758 research outputs found
The APEX framework: prototyping of ubiquitous environments based on Petri Nets
The user experience of ubiquitous environments is a determining factor in their success. The characteristics of such systems must be explored as early as possible to anticipate potential user problems, and to reduce the cost of redesign. However, the development of early prototypes to be evaluated in the target environment can be disruptive
to the ongoing system and therefore unacceptable. This paper reports on an ongoing effort to explore how model-based rapid prototyping of ubiquitous
environments might be used to avoid actual deployment while still enabling users to interact with a representation of the system. The paper describes APEX, a framework that brings together an existing 3D Application Server with CPN Tools. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment.
The APEX architecture and the proposed CPN-based modelling approach are described. An example illustrates their use.Fundação para a Ciência e a Tecnologia (FCT) - bolsa de doutoramento SFRH/BD/41179/200
キョウユウ カイハツ カンキョウ ト シテノ OpenSimulator ト Unity ニ ツイテ
今回我々は OpenSimulator のアーカイブデータであるOARファイルをUnityに読み込ませるための変換システムの開発を行った.これにより,OpenSimulator を共有開発環境とし,Unityを通して容易に3次元空間の可視化データの作成が可能になった.We developed a conversion system to load OpenSimulator Archive (.oar) files into Unity. This system allows the user to load world data jointly created in OpenSimulator into Unity on a region-by-region basis, and to ultimately output the data from Unity in a variety of formats. These features allow us to treat the pairing of OpenSimulator and Unity as a shared development environment, which simplifies the low-cost creation of 3D spatial visualization data
Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines
Mechanical maintenance of F-16 engines is carried out as a team effort involving 3–4 skilled engine technicians, but the details of its procedures and requisites change constantly, to improve safety, optimize resources, and respond to knowledge learned from field outcomes. This provides a challenge for development of training simulators, since simulated actions risk becoming obsolete rapidly and require costly reimplementation. This paper presents the development of a 3D mechanical maintenance training simulator for this context, using a low-cost simulation platform and a software architecture that separates simulation control from simulation visualization, in view of enabling more agile adaptation of simulators. This specific simulator aims to enable technician training to be enhanced with cooperation and context prior to the training phase with actual physical engines. We provide data in support of the feasibility of this approach, describing the requirements that were identified with the Portuguese Air Force, the overall software architecture of the system, the current stage of the prototype, and the outcomes of the first field tests with users
Identifying immersive environments’ most relevant research topics: an instrument to query researchers and practitioners
This paper provides an instrument for ascertaining researchers’ perspectives on the relative relevance of technological challenges facing immersive environments in view of their adoption in learning contexts, along three dimensions: access, content production, and deployment. It described its theoretical grounding and expert-review process, from a set of previously-identified challenges and expert feedback cycles. The paper details the motivation, setup, and methods employed, as well as the issues detected in the cycles and how they were addressed while developing the instrument. As a research instrument, it aims to be employed across diverse communities of research and practice, helping direct research efforts and hence contribute to wider use of immersive environments in learning, and possibly contribute towards the development of news
and more adequate systems.The work presented herein has been partially funded under the European H2020 program H2020-ICT-2015, BEACONING project, grant agreement nr. 687676.info:eu-repo/semantics/publishedVersio
Extended immersive learning environment: a hybrid remote/virtual laboratory
This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract
Towards the 3D Web with Open Simulator
Continuing advances and reduced costs in computational power, graphics processors and network bandwidth have led to 3D immersive multi-user virtual worlds becoming increasingly accessible while offering an improved and engaging Quality of Experience. At the same time the functionality of the World Wide Web continues to expand alongside the computing infrastructure it runs on and pages can now routinely accommodate many forms of interactive multimedia components as standard features - streaming video for example. Inevitably there is an emerging expectation that the Web will expand further to incorporate immersive 3D environments. This is exciting because humans are well adapted to operating in 3D environments and it is challenging because existing software and skill sets are focused around competencies in 2D Web applications. Open Simulator (OpenSim) is a freely available open source tool-kit that empowers users to create and deploy their own 3D environments in the same way that anyone can create and deploy a Web site. Its characteristics can be seen as a set of references as to how the 3D Web could be instantiated. This paper describes experiments carried out with OpenSim to better understand network and system issues, and presents experience in using OpenSim to develop and deliver applications for education and cultural heritage. Evaluation is based upon observations of these applications in use and measurements of systems both in the lab and in the wild
Reflections on the use of Project Wonderland as a mixed-reality environment for teaching and learning
This paper reflects on the lessons learnt from MiRTLE?a collaborative research project to create a ?mixed reality teaching and learning environment? that enables teachers and students participating in real-time mixed and online classes to interact with avatar representations of each other. The key hypothesis of the project is that avatar representations of teachers and students can help create a sense of shared presence, engendering a greater sense of community and improving student engagement in online lessons. This paper explores the technology that underpins such environments by presenting work on the use of a massively multi-user game server, based on Sun?s Project Darkstar and Project Wonderland tools, to create a shared teaching environment, illustrating the process by describing the creation of a virtual classroom. It is planned that the MiRTLE platform will be used in several trial applications ? which are described in the paper. These example applications are then used to explore some of the research issues arising from the use of virtual environments within an education environment. The research discussion initially focuses on the plans to assess this within the MiRTLE project. This includes some of the issues of designing virtual environments for teaching and learning, and how supporting pedagogical and social theories can inform this process
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