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2006, ECMS 2006 Proceedings edited by: W. Borutzky, A. Orsoni, R. Zobel
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6 pages
1 file
In this paper we endeavour to show how the need for modelling and simulation in virtual reality is connected with bond graphs (BG). In effect, both try to immerse their users in realistic virtual worlds, as in flight simulators.
Proceedings of the International Conference on e-Learning 2019, 2019
Recent advances in Head-mounted Display (HMD) for Virtual Reality have been phenomenal. The quality of the latest HMDs such as Oculus Rift, HTC Vive and Sony PlayStation VR is high. These highly immersive devices create educational opportunities as well as challenges. Specifically, we can create or view graphs in a virtual environment. This innovative technology of generating graphs opens up a new horizon. We can plot 3D graphs so that the user can view the graphs from any angles and examine the graphs virtually. Furthermore, dynamic data can be summarized into diagrams and graphs. If such data are fed into the virtual system, we can view the change of the graphs virtually. In this paper, we will demonstrate the presentation of graphs using HMDs in Virtual Reality. We will illustrate hand-drawings and system-generated graphs in virtual spaces. Students' views on creating graphs in Virtual Reality will be examined. An overview of VR devices and software to produce graphs will also be discussed.
2004
A unified concept to mix real and virtual objects will be introduced. Hyper-Bonds are connections between external physical phenomena and internal logical structures of a computer based on the Theory of Bondgraphs, a unified and vivid way to describe systems dynamics. The theory is laid down and applications in learning environments are shown.
ArXiv, 2020
Editing and manipulating graph-based models within immersive environments is largely unexplored and certain design activities could benefit from using those technologies. For example, in the case study of architectural modelling, the 3D context of Virtual Reality naturally matches the intended output product, i.e. a 3D architectural geometry. Since both the state of the art and the state of the practice are lacking, we explore the field of VR-based interactive modelling, and provide insights as to how to implement proper interactions in that context, with broadly available devices. We consequently produce several open-source software prototypes for manipulating graph-based models in VR.
15th International Conference on Concentrator Photovoltaic Systems (CPV-15)
Chemistry is a visual discipline deeply relying on graphical representations for bringing the structure and behaviour of the microscopic world at the reach of our senses. Recent advances in computer graphics and the advent of immersive-virtualreality technologies are creating great new opportunities in the way of conceiving these graphical representations and interacting with them. To seize these opportunities we have developed a virtual laboratory casting researchers amid the electron clouds of molecular systems and allowing them to perform a quantitative analysis of chemical bonding in an interactive and cooperative way. We discuss the developed machinery and illustrate an example of bond analysis on group 11 cyanides M-CN (M = Cu, Ag, Au).
QPSR of the numediart …, 2009
The purpose of this project was to enhance the perceived naturalness of the interaction between real and virtual worlds. In order to achieve this goal, two main axes were followed. The first one is in the enhancement of the interaction with virtual worlds through a better visualization of 3D scenes and a haptic feedback from those worlds. The second axis concerns the intelligence that virtual characters could have by observing a scene and paying attention like humans do.
2013
A topology-based animation model for the description of 2D models with a dynamic structure
In this paper I want to discuss the nature of participatory real-time graphical environments, which is the general form that makes a broad range of action game genres possible, from SpaceWar! (1962) to contemporary 3D action-adventures, including the FPS genre. Real-time graphics is also of course established outside videogames, found in anything from creativity software to fully immersive VR applications, but is nevertheless, I would argue, associated primarily with videogames and videogame culture. In public discourse as well as in academia, the general category of "videogames" is even sometimes used -however incorrectsynonymously with "games with real-time graphics". I will suggest that real-time graphical environments, when engaged with in the habituated and intuitive manner demanded by games, is best understood as a simulation of a physical world, which is aptly accounted for by the notion of the virtual. Responding to John Richard Sageng's (2012) suggestion that this notion is an empty in-between category and a philosophical dead end (an escape route for a phenomenon that seems to fit uneasily between the real and the fictional), I will suggest a positive definition of virtuality, and argue that it should be conceptualised as an ontologically irreducible category.
2015
Bespace is a synchronous web3D lecture hall and performance system that seeks to tap the educational and entertainment potential of virtual space. Its underlying interactive methodology is focused on the efficient delivery of information within the space. The entire virtual environment is treated as a one interface. Principles of human computer interaction are applied to the activities, avatars, and architecture. The outcome is an environment that utilizes the power of a digitally created reality and does not sacrifice usability in pursuit of realistic appearances. Bespace’s interactive methodology seeks to implement the promises made by the early pioneers of virtual space. ACM Classification: H5.2 [Information interfaces and
Lecture Notes in Computer Science, 1998
We suggest in this article a new paradigm for the representation of data, which is best suited for the real-time visualization and sonorisation of complex systems, real or simulated. The basic idea lies in the use of the garden metaphor to represent the dynamic evolution of interacting and organizing entities. In this proposal, multiagent systems are used to map between given complex systems and their garden-like representation, which we call Data Gardens (DG). Once a satisfying mapping has been chosen, the evolution of these Data Gardens is then driven by the real-time arrival of data from the system to represent and by the endogenous reaction of the multiagent system, immersing the user within a visual and sonorous atmosphere from which he can gain an intuitive understanding of the system, without even focusing his attention on it. This can be applied to give life to virtual worlds by grounding them in reality using real world data.
Virtual Worlds are computer-simulated environments, depicting an experience where many people interact simultaneously within the same three-dimensional environment by means of customizable avatars. They have been around since the beginning of computing, and give a sense of a real world where people may communicate, socialize and play games. Virtual Worlds are part of social computing, which are critical implementations for not only gaming, but also for business, education, and online social networking. This paper surveys the field of Virtual Worlds. It describes the different types of virtual worlds such as social virtual worlds, casual, role playing, branded, e-commerce and e-government. It also goes into the theory and the ideas and goals which have been explored, and some detail of the laws effecting Virtual Worlds, the variations, their issues and their problems. The findings are discussed together with their current situation and how they appear to be developing and their uses.
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