scholarly journals Representing User Privileges in Object-Oriented Virtual Reality Systems

Author(s):  
Adam Wójtowicz ◽  
Wojciech Cellary
Author(s):  
Martin Hoppen ◽  
Juergen Rossmann ◽  
Michael Schluse ◽  
Ralf Waspe ◽  
Malte Rast

Using object-oriented databases as the primary data source in VR applications has a variety of advantages, but requires the development of new techniques concerning data modeling, data handling and data transfer from a Virtual Reality system’s point of view. The many advantages are outlined in the first part of this paper. We first introduce versioning and collaboration techniques as our main motivation. These can also be used in the traditional file based approach, but are much more powerful when realized with a database on an object and attribute level. Using an object-oriented approach to data modeling, objects of the real world can be modeled more intuitively by defining appropriate classes with their relevant attributes. Furthermore, databases can function as central communication hubs for consistent multi user interaction. Besides, the use of databases with open interface standards allows to easily cooperate with other applications such as modeling tools and other data generators. The second part of this paper focuses on our approach to seamlessly integrate such databases in Virtual Reality systems. For this we developed an object-oriented internal graph database and linked it to object-oriented external databases for central storage and collaboration. Object classes defined by XML data schemata allow to easily integrate new data models in VR applications at run-time. A fully transparent database layer in the simulation system makes it easy to interchange the external database. We present the basic structure of our simulation graph database, as well as the mechanisms which are used to transparently map data and meta-data from the external database to the simulation database. To show the validity and flexibility of our approach selected applications realized with our simulation system so far e. g. applications based on geoinformation databases such as forest inventory systems and city models, applications in the field of distributed control and simulation of assembly lines or database-driven virtual testbeds applications for automatic map generation in planetary landing missions are introduced.


2011 ◽  
Vol 230-232 ◽  
pp. 26-30 ◽  
Author(s):  
Yong Song Zhan ◽  
Wen Zhao Liu

To achieve photorealistic special effect for the industry of virtual reality, this paper proposed a real-time smoke simulation technique using particle system. Firstly, the component of particle system is discussed according to the requirement of virtual reality. Secondly, a stable scheme is employed to solve the physical equation regulating the behavior of smoke, which is modeled by the particle system. Thirdly, the object-oriented program scheme of particle system is presented in detail. Experiment results show the robustness and feasibility of the proposed technique.


2012 ◽  
Vol 2 (3) ◽  
Author(s):  
Branislav Sobota ◽  
Štefan Korečko ◽  
František Hrozek

AbstractThe paper deals with an issue of a design, development and implementation of a fully immersive virtual reality (VR) system and corresponding virtual worlds, specified in an object-oriented fashion. A virtual world object structure, reflecting a division of VR system into subsystems with respect to affected senses, is introduced. It also discusses virtual worlds building process, utilizing the software development technique of stepwise refinement, and possibilities of parallel processing in VR systems. The final part describes a VR system that has been implemented at the home institution of the authors according to some of the ideas presented here.


2000 ◽  
Vol 4 (4) ◽  
pp. 97-109
Author(s):  
Li Hongbing ◽  
Meng Bo ◽  
Chen Shifu

The design and construction of virtual reality environments involve technologies such as computer graphics, image processing, pattern recognition, intelligent interface, artificial intelligence, voice recognition, network, parallel processing, and high-performance computing. Some researchers insist that object-oriented and agent-oriented technologies are fundamental for virtual reality system design. This paper applies artificial intelligence to the design of virtual reality systems. Agents are constructed by using object-oriented methods and a set of underlying computing models, such as neural networks, genetic algorithms, expert systems, and plan managers. Some object-oriented frameworks of these computing models are presented to illustrate this approach. The example of a spaceship game will illustrate interactions among environments, agents, and underlying computing models. The approach and reusable class library presented herein can be applied to various virtual reality environment simulations and intelligent applications.


2001 ◽  
Vol 10 (1) ◽  
pp. 22-34 ◽  
Author(s):  
Roger Hubbold ◽  
Jon Cook ◽  
Martin Keates ◽  
Simon Gibson ◽  
Toby Howard ◽  
...  

This paper describes a publicly available virtual reality (VR) system, GNU/MAVERIK, which forms one component of a complete VR operating system. We give an overview of the architecture of MAVERIK, and show how it is designed to use application data in an intelligent way, via a simple, yet powerful, callback mechanism that supports an object-oriented framework of classes, objects, and methods. Examples are given to illustrate different uses of the system and typical performance levels.


Sign in / Sign up

Export Citation Format

Share Document