Game-based Virtual World - Pacific Research Platform
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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 ● ● ● ● 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 ● ● Data management: – 50MB--2GB VR world data (composite 3D objects and simulations) downloads per user; 100's of concurrent users. – Workarounds needed to limit user-data interaction streams due to effective latency limitations. – New apps will drive up user-data streams (AR+VR). – Installation (distributions (versions)) vs. copying, get, rsync... Wish list: – Need “Quality of Experience” (QoE) measurement aids for networked VR/AR environments [MEE14] – 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 ● ● 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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