14,934 research outputs found

    Modularity for Large Virtual Reality Applications

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    International audienceThis paper focuses on the design of high performance VR applications. These applications usually involve various I/O devices and complex simulations. A parallel architecture or grid infrastructure is required to provide the necessary I/O and processing capabilities. Developing such applications faces several difficulties, two important ones being software engineering and performance issues. We argue that application modularity is a key concept to help the developer handle the complexity of these applications. We discuss how various approaches borrowed from other existing works can be combined to significantly improve the modularity of VR applications. This led to the development of the FlowVR middleware that associates a data-flow model with a hierarchical component model. Different case studies are presented to discuss the benefits of the approach proposed

    Towards trusted volunteer grid environments

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    Intensive experiences show and confirm that grid environments can be considered as the most promising way to solve several kinds of problems relating either to cooperative work especially where involved collaborators are dispersed geographically or to some very greedy applications which require enough power of computing or/and storage. Such environments can be classified into two categories; first, dedicated grids where the federated computers are solely devoted to a specific work through its end. Second, Volunteer grids where federated computers are not completely devoted to a specific work but instead they can be randomly and intermittently used, at the same time, for any other purpose or they can be connected or disconnected at will by their owners without any prior notification. Each category of grids includes surely several advantages and disadvantages; nevertheless, we think that volunteer grids are very promising and more convenient especially to build a general multipurpose distributed scalable environment. Unfortunately, the big challenge of such environments is, however, security and trust. Indeed, owing to the fact that every federated computer in such an environment can randomly be used at the same time by several users or can be disconnected suddenly, several security problems will automatically arise. In this paper, we propose a novel solution based on identity federation, agent technology and the dynamic enforcement of access control policies that lead to the design and implementation of trusted volunteer grid environments.Comment: 9 Pages, IJCNC Journal 201

    Human-centred design methods : developing scenarios for robot assisted play informed by user panels and field trials

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    Original article can be found at: http://www.sciencedirect.com/ Copyright ElsevierThis article describes the user-centred development of play scenarios for robot assisted play, as part of the multidisciplinary IROMEC1 project that develops a novel robotic toy for children with special needs. The project investigates how robotic toys can become social mediators, encouraging children with special needs to discover a range of play styles, from solitary to collaborative play (with peers, carers/teachers, parents, etc.). This article explains the developmental process of constructing relevant play scenarios for children with different special needs. Results are presented from consultation with panel of experts (therapists, teachers, parents) who advised on the play needs for the various target user groups and who helped investigate how robotic toys could be used as a play tool to assist in the children’s development. Examples from experimental investigations are provided which have informed the development of scenarios throughout the design process. We conclude by pointing out the potential benefit of this work to a variety of research projects and applications involving human–robot interactions.Peer reviewe

    DIVERSE: a Software Toolkit to Integrate Distributed Simulations with Heterogeneous Virtual Environments

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    We present DIVERSE (Device Independent Virtual Environments- Reconfigurable, Scalable, Extensible), which is a modular collection of complimentary software packages that we have developed to facilitate the creation of distributed operator-in-the-loop simulations. In DIVERSE we introduce a novel implementation of remote shared memory (distributed shared memory) that uses Internet Protocol (IP) networks. We also introduce a new method that automatically extends hardware drivers (not in the operating system kernel driver sense) into inter-process and Internet hardware services. Using DIVERSE, a program can display in a CAVE™, ImmersaDesk™, head mounted display (HMD), desktop or laptop without modification. We have developed a method of configuring user programs at run-time by loading dynamic shared objects (DSOs), in contrast to the more common practice of creating interpreted configuration languages. We find that by loading DSOs the development time, complexity and size of DIVERSE and DIVERSE user applications is significantly reduced. Configurations to support different I/O devices, device emulators, visual displays, and any component of a user application including interaction techniques, can be changed at run-time by loading different sets of DIVERSE DSOs. In addition, interpreted run-time configuration parsers have been implemented using DIVERSE DSOs; new ones can be created as needed. DIVERSE is free software, licensed under the terms of the GNU General Public License (GPL) and the GNU Lesser General Public License (LGPL) licenses. We describe the DIVERSE architecture and demonstrate how DIVERSE was used in the development of a specific application, an operator-in-the-loop Navy ship-board crane simulator, which runs unmodified on a desktop computer and/or in a CAVE with motion base motion queuing

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field
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