A Software Architecture for High-Level Development of Component-Based Distributed Virtual Reality Systems

Author(s):  
Vasily Y. Kharitonov
2015 ◽  
Vol 51 ◽  
pp. 1373-1382 ◽  
Author(s):  
Marcelo de Paiva Guimarães ◽  
Bruno Barberi Gnecco ◽  
Diego Roberto Colombo Dias ◽  
Jośe Remo Ferreira Brega ◽  
Luis Carlos Trevelin

Author(s):  
Vasily Y. Kharitonov

Distributed virtual reality systems (DVR systems) represent one of the most intensively developing branches of distributed simulation technology to date. Examples of such systems include various human-in-the-loop applications for training, educational and entertainment purposes. Modern DVR systems require sophisticated data exchange mechanisms to provide consistent and at the same time responsive interaction of a large number of heterogeneous components. While many DVR systems have been implemented in the past decade, there is still exists a lack of universal, easily deployable and extensible framework that enables rapid creation of complete systems from scratch. In this work we present the TerraNet framework which is a middleware allowing an application developer to easily implement and deploy medium-sized DVR systems for specific tasks without direct low-level network programming. TerraNet framework provides a high-level application programming interface to create, manage and distribute objects in a shared virtual environment. In paper we discuss overall framework system architecture, its basic features and functionality, as well as possible practical applications.


2019 ◽  
Vol 18 (1) ◽  
pp. 057
Author(s):  
Aleksandar Jovanović ◽  
Aleksandar Milosavljević

Virtual Reality (VR) has been used in industries since the 1960s. However, the recent development of hardware and software has made it possible for VR technologies to become widely adopted by the mass market with the highest level of immersion and affordable price. However, building platforms for VR technologies will require many active users and their engagement in project development. Those activities will include platform activities, content creation, social media marketing, processing power, and storage. For that purpose, we introduce VoRtex enterprise high-level software architecture and decentralized blockchain solution. Introduced VoRtex enterprise high-level software architecture will be used to develop blockchain-based virtual world (VW) platform with VR support. The goal of the VW platform is to support the development of education, certification and massive open online courses (MOOC). A blockchain component inside the VW platform will be used for engaging users in project development through collaboration and content sharing. Active users that promote platform content will get rewards for contributions using cryptocurrency. Also, we will showcase this feature on the VoRtex platform prototype where the user earns cryptocurrencies for activity inside the VW. In the end, we will evaluate the proposed solution


Author(s):  
N. Nozdryukhina ◽  
E. Kabayeva ◽  
E. Kirilyuk ◽  
K. Tushova ◽  
A. Karimov

Despite significant advances in the treatment and rehabilitation of stroke, level of post-stroke disability remains at a fairly high level. Recent innovative developments in the rehabilitation of these patients provide good results in terms of functional outcome. One of such developments is method of virtual reality (VR), which affects not only the speed and volume of regaining movement, as well as coordination, but also normalizes the psycho-emotional background, increasing the motivation of patients to improve the recovery process. This article provides a literature review of the use of the VR method in the rehabilitation of post-stroke patients, neurophysiological aspects of recovery of lost functions using this method are considered.


Author(s):  
Peng Lu ◽  
Xiao Cong ◽  
Dongdai Zhou

Nowadays, E-learning system has been widely applied to practical teaching. It was favored by people for its characterized course arrangement and flexible learning schedule. However, the system does have some problems in the process of application such as the functions of single software are not diversified enough to satisfy the requirements in teaching completely. In order to cater more applications in the teaching process, it is necessary to integrate functions from different systems. But the difference in developing techniques and the inflexibility in design makes it difficult to implement. The major reason of these problems is the lack of fine software architecture. In this article, we build domain model and component model of E-learning system and components integration method on the basis of WebService. And we proposed an abstract framework of E-learning which could express the semantic relationship among components and realize high level reusable on the basis of informationized teaching mode. On this foundation, we form an E-learning oriented layering software architecture contain component library layer, application framework layer and application layer. Moreover, the system contains layer division multiplexing and was not built upon developing language and tools. Under the help of the software architecture, we could build characterized E-learning system flexibly like building blocks through framework selection, component assembling and replacement. In addition, we exemplify how to build concrete E-learning system on the basis of this software architecture.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-24
Author(s):  
Andrey Krekhov ◽  
Katharina Emmerich ◽  
Ronja Rotthaler ◽  
Jens Krueger

Escape rooms exist in various forms, including real-life facilities, board games, and digital implementations. The underlying idea is always the same: players have to solve many diverse puzzles to (virtually) escape from a locked room. Within the last decade, we witnessed a rapidly increasing popularity of such games, which also amplified the amount of related research. However, the respective academic landscape is mostly fragmented in its current state, lacking a common model and vocabulary that would withstand these games' variety. This manuscript aims to establish such a foundation for the analysis and construction of escape rooms. In a first step, we derive a high-level design framework from prior literature. Then, as our main contribution, we establish an atomic puzzle taxonomy that closes the gap between the analog and digital domains. The taxonomy is developed in multiple steps: we compose a basic structure based on previous literature and systematically refine it by analyzing 39 analog and digital escape room games, including recent virtual reality representatives. The final taxonomy consists of mental, physical, and emotional challenges, thereby providing a robust and approachable basis for future works across all application domains that deal with escape rooms or puzzles in general.


2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


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