scholarly journals Comparing and Evaluating Real Time Character Engines for Virtual Environments

2010 ◽  
Vol 19 (2) ◽  
pp. 95-117 ◽  
Author(s):  
Marco Gillies ◽  
Bernhard Spanlang

As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines.

Acta Acustica ◽  
2021 ◽  
Vol 5 ◽  
pp. 26
Author(s):  
Philipp Schäfer ◽  
Michael Vorländer

In this paper, an open-source framework for ray tracing in a stratified moving medium is introduced. This framework provides an efficient method to find eigen-rays connecting a source with a receiver and is designed for the purpose of aircraft noise auralization. The method is tested with respect to accuracy and run-time in an aircraft flyover scenario and compared to a state of the art method. The investigation showed that this method provides eigenrays with preset accuracy for source positions most relevant for flyover scenarios and that it is significantly faster than the state of the art method. According to the performance analysis, the presented approach has great potential for integration into future real-time auralizations of aircraft noise.


2015 ◽  
Vol 738-739 ◽  
pp. 1105-1110 ◽  
Author(s):  
Yuan Qing Qin ◽  
Ying Jie Cheng ◽  
Chun Jie Zhou

This paper mainly surveys the state-of-the-art on real-time communicaton in industrial wireless local networks(WLANs), and also identifys the suitable approaches to deal with the real-time requirements in future. Firstly, this paper summarizes the features of industrial WLANs and the challenges it encounters. Then according to the real-time problems of industrial WLAN, the fundamental mechanism of each recent representative resolution is analyzed in detail. Meanwhile, the characteristics and performance of these resolutions are adequately compared. Finally, this paper concludes the current of the research and discusses the future development of industrial WLANs.


Author(s):  
Joseph Wilder ◽  
J.K. Aggarwal ◽  
P. Besl ◽  
T. Kanade ◽  
A. Slotwinski ◽  
...  

Author(s):  
Niccolo Capanni ◽  
Daniel C. Doolan

During the course of this chapter, the authors will examine the current methods of pedagogical teaching in higher education and explore the possible mapping into a multi-user virtual environment. The authors consider the process of construction and delivery for a module of student education. They examine the transition of delivery methods from the established, slow changing traditional media, to the modern flexibly of community based, open source driven methods which are the foundation of virtual environments.


Sensors ◽  
2019 ◽  
Vol 19 (23) ◽  
pp. 5243
Author(s):  
Zhang ◽  
Pan ◽  
Ma

Docking ring is a circular hatch of spacecraft that allows servicing spacecraft to dock in various space missions. The detection of the ring is greatly beneficial to automatic capture, rendezvous and docking. Based on its geometrical shape, we propose a real-time docking ring detection method for on-orbit spacecraft. Firstly, we extract arcs from the edge mask and classify them into four classes according to edge direction and convexity. By developing the arc selection strategy, we select a combination of arcs possibly belonging to the same ellipse, and then estimate its parameters via the least squares fitting technique. Candidate ellipses are validated according to the fitness of the estimation with the actual edge pixels. The experiments show that our method is superior to the state-of-the-art methods, and can be used in real time application. The method can also be extended to other applications.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2018 ◽  
Vol 55 (2) ◽  
pp. 168-185
Author(s):  
Urban Burnik ◽  
Dejan Križaj ◽  
Zumret Topčagić ◽  
Marko Meža

The article presents development and design of a precision LCR meter based on an affordable open-source instrumentation platform. The design of the instrument has been performed by an interdisciplinary group of students. A project-based approach has been used in order to make a practical use of engineering knowledge within the group of participants. The results cover all the necessary project results achieved by the participants from the state-of-the art analysis in the domain of LCR meters to dissemination of project results. These may serve as a guide for similar project specifications. Alternatively, the presented results may be used in preparing student assignments in electrical impedance measurements based on affordable hardware.


2020 ◽  
Vol 19 (1) ◽  
pp. 5-13 ◽  
Author(s):  
Antonio Bucchiarone ◽  
Jordi Cabot ◽  
Richard F. Paige ◽  
Alfonso Pierantonio

AbstractIn 2017 and 2018, two events were held—in Marburg, Germany, and San Vigilio di Marebbe, Italy, respectively—focusing on an analysis of the state of research, state of practice, and state of the art in model-driven engineering (MDE). The events brought together experts from industry, academia, and the open-source community to assess what has changed in research in MDE over the last 10 years, what challenges remain, and what new challenges have arisen. This article reports on the results of those meetings, and presents a set of grand challenges that emerged from discussions and synthesis. These challenges could lead to research initiatives for the community going forward.


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.


2006 ◽  
Vol 15 (4) ◽  
pp. 359-372 ◽  
Author(s):  
Jeremy N Bailenson ◽  
Nick Yee ◽  
Dan Merget ◽  
Ralph Schroeder

The realism of avatars in terms of behavior and form is critical to the development of collaborative virtual environments. In the study we utilized state of the art, real-time face tracking technology to track and render facial expressions unobtrusively in a desktop CVE. Participants in dyads interacted with each other via either a video-conference (high behavioral realism and high form realism), voice only (low behavioral realism and low form realism), or an “emotibox” that rendered the dimensions of facial expressions abstractly in terms of color, shape, and orientation on a rectangular polygon (high behavioral realism and low form realism). Verbal and non-verbal self-disclosure were lowest in the videoconference condition while self-reported copresence and success of transmission and identification of emotions were lowest in the emotibox condition. Previous work demonstrates that avatar realism increases copresence while decreasing self-disclosure. We discuss the possibility of a hybrid realism solution that maintains high copresence without lowering self-disclosure, and the benefits of such an avatar on applications such as distance learning and therapy.


Sign in / Sign up

Export Citation Format

Share Document