136,708 research outputs found

    Interactive Design Using CFD and Virtual Engineering

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    Virtual engineering is a powerful concept, defined as a technology that integrates geometric models and related engineering tools such as analysis and simulation, optimization and decision-making tools, etc. within a computer generated environment that facilitates multidisciplinary and collaborative product realization [1]. Virtual engineering applications can be constructed from scratch with high-level programming languages. However, since the end-user of the virtual engineering application is most likely not a programming expert, high-level support is needed to provide the user with the capability to construct his own application in an intuitive manner and with minimal coding. In this paper, we present a framework of the virtual engineering environment and its implementation, identify the general requirements for a virtual engineering application, and summarize the architecture. A virtual engineering application on computational fluid dynamics (CFD)-based interactive design is used to motivate the research as well as to evaluate the performance of the system. The sample application is related to the coal transport system of a coal-fired power plant. Finally, the topics for future research are given

    Throughput analysis of TCP congestion control algorithms in a cloud based collaborative virtual environment

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    Collaborative Virtual Environment (CVE) has become popular in the last few years, this is because CVE is designed to allow geographically distributed users to work together over the network. In CVE the state of the virtual objects is witnessing unprecedentant change. When a user performs an action in CVE, the information of the action needs to be transmitted to other users to maintain consistency in the cooperative work. TCP is the most widely used protocol in the design of CVE, and its throughput deteriorates in the network with large delay. Gital et al, 2014 proposes a cloud based architectural model for improving scalability and consistency in CVE. Therefore, this paper aim at evaluating and comparing the performance of different TCP variant (Tahoe, Reno, New Reno, Vegas, SACK, Fack and Linux) with the cloud based CVE architecture to determine the suitability of each TCP variant for CVE. A comparative analysis between the different TCP variants is presented in terms of throughput verses elapse time, with increasing number of users in the system. TCP with the cloud based model was found to be effective, promising and robust for achieving consistency requirement in CVE system

    A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment

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    As Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments

    Designing a novel virtual collaborative environment to support collaboration in design review meetings

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    Project review meetings are part of the project management process and are organised to assess progress and resolve any design conflicts to avoid delays in construction. One of the key challenges during a project review meeting is to bring the stakeholders together and use this time effectively to address design issues as quickly as possible. At present, current technology solutions based on BIM or CAD are information-centric and do not allow project teams to collectively explore the design from a range of perspectives and brainstorm ideas when design conflicts are encountered. This paper presents a system architecture that can be used to support multi-functional team collaboration more effectively during such design review meetings. The proposed architecture illustrates how information-centric BIM or CAD systems can be made human- and team-centric to enhance team communication and problem solving. An implementation of the proposed system architecture has been tested for its utility, likability and usefulness during design review meetings. The evaluation results suggest that the collaboration platform has the potential to enhance collaboration among multi-functional teams

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    Towards a generic platform for developing CSCL applications using Grid infrastructure

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    The goal of this paper is to explore the possibility of using CSCL component-based software under a Grid infrastructure. The merge of these technologies represents an attractive, but probably quite laborious enterprise if we consider not only the benefits but also the barriers that we have to overcome. This work presents an attempt toward this direction by developing a generic platform of CSCL components and discussing the advantages that we could obtain if we adapted it to the Grid. We then propose a means that could make this adjustment possible due to the high degree of genericity that our library component is endowed with by being based on the generic programming paradigm. Finally, an application of our library is proposed both for validating the adequacy of the platform which it is based on and for indicating the possibilities gained by using it under the Grid.Peer ReviewedPostprint (published version

    Augmented reality meeting table: a novel multi-user interface for architectural design

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    Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559)

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices
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