2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)最新文献

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Enhanced decoupling of components in intelligent realtime interactive systems using ontologies 在使用本体的智能实时交互系统中增强组件的解耦
Dennis Wiebusch, Marc Erich Latoschik
{"title":"Enhanced decoupling of components in intelligent realtime interactive systems using ontologies","authors":"Dennis Wiebusch, Marc Erich Latoschik","doi":"10.1109/SEARIS.2012.6231168","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231168","url":null,"abstract":"We introduce a technique to support decoupling in component-based, modular software architectures as a means to enhance nonfunctional requirements, i.e., to increase reusability, portability, and adaptability. The core idea utilizes a semantic description of interfaces and component interplay in the area of Intelligent Real-time Interactive Systems (IRIS). Semantic descriptions are encoded as OWL-based models, which build a Knowledge Representation Layer (KRL) of relevant interface constructs and component features. These models are automatically transformed into programming language code of a given target language. The result of that transformation forms a semantically grounded database of relevant system aspects that programmers can use to develop their application. Examples, taken from an application that was developed with the Simulator X framework, illustrate the different aspects of the proposed method and demonstrate its practicability.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133046711","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}
引用次数: 36
ARCS: A framework with extended software integration capabilities to build Augmented Reality applications ARCS:具有扩展软件集成功能的框架,用于构建增强现实应用程序
Jean-Yves Didier, M. Chouiten, M. Mallem, S. Otmane
{"title":"ARCS: A framework with extended software integration capabilities to build Augmented Reality applications","authors":"Jean-Yves Didier, M. Chouiten, M. Mallem, S. Otmane","doi":"10.1109/SEARIS.2012.6231170","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231170","url":null,"abstract":"Nowadays, many Augmented Reality (AR) frameworks are using a component based approach. It ensures that the non functional requirements of AR such as extensibility, configurability and modularity are handled. One of the challenge the AR application designer have to face is the problem of the integration of multiple technologies that could be provided by different component systems that do not cover the same issues. In this paper, we will see how our AR component based framework, named ARCS (Augmented Reality Component System), is intended to integrate other components from exogenous component systems and how it could be integrated into other software. At the same time, we also tackle the issues that may arise in multi-threaded environments by using a specific heuristic in order to monitor components. We also explain how we implement the networking non functional requirement using a proxy desing pattern. Then, we discuss and study the impact such genericity has on performances of our system. Finally, our approach will be exposed and validated through different examples of different sizes.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"218 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121621676","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}
引用次数: 5
The ICEA plug-in for virtual reality, immersive creation and edition of animation ICEA插件,用于虚拟现实,沉浸式创作和动画编辑
Emmanuel Bernier, R. Chellali, I. Thouvenin, K. J. Blom
{"title":"The ICEA plug-in for virtual reality, immersive creation and edition of animation","authors":"Emmanuel Bernier, R. Chellali, I. Thouvenin, K. J. Blom","doi":"10.1109/SEARIS.2012.6231167","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231167","url":null,"abstract":"This paper reports on ICEA, the Immersive Creation and Edition of Animation platform we developed in order to support easy computer animations. This plug-in allows users to create new animations and to modify existing ones by interacting intuitively within Virtual Environments. The aim of our system is to enable people without computer animation background to design objects' motions and animations through simplified and immersive recording, editing and modification processes. Indeed, ICEA uses the immersive authoring principles, and as such, it offers an alternative to classic 3D animation solutions: users have only to perform actions in the virtual environment using any available interfaces to create animations. ICEA's core is coded in Haskell on top of the FRVR framework. It builds on a functional reactive paradigm, thus allowing easy scaling of the plug-in usage. ICEA is a fully C++ compatible plug-in supporting most Virtual Reality applications. To validate the concept ICEA, we implemented and tested it on a “sale's man-like” problem: users were asked to generate (e.g. create, play, and edit) the movement of a character on what they considered the shortest path linking predetermined points. Our preliminary results show that users familiarize quickly with immersive paths manipulation.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"107 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132632644","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}
引用次数: 4
Software scalability engineering for distributed virtual environments 分布式虚拟环境的软件可扩展性工程
H. Singh, D. Gračanin, K. Matkovič
{"title":"Software scalability engineering for distributed virtual environments","authors":"H. Singh, D. Gračanin, K. Matkovič","doi":"10.1109/SEARIS.2012.6231169","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231169","url":null,"abstract":"Distributed Virtual Environments (DVEs) must continue to perform well as users are added. However, DVE performance can become sensitive to user behavior in many ways: their actions, their positions, and even the direction that they look. Two virtual words may be similar in terms of user experience, task efficiency, immersion, and aesthetics. However they may exhibit substantially different performance when many users are logged in. We discuss an approach: Software Scalability Engineering (SSE), that uses load simulation and iterative modeling to locate causes of undesirable performance, experiment with changes, and verify improvements to DVE systems. Presented here is a case study of using the approach to determine the primary bottleneck of the Torque engine. Once that bottleneck is identified, we continue to use SSE to determine the primary cause of the bottleneck and the primary controlling factor for that user. SSE allows us to look at changing both the engine software and the virtual world to improve performance.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"11 9","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120857928","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}
引用次数: 2
Panel on open source software for RIS RIS开源软件专题讨论会
P. Figueroa
{"title":"Panel on open source software for RIS","authors":"P. Figueroa","doi":"10.1109/SEARIS.2012.6231172","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231172","url":null,"abstract":"We organize at SEARIS a panel about the use of open source software (OSS) and in particular open source game engines for research in Realtime Interactive Systems (RIS). Panelists identified two types of researchers, application oriented and development oriented, and they agree on the importance of OSS for development oriented researchers and for the future research on RIS, so novel ideas could be built on top on existing solutions. This paper mentions some of the key ideas of this panel.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"283 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132053671","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}
引用次数: 0
Semantic modeling of Virtual Environments using MASCARET 使用MASCARET的虚拟环境语义建模
P. Chevaillier, Thanh-Hai Trinh, Mukesh Barange, P. D. Loor, Frédéric Devillers, J. Soler, R. Querrec
{"title":"Semantic modeling of Virtual Environments using MASCARET","authors":"P. Chevaillier, Thanh-Hai Trinh, Mukesh Barange, P. D. Loor, Frédéric Devillers, J. Soler, R. Querrec","doi":"10.1109/SEARIS.2012.6231174","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231174","url":null,"abstract":"Many Virtual Reality (VR) applications, such as Virtual Learning Environments or Interactive Virtual Tours, are based on a rich semantic description of the environment and tasks that users have to perform. These applications are built upon Virtual Environments (VEs) in which artificial agents act autonomously while interacting in realtime with users. Semantic modelling of a VR environment makes it possible the knowledge-driven access from the description of VEs that simplifies the development of VR applications. It eases the development of these types of applications. Semantic modelling should provide a consistent representation of the following aspects: 1) The simulated world, its structure and the behavior of its entities, 2) Interactions and tasks, that users and agents can perform in the environment, 3) Knowledge items, that autonomous agents can use for decision-making or for communication with users. This paper presents MASCARET, a model-based approach, for the design of semantic VR environments. This approach is based on the Unified Modeling Language (UML). In this approach, UML is used to provide a knowledge-driven access to the semantic contents of the VE and not for code generation, as in classical software development process. Interests of a UML-based approach are that its metamodel covers different views of the semantic modelling: ontology, structure, behaviors, interactions, activities. It is also an extensible language that can be specialized to provide formal operational semantics. We also present how MASCARET can be used to develop content-rich interactive applications that can be deployed over various VR platforms. Finally, we discuss the benefits of such a metamodel-based approach and show how the multi-layer semantic model can be used in different VR applications, in which adaptive behaviors of artificial agents acting within complex environments have to be simulated.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128509722","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}
引用次数: 67
Configurable semi-autonomic animated animal characters in interactive virtual reality applications 交互式虚拟现实应用中可配置的半自主动画动物角色
Zhuming Ai, M. Livingston
{"title":"Configurable semi-autonomic animated animal characters in interactive virtual reality applications","authors":"Zhuming Ai, M. Livingston","doi":"10.1109/SEARIS.2012.6231171","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231171","url":null,"abstract":"In many virtual reality (VR) simulation and training applications, it is desirable and even critical to have computer controlled animal characters that can behave with a high degree of realism. The realism can be measured in two aspects. One is behavioral realism, or how real the characters act and respond to the commands and environments. The other aspect is visual realism. Many efforts have been directed at animating human characters as well as other animal characters in applications such as interactive computer games. However, more research is still needed for realistic animation of animal characters due to the vast variety of animal species and different application purposes. In some of the environments for which security personnel are being trained, animals, such as dogs, are part of the training programs. So we need to include realistic behavior and visual representations of animal characters in our training applications. This study is focused on animal behavior and animation for VR applications. A simple implementation of a real-time animal animation method that is configurable is proposed to make it easy for user interaction. Synthetic animal characters are included in the system so that their behavior can be programmed and controlled digitally. A two-stage state machine is used in the system. The top-level state machine controls the animal behavior. The secondary state machine controls animation. Animation blending and procedural control are used to make the animation smooth.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122840485","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}
引用次数: 0
VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler VR JuggLua:一个结合了Lua、OpenSceneGraph和VR Juggler的VR应用框架
Ryan A. Pavlik, J. M. Vance
{"title":"VR JuggLua: A framework for VR applications combining Lua, OpenSceneGraph, and VR Juggler","authors":"Ryan A. Pavlik, J. M. Vance","doi":"10.1109/SEARIS.2012.6231166","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231166","url":null,"abstract":"A gap exists between virtual reality (VR) software platforms designed for optimum hardware abstraction and cluster support, and those designed for efficient content authoring and exploration of interaction techniques through prototyping. This paper describes VR JuggLua, a high-level virtual reality application framework based on combining Lua, a dynamic, interpreted language designed for embedding and extension, with VR Juggler and OpenSceneGraph. This work allows fully-featured immersive applications to be written entirely in Lua, and also supports the embedding of the Lua engine in C++ applications. Like native C++ VR Juggler applications, VR JuggLua-based applications run successfully on systems ranging from a single desktop machine to a 49-node cluster. The osgLua introspection-based bindings facilitate scenegraph manipulation from Lua code, while bindings created using the Luabind template meta-programming library connect VR Juggler functionality. A thread-safe run buffer allows new Lua code to be passed to the interpreter during run time, supporting interactive creation of scene-graph structures. It has been successfully used in an immersive application implementing two different navigation techniques entirely in Lua and a physically-based virtual assembly simulation where C++ code handles physics computations and Lua code handles all display and configuration.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"205 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131950909","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}
引用次数: 29
What VR developers can learn from 20 years of UIMS VR开发者可以从20年的UIMS中学到什么
P. Figueroa
{"title":"What VR developers can learn from 20 years of UIMS","authors":"P. Figueroa","doi":"10.1109/SEARIS.2012.6231176","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231176","url":null,"abstract":"There is an assumption that VR development has not reached its maturity, in comparison to development of WIMP based applications. This essay studies some important results related to WIMP and VR development during the last 20 years, in particular in the fields of User Interface Management Systems (UIMS) and VR Frameworks, which could be an inspiration and also a guide for new research. In particular, we propose a change in the way we pursue research in this field, in order to allow the community to easily build on top of previous results.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129402139","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}
引用次数: 1
SEARIS's personally inspiring papers in review SEARIS个人鼓舞人心的论文正在审查中
C. A. Wingrave
{"title":"SEARIS's personally inspiring papers in review","authors":"C. A. Wingrave","doi":"10.1109/SEARIS.2012.6231173","DOIUrl":"https://doi.org/10.1109/SEARIS.2012.6231173","url":null,"abstract":"The SEARIS (Software engineering and architectures for realtime interactive systems) workshop at IEEE Virtual Reality is five years old, which presents an opportunity for reflection. Papers were gathered in advance that were considered central to SEARIS. Audience members presented and then all discussed each paper, leading to frank discussions and firsthand stories. An analysis of these discussions and papers is presented here, along with suggestions for future research directions.","PeriodicalId":381228,"journal":{"name":"2012 5th Workshop on Software Engineering and Architectures for Realtime Interactive Systems (SEARIS)","volume":"88 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-03-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134180797","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}
引用次数: 0
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