1,396 research outputs found

    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

    Revisiting the Scene-Graph-as-Bus Concept: Inter-networking Heterogeneous Applications Using glTF Fragments

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    While there are now many examples of successful collaborative mixed reality applications, each application uses its own custom networking framework and applications rarely inter-operate. To enable much larger-scale distributed systems, we will need inter-networking protocols that allow heterogeneous applications to exchange data. We demonstrate a proof of concept implementation that revisits the concept of using a scene-graph as a bus. That is, sharing low-level geometry and rendering information, rather than high-level semantic events. Our networking protocol uses glTF fragments and edits to express scene changes. We use the proof of concept to explore the potential to inter-network very different applications that are based on different underlying graphics engine technology

    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

    Recent Auroral Measurements Using a Field-Widened Interferometer Spectrometer

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    3DRepo4Unity: Dynamic Loading of Version Controlled 3D Assets into the Unity Game Engine

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    In recent years, Unity has become a popular platform for the development of a broad range of visualization and VR applications. This is due to its ease of use, cross-platform compatibility and accessibility to independent developers. Despite such applications being cross-platform, their assets are generally bundled with executables, or streamed at runtime in a highly optimised, proprietary format. In this paper, we present a novel system for dynamically populating a Unity environment at runtime using open Web3D standards. Our system generates dynamic resources at runtime from a remote 3D Repo repository. This enables us to build a viewer which can easily visualize X3D-based revisions from a version controlled database in the cloud without any compile-time knowledge of the assets. We motivate the work and introduce the high-level architecture of our solution. We describe our new dynamic transcoding library with an emphasis on scalability and 3D rendering. We then perform a comparative evaluation between 3drepo.io, a state of the art X3DOM based renderer, and the new 3DRepo4Unity library on web browser platforms. Finally, we present a number of different applications that demonstrate the practicality of our chosen approach. By building on previous Web3D functionality and standards, our hope is to stimulate further discussion around and research into web formats that would enable incremental loading on other platforms

    Concreteness and word production

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    Two experiments are reported that investigated the effect of concreteness on the ability to generate words to fit sentence contexts. When participants attempted to retrieve words from dictionary definitions in Experiment 1, abstract words were associated with more omissions and more alternates than were concrete words. These findings are consistent with the view that the semantic-lexical weights in the word production system are weaker for abstract than for concrete words. We found no evidence that greater competition from semantic neighbors was an additional reason why abstract words were harder to produce. Participants also reported more positive tip-of-the-tongue states (TOTs) when attempting to produce abstract words from their definitions, consistent with more phonological retrieval problems for abstract than for concrete words. In Experiment 2, participants attempted to generate words to fit into a sentence that described a specific event. The difference between the numbers of abstract and concrete words recalled was significantly smaller in the event condition than in the definition condition, and evidence no longer emerged of greater phonological retrieval failure for abstract words. Overall, the results are consistent with the view that the semantic-lexical weights, but not the lexical-phonological weights, are weaker for abstract than for concrete words in the word production system. © 2012 Psychonomic Society, Inc

    Metal-based gels: Synthesis, properties, and applications

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    This review covers various aspects of recent developments on the design, the synthesis, the characterization of gels that: (i) are formed in the presence of metal ions (metallogels); (ii) are based on coordination complexes as gelators. Particular attention is devoted to systems that show recognition and sensing properties towards different analytes

    An ‘In the Wild’ Experiment on Presence and Embodiment using Consumer Virtual Reality Equipment

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    Consumer virtual reality systems are now becoming widely available. We report on a study on presence and embodiment within virtual reality that was conducted ‘in the wild’, in that data was collected from devices owned by consumers in uncontrolled settings, not in a traditional laboratory setting. Users of Samsung Gear VR and Google Cardboard devices were invited by web pages and email invitation to download and run an app that presented a scenario where the participant would sit in a bar watching a singer. Each participant saw one of eight variations of the scenario: with or without a self-avatar; singer inviting the participant to tap along or not; singer looking at the participant or not. Despite the uncontrolled situation of the experiment, results from an in-app questionnaire showed tentative evidence that a self-avatar had a positive effect on self-report of presence and embodiment, and that the singer inviting the participant to tap along had a negative effect on self-report of embodiment. We discuss the limitations of the study and the platforms, and the potential for future open virtual reality experiments

    3D Timeline: Reverse engineering of a part-based provenance from consecutive 3D models

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    We present a novel tool for reverse engineering of modeling histories from consecutive 3D files based on a timeline abstraction. Although a timeline interface is commonly used in 3D modeling packages for animations, it has not been used on geometry manipulation before. Unlike previous visualization methods that require instrumentation of editing software, our approach does not rely on pre-recorded editing instructions. Instead, each stand-alone 3D file is treated as a keyframe of a construction flow from which the editing provenance is reverse engineered. We evaluate this tool on six complex 3D sequences created in a variety of modeling tools by different professional artists and conclude that it provides useful means of visualizing and understanding the editing history. A comparative user study suggests the tool is well suited for this purpose
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