| P.A. Appino, J.B. Lewis, L. Koved, D.T. Ling, D.A. Rebenhorst and C.F. Codella. An Architecture for Virtual Worlds. Presence, 1(1):1-17, 1992. |
....Work Architectures of virtual reality systems are most closely related to this work. The early work of Zeltzer et al. 21] describes the integration into an interactive framework, and application of, modules controlling, for example, user input, inverse kinematics, and dynamics. Appino et al. [1] run such modules on independent computers and use asynchronous communication to avoid round trip network delays. Shaw et al. 15] decouple the application similarly, and in addition allow rendering of the scene independently of the computation of the underlying simulation. Later work addresses ....
P. A. Appino, J. B. Lewis, L. Koved, D. T. Ling, D. A. Rabenhorst, and C. F. Codella. An architecture for virtual worlds. Presence, 1(1):1--17, 1992.
.... main directions have been investigated so far: Virtual Reality Systems, in which the user directly manipulates the objects in the application, presented as embodied physical objects [8] Most work in this area merely presents hand gesture recognition in the specific context of the application [2]. Multi Modal Interfaces, in which the user issues commands by using natural forms of humanto human communication: speech, gesture and gaze (see for instance [4] 14] Recognition of Gestural Languages, in which the user issues commands with gestures. Deaf sign language recognition ....
Appino, P., Lewis, J., Koved, L., Ling, D., Rabenhorst, D. and Codella, C. An Architecture for Virtual Worlds, Presence, 1(1), 1991.
.... investigated: Virtual Reality Systems, in which the user interacts mainly by means of direct manipulation of the objects of the application, presented as embodied physical objects [10] Most works in this area merely present hand gesture recognition in the specific context of their application [2]. Multi Modal Interfaces, which aim at providing natural and powerful interaction by using the natural human to human communication means: speech combined with gesture and gaze (see for instance [4] 17] Recognition of Gestural Languages, where the gestures are interpreted as commands. ....
Appino, P., Lewis, J., Koved, L., Ling, D., Rabenhorst, D. and Codella, C. An Architecture for Virtual Worlds, Presence, 1(1), 1991.
....that are needed in the development of VR applications: support for distributed computing, workspace management, performance monitoring, input devices abstractions, data sharing, etc. Researchers at IBM have used multiple workstations to support the realtime requirements of VR user interfaces [12, 13]. Their virtual world architecture addresses the requirements of virtual reality for high performance computing, concurrency and synchronization of multiple events, and flexibility. Processes communicate through a central event driven user interface management system (UIMS) The UIMS uses a ....
P. Appino, J. Lewis, L. Koved, D. Ling, D. Rabenhorst, and C. Codella. An architecture for virtual worlds. Presence, 1(1):1--17, 1992.
....events can change the course of the story. In this case, a story link has been activated. Hyperstories: A Model to Specify and Design Interactive Educational Stories Jaime Snchez, PhD. Mauricio Lumbreras, MSc. 11 6. 2 System Architecture Basically the system is composed of some way like [3,25] by: The kernel . The interface manager The kernel maps every interface object such as characters, contexts, etc. to an internal object The kernel s object can send messages to the equivalent interface object in the interface. The communication between internal and interface objects is ....
P. Appino, J. Lewis, L. Koved et al. An Architecture for Virtual Worlds. Presence, Volume 1, Number 1, Winter 1992, MIT Journals, 1992.
....new entity. In this case you have a powerful tool (e.g. you can build another story using an old environment, or you can define a coffee machine reusing and inheriting from a standard electric device previously defined) 6. SYSTEM ARCHITECTURE Basically the system is composed in some way like [Appino 92, Lewis 91] by: The kernel, The interface manager The kernel maps every interface object (such us characters, objects, contexts, etc. to an internal object. Thekernel object can send messages to the equivalent interface object in the interface. The communication between internal and ....
Appino P., Lewis J., Koved L et al, "An Architecture for Virtual Worlds", Presence, Volume 1, Number 1, Winter 1992, MIT Journals.
....complexity, and there is (notionally) no limit on the possible number of users. Current systems may be divided into three classes with reference to the number of simultaneous users which they support: single user; small scale multi user; and large scale multi user. Single user systems include VUE [2] and to some extent MRToolkit [8] which began life with an emphasis on single user systems, though the peer package provides some support for multiple users. The facilities for distributed computation in single user systems are generally aimed at utilising parallel computation to improve the ....
....the extrapolation method in use) The constrained behaviour available in NPSNET, together with the use of position extrapolation and multicast messages allow the system to potentially support hundreds of users on current ethernet based networks. Techhical Report NOTTCS TR 96 6 18 5. 8 VUE VUE [2] is a single user client server system. A number of servers provide the main system functionality, such as rendering and application specific functions. A single client coordinates all of the servers. Communication is by event broadcast, and the client implements an application specific set of ....
Appino, A.P., Lewis, J.B., Koved, L., Ling, D.T., Rabenhurst, D.A., and Codella, C.F. (1992) An Architecture for Virtual Worlds, Presence, 1(1), Winter 1992, pp 1-17.
....only difference being that a user demon will interact with input and output objects whereas most demons typically, will not. The user demon will combine information from a number of input objects, and in general will need to use dialogue management in order to interpret a context sensitive meaning [8]. Implementations of user objects can range from an object that maps position changes reported by an input device into viewpoint changes for a renderer, to a more complex object which provides for interaction with the world and allows its behavior to be specified by a series of rules which the ....
Appino P.A., Lewis B.J., Koved L., Ling T.D., Rabenhorst D.A., and Codella C.F. An architecture for virtual worlds. Presence, 1(1):1--17, 1992.
....context in which asynchronous notifications and replies can be interpreted. This naturally supports RPCs, attributes (including optional asynchronous notifications of changes) and streams over the same connection. Many virtual reality systems adopt a distributed database model. Others such as VUE [2] (and the lower layers of DIVE) adopt a message broadcast model, where all interaction is via messages which are multicast to all objects in the world. Neither of these approaches directly supports more specific contexts in which interaction can occur: there is no notion of forming and ....
Appino, A.P., Lewis, J.B., Koved, L., Ling, D.T., Rabenhurst, D.A., and Codella, C.F. (1992) An Architecture for Virtual Worlds, Presence, 1(1), Winter 1992, pp 1-17.
....and generally quite dispersed. The system is able to take advantage of this dispersal (and the relative insensitivity to small errors that result from this) to limiting network updates, allowing very large numbers of users to share a single world. 3. 8 VUE VUE, the Veridical User Environment [2] has been developed at the IBM Thomas J. Watson Research Center. It is currently oriented towards single user systems, and has a rule based dialogue manager (as in a UIMS) to control and coordinate the various system components. The system components comprise device servers, application servers ....
Appino, A.P., Lewis, J.B., Koved, L., Ling, D.T., Rabenhurst, D.A., and Codella, C.F. (1992) An Architecture for Virtual Worlds, Presence, 1(1), Winter 1992, pp 1-17.
....We believe we are the first to explore the benefits of using time critical computing in connection with user input prediction to control lag. The increased compute power of parallel processing is attractive to VR system designers, and thus several VR systems are network parallel or MP parallel (Appino, Lewis, Koved, Ling, Rabenhorst, Codella, 1992; Codella, Jalili, Koved, Lewis, 1993; Gobbetti, Balaguer, Thalmann, 1993; Lewis, Koved, Ling, 1991; Shaw, Liang, Green, Sun, 1992; Wang, Koved, Dukach, 1990) All these systems use asynchronous or other ad hoc process communication (except for left and right eye view rendering) Yet ....
.... Ling, 1991; Shaw, Liang, Green, Sun, 1992; Wang, Koved, Dukach, 1990) All these systems use asynchronous or other ad hoc process communication (except for left and right eye view rendering) Yet asynchronous communication maximizes throughput but is suboptimal for reducing lag. While Appino et al. (Appino, Lewis, Koved, Ling, Rabenhorst, Codella, 1992) mention the possibility of just in time synchronization schemes, they do not actually detail or implement any such schemes. We are not aware of any work that analyzes and optimizes synchronization schemes to reduce lag. 3 Lag Sources in VR Systems 3.1 User Input Device Lag The user input ....
[Article contains additional citation context not shown here]
Appino, P. A., Lewis, J. B., Koved, L., Ling, D. T., Rabenhorst, D. A., & Codella, C. F. (1992). An architecture for virtual worlds. Presence, 1(1), 1--17.
....pattern matching and database manipulation operations. Implementation of communications in Linda is based on the use of sockets with the TCP IP protocol. That protocol, although more reliable than UPD, is also slower. An evaluation of the two different protocols inside a VR system can be found in (Appino, Lewis, Koved, Ling, Rabenhorst and Codella, 1992). As a faster protocol, UDP might seem more adequate, but since it does not ensure reliable transmissions, it does not match the need for correct implementation of the Linda language. 3.2.2 The Graphical Description Language 13 Graphical representations of objects are defined using a basic ....
Appino Perry A., Lewis J. Bryan, Koved Lawrence, Ling Daniel T., Rabenhorst David A. and Codella Christopher F. (1992) "A Architecture for Virtual Worlds" PRESENCE, Volume I, Number I, Winter 1992, 1-17.
....Industries arcade game system, Battletech video arcades, and Network Spector for home computers. Virtus Walkthrough is one of the first VR design systems. Architectures for virtual reality systems have been studied recently by several commercial (Blanchard et al., 1990; VPL, 1991; Grimsdale, 1991; Appino et al., 1992) and university groups (Zeltzer, 1989; Bricken, 1990; Green et al., 1991; Pezely et al., 1992; Zyda et al., 1992; West et al., 1992; Kazman, 1993; Grossweiler et al., 1993) Other than HITL at the University of Washington, significant research programs that have developed entire VR systems exist at ....
....Ames (Wenzel et al., 1990; Fisher et al., 1991) and within many large corporations such as Boeing, Lockheed, IBM, Sun, Ford, and AT T. 16 More comprehensive overviews have been published for VR research directions (Bishop et al. 1992) for VR software (Zyda et al., 1993) for system architectures (Appino et al., 1992), for operating systems (Coco, 1993) and for participant systems (Minkoff 1993) HITL has collected an extensive bibliography on virtual interface technology (Emerson 1993) VR development systems can be grouped into tool kits for programmers and integrated software for novice to expert computer ....
Appino, P.A., Lewis, J.B., Koved, L., Ling, D.T., Rabenhorst, D. & Codella, C. (1992) An architecture for virtual worlds. Presence, 1(1), 1-17.
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Appino, Perry A., Lewis, J. Bryan, Koved, Lawrence, Ling, Daniel T., Rabenhorst, David A. and Codella, Christopher F., "An Architecture for Virtual Worlds," Presence, vol. 1, no. 1, 1992.
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P.A. Appino, J.B. Lewis, L. Koved, D.T. Ling, D.A. Rebenhorst and C.F. Codella. An Architecture for Virtual Worlds. Presence, 1(1):1-17, 1992.
No context found.
Appino, P.A., Lewis, J.B., Koved, L., Ling, D.T., Rabenhorst, D.A., and Codella, C.F., An Architecture for Virtual Worlds, in Presence , 1(1), Winter 1992, MIT Press.
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Appino, Perry A. et al, "An Architecture for Virtual Worlds," Presence, 1, 1, Winter 1992, pp. 1.
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Appino, P., Lewis, J.B., Koved, L., Ling, D.T., Rabenhorst, D.A. and Codella, C.F. "An Architecture for Virtual Worlds," Presence: Teleoperators and Virtual Environments, Vol. 1, No. 1, 1992, pg. 1-17.
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Appino Perry A., Lewis J. Bryan, Koved Lawrence, Ling Daniel T., Rabenhorst David A. and Codella Christopher F., " A Architecture for Virtual Worlds," Presence, Volume 1, Number 1, 1-17, (1992)
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Appino, Perry A. et al "An Architecture for Virtual Worlds," Presence, Vol. 1, No. 1, Winter 1992, pp. 1.
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