We describe a web based presentation system for dynamic object scenarios. the system produces multimodal presentations based on 3d interactive animations, coordinated with adaptive spoken comments. User profiling and ...
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We describe a web based presentation system for dynamic object scenarios. the system produces multimodal presentations based on 3d interactive animations, coordinated with adaptive spoken comments. User profiling and comments production are performedthrough the interaction with a human-like agent. the system has been developed as part of a research project on support tools for learning about sail racing rules and strategies. the presentation system works in conjunction with an expert authoring system for sail racing scenarios. the software architecture is modular and flexible, explicitly targeted to the web environment. Moreover it is general enough to be easily reused in other domains and applications involving dynamic object scenarios.
In this paper we propose an approach to 3d agent-based virtual communities in which autonomous agents are participants in VRML-based virtual worlds to enhance the interaction with users or serve as intelligent navigat...
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ISBN:
(纸本)1581134681
In this paper we propose an approach to 3d agent-based virtual communities in which autonomous agents are participants in VRML-based virtual worlds to enhance the interaction with users or serve as intelligent navigation assistants. In addition, an agent communication language (ACL) is designed as a high-level communication facility, in particular for the realization of shared objects in virtual communities. As a typical example of 3d agent-based virtual communities, a VRML-based multi-user soccer game has been developed and implemented in the distributed logic programming language dLP. We discuss how dLP can be used for the implementation of 3d agent-based virtual communities. Copyright 2002 ACM.
Even though numerous web3d technologies exist, most of them do not support a high-level, multi-disciplinary authoring process. Moreover, concepts of reuse are rarely provided. A component-based approach is introduced ...
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ISBN:
(纸本)1581134681
Even though numerous web3d technologies exist, most of them do not support a high-level, multi-disciplinary authoring process. Moreover, concepts of reuse are rarely provided. A component-based approach is introduced withthe CONTIGRA architecture to construct interactive, three-dimensional applications, either stand-alone or web-based. the approach is entirely based on declarative XML documents describing the component imple¿mentation, its interface, as well as component configuration and composition of 3d user interfaces and virtual environments. Extensible 3d (X3d) is used as the scene graph basis. However, the resulting applications can be translated to other 3d technologies, too. Another advantage of the approach is reuse both at the implementation level andthe higher abstract component level. this paper introduces the overall architecture andthe XML schemas used for the component documents. It finally outlines the associated authoring process and tools involved. Copyright 2002 ACM.
this paper presents a framework for handling and on-the-fly generation of levels of detail. the application directly controls the trade-off between the amount of resources to be used andthe accuracy of the final imag...
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ISBN:
(纸本)1581134681
this paper presents a framework for handling and on-the-fly generation of levels of detail. the application directly controls the trade-off between the amount of resources to be used andthe accuracy of the final images. the basis for this choice is an accuracy curve which explicates the trade-off. this curve is calculated and updated hierarchically, which makes it especially suited for use with a scene graph. Integration of the framework with VRML is described. Measurements on our prototype implementation show that target resource loads and accuracies can adequately be reached. Copyright 2002 ACM.
In this paper we present a VRML oriented framework that aims to capture the key notions that underlie the extension of X3d toward multiuser and autonomous creatures. Our results can be understood in two ways. One can ...
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In this paper we present a VRML oriented framework that aims to capture the key notions that underlie the extension of X3d toward multiuser and autonomous creatures. Our results can be understood in two ways. One can view the structure of the framework a3 an effort to identify general concepts with special emphasis on separation of concerns, that is to say, as a design pattern. One can also view the framework as a glue between the most recent technologies involved in the implementation of a Networked Virtual Environment : generic content management, advanced group communication protocols and mobile computing.
there are numerous forms for dynamic models, which specify how an object or scene behaves over time. discrete state automata, Petri nets, anddata flow graphs are only a few samples of model types available, which aid...
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ISBN:
(纸本)1581134681
there are numerous forms for dynamic models, which specify how an object or scene behaves over time. discrete state automata, Petri nets, anddata flow graphs are only a few samples of model types available, which aid modelers in capturing dynamics. Whereas most modeling frameworks employ rigidly defined textual or 2d symbols for representing such abstract entities as state, event, and function, we present a system called rube that allows the modeler to craft models in 3d, and with personalized metaphors. the advantages of this system lie in the education of modeling dynamic systems, and in the exploitation of customization in the user interface. We use extensible 3d (X3d), and XML technology, to demonstrate rube, along with an example. Copyright 2002 ACM.
Success of 3d applications on the web inherently depends on object behavior and interaction. Current webSd formats often fall short in supporting behavior modeling. this paper introduces a flexible concept for declara...
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Success of 3d applications on the web inherently depends on object behavior and interaction. Current webSd formats often fall short in supporting behavior modeling. this paper introduces a flexible concept for declaratively modeling 3d object behaviors. Based on Extensible 3d (X3d) a node concept is suggested with object-oriented features such as inheritance, strong typing, and polymorphism. An XML-based language BehaviorSdNode serves the interface definition of new nodes. their implementation is simplified by automated code generation. A novel grammar generation mechanism collects all existing nodes in a dynamic XML Schema. thus new behavior nodes can be used along with built-in nodes as first class scene graph elements. A rich set of predefined behaviors is proposed, among them Animation and State Machine node collections. the concepts were successfully implemented with VRML97/X3d and integrated into a 3d component approach.
this paper describes a robust mechanism for transmitting 3d meshes over the Internet. TCP/IP is an excellent means for reliable transport over the Internet. However, multi-user, real-time graphics applications may fin...
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ISBN:
(纸本)9781581136449
this paper describes a robust mechanism for transmitting 3d meshes over the Internet. TCP/IP is an excellent means for reliable transport over the Internet. However, multi-user, real-time graphics applications may find TCP transmission disadvantageous when reception of a mesh is time-critical. To improve speed one could use an unreliable transmission protocol. Yet typical mesh compression schemes increase the fragility of the mesh to lossy transmission. In this paper, we develop a hybrid method of transmitting meshes over the Internet, built upon progressive mesh [17] technology. the hybrid method transmits important visual detail in a lossless manner, but trades off loss of visually less important detail for transmission speed. Tests of the method in a lossy network environment show that the method improves the transmission time of the mesh with little degradation in quality.
In 1999 the Monterey Bay Aquarium Research Institute (MBARI) began a project to create 3d visualizations for each of its Remotely Operated Vehicle (ROV) dives in the deep waters of the ocean. the goal was to synthesiz...
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ISBN:
(纸本)1581134681
In 1999 the Monterey Bay Aquarium Research Institute (MBARI) began a project to create 3d visualizations for each of its Remotely Operated Vehicle (ROV) dives in the deep waters of the ocean. the goal was to synthesize various ROV-generateddata sets for visualization in a common, compelling, efficient, and easy-to-use system. Integrating these visualizations into the Institute's database of dive information is a key component that helps make the data more understandable and useful. the architecture of the system was designed to allow for incremental improvements in the presentation and in the underlying data quality. An object oriented approach for the data access and use of the VRML97 EXTERNPROTO feature providedthe framework for this architecture. the visualization system has been in place for over a year, internal users now have adequate platforms to visualize their data, and we are beginning our evaluation for a next cycle of improvements that will employ features of the next generation of VRML, including GeoVRML. Copyright 2002 ACM.
web3d viewers are typically based on hierarchical scene graphs. In applications where users are allowed to make significant changes to the arrangement of objects, thereby changing the scene graph, those parts of the ...
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ISBN:
(纸本)1581134681
web3d viewers are typically based on hierarchical scene graphs. In applications where users are allowed to make significant changes to the arrangement of objects, thereby changing the scene graph, those parts of the graph which model the independent objects may need to be restructured in order to represent the transient relationships between the *** present the Virtue3d System version 2.0, an application for viewing and manipulating 3d scenes. the Virtue3d Player API andthe associated VRL scene representation depend on scene hierarchies for defining models, but, unlike a typical scene graph, they rely on a mechanism of an "Assembly" and "Parts" at the level of the entire scene. this supports dynamic "attachments" between objects that more closely simulate real-world interaction and allow useful modeling and manipulation functions. the Virtue3d System is also designed to provide an efficient interface for applying collision constraints and other types of motion constraints. this is supported by defining "collision groups" and constraints at the level of the Parts in the Assembly. Copyright 2002 ACM.
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