18 research outputs found

    Comparing and Evaluating Real Time Character Engines for Virtual Environments

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    As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines

    PolyVR - A Virtual Reality Authoring Framework for Engineering Applications

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    Die virtuelle Realität ist ein fantastischer Ort, frei von Einschränkungen und vielen Möglichkeiten. Für Ingenieure ist dies der perfekte Ort, um Wissenschaft und Technik zu erleben, es fehlt jedoch die Infrastruktur, um die virtuelle Realität zugänglich zu machen, insbesondere für technische Anwendungen. Diese Arbeit bescheibt die Entstehung einer Softwareumgebung, die eine einfachere Entwicklung von Virtual-Reality-Anwendungen und deren Implementierung in immersiven Hardware-Setups ermöglicht. Virtual Engineering, die Verwendung virtueller Umgebungen für Design-Reviews während des Produktentwicklungsprozesses, wird insbesondere von kleinen und mittleren Unternehmen nur äußerst selten eingesetzt. Die Hauptgründe sind nicht mehr die hohen Kosten für professionelle Virtual-Reality-Hardware, sondern das Fehlen automatisierter Virtualisierungsabläufe und die hohen Wartungs- und Softwareentwicklungskosten. Ein wichtiger Aspekt bei der Automatisierung von Virtualisierung ist die Integration von Intelligenz in künstlichen Umgebungen. Ontologien sind die Grundlage des menschlichen Verstehens und der Intelligenz. Die Kategorisierung unseres Universums in Begriffe, Eigenschaften und Regeln ist ein grundlegender Schritt von Prozessen wie Beobachtung, Lernen oder Wissen. Diese Arbeit zielt darauf ab, einen Schritt zu einem breiteren Einsatz von Virtual-Reality-Anwendungen in allen Bereichen der Wissenschaft und Technik zu entwickeln. Der Ansatz ist der Aufbau eines Virtual-Reality-Authoring-Tools, eines Softwarepakets zur Vereinfachung der Erstellung von virtuellen Welten und der Implementierung dieser Welten in fortschrittlichen immersiven Hardware-Umgebungen wie verteilten Visualisierungssystemen. Ein weiteres Ziel dieser Arbeit ist es, das intuitive Authoring von semantischen Elementen in virtuellen Welten zu ermöglichen. Dies sollte die Erstellung von virtuellen Inhalten und die Interaktionsmöglichkeiten revolutionieren. Intelligente immersive Umgebungen sind der Schlüssel, um das Lernen und Trainieren in virtuellen Welten zu fördern, Prozesse zu planen und zu überwachen oder den Weg für völlig neue Interaktionsparadigmen zu ebnen

    Comparison of two approaches for web-based 3D visualization of smart building sensor data

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    Abstract. This thesis presents a comparative study on two different approaches for visualizing sensor data collected from smart buildings on the web using 3D virtual environments. The sensor data is provided by sensors that are deployed in real buildings to measure several environmental parameters including temperature, humidity, air quality and air pressure. The first approach uses the three.js WebGL framework to create the 3D model of a smart apartment where sensor data is illustrated with point and wall visualizations. Point visualizations show sensor values at the real locations of the sensors using text, icons or a mixture of the two. Wall visualizations display sensor values inside panels placed on the interior walls of the apartment. The second approach uses the Unity game engine to create the 3D model of a 4-floored hospice where sensor data is illustrated with aforementioned point visualizations and floor visualizations, where the sensor values are shown on the floor around the location of the sensors in form of color or other effects. The two approaches are compared with respect to their technical performance in terms of rendering speed, model size and request size, and with respect to the relative advantages and disadvantages of the two development environments as experienced in this thesis

    Computer-Assisted Interactive Documentary and Performance Arts in Illimitable Space

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    This major component of the research described in this thesis is 3D computer graphics, specifically the realistic physics-based softbody simulation and haptic responsive environments. Minor components include advanced human-computer interaction environments, non-linear documentary storytelling, and theatre performance. The journey of this research has been unusual because it requires a researcher with solid knowledge and background in multiple disciplines; who also has to be creative and sensitive in order to combine the possible areas into a new research direction. [...] It focuses on the advanced computer graphics and emerges from experimental cinematic works and theatrical artistic practices. Some development content and installations are completed to prove and evaluate the described concepts and to be convincing. [...] To summarize, the resulting work involves not only artistic creativity, but solving or combining technological hurdles in motion tracking, pattern recognition, force feedback control, etc., with the available documentary footage on film, video, or images, and text via a variety of devices [....] and programming, and installing all the needed interfaces such that it all works in real-time. Thus, the contribution to the knowledge advancement is in solving these interfacing problems and the real-time aspects of the interaction that have uses in film industry, fashion industry, new age interactive theatre, computer games, and web-based technologies and services for entertainment and education. It also includes building up on this experience to integrate Kinect- and haptic-based interaction, artistic scenery rendering, and other forms of control. This research work connects all the research disciplines, seemingly disjoint fields of research, such as computer graphics, documentary film, interactive media, and theatre performance together.Comment: PhD thesis copy; 272 pages, 83 figures, 6 algorithm

    Design and implementation of 3D buildings integration for a Webgl-Based Virtual Globe: a case study of Valencian Cadastre and Fide Building Mode

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    Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.Since nowadays Web applications are increasingly providing plenty of creative and interesting services relying on new standards and more powerful computers, it becomes important to create similar applications, to process and visualize geographic data taking advantage of such groundings. In this context, it results interesting to develop new Web-based geo-processing based on a 3D data representation, exploiting the recent WebGL graphic specification from a client-side point of view. This research explains the novel way in which whole Valencian cadastre was analyzed, processed and finally represented into a WebGL-based virtual globe. These improvements provide end-users firstly, an optimization of computer graphics performance, by natively accessing to graphics instructions; and secondly a functional data management and representation for the present and forthcoming geo-processing Web-based platform

    Provenance of Visual Interpretations in the Exploration of Data

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    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

    CGAMES'2009

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    Three-dimensional interactive maps: theory and practice

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