Laying the path to consumer-level immersive simulation environments

L. Donatiello, Lorenzo Gasparini, G. Marfia
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引用次数: 1

Abstract

Virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.
为消费者级沉浸式模拟环境铺设道路
虚拟现实正在慢慢地从一种专门的实验室技术过渡到一种消费电子设备。在这种转变中,有两个有趣的研究问题:基于3d的内容和应用程序将如何受益(或受到伤害)采用基于3d的沉浸式环境,以及如何熟练地支持这种集成。承认前者的相关性,我们在这里考虑后一个问题,把我们的注意力集中在多样化的基于pc的仿真工具和平台上。事实上,基于vr的可视化在仿真领域得到了广泛的理解和赞赏,但主要局限于高性能计算实验室。我们在这里的贡献旨在描述可以从沉浸式界面中受益的仿真工具,以及一个通用框架和一个初步实现,可以很好地用于支持它们从独特的2D过渡到混合的2D/3D环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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