129 research outputs found

    Passive Control Architectures for Collaborative Virtual Haptic Interaction and Bilateral Teleoperation over Unreliable Packet-Switched Digital Network

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    This PhD dissertation consists of two major parts: collaborative haptic interaction (CHI) and bilateral teleoperation over the Internet. For the CHI, we propose a novel hybrid peer-to-peer (P2P) architecture including the shared virtual environment (SVE) simulation, coupling between the haptic device and VE, and P2P synchronization control among all VE copies. This framework guarantees the interaction stability for all users with general unreliable packet-switched communication network which is the most challenging problem for CHI control framework design. This is achieved by enforcing our novel \emph{passivity condition} which fully considers time-varying non-uniform communication delays, random packet loss/swapping/duplication for each communication channel. The topology optimization method based on graph algebraic connectivity is also developed to achieve optimal performance under the communication bandwidth limitation. For validation, we implement a four-user collaborative haptic system with simulated unreliable packet-switched network connections. Both the hybrid P2P architecture design and the performance improvement due to the topology optimization are verified. In the second part, two novel hybrid passive bilateral teleoperation control architectures are proposed to address the challenging stability and performance issues caused by the general Internet communication unreliability (e.g. varying time delay, packet loss, data duplication, etc.). The first method--Direct PD Coupling (DPDC)--is an extension of traditional PD control to the hybrid teleoperation system. With the assumption that the Internet communication unreliability is upper bounded, the passive gain setting condition is derived and guarantees the interaction stability for the teleoperation system which interacts with unknown/unmodeled passive human and environment. However, the performance of DPDC degrades drastically when communication unreliability is severe because its feasible gain region is limited by the device viscous damping. The second method--Virtual Proxy Based PD Coupling (VPDC)--is proposed to improve the performance while providing the same interaction stability. Experimental and quantitative comparisons between DPDC and VPDC are conducted, and both interaction stability and performance difference are validated

    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

    Metaverse: A Vision, Architectural Elements, and Future Directions for Scalable and Realtime Virtual Worlds

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    With the emergence of Cloud computing, Internet of Things-enabled Human-Computer Interfaces, Generative Artificial Intelligence, and high-accurate Machine and Deep-learning recognition and predictive models, along with the Post Covid-19 proliferation of social networking, and remote communications, the Metaverse gained a lot of popularity. Metaverse has the prospective to extend the physical world using virtual and augmented reality so the users can interact seamlessly with the real and virtual worlds using avatars and holograms. It has the potential to impact people in the way they interact on social media, collaborate in their work, perform marketing and business, teach, learn, and even access personalized healthcare. Several works in the literature examine Metaverse in terms of hardware wearable devices, and virtual reality gaming applications. However, the requirements of realizing the Metaverse in realtime and at a large-scale need yet to be examined for the technology to be usable. To address this limitation, this paper presents the temporal evolution of Metaverse definitions and captures its evolving requirements. Consequently, we provide insights into Metaverse requirements. In addition to enabling technologies, we lay out architectural elements for scalable, reliable, and efficient Metaverse systems, and a classification of existing Metaverse applications along with proposing required future research directions

    A Cybersecurity Model for a Roblox-based Metaverse Architecture Framework

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    The adoption of virtual reality VR and augmented reality AR headsets in futuristic and science fiction has made it possible for the Metaverse to exist as a single universal immersive virtual universe By extending technology outside of our physical reality the Metaverse alters the human experience The four categories we use to categorize metaverse definitions are environment interface interaction and social value Currently it is unclear what the metaverse s structure and elements are A cybersecurity framework for these devices is necessary as the world grows more interconnected and immersive technologies are increasingly widely used in business government and consumer markets Used was a literature revie

    Update propagation for peer-to-peer-based massively multi-user virtual environments

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    Over the last decade Massively Multi-user Virtual Environments (MMVEs) have become an integral part of modern culture and business. Applications for these large-scale virtual environments range from gaming to business and scientific research. Some MMVEs reach a user base in the tens of millions and the total number of users is estimated in the billions. Despite this success, launching an MMVEs is still a risky proposition. This is in large part due to the high cost associated with setting up and maintaining the necessary server infrastructure. One way of reducing the costs of operating MMVEs is to switch their system architecture from the current client/server-based model to one based on peer-to-peer (P2P) technologies. This has the potential to significantly reduce the infrastructure costs of MMVEs, as users bring their own resources into the P2P system and servers are no longer required, thus decreasing expenses and market entry barriers. This thesis describes a scalable and low-latency update propagation system for P2P-based MMVEs. Update propagation refers to the exchange of information about changes in the virtual environment between users and is one of the key components of MMVEs. Thus, the described system represents a key step towards operating MMVEs as fully distributed peer-to-peer systems

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Enabling Technologies for Web 3.0: A Comprehensive Survey

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    Web 3.0 represents the next stage of Internet evolution, aiming to empower users with increased autonomy, efficiency, quality, security, and privacy. This evolution can potentially democratize content access by utilizing the latest developments in enabling technologies. In this paper, we conduct an in-depth survey of enabling technologies in the context of Web 3.0, such as blockchain, semantic web, 3D interactive web, Metaverse, Virtual reality/Augmented reality, Internet of Things technology, and their roles in shaping Web 3.0. We commence by providing a comprehensive background of Web 3.0, including its concept, basic architecture, potential applications, and industry adoption. Subsequently, we examine recent breakthroughs in IoT, 5G, and blockchain technologies that are pivotal to Web 3.0 development. Following that, other enabling technologies, including AI, semantic web, and 3D interactive web, are discussed. Utilizing these technologies can effectively address the critical challenges in realizing Web 3.0, such as ensuring decentralized identity, platform interoperability, data transparency, reducing latency, and enhancing the system's scalability. Finally, we highlight significant challenges associated with Web 3.0 implementation, emphasizing potential solutions and providing insights into future research directions in this field
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