A New Line-based Algorithm for Real Time Haptic Interactions with Virtual Environments

Author(s):  
Anderson Maciel ◽  
Suvranu De
2010 ◽  
Vol 2 (5) ◽  
Author(s):  
Luis Carlos Petry

Abstract: This paper aims to bring forth some ontological elements that we believe are fundamental to a wider philosophical basis of the Metaverses. We start from some indications presented by physical experiments which reproduce virtual environments in real time, searching for its eidetic-methodological relations with genetic epistemology and construtivism, showing that the structures of physical interfaces, which are founded in virtual experiments, dialogging with the concepts of body, mind, projection, cognition, and other concepts, which are present in the possible formulation of an ontology of the virtual worlds and the Metaverses. We conclude the paper with the idea of the necessity to think the issue of the ontological fundamentation of cyberspace and its metaverses.


Virtual environments (VEs) can be immersive (IVE) or collaborative (CVE). Networked collaborative virtual environments (NCVEs) connect participants in real time via a network. Each type of VE presents opportunities to use different combinations of technologies to design engaging learning experiences, especially using avatars. Avatars are used as forms of self-representation for students as well as instructors. Anonymity enables users to alter their identities and interact in new ways through transformed social interactions. Advancements in technology continue to humanize avatars, thus changing their role in the VE and also changing the role of the instructor.


2019 ◽  
Vol 9 (10) ◽  
pp. 2020 ◽  
Author(s):  
Roi Méndez ◽  
Enrique Castelló ◽  
José Ramón Ríos Viqueira ◽  
Julián Flores

A virtual TV set combines actors and objects with computer-generated virtual environments in real time. Nowadays, this technology is widely used in television broadcasts and cinema productions. A virtual TV set consists of three main elements: the stage, the computer-system and the chroma-keyer. The stage is composed by a monochrome cyclorama (the background) in front of which actors and objects are located (the foreground). The computer-system generates the virtual elements that will form the virtual environment. The chroma-keyer combines the elements in the foreground with the computer-generated environments by erasing the monochrome background and insetting the synthetic elements using the chroma-keying technique. In order to ease the background removal, the cyclorama illumination must be diffuse and homogeneous, avoiding the hue differences that are introduced by shadows, shines and over-lighted areas. The analysis of this illumination is usually performed manually by an expert using a photometer which makes the process slow, tedious and dependent on the experience of the operator. In this paper, a new calibration process to check and improve the homogeneity of a cyclorama’s illumination by non-experts using a custom software which provides both visual information and statistical data, is presented. This calibration process segments a cyclorama image in regions with similar luminance and calculates the centroid of each of them. The statistical study of the variation in the size of the regions and the position of the centroids are the key tools used to determine the homogeneity of the cyclorama lighting.


2019 ◽  
Vol 18 ◽  
pp. 160940691984244
Author(s):  
Allison A. Lewinski ◽  
Ruth A. Anderson ◽  
Allison A. Vorderstrasse ◽  
Constance M. Johnson

Programs via the Internet are uniquely positioned to capture qualitative data. One reason is because the Internet facilitates the creation of a community of similar individuals who can exchange information and support related to living with a chronic illness. Synchronous conversations via the Internet can provide insight into real-time social interaction and the exchange of social support. One way to analyze interactions among individuals is by using qualitative methods such as content, conversation, or discourse analysis. This manuscript describes how we used content analysis with aspects from conversation and discourse analysis to analyze synchronous conversations via the Internet to describe what individuals talk about and how individuals talk in an Internet-mediated interaction. With the increase in Internet interventions that facilitate collection of real-time conversational data, this article provides insight into how combining qualitative methods can facilitate the coding and analysis of these complex data.


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