposes a pointing task into the ballistic and correction phase and decreases the index of the difficulty of the task during the correction phase. The methodology allows for the development and evaluation of interaction techniques for 3D pointing tasks. For 3D steering tasks, the steering law, which was proposed to model 2D steering tasks, is adapted to 3D tasks by introducing three additional variables, i.e., path curvature, orientation and haptic feedback. The new model suggests that a 3D ball-and-tunnel steering movement consists of a series of small and jerky sub-movements that are similar to the ballistic/correction movements observed in the pointing movements. An interaction model is originally proposed and empirically verified for 3D object pursuit tasks, making use of Stevens’ power law. The results indicate that the power law can be used to model all three common interaction tasks, which may serve as a general law for modeling interaction tasks, and also provides a way to quantitatively compare the tasks

    Overview of open source augmented reality toolkit

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    Augmented reality or also known as AR is not a new technology. The technology has existed for almost 40 years ago after Ivan Sutherland introduced the first virtual reality (VR) application. At that time, works and research were mainly concerned to establish the hardware aspects of the technology. The head-mounted display (HMD) or some might called head-worn display is the result of augmented reality research and also one of the fundamental equipment for accessing the technology. As time goes by, the augmented reality technology has begin to mature to a point where the hardware cost and capabilities have collided to deliver a more feasible AR thus enable the rapid development of AR applications in many fields including education. To create a non-commercial AR application specifically for education, the ARToolkit can be taken into consideration. ARToolkit is the product of AR community and it is registered under the GNU General Public License. The user is provided with basic source code that lets the user easily develop Augmented Reality applications. Despite the fact that AR is not a new technology, people may unaware or unfamiliar with its existence. Therefore this paper is intended to (1) give an overview of augmented reality; and provides (2) solution to the technical problems that one’s will face in setting up open-source augmented reality toolkit

    Using Augmented Reality as a Medium to Assist Teaching in Higher Education

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    In this paper we describe the use of a high-level augmented reality (AR) interface for the construction of collaborative educational applications that can be used in practice to enhance current teaching methods. A combination of multimedia information including spatial three-dimensional models, images, textual information, video, animations and sound, can be superimposed in a student-friendly manner into the learning environment. In several case studies different learning scenarios have been carefully designed based on human-computer interaction principles so that meaningful virtual information is presented in an interactive and compelling way. Collaboration between the participants is achieved through use of a tangible AR interface that uses marker cards as well as an immersive AR environment which is based on software user interfaces (UIs) and hardware devices. The interactive AR interface has been piloted in the classroom at two UK universities in departments of Informatics and Information Science

    Discrete event simulation and virtual reality use in industry: new opportunities and future trends

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    This paper reviews the area of combined discrete event simulation (DES) and virtual reality (VR) use within industry. While establishing a state of the art for progress in this area, this paper makes the case for VR DES as the vehicle of choice for complex data analysis through interactive simulation models, highlighting both its advantages and current limitations. This paper reviews active research topics such as VR and DES real-time integration, communication protocols, system design considerations, model validation, and applications of VR and DES. While summarizing future research directions for this technology combination, the case is made for smart factory adoption of VR DES as a new platform for scenario testing and decision making. It is put that in order for VR DES to fully meet the visualization requirements of both Industry 4.0 and Industrial Internet visions of digital manufacturing, further research is required in the areas of lower latency image processing, DES delivery as a service, gesture recognition for VR DES interaction, and linkage of DES to real-time data streams and Big Data sets
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