{"title":"分布式虚拟驾驶模拟器","authors":"R. Mourant, Naizhoung Qiu, S. Chiu","doi":"10.1109/VRAIS.1997.583072","DOIUrl":null,"url":null,"abstract":"The authors' goal is to develop techniques for distributed driving simulation on low cost computers. Successful distributed environments have already been implemented for military and commercial applications (Macedonia et al., 1994, Stytz, 1996). These virtual environments are scalable and often use dead-reckoning algorithms to improve network performance. However, a driving simulator with multiple human controlled actors may require near or absolute synchronization. For example, when the lead driver in a car-following situation suddenly brakes, the following car driver needs to respond as quickly as possible to avoid a collision. Such driving paradigms suggest that broadcasting and dead-reckoning may be applicable only if the human controlled actors are further apart than some delta time value. Their multi-driver virtual driving simulator is an extension of the virtual environments driving simulator developed by Levine and Mourant (1995). The study compares two configurations. The first is a typical distributed virtual environment in that it will use standard networking. The second configuration utilizes cloned data acquisition. This is where the analog signals of each human controlled vehicle (gas pedal, brake pedal, and steering) are sent to every node. Since they currently have only two nodes that are located in close physical proximity, cloned data acquisition can be easily accomplished. Duplicate databases for the 3D environment and vehicles reside on each computer.","PeriodicalId":333190,"journal":{"name":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1997-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"A distributed virtual driving simulator\",\"authors\":\"R. Mourant, Naizhoung Qiu, S. Chiu\",\"doi\":\"10.1109/VRAIS.1997.583072\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The authors' goal is to develop techniques for distributed driving simulation on low cost computers. Successful distributed environments have already been implemented for military and commercial applications (Macedonia et al., 1994, Stytz, 1996). These virtual environments are scalable and often use dead-reckoning algorithms to improve network performance. However, a driving simulator with multiple human controlled actors may require near or absolute synchronization. For example, when the lead driver in a car-following situation suddenly brakes, the following car driver needs to respond as quickly as possible to avoid a collision. Such driving paradigms suggest that broadcasting and dead-reckoning may be applicable only if the human controlled actors are further apart than some delta time value. Their multi-driver virtual driving simulator is an extension of the virtual environments driving simulator developed by Levine and Mourant (1995). The study compares two configurations. The first is a typical distributed virtual environment in that it will use standard networking. The second configuration utilizes cloned data acquisition. This is where the analog signals of each human controlled vehicle (gas pedal, brake pedal, and steering) are sent to every node. Since they currently have only two nodes that are located in close physical proximity, cloned data acquisition can be easily accomplished. Duplicate databases for the 3D environment and vehicles reside on each computer.\",\"PeriodicalId\":333190,\"journal\":{\"name\":\"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1997-03-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/VRAIS.1997.583072\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of IEEE 1997 Annual International Symposium on Virtual Reality","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VRAIS.1997.583072","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 3
摘要
作者的目标是开发低成本计算机上的分布式驾驶仿真技术。成功的分布式环境已经在军事和商业应用中实现(Macedonia et al., 1994; Stytz, 1996)。这些虚拟环境是可扩展的,通常使用航位推算算法来提高网络性能。然而,具有多个人为控制参与者的驾驶模拟器可能需要接近或绝对同步。例如,在汽车跟随的情况下,当领头司机突然刹车时,后面的汽车司机需要尽快做出反应,以避免碰撞。这样的驱动范例表明,广播和航位推算可能只有在人类控制的参与者距离比某个delta时间值更远的情况下才适用。他们的多驾驶员虚拟驾驶模拟器是Levine和Mourant(1995)开发的虚拟环境驾驶模拟器的扩展。该研究比较了两种配置。第一种是典型的分布式虚拟环境,它将使用标准网络。第二个配置利用克隆数据采集。这是每个人类控制的车辆(油门踏板、刹车踏板和转向)的模拟信号被发送到每个节点的地方。由于它们目前只有两个物理位置接近的节点,因此可以很容易地完成克隆数据采集。3D环境和车辆的重复数据库驻留在每台计算机上。
The authors' goal is to develop techniques for distributed driving simulation on low cost computers. Successful distributed environments have already been implemented for military and commercial applications (Macedonia et al., 1994, Stytz, 1996). These virtual environments are scalable and often use dead-reckoning algorithms to improve network performance. However, a driving simulator with multiple human controlled actors may require near or absolute synchronization. For example, when the lead driver in a car-following situation suddenly brakes, the following car driver needs to respond as quickly as possible to avoid a collision. Such driving paradigms suggest that broadcasting and dead-reckoning may be applicable only if the human controlled actors are further apart than some delta time value. Their multi-driver virtual driving simulator is an extension of the virtual environments driving simulator developed by Levine and Mourant (1995). The study compares two configurations. The first is a typical distributed virtual environment in that it will use standard networking. The second configuration utilizes cloned data acquisition. This is where the analog signals of each human controlled vehicle (gas pedal, brake pedal, and steering) are sent to every node. Since they currently have only two nodes that are located in close physical proximity, cloned data acquisition can be easily accomplished. Duplicate databases for the 3D environment and vehicles reside on each computer.