An Effective Aggregation Method in Distributed Virtual Environments

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.

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.


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.


1995 ◽  
Vol 4 (2) ◽  
pp. 146-168 ◽  
Author(s):  
Martin R. Stytz ◽  
Bruce Hobbs ◽  
Andrea Kunz ◽  
Brian Soltz ◽  
Kirk Wilson

The Distributed Simulation Internet (DSI) provides users access to large-scale, complex, active, unpredictable virtual environments. If users are to effectively use these environments, they will require support for understanding and acting in these environments. Support is necessary because humans have a time and space limited span of attention. The Satellite Modeler, Omniview true 3D, and Synthetic BattleBridge projects were undertaken to develop and investigate the interfaces and autonomous agents required to effectively support users of the Distributed Simulation Internet. The Satellite Modeler emulates the near-Earth space environment and portrays models of satellites moving in their correct orbits around the Earth. The motion of the satellites is broadcast to users of the DSI. The Satellite Modeler is intended to function as a training and operational aid for orbital analysts and to help them understand key spatial relationships for satellites in near-Earth orbit. The Omniview project was undertaken to provide interactive control and manipulation of a true 3D image and to thereby assist the user in understanding the activity within the DSI-hosted virtual environment. That project developed an interface that provides the Omniview user with the ease of use that a window, icon, mouse, and pointer GUI interface provides to users of 2D displays. The Synthetic BattleBridge is a system that, like the Omniview, portrays a DSI-hosted virtual environment but does not act in it. The Synthetic BattleBridge is designed to support users in making accurate and timely decisions by providing several different types of cognitive support for understanding and analyzing the activity in a battlespace. In this paper, we briefly describe each project and present some observations and conclusions we have drawn based on our experience with them.


Author(s):  
Jacquelyne Forgette ◽  
Michael Katchabaw

A key challenge in programming virtual environments is to produce virtual characters that are autonomous and capable of action selections that appear believable. In this chapter, motivations are used as a basis for learning using reinforcements. With motives driving the decisions of characters, their actions will appear less structured and repetitious, and more human in nature. This will also allow developers to easily create virtual characters with specific motivations, based mostly on their narrative purposes or roles in the virtual world. With minimum and maximum desirable motive values, the characters use reinforcement learning to drive action selection to maximize their rewards across all motives. Experimental results show that a character can learn to satisfy as many as four motives, even with significantly delayed rewards, and motive changes that are caused by other characters in the world. While the actions tested are simple in nature, they show the potential of a more complicated motivation driven reinforcement learning system. The developer need only define a character's motivations, and the character will learn to act realistically over time in the virtual environment.


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).


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. 


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.


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.


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