Origins and Elements of Virtual Environments

Author(s):  
Stephen R. Ellis

Virtual environments created through computer graphics are communications media (Licklider et al., 1978). Like other media, they have both physical and abstract components. Paper, for example, is a medium for communication. The paper is itself one possible physical embodiment of the abstraction of a two-dimensional surface onto which marks may be made. The corresponding abstraction for head-coupled, virtual image, stereoscopic displays that synthesize a coordinated sensory experience is an environment. These so-called “virtual reality” media have only recently caught the international public imagination (Pollack, 1989; D’Arcy, 1990; Stewart, 1991; Brehde, 1991), but they have arisen from continuous development in several technical and non-technical areas during the past 25 years (Brooks Jr., 1988; Ellis, 1990; Ellis, et al., 1991, 1993; Kalawsky, 1993). A well designed computer interface affords the user an efficient and effortless flow of information to and from the device with which he interacts. When users are given sufficient control over the pattern of this interaction, they themselves can evolve efficient interaction strategies that match the coding of their communications to the characteristics of their communication channel (Zipf, 1949; Mandelbrot, 1982; Ellis and Hitchcock, 1986; Grudin and Norman, 1991). But successful interface design should strive to reduce this adaptation period by analysis of the user’s task and performance limitations. This analysis requires understanding of the operative design metaphor for the interface in question. The dominant interaction metaphor for the computer interface changed in the 1980’s. Modern graphical interfaces, like those first developed at Xerox PARC (Smith et al., 1982) and used for the Apple Macintosh, have transformed the “conversational” interaction from one in which users “talked” to their computers to one in which they “acted out” their commands in a “desk-top” display. This so called desk-top metaphor provides the users with an illusion of an environment in which they enact wishes by manipulating symbols on a computer screen. Virtual environment displays represent a three-dimensional generalization of the two-dimensional “desk-top” metaphor. These synthetic environments may be experienced either from egocentric or exocentric viewpoints. That is to say, the users may appear to actually be in the environment or see themselves represented as a “You are here” symbol (Levine, 1984) which they can control.

Author(s):  
Thomas A. Furness III ◽  
Woodrow Barfield

We understand from the anthropologists that almost from the beginning of our species we have been tool builders. Most of these tools have been associated with the manipulation of matter. With these tools we have learned to organize or reorganize and arrange the elements for our comfort, safety, and entertainment. More recently, the advent of the computer has given us a new kind of tool. Instead of manipulating matter, the computer allows us to manipulate symbols. Typically, these symbols represent language or other abstractions such as mathematics, physics, or graphical images. These symbols allow us to operate at a different conscious level, providing a mechanism to communicate ideas as well as to organize and plan the manipulation of matter that will be accomplished by other tools. However, a problem with the current technology that we use to manipulate symbols is the interface between the human and computer. That is, the means by which we interact with the computer and receive feedback that our actions, thoughts, and desires are recognized and acted upon. Another problem with current computing systems is the format with which they display information. Typically, the computer, via a display monitor, only allows a limited two-dimensional view of the three-dimensional world we live in. For example, when using a computer to design a three dimensional building, what we see and interact with is often only a two-dimensional representation of the building, or at most a so-called 2½D perspective view. Furthermore, unlike the sounds in the real world which stimulate us from all directions and distances, the sounds emanating from a computer originate from a stationary speaker, and when it comes to touch, with the exception of a touch screen or the tactile feedback provided by pressing a key or mouse button (limited haptic feedback to be sure), the tools we use to manipulate symbols are primitive at best. This book is about a new and better way to interact with and manipulate symbols. These are the technologies associated with virtual environments and what we term advanced interfaces. In fact, the development of virtual environment technologies for interacting with and manipulating symbols may represent the next step in the evolution of tools.


Author(s):  
Elizabeth Thorpe Davis ◽  
Larry F. Hodges

Two fundamental purposes of human spatial perception, in either a real or virtual 3D environment, are to determine where objects are located in the environment and to distinguish one object from another. Although various sensory inputs, such as haptic and auditory inputs, can provide this spatial information, vision usually provides the most accurate, salient, and useful information (Welch and Warren, 1986). Moreover, of the visual cues available to humans, stereopsis provides an enhanced perception of depth and of three-dimensionality for a visual scene (Yeh and Silverstein, 1992). (Stereopsis or stereoscopic vision results from the fusion of the two slightly different views of the external world that our laterally displaced eyes receive (Schor, 1987; Tyler, 1983).) In fact, users often prefer using 3D stereoscopic displays (Spain and Holzhausen, 1991) and find that such displays provide more fun and excitement than do simpler monoscopic displays (Wichanski, 1991). Thus, in creating 3D virtual environments or 3D simulated displays, much attention recently has been devoted to visual 3D stereoscopic displays. Yet, given the costs and technical requirements of such displays, we should consider several issues. First, we should consider in what conditions and situations these stereoscopic displays enhance perception and performance. Second, we should consider how binocular geometry and various spatial factors can affect human stereoscopic vision and, thus, constrain the design and use of stereoscopic displays. Finally, we should consider the modeling geometry of the software, the display geometry of the hardware, and some technological limitations that constrain the design and use of stereoscopic displays by humans. In the following section we consider when 3D stereoscopic displays are useful and why they are useful in some conditions but not others. In the section after that we review some basic concepts about human stereopsis and fusion that are of interest to those who design or use 3D stereoscopic displays. Also in that section we point out some spatial factors that limit stereopsis and fusion in human vision as well as some potential problems that should be considered in designing and using 3D stereoscopic displays. Following that we discuss some software and hardware issues, such as modelling geometry and display geometry as well as geometric distortions and other artifacts that can affect human perception.


Author(s):  
Jose Miguel Varela ◽  
C. Guedes Soares

This article addresses the main requirements and the process of creating the geometry of ship models that fulfil the highly demanding request for realism and performance of the virtual environments currently used in modern ship bridge simulators. It starts with a classification of the ships based on their role in the simulation and on the type of simulator used, and defines the main characteristics of the models. It also discusses the importance of a well-defined workflow and its impact on the modelling time and on the quality of the final product. The article provides contributions in the following areas: identification of the main requirements of polygonal models of ships for ship simulators; effective workflow for ship three-dimensional modelling and identification of most suitable modelling techniques for efficient creation of ship models. The study is supported by real examples of three-dimensional modelling of ships with different sizes and characteristics currently used by the ship manoeuvring simulator in the Centre for Marine Technology and Ocean Engineering of the University of Lisbon.


2021 ◽  
Author(s):  
Xin Ye ◽  
Sisi Shang ◽  
Yifan Zhao ◽  
Sheng Cui ◽  
Ya Zhong ◽  
...  

Abstract The modified montmorillonite(MMT) has a two-dimensional stable and ordered lamellar structure. The addition of chitosan(CS) cross-links the two-dimensional sheets to build a three-dimensional network structure with a high specific surface area. We have prepared the best MMT-based water treatment materials that have been reported. This new type of aerogel can efficiently adsorb heavy metal ions in wastewater. The structure and performance of the composite material were characterized in this article. Besides, the adsorption kinetics, adsorption thermodynamics, pH influence, and recycling performance are all focused on. The adsorption equilibrium time of CS-MMT2 is 50 min. The removal rate of Cu2+ is as high as 98.21%. The maximum adsorption capacity is 86.95 mg/g. The adsorption process of Cu2+ by CS-MMT composite aerogel conforms to the quasi-second-order kinetic model and the Langrangian adsorption isotherm. After three cycles, the removal rate of Cu2+ by CS-MMT2 remained above 80%. This article also involves the discussion of the material's adsorption mechanism for Cu2+. This is a kind of environmentally friendly material that can be mass-produced, cheap, efficient, and excellent, which is of great significance to the development of environmental protection.


Author(s):  
Zhe Xu ◽  
David John ◽  
Anthony C. Boucouvalas

Designing an attractive user interface for Internet communication is the objective of every software developer. However, it is not an easy task as the interface will be accessed by an uncertain number of users with various purposes. To interact with users, text, sounds, images, and animations can be provided according to different situations. Originally, text was the only medium available for a user to communicate over the Internet. With technology development, multimedia channels (e.g., video and audio) emerged into the online context. Individuals’ sociability may influence human behaviour. Some people prefer a quiet environment and others enjoy more liveliness. On the other hand, the activity purpose influences the environment preference as well. Following usability principles and task analysis (Badre, 2002; Cato, 2001; Dix, Finlay, Abowd, & Beale, 1998; McCraken & Wolfe, 2004; Neilsen, 2000; Nielsen & Tahir, 2002; Preece, Rogers, & Sharp, 2002), we can predict that business-oriented systems and informal systems will require different types of interfaces: Business systems are concerned with the efficiency of performing tasks, while the effectiveness of informal systems depend more on the user’s satisfaction with the experience of interacting with the system. Suppose you are an Internet application designer; should you provide a vivid and multichannel interface or a concise and clear appearance? When individuals’ sociability and the activity purpose contradict, should the interface design follow the sociability requirement, the purpose of the activity, or even neither of them? To answer these questions, the characteristics of communication interfaces should be examined. For face-to-face communications, sounds, voices, various facial expressions, and physical movements are the most important contributing factors. These features are named physical and social presence (Loomis, Golledge, & Klatzky, 1998). In the virtual world, real physical presence does not exist anymore; however, emotional feelings, group feelings, and other social feelings are existent but vary in quantity. The essential differences of interfaces are the quantity of the presented social feelings. For example, a three-dimensional (3-D) interface may provide more geographical and social feelings than a two-dimensional (2-D) chat room may present. To assess the different feelings that may emerge from different interfaces, a two-dimensional chat room and a three-dimensional chatting environment were developed. The identification of social feelings present in the different interface styles is presented first. Then an experiment that was carried out to measure the influence the activity styles and the individuals’ sociability have on the interface preferences is discussed. The questions raised in this article are “What are the social feelings that may differ between the two interfaces (2-D vs. 3-D)?” and “Will users prefer different interfaces for different types of activities?”


2020 ◽  
Author(s):  
Vigneshwar Subramanian ◽  
Raoul Wadhwa ◽  
Regina Stevens-Truss

Representing three-dimensional objects on a two-dimensional screen or sheet of paper can be challenging. To address this issue in the context of oligopeptide alpha-helical secondary structure, the helical wheel and wenxiang diagram visualizations have been developed. Although there exist graphical interfaces and web servers that generate these visualizations, a Python implementation has not yet been popularized. Here, we introduce the Python helixvis package, a companion to the R helixvis package, as a programmatic implementation of alpha helix visualization. All the code and output in this report is fully reproducible and available at https://github.com/subramv/ helixvis.<br>


2020 ◽  
pp. 48-56
Author(s):  
Yam Prasad Sharma

Some contemporary Nepali artworks have blurred the boundaries among different art genres like sculpture, painting, music, drama, photography and literature. In a single artwork, we can view the elements of two or more art forms. Three dimensional real objects are put on the two dimensional surface like canvas. Three dimensions are the special characteristics of sculpture whereas there are only two dimensions in painting. Three dimensions in the painting are illusions created by the use of light and shade, and gradation of colors. Artists use photographs and paintings simultaneously in the same work. They take references from photographs and present them in canvas. They also present their paintings, sculptures and photographs along with music, recitation of poems and performance. Some of their canvases present painting and poem side by side in the single space. Both visual art and verbal art coexist in the single canvas. The artists’ creative urge goes beyond all boundaries, codes and established rules of arts. They do not follow the conventional techniques of creating arts. They experiment with forms, techniques, contents and medium. A single artwork has its own way of creation which may not be applicable to other artworks created by the same artist. The artist does not follow these trends but his work may set the new trend for other artists.


2001 ◽  
Vol 10 (2) ◽  
pp. 175-192
Author(s):  
Samuel Madden ◽  
Thomas E. von Wiegand

The TOADS system is an innovative tool for building interior-space virtual environments (VEs) in two dimensions. Existing VE design tools typically operate in three dimensions, which makes it difficult to manipulate objects on the inherently two-dimensional computer screen. TOADS allows nearly the same functionality as those three-dimensional systems in an easy-to-use, two-dimensional environment. Users edit and enhance DXF floorplans with height and texture information. The software includes an inference engine that automatically identifies doors in the floorplan and generates openable polygons in the final environment. It also includes a sophisticated mechanism for embedding complex textures, such as transparent windows, at arbitrary heights in wall polygons. The entire interface is integrated with software that drives a custom texture-acquisition device. This device consists of a rack-mounted camera that captures narrow bands of textures and tiles them together to form long, continuous swaths of texture. This paper summarizes these tools and their function, and presents examples of environments that were generated with them.


2020 ◽  
Author(s):  
Vigneshwar Subramanian ◽  
Raoul Wadhwa ◽  
Regina Stevens-Truss

Representing three-dimensional objects on a two-dimensional screen or sheet of paper can be challenging. To address this issue in the context of oligopeptide alpha-helical secondary structure, the helical wheel and wenxiang diagram visualizations have been developed. Although there exist graphical interfaces and web servers that generate these visualizations, a Python implementation has not yet been popularized. Here, we introduce the Python helixvis package, a companion to the R helixvis package, as a programmatic implementation of alpha helix visualization. All the code and output in this report is fully reproducible and available at https://github.com/subramv/ helixvis.<br>


Sign in / Sign up

Export Citation Format

Share Document