Virtual Worlds on Demand? Model-Driven Development of JavaScript-based Virtual World UI Components for Mobile Apps

Author(s):  
Matthias Stürner ◽  
Philipp Brune
2009 ◽  
Vol 51 (8) ◽  
pp. 1244-1260 ◽  
Author(s):  
Georgia M. Kapitsaki ◽  
Dimitrios A. Kateros ◽  
George N. Prezerakos ◽  
Iakovos S. Venieris

Author(s):  
Siamak Farshidi ◽  
Slinger Jansen ◽  
Sven Fortuin

AbstractModel-driven development platforms shift the focus of software development activity from coding to modeling for enterprises. A significant number of such platforms are available in the market. Selecting the best fitting platform is challenging, as domain experts are not typically model-driven deployment platform experts and have limited time for acquiring the needed knowledge. We model the problem as a multi-criteria decision-making problem and capture knowledge systematically about the features and qualities of 30 alternative platforms. Through four industry case studies, we confirm that the model supports decision-makers with the selection problem by reducing the time and cost of the decision-making process and by providing a richer list of options than the enterprises considered initially. We show that having decision knowledge readily available supports decision-makers in making more rational, efficient, and effective decisions. The study’s theoretical contribution is the observation that the decision framework provides a reliable approach for creating decision models in software production.


Author(s):  
Chang Liu ◽  
Ying Zhong ◽  
Sertac Ozercan ◽  
Qing Zhu

This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW learning environment creation through semantics-based abstract 3DVW representation and template-based 3DVW instantiation. iVirtualWorld provides a wizard to guide the 3DVW creation process, and hide low-level programming and 3D design details through higher-level abstracts supported by pre-defined templates. Preliminary evaluation of the effectiveness of iVirtualWorld showed positive results. The contribution of this study is threefold: 1) It provides a paradigm for investigating and developing 3DVW building tools from end users’ perspective; 2) It develops a prototype of a 3DVW building tool, which gives educators a framework to easily create educational virtual worlds using domain-specific concepts; 3) It conducts empirical research and collected preliminary experimental data for evaluation.


i-com ◽  
2017 ◽  
Vol 16 (3) ◽  
pp. 205-213 ◽  
Author(s):  
Patrick Tutzauer ◽  
Susanne Becker ◽  
Norbert Haala

AbstractWhile the generation of geometric 3D virtual models has become feasible to a great extent, the enrichment of the resulting urban building models with semantics remains an open research question in the field of geoinformation and geovisualisation. This additional information is not only valuable for applications like Building Information Modeling (BIM) but also offers possibilities to enhance the visual insight for humans when interacting with that kind of data. Depending on the application, presenting users the highest level of detail of building models is often neither the most informative nor feasible way. For example when using mobile apps, resources and display sizes are quite limited. A concrete use case is the imparting of building use types in urban scenes to users. Within our preliminary work, user studies helped to identify important features for the human ability to associate a building with its correct usage type. In this work we now embed this knowledge into building category-specific grammars to automatically modify the geometry of a building to align its visual appearance to its underlying use type. If the building category for a model is not known beforehand, we investigate its feature space and try to derive its use type from there. Within the context of this work, we developed a Virtual Reality (VR) framework that gives the user the possibility to switch between different building representation types while moving in the VR world, thus enabling us in the future to evaluate the potential and effect of the grammar-enhanced building model in an immersive environment.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


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