A Java applet-based virtual environment as a usable interface to distributed services and collaborative applications on the Internet

Author(s):  
F. Pirri ◽  
P. Mugnai ◽  
P. Bussotti
2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


1994 ◽  
Vol 3 (4) ◽  
pp. 255-264 ◽  
Author(s):  
Rich Gossweiler ◽  
Robert J. Laferriere ◽  
Michael L. Keller ◽  
Randy Pausch

This paper is an introductory level tutorial describing how to implement a distributed multiparticipant virtual environment (VE). This tutorial is intended for students who are competent programmers and who now wish to implement a distributed multiparticipant application. We describe the fundamental concepts of distributed computing for multiplayer simulations and provide a concrete example, including C source code available via the Internet. The template program demonstrates a simple multiplayer, distributed application, where each player controls the position of a space ship, and communicates the ship's position data over the network. The template uses broadcast communication and a technique called dead-reckoning to improve performance. We give detailed instructions on how to obtain and modify the template, so that students can quickly create their own distributed applications. We conclude by briefly discussing advanced issues that are important when constructing more sophisticated multiparticipant VEs.


2007 ◽  
Vol 340-341 ◽  
pp. 719-724 ◽  
Author(s):  
K.S. Park ◽  
B.J. Kim ◽  
D.W. Kim ◽  
Young Hoon Moon

The outer race of the constant velocity(CV) joint is an important load-supporting automotive part, which transmits torque between the transmission and the wheel. The outer race is difficult to be forged, because its shape is very complex and the required dimensional tolerances are very stringent. Therefore, the internet based shape inspection system is developed in this study to provide quick and accurate measuring data. Proposed system uses mechanical displacement sensors to measure the shape of CV joint that has six inner ball grooves, and commercially available Lab- View program is used to process measured data into the dimensional shape. Developed program provides a simple user interface that enables users to have real-time access of data measured from industrial production lines. Furthermore, the measured data can be exchanged via the internet between users and forging system operators. A java applet helped the system connection via internet. A data, IP access, is transmitted to the packet by TCP/IP. Our proposed system has many advantages over current measuring systems including fast and efficient data processing by real-time measuring, and system flexibility.


2000 ◽  
Vol 4 (5) ◽  
pp. 32-39 ◽  
Author(s):  
P. Parnes ◽  
K. Synnes ◽  
D. Schefstrom

Author(s):  
Charles C. Tappert ◽  
Mary Villani ◽  
Sung-Hyuk Cha

A novel keystroke biometric system for long-text input was developed and evaluated for user identification and authentication applications. The system consists of a Java applet to collect raw keystroke data over the Internet, a feature extractor, and pattern classifiers to make identification or authentication decisions. Experiments on over 100 subjects investigated two input modes–copy and free-text input–and two keyboard types–desktop and laptop keyboards. The system can accurately identify or authenticate individuals if the same type of keyboard is used to produce the enrollment and questioned input samples. Longitudinal experiments quantified performance degradation over intervals of several weeks and over an interval of two years. Additional experiments investigated the system’s hierarchical model, parameter settings, assumptions, and sufficiency of enrollment samples and input-text length. Although evaluated on input texts up to 650 keystrokes, we found that input of 300 keystrokes, roughly four lines of text, is sufficient for the important applications described.


2009 ◽  
pp. 1147-1156
Author(s):  
Lynne D. Roberts ◽  
Leigh M. Smith ◽  
Clare M. Pollock

Once connected to the Internet, there is a myriad of virtual communities that an individual can connect to, interact within and become a member of. However, little is known about the processes individuals employ in identifying, selecting, and interacting within these virtual communities. How does an individual decide which type of virtual environment they will use? What are the stages that individuals go through in their use of virtual communities? Do the stages of use vary across types of virtual communities? In this article, we examine these questions, focusing on stages of use of individual virtual communities within the larger context of patterns of Internet use over time. First, we examine predictors of the type of virtual environments that an individual might use, highlighting the impact of demographic factors, personality, history, and location of Internet use. Then we draw on our own research to examine stages of use of two types of synchronous text-based virtual environments. Finally, we develop a generic model of stages of use of virtual environments.


1998 ◽  
Vol 3 (1) ◽  
pp. 76-80
Author(s):  
Fang Rui ◽  
Zhu Qiuping ◽  
Luo Juan ◽  
Wang Ting

Leonardo ◽  
2005 ◽  
Vol 38 (1) ◽  
pp. 23-30 ◽  
Author(s):  
Georg Hajdu

Quintet.net is a real-time interactive environment for intermedial composition and performance on local networks as well as the Internet. Since its premiere in 2000, the environment has been used in several large projects connecting players in Europe and the U.S.A., a Munich biennale opera project among them. Quintet.net implements, in a virtual environment, the metaphor of five performers under the control of a conductor, thus dealing with important aspects of symbolic, aural and visual communication among the participants and the network audience. A composition development kit has been added to the environment (which consists of Client, Server, Listener, Conductor and Viewer) to facilitate the development of pieces that take full advantage of the wide continuum between composition and improvisation.


2006 ◽  
Vol 06 (01) ◽  
pp. 65-85
Author(s):  
JIACHENG TAN ◽  
GORDON J. CLAPWORTHY ◽  
IGOR R. BELOUSOV

This paper presents interfacing techniques to integrate a virtual environment (VE), computer graphics, image-based modeling, and other technologies in a networked system for robot control. Technologies such as networked robotics have advanced rapidly in the past decade, bringing a physical aspect to the usage of the Internet. Various applications of Internet telerobotics have been investigated and a variety of techniques have been proposed to increase the control robustness and efficiency of such systems. In this paper, we introduce a teleoperated robot manipulator that uses VE and other supporting technologies as a human-system interface to suppress the variable communication latency of the Internet. The paper focuses on the control techniques and the system structure that supports the implementation of the techniques.


Author(s):  
Pavel N. Ermakov ◽  
Ekaterina E. Belousova

The paper presents the results of a study of strategies for transferring the meanings and the value orientations of young people in social networks. The Internet is so firmly rooted in our everyday life that we can no longer imagine our life without it. It is penetrating into an increasing number of human life spheres, becoming the environment in which communication, educational and work processes, leisure and shopping take place. Its hard not to notice that the youth audience is especially interested in the virtual environment. The Internet and, in particular, social networks are becoming the environment that influences the formation and development of society, the dissemination of ideas, news, trends. On the Internet, one can observe both the amazing consolidation of users who are able to create a news agenda, and the disunity of many contradictory judgments, meanings and forms of their presentation. The purpose of this study is to identify the strategies for the translation of meanings that Internet users resort to when commenting on posts on social networks, and to study the value orientations of young people using various strategies for the translation of meanings. The study includes the authors questionnaire, the method of diagnosing M. Rokichs value orientations, methods of mathematical statistics (H-Kruskal-Wallis criterion, 22-criterion). Terminal and instrumental values characteristic of the 6 strategies of meanings transferring have been determined; the strategies most often used by users with abstract and concrete terminal values are revealed. The research helps to understand how the transferring of meanings takes place in a network and according to which characteristics of the value sphere users with different strategies for the meanings transferring differ.


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