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The blue-C (poster session): integrating real humans into a networked immersive environment blue-C(海报环节):将真实的人类融入到一个网络化的沉浸式环境中
Pub Date : 2000-09-01 DOI: 10.1145/351006.351047
O. Staadt, M. Gross, A. Kunz, M. Meier
In this paper, we report ongoing work in a new project, The Blue-C. The goal of this project is to build a collaborative, immersive virtual environment which will eventually integrate real humans, captured by a set of video cameras. Two Blue-C.s will be interconnected via a high-speed network. This will allow for bi-directional collaboration and interaction between two persons sharing virtual spaces.The video streams are used for both texture and geometry extraction. We will generate a 3-D light field inlay enriched with the reconstructed geometry, which will be integrated into the virtual environment.The design and construction of the Blue-C. environment, including both hardware and software, is an interdisciplinary effort with participants from the departments of computer science, architecture, product development, and electrical engineering. Parallel to the development of the core system, we are designing new applications in the areas of computer aided architectural design, product reviewing, and medicine, which will highlight the versatility of the Blue-C.
在本文中,我们报告了一个正在进行的新项目,The Blue-C。这个项目的目标是建立一个协作的、沉浸式的虚拟环境,最终将由一组摄像机捕捉到真实的人类。两个Blue-C。S将通过高速网络相互连接。这将允许共享虚拟空间的两个人之间的双向协作和交互。视频流用于纹理和几何提取。我们将生成一个富含重建几何体的三维光场嵌体,并将其融入虚拟环境中。Blue-C的设计和建造。环境,包括硬件和软件,是一个跨学科的努力,参与者来自计算机科学、体系结构、产品开发和电气工程等部门。在开发核心系统的同时,我们正在设计计算机辅助建筑设计、产品评审和医学领域的新应用程序,这将突出Blue-C的多功能性。
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引用次数: 13
Collaborative augmented reality environments: integrating VR, working materials, and distributed work spaces 协作增强现实环境:集成VR、工作材料和分布式工作空间
Pub Date : 2000-09-01 DOI: 10.1145/351006.351012
M. Büscher, Michael Christensen, Kaj Grønbæk, P. Krogh, P. Mogensen, D. Shapiro, P. Ørbæk
In this work, we present a new method for displaying stereo scenes, which speeds up the rendering time of complex geometry. We first discuss a scene splitting strategy, allowing us to partition objects to the distant background or the near foreground. Furthermore, wededuce a computation rule for positioning a cutting plane in the scene.
在这项工作中,我们提出了一种新的立体场景显示方法,可以加快复杂几何图形的渲染时间。我们首先讨论了一个场景分割策略,允许我们将物体分割到遥远的背景或近的前景。在此基础上,推导出了场景中切割平面定位的计算规则。
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引用次数: 40
DeskTOP, a system based on virtual spaces to support and to promote collaborative learning (poster session) 桌面,一个基于虚拟空间的支持和促进协作学习的系统(海报环节)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351045
Roberto C. Portugal, Luis A. Guerrero, David A. Fuller
provides a coordination mechanism to help to maintain an interaction order among the participants and to make it more efficient. The collaborative virtual environments have become a good alternative to construct collaborative learning systems. In this paper we present DeskTOP, a collaborative virtual environment implemented on the Web to support and to promote collaborative learning in university courses. This environment is designed mainly from the perspective of the desk and room metaphors. It makes use of design patterns in its architecture, promote the creation of customized collaborative learning environments and support a communication, collaboration and social interaction between lecturer and students through a shared virtual space. 2.2 Metaphors used in DeskTOP design The DeskTOP system uses the hall and collaboration rooms metaphors, as metaphors of place [3]; and the desk metaphor, as metaphor of interface [9]. The hall metaphor establishes a virtual environment which promotes public casual and informal interaction among its users. The collaboration rooms metaphor helps to represent shared environments within which the user can work in group. Through this metaphor, a common area is created for private interaction which provides users with working tools. Figure 2.1 represents the idea of these two metaphors.
提供一个协调机制,以帮助维护参与者之间的交互秩序,并使其更有效。协作虚拟环境已成为构建协作学习系统的一种良好选择。本文提出了一种基于Web的协作虚拟环境DeskTOP,以支持和促进大学课程中的协作学习。这个环境主要是从桌和房间的隐喻角度来设计的。它在其架构中使用设计模式,促进定制的协作学习环境的创建,并通过共享的虚拟空间支持讲师和学生之间的通信、协作和社会互动。2.2桌面设计中的隐喻桌面系统使用大厅和协作室的隐喻,作为场所的隐喻[3];桌子的比喻,作为接口[9]的比喻。大厅隐喻建立了一个虚拟环境,促进了用户之间的公共休闲和非正式互动。协作室比喻有助于表示用户可以在其中进行小组工作的共享环境。通过这个比喻,为私人交互创建了一个公共区域,为用户提供工作工具。图2.1表示了这两个隐喻的思想。
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引用次数: 8
Using a multiagent language for collaborative interactive prototyping (poster session) 使用多代理语言进行协作交互原型设计(海报会话)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351050
V. Rodin, Valéry Raulet, A. Nédélec
This paper introduces a Distributed Virtual Realit yplatform based on oRis, our dynamic and interpreted multi-agent language. This platform, called ARéViDis, has been designed for collaborative interactiv e protot yping.During an ARéViDis session, the dynamic properties of oRis allow the addition, modification or destruction of virtual agen ts in a distributed virtual environment.These modifications may either be introduced by the agents themselves or b y the users through various Computer Human Interfaces (CHI). These modifications may also be received accross the netw ork allowing communications in shared virtual worlds.
本文介绍了一种基于oRis的分布式虚拟现实平台,oRis是我们的动态解释性多智能体语言。这个平台被称为ar vidis,是为协作式交互原型输入而设计的。在arsamis会话期间,oRis的动态特性允许在分布式虚拟环境中添加、修改或破坏虚拟代理。这些修改可以由代理本身引入,也可以由用户通过各种计算机人机界面(CHI)引入。这些修改也可以通过网络接收,从而允许在共享的虚拟世界中进行通信。
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引用次数: 3
Hands-on dance project (poster session): creative dance collaborations online 实践舞蹈项目(海报环节):在线创意舞蹈合作
Pub Date : 2000-09-01 DOI: 10.1145/351006.351049
Sita Popat, K. Ng, Jacqueline Smith-Autard
This paper describes the extension of the creative, collaborative dance-making process via the Internet. The Hands-On Dance Project is a research project based on the World Wide Web. It facilitates collaboration between Internet users, regardless of their previous experience of dance, in the creation of danceworks through the Internet s communication and multimedia capabilities.
本文描述了创造性的、协作的舞蹈制作过程通过互联网的延伸。动手舞蹈项目是一个基于万维网的研究项目。它通过互联网的通信和多媒体功能,使没有舞蹈经验的互联网用户在创作舞蹈作品时进行合作。
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引用次数: 2
DISCOVERing the impact of reality (poster session) 发现现实的影响(海报环节)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351053
Susan Turner, Phil Turner, L. Dawson, Alan J. Munro
In this poster paper, we introduce the DISCOVER project, which is developing a CVE for teams to practice managing emergencies in offshore and maritime domains. Many factors constrain design in such contexts. Here we describe just one of them, the need for a particularly convincing sense of reality, and hence the lack of scope for 'magical' devices to support navigation and awareness. We outline the research and design challenges which this entails.
在这张海报中,我们介绍了DISCOVER项目,该项目正在为团队开发CVE,以实践管理近海和海洋领域的紧急情况。在这种情况下,许多因素限制了设计。这里我们只描述其中的一个,即需要一种特别令人信服的现实感,因此缺乏“神奇”设备来支持导航和意识。我们概述了这需要的研究和设计挑战。
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引用次数: 5
Embodied interaction in social virtual environments 社交虚拟环境中的具身互动
Pub Date : 2000-09-01 DOI: 10.1145/351006.351039
E. Cuddihy, D. Walters
The interaction models found in typical desktop virtual environments designed for social interactions need to be improved in order to provide an adequate sense of embodiment and appropriate levels of abstraction for collaborative tasks. In order to improve the kinds of user interfaces available in social desktop virtual environments, new mechanisms for embodied interaction are needed. Such mechanisms would allow the dynamic generation of user interface displaying currently available high-level actions that can be performed on objects. This paper evaluates the kinds of interactions currently available in social desktop virtual environments, explores how these interactions effect the end-user experience, and suggests possible solutions for improving a user's sense of embodiment and presence in such environments.
为社会交互而设计的典型桌面虚拟环境中的交互模型需要改进,以便为协作任务提供充分的体现感和适当的抽象级别。为了改进社交桌面虚拟环境中可用的用户界面类型,需要新的嵌入交互机制。这样的机制将允许动态生成用户界面,显示可以在对象上执行的当前可用的高级操作。本文评估了目前在社交桌面虚拟环境中可用的各种交互,探讨了这些交互如何影响最终用户体验,并提出了可能的解决方案,以改善用户在此类环境中的体现感和存在感。
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引用次数: 33
The collaborative cube puzzle: a comparison of virtual and real environments 协作立方体谜题:虚拟和真实环境的比较
Pub Date : 2000-09-01 DOI: 10.1145/351006.351035
J. Wideström, Ann-Sofie Axelsson, Ralph Schroeder, Alexander Nilsson, I. Heldal, Åsa Abelin
In this study we compared collaboration on a puzzle-solving task carried out by two persons in a virtual and a real environment. The task, putting together a cube consisting of different coloured blocks in a 'Rubiks' cubetype puzzle, was performed both in a shared virtual environment (VE) setting, using a Cave-type virtual reality (VR) system networked with a desktop VR system, and with cardboard coloured blocks in an equivalent real setting. The aims of the study were to investigate collaboration, leadership and performance in the two settings. We found that the participants contributed unequally to the task in the VE, and also differences in collaboration between the virtual and the real setting.
在这项研究中,我们比较了两个人在虚拟和现实环境中解决谜题的合作情况。这项任务是在一个共享的虚拟环境(VE)设置中,使用与桌面VR系统联网的洞穴式虚拟现实(VR)系统,以及在等效的真实环境中使用纸板彩色块,在“魔方”立方体类型的拼图中组合一个由不同颜色块组成的立方体。这项研究的目的是调查两种情况下的合作、领导和绩效。我们发现,在虚拟情境中,参与者对任务的贡献是不平等的,在虚拟情境和真实情境中,他们的协作也存在差异。
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引用次数: 50
Building objects and interactors for collaborative interactions with GASP 为与GASP的协作交互构建对象和交互器
Pub Date : 2000-09-01 DOI: 10.1145/351006.351029
Thierry Duval, D. Margery
asp (General Animation and Simulation Platform) was at rst designed to distribute the animation and simulation of multi-agent virtual environments. In the Gasp framework, a virtual world is composed of any number of simulation ob- jects. These simulation objects can be autonomous agents, interactors or user representations. We dene interactors as simulation objects which provide information on user input readable by any simulation object. Because simulation ob- jects can read information from any number of other simula- tion objects, it is then quite easy to design objects on which any number of users (or other simulation objects) can col- laborate. As the Gasp run-time kernel can distribute the calculations associated with those simulation objects on dif- ferent workstations, collaborative virtual environments can easily be built. In this paper, we explain how, in our frame- work, interactors and interactive objects are distributed for collaborative interactions and how it is possible to build an interactive object from an existing object without changing the code of that object.
asp(通用动画与仿真平台)最初是为了实现多智能体虚拟环境的动画与仿真分布而设计的。在Gasp框架中,虚拟世界由任意数量的模拟对象组成。这些模拟对象可以是自主代理、交互器或用户表示。我们将交互器定义为仿真对象,它提供任何仿真对象可读的用户输入信息。由于仿真对象可以从任意数量的其他仿真对象中读取信息,因此设计任意数量的用户(或其他仿真对象)可以协作的对象非常容易。由于Gasp运行时内核可以在不同的工作站上分发与这些仿真对象相关的计算,因此可以很容易地构建协作虚拟环境。在本文中,我们解释了在我们的框架中,交互器和交互对象是如何为协作交互而分布的,以及如何在不改变现有对象代码的情况下从现有对象构建交互对象。
{"title":"Building objects and interactors for collaborative interactions with GASP","authors":"Thierry Duval, D. Margery","doi":"10.1145/351006.351029","DOIUrl":"https://doi.org/10.1145/351006.351029","url":null,"abstract":"asp (General Animation and Simulation Platform) was at rst designed to distribute the animation and simulation of multi-agent virtual environments. In the Gasp framework, a virtual world is composed of any number of simulation ob- jects. These simulation objects can be autonomous agents, interactors or user representations. We dene interactors as simulation objects which provide information on user input readable by any simulation object. Because simulation ob- jects can read information from any number of other simula- tion objects, it is then quite easy to design objects on which any number of users (or other simulation objects) can col- laborate. As the Gasp run-time kernel can distribute the calculations associated with those simulation objects on dif- ferent workstations, collaborative virtual environments can easily be built. In this paper, we explain how, in our frame- work, interactors and interactive objects are distributed for collaborative interactions and how it is possible to build an interactive object from an existing object without changing the code of that object.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"49 Spec No 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2000-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130837178","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
SciCentr and BioLearn: two 3D implementations of CVE science museums sciicentrr和biollearn:两个CVE科学博物馆的3D实现
Pub Date : 2000-09-01 DOI: 10.1145/351006.351014
M. Corbit, B. DeVarco
In this paper, we present and compare two examples of the use of the Active Worlds client/server technology for implementation of 3D multi-user virtual science museums: SciCentr, developed as a standalone environment at the Cornell Theory Center, Cornell University's high-performance computing center, and Biolearn, a virtual visitors center for the proposed LifeLearn Bioregional Learning Center on the Northern California Coast. SciCenter focuses on interactive exhibits analogous to those of a traditional hands-on science center, but presented solely within the virtual space. In contrast, BioLearn is designed to provide a globally accessible interactive tour of the seaside museum and preserve by offering web-based information about the bioregion in a dynamic, natural 3D setting.
在本文中,我们提出并比较了两个使用Active Worlds客户机/服务器技术实现3D多用户虚拟科学博物馆的例子:在康奈尔大学理论中心(Cornell University’s高性能计算中心)作为独立环境开发的sciicentrr,以及为北加州海岸拟议的LifeLearn生物区域学习中心(LifeLearn Bioregional Learning Center)开发的虚拟游客中心Biolearn。SciCenter专注于互动展览,类似于传统的动手科学中心,但仅在虚拟空间中呈现。相比之下,biollearn旨在提供一个全球可访问的海滨博物馆和保护区互动之旅,通过动态、自然的3D环境提供有关生物区域的网络信息。
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引用次数: 25
期刊
International Conference on Collaborative Virtual Environments
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