The VR—Link™ Networked Virtual Environment Software Infrastructure

1995 ◽  
Vol 4 (2) ◽  
pp. 194-208 ◽  
Author(s):  
John Morrison

Four challenges to building large networked virtual environments (NVEs) are ever-increasing complexity, fidelity, scalability, and portability. We require a powerful, flexible, efficient, portable software infrastructure to overcome these challenges. We examine one such example, software infrastructure, which is currently the basis of dozens of NVE efforts. Its use of modern object-oriented inheritance and its use of an interpreted configuration programming language meet these requirements while achieving the efficiency to support thousands of entities on current-generation hardware.

1994 ◽  
Vol 3 (2) ◽  
pp. 111-129 ◽  
Author(s):  
William Bricken ◽  
Geoffrey Coco

The Virtual Environment Operating Shell (veos) was developed at University of Washington's Human Interface Technology Laboratory as software infrastructure for the lab's research in virtual environments. veos was designed from scratch to provide a comprehensive and unified management facility to support generation of, interaction with, and maintenance of virtual environments. VEOS emphasizes rapid prototyping, heterogeneous distributed computing, and portability. We discuss the design, philosophy and implementation of veos in depth. Within the Kernel, the shared database transformations are pattern-directed, communications are asynchronous, and the programmer's interface is LISP. An entity-based metaphor extends object-oriented programming to systems-oriented programming. Entities provide first-class environments and biological programming constructs such as perceive, react, and persist. The organization, structure, and programming of entities are discussed in detail. The article concludes with a description of the applications that have contributed to the iterative refinement of the VEOS software.


1997 ◽  
Vol 6 (5) ◽  
pp. 590-595 ◽  
Author(s):  
John Towell ◽  
Elizabeth Towell

A text-based networked virtual environment represents to a user a system of rooms joined by exits and entrances. When navigating this system of rooms, a user can communicate in real time with other connected users occupying the same room. Hence, these virtual environments are aptly suited for networked conferencing and teaching. Anecdotal information suggested that some people feel a sense of “being there” or presence when connected to one of these environments. To determine how many people feel this sense of presence, we surveyed 207 people from 6 different groups of users of text-based networked virtual environments. The results indicated that 69% of these subjects felt a sense of presence. Experiments with people in text-based networked virtual environments may be helpful in understanding the contribution to presence by social interaction in other virtual environments.


Author(s):  
Ju¨rgen Roßmann ◽  
Michael Schluse ◽  
Ralf Waspe

The combination of Discrete Event Systems with 3D simulation and control technology to set up versatile virtual environments seems to be at the first glance a contradiction in terms because of mixing up two totally different application classes. But here, the newly developed State Oriented Modeling methodology comes into play providing a comprehensive and flexible object oriented framework for the development of complex Discrete Event Systems. State Oriented Modeling establishes a link between these two worlds using object oriented Petri Nets [10] for the discrete part as well as application specific mappings between continuous and discrete state variables realizing so called 3D Discrete Event Systems. Integrated in a versatile 3D simulation system, State Oriented Modeling allows for the efficient realization of a large class of applications within the large field of virtual environments. It provides a comprehensive, easy-to-use but nevertheless efficient framework for behavior modeling in virtual worlds and real-time simulation applications. When modeling virtual production lines for example, State Oriented Modeling provides an easy way for a close-to-reality simulation of automation systems starting with the control of simple actuators or sensors and ending with the supervisory control of the entire virtual factory. In the field of Projective Virtual Reality [4] State Oriented Modeling supervises the user’s work in the virtual environment to derive his “intention” and then generates appropriate command sequences for intelligent automation hardware. This way, even complex automation systems which may be far away or even in space can be controlled — and the user must not be an automation expert. In the field of interactive visualization and training environments State Oriented Modeling simulates a variety of dynamic objects in the virtual world, integrates interaction components like 2D control elements or application specific driver seats into the virtual environment and supervises training sessions to derive performance indicators. And, in addition to this, State Oriented Modeling is the basis for a new multi-agent and discrete event based approach to realize the virtual human.


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.


2017 ◽  
Vol 2 (11) ◽  
pp. 1-7
Author(s):  
Izay A. ◽  
Onyejegbu L. N.

Agriculture is the backbone of human sustenance in this world. With growing population, there is need for increased productivity in agriculture to be able to meet the demands. Diseases can occur on any part of a plant, but in this paper only the symptoms in the fruits of a plant is considered using segmentation algorithm and edge/ sizing detectors. We also looked at image processing using fuzzy logic controller. The system was designed using object oriented analysis and design methodology. It was implemented using MySQL for the database, and PHP programming language. This system will be of great benefit to farmers and will encourage them in investing their resources since crop diseases can be detected and eliminated early.


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