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Virtual Reality Tools for Internet-Based Robotic Teleoperation 基于互联网的机器人遥操作的虚拟现实工具
Xiaoli Yang, Qing Chen
This paper describes the general system and software architecture for the Internet-based robotic teleoperation system using virtual reality tools. The existing technology and application are discussed in this paper. An example is also presented based on the general architecture. Finally, the conclusion and future research direction are given.
本文介绍了利用虚拟现实工具实现基于互联网的机器人遥操作系统的总体系统和软件体系结构。本文对现有的技术和应用进行了讨论。最后给出了一个基于通用体系结构的实例。最后,对本文的研究结论和未来的研究方向进行了展望。
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引用次数: 14
Interactive Virtual Reality on the Grid 网格上的交互式虚拟现实
D. Kranzlmüller, H. Rosmanith, P. Heinzlreiter, Martin Polak
The grid has received a substantial amount of interest (and funding) over the past few years, even though the majority of grid applications are still batch-oriented. For this reason, extensions to grid middleware are a basic necessity to advance the idea of the grid into new application domains. The glogin tool and its integration into the Grid Visualization Kernel (GVK) yield both, interactivity and visualization, into the grid. While glogin enables the tunneling of arbitrary interactive traffic in and out of the grid, GVK offers transparent visualization services for grid applications while exploiting the grid’s performance for time-consuming visualization tasks. In this paper, the utilization of glogin and GVK is demonstrated for Virtual Reality (VR) environments. Two distinct approaches for VR, using either abstract visualization objects or video streams, are explained, highlighting advantages and disadvantages of each.
尽管大多数网格应用程序仍然是面向批处理的,但在过去几年中,网格已经获得了大量的兴趣(和资金)。因此,网格中间件的扩展是将网格思想推进到新的应用程序领域的基本必要条件。glogin工具及其与网格可视化内核(Grid Visualization Kernel, GVK)的集成为网格提供了交互性和可视化。glogin支持任意进出网格的交互流量隧道,而GVK则为网格应用程序提供透明的可视化服务,同时利用网格的性能来完成耗时的可视化任务。本文演示了glogin和GVK在虚拟现实(VR)环境中的应用。解释了使用抽象可视化对象或视频流的两种不同的VR方法,并强调了每种方法的优点和缺点。
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引用次数: 9
Visibility Path-Finding in Relation to Hybrid Strategy-Based Models in Distributed Interactive Applications 分布式交互应用中基于混合策略模型的可见性寻径
D. Madden, D. Delaney, S. McLoone, Tomas E. Ward
The hybrid strategy-based modeling approach is a method for reducing the number of network packets that need to be transmitted to maintain global consistency in Distributed Interactive Applications. It combines a short-term model such as dead reckoning with a long-term strategy model. A key aspect of this approach is to determine strategies that users adopt in navigating the simulated environment to satisfy some objective or goal. Computer-generated artificial entities called BOTS, navigate by employing an Artificial Intelligence technique called path finding. This paper proposes using the A* path finding algorithm to automatically compute strategies that human users might take through the simulated environment. Since the A* algorithm operates on a graph representation of the environment and because of the real-time constraints imposed on Distributed Interactive Applications, the paper also carries out a comparative analysis of two extreme graph representations of the environment — a standard regular grid and a minimal grid representation. The comparison shows that the minimal grid leads to an order of magnitude reduction in real-time computation compared to the regular grid. In addition the paths computed using the minimal grid and the A* algorithm are used to determine strategy models as part of the hybrid strategy-based modeling approach. It is shown that this reduces the network traffic required to maintain global consistency of entity dynamics in two simulated environments.
基于混合策略的建模方法是一种在分布式交互应用程序中减少为保持全局一致性而需要传输的网络数据包数量的方法。它将航位推算等短期模型与长期战略模型相结合。该方法的一个关键方面是确定用户在导航模拟环境时采用的策略,以满足某些目标或目标。计算机生成的人工实体被称为BOTS,通过使用一种被称为寻路的人工智能技术进行导航。本文提出使用A*寻径算法来自动计算人类用户在模拟环境中可能采取的策略。由于A*算法在环境的图形表示上运行,并且由于分布式交互应用程序施加的实时约束,本文还对环境的两种极端图形表示-标准规则网格和最小网格表示进行了比较分析。对比结果表明,与常规网格相比,最小网格的实时计算量降低了一个数量级。此外,使用最小网格和A*算法计算的路径用于确定策略模型,作为基于混合策略的建模方法的一部分。结果表明,这减少了在两个模拟环境中保持实体动态全局一致性所需的网络流量。
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引用次数: 3
3D Web-Based Virtual Simulation Environments Extensibility through Interactive Non-Linear Stories 基于web的三维虚拟仿真环境通过交互式非线性故事的可扩展性
A. Boukerche, R. B. Araujo, Diego Daniel Duarte
3D virtual simulation environments (VE) applications have been impelled mainly by the computer games industry, military and industrial training and product design development. However, most of the existing systems are focused on specific tasks and have a supporting structure, which is closely tight to the application. As a consequence, a change in the application usually means a change in the supporting structure too, making it difficult and expensive to develop new or to extend existing VEs. In this paper, we present a novel approach to building and extending 3D virtual simulation environments through the integration of interactive non-linear stories and Virtual Reality. With this approach, VEs are composed as non-linear stories which can be changed either completely or partly, making it easier for developers to build and/or extend VEs applications, such as highly dynamic marketing campaigns to 3D virtual shops, customized training courses, educational and entertainment games, etc. Moreover, the use of a non-linear story for building a VE application can also facilitate the communication among the different professionals involved in the building of complex VE applications.
3D虚拟仿真环境(VE)的应用主要受到计算机游戏行业、军事和工业培训以及产品设计开发的推动。然而,大多数现有系统都专注于特定的任务,并具有与应用程序紧密相关的支持结构。因此,应用程序中的更改通常也意味着支持结构的更改,这使得开发新的ve或扩展现有ve变得困难和昂贵。在本文中,我们提出了一种通过集成交互式非线性故事和虚拟现实来构建和扩展3D虚拟仿真环境的新方法。通过这种方法,虚拟现实可以由非线性故事组成,可以完全或部分改变,使开发者更容易构建和/或扩展虚拟现实应用,例如3D虚拟商店的高动态营销活动,定制培训课程,教育和娱乐游戏等。此外,使用非线性故事构建VE应用程序还可以促进构建复杂VE应用程序所涉及的不同专业人员之间的沟通。
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引用次数: 5
Investigating Behavioural State Data-Partitioning for User-Modelling in Distributed Interactive Applications 分布式交互应用中用户建模的行为状态数据划分研究
Aaron McCoy, S. McLoone, Tomas E. Ward, D. Delaney
Distributed Interactive Applications (DIAs) have been gaining commercial success in recent years due to the widespread appeal of networked multiplayer computer games. Within these games, participants interact with each other and their environment, producing complex behavioural patterns that evolve over time. These patterns are non-linear, and often appear to exhibit dependencies under certain conditions. In this paper, we analyse the behavioural patterns of two users interacting in a DIA. Our motivation behind this analysis is to construct models of user behaviour that can be used within Entity-State-Update (ESU) mechanisms. By representing their behaviour as time-series datasets, we investigate the use of simple statistical dependence measures to help partition the datasets and identify three different types of behavioural states exhibited by the two users. It is our intention that future research on ESU mechanisms can utilize this behavioural partitioning to reduce the network traffic in a DIA based on a hybrid-model approach.
近年来,由于网络多人电脑游戏的广泛普及,分布式交互应用程序(DIAs)在商业上取得了成功。在这些游戏中,参与者彼此互动,与环境互动,产生复杂的行为模式,并随着时间的推移而演变。这些模式是非线性的,并且经常在某些条件下表现出依赖性。在本文中,我们分析了在DIA中交互的两个用户的行为模式。我们分析背后的动机是构建可以在实体-状态-更新(ESU)机制中使用的用户行为模型。通过将他们的行为表示为时间序列数据集,我们研究了使用简单的统计依赖度量来帮助划分数据集,并确定两个用户表现出的三种不同类型的行为状态。我们希望未来对ESU机制的研究可以利用这种行为划分来减少基于混合模型方法的DIA中的网络流量。
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引用次数: 5
Exploring the Spatial Density of Strategy Models in a Realistic Distributed Interactive Application 现实分布式交互应用中策略模型的空间密度探讨
D. Marshall, D. Delaney, S. McLoone, Tomas E. Ward
As Distributed Interactive Applications (DIAs) become increasingly more prominent in the video game industry they must scale to accommodate progressively more users and maintain a globally consistent worldview. However, network constraints, such as bandwidth, limit the amount of communication allowed between users. Several methods of reducing network communication packets, while maintaining consistency, exist. These include dead reckoning and the hybrid strategy-based modelling approach. This latter method combines a short-term model such as dead reckoning with a long-term strategy model of user behaviour. By employing the strategy that most closely represents user behaviour, a reduction in the number of network packets that must be transmitted to maintain consistency has been shown. In this paper a novel method for constructing multiple long-term strategies using dead reckoning and polygons is described. Furthermore the algorithms are implemented in an industry-proven game engine known as Torque. A series of experiments are executed to investigate the effects of varying the spatial density of strategy models on the number of packets that need to be transmitted to maintain the global consistency of the DIA. The results show that increasing the spatial density of strategy models allows a higher consistency to be achieved with fewer packets using the hybrid strategy-based model than with pure dead reckoning. In some cases, the hybrid strategy-based model completely replaces dead reckoning as a means of communicating updates.
随着分布式交互应用程序(Distributed Interactive application,简称DIAs)在电子游戏行业中的地位日益突出,它们必须进行扩展以适应越来越多的用户,并保持全球一致的世界观。然而,网络限制,如带宽,限制了用户之间允许的通信量。有几种方法可以减少网络通信数据包,同时保持一致性。其中包括航位推算和基于混合策略的建模方法。后一种方法将航位推算等短期模型与用户行为的长期战略模型相结合。通过采用最能代表用户行为的策略,可以减少为保持一致性而必须传输的网络数据包的数量。本文提出了一种利用航位推算和多边形构造多个长期策略的新方法。此外,这些算法在一个被称为Torque的行业验证的游戏引擎中实现。通过一系列实验研究了策略模型的空间密度变化对保持DIA全局一致性所需传输的数据包数量的影响。结果表明,与单纯航位推算相比,增加策略模型的空间密度可以使基于混合策略的模型在较少数据包的情况下获得更高的一致性。在某些情况下,基于混合策略的模型完全取代了航位推算作为沟通更新的手段。
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引用次数: 7
VEML: A Mark Up Language to Describe Web-Based Virtual Environment through Atomic Simulations VEML:一种通过原子模拟描述基于web的虚拟环境的标记语言
A. Boukerche, Diego Daniel Duarte, R. B. Araujo
Although web-based 3D virtual simulation environments are appealing applications, their construction in large scale is a challenging task. Existing systems that support 3D virtual environments focus typically on specific tasks and have a supporting structure, which is closely tight to the application. As a consequence, a change in the application usually means a change in the supporting structure too, making it difficult and expensive to develop new or to extend/change existing VE applications. Thus, solutions that can decrease the development time of 3D virtual environments are most welcome. This paper introduces a novel approach for building and extending virtual environments. An XML-based mark up language, VEML, is presented, which describes simulations through the concept of atomic simulation. VEML can be used to create and/or to extend highly dynamic 3D virtual environments, such as marketing campaigns for virtual shopping mall, customized training environments, etc.
尽管基于web的三维虚拟仿真环境是一种很有吸引力的应用,但其大规模构建是一项具有挑战性的任务。支持3D虚拟环境的现有系统通常侧重于特定任务,并具有与应用程序紧密相关的支持结构。因此,应用程序中的更改通常也意味着支持结构的更改,这使得开发新的或扩展/更改现有VE应用程序变得困难和昂贵。因此,能够缩短3D虚拟环境开发时间的解决方案是最受欢迎的。本文介绍了一种构建和扩展虚拟环境的新方法。提出了一种基于xml的标记语言VEML,它通过原子模拟的概念来描述模拟。VEML可用于创建和/或扩展高度动态的3D虚拟环境,例如虚拟购物中心的营销活动,定制培训环境等。
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引用次数: 5
LORNAV: A Demo of a Virtual Reality Tool for Navigation and Authoring of Learning Object Repositories 用于导航和创建学习对象存储库的虚拟现实工具演示
Mohamed Abdur Rahman, M. A. Hossain, Abdulmotaleb El Saddik
Navigation in 3D world has reached its pinnacle with the advent of several technologies like JAVA, XML, WEB SERVICES, VRML, X3D etc. A lot of efforts have been given to visualize and navigate in virtual mall, cities, digital libraries etc. Most of them visualize only static objects. We designed a Virtual Reality (VR) Tool, called Learning Object Repository Navigation and Authoring in Virtual environment (LORNAV) that extracts Learning Object Metadata (LOM) dynamically from repositories and creates 3D representation of these objects. The proposed tool provides several facilities such as personalized navigation allowing a user to view content that is of interest to him. It also helps users to create new aggregated Learning Objects (LOs) from existing ones in a 3D Environment to be presented in SMIL format.
随着JAVA、XML、WEB SERVICES、VRML、X3D等技术的出现,3D世界中的导航已经达到了顶峰。在虚拟商场、城市、数字图书馆等方面,人们已经付出了很多努力来实现可视化和导航。它们中的大多数只可视化静态对象。我们设计了一个虚拟现实(VR)工具,称为虚拟环境中的学习对象存储库导航和创作(LORNAV),它从存储库中动态提取学习对象元数据(LOM),并创建这些对象的3D表示。建议的工具提供了一些功能,如个性化导航,允许用户查看他感兴趣的内容。它还帮助用户从3D环境中的现有学习对象创建新的聚合学习对象(LOs),以SMIL格式呈现。
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引用次数: 8
A Simulation Environment for Nuclear Power Plants 核电站的模拟环境
M. Díaz, Daniel Garrido
The development of simulators for complex systems like nuclear power plants is a hard task where many different factors have to be considered. This paper presents a simulation environment composed by a simulation kernel and supported by a set of tools and simulation models that allow the real-time simulation of the control room of nuclear power plants. The developed simulators allow the training of the operators for the operations and maintenance of the power plant in a safe way and they are being used in full scope simulations for different real power plants. In this type of systems, where many components have to interoperate between them, the communications play a main role. The main contribution of the paper is to show the lessons learned from the utilization of CORBA and Real-time CORBA in the development of this type of simulators.
为核电厂等复杂系统开发模拟器是一项艰巨的任务,需要考虑许多不同的因素。本文提出了一个由仿真内核组成、以一套工具和仿真模型为支撑的仿真环境,实现了对核电站控制室的实时仿真。所开发的仿真器可以对操作人员进行安全操作和维护的培训,并用于不同实际电厂的全范围模拟。在这种类型的系统中,许多组件必须在它们之间进行互操作,通信起着主要作用。本文的主要贡献是展示了在这类模拟器的开发中使用CORBA和Real-time CORBA的经验教训。
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引用次数: 8
Collaboration around Shared Objects in Immersive Virtual Environments 沉浸式虚拟环境中围绕共享对象的协作
R. Wolff, D. Roberts, Oliver Otto
Many teamwork tasks in the real world require the shared manipulation of objects, both sequentially and concurrently. Collaborative virtual environments (CVE) bring remote people together in an interactive, spatial social and information context that is distributed over a network. Supporting highly collaborative tasks in a natural manner requires a thourough understanding of event traffic as distinct forms of shared object manipulation are bound to diverse real-time and consistency constraints. This position paper summarises our findings during user trials around the shared manipulation of objects within linked immersive displays and introduce a CVE system with a flexible event-handling framework that allows task-oriented concictency control.
现实世界中的许多团队合作任务都需要对对象进行顺序和并发的共享操作。协作虚拟环境(CVE)将远程人员聚集在一个分布在网络上的交互式、空间社会和信息环境中。以自然的方式支持高度协作的任务需要对事件流量有透彻的理解,因为不同形式的共享对象操作受到不同的实时和一致性约束。本文总结了我们在用户试验中关于在链接沉浸式显示器中共享操作对象的发现,并介绍了一个具有灵活事件处理框架的CVE系统,该系统允许面向任务的一致性控制。
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引用次数: 9
期刊
Eighth IEEE International Symposium on Distributed Simulation and Real-Time Applications
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