194 research outputs found

    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

    Platform Independent Real-Time X3D Shaders and their Applications in Bioinformatics Visualization

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    Since the introduction of programmable Graphics Processing Units (GPUs) and procedural shaders, hardware vendors have each developed their own individual real-time shading language standard. None of these shading languages is fully platform independent. Although this real-time programmable shader technology could be developed into 3D application on a single system, this platform dependent limitation keeps the shader technology away from 3D Internet applications. The primary purpose of this dissertation is to design a framework for translating different shader formats to platform independent shaders and embed them into the eXtensible 3D (X3D) scene for 3D web applications. This framework includes a back-end core shader converter, which translates shaders among different shading languages with a middle XML layer. Also included is a shader library containing a basic set of shaders that developers can load and add shaders to. This framework will then be applied to some applications in Biomolecular Visualization

    The design of 3D cyberspace as user interface: Advantages and limitations

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    Virtual reality propagandists, technologists and the Internet community have long debated the issue of the usability of online three-dimensional (3D) environments. A lot of work was published about the benefits of 3D spaces for human-computer interaction and information visualisation due to their realism (Anders, Kalawsky, Crossley, Davies, McGrath, Rejman-Greene, 1998, Hamit, 1993, Heim, 1992, Aukstakalnis, Blatner, Roth, 1992). This topic also receives continuous industry support including standardisation of Virtual Reality Modeling Language ( VRML, VRML Consortium, 1997) and the more recent Macromedia & Intel alliance to bring web 3D to the mainstream (200 1, Intel Corporation). The actual implementation of this technology is, however, still challenging (McCarthy & Descartes, 1998) and minimal because 3D is too new and waiting for good design to be discovered (Nielsen, 1998). The practical aim of this project is to fulfil the niche by creating a functional 3D interface for the access of two-dimensional (2D) information, such as text, using VRML. The theoretical aim is to contribute to further research into 3D usability by describing and analysing the design process in terms of possibilities, challenges and limitations

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Vice : an interface designed for complex engineering software : an application of virtual reality

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    Concurrent Engineering has been taking place within the manufacturing industry for many years whereas the construction industry has until recently continued using the 'over the wall' approach where each task is completed before the next began. For real concurrent engineering in construction to take place there needs to be true collaborative working between client representatives, construction professionals, suppliers and subcontractors. The aim of this study was to design, develop and test a new style of user interface which promotes a more intuitive form of interaction than the standard desktop metaphor based interface. This new interface has been designed as an alternative for the default interface of the INTEGRA system and must also promote enhanced user collaboration. By choosing alternative metaphors that are more obvious to the user it is postulated that it should be possible for such an interface to be developed. Specific objectives were set that would allow the project aim to be fulfilled. These objectives are outlined below: To gain a better understanding of the requirements of successful concurrent engineering particularly at the conceptual design phase. To complete a thorough review of the current interfaces had to take place including any guidelines on how to create a "good user interface". To experience many of the collaboration systems available today so that an informed choice of application can be made. To learn the relevant skills required to design, produce and implement the interface of choice. To perform a user evaluation of the finished user interface to improve overall usability and further streamline the concurrent conceptual design. The user interface developed used a virtual reality environment to create a metaphor of an office building. Project members could then coexist and interact within the building promoting collaboration and at the same time have access to the remaining INTEGRA tools. The user evaluation proved that the Virtual Integrated Collaborative Environment (VICE) user interface was a successful addition to the INTEGRA system. The system was evaluated by a substantial number of different users which validates this finding. The user evaluation also provided positive results from two different demographics concluding that the system was easy, intuitive to use with the necessary functionality. Using metaphor based user interfaces is not a new concept. It has become standard practise for most software developers. There are arguments for and against these types of user interfaces. Some advanced users will argue that having such an interface limits their ability to make full use of the applications. However the majority of users do not come within this bracket and for them, metaphor based user interfaces are very useful. This is again evident from the user evaluation.EThOS - Electronic Theses Online ServiceGBUnited Kingdo

    3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities

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    Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Vice : An interface designed for complex engineering software : An application of virtual reality

    Get PDF
    Concurrent Engineering has been taking place within the manufacturing industry for many years whereas the construction industry has until recently continued using the 'over the wall' approach where each task is completed before the next began. For real concurrent engineering in construction to take place there needs to be true collaborative working between client representatives, construction professionals, suppliers and subcontractors. The aim of this study was to design, develop and test a new style of user interface which promotes a more intuitive form of interaction than the standard desktop metaphor based interface. This new interface has been designed as an alternative for the default interface of the INTEGRA system and must also promote enhanced user collaboration. By choosing alternative metaphors that are more obvious to the user it is postulated that it should be possible for such an interface to be developed. Specific objectives were set that would allow the project aim to be fulfilled. These objectives are outlined below: To gain a better understanding of the requirements of successful concurrent engineering particularly at the conceptual design phase. To complete a thorough review of the current interfaces had to take place including any guidelines on how to create a "good user interface". To experience many of the collaboration systems available today so that an informed choice of application can be made. To learn the relevant skills required to design, produce and implement the interface of choice. To perform a user evaluation of the finished user interface to improve overall usability and further streamline the concurrent conceptual design. The user interface developed used a virtual reality environment to create a metaphor of an office building. Project members could then coexist and interact within the building promoting collaboration and at the same time have access to the remaining INTEGRA tools. The user evaluation proved that the Virtual Integrated Collaborative Environment (VICE) user interface was a successful addition to the INTEGRA system. The system was evaluated by a substantial number of different users which validates this finding. The user evaluation also provided positive results from two different demographics concluding that the system was easy, intuitive to use with the necessary functionality. Using metaphor based user interfaces is not a new concept. It has become standard practise for most software developers. There are arguments for and against these types of user interfaces. Some advanced users will argue that having such an interface limits their ability to make full use of the applications. However the majority of users do not come within this bracket and for them, metaphor based user interfaces are very useful. This is again evident from the user evaluation

    Serious Games in Cultural Heritage

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented

    Analysis of Visualisation and Interaction Tools Authors

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    This document provides an in-depth analysis of visualization and interaction tools employed in the context of Virtual Museum. This analysis is required to identify and design the tools and the different components that will be part of the Common Implementation Framework (CIF). The CIF will be the base of the web-based services and tools to support the development of Virtual Museums with particular attention to online Virtual Museum.The main goal is to provide to the stakeholders and developers an useful platform to support and help them in the development of their projects, despite the nature of the project itself. The design of the Common Implementation Framework (CIF) is based on an analysis of the typical workflow ofthe V-MUST partners and their perceived limitations of current technologies. This document is based also on the results of the V-MUST technical questionnaire (presented in the Deliverable 4.1). Based on these two source of information, we have selected some important tools (mainly visualization tools) and services and we elaborate some first guidelines and ideas for the design and development of the CIF, that shall provide a technological foundation for the V-MUST Platform, together with the V-MUST repository/repositories and the additional services defined in the WP4. Two state of the art reports, one about user interface design and another one about visualization technologies have been also provided in this document
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