Designing and implementing a virtual reality interaction framework
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
- Authors: Rorke, Michael
- Date: 2000
- Subjects: Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4623 , http://hdl.handle.net/10962/d1006491 , Virtual reality , Computer simulation , Human-computer interaction , Computer graphics
- Description: Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field of interaction in Virtual Reality. It goes on to propose a generic framework for the implementation of common interaction techniques into a homogeneous application development environment. This framework adds a new layer to the standard Virtual Reality toolkit – the interaction abstraction layer, or interactor layer. This separation is in line with current HCI practices. The interactor layer is further divided into specific sections – input component, interaction component, system component, intermediaries, entities and widgets. Each of these performs a specific function, with clearly defined interfaces between the different components to promote easy objectoriented implementation of the framework. The validity of the framework is shown in comparison with accepted taxonomies in the area of Virtual Reality interaction. Thus demonstrating that the framework covers all the relevant factors involved in the field. Furthermore, the thesis describes an implementation of this framework. The implementation was completed using the Rhodes University CoRgi Virtual Reality toolkit. Several postgraduate students in the Rhodes University Computer Science Department utilised the framework implementation to develop a set of case studies. These case studies demonstrate the practical use of the framework to create useful Virtual Reality applications, as well as demonstrating the generic nature of the framework and its extensibility to be able to handle new interaction techniques. Finally, the generic nature of the framework is further demonstrated by moving it from the standard CoRgi Virtual Reality toolkit, to a distributed version of this toolkit. The distributed implementation of the framework utilises the Common Object Request Broker Architecture (CORBA) to implement the distribution of the objects in the system. Using this distributed implementation, we are able to ascertain that CORBA is useful in the field of distributed real-time Virtual Reality, even taking into account the extra overhead introduced by the additional abstraction layer. We conclude from this thesis that it is important to abstract the interaction layer from the other layers of a Virtual Reality toolkit in order to provide a consistent interface to developers. We have shown that our framework is implementable and useful in the field, making it easier for developers to include interaction in their Virtual Reality applications. Our framework is able to handle all the current aspects of interaction in Virtual Reality, as well as being general enough to implement future interaction techniques. The framework is also applicable to different Virtual Reality toolkits and development platforms, making it ideal for developing general, cross-platform interactive Virtual Reality applications.
- Full Text:
- Date Issued: 2000
Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environment
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
- Authors: Gain, James Edward
- Date: 1996
- Subjects: Computer simulation , Computer graphics , Virtual reality
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4660 , http://hdl.handle.net/10962/d1006661 , Computer simulation , Computer graphics , Virtual reality
- Description: This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated which significantly enhances the efficiency and correctness of Directly Manipulated Free-Form Deformation, both separately and as a seamless component of the Virtual Sculpting system.
- Full Text:
- Date Issued: 1996
Parallel implementation of a virtual reality system on a transputer architecture
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
- Authors: Bangay, Shaun Douglas
- Date: 1994 , 2012-10-11
- Subjects: Virtual reality , Computer simulation , Transputers
- Language: English
- Type: Thesis , Masters , MSc
- Identifier: vital:4668 , http://hdl.handle.net/10962/d1006687 , Virtual reality , Computer simulation , Transputers
- Description: A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to provide support for the development of various virtual environments. The three main components of the system are the output device drivers, the input device drivers, and the virtual world kernel. This last component is responsible for the simulation of the virtual world. The rendering system is described in detail. Various methods for implementing the components of the graphics pipeline are discussed. These are then generalised to make use of the facilities provided by the transputer processor for parallel processing. A number of different decomposition techniques are implemented and compared. The emphasis in this section is on the speed at which the world can be rendered, and the interaction latency involved. In the best case, where almost linear speedup is obtained, a world containing over 250 polygons is rendered at 32 frames/second. The bandwidth of the transputer links is the major factor limiting speedup. A description is given of an input device driver which makes use of a powerglove. Techniques for overcoming the limitations of this device, and for interacting with the virtual world, are discussed. The virtual world kernel is designed to make extensive use of the parallel processing facilities provided by transputers. It is capable of providing support for mUltiple worlds concurrently, and for multiple users interacting with these worlds. Two applications are described that were successfully implemented using this system. The design of the system is compared with other recently developed virtual reality systems. Features that are common or advantageous in each of the systems are discussed. The system described in this thesis compares favourably, particularly in its use of parallel processors. , KMBT_223
- Full Text:
- Date Issued: 1994
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