Abstract: This paper argues that fostering mutual understanding in landscape planning is as much about the planners educating stakeholder groups as the stakeholders educating the planners. In other words it is an epistemological agreement as to the meaning and nature of place, especially where an effort is made to go beyond the quantitative aspects, which can be achieved by the phenomenological experience of the Virtual Reality (VR) environment. This education needs to be a bi-directional process in which distance can be both temporal as well as spatial separation of participants, that there needs to be a common framework of understanding in which neither 'side' is disadvantaged during the process of information exchange and it follows that a medium such as VR offers an effective way of overcoming some of the shortcomings of traditional media by taking advantage of continuing technological advances in Information, Technology and Communications (ITC). In this paper we make particular reference to this as an extension to Geographical Information Systems (GIS). VR as a two-way communication tool offers considerable potential particularly in the area of Public Participation GIS (PPGIS). Information rich virtual environments that can operate over broadband networks are now possible and thus allow for the representation of large amounts of qualitative and quantitative information 'side-by-side'. Therefore, with broadband access becoming standard for households and enterprises alike, distributed virtual reality environments have great potential to contribute to enabling stakeholder participation and mutual learning within the planning context.
Abstract: This paper presents a solution for the behavioural
animation of autonomous virtual agent navigation in virtual environments.
We focus on using Dempster-Shafer-s Theory of Evidence
in developing visual sensor for virtual agent. The role of the visual
sensor is to capture the information about the virtual environment
or identifie which part of an obstacle can be seen from the position
of the virtual agent. This information is require for vitual agent to
coordinate navigation in virtual environment. The virual agent uses
fuzzy controller as a navigation system and Fuzzy α - level for
the action selection method. The result clearly demonstrates the path
produced is reasonably smooth even though there is some sharp turn
and also still not diverted too far from the potential shortest path.
This had indicated the benefit of our method, where more reliable
and accurate paths produced during navigation task.
Abstract: Digital signature is a useful primitive to attain the integrity and authenticity in various wire or wireless communications. Proxy signature is one type of the digital signatures. It helps the proxy signer to sign messages on behalf of the original signer. It is very useful when the original signer (e.g. the president of a company) is not available to sign a specific document. If the original signer can not forge valid proxy signatures through impersonating the proxy signer, it will be robust in a virtual environment; thus the original signer can not shift any illegal action initiated by herself to the proxy signer. In this paper, we propose a new proxy signature scheme. The new scheme can prevent the original signer from impersonating the proxy signer to sign messages. The proposed scheme is based on the regular ElGamal signature. In addition, the fair privacy of the proxy signer is maintained. That means, the privacy of the proxy signer is preserved; and the privacy can be revealed when it is necessary.
Abstract: There has been a growing interest in implementing humanoid avatars in networked virtual environment. However, most existing avatar communication systems do not take avatars- social backgrounds into consideration. This paper proposes a novel humanoid avatar animation system to represent personalities and facial emotions of avatars based on culture, profession, mood, age, taste, and so forth. We extract semantic keywords from the input text through natural language processing, and then the animations of personalized avatars are retrieved and displayed according to the order of the keywords. Our primary work is focused on giving avatars runtime instruction from multiple natural languages. Experiments with Chinese, Japanese and English input based on the prototype show that interactive avatar animations can be displayed in real time and be made available online. This system provides a more natural and interesting means of human communication, and therefore is expected to be used for cross-cultural communication, multiuser online games, and other entertainment applications.
Abstract: This paper examines ethical and social issues which
have proved important when initiating and creating educational spaces within a virtual environment. It focuses on one project, identifying the key decisions made, the barriers to new practice
encountered and the impact these had on the project. It demonstrates
the importance of the 'backstage' ethical and social issues involved in
the creation of a virtual education community and offers conclusions,
and questions, which will inform future research and practice in this
area. These ethical issues are considered using Knobel-s framework
of front-end, in-process and back-end concerns, and include
establishing social practices for the islands, allocating access rights,
considering personal safety and supporting researchers appropriately
within this context.
Abstract: Current technological advances pale in comparison to the changes in social behaviors and 'sense of place' that is being empowered since the Internet made it on the scene. Today-s students view the Internet as both a source of entertainment and an educational tool. The development of virtual environments is a conceptual framework that needs to be addressed by educators and it is important that they become familiar with who these virtual learners are and how they are motivated to learn. Massively multiplayer online role playing games (MMORPGs), if well designed, could become the vehicle of choice to deliver learning content. We suggest that these games, in order to accomplish these goals, must begin with well-established instructional design principles that are co-aligned with established principles of video game design. And have the opportunity to provide an instructional model of significant prescriptive power. The authors believe that game designers need to take advantage of the natural motivation player-learners have for playing games by developing them in such a way so as to promote, intrinsic motivation, content learning, transfer of knowledge, and naturalization.
Abstract: While computers are known to facilitate lower levels of learning, such as rote memorization of facts, measurable through electronically administered and graded multiple-choice questions, yes/no, and true/false answers, the imparting and measurement of higher-level cognitive skills is more vexing. These require more open-ended delivery and answers, and may be more problematic in an entirely virtual environment, notwithstanding the advances in technologies such as wikis, blogs, discussion boards, etc. As with the integration of all technology, merit is based more on the instructional design of the course than on the technology employed in, and of, itself. With this in mind, this study examined the perceptions of online students in an introductory Computer Information Systems course regarding the fostering of various higher-order thinking and team-building skills as a result of the activities, resources and technologies (ART) used in the course.
Abstract: This paper presents a solution for the behavioural animation of autonomous virtual agent navigation in virtual environments. We focus on using Dempster-Shafer-s Theory of Evidence in developing visual sensor for virtual agent. The role of the visual sensor is to capture the information about the virtual environment or identifie which part of an obstacle can be seen from the position of the virtual agent. This information is require for vitual agent to coordinate navigation in virtual environment. The virual agent uses fuzzy controller as a navigation system and Fuzzy α - level for the action selection method. The result clearly demonstrates the path produced is reasonably smooth even though there is some sharp turn and also still not diverted too far from the potential shortest path. This had indicated the benefit of our method, where more reliable and accurate paths produced during navigation task.
Abstract: Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual environment, the types of spaces educational institutions are creating or simulating, and what types of activities are being conducted.
Abstract: The explosion of interest in online gaming and
virtual worlds is leading many universities to investigate
possible educational applications of the new environments.
In this paper we explore the possibilities of 3D online worlds
for teacher education, particularly the field experience
component. Drawing upon two pedagogical examples, we
suggest that virtual simulations may, with certain limitations,
create safe spaces that allow preservice teachers to adopt
alternate identities and interact safely with the “other." In so
doing they may become aware of the constructed nature of
social categories and gain the essential pedagogical skill of
perspective-taking. We suggest that, ultimately, the ability to
be the principal creators of themselves in virtual environments
can increase their ability to do the same in the real world.
Abstract: This communication is intended to provide some issues for thought on the importance of implementation of Blended Learning in traditional universities, particularly in the Spanish university system. In this respect, we believe that virtual environments are likely to meet some of the needs raised by the Bologna agreement, trying to maintain the quality of teaching and at the same time taking advantage of the functionalities that virtual learning platforms offer. We are aware that an approach of learning from an open and constructivist nature in universities is a complex process that faces significant technological, administrative and human barriers. Therefore, in order to put plans in our universities, it is necessary to analyze the state of the art of some indicators relating to the use of ICT, with special attention to virtual teaching and learning, so that we can identify the main obstacles and design adaptive strategies for their full integration in the education system. Finally, we present major initiatives launched in the European and state framework for the effective implementation of new virtual environments in the area of higher education.
Abstract: With the development of ubiquitous computing,
current user interaction approaches with keyboard, mouse and pen
are not sufficient. Due to the limitation of these devices the useable
command set is also limited. Direct use of hands as an input device is
an attractive method for providing natural Human Computer
Interaction which has evolved from text-based interfaces through 2D
graphical-based interfaces, multimedia-supported interfaces, to fully
fledged multi-participant Virtual Environment (VE) systems.
Imagine the human-computer interaction of the future: A 3Dapplication
where you can move and rotate objects simply by moving
and rotating your hand - all without touching any input device. In this
paper a review of vision based hand gesture recognition is presented.
The existing approaches are categorized into 3D model based
approaches and appearance based approaches, highlighting their
advantages and shortcomings and identifying the open issues.
Abstract: The method of modeling is the key technology for
digital mockup (DMU). Based upon the developing for mechanical
product DMU, the theory, method and approach for virtual
environment (VE) and virtual object (VO) were studied. This paper
has expounded the design goal and architecture of DMU system,
analyzed the method of DMU application, and researched the general
process of physics modeling and behavior modeling.
Abstract: Virtual environment induces simulator sickness effect
for some users. The purpose of this research is to compare the
simulation sickness relative with parallax affect in one-screen and
three-screen HoloStageTM system, measured by Simulation Sickness
Questionnaire (SSQ). The results show the subjects tested in
three-screen has less sickness than one-screen and effect from the
Oculomotor (O) more than from the Disorientation (D) and more than
from the Nausea (N) or represented in O>D>N.
Abstract: Existing image-based virtual reality applications
allow users to view image-based 3D virtual environment in a more
interactive manner. User could “walkthrough"; looks left, right, up
and down and even zoom into objects in these virtual worlds of
images. However what the user sees during a “zoom in" is just a
close-up view of the same image which was taken from a distant.
Thus, this does not give the user an accurate view of the object from
the actual distance. In this paper, a simple technique for zooming in
an object in a virtual scene is presented. The technique is based on
the 'hotspot' concept in existing application. Instead of navigation
between two different locations, the hotspots are used to focus into
an object in the scene. For each object, several hotspots are created.
A different picture is taken for each hotspot. Each consecutive
hotspot created will take the user closer to the object. This will
provide the user with a correct of view of the object based on his
proximity to the object. Implementation issues and the relevance of
this technique in potential application areas are highlighted.
Abstract: Virtual Assembly (VA) is one of the key technologies
in advanced manufacturing field. It is a promising application of
virtual reality in design and manufacturing field. It has drawn much
interest from industries and research institutes in the last two decades.
This paper describes a process for integrating an interactive Virtual
Reality-based assembly simulation of a digital mockup with the
CAD/CAM infrastructure. The necessary hardware and software
preconditions for the process are explained so that it can easily be
adopted by non VR experts. The article outlines how assembly
simulation can improve the CAD/CAM procedures and structures;
how CAD model preparations have to be carried out and which
virtual environment requirements have to be fulfilled. The issue of
data transfer is also explained in the paper. The other challenges and
requirements like anti-aliasing and collision detection have also been
explained. Finally, a VA simulation has been carried out for a ball
valve assembly and a car door assembly with the help of Vizard
virtual reality toolkit in a semi-immersive environment and their
performance analysis has been done on different workstations to
evaluate the importance of graphical processing unit (GPU) in the
field of VA.
Abstract: The Virtual Reality (VR) is becoming increasingly
important for business, education, and entertainment, therefore VR
technology have been applied for training purposes in the areas of
military, safety training and flying simulators. In particular, the
superior and high reliability VR training system is very important in
immersion. Manipulation training in immersive virtual environments
is difficult partly because users must do without the hap contact with
real objects they rely on in the real world to orient themselves and
their manipulated.
In this paper, we create a convincing questionnaire of immersion
and an experiment to assess the influence of immersion on
performance in VR training system. The Immersion Questionnaire
(IQ) included spatial immersion, Psychological immersion, and
Sensory immersion. We show that users with a training system
complete visual attention and detection of signals. Twenty subjects
were allocated to a factorial design consisting of two different VR
systems (Desktop VR and Projector VR). The results indicated that
different VR representation methods significantly affected the
participants- Immersion dimensions.
Abstract: The computer, among the most important inventions of the twentieth century, has become an increasingly important component in our everyday lives. Computer games also have become increasingly popular among people day-by-day, owing to their features based on realistic virtual environments, audio and visual features, and the roles they offer players. In the present study, the metaphors students have for computer games are investigated, as well as an effort to fill the gap in the literature. Students were asked to complete the sentence—‘Computer game is like/similar to….because….’— to determine the middle school students’ metaphorical images of the concept for ‘computer game’. The metaphors created by the students were grouped in six categories, based on the source of the metaphor. These categories were ordered as ‘computer game as a means of entertainment’, ‘computer game as a beneficial means’, ‘computer game as a basic need’, ‘computer game as a source of evil’, ‘computer game as a means of withdrawal’, and ‘computer game as a source of addiction’, according to the number of metaphors they included.
Abstract: IVE toolkit has been created for facilitating research,education and development in the field of virtual storytelling and computer games. Primarily, the toolkit is intended for modelling action selection mechanisms of virtual humans, investigating level-of-detail AI techniques for large virtual environments, and for exploring joint behaviour and role-passing technique (Sec. V). Additionally, the toolkit can be used as an AI middleware without any changes. The main facility of IVE is that it serves for prototyping both the AI and virtual worlds themselves. The purpose of this paper is to describe IVE's features in general and to present our current work - including an educational game - on this platform.
Abstract: Computer animation is a widely adopted technique used to specify the movement of various objects on screen. The key issue of this technique is the specification of motion. Motion Control Methods are such methods which are used to specify the actions of objects. This paper discusses the various types of motion control methods with special focus on behavioral animation. A behavioral model is also proposed which takes into account the emotions and perceptions of an actor which in turn generate its behavior. This model makes use of an expert system to generate tasks for the actors which specify the actions to be performed in the virtual environment.