Customizing Multimedia and Collaborative Virtual Environments

2009 ◽  
pp. 202-210
Author(s):  
Paulo N.M. Sampaio ◽  
Ildeberto A. Rodello ◽  
Laura M. Rodríguez Peralta ◽  
Paulo Alexandre Bressan

Virtual reality (VR) represents a modern human-computer interface consisting of a three-dimensional (3D) environment generated by computer where the user can interact in different ways. VR can be applied in several applications domains such as medicine, education, entertainment, etc. In particular, interest is drawn to the application of VR in education since a student is able to interact and to be involved with a 3D environment, which simulates situations that are difficult or even impossible to be carried out in the traditional education process.

Author(s):  
Paulo N.M. Sampaio ◽  
Ildeberto A. Rodello ◽  
Laura M. Rodríguez Peralta ◽  
Paulo Alexandre Bressan

Virtual reality (VR) represents a modern human-computer interface consisting of a three-dimensional (3D) environment generated by computer where the user can interact in different ways. VR can be applied in several applications domains such as medicine, education, entertainment, etc. In particular, interest is drawn to the application of VR in education since a student is able to interact and to be involved with a 3D environment, which simulates situations that are difficult or even impossible to be carried out in the traditional education process.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


Author(s):  
Adam S. Coutee ◽  
Bert Bras

Virtual reality allows users to visualize and interact with a three-dimensional world in a computer-generated environment. Haptic technology has allowed enhancement to these environments, adding the sense of touch through force and tactile feedback devices. In the engineering domain, these devices have been implemented in many areas including product design. We have developed a real-time simulation test bed to assess the usefulness of haptic technology for assembly and disassembly planning. In this paper, we present a study conducted to characterize the perception of weight in this virtual environment. Specifically, the experiments performed test the ability of a user to distinguish weight differences between two objects in real and virtual environments. This paper describes the experiments conducted and an analysis of the results.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2001 ◽  
Vol 10 (2) ◽  
pp. 142-159 ◽  
Author(s):  
Chris Greenhalgh ◽  
Adrian Bullock ◽  
Emmanuel Frécon ◽  
David Lloyd ◽  
Anthony Steed

Collaborative virtual environments (CVEs) are a promising technology enabling remote participants to share a common place through three-dimensional graphical scenes. Within the COVEN project (Normand, 1999), we have run prolonged series of Internet trials that have allowed us to gather valuable data to formulate usability guidelines and networking requirements. However, running such trials in a real setting and making sure that the application and networking infrastructures will be stable enough is still a challenge. In this paper, we describe some of our experiences, together with the technical choices that have permitted many hours of successful Internet trials. We also make a thorough analysis of different correlated logging data. This analysis allows us to propose and confirm a model of a CVE application's network behavior, together with a number of interesting results that disprove some common assumptions. Furthermore, we use the model and the logging data to highlight the benefits of IP multicasting and for predicting traffic behaviors and bandwidth use on top of different logical network topologies.


2010 ◽  
Vol 9 (1) ◽  
pp. 61-71 ◽  
Author(s):  
Timothy Wright ◽  
Greg Madey

As collaborative virtual environments (CVEs) are more widely used, participant access to CVE objects and information becomes a significant concern. In virtual reality games, storefronts, classrooms, and laboratories, for example, the need to control access to spaces and objects is integral to the security of activities taking place there. However, limited access controls are typically available in CVEs. Often, such controls are course-grained, only protecting against movements by unauthorized participants into specific areas. In answer to this deficiency, we offer a discretionary access control (DAC) system based on traditional concepts of users and groups, and tailored to the needs of a CVE. Our system, called WonderDAC, includes the ability to restrict movement into areas, as well as control interactions with objects. A basic WonderDAC prototype has been implemented within the Project Wonderland CVE.


2017 ◽  
Vol 8 (2) ◽  
pp. 1
Author(s):  
Alberto Raposo ◽  
Cléber Corrêa

It is our pleasure to introduce you the second issue of JIS in 2017. This issue contains six papers of the Special Issue of the 15th Brazilian Symposium on Human Factors in Computing Systems (IHC 2016). As we have been doing since IHC 2014, the best papers of the conference are invited to submit extended versions to a special issue of JIS, guest edited by the conference program chairs. In the current publication, our guest editors are Profs. Carla Leitão, from Pontifícia Universidade Católica - Rio de Janeiro (PUC-Rio), and Luciana Salgado, from Universidade Federal Fluminense (UFF), who we thank a lot for the dedication in the preparation of this issue. We invited you to read their editorial in the following.We also have in this issue an original paper by Paulo Paiva, Liliane Machado, Jauvane de Oliveira, and Ronei de Moraes, entitled “Networking Issues for 3D Medical Collaborative Virtual Environments: Design and Applications”. The authors discuss specific networking issues for Collaborative Virtual Environments (CVEs) applied to the simulation of medical procedures. They designed, developed, and validated a peer-to-peer multicast architecture on the collaborative module of the CyberMed Virtual Reality framework, aiming at providing better network scalability.Finally, we would like to thank the authors and reviewers that contributed to JIS. At the end of the issue we acknowledge the reviewers that contributed to JIS in 2015, 2016, and 2017.JIS Editorial Board is looking forward to receiving your contributions. We hope you enjoy reading this issue!


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