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1999, Proceedings of the fourth symposium on Virtual reality …
VRML is a file format for the description of dynamic scene graphs containing 3D objects with their visual appearance, multimedia content, an event model, and scripting capabilities. It is designed to be used on the Internet and on local system and to be used as an exchange file format. Although equipped with sophisticated techniques for user interaction the current VRML standard still lacks direct support for sharing virtual worlds that can not only be visited but also manipulated by multiple users distributed over the network. Several multi-user technologies have been developed in the past and some use VRML as the rendering and interaction vehicle. This paper gives a short review of design considerations for distributed virtual environments and approaches taken so far in the development of multi-user technologies. We present the design and implementation of VIRTUS, a multi-user platform that allows multiple geographically separated users to enter and manipulate shared VRML scenes.
Collaborative Virtual Environments, 1996
In this paper we will give a short overview of the areas where VRML —the Virtual Reality Modelling Lan- guage— has to be extended in order to support collaborative virtual environments on the Internet. We will present extensions which allow an adequate representation of the individual participant within the virtual world. We will show how our approach supports shared interactions
Communications of the ACM, 2001
We present extensions to research done at UNC in 3D object warping for collaborative virtual environments (CVEs). 3D objects are dynamically distorted in various ways to give visual cues to the users of a CVE about the actions that are being applied to the objects. Some warps occur with single-user actions; others happen when several users interact with one object collaboratively. We generalize the object warping methods to define 3D user interface techniques we generically call 3D sliders, meaning 3D objects that can be used to inject control information into programs. Unlike sliders in 1D, where the graphical image presents an analog to a physical control, we generalized the notion in both dimensions and in format/style. We do 3D sliders by warping the original object shapes, allowing their forms to retain their original representational value as well. The result is more than 3 degrees of control freedom in 3-space.
2012
This work aims at providing some cues in order to address the essential requirements about the design of 3D Collaborative Virtual Environments (CVE). We have identified six essential topics that must be addressed when designing a CVE. For each of them, we present a state of the art about the solutions that can address this topic, then we show our own contributions: how we improve existing solutions and what are our new propositions. 1 - Choosing a model for the distribution of a CVE We need a distribution model to distribute as efficiently as possible the content of a CVE among all the nodes involved in its execution, including the machines of the distant users. Our proposition is to allow CVE designers to mix in a same CVE the three main distribution models usually encountered: centralized on a server, totally replicated on each site, or distributed according to a hybrid distribution model. 2 - Choosing a model for the synchronization of these nodes To maintain consistency between ...
Unicron is a platform for rapidly developing virtual environments that combine two popular forms of collaboration: a 3D collaborative virtual environment fostering meetings, appointments, whiteboard sessions and lectures, along with a 2D development environment including collaborative software design, text editing, and debugging tools. This paper presents novel aspects of the Unicron design and implementation.
2004
Collaborative Virtual Environments (CVEs) are distributed virtual reality systems that allow multiple geographically distant users to communicate with each other and interact with virtual objects in a shared virtual world. Recently, there has been a growing interest in the development and use of CVEs. The design analysis of CVE systems reveals several critical technical issues: managing consistent distributed information, controlling access to objects by multiple users, supporting large number of users, handling new users joining an existing shared environment, and representing users to each other in the environment appropriately. As a result, various CVE systems have been developed to address these issues. Most existing systems are either focused on specific collaboration features or customized to particular range of target applications, which constrains the flexibility of the system architecture to support a wider range of applications and limits its extensibility to respond to new requirements. This document presents a design framework that addresses all of these major issues associated with CVE design and implementation, and a flexible open prototype implementation of this framework that explicitly exposes each of them, making evaluation of the effects of specific issues on overall system performance possible. A systematic approach to evaluation of whole system is proposed and applied through a focus on internal system characterization and a focus on the external effects of specific issues on system performance. The experimental results showed that the prototype system provides efficient performance for collaborative applications with respect to the requirements considered in the experiments. The evaluation of our prototype implementation shows that our approach is feasible, and can be applied for the evaluation of other instances of issues.
This paper describes our communication platform over which a 3D CVE (Collaborative Virtual Environment) called SPIN-3D is built. With our 3D interface, a small group of people operates simultaneously on 3D objects described with the VRML format. Multi-user is supported through a VRML extension. We propose to share some data of the scene tree as well as an easy way to implement this solution: each shared data communicates with its remote copies through a multicast CORBA technology for discrete actions and through multicast real-time streams for animations.
Proceedings Virtual Reality Annual International Symposium '95, 1995
Virtual reality toolkits and systems for computer supported cooperative work are often treated separately. However, combining them offers new possibilities for remote cooperative (or collaborative) group working. In this paper we review existing distribution models of virtual environments and propose a new method of concurrent interaction management. We will examine the different types of communication layers, which are needed by collaborative virtual reality (VR) applications to achieve complex user interaction. Finally we propose a model for handling the different requirements of such applications, depending on the connection strategies used within a distributed VR system.
Handbook of Internet computing, 2000
Integration of the multi-user virtual reality environment into the Web environment provides a richer way for the user to access the network resource, such as video or sound clip, and to build a virtual society over the Internet.
Proceedings of the 5th …, 2005
In this paper a model and a Java-based framework to aid the construction of 3D Web-browsing collaborative virtual environments (3D-CVE) populated by interactive entities are described. Our proposal emphasizes on the collaboration aspects among the entities that populate the virtual world and the services that they offer each other in order to carry out collaboration, rather than the modeling and aesthetical aspects of the worlds. We propose a model for the conceptualization of the virtual world under the concept of social groups, a graph-based high level notation to specify the interactions among the entities, and a Java based software framework that gives support to the model and the interaction graph in order to facilitate the implementation of the CVE. By means of a directed graph, the model describes interaction between the entities that populate the virtual world. The nodes and edges of the graph can be mapped to entities (classes and interfaces) of the proposed architecture, reducing the time and effort needed to develop this type of applications. The architecture allows for easy distribution management of processes between clients and a server, or otherwise its centralization within a central server. We describe the current implementation and an example application.
2005
This work aims the creation of virtual worlds by working teams with resource to advanced interaction techniques, such as speec h commands and gestures, as well as the resource to portable devices. The physical characteristics of virtual reality environments lead us to a different kind of user interfaces. However, we found some usefulness on the classic WIMP paradigm, which we also apply by using a PDA, in order to complement the interaction possibilities. In terms of application description we use the Virtual Reality Modeling Language. One of the main goals is the separation/combination of VRML files in order to allow the work to b e cared out individually by the members of the team, and later combine the results to produce the global virtual world.
IEEE Communications Magazine, 2000
Collaborative Virtual Environments, which have been referred to by many different names over the years, have been around since the early 90's, and some even before as hardware dedicated versions; now they are being standardized by the Motion Picture Experts Group (MPEG). This paper examines most of the significant systems over the past 13 years, discussing some of the most pioneering systems and the main methodologies implied, and whether their standardization is feasible.
Abstract: The broad availability of large datasets for decision-making, as well as current technological trends in large-area projection systems and intelligent interaction devices pose new challenges for designing Virtual Environments (VEs) for decision-making processes. This paper addresses three main challenges for modern VEs in the context of decision-making: the render organisation for large-scale projection systems, the scene navigation by a group of concurrent users, and the in-place modification of rendered datasets by concurrent users. Distributed Rendering, Collaborative User Navigation and Collaborative Scene Manipulation are my proposed approaches for extending VEs to work in modern decision-making setups.
icme, 2003
With the growing demand for collaboration technologies, several CSCW (Compute-Supported Cooperative Work) systems have been developed. CVEs (Collaborative Virtual Environments) represent an important category of CSCW systems that generally make use of 3D shared space to provide collaboration facilities. However in most CVEs collaboration is restricted to the Virtual Reality context. In this paper it is proposed to extend CVEs through the integration of different collaboration tools in order to allow collaboration to take place in different contexts (e.g. Web browsing), in a parallel and coordinated way with the virtual scene.
Lecture Notes in Computer Science, 2000
In this paper, we present Gasp, a General Animation and Simulation Platform, whose purpose is to animate autonomous or userdriven agents, and we explain how it can be used for Collaborative V i rtual Reality. First, we explain its architecture, based on the notion of simulation objects or agents associated with a calculation part the behavior. Then we describe how i t is possible to distribute e ciently our agents upon a network in order to share the amount of calculation between several computers. Finally, as the visualisation of a simulation is also a simulation object, we show that our architecture allows us to distribute several visualisations upon a network to share a 3D interactive simulation between several users.
Proceedings of the fourth symposium on Virtual reality modeling language - VRML '99, 1999
Distributed work is becoming a major issue for a large part of the work force and distributed collaborative research has almost become the norm. Consequently, distributed communication facilities play an important role in all future working and education scenarios. Tele-Teaching and Tele-Learning are important new applications for remote data access. Currently mainly focussing on audio-visual communication, Tele-Education has not discovered distributed 3D virtual environments to a large extent. However, we firmly believe that the demand for interactive exploration of distributed 3D databases over the internet and for collaboration within virtual 3D environments will soon become one of he driving forces of future deveopments. This paper presents an architecture, called VR-Lab, which embeds a distributed VRML-System and a remote contollable, distributed presentation environment to support Tele-Learning and education including 3D media.
2000
Dynamic on the fly creation and modification of virtual reality worlds in a distributed environment.
Future Generation Computer …, 2003
Ygdrasil is a programming framework for creating networked, multi-user virtual worlds, especially interactive artistic worlds. It provides a shared scene graph, a plug-in system for adding new behaviors, and a high-level script interface for composing these worlds. We describe the architecture of Ygdrasil, and its use in creating two applications that were demonstrated at the iGrid 2002 workshop.
2002
Abstract VRML97 allows the description of dynamic worlds that can change with both the passage of time, and user interaction. Unfortunately, the current VRML usage model prevents its full potential from being realized. Initially, the whole world must be loaded into the user's desktop browser, and so large worlds can take a very long time to download and render, while a world cannot be shared among multiple users.
2002
One of the ultimate goals of SNHC is to provide a framework supporting the Networked Collaborative Virtual Environments (NCVE) for a wide range of applications. We briefly present an existing NCVE system called Virtual Life Network (VLNET). VLNET is a NCVE system incorporating realistic representation and animation of virtual humans for higher realism of simulation and more natural interaction with users of the system, as well as with autonomous agents. Based on our experience in VLNET we analyze the requirements of NCVE systems that should be considered by SNHC. In particular, we examine in detail various types of data traveling through the network in this type of application, and requirements for each type.
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