12 research outputs found

    Multi-modal, Interactive, Visualization of Robot Soccer

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    Multi-modal visualization, as a tool for collaborative exploration of complex datasets or simulations, is rapidly becoming important. In this paper we discuss a case study in collaborative visualization on Robot soccer. Our visualization work covers the three major platform types: Cave, workbench and workstation. We chart what the relation is between platform and visualization and show what the added value of the collaborative approach is. keywords : simulation, collaborative visualization, cave, workbench, DAS 1 Introduction The rapid development in display technology and computer graphics has led to a diversification of the traditional visualization platform, the graphical workstation, into three categories. Loosely speaking one can identify these categories as (i) immersive, e.g. the Cave [4], (ii) partially immersive, e.g. the workbench [8], and (iii) the traditional workstation. A comprehensive survey of important trends and directions is given in [7, 6, 1]. This diversific..

    CAVEStudy: an Infrastructure for Computational Steering in Virtual Reality Environments

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    We present the CAVEStudy system that enables scientists to interactively steer a simulation from a virtual reality (VR) environment. No modification to the source code is necessary. CAVEStudy allows interactive and immersive analysis of a simulation running on a remote computer. We describe three case-studies implemented with CAVEStudy

    Real-time Interaction in VR with a Distributed Multi-Agent System

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    We describe a Virtual Reality system that allows users at different locations to interact with a distributed multiagent system. We use RoboCup (robot soccer) as a case study. A human player who is immersed in a CAVE can interact with the RoboCup simulation in its natural domain, by playing along with a virtual soccer game. The system supports distributed collaboration by allowing humans at different geographic locations to participate and interact in real time. The most difficult problem we address is how to deal with the latency that is induced by the multi-agent simulation and by the wide-area network between different CAVEs. Our navigation software anticipates the movements of the human player and optimizes the interaction (navigation, kicking). Also, it sends a minimal amount of state information over the wide-area network. 1. Introduction Multi-agent systems are becoming increasingly important in our society. The majority of such systems is in some way related to Internet applic..
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