Virtual Environments Research in the Air Force Institute of Technology Virtual Environments, 3-D Medical Imaging, and Computer Graphics Laboratory

1995 ◽  
Vol 4 (4) ◽  
pp. 417-430
Author(s):  
Martin R. Stytz ◽  
Philip Amburn ◽  
Patricia K. Lawlis ◽  
Keith Shomper

The Air Force Institute of Technology Virtual Environments, 3-D Medical Imaging, and Computer Graphics Laboratory is investigating the 3-D computer graphics, user-interface design, networking protocol, and software architecture aspects of distributed virtual environments. In this paper we describe the research projects that are underway in the laboratory. These projects include the development of an aircraft simulator for a distributed virtual environment, projects for observing, analyzing, and understanding virtual environments, a space virtual environment, a project that incorporates “live” aircraft range data into a distributed virtual environment, a virtual environment application framework, and a project for use in a hospital emergency department. We also discuss the research equipment infrastructure in the laboratory, recent publications, and the educational services we provide.

2013 ◽  
Vol 401-403 ◽  
pp. 1923-1926
Author(s):  
Sheng Gao ◽  
Dong Dong Chen

This paper studies virtual-guide (VG) models for Internet-based multi-robot teleoperation on the platform of distributed virtual environments. The proposed VG models attempt to improve operational precision and help an operator to predicate actions of other operators locating in different places. The concept of VGs is introduced by analyzing its basic principle. Two experiments are given to verify the reasonability and feasibility of the proposed method.


Author(s):  
Ulrich Neumann ◽  
Suya You

An augmented reality fuses computer graphics onto images or direct views of a scene. In a new alternative augmentation approach a real scene is captured as video imagery from one or more cameras, and these images are used to augment a corresponding 3D scene model or virtual environment. This arrangement is termed an Augmented Virtual Environment (AVE) and it produces a powerful visualization of the dynamic activities observed by cameras. This chapter describes the AVE concept and the major technologies needed to realize such systems.


This sweeping introduction to the science of virtual environment technology masterfully integrates research and practical applications culled from a range of disciplines, including psychology, engineering, and computer science. With contributions from the field's foremost researchers and theorists, the book focuses in particular on how virtual technology and interface design can better accommodate human cognitive, motor, and perceptual capabilities. Throughout, it brings the reader up-to-date with the latest design strategies and cutting-edge virtual environments, and points to promising avenues for future development. The book is divided into three parts. The first part introduces the reader to the subject by defining basic terms, identifying key components of the virtual environment, and reviewing the origins and elements of virtual environments. The second part focuses of current technologies used to present visual, auditory, tactile, and kinesthetic information. The book concludes with an in-depth analysis of how environments and human perception are integrated to create effective virtual systems. Comprehensive and splendidly written, Virtual Environments and Advanced Interface Design will be the "bible" on the subject for years to come. Students and researchers in computer science, psychology, and cognitive science will all want to have a copy on their shelves.


2011 ◽  
Vol 187 ◽  
pp. 475-479
Author(s):  
Ji Ming Chen ◽  
Zhi Wen Zou ◽  
Jin Gui Pan ◽  
Yuan Hao Sun

The aggregation problem of the interest expressions is an important problem in distributed virtual environment (DVE). According to the characteristic of DVE system, a new aggregation method is proposed in this paper, which uses hierarchical bounding volume to aggregate threshold predicate and TAG-ID/MASK to aggregate equivalent predicate separately. Experimental results show that this method can effectively reduce storage of interest expressions and highly improve the system’s scalability.


1995 ◽  
Vol 4 (2) ◽  
pp. 130-145 ◽  
Author(s):  
Denis Amselem

This paper presents the architecture of a multiuser distributed virtual environment (VE) software system currently used in the Virtual Perception Laboratory at the SRI International. It shows how the Linda parallel language helped in the realization of that system. An unusual interface used to fly through this shared VE is also presented: a hand-held display (HHD).


2012 ◽  
Vol 461 ◽  
pp. 142-147
Author(s):  
Zhi Feng Cheng ◽  
Jia Jun Chen ◽  
Chang Feng Xing

Peer-to-peer (P2P) architectures have been proposed as an efficient and truly scalable solution for distributed virtual environments (DVEs). However, heavy and unbalanced network load has restricted the development of large scale DVEs. To solve this problem, this paper attempts to apply the mobile agent technology in DVEs. First, the virtual environment space was divided into a number of adjacent sub-spaces. Then, using the agent mobility, entities models moved themselves to the adjacent sub-space, and completed interactions with other entities in the sub-space. As a result, a significant part network load is transformed into local calculation load. The theoretical analysis results show that it is feasible and effective to ease the network communications bottleneck in the expansion of the DVEs.


2018 ◽  
Vol 2 (2) ◽  
Author(s):  
Felicio Vanderlei Deriggi Jr. ◽  
Massakuni Kubo ◽  
Ant Sementille ◽  
Simone Santos Casolli ◽  
Claudio Kirner

This paper discusses the implementation of three types of network support based on distributed virtual environment communication models using World2World toolkit, CORBA platform, and its CORBA Event Service as well. These supports encompass an integrated communication environment on a network that is suitable for distributed virtual reality applications. Finally, performance analyses from such supports are presented. 


2001 ◽  
Vol 27 (3) ◽  
pp. 16-26 ◽  
Author(s):  
Masaya Okada ◽  
Hiroyuki Tarumi ◽  
Tetsuhiko Yoshimura ◽  
Kazuyuki Moriya

2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Martin Giesel ◽  
Anna Nowakowska ◽  
Julie M. Harris ◽  
Constanze Hesse

AbstractWhen we use virtual and augmented reality (VR/AR) environments to investigate behaviour or train motor skills, we expect that the insights or skills acquired in VR/AR transfer to real-world settings. Motor behaviour is strongly influenced by perceptual uncertainty and the expected consequences of actions. VR/AR differ in both of these aspects from natural environments. Perceptual information in VR/AR is less reliable than in natural environments, and the knowledge of acting in a virtual environment might modulate our expectations of action consequences. Using mirror reflections to create a virtual environment free of perceptual artefacts, we show that hand movements in an obstacle avoidance task systematically differed between real and virtual obstacles and that these behavioural differences occurred independent of the quality of the available perceptual information. This suggests that even when perceptual correspondence between natural and virtual environments is achieved, action correspondence does not necessarily follow due to the disparity in the expected consequences of actions in the two environments.


Author(s):  
Kay M. Stanney ◽  
Kelly S. Kingdon ◽  
Robert S. Kennedy

Are current virtual environments (VEs) usable by the broad spectrum of people who may wish to utilize this technology? The current study, which examined over 1000 participants, indicates the answer to this question is a definitive ‘no’. Virtual environment exposure was found to cause people to vomit (1.1%), experience nausea (71%), disorientation (70%), and oculomotor disturbances (79%). Overall, 88% of participants reported some level of adverse symptomatology, ranging from a minor headache to vomiting and intense vertigo. These disturbances led 12% of those exposed to prematurely cease their interaction. Dropout rates as high as nearly 50% were found in exposures of 1 hr in length. In addition, long-term aftereffects were found, including headaches, drowsiness, nausea, and fatigue. These problems could substantially reduce the accessibility of VE technology by the general public and thus must be resolved if this technology is to be widely adopted.


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