3,238 research outputs found
3D Character Modeling in Virtual Reality
The paper presents a virtual reality modeling system based on interactive web technologies. The system's goal is to provide a user-friendly virtual environment for the development of 3D characters with an articulated structure. The interface allows the modeling of both the character's joint structure (the hierarchy) and its segment geometry (the skin). The novelty of the system consists of (1) the combination of web technologies used (VRML, Java and EAI) which provides the possibility of online modeling, (2) rules and constraints based operations and thus interface elements, (3) vertices and sets of vertices used as graphics primitives and (4) the possibility to handle and extend hierarchies based on the H-anim structure elements
VRML Applications in Construction
Traditionally construction process information is communicated with paper documents and 2D CAD drawings. Recently, the industry has embraced many kinds of web-based technologies, but information still uses document-based model. The applicability of the Virtual Reality Modeling Language (VRML) is being investigated for visualizing the activities at a construction site and creating an advanced web-based 3D user interface for construction process information by the Computer-Integrated Construction Group at NIST
Digitally interpreting traditional folk crafts
The cultural heritage preservation requires that objects persist throughout time to continue to communicate an intended meaning. The necessity of computer-based preservation and interpretation of traditional folk crafts is validated by the decreasing number of masters, fading technologies, and crafts losing economic ground. We present a long-term applied research project on the development of a mathematical basis, software tools, and technology for application of desktop or personal fabrication using compact, cheap, and environmentally friendly fabrication devices, including '3D printers', in traditional crafts. We illustrate the properties of this new modeling and fabrication system using several case studies involving the digital capture of traditional objects and craft patterns, which we also reuse in modern designs. The test application areas for the development are traditional crafts from different cultural backgrounds, namely Japanese lacquer ware and Norwegian carvings. Our project includes modeling existing artifacts, Web presentations of the models, automation of the models fabrication, and the experimental manufacturing of new designs and forms
A survey of current trends in incorporating virtual reality and geographical information systems
The paper describes the results of a comprehensive literature and Internet survey on current
trends in virtual Reality GIS (VRGIS). In the first part of the paper, a background of VRGIS is
set, followed by the description and classification of the main research areas which focus in
VRGIS research with an attempt to clarify the reasons that led the researchers to pursue a VR
solution for the specific problems in their research field.
Based on the observations from the current practice, the main definitions of VRGIS are
discussed in the third section. Finally, future directions and possibilities for development are
drawn
Alternative Archaeological Representations within Virtual Worlds
Traditional VR methods allow the user to tour and view the virtual world from different perspectives. Increasingly, more interactive and adaptive worlds are being generated, potentially allowing the user to interact with and affect objects in the virtual world. We describe and compare four models of operation that allow the publisher to generate views, with the client manipulating and affecting specific objects in the world. We demonstrate these approaches through a problem in archaeological visualization
Towards virtual communities on the Web: Actors and audience
We report about ongoing research in a virtual
reality environment where visitors can interact with
agents that help them to obtain information, to perform
certain transactions and to collaborate with them in order
to get some tasks done. Our environment models a
theatre in our hometown. We discuss attempts to let this
environment evolve into a theatre community where we
do not only have goal-directed visitors, but also visitors
that that are not sure whether they want to buy or just
want information or visitors who just want to look
around. It is shown that we need a multi-user and multiagent
environment to realize our goals. Since our environment
models a theatre it is also interesting to investigate
the roles of performers and audience in this environment.
For that reason we discuss capabilities and personalities of agents. Some notes on the historical development of networked communities are included
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