Immersive human–computer interactive virtual environment using large-scale display system

2019 ◽  
Vol 96 ◽  
pp. 649-659 ◽  
Author(s):  
Xiuhui Wang ◽  
Ke Yan
2001 ◽  
Vol 10 (1) ◽  
pp. 109-127 ◽  
Author(s):  
Emmanuel Frécon ◽  
Gareth Smith ◽  
Anthony Steed ◽  
Mårten Stenius ◽  
Olov Ståhl

A central aim of the COVEN project was to prototype large-scale applications of collaborative virtual environments (CVEs) that went beyond the existing state of the art. These applications were used in a series of real-scale networked trials that allowed us to gather many interesting human and technological results. To fulfill the technological and experimental goals of the project, we have modified an existing CVE platform: the DIVE (distributed interactive virtual environment) toolkit. In this paper, we present the different services and extensions that have been implemented within the platform during the four years of the project. Such a presentation will exemplify the different features that will have to be offered by nextgeneration CVE platforms. Implementation of the COVEN services has had implications at all levels of the platform: from a new networking layer through to mechanisms for high-level semantic modeling of applications.


2019 ◽  
Vol 19 (3) ◽  
Author(s):  
Liu Xizuo ◽  
Lin Yan ◽  
Xu Xiaogang ◽  
Ma Liang

In large-scale maritime maneuvering simulators, the multi-channel systems are usually used to tile multiple projectors on a cylindrical display to create a large virtual environment, which brings more realistic immersion to the users. In the non-planar multi-projector display system, to finish the work of geometric and photometric corrections, there exist the problems of difficult projector calibration, more manual intervention and poor adaptability. In order to solve these problems, a multi-projector calibration based on virtual viewing space is proposed in this paper. First, a virtual environment of multiple projectors is created, and by using the structured light and re-projection model on a cylindrical wall, the calibration of internal and external parameters of a projector are realized separately. Finally, the geometric correction is completed by the mapping relationship between the target images and the calibrated re-projected images. This method is free of limitation by the angle of view of a single camera and can calibrate any of the projectors in the multi-channel systems. The example results show that the projector’s parameters can be estimated more accurately, and the efficiency and accuracy of geometric correction can be improved. Good results are achieved when applying this method in the maritime maneuvering simulator system.


2008 ◽  
Vol 2008 ◽  
pp. 1-9 ◽  
Author(s):  
Peter Quax ◽  
Jeroen Dierckx ◽  
Bart Cornelissen ◽  
Wim Lamotte

The explosive growth of the number of applications based on networked virtual environment technology, both games and virtual communities, shows that these types of applications have become commonplace in a short period of time. However, from a research point of view, the inherent weaknesses in their architectures are quickly exposed. The Architecture for Large-Scale Virtual Interactive Communities (ALVICs) was originally developed to serve as a generic framework to deploy networked virtual environment applications on the Internet. While it has been shown to effectively scale to the numbers originally put forward, our findings have shown that, on a real-life network, such as the Internet, several drawbacks will not be overcome in the near future. It is, therefore, that we have recently started with the development of ALVIC-NG, which, while incorporating the findings from our previous research, makes several improvements on the original version, making it suitable for deployment on the Internet as it exists today.


Author(s):  
Chun Xie ◽  
Hidehiko Shishido ◽  
Yoshinari Kameda ◽  
Kenji Suzuki ◽  
Itaru Kitahara

Author(s):  
Kevin J. Gucwa ◽  
Harry H. Cheng

The design of RoboSim, a virtual environment for modular robots which controls simulated robots with code written for the hardware robots without modification, is described in detail in this paper along with its applications in educational environments. RoboSim integrates into the Ch programming environment, a C/C++ interpreter, that provides the ability to remotely control robots through interpreted C/C++ code allowing users to alternate between hardware and virtual robots without modifying the code. Open source software projects Open Dynamics Engine, OpenSceneGraph, and Qt are employed to produce the virtual environment and user interface which provide the capability of running on all major software platforms. The design of the software includes multiple library modules each specific to a particular task; therefore the simulation library and Graphical User Interface (GUI) can link against only the necessary libraries. The GUI links against the graphical library and XML library to give an interactive view of the RoboSim Scene as users are adding robots and obstacles into both the GUI and simulation. Execution of Ch code generates a new RoboSim Scene window which has the entire simulation that utilizes the simulation, graphical, xml, and callback libraries, in addition to the identical Scene from the GUI. It generates its own window for the user to view and interact with the progress of the simulation.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


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