Networked SPIDAR:A Networked Virtual Environment with Visual, Auditory, and Haptic Interactions

1994 ◽  
Vol 3 (4) ◽  
pp. 351-359 ◽  
Author(s):  
Masahiro Ishii ◽  
Masanori Nakata ◽  
Makoto Sato

This research aims at the realization of a networked virtual environment for the design of three-dimensional (3-D) objects. Based on an analysis of an ordinary collaborative design, we illustrate that a collaborative work space consists of a dialog space and an object space. In the dialog space, a participant interacts with partners, and in the object space with an object. The participants enter the dialog space and the object space in turn, appropriately. In addition, collaborative design of 3-D objects is carried out with multimodal interactions: visual, auditory, and haptic. A networked virtual environment must support these interactions without contradiction in either time or space. In this paper, we propose a networked virtual environment for a pair of participants to satisfy the conditions described above. To implement the networked system, we take into account the necessity of visual, auditory, and haptic interactions, the need for participants to switch between the dialog space and the object space quickly and appropriately, and human ergonomics on the functional space of hands and eyes. An experiment on hand-over task was done to investigate the effect of the networked haptic device with the proposed system. Object layout tasks, such as toy block layout, office furniture layout, city building layout, etc., can be performed by using this environment.

Author(s):  
Mohd Fairuz Shiratuddin ◽  
Alen Hajnal

Constructivist learning emphasizes students’ involvement in the learning process, how they become self-directed learners and actively engaged in the learning environment. This chapter describes Collaborative Virtual Environment (CVE) and its relevance to collaborative learning and constructivism. The authors developed the Collaborative World Design Tool (CWDT) software to evaluate the benefits of CVE for architectural design students. The CWDT was developed based on the Torque 3D Game Engine, thus the appearance and functionalities of the CWDT within the CVE are similar to computer game playing environment. In the experiment, subjects designed within the CVE, were either experts or novices, worked either individually or in pairs, and constructed a virtual building in a three-dimensional outdoor environment. Results show that working collaboratively within a CVE has great potential to increase performance where teamwork is faster than individual work, and overall provide a constructive learning environment.


Author(s):  
Chang E. Kim ◽  
Judy M. Vance

A networked virtual environment is a hardware and software system where people who are geographically dispersed over the world can interact with each other by sharing space, presence, and time [1]. The goal of the work presented here is to develop methods to facilitate the use of force feedback, or haptic, devices within a networked virtual environment. Our research aims at investigating and constructing a networked haptic environment (NHE) over a non-dedicated channel for multiple users. The NHE consists of a local network between each haptic device and each virtual environment, as well as a global network linking all of the virtual environments. Position synchronization throughout the global network is accomplished using “Released-but-not-released” method (RNR) which allows computers with different performance capabilities to participate in the network without users experiencing inaccurate object motions. The networked virtual assembly application has been demonstrated using several haptic devices and several virtual environments, without a limitation on number of users or complexity of input models. Performance measures are examined and future work is outlined.


2005 ◽  
Author(s):  
Julio C. Mateo ◽  
Joseph T. Manning ◽  
Jeffrey L. Cowgill ◽  
Thomas J. Moore ◽  
Robert H. Gilkey ◽  
...  

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.


2002 ◽  
Author(s):  
Masayuki Ihara ◽  
Shinkuro Honda ◽  
Minoru Kobayashi ◽  
Satoshi Ishibashi

Perception ◽  
10.1068/p5190 ◽  
2004 ◽  
Vol 33 (3) ◽  
pp. 259-276 ◽  
Author(s):  
Clifford F Lewis ◽  
Michael K McBeath

Author(s):  
Noboru Narikawa ◽  
Kazuo Takahashi

Abstract This paper gives an overview of a collaborative design system (CDS) for electromechanical products. To reduce design costs and to manufacture high-quality products, it is well known that concurrent engineering (CE) is a very efficient approach. Three-dimensional (3D) CAD system and engineering database system are essential components of CE. The CDS is an environment to realize CE. By creating 3D models in a computer and performing some simulations such as mechanical, electronic, software simulation and integrated simulations, it is possible to estimate functions, assemblability, manufacturability and so on, before making prototype models. In this paper, we outline the CDS and mainly discuss the total information management system (TIMS) which makes an important role of the CDS. This paper describes the implementation experience of some functions of the TIMS.


2016 ◽  
Vol 13 (122) ◽  
pp. 20160414 ◽  
Author(s):  
Mehdi Moussaïd ◽  
Mubbasir Kapadia ◽  
Tyler Thrash ◽  
Robert W. Sumner ◽  
Markus Gross ◽  
...  

Understanding the collective dynamics of crowd movements during stressful emergency situations is central to reducing the risk of deadly crowd disasters. Yet, their systematic experimental study remains a challenging open problem due to ethical and methodological constraints. In this paper, we demonstrate the viability of shared three-dimensional virtual environments as an experimental platform for conducting crowd experiments with real people. In particular, we show that crowds of real human subjects moving and interacting in an immersive three-dimensional virtual environment exhibit typical patterns of real crowds as observed in real-life crowded situations. These include the manifestation of social conventions and the emergence of self-organized patterns during egress scenarios. High-stress evacuation experiments conducted in this virtual environment reveal movements characterized by mass herding and dangerous overcrowding as they occur in crowd disasters. We describe the behavioural mechanisms at play under such extreme conditions and identify critical zones where overcrowding may occur. Furthermore, we show that herding spontaneously emerges from a density effect without the need to assume an increase of the individual tendency to imitate peers. Our experiments reveal the promise of immersive virtual environments as an ethical, cost-efficient, yet accurate platform for exploring crowd behaviour in high-risk situations with real human subjects.


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