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Accelerated rendering in stereo-based projections (poster session) 基于立体投影的加速渲染(海报部分)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351056
S. Stoev, Tobias Hüttner, W. Straßer
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: 1
Mediazine - a combination of television, radio, WWW, telecommunication and 3D computer sound and graphics Mediazine -电视,广播,万维网,电信和3D计算机声音和图形的组合
Pub Date : 2000-09-01 DOI: 10.1145/351006.351032
N. Schiffner, Hartmut Chodura
The Mediazine is a distributed interactive multimedia magazine for the Internet including text, applications, images, live audio, live-video, animations, 3D computer graphics. Users and Actors can interactively meet each other in a shared virtual environment that is distributed via computer network. The system uses high quality multimedia streams.For the playback of audio an own developed Spatial Audio Server is used. On one hand it provides output lor the communication system, an Internet-Telephone. On the other hand it manages sound of applications like TV and radio. Additionally spatialized binaural output is provided for the sound: In the virtual environment participants speech the can be located from where their avatars are placed. The participant's sound is coming from the place where the video is presented.The paper describes how the system is built. It focuses on the mechanism of controlling the amount and quality of multimedia information on behalf of the network and the receiver system. Furthermore, the paper discusses how agents can be integrated as components in the system that is organized as an object-oriented application framework. Authors can take advantage of this concept specifying the agent's behavior efficiently in a target domain specific way. Finally, a prototype implementation of the mediazine system is presented.
《Mediazine》是一份面向互联网的分布式交互式多媒体杂志,内容包括文本、应用程序、图像、实时音频、实时视频、动画和3D计算机图形。用户和参与者可以在通过计算机网络分布的共享虚拟环境中交互地见面。系统采用高质量的多媒体流。为了播放音频,使用了自己开发的空间音频服务器。一方面,它为通信系统——互联网电话——提供输出。另一方面,它管理像电视和广播这样的应用程序的声音。此外,声音还提供了空间化的双耳输出:在虚拟环境中,参与者说话的位置可以从他们的虚拟形象所在的位置定位。参与者的声音来自视频播放的地方。本文介绍了该系统的构建过程。着重从网络和接收系统的角度对多媒体信息的数量和质量进行控制。此外,本文还讨论了如何将代理作为组件集成到组织为面向对象应用程序框架的系统中。作者可以利用这个概念,以特定于目标领域的方式有效地指定代理的行为。最后,给出了该系统的原型实现。
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引用次数: 0
Ages of avatar: community building for inhabited television 化身时代:居住电视的社区建设
Pub Date : 2000-09-01 DOI: 10.1145/351006.351040
M. Craven, S. Benford, C. Greenhalgh, John Wyver, Claire-Janine Brazier, A. Oldroyd, Tim Regan
In this paper we describe and analyse the community building process for Ages of Avatar, a set of on-line Collaborative Virtual Environments created in MicrosoftVirtual Worlds, which form part of an ongoing experiment in Inhabited Television, aiming to merge CVEs and broadcast media. We describe the means by which the CVEs were launched, promoted and supported alongside a television broadcast channel, and how actions of viewers acting as inhabitants in the CVE can be used to provide broadcast material. We explain how the world content and their super-structure were managed to encourage the growth of a community over a short period of time. Using logs of activities in the worlds we deduce some of the characteristics of the community which was formed.
在本文中,我们描述并分析了《阿凡达时代》的社区建设过程,《阿凡达时代》是一套在微软虚拟世界中创建的在线协作虚拟环境,它是《有人居住的电视》正在进行的实验的一部分,旨在合并cve和广播媒体。我们描述了与电视广播频道一起推出、推广和支持CVE的方法,以及如何使用作为CVE居民的观众的行动来提供广播材料。我们解释了世界内容和它们的上层结构是如何在短时间内鼓励社区发展的。利用世界活动日志,我们推断出所形成的社区的一些特征。
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引用次数: 31
Revealing the realities of collaborative virtual reality 揭示协作虚拟现实的现实
Pub Date : 2000-09-01 DOI: 10.1145/351006.351010
Mike Fraser, T. Glover, I. Vaghi, S. Benford, C. Greenhalgh, J. Hindmarsh, C. Heath
We look at differences between the experience of virtual environments and physical reality, and consider making the technical limitations which cause these differences 'visible', aiming to provide resources to enhance communication between users. Three causes of such discrepancies are considered to illustrate this idea: field-of-view; haptic feedback; and network delays. For each, we examine ways of revealing the limitations of the virtual world as resources to better understand the intricacies of system and co-user behaviour. These examples introduce a broader discussion of design issues involved in producing interfaces for day-to-day collaboration through virtual environments. Issues include: the application and activity undertaken through the virtual world; the ability to focus on the business at hand rather than the system in use; and extent of users' familiarity with application and system.
我们着眼于虚拟环境和物理现实体验之间的差异,并考虑使导致这些差异的技术限制“可见”,旨在提供资源以增强用户之间的沟通。这种差异的三个原因被认为是为了说明这个想法:视野;触觉反馈;还有网络延迟。对于每一种,我们都考察了揭示虚拟世界作为资源的局限性的方法,以更好地理解系统和共同用户行为的复杂性。这些示例对通过虚拟环境为日常协作生成接口所涉及的设计问题进行了更广泛的讨论。问题包括:通过虚拟世界进行的应用和活动;能够专注于手头的业务,而不是正在使用的系统;用户对应用程序和系统的熟悉程度。
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引用次数: 83
Distributed design review in virtual environments 虚拟环境中的分布式设计评审
Pub Date : 2000-09-01 DOI: 10.1145/351006.351013
Mike Daily, M. Howard, J. Jerald, Craig Lee, K. Martin, Doug McInnes, Pete Tinker
In large distributed corporations, distributed design review offers the potential for cost savings, reduced time to market, and improved efficiency. It also has the potential to improve the design process by enabling wider expertise to be incorporated in design reviews. This paper describes the integration of several components to enable distributed virtual design review in mixed multi-party, heterogeneous multi-site 2D and immersive 3D environments. The system provides higher layers of support for collaboration including avatars, high fidelity audio, and shared artifact manipulation. The system functions across several interface environments ranging from CAVEs to Walls to desktop workstations. At the center of the software architecture is the Human Integrating Virtual Environment (HIVE) [6], a collaboration infrastructure and toolset to support research and development of multi-user, geographically distributed, 2D and 3D shared applications. The HIVE functions with VisualEyes software for visualizing 3D data in virtual environments. We also describe in detail the configuration and lessons learned in a two site, heterogeneous multi-user demonstration of the system between HRL Laboratories in Malibu, California and GM R&D in Warren, Michigan.
在大型分布式公司中,分布式设计审查提供了节约成本、缩短上市时间和提高效率的潜力。它还具有改进设计过程的潜力,可以将更广泛的专业知识纳入设计评审。本文描述了几个组件的集成,以实现在混合多方,异构多站点2D和沉浸式3D环境中的分布式虚拟设计审查。该系统为协作提供了更高层次的支持,包括虚拟角色、高保真音频和共享工件操作。该系统可以跨多个接口环境运行,从CAVEs到Walls再到桌面工作站。软件架构的核心是人类集成虚拟环境(HIVE)[6],这是一个协作基础设施和工具集,用于支持多用户、地理分布、2D和3D共享应用程序的研究和开发。HIVE与VisualEyes软件一起工作,用于在虚拟环境中可视化3D数据。我们还详细描述了该系统在加利福尼亚州马里布的HRL实验室和密歇根州沃伦的GM研发中心之间的两个站点、异构多用户演示中的配置和经验教训。
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引用次数: 55
Component framework infrastructure for virtual environments 用于虚拟环境的组件框架基础设施
Pub Date : 2000-09-01 DOI: 10.1145/351006.351030
Manuel Oliveira, J. Crowcroft, M. Slater
Virtual Environments (VE) present a complex problem with interesting non-trivial challenges for system development, in particular when the VE is distributed and shared amongst multiple participants. Most problems are common to any VE system, however the development effort is replicated because current systems are neither evolutionary nor allow integration of code across different systems.This paper presents the Java Adaptive Dynamic Environment (JADE), which consists of a light-weight cross-platform kernel with inherent capabilities for dynamic extensibility in run-time. This kernel is the embodiment of a component framework for the underlying infrastructure of VE systems, addressing the problems of evolution and integration.
虚拟环境(VE)提出了一个复杂的问题,对系统开发提出了有趣的重大挑战,特别是当VE在多个参与者之间分布和共享时。大多数问题对于任何VE系统都是常见的,但是由于当前的系统既不进化也不允许跨不同系统的代码集成,因此开发工作是重复的。本文介绍了Java自适应动态环境(JADE),它由一个轻量级的跨平台内核组成,具有在运行时进行动态扩展的固有能力。该内核是VE系统底层基础设施的组件框架的具体体现,用于解决演化和集成问题。
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引用次数: 37
Welsh mathematician walks in cyberspace 威尔士数学家在网络空间行走
Pub Date : 2000-09-01 DOI: 10.1145/351006.351007
A. Dix
This talk examines some models of 'space' and things in space drawing from diverse areas: mathematics (my first love), architecture, cognition as well as those developed specifically for VR; and shows how these impact and inform virtual space. Also important is the human geography of virtual space and the Internet which has been particularly important to me recently with my company hat on – mapping the interrelationships between communities of users and service providers in the Internet (we call it market ecology). This is in turn related to recommender systems, virtual communities and e-commerce. Models of 'space' from physics are not the same as those from our day-to-day experience, and neither has stayed constant through time. cyberspace challenges these models more fundamentally still, not just virtual reality, but all forms of mixed reality, mobile and ubiquitous computing. By understanding some of these models of space we may be able to better understand and better design the space of tomorrow.
本次演讲探讨了来自不同领域的“空间”模型和空间中的事物:数学(我的初恋)、建筑、认知以及专门为VR开发的模型;并展示了这些是如何影响和影响虚拟空间的。同样重要的是虚拟空间和互联网的人文地理,这对我最近和我的公司来说尤其重要——绘制互联网中用户社区和服务提供商之间的相互关系(我们称之为市场生态)。这又与推荐系统、虚拟社区和电子商务有关。物理学中的“空间”模型与我们日常经验中的“空间”模型不同,两者都不会随着时间的推移而保持不变。网络空间从根本上挑战了这些模式,不仅是虚拟现实,还有各种形式的混合现实、移动和无处不在的计算。通过理解这些空间模型,我们也许能够更好地理解和设计未来的空间。
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引用次数: 3
Acting in virtual reality 在虚拟现实中表演
Pub Date : 2000-09-01 DOI: 10.1145/351006.351020
M. Slater, J. Howell, A. Steed, David-Paul Pertaub, Maia Garau
Three pairs of professional actors and a director each met in a shared non-immersive virtual reality system over a two-week period to rehearse a short play. The actors and director never met one another physically until a short time before a live rehearsal in front of an audience. The actors were represented by avatars which could be controlled to make a range of facial expressions, and some body movements, including navigation through the space. The study examined the extent to which virtual reality could be used by the actors and director to rehearse their later live performance. Four indicators captured by questionnaires show that over the period of the four days their sense of presence in the virtual rehearsal space, their co-presence with the other actor, and their degree of cooperation all increased. Moreover their evaluation of the extent to which the virtual rehearsal was similar to a real rehearsal also increased. Debriefing sessions with the actors and director are reported, which suggest that a performance level was reached in the virtual rehearsal which formed the basis of a successful live performance.
在为期两周的时间里,三对专业演员和一名导演在一个共享的非沉浸式虚拟现实系统中会面,排练一出短剧。演员和导演从来没有见过面,直到在现场排练前的一小段时间,在观众面前。这些演员是由虚拟人物来代表的,这些虚拟人物可以通过控制做出一系列的面部表情和一些身体动作,包括在空间中导航。该研究考察了演员和导演在排练后期现场表演时,虚拟现实技术的应用程度。问卷调查的四个指标显示,在四天的时间里,他们在虚拟排练空间中的存在感,他们与其他演员的共同存在感以及他们的合作程度都有所增加。此外,他们对虚拟排练与真实排练相似程度的评价也有所提高。据报道,与演员和导演的汇报会议表明,在虚拟排练中达到了一个表演水平,这是成功的现场表演的基础。
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引用次数: 96
Collaboration and learning within immersive virtual reality 沉浸式虚拟现实中的协作和学习
Pub Date : 2000-09-01 DOI: 10.1145/351006.351018
R. Jackson, E. Fagan
We are studying collaboration and learning within immersive virtual reality (IVR) using a head-mounted display technology. This research, supported by the College of Education and Human Interface Technology Laboratory at the University of Washington, is currently concerned with the activities of 56 ninth grade students at work in a public school environment. Subjects worked as individuals and in pairs while investigating the concepts of global warming within an audio-enhanced virtual reality model of Seattle called Global Change World (GCW). Three groupings of subjects were provided with different collaborative experiences while immersed within the GCW virtual learning environment: (1) Individuals who received minimal support during the learning exercise provided; (2) Paired peers who collaborated throughout the learning exercise; and (3) Individuals who completed the learning exercise in collaboration with an in-world expert companion. It is concluded that collaborative IVR learning experiences can be successfully integrated into existing school curricula in spite of a significant lack of knowledge regarding the nature of human communication, interaction, and learning within VLEs.
我们正在使用头戴式显示技术研究沉浸式虚拟现实(IVR)中的协作和学习。这项由华盛顿大学教育学院和人机界面技术实验室支持的研究,目前关注的是56名在公立学校工作的九年级学生的活动。在西雅图的一个名为“全球变化世界”(GCW)的音频增强虚拟现实模型中,研究对象以个人或结对的方式研究全球变暖的概念。在GCW虚拟学习环境中,为三组被试提供不同的协作体验:(1)在学习练习中获得最少支持的个体;(2)在整个学习过程中进行合作的同伴;(3)与世界上的专家伙伴合作完成学习练习的个体。结论是,协作式IVR学习经验可以成功地整合到现有的学校课程中,尽管在VLEs中缺乏关于人类交流、互动和学习本质的知识。
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引用次数: 116
A collaborative document management environment for teaching and learning (poster session) 协作式的教与学文档管理环境(海报环节)
Pub Date : 2000-09-01 DOI: 10.1145/351006.351044
T. Hampel, Reinhard Keil
1. THE IDEA The basic idea behind the sTeam project (structuring information in a team) is to provide students and teachers with technical means to create their own personal memories, archives and libraries by referring to a largely incoherent environment of distributed knowledge. The sTeam approach embodies a strict learner centred perspective. To accomplish this, we have developed a client-server system that combines two traditionally separated architectures, document management systems (DMS) and collaborative virtual environments (CVEs). Since future developments should be based on learners` experiences, an open source approach has been taken.
1. sTeam项目(在一个团队中构建信息)背后的基本理念是为学生和教师提供技术手段,通过参考一个很大程度上不连贯的分布式知识环境来创建他们自己的个人记忆、档案和图书馆。sTeam方法体现了严格的以学习者为中心的观点。为了实现这一点,我们开发了一个客户机-服务器系统,它结合了两个传统上分离的体系结构:文档管理系统(DMS)和协作虚拟环境(cve)。由于未来的开发应该基于学习者的经验,因此采用了开源方法。
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引用次数: 2
期刊
International Conference on Collaborative Virtual Environments
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