Modeling of Buildings for Collaborative Design in a Virtual Environment

Author(s):  
Aizhu Ren ◽  
Fangqin Tang
Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


1994 ◽  
Vol 3 (4) ◽  
pp. 351-359 ◽  
Author(s):  
Masahiro Ishii ◽  
Masanori Nakata ◽  
Makoto Sato

This research aims at the realization of a networked virtual environment for the design of three-dimensional (3-D) objects. Based on an analysis of an ordinary collaborative design, we illustrate that a collaborative work space consists of a dialog space and an object space. In the dialog space, a participant interacts with partners, and in the object space with an object. The participants enter the dialog space and the object space in turn, appropriately. In addition, collaborative design of 3-D objects is carried out with multimodal interactions: visual, auditory, and haptic. A networked virtual environment must support these interactions without contradiction in either time or space. In this paper, we propose a networked virtual environment for a pair of participants to satisfy the conditions described above. To implement the networked system, we take into account the necessity of visual, auditory, and haptic interactions, the need for participants to switch between the dialog space and the object space quickly and appropriately, and human ergonomics on the functional space of hands and eyes. An experiment on hand-over task was done to investigate the effect of the networked haptic device with the proposed system. Object layout tasks, such as toy block layout, office furniture layout, city building layout, etc., can be performed by using this environment.


Author(s):  
Samiullah Paracha ◽  
Lynne Hall ◽  
Kathy Clawson ◽  
Nicole Mitsche

Virtual environments have the potential to be an important teaching tool for emotionally sensitive issues capable of producing a sense of presence, perspective-taking and introspection in users in a risk-free, rapid feedback experience. In designing such experiences, it is essential that users are regularly engaged in a collaborative design process. However, engaging in design, development, and evaluation can in itself provide a learning experience. Here, the authors present an approach to engaging children in the design, development and evaluation of a virtual learning environment, specifically a serious game, focused on inculcating empathy, ethical reasoning, and reflection for coping with bullying. It was demonstrated that children's involvement not only contributed to an improved virtual environment, but significantly engaging in the design process provided children with a novel and effective learning opportunity.


Author(s):  
Mohd Fairuz Shiratuddin ◽  
Alen Hajnal

Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environment. This chapter describes Collaborative Virtual Environment (CVE) and its relevance to collaborative learning and constructivism. The authors developed the Collaborative World Design Tool (CWDT) software to evaluate the benefits of CVE for architectural design students. The CWDT was developed based on the Torque 3D Game Engine, thus the appearance and functionalities of the CWDT within the CVE are similar to computer game playing environment. In the experiment, subjects designed within the CVE, were either experts or novices, worked either individually or in pairs, and constructed a virtual building in a three-dimensional outdoor environment. Results show that working collaboratively within a CVE has great potential to increase performance where teamwork is faster than individual work, and overall provide a constructive learning environment.


2011 ◽  
pp. 296-305
Author(s):  
Pedro Morillo ◽  
Juan Manuel Orduña ◽  
Marcos Fernandez

Networked virtual environments (NVEs) have become a major trend in distributed computing, mainly due to the enormous popularity of multi-player online games in the entertainment industry. Nowadays, NVE systems are considered as the supporting technology for many networked and virtual organizations (NVO) (Singhal & Zyda, 1999), especially to those classified within the field of computer supported cooperative work (CSCW), where networked computer can be seen as a standard to provide the technological means to support the team design (Ott & Nastansky, 1997). These highly interactive systems simulate a virtual world where multiple users share the same scenario. The system renders the images of the virtual world that each user would see if he was located at that point in the virtual environment. Each user is represented in the shared virtual environment by an entity called avatar, whose state is controlled by the user through the client computer. Hundreds and even thousands of client computers can be simultaneously connected to the NVE system through different networks, and even through the Internet. NVE systems are currently used in many different applications (Singhal & Zyda, 1999) such as civil and military distributed training (Miller & Thorpe, 1995), collaborative design (Salles, Galli, Almeida et al., 1997) and e-learning (Bouras, Fotakis, & Philopoulos, 1998). Nevertheless, the most extended example of NVE systems are commercial multi-player online game (MOG) environments. These systems use the same simulation techniques that NVE systems do, and they are predicted to make up over 25 percent of local area network (LAN) traffic by 2010 (McCreary & Claffy, 2000).


Author(s):  
Rajarathinam Arangarasan ◽  
Rajit Gadh

Abstract Shape modeling plays a vital role in the design process but often it is the most tedious task in the whole design cycle. In recent years the Computer Aided Design (CAD) industry has evolved through a number of advances and developments in design methodology. However, modeling in these CAD systems requires expertise and in-depth understanding of the modeling process, user interface and the CAD system itself, resulting in increased design cycle time. To overcome these problems a new methodology and a system called “Detailed Virtual Design System” (DVDS) has been developed for detailed shape modeling in a multi-modal, multi-sensory Virtual Environment (VE). This system provides an intuitive and natural way of designing using hand motions, gestures and voice commands. Due to the lack of effective collaborative design, visualization and analysis tools, designers spend a considerable amount of time and effort in the group discussion during design process. To enable multiple designers to effectively and efficiently collaborate in a design environment, framework of a collaborative virtual environment, called “Virtual Environment to Virtual Environment” (V2V), has been discussed. This framework allows same site and remote site multi-modal, multi-sensory immersive interface between designers.


Author(s):  
Chang E. Kim ◽  
Judy M. Vance

A networked virtual environment is a hardware and software system where people who are geographically dispersed over the world can interact with each other by sharing space, presence, and time [1]. The goal of the work presented here is to develop methods to facilitate the use of force feedback, or haptic, devices within a networked virtual environment. Our research aims at investigating and constructing a networked haptic environment (NHE) over a non-dedicated channel for multiple users. The NHE consists of a local network between each haptic device and each virtual environment, as well as a global network linking all of the virtual environments. Position synchronization throughout the global network is accomplished using “Released-but-not-released” method (RNR) which allows computers with different performance capabilities to participate in the network without users experiencing inaccurate object motions. The networked virtual assembly application has been demonstrated using several haptic devices and several virtual environments, without a limitation on number of users or complexity of input models. Performance measures are examined and future work is outlined.


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