Architecting Virtual Reality Systems

Author(s):  
Rafael Capilla ◽  
Margarita Martínez ◽  
Francisco Nava ◽  
Cristina Muñoz

Virtual reality systems are a kind of complex software systems that need a lot of effort and resources during its development phase. Because rigid and monolithic approaches for these systems have been used in the past, maintenance and evolution activities become difficult tasks to carry out. Today, software architectures are used for designing more maintainable and modular systems, but previous experiences in the virtual reality field didn’t pay much attention to the usage of appropriate architecture descriptions. In this chapter we describe how the design of virtual reality systems can be improved with software architectures. Our main goal is to provide guidance in the design of virtual reality systems that can be reused for similar applications. A software architecture-centric approach is proposed and used to tackle certain problems that affect the construction of this kind of software intensive systems.

Author(s):  
INGOLF KRÜGER ◽  
WOLFGANG PRENNINGER ◽  
ROBERT SANDNER ◽  
MANFRED BROY

The definition of a transparent software architecture is one of the key issues in the early development phases for complex distributed and reactive software systems. In this paper, we show how to derive an architecture systematically for systems with communication models based on broadcasting. Adequate graphical description techniques for capturing interaction requirements and logical component architectures for broadcasting systems are unavailable so far. We introduce an extension to UML's sequence diagrams to capture broadcasting scenarios. Furthermore, we present methodological steps for constructively deriving structural and behavioral aspects of the architecture under consideration from the captured scenarios.


2021 ◽  
Vol 11 (8) ◽  
pp. 3711
Author(s):  
Selma Rizvić ◽  
Dušanka Bošković ◽  
Vensada Okanović ◽  
Ivona Ivković Kihić ◽  
Irfan Prazina ◽  
...  

Bosnia and Herzegovina (BH) has a very picturesque past. Founded in 11th century, it has always been a crossroads of faiths and civilizations. Extended Reality (XR) technologies can finally take us to time travel into this history, enable us to experience past events and meet historical characters. In this paper, we overview the latest applications we developed that use Virtual Reality (VR) video, Virtual and Augmented Reality (AR) for interactive digital storytelling about BH history. “Nine dissidents” is the first BH VR documentary, tackling a still tricky subject of dissidents in the Socialist Yugoslavia, artists and writers falsely accused, persecuted and still forbidden. “Virtual Museum of Old Crafts” aims to present and preserve crafts intangible heritage through Virtual Reality. “Battle on Neretva VR” is recreating a famous WWII battle offering the users to experience it and meet comrade Tito, the commander of the Yugoslav Liberation Army. “Sarajevo 5D” shows the cultural monuments from Sarajevo that do not exist anymore in physical form using Augmented Reality. Through user experience studies, we measure the user immersion and edutainment of these applications and show the potential of XR for the presentation and preservation of cultural heritage.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


Author(s):  
Hugh I. Connacher ◽  
Sankar Jayaram ◽  
Kevin Lyons

Abstract Virtual reality is a technology which is often regarded as a natural extension to 3D computer graphics with advanced input and output devices. This technology has only recently matured enough to warrant serious engineering applications. The integration of this new technology with software systems for engineering, design and manufacturing will provide a new boost to the field of computer-aided engineering. One aspect of design and manufacturing which may be significantly affected by virtual reality is design for assembly. This paper presents the ideas behind a current research effort aimed at creating a virtual assembly design environment and integrating that environment with a commercial, parametric CAD system.


2020 ◽  
Vol 4 (1) ◽  
pp. 1-15
Author(s):  
Jeremy Huggett

The hype surrounding the impending mainstreaming of Virtual Reality can seem to prioritize the digital above the critical. With the development of VR said to be at a pivotal point, there is an important opportunity to consider the emergence of virtual heritage and its potential futures. This paper argues that there is a disjunction between the present reality of virtual heritage and virtual reality, and discusses the twin challenges of presence and realism within virtual reality. In particular, it highlights a paradox inherent in virtual heritage and virtual reality and proposes the use of ‘loose-realism’ as a solution. Ultimately, the challenge is to address the claims that virtual reality represents a new class of information system, or metaverse, in order that virtual heritage fully engages with enquiry about the past.


Author(s):  
Nassima Kaid

Many writers have shown their preoccupation with and interest in the representation of the fantastic body over the past centuries. The figure of the vampire, werewolves, and zombies keep coming back in those works although today’s monsters are humanized. In Contemporary Young Adult fantasy, readers are presented with characters that usually adapt to the real world. The fantastic body does no more refer to psychosexual dysfunction but generates mainly from socioeconomic and cultural malaise (Badley, 17-18). In other words, the fantastic becomes a virtual reality that symbolizes the changing ‘self’ within the postmodern era though contemporary literature has transcended the actual environment as it copes with technological advancement. Unlike other fantasy fiction, Meyer has focused on traditional fantastic creatures originating in folklores and myths; they are an integral part of the fantastic as they cross lines between natural and supernatural elements. The present paper aims at addressing the representation of body transformations into vampires and werewolves in Stephenie Meyer’s The Twilight Saga. It will evaluate body metamorphosis into vampires and werewolves discovering new dimensions of one’s own identity and personality. It will further demonstrate how Meyer has succeeded in creating her own monsters without untying some of the mythical substratum.


2021 ◽  
Vol 30 (3) ◽  
pp. 244-260
Author(s):  
Helena Knyazeva ◽  

An extended approach to the comprehension of virtual reality is developed in the article. Virtual reality is understood not only as a logically possible or cybernetically constructed reality but also as continuous turbulence of potencies of the complex natural and social world we live in, the wandering of complex systems and organizations over a field of possibilities, such a realization of forms and structures in which many formations remain in latent, potential forms, and are in the permanent process of making and multiplying a spectrum of possibilities, lead to the growth of the evolutionary tree of paths of development. It is shown that such an understanding of virtual reality corresponds to concepts and notions developed in the modern science of complexity. The most significant concepts are considered, such as the nonlinearity of time, the relationship of space and time, the uncertainty of the past and the openness of the future, the choice and construction of the future at the moments of passing the bifurcation points. Some cultural and historical prototypes of these modern ideas of virtual reality are given. It is substantiated that the vision of virtual reality being developed today can play the role of a heuristic tool for understanding the functioning and stimulation of human creativity.


Author(s):  
José Barbosa Dias Júnior ◽  
Arlus Dias Silva ◽  
Luiz Fernando Braga Lope ◽  
Eduardo Filgueiras Damasceno ◽  
Alexandre Cardoso ◽  
...  

Author(s):  
Reyes Delgado Paola Yuritzy ◽  
Mora Tavarez José Manuel ◽  
Duran-Limon Hector Alejandro ◽  
Rodríguez-Martínez Laura Cecilia ◽  
Mendoza González Ricardo ◽  
...  

The design Software Architecture (SA) is an essential activity in the modern development software systems. This SA design activity defines its core components, the interrelationships among them, and a set of essential attributes expected for the final software. While this design is realized in a high level of abstraction, missing this activity or a wrong conduction of it will have negative effects in further software development phases, and lately in the final software. Thus, SA design methods are relevant to be studied and applied. In this article, we review the SA design methods that are (explicitly or implicitly) included in five well-known Software Development Methodologies (SDMs). We report: (1) a brief description of the five SDMs; (2) a substantial description of the SA design methods used in each SDM; and (3) a comparative analysis among them using an evaluation template posited by well-recognized experts in this topic. Our results suggest that SA design methods, while sharing a similar design purpose and some activities, they also present a varied structured and nomenclature.


Author(s):  
Bogdan D. Czejdo ◽  
Maciej Zakrzewicz ◽  
Govindarao Sathyamoorthi

The Chapter discusses the need and the problems associated with WEB based cooperative activities in which several team members work in parallel on a common task. Models for software systems supporting such cooperative activities are discussed. Our models describe structure of the cooperation object, cooperation modes and the network message synchronization, that are of prime importance when the system members work at different places and communicate over the Internet. We introduce and describe a component requirements graph and show how to translate it into an interaction graph. The state diagrams and the design graphs are the basis for the WEB software design. The discussion of software architecture for implementing cooperative activities over the Web is also provided.


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