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1.
New ways of working, as exemplified by distance learning, telecommuting and the virtual organisation, are growing in popularity. This paper concerns itself with the role that 3D virtual environments can play in assisting such collaborative working. Specifically,chance encounters have been shown to be important in collaboration, that is, encounters that are not pre-arranged by its participants. There are a number of tools to facilitate encounters online, but these create new problems. It is argued that 3D shared spaces can assist in the management of chance encounters, allowing them to create a situation similar to that found in the traditional workplace, in which tasks and content are situated inlocales. If shared 3D spaces are to have utility for computing in general, rather than specific applications, it is suggested that this may be in such spatial management of encounters. An example, in which Active Worlds is employed as an interface to Basic Support for Cooperative Working (BSCW) content is described. This content creates the motivation for users to be within the space, and thus available for chance encounters with other users; their nature and extent of being spatially coordinated.  相似文献   

2.
Virtual reality (VR) is a rapidly developing technology that has a wide spectrum of industrial and commercial applications. Networked (distributed or shared) virtual environments (VE) are of growing interest to modern manufacturing industry; a dominating use of networked virtual manufacturing environments (VMEs) is on-line visualisation and collaborative control of 3D information. This has to be supported by real-time data transfer. To meet a broad range of common requirements for Internet-based VE communications, particularly for virtual manufacturing and collaborative design and control, this paper presents a networked virtual environment system that is designed to support networked virtual design and manufacturing. The system is implemented with manufacturing message specification (MMS) standards so as to integrate a range of manufacturing services into networked VEs over the Internet.  相似文献   

3.
Distributed 3D virtual environments can help researchers conduct experiments globally with remotely located participants. We discuss challenges and opportunities for the shared work environment. Our world is entering an age where our current understanding of telecommunications and graphics computing is constantly challenged. With the availability of global information highways, 3D graphical intercontinental collaboration will become a part of our daily work routine. Already, world class auto makers are attempting to reduce car development time to two-year cycles, enlisting global engineering teams. However, this process requires new tools such as shared 3D CAD and distributed product data management systems. The Fraunhofer Center for Research in Computer Graphics (CRCG) in the United States and the Fraunhofer Institute for Computer Graphics (IGD) in Germany, are looking ahead into this new age by establishing a transcontinental computer graphics research effort and a proposed G-7 testbed. We are studying how 3D computer graphics and virtual environments can aid global collaborative work. We have focused our research efforts on determining how computer networks can transform the distributed workplace into a shared environment, allowing real time interaction among people and processes without regard to their location  相似文献   

4.
A Collaborative Scene Editor for VRML Worlds   总被引:2,自引:0,他引:2  
In this paper, we analyze the requirements for a Web-based collaborative infrastructure within a virtual world. Additionally, we combine several tools and methodologies to propose a flexible and fluid collaborative environment using Java language to create a VRML scene graph. The proposed prototype aims at four aspects: a shared workspace of scene editor, an active entity composition algorithm in Java, collaborative control in the multi-user environment, and access control mechanism toward the shared data.  相似文献   

5.
With the advent of new haptic feedback devices, researchers are giving serious consideration to the incorporation of haptic communication in collaborative virtual environments. For instance, haptic interactions based tools can be used for medical and related education whereby students can train in minimal invasive surgery using virtual reality before approaching human subjects. To design virtual environments that support haptic communication, a deeper understanding of humans′ haptic interactions is required. In this paper, human′s haptic collaboration is investigated. A collaborative virtual environment was designed to support performing a shared manual task. To evaluate this system, 60 medical students participated to an experimental study. Participants were asked to perform in dyads a needle insertion task after a training period. Results show that compared to conventional training methods, a visual-haptic training improves user′s collaborative performance. In addition, we found that haptic interaction influences the partners′ verbal communication when sharing haptic information. This indicates that the haptic communication training changes the nature of the users′ mental representations. Finally, we found that haptic interactions increased the sense of copresence in the virtual environment: haptic communication facilitates users′ collaboration in a shared manual task within a shared virtual environment. Design implications for including haptic communication in virtual environments are outlined.  相似文献   

6.
马伟  邓冰 《计算机工程》2010,36(23):288-290
针对网络环境下虚拟交互的应用问题,提出虚拟交互引擎模型结构。借助多Agent协同以及3D交互互感的接口标准,为虚拟现实系统提供Agent库、交互规则库等4个核心模块结构库。通过交互库构建用户设计输入操作感知等虚拟交互子系统,并给出虚拟交互引擎解决方案。  相似文献   

7.
基于Internet的多用户共享虚拟环境框架的研究   总被引:2,自引:0,他引:2  
多用户共享虚拟环境是指网络化的协同虚拟现实系统,在该环境中多个用户之间通过各自的三维图形表示实现在虚拟环境中的多人感知,用户之间的交互以及对虚拟对象的协同操纵,在综合分析现有系统以及Internet的开放性标准化需求基础上,提出了一种基于Internet的多用户共享虚拟环境解决方案,即多用户共享虚拟环境框架(multi-user shared virtual envitonment framework,MSVEF),该框架描述了多用户虚拟环境的体系结构,定义了基于XML的相关交互协议,通过在原型系统中的初步应用,证明该框架可以支持不同网络平台的用户在同一个虚拟场景中的再现与交互。  相似文献   

8.
This paper aims to design and develop a Distributed Virtual Geographic Environment (DVGE) system. A DVGE system is an Internet-based virtual 2D and 3D environment that provides users with a shared space and a collaborative platform for publishing multidimensional geo-data, and for simulating and analyzing complex geo-phenomena. Users logging into the system from different clients can share distributed geo-information resources, including geo-data and geo-models, and can complete collaborative tasks. Web service technology provides effective solutions for constructing DVGE systems because of its ability to support multi-platform, multi-architecture, and multi-program-language interoperability on the Internet, but also because of its ability to share programs, data, and software. This paper analyzes the characteristics, relevant technologies, and specifications of web services, such as grid services, Open Geo-data Interoperability Specifications (OpenGIS), and Geography Markup Languages (GML). The architecture and working mechanisms of the DVGE system based on web services are then elaborated. To demonstrate DVGE systems based on web services, we examine a case study of water pollution in Yangzhou City, Jiangsu Province, China, using a prototype DVGE system that is developed with Jbuilder9.0 and Java3D 1.0 packages, and the Weblogic platform 8.1.  相似文献   

9.
Existing e-commerce applications on the web provide the users a relatively simple, browser-based interface to access available products. Customers are not provided with the same shopping experience as they would in an actual store or mall. This experience, however, can be achieved by the creation of a virtual shopping mall environment, simulating most of the actual shopping user interactions. The virtual mall brings together the services and products of various vendors. Users can navigate through the virtual shopping malls, adding items of interest into a virtual shopping cart, and perform searches assisted by ‘intelligent agents’. A Collaborative Virtual Environment (CVE) can realize a sophisticated virtual shopping application. In such a CVE, a large number of potential users may interact with each other. In this paper, vCOM, a VRML and Java3D-based prototype is presented, which permits users to navigate around virtual e-commerce worlds and perform collaborative shopping and intelligent searches with the assistance of software agents, in order to find the products and services of interest to them. They can then negotiate with sales agents to bargain for the best possible price and then make a secure buying transaction. The virtual mall prototype also allows the user to communicate with an ‘intelligent shopping assistant’ using simple voice commands. This assistant interacts with the shopper using voice synthesis and helps him/her use the interface to efficiently navigate in the mall. Real-time interactions between the entities in this shared environment are implemented over the High Level Architecture (HLA), an IEEE standard for distributed simulations and modeling. The paper focuses on user interface design, collaborative e-commerce through HLA and multi-agent architecture.  相似文献   

10.
Due to the rapid growth of consumer electronics market, there are urgent needs in effective execution of integrated circuit (IC) collaborative design projects and better utilization of silicon intellectual property (SIP) as design knowledge on a virtual design cyber-space. In order to provide IC industry a well-integrated design environment, this research proposes an integrated information platform which combines the project management (PM) module, the design knowledge (e.g., SIP) management module and the collaborative working environment for the IC industry. With the project management module, the R&D team leaders can better monitor, coordinate and control design tasks among partners and their schedules to shorten the time to market. Moreover, a knowledge exchange environment, supported by the design knowledge management module, enriches the design chain productivity and efficiency. Finally, the integration of collaborative working space is the propeller to enable collaborative design. With the unique platform that integrates collaborative project and SIP knowledge management, IC companies gain competitive advantages when working as a virtual design team.  相似文献   

11.
Many important decisions in the design process are made during fairly early on, after designers have presented initial concepts. In many domains, these concepts are already realized as 3D digital models. Then, in a meeting, the stakeholders for the project get together and evaluate these potential solutions. Frequently, the participants in this meeting want to interactively modify the proposed 3D designs to explore the design space better. Today’s systems and tools do not support this, as computer systems typically support only a single user and computer-aided design tools require significant training. This paper presents the design of a new system to facilitate a collaborative 3D design process. First, we discuss a set of guidelines which have been introduced by others and that are relevant to collaborative 3D design systems. Then, we introduce the new system, which consists of two main parts. The first part is an easy-to-use conceptual 3D design tool that can be used productively even by naive users. The tool provides novel interaction techniques that support important properties of conceptual design. The user interface is non-obtrusive, easy-to-learn, and supports rapid creation and modification of 3D models. The second part is a novel infrastructure for collaborative work, which offers an interactive table and several large interactive displays in a semi-immersive setup. It is designed to support multiple users working together. This infrastructure also includes novel pointing devices that work both as a stylus and a remote pointing device. The combination of the (modified) design tool with the collaborative infrastructure forms a new platform for collaborative virtual 3D design. Then, we present an evaluation of the system against the guidelines for collaborative 3D design. Finally, we present results of a preliminary user study, which asked naive users to collaborate in a 3D design task on the new system.  相似文献   

12.
Our collaborative augmented reality system for multiple users simultaneously creates outside-in workbench views and inside-out life-size walkthrough views, bridging the virtual and augmented reality paradigms. Here we introduce a collaborative infrastructure - stereoscopic collaboration in augmented and projective environments(Scape). Scape seamlessly merges the paradigm of virtual reality with that of augmented reality in a single system and provides multimodality interface devices and unique widget interfaces to facilitate collaborative work in 3D environments. A custom-designed cross-platform application-programming interface (API) allows high and medium-level controls over the Scape workspace to enable augmented interaction and collaboration.  相似文献   

13.
Collaborative virtual environments (CVEs) are 3D spaces in which users share virtual objects, communicate, and work together. To collaborate efficiently, users must develop a common representation of their shared virtual space. In this work, we investigated spatial communication in virtual environments. In order to perform an object co-manipulation task, the users must be able to communicate and exchange spatial information, such as object position, in a virtual environment. We conducted an experiment in which we manipulated the contents of the shared virtual space to understand how users verbally construct a common spatial representation of their environment. Forty-four students participated in the experiment to assess the influence of contextual objects on spatial communication and sharing of viewpoints. The participants were asked to perform in dyads an object co-manipulation task. The results show that the presence of a contextual object such as fixed and lateralized visual landmarks in the virtual environment positively influences the way male operators collaborate to perform this task. These results allow us to provide some design recommendations for CVEs for object manipulation tasks.  相似文献   

14.
Teleimmersion is an emerging technology that enables users to collaborate remotely by generating realistic 3D avatars in real time and rendering them inside a shared virtual space. The teleimmersive environment thus provides a venue for collaborative work on 3D data such as medical imaging, scientific data and models, archaeological datasets, architectural or mechanical designs, remote training (e.g., oil rigs, military applications), and remote teaching of physical activities (e.g., rehabilitation, dance). In this paper, we present our research work performed over the course of several years in developing the teleimmersive technology using image-based stereo and more recently Kinect. We outline the issues pertaining to the capture, transmission, rendering, and interaction. We describe several applications where we have explored the use of the 3D teleimmersion for remote interaction and collaboration among professional and scientific users. We believe the presented findings are relevant for future developers in teleimmersion and apply across various 3D video capturing technologies.  相似文献   

15.
16.
An immersive whiteboard system is presented where users at multiple locations can communicate with each other. The system features a virtual environment with vivid avatars, stroke compression and streaming technology to effectively deliver stroke data across meeting participants, friendly human interaction and navigation, virtual and physical whiteboard. The whiteboard is both a physical platform for our input/output interfaces and a virtual screen for sharing common multimedia. It is this whiteboard correspondence that allows the user to physically write on the virtual whiteboard. In addition to drawing on the shared virtual board, the immersive whiteboard in our setup permits users to control the application menus, insert multimedia objects into the world, and navigate around the virtual environment. By integrating multimedia objects and avatar representations into an immersive environment, we provide the users with a more transparent medium so that they feel as if they are communicating and interacting face-to-face. The whiteboard efficiently pulls all the collaboration technologies together. The goal of this collaborative system is to provide a convenient environment for participants to interact with each other and support collaborative applications such as instant messaging, distance learning and conferencing.  相似文献   

17.
协同虚拟环境的通信体系结构研究   总被引:3,自引:0,他引:3  
协同虚拟环境是支持多用户进行协同工作的一个共享虚拟空间,为了实现用户之间的协同工作,协同虚拟环境的网络通信体系结构必须满足一致性和可扩展性等要求。该文从网络的拓扑结构、消息过滤机制、数据压缩方法和通信协议等方面对协同虚拟环境的通信体系结构进行了分析和讨论,最后指出了需要进一步研究的方向。  相似文献   

18.
We describe an augmented reality (AR) system that allows multiple participants to interact with 2D and 3D data using tangible user interfaces. The system features face-to-face communication, collaborative viewing and manipulation of 3D models, and seamless access to 2D desktop applications within the shared 3D space. All virtual content, including 3D models and 2D desktop windows, is attached to tracked physical objects in order to leverage the efficiencies of natural two-handed manipulation. The presence of 2D desktop space within 3D facilitates data exchange between the two realms, enables control of 3D information by 2D applications, and generally increases productivity by providing access to familiar tools. We present a general concept for a collaborative tangible AR system, including a comprehensive set of interaction techniques, a distributed hardware setup, and a component-based software architecture that can be flexibly configured using XML. We show the validity of our concept with an implementation of an application scenario from the automotive industry.  相似文献   

19.
Many organizational analysis tasks are solved by collaborating teams. In technology-mediated collaborations, enabling relevant visual cues is a core issue with existing technology. We explore whether avatars can provide relevant cues in collaborative virtual environments. To do so, we develop a research prototype for a collaborative virtual environment that utilises avatars to improve workspace awareness in collaborative tasks. We test this solution through two studies, qualitative and quantitative, in which participants have to collaborate to jointly validate and correct a diagrammatic model of operational procedures.Our evaluations provide both positive and negative results about the proposed prototype. Collaboration patterns changed and became significantly easier, but, task performance was only slightly improved. Together, these findings inform both the ongoing development of collaborative 3D virtual environments and the role of technology-mediated collaboration for validating and fixing models of processes.  相似文献   

20.
Virtual teams consist of geographically distributed employees working with a common goal using mostly technology for communication and collaboration. Virtual teams face a number of challenges, discussed in the literature in terms of communication through technology, difficulty in building trust, conveying social cues, and creating awareness, as well as cultural differences. These challenges impact collaboration, but also learning and innovation. This research focuses on how a social medium, the 3D virtual environment, is perceived to enable learning and innovation in virtual teams. We study this through a qualitative study based on interviews of distributed work managers’ perception of VEs. The major findings are that VEs are perceived to create collaborative learning atmospheres for virtual teams in terms of enabling engagement, a shared context awareness, and support in social network building. Another finding is that VEs are perceived to enable team learning, knowledge development, and collaboration through persistence of content, information sharing, learning through role-plays and simulations, and visualization. Furthermore, VEs enable the development of co-created content as well as new ways of working in virtual teams.  相似文献   

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