scholarly journals EntangleVR: A Visual Programming Interface for Virtual Reality Interactive Scene Generation

2021 ◽  
Author(s):  
Mengyu Chen ◽  
Marko Peljhan ◽  
Misha Sra
Author(s):  
Gerd Doben-Henisch

The chapter describes the set-up for an experiment in computational semiotics. Starting with a hypothesis about negative complexity in the environment of human persons today it describes a strategy, how to assist human persons to reduce this complexity by using a semiotic system. The basic ingredients of this strategy are a visual programming interface with an appropriate abstract state machine, which has to be realized by distributed virtual machines. The distributed virtual machines must be scalable, have to allow parallel processing, have to be fault tolerant, and should have the potential to work in real time. The objects, which have to be processed by these virtual machines, are logical models (LModels), which represent dynamic knowledge, including self learning systems. The descriptions are based on a concrete open source project called Planet Earth Simulator.


2021 ◽  
Vol 8 ◽  
Author(s):  
Sanne van Waveren ◽  
Elizabeth J. Carter ◽  
Oscar Örnberg ◽  
Iolanda Leite

A longstanding barrier to deploying robots in the real world is the ongoing need to author robot behavior. Remote data collection–particularly crowdsourcing—is increasingly receiving interest. In this paper, we make the argument to scale robot programming to the crowd and present an initial investigation of the feasibility of this proposed method. Using an off-the-shelf visual programming interface, non-experts created simple robot programs for two typical robot tasks (navigation and pick-and-place). Each needed four subtasks with an increasing number of programming statements (if statement, while loop, variables) for successful completion of the programs. Initial findings of an online study (N = 279) indicate that non-experts, after minimal instruction, were able to create simple programs using an off-the-shelf visual programming interface. We discuss our findings and identify future avenues for this line of research.


2021 ◽  
Vol 2069 (1) ◽  
pp. 012135
Author(s):  
N D Svane ◽  
A Pranskunas ◽  
L B Lindgren ◽  
R L Jensen

Abstract The architecture, engineering, and construction (AEC) industry experiences a growing need for building performance simulations (BPS) as facilitators in the design process. However, inconsistent modelling practice and varying quality of export/import functions entail error-prone interoperability with IFC and gbXML data formats. Consequently, repeated manual modelling is still necessary. This paper presents a coupling module enabling a semi-automated extract of geometry data from the BIM software Revit and a further translation to a BPS input file using Revit Application Programming Interface (API) and visual programming in Dynamo. The module is tested with three test cases which shows promising results for fast and structured semi-automatic geometry modelling designed to fit today’s practice.


2013 ◽  
Vol 12 (1) ◽  
pp. 1-15 ◽  
Author(s):  
Daniel Trindade ◽  
Lucas Teixeira ◽  
Manuel Loaiza ◽  
Felipe Carvalho ◽  
Alberto Raposo ◽  
...  

The emergence of cheaper technologies for immersive environments has considerably increased the interest in Virtual Reality applications. However, VR frameworks currently available force user applications to be developed specifically for them. This increases the cost of converting an existing application to another virtual reality environment. This paper proposes a new framework, the LVRL (Lightweight Virtual Reality Libraries), which allows the creation or conversion of existing applications to VR without changing the application's structure. The LVRL's main objective is to provide a nonintrusive and transparent programming interface that allows the development of VR applications by non-VR developers. This paper describes LVRL's architecture, features, usage, and benefits obtained by applications using it.


2021 ◽  
Author(s):  
◽  
Michael Homer

<p>Grace is a programming language under development aimed at education. Grace is object-oriented, imperative, and block-structured, and intended for use in first- and second-year object-oriented programming courses. We present a number of language features we have designed for Grace and implemented in our self-hosted compiler. We describe the design of a pattern-matching system with object-oriented structure and minimal extension to the language. We give a design for an object-based module system, which we use to build dialects, a means of extending and restricting the language available to the programmer, and of implementing domain-specific languages. We show a visual programming interface that melds visual editing (à la Scratch) with textual editing, and that uses our dialect system, and we give the results of a user experiment we performed to evaluate the usability of our interface.</p>


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