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2003, Proceedings. 2003 International Conference on Cyberworlds
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The MOVES Institute's mission is research, application, and education in the grand challenges of modeling, virtual environments, and simulation. Specialties are 3D visual simulation, networked virtual environments, computergenerated autonomy, human-performance engineering, immersive technologies, defense /entertainment collaboration, and evolving operational modeling.
IEEE Computer Graphics and Applications, 1998
2007
What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.
Proceedings Virtual Reality Annual International Symposium '95, 1995
Foreword "Timothy Leary Wasn't Invited" It seemed to me that "we" and "they" had both shown up for the first VRAIS conference, VRAIS '93, in Seattle. "We" were the "techies," the scientists and engineers who are exploring and developing virtual environments technology. 'They" were the off-the-wall fringe element that VR seems to attract. "Our" manifesto is that VR is an important new human-computer interface technology with broad potential for educating and training people; helping designers design, even helping to protect people's lives. It is a fascinating area of scientific investigation, one that is inherently multidisciplinary.
Body, Space & Technology, 2020
The following is a review of the 6th International Conference on Motion and Computing at Arizona State University, October 10–12, 2019. The theme of the interdisciplinary conference was Movement Imaginaries and included papers, panels, presentations, performances, demos, and workshops from both scholars and artists from a wide range of disciplines. This review focuses on the panel “Generative tension in cross-disciplinary collaboration”, from John MacCallum, Teoma Naccarato and Jessica Rajko considering the question: “what aspects of your practice/research are invisible to your collaborators?”
1998
B oth the National Research Council (NRC) report "Virtual Reality: Scientific and Technological Challenges" 1 and the more recent NRC report "Modeling and Simulation: Linking Entertainment and Defense" 2 discuss the need for nontraditional degree programsprograms that focus more closely on the issues of how we develop the software and content for networked virtual environments (VEs). Both reports point out that the more effective VE developer is not just a computer scientist, electrical engineer, or human factors specialist, but rather a scientist who sits in-between, a scientist whose education melds the precise parts required for developing VEs. To produce such graduates requires new degree programs. The Naval Postgraduate School (NPS) has developed one such program, the Modeling, Virtual Environments, and Simulation (Moves) degree program (). We present the composition of that degree program and its relationship to the research our students can then handle at the end of that program.
Multimodal Intelligent Information Presentation, 2005
For many researchers, software integration is often regarded as a kind of necessary evil���something that must be done to make sure that all the research components of a large system fit together and interoperate properly���but not as something that is likely to contribute new research insights or suggest new solutions. Our work on constructing virtual humans to interact with people in virtual environments has involved large-scale integration of a number of software technologies that support the simulation of human behaviors, ranging from ...
Proceedings of the 2003 International Conference on Machine Learning and Cybernetics (IEEE Cat. No.03EX693), 2003
A Military-based distributed interactive simulation (DIS) such as ModSAF has been used for many years. Several problems of the DIS-based simulation to support a large and heterogeneous virtual simulation environments have been discovered . To solve these problems, we propose an architectural multiagent-based framework to support a large military-based simulation with 3D visualization using inexpensive game simulators. Several software agents are used to support interoperability between DIS-based military simulation nodes and Unreal Tournament game simulators. An agent is used to reduce DIS traffic to efficiently utilize network bandwidth. It also performs protocol conversion between DIS protocol and a game engine protocol. Additionally, using a multi-agent system, our work is easily expandable to support several network environments and also to support agent-based intelligent operations. Our main contribution is twofold. We use a multi-agent system which is scalable to support our framework. In addition, our framework builds a simulation bridge that enables affordable high-quality 3D viewer node using affordable game simulations for military simulations.
With respect then to curiosity, the teacher has usually more to learn than teach. Rarely can he aspire to the office of kindling or even increasing it. His task is rather to keep alive the sacred spark of wonder and to fan the flame that already glows. His problem is to protect the spirit of inquiry, to keep it from becoming blasé from overexcitement, wooden from routine, fossilized through dogmatic instruction, or dissipated by random exercise upon trivial things." -John Dewey How We Think (34)
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Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems - CHI EA '16, 2016