84 research outputs found
Integrating realistic human group behaviors into a networked 3D virtual environment
Distributed Interactive Simulation DIS-Java-VRML Working Group. Includes supplementary material provided from the contents of a CD-Rom issued containing the work of all three Working Group members and all supplementary material, in compressed format.Virtual humans operating inside large-scale virtual environments (VE) are typically controlled as single entities. Coordination of group activity and movement is usually the responsibility of their real world human controllers. Georeferencing coordinate systems, single-precision versus double-precision number representation and network delay requirements make group operations difficult. Mounting multiple humans inside shared or single vehicles, (i.e. air-assault operations, mechanized infantry operations, or small boat/riverine operations) with high fidelity is often impossible. The approach taken in this thesis is to reengineer the DIS-Java-VRML Capture the Flag game geolocated at Fort Irwin, California to allow the inclusion of human entities. Human operators are given the capability of aggregating or mounting nonhuman entities for coordinated actions. Additionally, rapid content creation of human entities is addressed through the development of a native tag set for the Humanoid Animation (H-Anim) 1.1 Specification in Extensible 3D (X3D). Conventions are demonstrated for integrating the DIS-Java-VRML and H-Anim draft standards using either VRML97 or X3D encodings. The result of this work is an interface to aggregate and control articulated humans using an existing model with a standardized motion library in a networked virtual environment. Virtual human avatars can be mounted and unmounted from aggregation entities. Simple demonstration examples show coordinated tactical maneuver among multiple humans with and without vehicles. Live 3D visualization of animated humanoids on realistic terrain is then portrayed inside freely available web browsers.Approved for public release; distribution is unlimited
DIVE on the internet
This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements.
CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques.
CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data
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Investigation and development of an advanced virtual coordinate measuring machine
This thesis was submitted for the degree of Doctor of Philosophy and was awarded by Brunel UniversityDimensional measurement plays a critical role in product development and quality control. With the continuously increasing demand for tighter tolerances and more complex workpiece shapes in the industry, dimensional metrology often becomes the bottleneck of taking the quality and performance of manufacturing to the next level. As one kind of the most useful and powerful measuring instruments, coordinate measuring machines (CMMs) are widely employed in manufacturing industries. Since the accuracy and efficiency of a CMM have a vital impact on the product quality, productivity and manufacturing cost, the evaluation and improvement of CMM performance have always been important research topics since the invention of CMM.
A novel Advanced Virtual Coordinate Measuring Machine (AVCMM) is proposed against such a background. The proposed AVCMM is a software package that provides an integrated virtual environment, in which user can plan inspection strategy for a given task, carry out virtual measurement, and evaluate the uncertainty associated with the measurement result, all without the need of using a physical machine. The obtained estimate of uncertainty can serve as a rapid feedback for user to optimize the inspection plan in the AVCMM before actual measurement, or as an evaluation of the result of a performed measurement. Without involving a physical CMM in the inspection planning or evaluation of uncertainty, the AVCMM can greatly reduce the time and cost needed for such processes. Furthermore, as the package offers vivid 3D visual representation of the virtual environment and supports operations similar to a physical CMM, it does not only allow the user to easily plan and optimise the inspection strategy, but also provide a cost-effective, risk-free solution for training CMM operators.
A modular, multitier architecture has been adopted to develop the AVCMM system, which incorporates a number of functional components covering CMM and workpiece modelling, error simulation, inspection simulation, feature calculation, uncertainty evaluation and 3D representation. A new engine for detecting collision/contact has been developed and utilized, which is suitable for the virtual environment of simulated CMM inspections. A novel approach has been established to calculate errors required for the error simulation, where the data are obtained from FEA simulations in addition to conventional experimental method. Monte Carlo method has been adopted for uncertainty evaluation and has been implemented with multiple options available to meet different requirements.
A prototype of the proposed AVCMM system has been developed in this research. Its validity, usability and performance have been verified and evaluated through a set of experiments. The principles for utilising the AVCMM in practical use have also been established and demonstrated.
The results have indicated that the proposed AVCMM system has great potentials to improve the functionalities and overall performance of CMMs.ORSAS and the School of Engineering and Design of Brunel University
Mobile three-dimensional city maps
Maps are visual representations of environments and the objects within, depicting their spatial relations. They are mainly used in navigation, where they act as external information sources, supporting observation and decision making processes. Map design, or the art-science of cartography, has led to simplification of the environment, where the naturally three-dimensional environment has been abstracted to a two-dimensional representation, populated with simple geometrical shapes and symbols. However, abstract representation requires a map reading ability.
Modern technology has reached the level where maps can be expressed in digital form, having selectable, scalable, browsable and updatable content. Maps may no longer even be limited to two dimensions, nor to an abstract form. When a real world based virtual environment is created, a 3D map is born. Given a realistic representation, would the user no longer need to interpret the map, and be able to navigate in an inherently intuitive manner? To answer this question, one needs a mobile test platform. But can a 3D map, a resource hungry real virtual environment, exist on such resource limited devices?
This dissertation approaches the technical challenges posed by mobile 3D maps in a constructive manner, identifying the problems, developing solutions and providing answers by creating a functional system. The case focuses on urban environments. First, optimization methods for rendering large, static 3D city models are researched and a solution provided by combining visibility culling, level-of-detail management and out-of-core rendering, suited for mobile 3D maps. Then, the potential of mobile networking is addressed, developing efficient and scalable methods for progressive content downloading and dynamic entity management. Finally, a 3D navigation interface is developed for mobile devices, and the research validated with measurements and field experiments.
It is found that near realistic mobile 3D city maps can exist in current mobile phones, and the rendering rates are excellent in 3D hardware enabled devices. Such 3D maps can also be transferred and rendered on-the-fly sufficiently fast for navigation use over cellular networks. Real world entities such as pedestrians or public transportation can be tracked and presented in a scalable manner. Mobile 3D maps are useful for navigation, but their usability depends highly on interaction methods - the potentially intuitive representation does not imply, for example, faster navigation than with a professional 2D street map. In addition, the physical interface limits the usability
Actas do 12º Encontro Português de Computação Gráfica
Actas do 12º Encontro Portugês de Computação Gráfica, Porto, 8-10 de Outubro de 2003O Encontro Português de Computação Gráfica teve lugar nesse ano 2003, naquela que foi a sua 12ª edição, no ISEP – Instituto Superior de Engenharia do Porto, entre os 8 a 10 de Outubro. O 12º Encontro Português de Computação Gráfica (12EPCG) veio no seguimento de encontros anteriores realizados anualmente e reuniu investigadores, docentes e profissionais nacionais e estrangeiros, que realizam trabalho ou utilizam a Computação Gráfica, Realidade Virtual e Multimédia, assim como todas as suas áreas afins, no sentido de
permitir a divulgação de projectos realizados ou em curso e fomentar a troca de experiências e a discussão de questões relacionadas com a Computação Gráfica em Portugal, entre as comunidades académica,industrial e a de utilizadores finais. Este é o livro de actas do 12EPCG.Fundação IlÃdio PinhoFC
An Information-Theoretic Framework for Consistency Maintenance in Distributed Interactive Applications
Distributed Interactive Applications (DIAs) enable geographically dispersed users
to interact with each other in a virtual environment. A key factor to the success
of a DIA is the maintenance of a consistent view of the shared virtual world for
all the participants. However, maintaining consistent states in DIAs is difficult
under real networks. State changes communicated by messages over such networks
suffer latency leading to inconsistency across the application. Predictive Contract
Mechanisms (PCMs) combat this problem through reducing the number of messages
transmitted in return for perceptually tolerable inconsistency. This thesis examines
the operation of PCMs using concepts and methods derived from information theory.
This information theory perspective results in a novel information model of PCMs
that quantifies and analyzes the efficiency of such methods in communicating the
reduced state information, and a new adaptive multiple-model-based framework for
improving consistency in DIAs.
The first part of this thesis introduces information measurements of user behavior
in DIAs and formalizes the information model for PCM operation. In presenting the
information model, the statistical dependence in the entity state, which makes using
extrapolation models to predict future user behavior possible, is evaluated. The
efficiency of a PCM to exploit such predictability to reduce the amount of network
resources required to maintain consistency is also investigated. It is demonstrated
that from the information theory perspective, PCMs can be interpreted as a form
of information reduction and compression.
The second part of this thesis proposes an Information-Based Dynamic Extrapolation
Model for dynamically selecting between extrapolation algorithms based on
information evaluation and inferred network conditions. This model adapts PCM
configurations to both user behavior and network conditions, and makes the most
information-efficient use of the available network resources. In doing so, it improves
PCM performance and consistency in DIAs
Proceedings of the 2004 ONR Decision-Support Workshop Series: Interoperability
In August of 1998 the Collaborative Agent Design Research Center (CADRC) of the California Polytechnic State University in San Luis Obispo (Cal Poly), approached Dr. Phillip Abraham of the Office of Naval Research (ONR) with the proposal for an annual workshop focusing on emerging concepts in decision-support systems for military applications. The proposal was considered timely by the ONR Logistics Program Office for at least two reasons. First, rapid advances in information systems technology over the past decade had produced distributed collaborative computer-assistance capabilities with profound potential for providing meaningful support to military decision makers. Indeed, some systems based on these new capabilities such as the Integrated Marine Multi-Agent Command and Control System (IMMACCS) and the Integrated Computerized Deployment System (ICODES) had already reached the field-testing and final product stages, respectively.
Second, over the past two decades the US Navy and Marine Corps had been increasingly challenged by missions demanding the rapid deployment of forces into hostile or devastate dterritories with minimum or non-existent indigenous support capabilities. Under these conditions Marine Corps forces had to rely mostly, if not entirely, on sea-based support and sustainment operations. Particularly today, operational strategies such as Operational Maneuver From The Sea (OMFTS) and Sea To Objective Maneuver (STOM) are very much in need of intelligent, near real-time and adaptive decision-support tools to assist military commanders and their staff under conditions of rapid change and overwhelming data loads.
In the light of these developments the Logistics Program Office of ONR considered it timely to provide an annual forum for the interchange of ideas, needs and concepts that would address the decision-support requirements and opportunities in combined Navy and Marine Corps sea-based warfare and humanitarian relief operations. The first ONR Workshop was held April 20-22, 1999 at the Embassy Suites Hotel in San Luis Obispo, California. It focused on advances in technology with particular emphasis on an emerging family of powerful computer-based tools, and concluded that the most able members of this family of tools appear to be computer-based agents that are capable of communicating within a virtual environment of the real world. From 2001 onward the venue of the Workshop moved from the West Coast to Washington, and in 2003 the sponsorship was taken over by ONR’s Littoral Combat/Power Projection (FNC) Program Office (Program Manager: Mr. Barry Blumenthal). Themes and keynote speakers of past Workshops have included:
1999: ‘Collaborative Decision Making Tools’ Vadm Jerry Tuttle (USN Ret.); LtGen Paul Van Riper (USMC Ret.);Radm Leland Kollmorgen (USN Ret.); and, Dr. Gary Klein (KleinAssociates)
2000: ‘The Human-Computer Partnership in Decision-Support’ Dr. Ronald DeMarco (Associate Technical Director, ONR); Radm CharlesMunns; Col Robert Schmidle; and, Col Ray Cole (USMC Ret.)
2001: ‘Continuing the Revolution in Military Affairs’ Mr. Andrew Marshall (Director, Office of Net Assessment, OSD); and,Radm Jay M. Cohen (Chief of Naval Research, ONR)
2002: ‘Transformation ... ’ Vadm Jerry Tuttle (USN Ret.); and, Steve Cooper (CIO, Office ofHomeland Security)
2003: ‘Developing the New Infostructure’ Richard P. Lee (Assistant Deputy Under Secretary, OSD); and, MichaelO’Neil (Boeing)
2004: ‘Interoperability’ MajGen Bradley M. Lott (USMC), Deputy Commanding General, Marine Corps Combat Development Command; Donald Diggs, Director, C2 Policy, OASD (NII
VR-LAB: A Distributed Multi-User Environment for Educational Purposes and Presentations
In the last three years our research was focused on a new distributed multi-user environment. Finally, all components were integrated in a system called the VR-Lab, which will be described on the following pages. The VR-Lab provides Hard- and Software for a distributed presentation system. Elements which are often used in environments called Computer Supported Cooperative Work (CSCW). In contrast to other projects the VR-Lab integrates a distributed system in a common environment of a lecture room and does not generate a virtual conference room in a computer system. Thus, allowing inexperienced persons to use the VR-LAB and benefit from the multimedia tools in their common environment. To build the VR-LAB we developed a lot of hard- and software and integrated it into a lecture room to perform distributed presentations, conferences or teaching. Additionally other software components were developed to be connected to the VR-LAB, control its components, or distribute content between VR-LAB installations. Beside standard software for video and audio transmission, we developed and integrated a distributed 3D-VRML-Browser to present three dimensional content to a distributed audience. One of the interesting features of this browser is the object oriented distributed scene graph. By coupling a high-speed rendering system with a database we could distribute objects to other participants. So the semantic properties of any geometrical or control object can be kept and used by the remote participant. Because of the high compression achieved by the transport of objects instead of triangles a lot of bandwidth could be saved. Also each participant could select a display quality appropriate to its hardware.Diese Arbeit beschreibt ein integriertes Virtual-Reality System, das VR Lab. Das System besteht aus verschiedenen Hard- und Softwarekomponenten die eine verteiltevirtuelle Multi-User Umgebung darstellen die vor allem im Bereich verteilter Präsentationen verwendet werden kann. Im Gegensatz zu anderen Systemen dieser Art, die oft im Bereich des Computer Supported Cooperative Work (CSCW) eingesetzt werden dient unser System nicht dazu eine Präsentationsumgebung im Computer nachzubilden sondern eine reele Umgebung zu schaffen in der verteilte Präsentationen durchgeführt werden können. Dies soll vor allem ungeübten Personen die Arbeit mit verteilten Umgebungen erleichtern. Dazu wurden verschiedene Hard- und Softwarekomponenten entwickelt. Darunter der verteilte 3D Browser MRT-VR, der es ermöglicht 3D Daten an verschiedenen Stellen gleichzeitig zu visualisieren. MRT-VR zeichnet sich insbesondere dadurch aus, daß die 3D Objekte nicht als Polygondaten transportiert werden, sonderen als Objekte und so deren Objekteigenschaften beibehalten werden. Dies spart nicht nur sehr viel Bandbreite bei der Übertragung sondern ermöglicht auch Darstellungen in unterschiedlichen Qualitätsstufen auf den unterschiedlichen Zielrechnern der Teilnehmer. Ein weiterer Teil der Arbeit beschreibt die Entwicklung einer preiswerten imersiven 3D Umgebung um die 3D Daten in ansprechender Qualität zu visualisieren. Alle Komponenten wurden in einer gemeinsamen Umgebung, dem VR-Lab, integriert und mt Steuerungskomponenten versehen
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Technological framework for ubiquitous interactions using context–aware mobile devices
This report presents research and development of dedicated system architecture, designed to enable its users to interact with each other as well as to access information on Points of Interest that exist in their immediate environment. This is accomplished through managing personal preferences and contextual information in a distributed manner and in real-time. The advantage of this system architecture is that it uses mobile devices, heterogeneous sensors and a selection of user interface paradigms to produce a sociotechnical framework to enhance the perception of the environment and promote intuitive interactions. The thrust of the work has been on software development and component integration. Iterative prototyping was adopted as a development method in order to effectively implement the users’ feedback and establish a platform for collaboration that closely meets the requirements and aids their decision-making process. The requirement acquisition was followed by the system-modelling phase in order to produce a robust software prototype. The implementation includes component-based development and extensive use of design patterns over native programming. Conclusively, the software product has become the means to evaluate differences in the use of mixed reality technologies in a ubiquitous scenario.
The prototype can query a number of context sources such as sensors, or details of the personal profile, to acquire relevant data. The data (and metadata) is stored in opensource structures, so that they are accessible at every layer of the system architecture and at any time. By proactively processing the acquired context, the system can assist the users in their tasks (e.g. navigation) without explicit input – e.g. by simply creating a gesture with the device. However, advanced interaction with the application via the user interface is available for requests that are more complex.
Representations of the real world objects, their spatial relations and other captured features of interest are visualised on scalable interfaces, ranging from 2D to 3D models and from photorealism to stylised clues and symbols. Two principal modes of operation have been implemented; one, using geo-referenced virtual reality models of the environment, updated in real time, and second, using the overlay of descriptive annotations and graphics on the video images of the surroundings, captured by a video camera. The latter is referred to as augmented reality.
The continuous feed of the device position and orientation data, from the GPS receiver and the digital compass, into the application, makes the framework fit for use in unknown environments and therefore suitable for ubiquitous operation. This is one of the novelties of the proposed framework, because it enables a whole range of social, peer-to-peer interactions to take place. The scenarios of how the system could be employed to pursue these remote interactions and collaborative efforts on mobile devices are addressed in the context of urban navigation. The conceptual design and implementation of the novel location and orientation based algorithm for mobile AR are presented in detail. The system is, however, multifaceted and capable of supporting peer-to-peer exchange of information in a pervasive fashion, usable in various contexts. The modalities of these interactions are explored and laid out in several scenarios, but particularly in the context of user adoption. Two evaluation tasks took place. The preliminary evaluation examined certain aspects that influence user interaction while being immersed in a virtual environment, whereas the second summative evaluation compared the utility and certain usability aspects of the AR and VR interfaces
Inertial Motion Tracking for Inserting Humans into a Networked Synthetic Environment
Inertial/Magnetic tracking is based on the use of sensors containing three orthogonally mounted angular rate sensors, three orthogonal linear accelerometers and three orthogonal magnetometers to determine independently the orientation of each link of an articulated rigid body. Inertial/magnetic orientation tracking could be applied to a broad range of problems which require real-time tracking of an articulated structure without being continuously dependent upon an artificially generated source. This research focuses on the goal of developing and demonstrating wireless full body tracking using MARG sensor modules.U.S. Army Research OfficeW911NF-04-1-030
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