AN OPEN MODULE DEVELOPMENT ENVIRONMENT (OMDE) FOR INTERACTIVE VIRTUAL REALITY SYSTEMS

Author(s):  
HADONG KIM ◽  
MALREY LEE

Graphic designers and developers would like to use virtual reality (VR) systems with a friendly Graphical User Interface (GUI) and development environment that provide efficient creation, modification and deletion functions. Although current VR graphical design systems incorporate the most up-to-date features, graphic designers are not able to specify the interface features that they desire or features that are most suitable for specific design and development tasks. This paper proposes an Open Module Development Environment (OMDE) for VR systems that can provide interactive functions that reflect the graphic designers requirements. OMDE allows graphic designers to specify their specific interface features and functions, and the system configuration to utilize plug-in modules. Hence a dynamically created development environment is provided that is also tailored to the graphic designer's requirements and facilitates graphical composition and editing. The functions of the graphical interface modules and the OMDE system specifications are identified. The system implementation environment and structure of the 3D VR software are described and the implementation is evaluated for performance, as an improved 3D graphic design tool.

Author(s):  
Wenpeng Wei ◽  
Hideyuki Takahashi ◽  
Takahiro Uchiya ◽  
Tetsuo Kinoshita

This paper proposes a cooperation protocol design method for repository-based multi-agent systems. The proposal aims to improve the efficiency of multi-agent system development by introducing reusable protocol templates. To achieve the decoupling of protocol templates and application domain processes, original protocol template representations are proposed. Moreover, a graphical design tool with automatic implementation functions of proposed protocol templates is developed to reduce the development cost of multi-agent systems. To validate the functionality and feasibility of the proposal, two disparate multi-agent based applications are developed using the proposed design method. The comparison with the reference implementation shows that applying proposal in practical application development reduces approximately 50% coding work.


Author(s):  
Mary Lynne Dittmar ◽  
Joseph P. Hale

The Architectural Space Questionnaire (ASQ) was developed and employed in order to assess subjects' impressions of four different environments (two real and two virtual rooms) at the NASA Marshall Space Flight Center. The ASQ consists of 18 adjectivepairs, arrayed in a 7-point, Likert scale format. Subjects first participated in avariety of distance estimation tasks in the Spacelab Payload Control Room and the Simulation Control Room and in their virtual reality (VR) analogs. After their experience in each room, subjects responded to the ASQ, selecting one value on each adjective pair continuum which best described their impression of the room they were in. The results indicated that the ASQ is sensitive to structural differences between real rooms. Differences between virtual rooms were minimal., possibly due to the absence of visual cues such as lighting and texture in that environment. Implications for the use of VR as a design tool are explored.


2007 ◽  
Vol 45 (5) ◽  
pp. 589-601 ◽  
Author(s):  
J. Marc ◽  
N. Belkacem ◽  
J. Marsot
Keyword(s):  

2018 ◽  
Vol 7 ◽  
pp. 102-107
Author(s):  
Mariia Radutina ◽  
Beata Pańczyk

The paper presents the results of comparative analysis of two competing web application technologies: ASP.NET MVC from Microsoft and JavaServer Faces (JSF) supported by Oracle. The research was done by implementing two applications with the same functionality using the same MySQL database. The most commonly used ORM tools are Hibernate for JSF and Entity Framework for ASP.NET MVC. The research was done by comparison the application structure, ease of implementation, support of the development environment, community support, graphical interface components, and database performance.


2021 ◽  
Vol 2 ◽  
Author(s):  
Qiaoxi Liu ◽  
Anthony Steed

As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation.


2021 ◽  
Author(s):  
◽  
Robyn Harkness

<p>Within healthcare architecture, there is a void of attention directed towards the non-medical spaces; the waiting rooms, hallways and all ‘between moments’ where many people spend extended periods of time under acute stress. Nowhere is this more prevalent that in the emergency departments where patients seek care and treatment for real or perceived, serious injuries or illnesses. While waiting for medical attention, exposure to high levels of harsh lighting, sterile furnishings, chaotic activity and cavernous rooms with others in distress can cause and increase anxiety, delirium and high blood pressure. The emotional experience of such spaces changes based upon a user’s unique sensory conditions and therefore their individual perception of space.  The architectural design tools and devices to explore these highly charged sensory spaces have been historically limited to technical plans and sections and rendered marketing perspectival images, which do not fully communicate the immersive experience of these spaces when in use. Virtual reality is emerging as a powerful three-dimensional visualisation tool, offering designers the opportunity to comprehend proposed designs more clearly during the planning and design phases, thus enabling a greater influence on design decision making.  This research explores the use of VR in a healthcare perspective, adopting a participatory design approach to simulate sensory conditions of blindness, deafness and autism and the emotions associated with these conditions within space. This approach diverges from a purely visual method of design towards an understanding of the haptic, exploring the critical phenomenology behind these non-medical spaces. The research finds significant potential for the use of virtual reality as a design tool to simulate the experience of these spaces in early design stages.</p>


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