Spelling suggestions: "subject:"[een] VIRTUAL ENVIRONMENTS"" "subject:"[enn] VIRTUAL ENVIRONMENTS""
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Activity-Centric Prioritized Streaming of Games to Mobile DevicesRahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
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A constraint-based approach to modelling spatial semantics of vitual environmentsTrinh, Thanh-Hai 05 April 2012 (has links) (PDF)
Within Virtual Reality Environments (VREs), spatial relationships among objects convey fundamental knowledge about the environment, namely direction ("left", "right", "front of"), distance ("near", "far"), topology ("inside", "disjoint"), and projection ("between", "surrounded by"). Modelling spatial relationships is critical in a variety of applications of VREs, such as human learning environments, virtual museums, or navigation-aids systems. However, spatial relationships have been considered as abstract information and thus, difficult to specify. Addressing this issue, this thesis proposes an approach to model spatial relationships among virtual objects in VREs. First, we formalise a formal model of spatial relationships dedicated to VREs. Second, we provide a language and a framework to specify spatial relationships at a conceptual level. Finally, we apply our model to specify spatial relations in two real applications: Virtual Physics Laboratory -- a VRE for learning physics, and BrestCoz -- an application for visiting Brest harbour in the 18th century. We claim that the proposed language is a relevant basis to specify spatial constraints related to activities of agents and users within VREs.
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Computational techniques for reasoning about and shaping player experiences in interactive narrativesRoberts, David L. 06 April 2010 (has links)
Interactive narratives are marked by two characteristics: 1) a space of player interactions, some subset of which are specified as aesthetic goals for the system; and 2) the affordance for players to express self-agency and have meaningful interactions. As a result, players are (often unknowing) participants in the creation of the experience. They cannot be assumed to be cooperative, nor adversarial. Thus, we must provide paradigms to designers that enable them to work with players to co-create experiences without transferring the system's goals (specified by authors) to players and without systems having a model of players' behaviors. This dissertation formalizes compact representations and efficient algorithms that enable computer systems to represent, reason about, and shape player experiences in interactive narratives.
Early work on interactive narratives relied heavily on "script-and-trigger" systems, requiring sizable engineering efforts from designers to provide concrete instructions for when and how systems can modify an environment to provide a narrative experience for players. While there have been advances in techniques for representing and reasoning about narratives at an abstract level that automate the trigger side of script-and-trigger systems, few techniques have reduced the need for scripting system adaptations or reconfigurations---one of the contributions of this dissertation.
We first describe a decomposition of the design process for interactive narrative into three technical problems: goal selection, action/plan selection/generation, and action/plan refinement. This decomposition allows techniques to be developed for reasoning about the complete implementation of an interactive narrative. We then describe representational and algorithmic solutions to these problems: a Markov Decision Process-based formalism for goal selection, a schema-based planning architecture using theories of influence from social psychology for action/plan selection/generation, and a natural language-based template system for action/plan refinement. To evaluate these techniques, we conduct simulation experiments and human subjects experiments in an interactive story.
Using these techniques realizes the following three goals: 1) efficient algorithmic support for authoring interactive narratives; 2) design a paradigm for AI systems to reason and act to shape player experiences based on author-specified aesthetic goals; and 3) accomplish (1) and (2) with players feeling more engaged and without perceiving a decrease in self-agency.
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Understanding Remote Collaboration in Video Collaborative Virtual EnvironmentsHauber, Joerg January 2008 (has links)
Video-mediated communication (VMC) is currently the prevalent mode of telecommunication for applications such as remote collaboration, teleconferencing, and distance learning. It is generally assumed that transmitting real-time talking-head videos of participants in addition to their audio is beneficial and desirable, enabling remote conferencing to feel almost the same as face-to-face collaboration. However, compared to being face-to-face, VMC still feels distant, artificial, cumbersome, and detached. One limitation of standard video-collaboration that contributes to this feeling is that the 3D context between people and their shared workspace given in face-to-face collaboration is lost. It is therefore not possible for participants to tell from the video what others are looking at, what they are working on, or who they are talking to. Video Collaborative Virtual Environments (video-CVEs) are novel VMC interfaces which address these problems by re-introducing a virtual 3D context into which distant users are mentally "transported" to be together and interact with the environment and with each other, represented by their spatially controllable video-avatars. To date, research efforts following this approach have primarily focused on the demonstration of working prototypes. However, maturation of these systems requires a deeper understanding of human factors that emerge during mediated collaborative processes. This thesis contributes to a deeper understanding of human factors. It investigates the hypothesis that video-CVEs can effectively support face-to-face aspects of collaboration which are absent in standard video-collaboration. This hypothesis is tested in four related comparative user studies involving teams of participants collaborating in video-CVEs, through standard video-conferencing systems, and being face-to-face. The experiments apply and extend methods from the research fields of human-computer interaction, computer-supported cooperative work, and presence. Empirical findings indicate benefits of video-CVEs for user experience dimensions such as social presence and copresence, but also highlight challenges for awareness and usability that need to be overcome to unlock the full potential of this type of interface.
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Semi-Automating Forestry Machines : Motion Planning, System Integration, and Human-Machine Interaction / Delautomatisering av skogsmaskiner : Rörelseplanering, systemintegration och människa-maskin-interaktionWesterberg, Simon January 2014 (has links)
The process of forest harvesting is highly mechanized in most industrialized countries, with felling and processing of trees performed by technologically advanced forestry machines. However, the maneuvering of the vehicles through the forest as well as the control of the on-board hydraulic boom crane is currently performed through continuous manual operation. This complicates the introduction of further incremental productivity improvements to the machines, as the operator becomes a bottleneck in the process. A suggested solution strategy is to enhance the production capacity by increasing the level of automation. At the same time, the working environment for the operator can be improved by a reduced workload, provided that the human-machine interaction is adapted to the new automated functionality. The objectives of this thesis are 1) to describe and analyze the current logging process and to locate areas of improvements that can be implemented in current machines, and 2) to investigate future methods and concepts that possibly require changes in work methods as well as in the machine design and technology. The thesis describes the development and integration of several algorithmic methods and the implementation of corresponding software solutions, adapted to the forestry machine context. Following data recording and analysis of the current work tasks of machine operators, trajectory planning and execution for a specific category of forwarder crane motions has been identified as an important first step for short term automation. Using the method of path-constrained trajectory planning, automated crane motions were demonstrated to potentially provide a substantial improvement from motions performed by experienced human operators. An extension of this method was developed to automate some selected motions even for existing sensorless machines. Evaluation suggests that this method is feasible for a reasonable deviation of initial conditions. Another important aspect of partial automation is the human-machine interaction. For this specific application a simple and intuitive interaction method for accessing automated crane motions was suggested, based on head tracking of the operator. A preliminary interaction model derived from user experiments yielded promising results for forming the basis of a target selection method, particularly when combined with some traded control strategy. Further, a modular software platform was implemented, integrating several important components into a framework for designing and testing future interaction concepts. Specifically, this system was used to investigate concepts of teleoperation and virtual environment feedback. Results from user tests show that visual information provided by a virtual environment can be advantageous compared to traditional video feedback with regards to both objective and subjective evaluation criteria.
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Activity-Centric Prioritized Streaming of Games to Mobile DevicesRahimi Koopayi, Hesam Aldin 22 December 2011 (has links)
As mobile devices still have limited battery life, processing power, memory, and display size, they cannot yet execute gaming applications with the same fidelity and quality as their PC counterparts. In response, researchers have recently performed research with the goal of the real-time delivery of game content specifically to fit within mobile devices’ limitations. In this thesis, we present a novel approach to tackling the streaming of objects to mobile devices. Our goal is to reduce the number of objects subject to streaming from the server to the target devices, while not violating the user-defined limitations through an efficient, context-aware 3D object selection and prioritization scheme. We take advantage of the game context to stream only the most relevant objects. Our evaluations have shown that this technique not only leads to better performance in general, but also increases the gameplay experience by helping the player to achieve a higher score.
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Virtual coupling schemes for position coherency in networked haptic virtual environments /Sankaranarayanan, Ganesh. January 2007 (has links)
Thesis (Ph. D.)--University of Washington, 2007. / Vita. Includes bibliographical references (leaves 114-118).
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Representations of the city in video gamesSchweizer, Bobby. January 2009 (has links)
Thesis (M. S.)--Literature, Communication, and Culture, Georgia Institute of Technology, 2009. / Committee Chair: Pearce, Celia; Committee Member: Do, Ellen Yi-Luen; Committee Member: Knoespel, Kenneth; Committee Member: Nitsche, Michael.
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Psychological benefits and educational potential of physically immersive artificial environment pedagogy /Ganskop, Dean. January 2010 (has links)
Typescript. Includes bibliographical references (leaves 43-51).
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Virtual Environments for Human Centric ResearchMasud, Md. Raihan 06 1900 (has links)
xi, 51 p. : ill. (some col.) / Conducting field studies for human centric research often demands a significant amount of time and effort. Virtual Environments (VE) can be a potential alternative to reduce such requirements and help scale the field studies. However, we may experience a performance difference between (1) a virtual trial, and (2) a field trial of the same study. To learn under what circumstances a VE can successfully replace a field study and when it fails, this thesis describes a route-following experiment that compares the participants' performance between a simple VE and a field setup. The experiment results unveil that there is a significant difference in performance between a physical and a virtual setup for more challenging navigational tasks, whereas no significant difference is observed for simpler tasks. This finding encourages us to replace a less challenging field study with a simple VE, and explore the possibilities for a complex one. / Committee in charge: Dr. Stephen Fickas, Chairperson;
Dr. Christopher Wilson, Member
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