{"title":"Server Placement for Enhancing the Interactivity of Large-Scale Distributed Virtual Environments","authors":"T. Duong, Suiping Zhou","doi":"10.1109/CW.2006.34","DOIUrl":"https://doi.org/10.1109/CW.2006.34","url":null,"abstract":"Distributed virtual environments (DVEs) allow many simultaneous human users to interact with each other in shared, 3D virtual worlds. The interactivity of a DVE is of crucial importance, as its success greatly depends on users' perceptions when interacting within the virtual world. In this paper, different from traditional application-centric approaches like dead reckoning, we propose a network-centric approach to enhance the interactivity of DVEs by directly reducing the network latencies in client-server communications. We consider a key problem with this approach, termed the server placement problem. Generally, this problem concerns how to place servers in the network to reduce client-server communication latencies. We then suggest several degree-based server placement approaches. Extensive simulation studies using realistic models have shown that appropriate server placement is very effective in enhancing the interactivity of large-scale DVEs","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126817693","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":"An Incrementally Modular Abstraction Hierarchy for Linear Software Development Methodology","authors":"K. Ohmori, T. Kunii","doi":"10.1109/CW.2006.14","DOIUrl":"https://doi.org/10.1109/CW.2006.14","url":null,"abstract":"The incrementally modular abstraction hierarchy, which specifies architecture and modeling of cyberworlds and defines the most general invariants at the higher levels and preserving them at the lower levels, are applied to software development to show that its linear increment of modules prevents combinatorial explosion of design- and test-processes","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"127 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126155429","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}
Bernardo Uribe Mendoza, Germán Ramos, L. M. Mendez, William Santamaria, Alexander Pinzon
{"title":"Camera Motion Control from a Java 3D Environment: Virtual Studio Application in Decorative Arts Museum Collections","authors":"Bernardo Uribe Mendoza, Germán Ramos, L. M. Mendez, William Santamaria, Alexander Pinzon","doi":"10.1109/CW.2006.18","DOIUrl":"https://doi.org/10.1109/CW.2006.18","url":null,"abstract":"The paper presents an implementation of virtual studio visualization tools in the decorative arts museum collections. Live DV video 2D images are embedded in a Java 3D environment (a 3D canvass). The virtual studio implemented includes navigation control of the real camera with a robot support controlled with a joystick. Navigation within the Java 3D virtual environment includes the real camera motion control and the video output. The real object is chroma-keyed and embedded in a virtual setting. Future steps of the work include: 1) development of complementary 3D content and specific navigation tools for the decorative arts collections exhibits. Implementation with the museum public in general and experimentation with the museum research community; and 2) the virtual studio implementation as part of a larger 3 folded display world: a \"theatre of memory\" applied to virtualized museum collections exhibits","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"261 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133211471","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 Method for 3D-Scene Generation Using a Human-Like Language","authors":"H. I. Piza, Félix F. Ramos, F. Zúñiga","doi":"10.1109/CW.2006.8","DOIUrl":"https://doi.org/10.1109/CW.2006.8","url":null,"abstract":"We propose a mechanism by means of which a user with little expertise of programming can easily produce custom-made virtual scenes. A typical scene comprises virtual entities that take decisions in real time in response of perceived environmental changes. The actions performed lead to the fulfillment of one or more goals specified by the scenarist. We have developed an open agent-oriented system. It provides a number of tools useful to create virtual scenes, including a rendering and a scene descriptor. Besides, it allows the addition of new services, like behavior controllers, 3D-object descriptors and virtual worlds. The design of a world not only involves specifying the environment graphical features, but also the rules that control the interaction between entities. This paper deals with the system architecture and the language provided to describe both a scene and a virtual world","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115226855","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":"Concepts for Cooperative Knowledge Spaces in Mathematics and Natural Sciences","authors":"S. Cikic, U. Sinha, S. Jeschke","doi":"10.1109/CW.2006.20","DOIUrl":"https://doi.org/10.1109/CW.2006.20","url":null,"abstract":"Cooperative knowledge spaces have a high potential to improve eLTR (eLearning, eTeaching and eResearch) at universities. Since there are few implementations deployed, notably in the fields of mathematics, natural sciences, and engineering, we propose a concept for field-specific knowledge spaces for those disciplines -\"ViCToR\"-Spaces (virtual cooperation in teaching and research for mathematics, natural sciences and engineering). ViCToR-Spaces present novel collaborative working environments for knowledge gain and research, supporting well-established forms of scientific and technological cooperation without geographical or technological boundaries. In this article, we describe the requirements for ViCToR-Spaces, the components that are already available, and further developments","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124129631","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 Proposal of Dead Reckoning Protocol in Distributed Virtual Environment based on the Taylor Expansion","authors":"D. Hanawa, T. Yonekura","doi":"10.1109/CW.2006.10","DOIUrl":"https://doi.org/10.1109/CW.2006.10","url":null,"abstract":"In this paper, we studied the relationship between the accuracy of the dead reckoning data and the update interval in a distributed virtual environment (DVE). We have already shown that numerical analysis can be applied to the dead reckoning data between frames using parametrics calculated from the data over the last several frames based on polynomial models. Based on the above polynomial models, we proposed the new dead reckoning method to extrapolate the attribute data which arrives at discrete time period. We showed that theoretical models which approximate the statistical error of dead reckoning data can be formulated based on parameters such as the update interval and changes in the data. Theoretical models showed that the average error of proposed method is less than that of current method. Finally, we evaluate the validity of the proposed method with the comparison of current method by conducting experiments with the pen motion of a series of letters written by human. We confirmed that the proposed method can decrease the extrapolation error in comparison with current method in average","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124486022","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}
Mario Arturo Gutierrez Alonso, F. Vexo, D. Thalmann
{"title":"Standardized Virtual Reality, Are We There Yet?","authors":"Mario Arturo Gutierrez Alonso, F. Vexo, D. Thalmann","doi":"10.1109/CW.2006.36","DOIUrl":"https://doi.org/10.1109/CW.2006.36","url":null,"abstract":"Despite its history of several decades and impressive achievements, developing a VR application is still a complex task. Setting-up a virtual environment requires choosing a suitable combination of elements from a large amount of technologies, software frameworks, animation/modeling formats and many other components. In this paper we present an overview of the efforts focused on defining a commonly accepted set of specifications - standards - for the multiple \"ingredients\" of a VR application. Our analysis of current and previous initiatives provides elements to answer the question about whether or not we can talk about \"standard VR\"","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133865649","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":"Oil and Water do Mix: Social Science Meets Engineering Towards a Transdisciplinary Perspective on Cyberworlds","authors":"Javier Salazar","doi":"10.1109/CW.2006.30","DOIUrl":"https://doi.org/10.1109/CW.2006.30","url":null,"abstract":"The study of cyberworlds and their design is now a well established field in computer science & engineering. In parallel, within the social sciences there is also a growing corpus of research regarding the subjective, psychological, social and cultural aspects of cyberworlds such as: human cognition as a base for A.I., social systems modeling and complexity, social networks and group formation, virtual identity, cybereconomy and cyberculture; among others. In this paper, the author presents a brief layered overview of these themes with the aim of providing the reader with an introduction of how cyberworlds can be studied through a transdisciplinary perspective in which both social science and engineering can coexist towards a holistic understanding","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121047957","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}
Marissa Díaz, M. Alencastre-Miranda, Lourdes Muñoz-Gómez, Isaac Rudomín
{"title":"Multi-User Networked Interactive Augmented Reality Card Game","authors":"Marissa Díaz, M. Alencastre-Miranda, Lourdes Muñoz-Gómez, Isaac Rudomín","doi":"10.1109/CW.2006.29","DOIUrl":"https://doi.org/10.1109/CW.2006.29","url":null,"abstract":"Many efforts to improve interaction in virtual and augmented reality applications do so by including tactile elements to create a link between virtual objects and actions. It is also important to add collaboration, expanding single user interaction to networked user to user interaction. In this paper, we describe a networked virtual card game for multiple users based on a collaborative virtual environment. This game is a networked augmented reality game that uses an inexpensive tangible card flipping device allowing the system to be used in homes, museums, schools. The game is easy to set up and capable of hosting several remote users in a distributed system. We constructed two card flipping devices so we can show complete experimental results with two computers and their corresponding hardware interfaces","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123375561","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 for Multiple-View Product Representation Using Augmented Reality","authors":"Yan Shen, S. Ong, A. Nee","doi":"10.1109/CW.2006.6","DOIUrl":"https://doi.org/10.1109/CW.2006.6","url":null,"abstract":"In this paper, an augmented reality (AR) collaborative design system to support multiple-view product representation in manufacturing is presented. This system can be used to enhance design discussion using the real objects and natural communication behaviors, such as voice inputs and gestures, and also support communication of a geographically dispersed multi-disciplinary team on a network in a concurrent engineering environment. In addition, during the life cycle development of a product, users performing different operations in this life cycle can view different information of the product that is relevant to their tasks through head-mounted devices (HMDs). The information, which is filtered using a client's interest list, i.e. the process information which is of the greatest interest to a client, and deposited in the users' respective databases, can be displayed using computer graphics such as video, text, etc. Furthermore, users can freely make changes to the product model in this AR environment","PeriodicalId":228139,"journal":{"name":"2006 International Conference on Cyberworlds","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2006-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127354355","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}