Game-based Virtual World - Pacific Research Platform

Transcription

Game-based Virtual World - Pacific Research Platform
Game-Based Virtual Worlds for Scientific
Research and Technology Development
Walt Scacchi
Research Director
Institute for Virtual Environments
and
Computer Games
University of California, Irvine
Irvine, CA 92697-3445
USA
Virtual Reality/Augmented Reality
Projects: Data Perspectives
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Game-based virtual worlds for scientific
research and educational applications [Sca12].
Networked AR and body-worn sensors for
Smart Workers (Advanced Manufacturing).
Massively multiuser virtual worlds using
Hypergrids (multi-VR world interoperation
platform) [DVL15, Lop11]
All multi-site, (massively) multi-user, “fat client,
thin server” multi-tiered networked platforms.
Legacy VR Supporting Scientific
Research (MICA, ScienceSim)
VWs supporting scientific research and
education (e.g., personal virtual labs)
FabLab: Semiconductor/nanotechology fabrication
operations and diagnostics training game world
VR/AR for Advanced Manufacturing
Teamwork Processes
VR/AR Networking Hypergrids and
Server Clusters
Large Group Virtual Research Conferences
Image credit: C. Lopes/Diva Canto
Large Group VR Conference: Data Transfer
and Processing Architectures
Image credit: Debeauvais, T., Valadares, A., and Lopes, C. (2015). RCAT: A Scalable Architecture for Massively Multiuser Online Environments, in K.
Cooper and W. Scacchi (Eds.), (2015),Computer Games and Software Engineering, CRC Press, Francis & Taylor, Baco Raton, FL
Large Group VR Conference: Data Transfer
Issues and Current Limitations
Image credit: Debeauvais, T., Valadares, A., and Lopes, C. (2015). RCAT: A Scalable Architecture for Massively Multiuser Online Environments, in K.
Cooper and W. Scacchi (Eds.), (2015),Computer Games and Software Engineering, CRC Press, Francis & Taylor, Baco Raton, FL
PRP Questions Answers
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Data management:
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50MB--2GB VR world data (composite 3D objects and simulations)
downloads per user; 100's of concurrent users.
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Workarounds needed to limit user-data interaction streams due to
effective latency limitations.
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New apps will drive up user-data streams (AR+VR).
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Installation (distributions (versions)) vs. copying, get, rsync...
Wish list:
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Need “Quality of Experience” (QoE) measurement aids for
networked VR/AR environments [MEE14]
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Increased automation/reuse of virtual enterprises and system
architectures for setting up and managing VR/AR worlds for S+T
R&D infrastructure, enactment processes, archiving [Sca10, Sca12].
References
[DVL15] Debeauvais, T., Valadares, A., and Lopes, C. (2015). RCAT: A Scalable
Architecture for Massively Multiuser Online Environments, in K. Cooper and W.
Scacchi (Eds.), (2015),Computer Games and Software Engineering, CRC Press,
Francis & Taylor, Baco Raton, FL.
[Lop11] Lopes, C.V., (2011). Hypergrid: Architecture and Protocol for Virtual World
Interoperability, IEEE Internet Computing, 15(5), 22-29, Sept-Oct 2011.
[MEE14] Mishra, D, El Zarki, M, Erbad, A, Cheng-Hsin Hsu, and
Venkatasubramanian, N. (2014). Clouds + Games: A Multifaceted Approach, IEEE
Internet Computing, 18(3), 20-27.
[Sca10] Scacchi, W. (2010). Game-Based Virtual Worlds as Decentralized Virtual
Activity Systems, in W.S. Bainbridge (Ed.), Convergence of the Real and the Virtual,
225-236, Springer, NY.
[Sca12] Scacchi, W. (Ed.), (2012). The Future of Research in Computer Games and
Virtual Worlds: NSF Workshop Report, Technical Report UCI-ISR-12-8, University of
California, Irvine, Irvine, CA.
Acknowledgements
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National Science Foundation grants #0808783
(Decentralized Virtual Activity Systems), #1041918
(Workshop on The Future of Research on Computer
Games and Virtual Worlds) and #1256592 (Framework
for Rapid Development of Science Games).
No review, approval or endorsement implied.

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