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":"Accelerated rendering in stereo-based projections (poster session)","authors":"S. Stoev, Tobias Hüttner, W. Straßer","doi":"10.1145/351006.351056","DOIUrl":"https://doi.org/10.1145/351006.351056","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":"236 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":"133649099","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 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.
{"title":"Mediazine - a combination of television, radio, WWW, telecommunication and 3D computer sound and graphics","authors":"N. Schiffner, Hartmut Chodura","doi":"10.1145/351006.351032","DOIUrl":"https://doi.org/10.1145/351006.351032","url":null,"abstract":"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.\u0000For 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.\u0000The 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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"230 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":"132540000","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. 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.
{"title":"Ages of avatar: community building for inhabited television","authors":"M. Craven, S. Benford, C. Greenhalgh, John Wyver, Claire-Janine Brazier, A. Oldroyd, Tim Regan","doi":"10.1145/351006.351040","DOIUrl":"https://doi.org/10.1145/351006.351040","url":null,"abstract":"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.","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":"128412597","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}
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.
{"title":"Revealing the realities of collaborative virtual reality","authors":"Mike Fraser, T. Glover, I. Vaghi, S. Benford, C. Greenhalgh, J. Hindmarsh, C. Heath","doi":"10.1145/351006.351010","DOIUrl":"https://doi.org/10.1145/351006.351010","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"64 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":"133837464","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}
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.
{"title":"Distributed design review in virtual environments","authors":"Mike Daily, M. Howard, J. Jerald, Craig Lee, K. Martin, Doug McInnes, Pete Tinker","doi":"10.1145/351006.351013","DOIUrl":"https://doi.org/10.1145/351006.351013","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"71 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":"129167778","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}
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.
{"title":"Component framework infrastructure for virtual environments","authors":"Manuel Oliveira, J. Crowcroft, M. Slater","doi":"10.1145/351006.351030","DOIUrl":"https://doi.org/10.1145/351006.351030","url":null,"abstract":"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.\u0000This 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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"5 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":"121809411","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 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.
{"title":"Welsh mathematician walks in cyberspace","authors":"A. Dix","doi":"10.1145/351006.351007","DOIUrl":"https://doi.org/10.1145/351006.351007","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"100 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":"122666707","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. 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.
{"title":"Acting in virtual reality","authors":"M. Slater, J. Howell, A. Steed, David-Paul Pertaub, Maia Garau","doi":"10.1145/351006.351020","DOIUrl":"https://doi.org/10.1145/351006.351020","url":null,"abstract":"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.","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":"130533905","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}
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.
{"title":"Collaboration and learning within immersive virtual reality","authors":"R. Jackson, E. Fagan","doi":"10.1145/351006.351018","DOIUrl":"https://doi.org/10.1145/351006.351018","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"131 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":"121531465","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}
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.
{"title":"A collaborative document management environment for teaching and learning (poster session)","authors":"T. Hampel, Reinhard Keil","doi":"10.1145/351006.351044","DOIUrl":"https://doi.org/10.1145/351006.351044","url":null,"abstract":"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.","PeriodicalId":193080,"journal":{"name":"International Conference on Collaborative Virtual Environments","volume":"550 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":"123243971","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}