21,863 research outputs found
ASSISTED NAVIGATION AND NATURAL INTERACTION FOR VIRTUAL ARCHAEOLOGICAL HERITAGE. IMPLEMENTATION OF AN ATTRACTOR-BASED APPROACH USING A GAME ENGINE
In this paper, the authors propose a new way to navigate inside virtual architectural environments such as those used in the field of Virtual Archaeology. This approach is based on the study of human movement inside real buildings. Authors describe the design of a computer aided navigation system that could facilitate visitors of virtual reconstructions in taking their journey inside digital 3D environments in a more human-like manner. This research considers aspects related to human attention and non-linear narratives in order to develop a new computer aided navigation paradigm using excellent capabilities of real-time visualisation, interaction and human-computer interfacing provided by a game engine. This system obtains information from the virtual environment, which is perceptually enriched by the presence of metainformation associated to the importance in terms of interest of every part, space or element present in the scene. Using this tool, the designer of the experience can influence the user walkthrough in the virtual archaeological environment to meet the expectations of the visit, follow thematic paths or adapt to different user profiles
Remote laboratories: new technology and standard based architecture
E-Laboratories are important components of e- learning environments,
especially in scientific and technical disciplines. First widespread E-Labs
consisted in proposing simulations of real systems (virtual labs), as building
remote labs (remote control of real systems) was difficult by lack of
industrial standards and common protocols. Nowadays, robotics and automation
technologies make easier the interfacing of systems with computers. In this
frame, many researchers (such as those mentioned in [1]) focus on how to set up
such a remote control. But, only a few of them deal with the educational point
of view of the problem. This paper outlines our current research and reflection
about remote laboratory modelling
Service Virtualisation of Internet-of-Things Devices: Techniques and Challenges
Service virtualization is an approach that uses virtualized environments to
automatically test enterprise services in production-like conditions. Many
techniques have been proposed to provide such a realistic environment for
enterprise services. The Internet-of-Things (IoT) is an emerging field which
connects a diverse set of devices over different transport layers, using a
variety of protocols. Provisioning a virtual testbed of IoT devices can
accelerate IoT application development by enabling automated testing without
requiring a continuous connection to the physical devices. One solution is to
expand existing enterprise service virtualization to IoT environments. There
are various structural differences between the two environments that should be
considered to implement appropriate service virtualization for IoT. This paper
examines the structural differences between various IoT protocols and
enterprise protocols and identifies key technical challenges that need to be
addressed to implement service virtualization in IoT environments.Comment: 4 page
BCI-Based Navigation in Virtual and Real Environments
A Brain-Computer Interface (BCI) is a system that enables people to control an external device with their brain activity, without the need of any muscular activity. Researchers in the BCI field aim to develop applications to improve the quality of life of severely disabled patients, for whom a BCI can be a useful channel for interaction with their environment. Some of these systems are intended to control a mobile device (e. g. a wheelchair). Virtual Reality is a powerful tool that can provide the subjects with an opportunity to train and to test different applications in a safe environment. This technical review will focus on systems aimed at navigation, both in virtual and real environments.This work was partially supported by the Innovation, Science and Enterprise Council of the Junta de Andalucía (Spain), project P07-TIC-03310, the Spanish Ministry of Science and Innovation, project TEC 2011-26395 and by the European fund ERDF
Modeling, Simulation and Emulation of Intelligent Domotic Environments
Intelligent Domotic Environments are a promising approach, based on semantic models and commercially off-the-shelf domotic technologies, to realize new intelligent buildings, but such complexity requires innovative design methodologies and tools for ensuring correctness. Suitable simulation and emulation approaches and tools must be adopted to allow designers to experiment with their ideas and to incrementally verify designed policies in a scenario where the environment is partly emulated and partly composed of real devices. This paper describes a framework, which exploits UML2.0 state diagrams for automatic generation of device simulators from ontology-based descriptions of domotic environments. The DogSim simulator may simulate a complete building automation system in software, or may be integrated in the Dog Gateway, allowing partial simulation of virtual devices alongside with real devices. Experiments on a real home show that the approach is feasible and can easily address both simulation and emulation requirement
Brain-Computer Interface: comparison of two control modes to drive a virtual robot
A Brain-Computer Interface (BCI) is a system that enables communication and control that is not based on muscular movements, but on brain activity. Some of these systems are based on discrimination of different mental tasks; usually they match the number of mental tasks to the number of control commands. Previous research at the University of Málaga (UMA-BCI) have proposed a BCI system to freely control an external device, letting the subjects choose among several navigation commands using only one active mental task (versus any other mental activity). Although the navigation paradigm proposed in this system has been proved useful for continuous movements, if the user wants to move medium or large distances, he/she needs to keep the effort of the MI task in order to keep the command. In this way, the aim of this work was to test a navigation paradigm based on the brain-switch mode for ‘forward’ command. In this mode, the subjects used the mental task to switch their state on /off: they stopped if they were moving forward and vice versa. Initially, twelve healthy and untrained subjects participated in this study, but due to a lack of control in previous session, only four subjects participated in the experiment, in which they had to control a virtual robot using two paradigms: one based on continuous mode and another based on switch mode. Preliminary results show that both paradigms can be used to navigate through virtual environments, although with the first one the times needed to complete a path were notably lower.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech
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An interface to virtual environments for people who are blind using Wii technology - mental models and navigation
Accessible games, both for serious and for entertainment purposes, would allow inclusion and participation for those with disabilities. Research into the development of accessible games, and accessible virtual environments, is discussed. Research into accessible Virtual Environments has demonstrated great potential for allowing people who are blind to explore new spaces, reducing their reliance on guides, and aiding development of more efficient spatial maps and strategies. Importantly, Lahav and Mioduser (2005, 2008) have demonstrated that, when exploring virtual spaces, people who are blind use more and different strategies than when exploring real physical spaces, and develop relatively accurate spatial representations of them. The present paper describes the design, development and evaluation of a system in which a virtual environment may be explored by people who are blind using Nintendo Wii devices, with auditory and haptic feedback. The nature of the various types of feedback is considered, with the aim of creating an intuitive and usable system. Using Wii technology has many advantages, not least of which are that it is mainstream, readily available and cheap. The potential of the system for exploration and navigation is demonstrated. Results strongly support the possibilities of the system for facilitating and supporting the construction of cognitive maps and spatial strategies. Intelligent support is discussed. Systems such as the present one will facilitate the development of accessible games, and thus enable Universal Design and accessible interactive technology to become more accepted and widespread
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