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Design Principles for Distributed , Interactive , Virtual Environments
| Content Provider | Semantic Scholar |
|---|---|
| Author | Jeffay, Kevin Smith, F. Donelson Taylor, Russell M. Bishop, Gary Anderson, James H. |
| Copyright Year | 1997 |
| Abstract | It is becoming increasingly common for scientists to interact with instruments such as microscopes, spectrometers, and medical imaging equipment through computer-based interfaces. For example, a virtual reality interface to a scanned probe microscope (SPM) constructed by UNC-CH computer scientists allows chemists, biologists, and physicists to " see " the surface of a material at nanometer scale and " feel " the properties of the surface through the use of a haptic, force-feedback device. This is accomplished by integrating an SPM with a high-performance 3-D graphics workstation, a track-ing/force-feedback haptic device, and graphics displays. This interface, called the nanoManipulator, has enabled new scientific investigations that were otherwise not possible to be conceived and performed. Further, the interface has enabled operation of the instrument by non-specialists, including students of all ages. This project advances the technology for virtual reality interfaces by enabling distribution of the interface across large, shared networks, including the Internet. Such distribution enables remote operation of the instrument and thus allows multiple investigators to share a single (potentially expensive) instrument and its operating costs. The challenges in realizing such a distributed virtual laboratory are formidable. Highly interactive virtual environments that provide true telepresence (as opposed to simple " television ") require low-latency, real-time communication between system components and real-time computation within components. Realizing these requirements on commodity computing engines, and commonly deployed packet-switched networks such as the Internet, is the essence of this research. Unfortunately, current networks are subject to highly variable latency, available bandwidth, and rates of packet loss, all of which present significant challenges in human factors for immersive environments. This project will produce advances in three areas of Computer Science: • Interactive Graphics in Distributed Virtual Environments — An investigation of user interface mechanisms (image rendering, tracking, and haptic feedback) to maintain the users' desired interactions and sense of immersion in the face of unpredictable delays and losses in the network. • Real-Time Operating Systems — Operating system support is required to control the real-time interactions with the instrument and make effective use of available real-time communications services • Networking — The challenge is to develop and evaluate parsimonious mappings from nanoMa-nipulator data flows to service models proposed in the architecture for integrated services on the Internet. The project will also develop application-specific adaptations (based on the Internet Real-time Transport Protocol (RTP)) that can be applied to ameliorate the effects of congestion in networks without service … |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | https://www.researchgate.net/profile/Kevin_Jeffay/publication/2742925_Design_Principles_for_Distributed_Interactive_Virtual_Environments/links/02e7e51ff9d14e5a9f000000.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |