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.
{"title":"The blue-C (poster session): integrating real humans into a networked immersive environment","authors":"O. Staadt, M. Gross, A. Kunz, M. Meier","doi":"10.1145/351006.351047","DOIUrl":"https://doi.org/10.1145/351006.351047","url":null,"abstract":"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.\u0000The 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.\u0000The 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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"8 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":"123928716","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}
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.
{"title":"Collaborative augmented reality environments: integrating VR, working materials, and distributed work spaces","authors":"M. Büscher, Michael Christensen, Kaj Grønbæk, P. Krogh, P. Mogensen, D. Shapiro, P. Ørbæk","doi":"10.1145/351006.351012","DOIUrl":"https://doi.org/10.1145/351006.351012","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"17 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":"134373688","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}
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.
{"title":"DeskTOP, a system based on virtual spaces to support and to promote collaborative learning (poster session)","authors":"Roberto C. Portugal, Luis A. Guerrero, David A. Fuller","doi":"10.1145/351006.351045","DOIUrl":"https://doi.org/10.1145/351006.351045","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"118 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":"132822433","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}
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.
{"title":"Using a multiagent language for collaborative interactive prototyping (poster session)","authors":"V. Rodin, Valéry Raulet, A. Nédélec","doi":"10.1145/351006.351050","DOIUrl":"https://doi.org/10.1145/351006.351050","url":null,"abstract":"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.\u0000During an ARéViDis session, the dynamic properties of oRis allow the addition, modification or destruction of virtual agen ts in a distributed virtual environment.\u0000These 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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"43 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":"127391181","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}
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.
{"title":"Hands-on dance project (poster session): creative dance collaborations online","authors":"Sita Popat, K. Ng, Jacqueline Smith-Autard","doi":"10.1145/351006.351049","DOIUrl":"https://doi.org/10.1145/351006.351049","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"144 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":"123479556","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}
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.
{"title":"DISCOVERing the impact of reality (poster session)","authors":"Susan Turner, Phil Turner, L. Dawson, Alan J. Munro","doi":"10.1145/351006.351053","DOIUrl":"https://doi.org/10.1145/351006.351053","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"2 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":"123978042","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}
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.
{"title":"Embodied interaction in social virtual environments","authors":"E. Cuddihy, D. Walters","doi":"10.1145/351006.351039","DOIUrl":"https://doi.org/10.1145/351006.351039","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"113 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":"124891496","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}
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.
{"title":"The collaborative cube puzzle: a comparison of virtual and real environments","authors":"J. Wideström, Ann-Sofie Axelsson, Ralph Schroeder, Alexander Nilsson, I. Heldal, Åsa Abelin","doi":"10.1145/351006.351035","DOIUrl":"https://doi.org/10.1145/351006.351035","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"1 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":"130560620","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}
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.
{"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}
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.
{"title":"SciCentr and BioLearn: two 3D implementations of CVE science museums","authors":"M. Corbit, B. DeVarco","doi":"10.1145/351006.351014","DOIUrl":"https://doi.org/10.1145/351006.351014","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"61 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":"122539168","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}