577 research outputs found

    VELOS : a VR platform for ship-evacuation analysis

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    Virtual Environment for Life On Ships (VELOS) is a multi-user Virtual Reality (VR) system that aims to support designers to assess (early in the design process) passenger and crew activities on a ship for both normal and hectic conditions of operations and to improve ship design accordingly. This article focuses on presenting the novel features of VELOS related to both its VR and evacuation-specific functionalities. These features include: (i) capability of multiple users’ immersion and active participation in the evacuation process, (ii) real-time interactivity and capability for making on-the-fly alterations of environment events and crowd-behavior parameters, (iii) capability of agents and avatars to move continuously on decks, (iv) integrated framework for both the simplified and advanced method of analysis according to the IMO/MSC 1033 Circular, (v) enrichment of the ship geometrical model with a topological model suitable for evacuation analysis, (vi) efficient interfaces for the dynamic specification and handling of the required heterogeneous input data, and (vii) post-processing of the calculated agent trajectories for extracting useful information for the evacuation process. VELOS evacuation functionality is illustrated using three evacuation test cases for a ro–ro passenger ship

    Analysis domain model for shared virtual environments

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    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

    A framework for human-like behavior in an immersive virtual world

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    Just as readers feel immersed when the story-line adheres to their experiences, users will more easily feel immersed in a virtual environment if the behavior of the characters in that environment adheres to their expectations, based on their life-long observations in the real world. This paper introduces a framework that allows authors to establish natural, human-like behavior, physical interaction and emotional engagement of characters living in a virtual environment. Represented by realistic virtual characters, this framework allows people to feel immersed in an Internet based virtual world in which they can meet and share experiences in a natural way as they can meet and share experiences in real life. Rather than just being visualized in a 3D space, the virtual characters (autonomous agents as well as avatars representing users) in the immersive environment facilitate social interaction and multi-party collaboration, mixing virtual with real

    Enhanced Virtuality: Increasing the Usability and Productivity of Virtual Environments

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    Mit stetig steigender Bildschirmauflösung, genauerem Tracking und fallenden Preisen stehen Virtual Reality (VR) Systeme kurz davor sich erfolgreich am Markt zu etablieren. Verschiedene Werkzeuge helfen Entwicklern bei der Erstellung komplexer Interaktionen mit mehreren Benutzern innerhalb adaptiver virtueller Umgebungen. Allerdings entstehen mit der Verbreitung der VR-Systeme auch zusätzliche Herausforderungen: Diverse Eingabegeräte mit ungewohnten Formen und Tastenlayouts verhindern eine intuitive Interaktion. Darüber hinaus zwingt der eingeschränkte Funktionsumfang bestehender Software die Nutzer dazu, auf herkömmliche PC- oder Touch-basierte Systeme zurückzugreifen. Außerdem birgt die Zusammenarbeit mit anderen Anwendern am gleichen Standort Herausforderungen hinsichtlich der Kalibrierung unterschiedlicher Trackingsysteme und der Kollisionsvermeidung. Beim entfernten Zusammenarbeiten wird die Interaktion durch Latenzzeiten und Verbindungsverluste zusätzlich beeinflusst. Schließlich haben die Benutzer unterschiedliche Anforderungen an die Visualisierung von Inhalten, z.B. Größe, Ausrichtung, Farbe oder Kontrast, innerhalb der virtuellen Welten. Eine strikte Nachbildung von realen Umgebungen in VR verschenkt Potential und wird es nicht ermöglichen, die individuellen Bedürfnisse der Benutzer zu berücksichtigen. Um diese Probleme anzugehen, werden in der vorliegenden Arbeit Lösungen in den Bereichen Eingabe, Zusammenarbeit und Erweiterung von virtuellen Welten und Benutzern vorgestellt, die darauf abzielen, die Benutzerfreundlichkeit und Produktivität von VR zu erhöhen. Zunächst werden PC-basierte Hardware und Software in die virtuelle Welt übertragen, um die Vertrautheit und den Funktionsumfang bestehender Anwendungen in VR zu erhalten. Virtuelle Stellvertreter von physischen Geräten, z.B. Tastatur und Tablet, und ein VR-Modus für Anwendungen ermöglichen es dem Benutzer reale Fähigkeiten in die virtuelle Welt zu übertragen. Des Weiteren wird ein Algorithmus vorgestellt, der die Kalibrierung mehrerer ko-lokaler VR-Geräte mit hoher Genauigkeit und geringen Hardwareanforderungen und geringem Aufwand ermöglicht. Da VR-Headsets die reale Umgebung der Benutzer ausblenden, wird die Relevanz einer Ganzkörper-Avatar-Visualisierung für die Kollisionsvermeidung und das entfernte Zusammenarbeiten nachgewiesen. Darüber hinaus werden personalisierte räumliche oder zeitliche Modifikationen vorgestellt, die es erlauben, die Benutzerfreundlichkeit, Arbeitsleistung und soziale Präsenz von Benutzern zu erhöhen. Diskrepanzen zwischen den virtuellen Welten, die durch persönliche Anpassungen entstehen, werden durch Methoden der Avatar-Umlenkung (engl. redirection) kompensiert. Abschließend werden einige der Methoden und Erkenntnisse in eine beispielhafte Anwendung integriert, um deren praktische Anwendbarkeit zu verdeutlichen. Die vorliegende Arbeit zeigt, dass virtuelle Umgebungen auf realen Fähigkeiten und Erfahrungen aufbauen können, um eine vertraute und einfache Interaktion und Zusammenarbeit von Benutzern zu gewährleisten. Darüber hinaus ermöglichen individuelle Erweiterungen des virtuellen Inhalts und der Avatare Einschränkungen der realen Welt zu überwinden und das Erlebnis von VR-Umgebungen zu steigern

    All Hands on Deck: Choosing Virtual End Effector Representations to Improve Near Field Object Manipulation Interactions in Extended Reality

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    Extended reality, or XR , is the adopted umbrella term that is heavily gaining traction to collectively describe Virtual reality (VR), Augmented reality (AR), and Mixed reality (MR) technologies. Together, these technologies extend the reality that we experience either by creating a fully immersive experience like in VR or by blending in the virtual and real worlds like in AR and MR. The sustained success of XR in the workplace largely hinges on its ability to facilitate efficient user interactions. Similar to interacting with objects in the real world, users in XR typically interact with virtual integrants like objects, menus, windows, and information that convolve together to form the overall experience. Most of these interactions involve near-field object manipulation for which users are generally provisioned with visual representations of themselves also called self-avatars. Representations that involve only the distal entity are called end-effector representations and they shape how users perceive XR experiences. Through a series of investigations, this dissertation evaluates the effects of virtual end effector representations on near-field object retrieval interactions in XR settings. Through studies conducted in virtual, augmented, and mixed reality, implications about the virtual representation of end-effectors are discussed, and inferences are made for the future of near-field interaction in XR to draw upon from. This body of research aids technologists and designers by providing them with details that help in appropriately tailoring the right end effector representation to improve near-field interactions, thereby collectively establishing knowledge that epitomizes the future of interactions in XR

    Interactive Motion Planning for Multi-agent Systems with Physics-based and Behavior Constraints

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    Man-made entities and humans rely on movement as an essential form of interaction with the world. Whether it is an autonomous vehicle navigating crowded roadways or a simulated pedestrian traversing a virtual world, each entity must compute safe, effective paths to achieve their goals. In addition, these entities, termed agents, are subject to unique physical and behavioral limitations within their environment. For example, vehicles have a finite physical turning radius and must obey behavioral constraints such as traffic signals and rules of the road. Effective motion planning algorithms for diverse agents must account for these physics-based and behavior constraints. In this dissertation, we present novel motion planning algorithms that account for constraints which physically limit the agent and impose behavioral limitations on the virtual agents. We describe representational approaches to capture specific physical constraints on the various agents and propose abstractions to model behavior constraints affecting them. We then describe algorithms to plan motions for agents who are subject to the modeled constraints. First, we describe a biomechanically accurate elliptical representation for virtual pedestrians; we also describe human-like movement constraints corresponding to shoulder-turning and side-stepping in dense environments. We detail a novel motion planning algorithm extending velocity obstacles to generate collisionfree paths for hundreds of elliptical agents at interactive rates. Next, we describe an algorithm to encode dynamics and traffic-like behavior constraints for autonomous vehicles in urban and highway environments. We describe a motion planning algorithm to generate safe, high-speed avoidance maneuvers using a novel optimization function and modified control obstacle formulation, and we also present a simulation framework to evaluate driving strategies. Next, we present an approach to incorporate high-level reasoning to model the motions and behaviors of virtual agents in terms of verbal interactions with other agents or avatars. Our approach leverages natural-language interaction to reduce uncertainty and generate effective plans. Finally, we describe an application of our techniques to simulate pedestrian behaviors for gathering simulated data about loading, unloading, and evacuating an aircraft.Doctor of Philosoph

    TOU-AR:Touchable Interface for Interactive Interaction in Augmented Reality Environment

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    Touchable interface is one of the future interfaces that can be implemented at any medium such as water, table or even sand. The word multi touch refers to the ability to distinguish between two or more fingers touching a touch-sensing surface, such as a touch screen or a touch pad. This interface is provided tracking the area by using depth camera and projected the interface into the medium. This interface is widely used in augmented reality environment. User will project the particular interface into real world medium and user hand will be tracked simultaneously when touching the area. User can interact in more freely ways and as natural as human did in their daily lif

    VELOS: A VR Platform for Ship-Evacuation Analysis

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    “Virtual Environment for Life On Ships” (VELOS) is a multi-user Virtual Reality (VR) system that aims to support designers to assess (early in the design Process) passenger and crew activities on a ship for both normal and hectic Conditions of operations and to improve ship design accordingly. This paper focuses On presenting the novel features of VELOS related to both its VR and Evacuation-specific functionalities. These features include: i) capability of multiple Users’ immersion and active participation in the evacuation process, ii) Real-time interactivity and capability for making on-the-fly alterations of environment Events and crowd-behavior parameters, iii) capability of agents and Avatars to move continuously on decks, iv) integrated framework for both the Simplified and the advanced method of analysis according to the IMO/MSC 1033 Circular, v) enrichment of the ship geometrical model with a topological model Suitable for evacuation analysis, vi) efficient interfaces for the dynamic specification and handling of the required heterogeneous input data, and vii) post Processing of the calculated agent trajectories for extracting useful information For the evacuation process. VELOS evacuation functionality is illustrated using Three evacuation test cases for a ro-ro passenger ship
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