| C. Codella, R. Jalili, L. Koved, J. B. Lewis, D. T. Ling, J. S. Lipscomb, D. A. Rabenhorst, C. P. Wang, A. Norton, P. Sweeney, and G. Turk, "Interactive Simulation in a Multi-Person Virtual World", in Computer Human Interaction 1992. |
....we use Gaussian Mixtures [67] Neural Networks or quantization vector techniques (Geometrical moments, Zernike moments, Eigen Vectors) 5.3 Existing Systems 5.3. 1 Glove based Systems An implementation of a virtual world combining hand gestures, texts, sounds and stereoscopic images exists [20]. This system simulates a room containing nonrigid objects which can be created or moved in real time by two users. Glove talk [31] is an interface including the hand of a user and a voice synthesizer. It uses ve arti cial Neural Networks to recognize a vocabulary of two hundred and three hand ....
C. Codella, R. Jalili, L. Koved, and al. Interactive simulation in a multi-person virtual world. In ACM Conference on Human Factors in Computing Systems, volume 35, pages 329-334, 1992. CHI'92.
....with systems based on feature fusion, in this respect systems using semantic fusion scale up easier, whether in number of modes or size of command set. Multimodal systems with fusion at the semantic level include Bolt s seminal work Put That There [1] ShopTalk [2] CUBRICON [3] Virtual World [4], Finger Pointer [5] VisualMan [6] Jeanie [7] and others as described in [8] 9] 10] All these previous efforts on multimodal integration have concentrated primarily on semantic representations and incorporation of new input technologies, rather than on the statistical integration process ....
C. Codella, R. Jalili, L. Koved, J. Lewis, D. Ling, J. Lipscomb, D. Rabenhorst, C. Wang, A. Norton, P. Sweeney, and C. Turk, "Interactive simulation in a multi-person virtual world," in ACM Conference on Human Factors in Computing Systems (CHI'92), 1992, pp. 329--334.
....frame rates, but less powerful versions of the IRIS did not prove very satisfactory. The software also runs on various IBM RS 6000 workstations; none of the ones we use has a monitor capable of 60 Hz stereo, but this is apparently possible given an appropriate monitor and synchronization hardware [7]. 7 5.2 Head coupled perspective A necessary component for rendering a 2D image of a 3D scene is the determination of the correct projection to use for transforming points and geometric primitives in 3 space into points in 2 space. Most commonly, orthographic or perspective projections are ....
Codella, Christopher, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, and Greg Turk. Interactive simulation in a multi-person virtual world. Proceedings of CHI '92 (1992), 329-334. 18
.... no interaction methods at all (such as our basic WALKTHRU [18, 23, 44] the UNC walkthrough [1, 2, 10] or the various commercial walkthrough systems [48, 6] or have an open interface that supports attaching widgets to them, without many widgets actually implemented in a nontrivial context [38, 15, 19]. A virtual environment system that fully supports direct manipulation in a nontrivial world has yet to be presented. 2.2 Applications of Direct Manipulation to Architectural Environments The body of work on direct manipulation of mechanical or architectural models is relatively limited. We do ....
Codella, C, Jalili, R., Koved, L., Lewis, J., Ling, D., Lipscomb, J., Rabenhorst, D., Wang, C., Norton, A., Sweeney, P., and Turk, G. Interactive Simulation in a Multi-Person Virtual World. Proc. of the ACM Conference on Human Factors in Operating Systems -- CHI '92 (Monterey, California, May 1992), pp. 329-334.
....with systems based on feature fusion, in this respect systems using semantic fusion scale up easier, whether in number of modes or size of command set. Multimodal systems with fusion at the semantic level include Bolt s seminal work Put That There [1] ShopTalk [2] CUBRICON [3] Virtual World [4], Finger Pointer [5] VisualMan [6] Jeanie [7] and others as described in [8] 9] 10] All these previous efforts on multimodal integration have concentrated primarily on semantic representations and incorporation of new input technologies, rather than on the statistical integration process ....
C. Codella, R. Jalili, L. Koved, J. Lewis, D. Ling, J. Lipscomb, D. Rabenhorst, C. Wang, A. Norton, P. Sweeney, and C. Turk, "Interactive simulation in a multi-person virtual world," in ACM Conference on Human Factors in Computing Systems (CHI'92), 1992, pp. 329--334.
....address initial transfers user updates server Other users should realize, who is participating in the shared world and what the participants are doing. We referred to this earlier as awareness. One problem, well known from distributed databases as well as from existing distributed VR systems [4, 9, 10, 15], is the problem of providing consistency among the different sites. Another problem, specific to VRML is the implementation of user movement between different worlds. User should be able to move easily between different worlds. Portals [9] seem to be a more adequate metaphor for that purpose than ....
Codella, Christopher .F., Reza Jalili, Lawrence Koved, J. Bryan Lewis, D. T. Ling, J. S.Lipscomb, D. A. Rabenhorst, C. P. Wang, A. Norton, P. Sweeney, and G. Turk, Interactive simulation in a multi-person virtual world. Human Factors in Computing Systems CHI`92 Conference Proceedings, ACM, (May 1992), pp. 329-334.
....the paper show the necessary extensions to VRML in order to support interactions and object (artifact) behavior. Interactions between users and artifacts, or several users, as well as object behavior are currently not specified in VRML. Even existing VR systems support them in a limited way only [CH93, CRK92]. However there seems to be a strong need to have the ability to specify those mechanisms using a high level description within virtual worlds. Existing solution for VR systems are usually based on complex scripting languages to provide the required flexibility [SSP95, WGS95] Today each ....
Codella C.F., Reza Jalili, Koved L., Lewis J.B., Ling D.T., Lipscomb J.S., Rabenhorst D.A., Wang C.P., Norton A., Sweeney P., and Turk G.: Interactive simulation in a multi-person virtual world. In Human Factors in Computing Systems CHI`92 Conference Proceedings, pp. 329-334. ACM, (May 1992).
....10 contains a brief summary and conclusion. 2 Previous Work There are numerous examples of distributed virtual environments available in research and commercial systems today. For instance, many programs support visual interactions between networked users in a shared 3D virtual environment (e.g. [7, 14]) Others allow multiple users to interact in a shared 3D gaming experience [47] Military battle simulators allow soldiers to train on a shared virtual battlefield [10, 43, 62] Multi user chat environments allow many users represented by avatars to communicate socially [50] Despite considerable ....
Codella, C., R. Jalili, L. Koved, J.B. Lewis, D.T. Ling, J.S. Lipscomb, D.A. Rabenhorst, C.P. Wang, A. Norton, P. Sweeney, and G. Turk, Interactive Simulation in a Multi-Person Virtual World. Proceedings of CHI`92, May, 1992, 329-334.
....predefined data transformers on the central machine. Subsequent marketing literature indicates that new data transformation nodes can be programmed in C. Koved, Lewis, Ling and their colleagues at IBM have been using multiple workstations to support the real time requirements of VR user interfaces [1, 8]. Their VUE system assigns a workstation to each of the devices in their user interface, including a server process for each graphics renderer. The MR Toolkit uses a similar input device management approach, as described in section 6.1 of this paper. Simulation processes, such as the Rubber Rocks ....
....VUE system assigns a workstation to each of the devices in their user interface, including a server process for each graphics renderer. The MR Toolkit uses a similar input device management approach, as described in section 6.1 of this paper. Simulation processes, such as the Rubber Rocks demo [8], are also servers that communicate with the renderer server(s) The top level of VUE is an event based UIMS that coordinates the input events coming from device and simulation servers, and routes transformed data to the output servers. At the UIMS core is a dialogue manager containing a set of ....
[Article contains additional citation context not shown here]
Christopher F. Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, and Greg Turk. Interactive simulation in a multi-person virtual world. Human Factors in Computing Systems CHI'92 Conference Proceedings, pages 329--334, May 1992.
....how to deal with communication delays. 2 Current Approaches to Distribution Current approaches to architectures for virtual world rely upon either a client server architecture, or upon a static allocation of processes to processors, which communicate among each other along predetermined paths [4] [5] [12] 13] These architectures pose two potential problems for scale up: 1. Point to point models fall apart when object communication is many to many. That is, in a simulation with 100 independent but closely interacting entities a point to point communication model would mean potentially ....
....in the WAVES architecture possess a model of behavior, they do not control their rendering in the world. In this way, we maintain the crucial distinction between functionality (content) and presentation (style) found commonly in UIMS architectures [1] and in some virtual world architectures [5]. Furthermore, objoid specifications are not constrained to a particular implementation. They simply specify a parameterizable real time behavior, and potentially export a number of attributes by which this behavior can be controlled. Hosts can (but need not necessarily) control some input or ....
C. Codella, R. Jalili, L. Koved, B. Lewis, D. Ling, J. Lipscomb, D. Rabonhorst, C. Wang, A. Norton, P. Sweeney, and G. Turk. Interactive simulation in a multi-person virtual world. In Proc. of CHI '92, pages 329--334, 1992.
....interactions. However, even when no user interaction is performed, many objects also have to realize complex behavior. Although there are some approaches to overcoming these problems in local single user systems [3] there are no solutions for these problems in multi user virtual environments [7], especially when they are distributed [2,14,22, Some of the problems are not very well understood, e.g. how to handle multi user interactions [10] These are interactions between several users and one artifact. In multi user environments the social aspects of interactions also have to be ....
Codella, C.F., Reza Jalili, Koved, L., Lewis, J.B., Ling, D.T., Lipscomb, J.S., Rabenhorst, D.A., Wang, C.P., Norton, A., Sweeney, P., and Turk, G. Interactive simulation in a multi-person virtual world. In Human Factors in Computing Systems CHI`92 Conference Proceedings, pp. 329-334. ACM, (May 1992).
....cooperative work. Abstract worlds may be inhabited and shared by a number of geographically remote cooperating users who may exploit the properties of the virtual world to support their work. A number of research systems have examined the development of shared virtual environments for this purpose[1,5]. In general, the development of shared virtual environments has considered worlds with limited interactional properties. Users of worlds may manipulate objects within the world or even properties of the environment. However, limited consideration has been given to the development of more complex ....
Codella, C., et al., Interactive Simulation in a MultiPerson Virtual World, in Proceedings of ACM CHI'92 Conference on Human Factors in Computing Systems. 1992, p. 329-334.
....military simulation. SIMNET does not have the very low latency display requirements of head mounted displays, which may make communications latency a non issue. Also, my personal experience with the SIMNET Abrams tank simulator is that visual lag is more than 250 milliseconds. Researchers at IBM [3, 2] have been building simulation systems for multi person virtual worlds. Their emphasis is on the simulation of moderately complex real time dynamics systems which are modeled as point masses connected by springs and dampers. The simulation in their system is centralized, and users connect to the ....
Christopher F. Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, and Greg Turk. Interactive simulation in a multi-person virtual world. Human Factors in Computing Systems CHI'92 Conference Proceedings, pages 329--334, May 1992.
....Jalili, Koved, Lewis, Ling, Lipscomb, Rabonhorst, Wang, Norton, Sweeney and Turk 1992, Shaw, Liang, Green and Sun 1992, Coco 1992, West, Howard, Hubbold, Murta, Snowdon and Butler 1992) 2.1 Veridical User Environments In the Veridical User Environments project at IBM T. J. Watson Research Center (Codella et al. 1992) communication between two users of the virtual world is accomplished through a hybrid of client server and broadcasting techniques. There is a dialogue manager (DM) associated with each user which explicitly broadcasts messages to the other DMs in the virtual world (such as the hand position of ....
....of behaviour, they do not control their rendering in the world. In this way, we maintain the crucial distinction between functionality (content) and presentation (style) found commonly in UIMS architectures (Bass, Clapper, Hardy, Kazman and Seacord 1990) and in some virtual world architectures (Codella et al. 1992). Furthermore, objoid specifications do not imply any particular implementation. They simply specify a parameterizable real time behaviour and potentially export a number of attributes by which this behaviour can be controlled. Hosts can (but need not necessarily) control some input or output ....
Codella, C.; Jalili, R.; Koved, L.; Lewis, B.; Ling, D.; Lipscomb, J.; Rabonhorst, D.; Wang, C.; Norton, A.; Sweeney, P. and Turk, G. (1992). Interactive simulation in a multi-person virtual world, Proc. of CHI '92, pp. 329--334.
....of theworkplace# are extended by facilities provided by computer systems. In addition to this work, a number of CSCW researchers have been examining the use ofthe# virtual reality techniques to create shared artificial spaces to support cooperative work (example systems include Rubber Rocks [34] which allows shared interaction with simple objects in space, the work of Takemura which focuses on collaborative design in virtual reality [35] and DIVE [36] which features a spatial model for cooperation in large unboundedspace# [37] 3.3.3. Mobility Recent advances in portable computers and ....
Codella, C., Jalili, R., Koved, L., Lewis, J.B., Ling, D.T., Lipscomb, J.S., Rabenhorst, F.A., Wang, C.P., Norton, A., Sweeney, P. and Turk, G. (1992) 'Interactive Simulation in a Multi-Person Virtual World', In Proc. CHI'92, May 3-7, 1992, Monterey, Cal, ACMPress.pp# 329-335.
....the hand was used as a button, valuator, locator or pickup device. The system operating speed was between 3 and 6 fps 1 . An implementation of a multi user Virtual World that combines hand gestures, speech, sound, stereoscopic graphics and head motion parallax was presented by Codella et.al. [13]. They used the system to simulate a room containing flexible objects (Rub 1 frames per second ber Rocks) that can be created, grabbed, hit or shot by two users in real time. Glove Talk is an interface between a user s hand and a speech synthesizer. It was developed by Fels and Hinton [14] ....
C. Codella, R. Jalili, L. Koved, and al., "Interactive simulation in a multi-person virtual world," in ACM Conference on Human Factors in Computing Systems - CHI'92, vol. 35, pp. 329--334, 1992.
....rotation, and movement, which could recognize a limited set of the Japanese kuna manual alphabet. Hand input devices are occasionally used in Virtual Environment applications to give commands to the computer and manipulate objects in the Virtual Environment [see Weimer and Ganapathy(1989) and Codella, et al. 1992)] A good discussion of the use of hand gestures to interact with a Virtual Environment is given in (Sturman, et al. 1989) Often the use of the device is limited to a small set of commands, for which the user trains the computer to recognize a hand posture and or gesture. In (Baudel and ....
Codella, C., Jalili, R., Koved, L., Lews, J.B., Ling, D., Lipscomb, J., Rabenhorst, D., Norton, A., Seeney, P. and Turk, G. (1992). Interactive simulation in a multi-person virtual world. CHI '92 Proceedings, pp. 329-334.
....Figure 1: Multiple users (represented by spheres) interact in a virtual environment. There are several examples of multi user virtual environments available in research and commercial systems today. First, various research systems allow simple multi user interactions in 3D virtual environments [2, 6]. Second, commercial multi player games allow a small number of users to play in a shared 3D gaming experience [9] Third, MUDs and chat groups allow hundreds of people to interact via text over networks in real time [8] Finally, military simulators allow up to a few hundred soldiers to train ....
Codella, C., R. Jalili, L. Koved, J.B. Lewis, D.T. Ling, J.S. Lipscomb, D.A. Rabenhorst, C.P. Wang, A. Norton, P. Sweeney, and G. Turk, Interactive Simulation in a Multi-Person Virtual World. Proceedings of CHI`92, May, 1992, 329-334.
.... environments [Root 88] and multi user recreational environments have been available for some time (e.g. MUD [Smith 92] and Lucasfilm s Habitat [Morningstar 91] Spatial metaphors also feature heavily in discussions of Virtual Reality (VR) Benedikt 91] including early collaborative VR systems [Codella 92, Takemura 92, Fahl n 92] In contrast to virtual reality, media spaces explore the role of space in providing more embedded support for cooperative work [Gaver 92a, Gaver 92b] Finally, spatial metaphors have been adopted as an integrating theme for large scale CSCW environments [Michelitsch 91, ....
Christopher Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, Favid A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, Greg Turk, Interactive Simulation in a Multi-Person Virtual World, In Proc. CHI'92, ACM, 1992.
....The virtual world and its objects can be represented by three dimensional stereoscopic images and sounds. They are directly manipulated by a person through hand and body movements, and spoken words. Objects in the world may be linked to collections of data or to concurrently running simulators [1 4]. The technology brings together diverse elements including networked systems (possibly heterogeneous) specialized input and output devices, 3 D graphics, hand or body gesture and speech recognition, data visualization, distributed processing, simulation and the possibility of more than one user ....
.... together diverse elements including networked systems (possibly heterogeneous) specialized input and output devices, 3 D graphics, hand or body gesture and speech recognition, data visualization, distributed processing, simulation and the possibility of more than one user sharing the environment [4, 5]. In designing an architecture for constructing virtual worlds, we believe several key features are necessary in order to provide a reasonable balance between the opposing objectives of providing ease of use and building what is likely a very complex system. One must provide a framework within ....
[Article contains additional citation context not shown here]
C. Codella, R. Jalili, L. Koved, J. B. Lewis, D. T. Ling, J. S. Lipscomb, D. A Rabenhorst, C. P. Wang, A. Norton, P. Sweeney and G. Turk, "Interactive Simulation in a Multi-Person Virtual World," CHI '92 Conference Proceedings, ACM, May 1992.
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C. Codella, R. Jalili, L. Koved, J. B. Lewis, D. T. Ling, J. S. Lipscomb, D. A. Rabenhorst, C. P. Wang, A. Norton, P. Sweeney, and G. Turk, "Interactive Simulation in a Multi-Person Virtual World", in Computer Human Interaction 1992.
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C. Codella, R. Jalili, L. Koved, J. Lewis, D. Ling, J. Lipscomb, D. Rabenhorst, C. Wang, A. Norton, P. Sweeney, and C. Turk, "Interactive simulation in a multiperson virtual world," in Proc. ACM Conf. Human Factors Comput. Syst.-CHI'92, pp. 329--334.
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Christopher Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, Favid A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, Greg Turk, Interactive Simulation in a Multi-Person Virtual World, In Proc. CHI'92, ACM, 1992.
No context found.
Christopher Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, Favid A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, Greg Turk, Interactive Simulation in a Multi-Person Virtual World, In Proc. CHI'92, ACM, 1992.
No context found.
Christopher Codella, Reza Jalili, Lawrence Koved, J. Bryan Lewis, Daniel T. Ling, James S. Lipscomb, David A. Rabenhorst, Chu P. Wang, Alan Norton, Paula Sweeney, and Greg Turk. Interactive Simulation in a Multi-Person Virtual World. In Proceedings of CHI 1992. ACM, May 1992.
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