42 research outputs found

    Virtual Environments for Training: From Individual Learning to Collaboration with Humanoids

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    The next generation of virtual environments for training is oriented towards collaborative aspects. Therefore, we have decided to enhance our platform for virtual training environments, adding collaboration opportunities and integrating humanoids. In this paper we put forward a model of humanoid that suits both virtual humans and representations of real users, according to collaborative training activities. We suggest adaptations to the scenario model of our platform making it possible to write collaborative procedures. We introduce a mechanism of action selection made up of a global repartition and an individual choice. These models are currently being integrated and validated in GVT, a virtual training tool for maintenance of military equipments, developed in collaboration with the French company NEXTER-Group

    SyTroN: a virtual classroom for collaborative and distant e-learning systemby teleoperating real devices

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    Distant E-learning is a main issue nowadays, and it is strongly motivated by social and economical considerations. The increased people mobility and the reduction of educational costs push to develop ad hoc solutions enabling to access to knowledge regardless to geographical situation and economical capabilities. These parameters should not be limits for good training: learning material's pertinence and efficiency have to remain the core of educational activities. In this paper we address the problem through SyTroN: a tele-learning system. This system combines virtual reality and teleoperation techniques to offer an open platform with two main objectives. The first one is to propose intuitive virtual classrooms/desks, including a real teacher supervision and supporting collaborative and individual distant learning. The second goal is to place learners in real conditions with remote connections to real devices allowing distant experimentations. Both goals participate to increase learning impacts and to reduce costs, that is, sharing costly real devices from anywhere at any time. After 5 years of development, our work has been validated by an extensive use at a high engineering school. In situ tests and learning impact studies have been done. They show some advantages and some drawbacks of our global solution

    HapSeat: a novel approach to simulate motion in audiovisual experiences

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    International audienceThe HapSeat is a novel and inexpensive approach for simulating motion sensations in audiovisual experience. Multiple force-feedbacks are applied to the sitting users' body to generate a 6DoF sensation of motion as users are experiencing passive navigation. A set of force-feedback devices (a headrest and mobile armrests) are arranged around a seat so that they can apply forces to the user. Several video sequences highlight the capabilities of the HapSeat. We propose SIGGRAPH attendees to experience these videos enhanced by haptic effects of motion

    Toward Haptic Cinematography: Enhancing Movie Experience with Haptic Effects based on Cinematographic Camera Motions

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    International audienceHaptics, the technology which brings tactile or force-feedback to users, has a great potential for enhancing movies and could lead to new immersive experiences. In this paper we introduce \textit{Haptic Cinematography} which presents haptics as a new component of the filmmaker's toolkit. We propose a taxonomy of haptic effects and we introduce novel effects coupled with classical cinematographic motions to enhance video viewing experience. More precisely we propose two models to render haptic effects based on camera motions: the first model makes the audience feel the motion of the camera and the second provides haptic metaphors related to the semantics of the camera effect. Results from a user study suggest that these new effects improve the quality of experience. Filmmakers may use this new way of creating haptic effects to propose new immersive audiovisual experiences

    Storytelling in Virtual Reality for Training

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    Abstract. We present in this paper researches focussed on training scenario specification. These researches are conducted in the context of a collaboration with Giat-Industries (a French military manufacturer) in order to introduce Virtual Reality(VR) in maintenance training. The use of VR environments for training is strongly stimulated by important needs of training on sensitive equipment, sometimes fragile, unavaiblable, costly or dangerous. Our project, named GVT 3, is developped in a research/Industry collaboration. A first version of GVT is already available as a final product, which allows maintenance virtual training on GIAT-Industries equipments. Internal models have been designed in order to achieve reusability and standardization for the efficient development of new virtual training environments. In particular, we defined a scenario language named LORA, which is both textual and graphical. This language lets non-computer scientists author various and complex tasks in a virtual scene.

    STORM: a Generic Interaction and Behavioral Model for 3D Objects and Humanoids in a Virtual Environment

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    International audienceWe present in this paper research focused on interaction and behavior specification for 3D objects in general, including humanoids. This research is conducted in the context of a collaboration with Nexter-Group (a French military manufacturer) in order to introduce Virtual Reality (VR) in maintenance training. The use of VR environments for training is strongly stimulated by important needs of training on sensitive equipment, sometimes fragile, unavailable, costly or dangerous. Nevertheless, for the development of such applications, the re-use of existing developments is a major issue. Our research is focused on models that have been designed to achieve this reusability and standardization for the efficient development of new virtual environments. In particular, we defined a new generic model named STORM, used to describe reusable behaviors for 3D objects in general, including humanoids, and reusable interactions between those objects

    An operational VR platform for building Virtual Training Environments

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    International audienceWe present in this paper researches focused on specification and production of virtual training environments. The use of Virtual Environments (VE) for training is strongly stimulated by important needs of training on sensitive equipment. But the development of such applica- tions is generally done in new projects, where the reusability of existing developments is a major issue. We present here a platform of development, based on internal models that have been designed to achieve this reusability and standardization for the efficient development of new virtual environments.We defined a new generic model named STORM, used to describe reusable behaviors for 3D objects and reusable interactions between those objects or with humans. We also defined a scenario lan- guage named LORA, which allow non-computer scientists author various and complex sequences of tasks in a virtual scene. Based on those models, as an industrial validation with Nexter-Group, we have created 20 operational scenarios of maintenance virtual training on military equipments. We are also begining to create collaborative environments, where virtual and real humans have to collaborate to achieve their procedures
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