12 research outputs found

    New behavioural approaches for virtual environments

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    We describe a new approach to the behaviour of 3D environments that supports the definition of physical processes and interactive phenomena. The work takes as a starting point the traditional event-based architecture that underlies most game engines. These systems discretise the environments' Physics by separating the objects' kinematics from the physical processes corresponding to objects interactions. This property has been used to insert a new behavioural layer, which implements AI-based simulation techniques. We introduce the rationale behind AI-based simulation and the techniques we use for qualitative Physics, as well as a new approach to world behaviour based on the induction of causal impressions. This is illustrated through several examples on a test environment. This approach has implications for the definition of complex world behaviour or non-standard physics, as required in creative applications

    Event-based causality in virtual reality

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    New Ways of Worldmaking: the Alterne Platform for VR Art

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    We introduce a novel approach to the creation of Virtual Reality Art installations, which supports the design of alternative worlds, in which laws of Physics can be redefined to induce new user experiences. To implement this concept of "Alternative Reality", we have used Artificial Intelligence techniques to support the definition of the virtual environment behaviour, an approach inspired by Qualitative Reasoning systems. Besides the redefinition of physical laws, we have developed mechanisms for eliciting causal relations between events, as causality plays an important part in users ' perception of virtual worlds. Our pilot installation is a CAVE TM-like system incorporating a state-of-theart computer game engine as visualisation software, which hasbeen ported to this immersive display. The event-based system underlying the game engine is used to bypass the native Physics engine and replace it with our Alternative Reality software. A first prototype has been fully implemented, the Alternative Reality modules totaling over 100,000 lines of C++ code. We present early results obtained with this approach, illustrated with examples taken from two artistic briefs, developed by digital artists associated to this research
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