417 research outputs found
Modeling behaviors of interactive objects for real-time virtual environments
Real-time 3D graphics are being extensively used to build interactive virtual environments for a number of different applications. In many situations, virtual objects are required to exhibit complex behaviors, and the use of a versatile behavioral programming methodology is required. This paper presents a feature modeling approach to define behavioral information of virtual objects, giving special attention to their capabilities of interaction with virtual human actors. The proposed method is based on a complete definition and representation of interactive objects, which are called smart objects. This representation is based on the description of interaction features: parts, movements, graspable sites, functionalities, purposes, etc., including a behavioral automaton based on scripts and graphical state machine
3D printing and immersive visualization for improved perception of ancient artifacts
This article investigates the use of 3D immersive virtual environments and 3D prints for interaction with past material culture over traditional observation without manipulation. Our work is motivated by studies in heritage, museum, and cognitive sciences indicating the importance of object manipulation for understanding present and ancient artifacts. While virtual immersive environments and 3D prints have started to be incorporated in heritage research and museum displays as a way to provide improved manipulation experiences, little is known about how these new technologies affect the perception of our past. This article provides first results obtained with three experiments designed to investigate the benefits and tradeoffs in using these technologies. Our results indicate that traditional museum displays limit the experience with past material culture, and reveal how our sample of participants favor tactile and immersive 3D virtual experiences with artifacts over visual non-manipulative experiences with authentic objects. This paper is part of a larger study on how people perceive ancient artifacts, which was partially funded by the University of California Humanities Network and the Center for the Humanities at the University of California, Merced.This is the author accepted manuscript. The final version is available from MIT Press via http://dx.doi.org/10.1162/PRES_a_0022
Applying MAPP Algorithm for Cooperative Path Finding in Urban Environments
The paper considers the problem of planning a set of non-conflict
trajectories for the coalition of intelligent agents (mobile robots). Two
divergent approaches, e.g. centralized and decentralized, are surveyed and
analyzed. Decentralized planner - MAPP is described and applied to the task of
finding trajectories for dozens UAVs performing nap-of-the-earth flight in
urban environments. Results of the experimental studies provide an opportunity
to claim that MAPP is a highly efficient planner for solving considered types
of tasks
Succinct representation of triangulations with a boundary
We consider the problem of designing succinct geometric data structures while maintaining efficient navigation operations. A data structure is said succinct if the asymptotic amount of space it uses matches the entropy of the class of structures represented. For the case of planar triangulations with a boundary we propose a succinct representation of the combinatorial information that improves to 2.175 bits per triangle the asymptotic amount of space required and that supports the navigation between adjacent triangles in constant time (as well as other standard operations). For triangulations with faces of a surface with genus g, our representation requires asymptotically an extra amount of 36(g-1)lg m bits (which is negligible as long as g << m/lg m)
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