Feasibility Study on Building Distributed Virtual Environment Using Mobile Agent Technology

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.


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.


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.


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.


1993 ◽  
Vol 2 (4) ◽  
pp. 297-313 ◽  
Author(s):  
Martin R. Stytz ◽  
Elizabeth Block ◽  
Brian Soltz

As virtual environments grow in complexity, size, and scope users will be increasingly challenged in assessing the situation in them. This will occur because of the difficulty in determining where to focus attention and in assimilating and assessing the information as it floods in. One technique for providing this type of assistance is to provide the user with a first-person, immersive, synthetic environment observation post, an observatory, that permits unobtrusive observation of the environment without interfering with the activity in the environment. However, for large, complex synthetic environments this type of support is not sufficient because the mere portrayal of raw, unanalyzed data about the objects in the virtual space can overwhelm the user with information. To address this problem, which exists in both real and virtual environments, we are investigating the forms of situation awareness assistance needed by users of large-scale virtual environments and the ways in which a virtual environment can be used to improve situation awareness of real-world environments. A technique that we have developed is to allow a user to place analysis modules throughout the virtual environment. Each module provides summary information concerning the importance of the activity in its portion of the virtual environment to the user. Our prototype system, called the Sentinel, is embedded within a virtual environment observatory and provides situation awareness assistance for users within a large virtual environment.


2011 ◽  
Vol 34 (2) ◽  
pp. 551-561 ◽  
Author(s):  
Duong Nguyen Binh Ta ◽  
Suiping Zhou ◽  
Wentong Cai ◽  
Xueyan Tang ◽  
Rassul Ayani

1999 ◽  
Vol 8 (6) ◽  
pp. 671-685 ◽  
Author(s):  
Jui Lin Chen ◽  
Kay M. Stanney

This paper proposes a theoretical model of wayfinding that can be used to guide the design of navigational aiding in virtual environments. Based on an evaluation of wayfinding studies in natural environments, this model divides the wayfinding process into three main subprocesses: cognitive mapping, wayfinding plan development, and physical movement or navigation through an environment. While this general subdivision has been proposed before, the current model further delineates the wayfinding process, including the distinct influences of spatial information, spatial orientation, and spatial knowledge. The influences of experience, abilities, search strategies, motivation, and environmental layout on the wayfinding process are also considered. With this specification of the wayfinding process, a taxonomy of navigational tools is then proposed that can be used to systematically aid the specified wayfinding subprocesses. If effectively applied to the design of a virtual environment, the use of such tools should lead to reduced disorientation and enhanced wayfinding in large-scale virtual spaces. It is also suggested that, in some cases, this enhanced wayfinding performance may be at the expense of the acquisition of an accurate cognitive map of the virtual environment being traversed.


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