89 research outputs found

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Integrating realistic human group behaviors into a networked 3D virtual environment

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    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

    Towards Multi-Modal Interactions in Virtual Environments: A Case Study

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    We present research on visualization and interaction in a realistic model of an existing theatre. This existing ‘Muziek¬centrum’ offers its visitors information about performances by means of a yearly brochure. In addition, it is possible to get information at an information desk in the theatre (during office hours), to get information by phone (by talking to a human or by using IVR). The database of the theater holds the information that is available at the beginning of the ‘theatre season’. Our aim is to make this information more accessible by using multi-modal accessible multi-media web pages. A more general aim is to do research in the area of web-based services, in particu¬lar interactions in virtual environments

    Ontology of a scene based on Java 3D architecture

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    The present article seeks to make an approach to the class hierarchy of a scene built with the architecture Java 3D, to develop an ontology of a scene as from the semantic essential components for the semantic structuring of the Web3D. Java was selected because the language recommended by the W3C Consortium for the Development of the Web3D oriented applications as from X3D standard is Xj3D which compositionof their Schemas is based the architecture of Java3D In first instance identifies the domain and scope of the ontology, defining classes and subclasses that comprise from Java3D architecture and the essential elements of a scene, as its point of origin, the field of rotation, translation The limitation of the scene and the definition of shaders, then define the slots that are declared in RDF as a framework for describing the properties of the classes established from identifying the domain and range of each class, then develops composition of the OWL ontology on SWOOP Finally, be perform instantiations of the ontology building for a Iconosphere object as from class expressions defined

    A collaborative 3D environment for authoring design semantics

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    ECA Perspectives - Requirements, Applications, Technology

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    In the last years we have developed a platform for the realization of embodied (conversational) agents, in a distributed logic programming framework. In this paper we will present an overview of our work, by discussing the requirements that acted as our guidelines for design decisions during development, some of the applications that have served as target demonstrators for developing and testing new functionality, and the (distributed logic programming) technology which we used for the realization of the platform and the implementation of our STEP scripting language. Although the focus of our paper will primarily be our own DLP+X3D platform, we believe that our discussion along the perspectives of requirements, applications and technology might be more generally worthwhile in establishing the relative merits of the operational use of ECA-technology. At the end of this paper, we will moreover provide some hints of how to approach the experimental validation of the (possible) benefits of embodied conversational agents in user applications

    Parametrization, auralization, and authoring of room acoustics for virtual reality applications

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    The primary goal of this work has been to develop means to represent acoustic properties of an environment with a set of spatial sound related parameters. These parameters are used for creating virtual environments, where the sounds are expected to be perceived by the user as if they were listened to in a corresponding real space. The virtual world may consist of both visual and audio components. Ideally in such an application, the sound and the visual parts of the virtual scene are in coherence with each other, which should improve the user immersion in the virtual environment. The second aim was to verify the feasibility of the created sound environment parameter set in practice. A virtual acoustic modeling system was implemented, where any spatial sound scene, defined by using the developed parameters, can be rendered audible in real time. In other words the user can listen to the auralized sound according to the defined sound scene parameters. Thirdly, the authoring of creating such parametric sound scene representations was addressed. In this authoring framework, sound scenes and an associated visual scene can be created to be further encoded and transmitted in real time to a remotely located renderer. The visual scene counterpart was created as a part of the multimedia scene acting simultaneously as a user interface for renderer-side interaction.reviewe
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