10 research outputs found

    Understanding Next-Generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

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    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    Using Real Objects for Interaction Tasks in Immersive Virtual Environments

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    Abstract. The use of immersive virtual environments for industrial applications has now reached maturity in a number of areas including oil and gas exploration and the visualisation of complex scientific data sets. However, there are still a number of applications which benefit greatly from the use of three-dimensional immersive virtual environments, but technological limitations, user interaction techniques and cost still prohibit general acceptance of this technology for use as an everyday tool. This paper presents the use of instrumented objects in immersive virtual environments to aid haptic feedback for applications including, but not limited to, off-line robot programming, assembly planning, assembly training and teleoperation of remotely operated vehicles. The paper describes the motivation behind the use of instrumented objects for manipulation tasks in immersive virtual environments and presents findings from previous research which compares interaction tasks between a mouse and keyboard, six degree of freedom interaction device, an instrumented object and the real task. Findings show that using an instrumented object for object manipulation offers significantly improved performance over conventional interaction techniques. Implications of this approach including the advantages and limitations are discussed. The paper presents this work in an application context of programming robotic devices via immersive virtual environments and discusses the benefits of this approach and identifies where similar successes can be achieved

    Understanding Next-generation VR: Classifying Commodity Clusters for Immersive Virtual Reality

    No full text
    Commodity clusters offer the ability to deliver higher performance computer graphics at lower prices than traditional graphics supercomputers. Immersive virtual reality systems demand notoriously high computational requirements to deliver adequate real-time graphics, leading to the emergence of commodity clusters for immersive virtual reality. Such clusters deliver the graphics power needed by leveraging the combined power of several computers to meet the demands of real-time interactive immersive computer graphics.However, the field of commodity cluster-based virtual reality is still in early stages of development and the field is currently adhoc in nature and lacks order. There is no accepted means for comparing approaches and implementers are left with instinctual or trial-and-error means for selecting an approach.This paper provides a classification system that facilitates understanding not only of the nature of different clustering systems but also the interrelations between them. The system is built from a new model for generalized computer graphics applications, which is based on the flow of data through a sequence of operations over the entire context of the application. Prior models and classification systems have been too focused in context and application whereas the system described here provides a unified means for comparison of works within the field

    Designing online assessment tools for disengaged youth

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    This article reports on the development of online assessment tools for disengaged youth in flexible learning environments. Sociocultural theories of learning and assessment and Bourdieu’s sociological concepts of capital and exchange were used to design a purpose-built content management system. This design experiment engaged participants in assessment that led to the exchange of self, peer and teacher judgements for credentialing. This collaborative approach required students and teachers to adapt and amend social networking practices for students to submit and judge their own and others’ work using comments, ratings, keywords and tags. Students and teachers refined their evaluative expertise across contexts, and negotiated meanings and values of digital works, which gave rise to revised versions and emergent assessment criteria. By combining social networking tools with sociological models of capital, assessment activities related to students’ digital productions were understood as valuations and judgements within an emergent, negotiable social field of exchange
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