68,471 research outputs found

    VEMI Lab 2021

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    The Virtual Environments and Multimodal Interaction (VEMI) Lab embodies an inclusive, collaborative, and multi-disciplinary approach to hands-on research and education. By bringing together students and faculty from more than a dozen majors and disciplines, VEMI is uniquely positioned to advance computing and STEM initiatives both here at the university as well as in broader communities throughout Maine and nationwide

    Learning emotions in virtual environments

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    A modular hybrid neural network architecture, called SHAME, for emotion learning is introduced. The system learns from annotated data how the emotional state is generated and changes due to internal and external stimuli. Part of the modular architecture is domain independent and part must be\ud adapted to the domain under consideration.\ud The generation and learning of emotions is based on the event appraisal model.\ud The architecture is implemented in a prototype consisting of agents trying to survive in a virtual world. An evaluation of this prototype shows that the architecture is capable of\ud generating natural emotions and furthermore that training of the neural network modules in the architecture is computationally feasible.\ud Keywords: hybrid neural systems, emotions, learning, agents

    Movement in cluttered virtual environments

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    Imagine walking around a cluttered room but then having little idea of where you have traveled. This frequently happens when people move around small virtual environments (VEs), searching for targets. In three experiments, participants searched small-scale VEs using different movement interfaces, collision response algorithms, and fields of view. Participants' searches were most efficient in terms of distance traveled, time taken, and path followed when the simplest form of movement (view direction) was used in conjunction with a response algorithm that guided ("slipped") them around obstacles when collisions occurred. Unexpectedly, and in both immersive and desktop VEs, participants often had great difficulty finding the targets, despite the fact that participants could see the whole VE if they stood in one place and turned around. Thus, the trivial real-world task used in the present study highlights a basic problem with current VE systems

    Global Teamwork: A Study of Design Learning in Collaborative Virtual Environments

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    With the recent developments in communication and information technologies, using Collaborative Virtual Environments (CVEs) in design activity has experienced a remarkable increase. In this paper we present a collaborative learning activity between the University of Sydney (USYD), and the Istanbul Technical University (ITU). This paper shares our teaching experience and discusses the principles of collaborative design learning in virtual environments. Followed by a study on studentsā€™ perception on the courses and collaborative learning in both universities, this paper also suggests future refinements on the course structure and the main areas of collaborative design learning. Keywords: Collaborative Design; Collaborative Virtual Environments; Design Teaching And Learning</p

    Flexible virtual environments: Gamifying immersive learning

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    Ā© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing

    Artificial Beings Worthy of Moral Consideration in Virtual Environments: An Analysis of Ethical Viability

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    This article explores whether and under which circumstances it is ethically viable to include artificial beings worthy of moral consideration in virtual environments. In particular, the article focuses on virtual environments such as those in digital games and training simulations ā€“ interactive and persistent digital artifacts designed to fulfill specific purposes, such as entertainment, education, training, or persuasion. The article introduces the criteria for moral consideration that serve as a framework for this analysis. Adopting this framework, the article tackles the question of whether including artificial intelligences that are entitled to moral consideration in virtual environments constitutes an immoral action on the part of human creators. To address this problem, the article draws on three conceptual lenses from the philosophical branch of ethics: the problem of parenthood and procreation, the question concerning the moral status of animals, and the classical problem of evil. Using a thought experiment, the concluding section proposes a contractualist answer to the question posed in this article. The same section also emphasizes the potential need to reframe our understanding of the design of virtual environments and their future stakeholders

    When Windmills Turn Into Giants: The Conundrum of Virtual Places

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    While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory

    A Framework for Designing 3d Virtual Environments

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    The process of design and development of virtual environments can be supported by tools and frameworks, to save time in technical aspects and focusing on the content. In this paper we present an academic framework which provides several levels of abstraction to ease this work. It includes state-of-the-art components we devised or integrated adopting open-source solutions in order to face specific problems. Its architecture is modular and customizable, the code is open-source.\u

    Narrating the past: virtual environments and narrative

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    This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830ā€™s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
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