191 research outputs found

    Collaborative Work Enabled by Immersive Environments

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    Demonstration of ObserVAR: Visualization System for Observing Virtual Reality Users using Augmented Reality

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    Santawat Thanyadit, Parinya Punpongsanon, and Ting-Chuen Pong. 2020. Demonstration of ObserVAR: Visualization System for Observing Virtual Reality Users using Augmented Reality. In SIGGRAPH Asia 2020 XR (SA '20). Association for Computing Machinery, New York, NY, USA, Article 13, 1–2. DOI:https://doi.org/10.1145/3415256.3421495.SA '20: SIGGRAPH Asia 2020 [December 4 - 13, 2020

    Substituting Teleportation Visualization for Collaborative Virtual Environments

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    Santawat Thanyadit, Parinya Punpongsanon, Thammathip Piumsomboon, and Ting-Chuen Pong. 2020. Substituting Teleportation Visualization for Collaborative Virtual Environments. Symposium on Spatial User Interaction. Association for Computing Machinery, New York, NY, USA, Article 31, 1–2. DOI:https://doi.org/10.1145/3385959.3422698.SUI '20: Symposium on Spatial User Interaction [October 30 - November 1, 2020

    DIVE on the internet

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    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data

    An efficient, practical, portable mapping technique on computational grids

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    Grid computing provides a powerful, virtual parallel system known as a computational Grid on which users can run parallel applications to solve problems quickly. However, users must be careful to allocate tasks to nodes properly because improper allocation of only one task could result in lengthy executions of applications, or even worse, applications could crash. This allocation problem is called the mapping problem, and an entity that tackles this problem is called a mapper. In this thesis, we aim to develop an efficient, practical, portable mapper. To study the mapping problem, researchers often make unrealistic assumptions such as that nodes of Grids are always reliable, that execution times of tasks assigned to nodes are known a priori, or that detailed information of parallel applications is always known. As a result, the practicality and portability of mappers developed in such conditions are uncertain. Our review of related work suggested that a more efficient tool is required to study this problem; therefore, we developed GMap, a simulator researchers/developers can use to develop practical, portable mappers. The fact that nodes are not always reliable leads to the development of an algorithm for predicting the reliability of nodes and a predictor for identifying reliable nodes of Grids. Experimental results showed that the predictor reduced the chance of failures in executions of applications by half. The facts that execution times of tasks assigned to nodes are not known a priori and that detailed information of parallel applications is not alw ays known, lead to the evaluation of five nearest-neighbour (nn) execution time estimators: k-nn smoothing, k-nn, adaptive k-nn, one-nn, and adaptive one-nn. Experimental results showed that adaptive k-nn was the most efficient one. We also implemented the predictor and the estimator in GMap. Using GMap, we could reliably compare the efficiency of six mapping algorithms: Min-min, Max-min, Genetic Algorithms, Simulated Annealing, Tabu Search, and Quick-quality Map, with none of the preceding unrealistic assumptions. Experimental results showed that Quick-quality Map was the most efficient one. As a result of these findings, we achieved our goal in developing an efficient, practical, portable mapper

    Collaborative Work Enabled by Immersive Environments

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    Digital transformation facilitates new methods for remote collaboration while shaping a new understanding of working together. In this chapter, we consider global collaboration in the context of digital transformation, discuss the role of Collaborative Virtual Environments (CVEs) within the transformation process, present an overview of the state of CVEs and go into more detail on significant challenges in CVEs by providing recent approaches from research

    Investigations of collaborative design environments: A framework for real-time collaborative 3D CAD

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    This thesis was submitted for the degree of Doctor of Philosophy and awarded by Brunel University.This research investigates computer-based collaborative design environments, in particular issues of real-time collaborative 3D CAD. The thesis first presents a broad perspective of collaborative design environments with a preliminary case study of team design activities in a conventional and a computer mediated setting. This study identifies the impact and the feasibility of computer support for collaborative design and suggests four kinds of essential technologies for a successful collaborative design environment: information-sharing systems, synchronous and asynchronous co- working tools, project management systems, and communication systems. A new conceptual framework for a real-time collaborative 3D design tool, Shared Stage, is proposed based upon the preliminary study. The Shared Stage is defined as a shared 3D design workspace aiming to smoothly incorporate shared 3D workspaces into existing individual 3D workspaces. The addition of a Shared Stage allows collaborating designers to interact in real-time and to have a dynamic and interactive exchange of intermediate 3D design data. The acceptability of collaborative features is maximised by maintaining consistency of the user interface between 3D CAD systems. The framework is subsequently implemented as a software prototype using a new software development environment, customised by integrating related real-time and 3D graphic software development tools. Two main components of the Shared Stage module in the prototype, the Synchronised Stage View (SSV) and the Data Structure Diagram (DSD), provide essential collaborative features for real-time collaborative 3D CAD. These features include synchronised shared 3D representation, dynamic data exchange and awareness support in 3D workspaces. The software prototype is subsequently evaluated to examine the usefulness and usability. A range of quantitative and qualitative methods is used to evaluate the impact of the Shared Stage. The results, including the analysis of collaborative interactions and user perception, illustrate that the Shared Stage is a feasible and valuable addition for real-time collaborative 3D CAD. This research identifies the issues to be addressed for collaborative design environments and also provides a new framework and development strategy of a novel real-time collaborative 3D CAD system. The framework is successfully demonstrated through prototype implementation and an analytical usability evaluation.Financial support from the Department and from the UK government through the Overseas Research Studentship Awards

    Collaborative mixed reality environments: an application for civil engineering

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    The present thesis designs, implements and evaluates a channel for interaction between office and field users through a collaborative mixed reality system. This channel is aimed to be used for civil engineering purposes and is thus oriented toward the design and construction phases. Its application should contribute to the reduction of the challenges faced by those involved in a civil engineering project dealing with communication, collaboration and mutual understanding. Such challenges can become real problems for multidisciplinary teams of architects, engineers and constructors when working on the same project. In the context of this thesis, outdoor users are equipped with a real-time kinematic global positioning system receiver, a notebook, a head-mounted display, a tilt sensor and a compass. A virtual environment representing components of a civil engineering project is displayed before their eyes. Outdoor users share this collaborative virtual environment with indoor ones. They can talk to and see each other through an avatar. Indoor users can take part from any location where Internet is available. The goal of this thesis is to show that a networked solution of at least two users (In this case, indoor and outdoor users) is an opportunity for outdoor users to perform complex tasks whilst experiencing an immersive augmented reality application. Indoor users interact with outdoor ones when handling and navigating the virtual environment, guiding their counterpart through the scene and making clear common points of understanding. The thesis evaluates how users interact within a prototype system using a formative approach. Users are introduced to the system and motivated to “talk loudly”, thus verbalising what they are experiencing during the tests. All users are video-recorded while performing the exercises and interviewed immediately after. The evaluation reveals that users end up experiencing a system that is too immersive, which ends up narrowing their “attentional spotlight” to the virtual environment and not, as desired, experiencing an augmented reality system. The evaluation also makes clear that the design of the virtual environment is eventually more important for users than the system itself, and it is completely the kind of application that it is being used to and who the users are

    Security of Cyber-Physical Systems

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    Cyber-physical system (CPS) innovations, in conjunction with their sibling computational and technological advancements, have positively impacted our society, leading to the establishment of new horizons of service excellence in a variety of applicational fields. With the rapid increase in the application of CPSs in safety-critical infrastructures, their safety and security are the top priorities of next-generation designs. The extent of potential consequences of CPS insecurity is large enough to ensure that CPS security is one of the core elements of the CPS research agenda. Faults, failures, and cyber-physical attacks lead to variations in the dynamics of CPSs and cause the instability and malfunction of normal operations. This reprint discusses the existing vulnerabilities and focuses on detection, prevention, and compensation techniques to improve the security of safety-critical systems
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