15 research outputs found

    GASP: from Modular Programming to Distributed Execution

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    International audienceWe present in this paper a generic animation and simulation platform which integrates the different animation models: descriptive, generative and behavioural models. The integration of these models in the same platform allows to offer to each dynamic entity a more realistic and a richer environment, and thereby to increase possible interactions between an actor and its environment. Therefore we describe the kernel of the platform, then we explain how it is used from the programmer point of view and we illustrate its use in the field of driving simulation

    La cabine virtuelle d'immersion (CVI) : un mode de transport des outils d'interaction dans les univers 3D

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    International audienceWe try to explore a way to provide ecient tools to navigate and interact eciently and in a generic way within 3D virtual universes. We propose a new con- cept: the Immersive Virtual Cabin, which denes the 3D workspace of the user, which allows to carry vir- tual tools for 3D interactions, and which is capable to adapt these tools to the changes of universes' scale. We try to show that navigation in 3D virtual uni- verses is not only the change of a viewpoint, but also the move of the interaction space. CATEGORIES AND SUBJECT DESCRIPTORS

    Cabine Virtuelle d'Immersion (CVI) : Naviguer et interagir en immersion dans les univers virtuels collaboratifs multi- ´echelle

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    Communication aux journées de l'AFRV 2008We propose to explore a Virtual reality concept allowing to couple navigation and interaction within 3D virtual environments

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    EVA environnement videotex d'applications

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    Disponible dans les fichiers attachés à ce documen

    A Generic Model for Embedding Users' Physical Workspaces into Multi-Scale Collaborative Virtual Environments

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    International audienceMost Virtual Reality (VR) systems must consider the users' physical environment to immerse these users in a virtual world and to make them aware of their interaction capabilities. However, no consensus has been found in the existing VR systems to embed the real environment into the virtual one: each system meets its particular requirements according to the devices and interaction techniques used. This paper proposes a generic model that enables VR developers to embed the users' physical environment into the Virtual Environment (VE) when designing new applications, especially collaborative ones. The real environment we consider is a multi-sensory space that we propose to represent by a structured hierarchy of 3D workspaces describing the features of the users' physical environment (visual, sound, interaction or motion workspaces). A set of operators enables developers to control these workspaces in order to provide interactive functionalities to endusers. Our model makes it possible to maintain a co-location between the physical workspaces and their representation in the VE. As the virtual world is often larger than these physical workspaces, workspace integration must be maintained even if users navigate or change their scale in the virtual world. Our model is also a way to carry these workspaces in the virtual world if required. It is implemented as a set of reusable modules and used to design and implement multi-scale Collaborative Virtual Environments (msCVE). We also discuss how three “state of the art” VR techniques could be designed using our model

    Immersia, an open immersive infrastructure: doing archaeology in virtual reality

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    International audienceThis paper contributes to cross-domain mutual enrichment between archaeology and virtual reality. We present Immersia, an open high-end platform dedicated to research on immersive virtual reality and its usages. Immersia is a node of the european project Visionair that offers an infrastructure for high level visualisation facilities open to research communities across Europe. In Immersia, two projects are currently activeon on the theme of archaeology thematics. One is relative to the study of the Cairn of Carn, with the Creaah, a pluridisciplinary research laboratory of archeology and archeosciences, and one on the reconstitution of the gallo-roman villa of Bais, with the French institute INRAP

    Infrastructures immersives ouvertes dans le cadre du projet européen Visionair, exemple de la plateforme Immersia

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    National audienceVisionair est un projet européen d'infrastructure de visualisation de haut niveau (http://www.infra-visionair.eu), ouverte aux communautés scientifiques du monde entier. Il a pour objectif de proposer un point d'entrée unique, visible et attractif vers une infrastructure internationale. La salle de réalité virtuelle, Immersia (http://www.irisa.fr/immersia) est une plateforme commune à l'IRISA et au centre de recherche Inria Rennes Bretagne-Atlantique, noeud clé de l'infrastructure transnationale Visionair. Elle permet une immersion complète avec des interactions temps-réel, multi-modales (vision, son, haptique, interface cerveau-ordinateur). La plateforme est constituée de quatre faces dont trois en verre, de dimension d'environ 10m x 3m x 3m, une des plus grandes au monde actuellement. Nous avons initié une collaboration avec l'INRAP autour de la représentation immersive de sites archéologiques. L'objectif est d'immerger un utilisateur dans une reconstitution numérique à l'échelle 1 de bâtiments ou de sites, et de lui permettre d'interagir avec l'environnement virtuel. Nous avons commencé par le déploiement immersif de reconstitutions 3D de différents bâtiments tels qu'un temple gallo-romain d'une fouille de Bais. Nous sommes convaincus que nos deux communautés peuvent s'enrichir mutuellement et qu'il existe à l'heure actuelle de véritables opportunités pour collaborer
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