Rapid prototyping of virtual environments

2000 ◽  
Vol 2 (3) ◽  
pp. 68-73 ◽  
Author(s):  
M. Lanzagorto ◽  
R. Rosenberg ◽  
L.J. Rosenblum ◽  
E.Y. Kuo
1994 ◽  
Vol 3 (2) ◽  
pp. 111-129 ◽  
Author(s):  
William Bricken ◽  
Geoffrey Coco

The Virtual Environment Operating Shell (veos) was developed at University of Washington's Human Interface Technology Laboratory as software infrastructure for the lab's research in virtual environments. veos was designed from scratch to provide a comprehensive and unified management facility to support generation of, interaction with, and maintenance of virtual environments. VEOS emphasizes rapid prototyping, heterogeneous distributed computing, and portability. We discuss the design, philosophy and implementation of veos in depth. Within the Kernel, the shared database transformations are pattern-directed, communications are asynchronous, and the programmer's interface is LISP. An entity-based metaphor extends object-oriented programming to systems-oriented programming. Entities provide first-class environments and biological programming constructs such as perceive, react, and persist. The organization, structure, and programming of entities are discussed in detail. The article concludes with a description of the applications that have contributed to the iterative refinement of the VEOS software.


IEEE Software ◽  
1997 ◽  
Vol 14 (5) ◽  
pp. 83-92 ◽  
Author(s):  
M.R. Stytz ◽  
T. Adams ◽  
B. Garcia ◽  
S.M. Sheasby ◽  
B. Zurita

2000 ◽  
Vol 3 (3) ◽  
pp. 359-367 ◽  
Author(s):  
Andreas Roessler ◽  
Franz Mueller-Spahn ◽  
Sabine Baehrer ◽  
Alex H. Bullinger

2003 ◽  
Vol 15 (2) ◽  
pp. 69-71 ◽  
Author(s):  
Thomas W. Schubert

Abstract. The sense of presence is the feeling of being there in a virtual environment. A three-component self report scale to measure sense of presence is described, the components being sense of spatial presence, involvement, and realness. This three-component structure was developed in a survey study with players of 3D games (N = 246) and replicated in a second survey study (N = 296); studies using the scale for measuring the effects of interaction on presence provide evidence for validity. The findings are explained by the Potential Action Coding Theory of presence, which assumes that presence develops from mental model building and suppression of the real environment.


Author(s):  
Jérôme Guegan ◽  
Claire Brechet ◽  
Julien Nelson

Abstract. Computers have long been seen as possible tools to foster creativity in children. In this respect, virtual environments present an interesting potential to support idea generation but also to steer it in relevant directions. A total of 96 school-aged children completed a standard divergent thinking task while being exposed to one of three virtual environments: a replica of the headmistress’s office, a replica of their schoolyard, and a dreamlike environment. Results showed that participants produced more original ideas in the dreamlike and playful environments than in the headmistress’s office environment. Additionally, the contents of the environment influenced the selective exploration of idea categories. We discuss these results in terms of two combined processes: explicit references to sources of inspiration in the environment, and the implicit priming of specific idea categories.


2004 ◽  
Author(s):  
Cynthia S. Sahm ◽  
Sarah H. Creem-Regehr ◽  
William B. Thompson ◽  
Peter Willemsen

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