The World-Wide Web is becoming an invaluable source for the information needs of many users. However, current browsers are still primitive, in that they do not support many of the navigation needs of users, as indicat...
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The World-Wide Web is becoming an invaluable source for the information needs of many users. However, current browsers are still primitive, in that they do not support many of the navigation needs of users, as indicated by user studies. They do not provide an overview and a sense of location in the information structure being browsed. Also they do not facilitate organization and filtering of information nor aid users in accessing already visited pages without high cognitive demands. In this paper, a new browsing interface is proposed with multiple hierarchical windows and efficient multiple window operations. It provides a flexible environment where users can quickly organize, filter, and restructure the information on the screen as they reformulate their goals. Overviews can give the user a sense of location in the browsing history as well as provide fast access to a hierarchy of pages.
The proceedings contains 31 papers from the 1997 acmsymposium on Virtual Reality software and technology. Topics discussed include: interactive two-handed gesture interface;horseback riding simulator;head motion and ...
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The proceedings contains 31 papers from the 1997 acmsymposium on Virtual Reality software and technology. Topics discussed include: interactive two-handed gesture interface;horseback riding simulator;head motion and latency compensation;virtual body language;access control in virtual environments;dynamic implicit surface tessellation;real time vision-based camera tracking;trilinear tensors;virtual clay modeling systems;online radiosity in interactive virtual reality applications;output-sensitive rendering;and consolidated manipulation of virtual and real objects.
We present an approach for modeling and real-time rendering of outdoor scenes, for use in virtual reality applications such as flight simulators and multi-user virtual environments. The models are based on a procedura...
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ISBN:
(纸本)9780897919531
We present an approach for modeling and real-time rendering of outdoor scenes, for use in virtual reality applications such as flight simulators and multi-user virtual environments. The models are based on a procedural representation using directed cyclic graphs. It allows to represent extremely complex scenes with little memory and modeling effort. Very large scale virtual environments are supported by a bandwidth-preserving networking approach that makes use of the compact representation and on-the-fly database amplification.
Real-time animation of virtual humans requires a dedicated architecture for the integration of different motion control techniques running into so-called actions. In this paper we describe a software architecture call...
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ISBN:
(纸本)9780897919531
Real-time animation of virtual humans requires a dedicated architecture for the integration of different motion control techniques running into so-called actions. In this paper we describe a software architecture called AGENTlib for the management of action combination. Considered actions exploit various techniques from keyframe sequence playback to Inverse Kinematics and motion capture. Two major requirements have to be enforced from the end user viewpoint. First that multiple motion controllers can control simultaneously some parts or whole of the virtual human. Second. that successive actions result in a smooth motion flow.
Although most current research work on gesture interfaces deals with a one-handed gesture, a two-handed dynamic gesture may have the potential to provide the more stable and efficient gesture interface over the one-ha...
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ISBN:
(纸本)9780897919531
Although most current research work on gesture interfaces deals with a one-handed gesture, a two-handed dynamic gesture may have the potential to provide the more stable and efficient gesture interface over the one-handed. It not only increases the amount of information valuable of understanding complex gestures, but also enhances expressive powers significantly. We are developing an interactive two-handed gesture interface, called TGSH (Two-handed Gesture environment SHell), enabling the users to manipulate a system by intuitive dynamic gestures in a 3D virtual environment. Some preliminary experiments conducted by using eighteen different dynamic gestures show the advantages of using two hands. TGSH is incorporated into a 3D geometric modeler, a VR tool developed in our laboratory, to test and evaluate how the gesture interface can improve the communication performance between the users and the VR application in a 3D virtual environment.
"Agents" and "Agent technology" have become the new buzzwords in computer software. Much of this 'buzz' is pure hype similar to the AI hype of the 80's. The software agents tutorial is ...
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ISBN:
(纸本)0897919262
"Agents" and "Agent technology" have become the new buzzwords in computer software. Much of this 'buzz' is pure hype similar to the AI hype of the 80's. The software agents tutorial is intended to provide the attendee an overview of the software and userinterface technologies being applied to autonomous software modules known as "Agents". This overview shotild allow the student to separate the "wheat from the chaff' and provide pointers for the student's turther research into the technology.
We describe NetEffect, a highly-scalable architecture for developing, supporting and managing large, media-rich, 3D virtual worlds used by several thousand geographically dispersed users using low-end computers (PCs) ...
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We describe NetEffect, a highly-scalable architecture for developing, supporting and managing large, media-rich, 3D virtual worlds used by several thousand geographically dispersed users using low-end computers (PCs) and modems. NetEffect partitions a whole virtual world into communities, allocates these communities among a set of servers, and migrates clients from one server to another as clients move through the communities. It devotes special attention to minimizing the network traffic, in particular, the traffic that must go through servers. HistoryCity, a virtual world for children, has been developed on NetEffect and is currently being beta-tested for deployment in Singapore.
The efficient rendering of large dynamic scenes is an important open problem. Optimization techniques for static scenes, such as output-sensitive visibility calculation, must be carefully adapted to dynamic models in ...
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The efficient rendering of large dynamic scenes is an important open problem. Optimization techniques for static scenes, such as output-sensitive visibility calculation, must be carefully adapted to dynamic models in order to remain effective. Distributed virtual environments pose a particular difficulty, because communication between the users must be minimized in addition to each user's rendering time. We show how output-sensitive visibility calculation algorithms can be adapted to dynamic scenes, and used to reduce the communication requirements between workstations in a distributed virtual environment. The solution is based on temporal bounding volumes, guaranteed to contain the dynamic objects for some period of time. These volumes are inserted into a visibility algorithm's main data structure instead of hidden dynamic objects. Subsequently a dynamic object is ignored until its bounding volume becomes visible or is no longer guaranteed to contain the object. In a distributed virtual environment, this saves not only the rendering of the object, but its update through a communication network too. We show an algorithm which combines this method with BSP tree based output-sensitive visibility calculation, and report on the implementation of our system.
In the development of the latest suite of SCNAP software for switched network analysis, much effort has been directed towards producing highly efficient algorithms, very versatile packages and a uniform structure with...
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ISBN:
(纸本)078033583X
In the development of the latest suite of SCNAP software for switched network analysis, much effort has been directed towards producing highly efficient algorithms, very versatile packages and a uniform structure with a simple userinterface. These principles have been utilised further in the design of SCNAP5, which interfaces with the commercial logic simulator Verilog to produce a most effective mixed-mode simulator, capable of delivering very detailed analysis of mixed-mode SC and SI circuits. A number of examples are given to illustrate the application of the software.
Generic STADIUM is a software shell which can provide design of experiment (DoE) capabilities to almost any simulator. This paper discusses enhancements to the first version of Generic STADIUM to add a more intuitive ...
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Generic STADIUM is a software shell which can provide design of experiment (DoE) capabilities to almost any simulator. This paper discusses enhancements to the first version of Generic STADIUM to add a more intuitive and interactive userinterface, to increase design of experiment capabilities and to automate optimization techniques. Representations of the graphical userinterface and information about the automated optimization capabilities are presented.
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