scholarly journals Navigating Non-Playable Characters Based on User Trajectories with Accumulation Map and Path Similarity

Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1592
Author(s):  
Jong-Hyun Kim ◽  
Jung Lee ◽  
Sun-Jeong Kim

In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.

2011 ◽  
Vol 9 (1) ◽  
Author(s):  
Fiona French ◽  
Ian Cumpson ◽  
Ruth Wood

The original concept was to create a 'simulation' which would provide trainee teachers, specializing in Information and Communications Technology (ICT) with the opportunity to explore a primary school environment. Within the simulation, factors affecting the development and implementation of ICT would be modelled so that trainees would be able to develop the skills, knowledge and understanding necessary to identify appropriate strategies to overcome the limitations. To this end, we have developed Allsorts Primary - the prototype of a simulated interactive environment, representing a typical primary school.DOI:10.1080/09687760108656775 


Author(s):  
Robin Hanson

What kind of world do ems see? We have several reasons to expect ems to usually experience simulated “virtual” realities. First, compared with ordinary humans, it is easier to fully immerse ems in computer-generated virtual realities. One could feed computed inputs into an em’s emulated eyes, ears, nose, fingers, etc., and take outputs from that em’s emulated arms, legs, tongue, etc., to create a complete sensory experience of the sight, sound, smell, touch, etc., of being in contact with and partially controlling a constructed but vivid world. Humans get many sensory clues telling them that their virtual realities are not real. Ems need see no such clues. Second, the cost to compute a workable virtual reality can be very low, compared with the cost to compute an em. Now it is true that the cost to compute a virtual environment depends greatly on the level of realistic detail required. Consider the cost to give simulated inputs to an em that it could not distinguish, even with careful examination, from a real physical environment. For many familiar physical environments, such a simulation may cost many times the cost of running the emulation brain itself. However, humans today are routinely comfortable and moderately productive interacting with video game environments that require vastly less computing power than human-speed brain emulations will require. Also, instead of sending very fine-grain low-level signals of very particular sights and sounds, it may become possible to send cheaper-to-compute higherlevel signals that em brains interpret as their having seen the lower-level signals. For example, instead of sending individual light pixels to the eye, which then translates that to lines and areas, one might just send those lines and areas to the appropriate emulated neurons. Ems may prefer virtual reality environments that are expensive to compute, relative to the cost of running the ems themselves. Even so, cheaply computed environments seem sufficient to functionally support the vast majority of em activities, in both work and leisure. On the job, there is a tradeoff regarding whether to pay more for a more realistic virtual environment that might add to worker productivity.


Information ◽  
2018 ◽  
Vol 9 (7) ◽  
pp. 175 ◽  
Author(s):  
Aratã Saraiva ◽  
Matheus Barros ◽  
Alexandre Nogueira ◽  
N. Fonseca Ferreira ◽  
Antonio Valente

This study presents a technique that uses an interactive virtual environment for the rehabilitation treatment of patients with mechanical strabismus and/or amblyopia who have lost eye movement. The relevant part of this treatment is the act of forcing the two eyes to cooperate with each other by increasing the level of adaptation of the brain and allowing the weak eye to see again. Accordingly, the game enables both eyes to work together, providing the patient with better visual comfort and life quality. In addition, the virtual environment is attractive and has the ability to overcome specific challenges with real-time feedback, coinciding with ideal approaches for use in ocular rehabilitation. The entire game was developed with free software and the 3D environment, which is made from low-cost virtual reality glasses, as well as Google Cardboard which uses a smartphone for the display of the game. The method presented was tested in 41 male and female patients, aged 8 to 39 years, and resulted in the success of 40 patients. The method proved to be feasible and accessible as a tool for the treatment of amblyopia and strabismus. The project was registered in the Brazil platform and approved by the ethics committee of the State University of Piaui—UESPI, with the CAAE identification code: 37802114.8.0000.5209.


2021 ◽  
Vol 18 (4) ◽  
pp. 440-449
Author(s):  
T. A. Kozlenko ◽  
S. V. Pridvizhkin

Introduction. Based on the trends, the growing interest in VR technology in construction can be traced. This relatively new technology is rapidly replacing traditional visualization methods, providing users with an enhanced digital experience. The aim of the work is to analyze the application of virtual reality technology in construction, based on the analysis, determine how to improve integration and find new ideas for the application of technologies.Methods and materials. As a result of the analysis of previous studies, it was revealed that there are no methods for transferring data from the VR system to the BIM software. In connection with the identified problem, the goal of this scientific work is to improve the integration of VR and BIM technologies by automatically transferring data from a virtual reality program to the original information model.Results. In the course of the work, a project was created based on a BIM model made in the Autodesk Revit software package and imported into the Unreal Engine 4 game engine to create an interactive virtual environment. A new approach to the creation and presentation of a project sketch using virtual reality technology is considered - a method of intuitive design in a virtual environment.Discussion and conclusion. The software module is at the stage of early development; nevertheless, it has prospects for development into a full-fledged application available to any user. The paper provides the main directions for the continuation of the application development.


Author(s):  
Thomas Klar ◽  
Miranda Baladi ◽  
George Fadel ◽  
Mathias Almer

Virtual Reality (VR) applications will become increasingly important as the need to link several locations in the product development process arises. This motivates research in advanced techniques for the visualization of remotely located participants within a computer-generated environment. This research ports an existing application, which allows the assembly of predefined objects, into a virtual environment (VE). A further extension allows the user’s hands to be filmed and superimposed onto the computer-generated VE. To create this effect, live video was combined with a projection display and the “blue-box” technique. This combination enabled the texture of the hands to be untied from the background without the effort of putting up blue walls. The image is sent over the network to a high-end graphics computer generating the VE. The knowledge gained in this research will be the basis for future work on distributed multi-user access to a shared VE.


10.29007/2zst ◽  
2019 ◽  
Author(s):  
Jay Woo ◽  
Andrew Frost ◽  
Tyler Goffinet ◽  
Vinh Le ◽  
Connor Scully-Allison ◽  
...  

The development of affordable virtual reality (VR) hardware represents a keystone of progress in modern software development and human-computer interaction. Despite the ready availability of robust hardware tools, there is presently a lack of video games or software in VR that demonstrates the gamut of unique and novel interfaces a virtual environment can provide. In this paper, we present a virtual reality video game which introduces unique user interface elements that can only be achieved in a 3D virtual environment. The video game, titled Wolf Hunt, provides users with a menu system that innovates on traditional interfaces with a virtual representation of a common item people interact with daily: a mobile phone. Wolf Hunt throws users into a procedurally generated world where they take the role of an individual escaping a wolf assailant. Deviating from traditional locomotion options in VR interfaces, such as teleportation, Wolf Hunt measures the displacement of hand-held VR controllers with the VR headset to simulate the natural action of running. Wolf Hunt provides an alternate interfacing solution for VR systems without having to conform to common 2D interface design schemes.


2013 ◽  
Vol 37 (3) ◽  
pp. 991-1000 ◽  
Author(s):  
Chun-Ta Chen ◽  
Shin-Yong Chen ◽  
Chien-Hsiang Liao ◽  
Shi-Chang Zeng

In this paper, an interactive virtual environment for nanomanipulation is developed. The technique for nanomanipulation visualization is based on molecular dynamics simulation and virtual reality. Using the developed interactive virtual environment for the intuitive nanomanipulation visualization, the operator can characterize and control the behavior of nanoparticles in the virtual SPM through physical simulation and 3D visualization.


Author(s):  
Peijun Wang ◽  
Robert Bja¨rnemo ◽  
Damien Motte

During recent years, mobile phone companies have experienced market-related difficulties that result in increasing competition globally. In an attempt to maintain or increase their market share, enterprises reorganize their resources and employ new technologies to sharpen their competitive edges. Moreover, with the globalization, more and more companies become multi-sited. Efficient and timely collaboration and communication among the development team members become critical for product success. This paper proposes a web-based interactive virtual environment for mobile phone design, named VMPDS (Virtual Mobile Phone Design Space). The features of the system include the combination of web technology and VR (Virtual Reality) technology, the ability to deal with and extend the product model database, adequate interaction for 3-D product model modification and customization, and usefulness for the examination and evaluation of product concept design. The system is implemented by using standard open technologies such as VRML (Virtual Reality Modeling Language), Java, SAI (Script Authoring Interface) and EAI (External Authoring Interface) to assure accessibility and platformindependence.


2013 ◽  
Vol 284-287 ◽  
pp. 3468-3472
Author(s):  
Chun Ta Chen ◽  
Shin Yong Chen ◽  
Chien Hsiang Liao ◽  
Shi Chang Zeng

This work lies on the framework of an interactive virtual environment for nanomanipulation. The model for the simulation of a manipulated nanoparticle dynamics in the virtual environment is constructed from the computed molecular dynamics. According to the operation by single-tip scanning probe microscope(SPM) for the nanomanipulation, the molecular forces are calculated based on the Lennard-Jones force-field such that the motion of the manipulated nanoparticles can be rendered for real-time virtual reality applications. Moreover, by coupling the CAD softwares to virtual reality (VR) techniques, the interactive virtual environment is developed for intuitive nanomanipulation visualization. Using the simulated nanomanipulation environment in VR, the operator can characterize and control the behavior of nanoparticles under the assumed SPM through physical simulation and 3D visualization.


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