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92
Npsnet: A network software architecture for large scale virtual environments
- Presence
, 1994
"... This paper explores the issues involved in designing and developing network software architectures for large scale virtual environments. We present our ideas in the context of NPSNET-IV, the first 3D virtual environment that incorporates both the IEEE 1278 Distributed Interactive Simulation (DIS) ap ..."
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Cited by 202 (7 self)
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This paper explores the issues involved in designing and developing network software architectures for large scale virtual environments. We present our ideas in the context of NPSNET-IV, the first 3D virtual environment that incorporates both the IEEE 1278 Distributed Interactive Simulation (DIS) application protocol and the IP Multicast network protocol for multi-player simulation over the Internet.
3-D Sound for Virtual Reality and Multimedia
, 2000
"... This paper gives HRTF magnitude data in numerical form for 43 frequencies between 0.2---12 kHz, the average of 12 studies representing 100 different subjects. However, no phase data is included in the tables; group delay simulation would need to be included in order to account for ITD. In 3-D sound ..."
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Cited by 177 (1 self)
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This paper gives HRTF magnitude data in numerical form for 43 frequencies between 0.2---12 kHz, the average of 12 studies representing 100 different subjects. However, no phase data is included in the tables; group delay simulation would need to be included in order to account for ITD. In 3-D sound applications intended for many users, we want might want to use HRTFs that represent the common features of a number of individuals. But another approach might be to use the features of a person who has desirable HRTFs, based on some criteria. (One can sense a future 3-D sound system where the pinnae of various famous musicians are simulated.) A set of HRTFs from a good localizer (discussed in Chapter 2) could be used if the criterion were localization performance. If the localization ability of the person is relatively accurate or more accurate than average, it might be reasonable to use these HRTF measurements for other individuals. The Convolvotron 3-D audio system (Wenzel, Wightman, and Foster, 1988) has used such sets particularly because elevation accuracy is affected negatively when listening through a bad localizers ears (see Wenzel, et al., 1988). It is best when any single nonindividualized HRTF set is psychoacoustically validated using a 113 statistical sample of the intended user population, as shown in Chapter 2. Otherwise, the use of one HRTF set over another is a purely subjective judgment based on criteria other than localization performance. The technique used by Wightman and Kistler (1989a) exemplifies a laboratory-based HRTF measurement procedure where accuracy and replicability of results were deemed crucial. A comparison of their techniques with those described in Blauert (1983), Shaw (1974), Mehrgardt and Mellert (1977), Middlebrooks, Makous, and Gree...
External Cognition: How do Graphical Representations Work?
- INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
, 1996
"... Advances in graphical technology have now made it possible for us to interact with information in innovative ways, most notably by exploring multimedia environments and by manipulating three-dimensional virtual worlds. Many benefits have been claimed for this new kind of interactivity, a general ass ..."
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Cited by 174 (15 self)
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Advances in graphical technology have now made it possible for us to interact with information in innovative ways, most notably by exploring multimedia environments and by manipulating three-dimensional virtual worlds. Many benefits have been claimed for this new kind of interactivity, a general assumption being that learning and cognitive processing are facilitated. We point out, however, that little is known about the cognitive value of any graphical representations, be they good old-fashioned (e.g. diagrams) or more advanced (e.g. animations, multimedia, virtual reality). In our paper, we critique the disparate literature on graphical representations, focusing on four representative studies. Our analysis reveals a fragmented and poorly understood account of how graphical representations work, exposing a number of assumptions and fallacies. As an alternative we propose a new agenda for graphical representation research. This builds on the nascent theoretical approach within cognitive science that analyses the role played by external representations in relation to internal mental ones. We outline some of the central properties of this relationship that are necessary for the processing of graphical representations. Finally, we consider how this analysis can inform the selection and design of both traditional and advanced forms of graphical technology.
SCAAT: Incremental Tracking with Incomplete Information
, 1997
"... We present a promising new mathematical method for tracking a user's pose (position and orientation) for interactive computer graphics. The method, which is applicable to a wide variety of both commercial and experimental systems, improves accuracy by properly assimilating sequential observations, f ..."
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Cited by 108 (11 self)
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We present a promising new mathematical method for tracking a user's pose (position and orientation) for interactive computer graphics. The method, which is applicable to a wide variety of both commercial and experimental systems, improves accuracy by properly assimilating sequential observations, filtering sensor measurements, and by concurrently autocalibrating source and sensor devices. It facilitates user motion prediction, multisensor data fusion, and higher report rates with lower latency than previous methods. Tracking systems determine the user's pose by measuring signals from low-level hardware sensors. For reasons of physics and economics, most systems make multiple sequential measurements which are then combined to produce a single tracker report. For example, commercial magnetic trackers using the SPASYN ( Space Synchro) system sequentially measure three magnetic vectors and then combine them mathematically to produce a report of the sensor pose. Our new approach produces tracker reports as each new lowlevel sensor measurement is made rather than waiting to form a complete collection of observations. Because single observations under-constrain the mathematical solution, we refer to our approach as single-constraint-at-a-time or SCAAT tracking. The key is that the single observations provide some information about the user's state, and thus can be used to incrementally improve a previous estimate. We recursively apply this principle, incorporating new sensor data as soon as it is measured. With this approach we are able to generate estimates more frequently, with less latency, and with improved accuracy. We present results from both an actual implementation, and from extensive simulations.
VR Juggler: A Virtual Platform for Virtual Reality Application Development
, 2000
"... Virtual reality technology has begun to emerge from research labs. People are beginning to make use of it in mainstream work environments. However, there is still a lack of well-designed virtual reality application development environments. This thesis describes VR Juggler, a virtual platform for th ..."
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Cited by 92 (5 self)
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Virtual reality technology has begun to emerge from research labs. People are beginning to make use of it in mainstream work environments. However, there is still a lack of well-designed virtual reality application development environments. This thesis describes VR Juggler, a virtual platform for the creation and execution of immersive applications, which provides a virtual reality system-independent operating environment. The thesis focuses on the approach taken to specify, design, and implement VR Juggler and the benefits derived from this approach.
A Taxonomy for Networked Virtual Environments
, 1997
"... The development of multi-user networked virtual worlds has become a major area of interest in the computer and communications fields. However, there has been little effort to provide a coherent framework for understanding distributed virtual environments (VEs). In this paper we discuss VEs in the co ..."
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Cited by 86 (2 self)
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The development of multi-user networked virtual worlds has become a major area of interest in the computer and communications fields. However, there has been little effort to provide a coherent framework for understanding distributed virtual environments (VEs). In this paper we discuss VEs in the context of how communications, views, data, and processes are distributed while emphasizing those aspects critical to scaling environments. We find most of the systems described in this paper scale to accommodate a handful of users. We also discuss why systems which demand strong data consistency, causality, and reliable communications at the same time while supporting real-time interaction are not likely to scale very well. Furthermore, if the systems are to be geographically dispersed, then highspeed, multicast communication is required. . KEYWORDS: Virtual Reality, Distributed Interactive Simulation, Internet Protocol Multicast, Distributed Interactive Entertainment, Large-scale Virtual E...
An Exploration of Immersive Virtual Environments
, 1995
"... this paper we will discuss our research in the understanding and utilisation of VR. We give a brief account of the technology which has made the creation of virtual environments possible. We explain how this emerging field is significantly different from traditional interaction with computers throug ..."
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Cited by 55 (8 self)
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this paper we will discuss our research in the understanding and utilisation of VR. We give a brief account of the technology which has made the creation of virtual environments possible. We explain how this emerging field is significantly different from traditional interaction with computers through screens, keyboards, and pointing devices such as a mouse. We also present and discuss the research issues and examine the applications of IVEs along with the concept of presence, the fundamental feature of immersive systems. We take the standpoint that all interactions and behaviour in an IVE should not compromise the participant's sense of presence, that is their sense of being in the environment specified by the displays. We conclude by noting the importance of on-going research into the scientific understanding of human behaviour during a VR experience as a basis for constructing effective virtual environments. Virtual Reality Technology
A Survey of Usability Evaluation in Virtual Environments: Classification and Comparison of Methods. PRESENCE: Teleoperators and Virtual Environments
, 2002
"... Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. ..."
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Cited by 50 (6 self)
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Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. This paper presents an overview of VE usability evaluation, to organize and critically analyze diverse work from this field. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of some VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. Finally, to illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. 1 Introduction and
Human Factors Issues in Virtual Environments: A Review of the Literature
- PRESENCE
, 1998
"... Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of the ..."
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Cited by 43 (2 self)
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Virtual environments are envisioned as being systems that will enhance the communication between humans and computers. If virtual systems are to be effective and well received by their users, considerable human-factors research needs to be accomplished. This paper provides an overview of many of these human-factors issues, including human performance efficiency in virtual worlds (which is likely influenced by task characteristics, user characteristics, human sensory and motor physiology, multimodal interaction, and the potential need for new design metaphors); health and safety issues (of which cybersickness and deleterious physiological aftereffects may pose the most concern); and the social impact of the technology. The challenges each of these factors present to the effective design of virtual environments and systematic approaches to the resolution of each of these issues are discussed. 1 Introduction Efforts to apply virtual reality (VR) technology to advance the fields of medicin...
Body Centred Interaction in Immersive Virtual Environments
- Artificial Life and Virtual Reality
, 1994
"... "Well then, what about the actual getting of wisdom? Is the body in the way or not...? I mean, for example, is there any truth for men in their sight and hearing? Or as poets are forever dinning into our ..."
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Cited by 40 (5 self)
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"Well then, what about the actual getting of wisdom? Is the body in the way or not...? I mean, for example, is there any truth for men in their sight and hearing? Or as poets are forever dinning into our

