WEB3D09
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Browsing WEB3D09 by Subject "augmented"
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Item An asymmetric 2D Pointer / 3D Ray for 3D Interaction within Collaborative Virtual Environments(The Eurographics Association, 2009) Duval, Thierry; Fleury, Cedric; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakIn this paper we present a new metaphor for interaction within Collaborative Virtual Environments (CVE). This metaphor is dedicated to non-immersive or semi-immersive 3D interactions, for which users cannot afford to buy expensive devices neither for 3D visualization of their virtual environment nor for interaction. With these low-cost restrictions, we think that it is more effective to use basic 2D metaphors rather than to try to adapt 3D virtual metaphors which would be more difficult to use because of the poor immersion level offered by such systems. The problem that will arise within a CVE is that it is difficult to make a user aware of the 2D metaphors used by another user, because they are not associated with a 3D virtual object of the shared universe. So our idea is to provide to a user a 3D virtual ray (using ray-casting for object selection) that would act like a 2D pointer on the screen, allowing the user to only control the 2D position of the closest ray end, and calculating the orientation of the ray so that its projection on the screen would always be a point. This way, since the user is controlling a 3D virtual ray, the other users can be made aware of his activity. To test the efficiency of this 2D Pointer / 3D Ray, we have made some experiments making users compare different devices to realize some simple selection and manipulation tasks. The results show that this kind of 2D solution is efficient and allows 3D interaction within Virtual Environments by people who cannot afford expensive immersive hardware. This new metaphor allows more users to collaborate within CVE.Item Detecting Inconsistencies in the Design of Virtual Environments over the Web using Domain Specific Rules(The Eurographics Association, 2009) Mansouri, Haithem; Kleinermann, Frederic; Troyer, Olga De; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof Walczakthe web for various purposes such as education, collaborative working or social networking. Unfortunately, the development process of such environments remains a demanding task, often accessible only to VE experts despite the availability of a number of Virtual Reality (VR) authoring tools. On the other hand, VE experts are seldom domain experts. This implies that their knowledge on specific domains can most of the time be limited. This could lead to design errors or, as in most cases, longer development times and efforts as the development process become an iterative one involving many revisions. One way of accelerating this process is by making it possible to capture a specific knowledge of a domain and later use this knowledge to automatically check that the design of the VE meets the requirements of the domain. This way, we ensure the conformity of the VE to the requirements of the domain for which it is being developed and by extension also to the customer's requirements. As a result, development times and efforts can significantly be shortened, while reducing the likelihood of error making. This paper describes an extension to an existing approach called VRWISE that focuses on reducing development times and efforts of VEs using domain oriented terminology and ontologies.Item Interactive stories on the net: a model and an architecture for X3D worlds(The Eurographics Association, 2009) Carnielli, Efrem; Pittarello, Fabio; Dieter W. Fellner and Alexei Sourin and Johannes Behr and Krzysztof WalczakThis work discusses a model and an architecture for interactive stories to be displayed on the net, designed for being independent from the specific story represented and suitable to different literary genres. They are the result of a formal approach, based on the research performed in the domain of narratology. The analysis of narrative theories, and in particular of the approach proposed by Cesare Segre, has led to identification of the story model. Such model, extended towards non-linearity, has been used as the basis for implementing an architecture for managing the evolution of the story and representing the final result as an interactive X3D world for the net. The discussion of a case study, related to the autobiographic novel "The Sergeant in the Snow" by the famous Italian writer Mario Rigoni Stern, completes the work.