Wesley Griffin, W. George, Terence J. Griffin, J. Hagedorn, M. Olano, S. Satterfield, J. Sims, J. Terrill
{"title":"Application creation for an immersive virtual measurement and analysis laboratory","authors":"Wesley Griffin, W. George, Terence J. Griffin, J. Hagedorn, M. Olano, S. Satterfield, J. Sims, J. Terrill","doi":"10.1109/SEARIS.2016.7551580","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551580","url":null,"abstract":"Content creation for realtime interactive systems is a difficult problem. In game development, content creation pipelines are a major portion of the code base and content creation is a major portion of the budget. In research environments, the choice of rendering and simulation systems is frequently driven by the need for easy to use content authoring tools. In visualization, this problem is compounded by the widely varying types of data that users desire to visualize. We present a visualization application creation framework incorporated into our visualization system that enables measurement and quantitative analysis tasks in both desktop and immersive environments on diverse input data sets.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127215850","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Steed, V. Pawar, Sebastian Friston, M. Srinivasan
{"title":"Ambient fields: representing potential sensory information","authors":"A. Steed, V. Pawar, Sebastian Friston, M. Srinivasan","doi":"10.1109/SEARIS.2016.7551587","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551587","url":null,"abstract":"It is increasingly apparent that the traditional scene graph is not fulfilling the requirements of real-time interactive systems. The use of a single graph as a representation of the current state of the world means that display systems, that may operate at very different rates, or may need to predict ahead the state, need to be very tightly integrated with behaviour and semantics. In this position paper, we will propose a type of field called the \"ambient field\" which represents information proximate to the user's senses, which they could sample over short time periods. These fields might represent audio, video, haptic or other potentially sensed information. A display device can then sample these fields as necessary to construct the best representation possible at its own display rate. The ambient field draws on the concept of the ambient optical array from Gibson, light fields from computer graphics rendering and point-based physics simulations.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126262300","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Wait-free hash maps in the entity-component-system pattern for realtime interactive systems","authors":"Patrick Lange, René Weller, G. Zachmann","doi":"10.1109/SEARIS.2016.7551583","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551583","url":null,"abstract":"In the past, the Entity-Component-System (ECS) pattern has become a major design pattern used in modern architectures for Realtime Interactive Systems (RIS). In this paper we introduce high performance wait-free hash maps for the System access of Components within the ECS pattern. This allows non-locking read and write operations, leading to a highly responsive low-latency data access while maintaining a consistent data state. Furthermore, we present centralized as well as decentralized approaches for reducing the memory demand of these memory-intensive wait-free hash maps for diverse RIS applications. Our approaches gain their efficiency by Component-wise queues which use atomic markup operations for fast memory deletion. We have implemented our new method in a current RIS and the results show that our approach is able to efficiently reduce the memory usage of wait-free hash maps very effectively by more than a factor of ten while still maintaining their high performance. Furthermore, we derive best practices from our numerical results for different use cases of wait-free hash map memory management in diverse RIS applications.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132671095","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Martin Fischbach, Dennis Wiebusch, Marc Erich Latoschik
{"title":"Semantics-based software techniques for maintainable multimodal input processing in real-time interactive systems","authors":"Martin Fischbach, Dennis Wiebusch, Marc Erich Latoschik","doi":"10.1109/SEARIS.2016.7551582","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551582","url":null,"abstract":"Maintainability, i.e. reusability, modifiability, and modularity, is a critical non-functional quality requirement, especially for software frameworks. Its fulfilment is already challenging for low-interactive application areas. It is additionally complicated by complex system designs of Real-time Interactive Systems (RISs), required for Augmented, Mixed, and Virtual Reality, as well as computer games. If such systems incorporate AI methods, as required for the implementation of multimodal interfaces or smart environments, it is even further exacerbated. Existing approaches strive to establish software technical solutions to support the close temporal and semantic coupling required for multimodal processing and at the same time preserve a general decoupling principle between involved software modules. We present two key solutions that target the semantic coupling issue: (1) a semantics-based access scheme to principal elements of the application state and (2) the specification of effects by means of semantic function descriptions for multimodal processing. Both concepts are modeled in an OWL ontology. The applicability of our concepts is showcased by a prototypical implementation and explained by an interaction example that is applied for two application areas.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115196002","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A framework to facilitate reusable, modular widget design for real-time interactive systems","authors":"Carmine Elvezio, Mengu Sukan, Steven K. Feiner","doi":"10.1109/SEARIS.2016.7551586","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551586","url":null,"abstract":"Game engines have become popular development platforms for real-time interactive systems. Contemporary game engines, such as Unity and Unreal, feature component-based architectures, in which an object's appearance and behavior is determined by a collection of component scripts added to that object. This design pattern allows common functionality to be contained within component scripts and shared among different types of objects. In this paper, we describe a flexible framework that enables programmers to design modular, reusable widgets for real-time interactive systems using a collection of component scripts. We provide a reference implementation written in C# for the Unity game engine. Making an object, or a group of objects, part of our managed widget framework can be accomplished with just a few drag-and-drop operations in the Unity Editor. While our framework provides hooks and default implementations for common widget behavior (e.g., initialization, refresh, and toggling visibility), programmers can also define custom behavior for a particular widget or combine simple widgets into a hierarchy and build arbitrarily rich ones. Finally, we provide an overview of an accompanying library of scripts that support functionality for testing and networking.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125237566","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Iana Podkosova, Khrystyna Vasylevska, Christian Schönauer, Emanuel Vonach, Peter Fikar, Elisabeth Bronederk, H. Kaufmann
{"title":"Immersivedeck: a large-scale wireless VR system for multiple users","authors":"Iana Podkosova, Khrystyna Vasylevska, Christian Schönauer, Emanuel Vonach, Peter Fikar, Elisabeth Bronederk, H. Kaufmann","doi":"10.1109/SEARIS.2016.7551581","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551581","url":null,"abstract":"We present preliminary results of work on a low-cost multi-user immersive Virtual Reality system that enables collaborative experiences in large virtual environments. In the proposed setup at least three users can walk and interact freely and untethered in a 200 m2 area. The required equipment is worn on the body and rendering is performed locally on each user to minimize latency. Inside-out optical head tracking is coupled with a low-cost motion capture suit to track the full body and the head. Movements of users, 3D interactions and the positions of selected real world objects are distributed over a wireless network in a server-client architecture. As a result, users see the effect of their interactions with objects and other users in real time. We describe the architecture of our implemented proof-of-concept system.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129012305","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Visionary collaborative outdoor reconstruction using SLAM and SfM","authors":"Philipp Fleck, D. Schmalstieg, Clemens Arth","doi":"10.1109/SEARIS.2016.7551588","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551588","url":null,"abstract":"In this position paper, we argue about a concept for collaborative outdoor reconstruction using SLAM clients and a scalable SfM engine running in the cloud. Based on previous observations and results, we discuss issues like illumination changes, overall scalability or the dacay of buildings, having a serious impact on the practical feasibility of such a system. Revisiting ideas and insights from work on outdoor reconstruction and localization done in the last couple of years, we outline an idea for collaborative and vivid reconstruction of the world, potentially through the cameras of millions of mobile devices.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"352 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122039115","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik
{"title":"Reducing application-stage latencies for real-time interactive systems","authors":"Jan-Philipp Stauffert, Florian Niebling, Marc Erich Latoschik","doi":"10.1109/SEARIS.2016.7551584","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551584","url":null,"abstract":"Latency is a pressing problem in Virtual Reality (VR) applications. Low latencies are required for VR to reduce perceptual artifacts and cyber sickness. Additionally, latency jitter denotes the variance in the pattern of latency changes which additionally may cause unwanted effects. This paper analyzes latency jitter caused by typical inter-thread communication (ITC) techniques commonly used in todays computer systems employed for VR, the influence of the operating system scheduler, and the effect of different garbage collection (GC) methods to understand their effect on latency spikes, here for different Java Virtual Machines (JVM). We measure the scalability and latencies for various ITC techniques with an increasing number of threads and actors performing prototypical concurrent tasks. Four different benchmark implementations on a vanilla Linux kernel as well as on a real-time (RT) Linux kernel assess if a RT variant of a multiuser multiprocess operating system can prevent latency spikes and how this behavior would apply to different programming languages and ITC techniques. We confirmed that scheduler and prioritization of the VR application both play an important role and identified the impact they have on the implementation strategies. Also, Linux RT can limit the latency jitter at the cost of throughput for certain implementations. As expected, the choice of a GC method also is critical and will change the latency patterns drastically. As a result, we suggest that coarse grained concurrency should be employed to avoid adding up of scheduler latencies and unwanted latency jitter for the native ITC case, while actor systems are found to support a higher degree of concurrency granularity and a higher level of abstraction.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"29 13","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133008660","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A full-body motion calibration and retargeting for intuitive object manipulation in immersive virtual environments","authors":"Brandon Wilson, M. Bounds, A. Tavakkoli","doi":"10.1109/SEARIS.2016.7551585","DOIUrl":"https://doi.org/10.1109/SEARIS.2016.7551585","url":null,"abstract":"In this paper a system is proposed to combine small finger movements with the large-scale body movements captured from a motion capture system. The strength of the proposed work over previous research is in the real-time performance of integrating small-scale finger and hand animation with the full-body skeletal animation. This provides a higher degree of immersion and interactivity when compared to more traditional virtual reality systems which use traditional user interfaces. A number of experiments are conducted with humanoid skeletons that are both similar to an actual humane. g. a SWAT officer, and those that are dissimilar - e.g. a Gremlin, to showcase the performance of the proposed approach.","PeriodicalId":131714,"journal":{"name":"2016 IEEE 9th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"322 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124898159","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}