1,552 research outputs found

    A Platform Independent Architecture for Virtual Characters and Avatars

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    We have developed a Platform Independent Architecture for Virtual Characters and Avatars (PIAVCA), a character animation system that aims to be independent of any underlying graphics framework and so be easily portable. PIAVCA supports body animation based on a skeletal representation and facial animation based on morph targets

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model

    A Study of Cheese Spreads and Dips

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    Each year in the State of Utah, thousands of pounds of a number of varieties of bulk end packaged cheese are returned to the manufacturing plants from the stores and other distribution points. The main reasons are: broken wrapper or rind, crushed or otherwise mutilated package, and mold development

    Constructing a gazebo: supporting teamwork in a tightly coupled, distributed task in virtual reality

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    Many tasks require teamwork. Team members may work concurrently, but there must be some occasions of coming together. Collaborative virtual environments (CVEs) allow distributed teams to come together across distance to share a task. Studies of CVE systems have tended to focus on the sense of presence or copresence with other people. They have avoided studying close interaction between us-ers, such as the shared manipulation of objects, because CVEs suffer from inherent network delays and often have cumbersome user interfaces. Little is known about the ef-fectiveness of collaboration in tasks requiring various forms of object sharing and, in particular, the concurrent manipu-lation of objects. This paper investigates the effectiveness of supporting teamwork among a geographically distributed group in a task that requires the shared manipulation of objects. To complete the task, users must share objects through con-current manipulation of both the same and distinct at-tributes. The effectiveness of teamwork is measured in terms of time taken to achieve each step, as well as the impression of users. The effect of interface is examined by comparing various combinations of walk-in cubic immersive projection technology (IPT) displays and desktop devices

    The Effect of Environmental Features, Self-Avatar, and Immersion on Object Location Memory in Virtual Environments

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    One potential application for virtual environments (VEs) is the training of spatial knowledge. A critical question is what features the VE should have in order to facilitate this training. Previous research has shown that people rely on environmental features, such as sockets and wall decorations, when learning object locations. The aim of this study is to explore the effect of varied environmental feature fidelity of VEs, the use of self-avatars, and the level of immersion on object location learning and recall. Following a between-subjects experimental design, participants were asked to learn the location of three identical objects by navigating one of the three environments: a physical laboratory or low and high detail VE replicas of this laboratory. Participants who experienced the VEs could use either a head-mounted display (HMD) or a desktop computer. Half of the participants learning in the HMD and desktop systems were assigned a virtual body. Participants were then asked to place physical versions of the three objects in the physical laboratory in the same configuration. We tracked participant movement, measured object placement, and administered a questionnaire related to aspects of the experience. HMD learning resulted in statistically significant higher performance than desktop learning. Results indicate that, when learning in low detail VEs, there is no difference in performance between participants using HMD and desktop systems. Overall, providing the participant with a virtual body had a negative impact on performance. Preliminary inspection of navigation data indicates that spatial learning strategies are different in systems with varying levels of immersion

    Object Location Memory Error in Virtual and Real Environments

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    We aim to further explore the transfer of spatial knowledge from virtual to real spaces. Based on previous research on spatial memory in immersive virtual reality (VR) we ran a study that looked at the effect of three locomotion techniques (joystick, pointing-and-teleporting and walking-in-place) on object location learning and recall. Participants were asked to learn the location of a virtual object in a virtual environment (VE). After a short period of time they were asked to recall the location by placing a real version of the object in the real-world equivalent environment. Results indicate that the average placement error, or distance between original and recalled object location, is approximately 20cm for all locomotion technique conditions. This result is similar to the outcome of a previous study on spatial memory in VEs that used real walking. We report this unexpected finding and suggest further work on spatial memory in VR by recommending the replication of this study in different environments and using objects with a wider diversity of properties, including varying sizes and shapes

    Privacy-certification standards for extended-reality devices and services

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    In this position paper, we discuss the need for, and potential requirements for privacy certification standards for extended-reality devices and related services. We begin by presenting motivations, before discussing related efforts. We then review the issue of certification as a research problem and identify key requirements. Finally, we out-line key recommendations for how these might feed into a grander roadmap for privacy and security research

    A mechatronic shape display based on auxetic materials

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    Shape displays enable people to touch simulated surfaces. A common architecture of such devices uses a mechatronic pin-matrix. Besides their complexity and high cost, these matrix displays suffer from sharp edges due to the discreet representation which reduces their ability to render a large continuous surface when sliding the hand. We propose using an engineered auxetic material actuated by a smaller number of motors. The material bends in multiple directions, feeling smooth and rigid to touch. A prototype implementation uses nine actuators on a 220 mm square section of material. It can display a range of surface curvatures under the palm of a user without aliased edges. In this work we use an auxetic skeleton to provide rigidity on a soft material and demonstrate the potential of this class of surface through user experiments

    Plasma composition in a sigmoidal anemone active region

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    Using spectra obtained by the EIS instrument onboard Hinode, we present a detailed spatially resolved abundance map of an active region (AR)-coronal hole (CH) complex that covers an area of 359 arcsec x 485 arcsec. The abundance map provides first ionization potential (FIP) bias levels in various coronal structures within the large EIS field of view. Overall, FIP bias in the small, relatively young AR is 2-3. This modest FIP bias is a consequence of the AR age, its weak heating, and its partial reconnection with the surrounding CH. Plasma with a coronal composition is concentrated at AR loop footpoints, close to where fractionation is believed to take place in the chromosphere. In the AR, we found a moderate positive correlation of FIP bias with nonthermal velocity and magnetic flux density, both of which are also strongest at the AR loop footpoints. Pathways of slightly enhanced FIP bias are traced along some of the loops connecting opposite polarities within the AR. We interpret the traces of enhanced FIP bias along these loops to be the beginning of fractionated plasma mixing in the loops. Low FIP bias in a sigmoidal channel above the AR's main polarity inversion line where ongoing flux cancellation is taking place, provides new evidence of a bald patch magnetic topology of a sigmoid/flux rope configfiuration.Comment: For on-line animation, see http://www.mssl.ucl.ac.uk/~db2/fip_intensity.gif. Accepted by Ap

    The Impact of a Character Posture Model on the Communication of Affect in an Immersive Virtual Environment

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