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| Monograph Virtual Environments |
UPENET (UPGRADE European NETwork) Paper from the Cyprus journal "Pliroforiki" |
Presentation
Jesús Ibáñez-Martínez is a Visiting Professor in the Dept. of Technology at the Universitat Pompeu Fabra, Barcelona, Spain. He received a PhD degree in Computer Science from the Universidad de Murcia,
Spain. Amongst others, he was granted a Marie Curie fellowship at the
Centre for Virtual Environments at the University of Salford,
Manchester, United Kingdom. His research interests include the
application of intelligent systems to improve user interaction,
especially with virtual worlds. He has published extensively in this
area. He is co-founder and co-chair of the biennial International
Conference on Intelligent Virtual Environments and Virtual Agents
(IVEVA). <jesus DOT ibanez AT upf DOT edu>
Carlos Delgado-Mata is Computer Science Engineer from Universidad Bonaterra, Aguascalientes, Mexico (1990-1995). He graduated with honours and received a medal as the best student of his generation. He holds a Master in Computation Engineering from UNAM (Universidad Nacional Autónoma de México) (1996-1997). He received his PhD from University of Salford, United Kingdom. He has been programming leader in several projects, for example REMOTE. He is co-chair of the International Conference Intelligent Virtual Environments and Virtual Agents (IVEVA) 2006 and he was co-chair of the International workshop IVEVA 2004. He is author of more than 20 peer refereed articles on international conferences and journals. At the moment he is in charge of CINAVI (Centre for Research in Intelligent Virtual Environments) and of the Computation Academy in Universidad Bonaterra. He received a diploma on behalf of ACM (Association for Computing Machinery) because he was the pioneer in the ACM Programming contest in the region. He is partner of the newly form computer games developer Nibbo Studios. <cdelgado AT bonaterra DOT edu DOT mx>
Ruth Aylett is a Professor of Computer Sciences in the School of Mathematics and Computer Science at Heriot-Watt University, Edinburgh, United Kingdom, where she started in 2004 after six years at the Centre for Virtual Environments, University of Salford, Manchester, United Kingdom. She is currently researching into the overlap between Artificial Intelligence and 3D real-time interactive graphics - Intelligent Virtual Environments - with a special interest in intelligent virtual agents, affective computing, and interactive narrative. She is the coordinator of the 9-partner EU Framework 6 project eCIRCUS, researching the use of autonomous graphical characters and unscripted emergent narrative in education against bullying and for the creation of intercultural empathy. She has published more than 120 articles at conferences, in journals, and as book chapters. <ruth AT macs DOT hw DOT ac DOT uk>With
a carefully chosen, representative set of articles, this monograph
presents the state-of-the-art in the field of virtual environments,
including theoretical and practical aspects of the latest developments
in this area.
There are many definitions of the expression virtual environment (VE) in literature (in this monograph the terms virtual environment, environment, virtual world, and world will be used indistinctly). Some definitions are highly restrictive while others are more open. Generally the restrictive approaches define virtual environments as three-dimensional (3D), multi-sensorial, immersive, real time, and interactive simulations of a space that can be experienced by users via three-dimensional input and output devices. The more open approaches to virtual environments define them as a computer representation of a space. According to the latter definition a text-based role-playing environment would be a virtual environment.
In
this monograph, a virtual environment is considered to be somewhere in
the continuum between those two extremes. We would define it as a
three-dimensional computer representation of a space in which users can
move their viewpoint freely in real time. We therefore consider that
the following cases, among others, are virtual environments: 3D
multi-user chats (such as Active Worlds, the Palace, etc), first person
3D videogames (such as Quake, Unreal Tournament, etc) and 3D virtual
spaces in the web (such as those created with VRML, Adobe Atmosphere,
FlatLand 3DML, etc).There is no unified definition of virtual
environments. This is partly due to the fact that they have been used
(and they have proved to be useful) in a variety of fields such as
videogames, interactive narrative and collaborative environments, to
mention just a few. Virtual environments are already being used in the
present and will play a very importantrole in a number of different media in the future.
Overview of This Monograph
One
interesting and fairly direct approach to get to know the
state-of-the-art of a field such as virtual environments is to review
the most salient features of the latest technologies currently being
used. Among others, the following questions arise:
Nowadays
the majority of environments programmed in 3D use systems based on the
scene graph concept which abstracts the application from specific
aspects of the graphic cards. It also allows environments to be managed
via flexible and extensible libraries that help to write applications
which will work on a variety of platforms. Meanwhile, the virtual
environment industry has also seen some notable changes, affecting both
software and hardware. Big SGI systems have been replaced by clustered
PCs and commercial software libraries have been replaced by Open Source
systems.
The creator of OpenSG, Dirk Reiners, in his article "Open Source Tools for Virtual Environments: OpenSG and VRJuggler" describes the main features of the principal Open Source components for virtual environments such as the ones mentioned in the title. The author shows how these scene graph based components support the use of clustered PCs. The design and development of virtual environments needs to take into account more aspects than those purely related to their rendering and graphic quality.
Whenever
the decision to design a virtual environment is taken, the first step
is to plan its design. While tools do exist to help the designer
construct the application of the virtual environment, there are still
no formal guidelines or methodologies to guide the design process. This
makes the design process long and costly, especially when the
application is a virtual world for the Internet and is therefore aimed
at a large audience with a wide range of profiles. In his article "Methods and Tools for Designing VR Applications for The Internet", Frederic Kleinermann
discusses the design of Virtual Reality (VR) applications for the Net.
The article proposes a series of design stages, showing the importance
of following a number of steps that help define a document with all the
details of the application. The article also introduces a set of tools
that help model the scenes with all their objects, behaviours,
interactions, navigation, and sounds. Finally, the article mentions
some research work that may be used in the near future.
Now that we are starting to move in real time aroundimpressively realistic virtual environments, other difficulties and limitations are beginning to appear when we interact with virtual environments during a certain length of time. While the worlds are visually impressive, they lack other aspects of reality that require a certain degree of intelligence and, above all, another kind of information representation. These aspects need to be taken into account in order to arrive at more interactive and user-friendly environments.
With regard to the above, in their article "Virtual Environments and Semantics", Jesús Ibáñez-Martínez and Carlos Delgado-Mata present different aspects and applications of virtual environments. The focus here is on the relationship and integration of these virtual environments with semantic information. They show how virtual worlds can benefit from an additional layer of semantic information that makes it possible to enhance user interaction with these worlds. They also demonstrate how the worlds themselves are a powerful tool to show the semantics associated with the information they represent from other domains. These aspects are described using specific examples that show the direct application and usefulness of the presented ideas.
Probably the most extensive virtual environments nowadays are collaborative environments. This may be due to the fact that, rather than being oriented towards user interaction with virtual environments, they focus on interaction and collaboration among the users themselves. Based on virtual worlds and distributed collaborative environments, collaborative VEs provide collaborative tools with a very realistic and close to the user approach, thanks to the degree of immersion and interaction of the systems. In their article "Tracking The Evolution of Collaborative Virtual Environments", Rubén Mondéjar-Andreu, Pedro García-López, Carles Pairot-Gavaldà and Antonio F. Gómez-Skarmeta review the bases of collaborative virtual environments while analysing the requirements and frameworks that are needed to build them. They also show environments within their field of application (collaborative work, education, training).
The
video games industry is to a large extent responsible for the progress
seen in the field of VE in recent years. The industry’s quest for more
realistic, faster, and more credible products in order to expand their
market share prompts them to invest a huge amount of (economic and
human) resources in order to optimize existing technology. Meanwhile,
the technological progress seen in recent years has brought about major
changes in the videogames industry. The new generation of consoles, PCs
and PDAs allows closer integration between art and science, fosters a
wide range of research areas, and facilitates the creation of
increasingly impressive virtual environments and societies.
In his article "A Quick Look at the Videogame Industry – Technology and Future Challenges", from his privileged position in the videogames industry at BioWare Corp., Daniel Torres-Guízar,
tells us about the latest developments and the most significant trends
in the industry - not just those that we can enjoy already, but also
new products in the pipeline.
A
growing body of work is oriented towards the creation of virtual
characters and their inclusion, animation, and interaction in virtual
worlds. Applications of this type of work are very varied and range
from the purely pedagogical to more commercial products in which
virtual characters assist the user in e-commerce processes. The virtual
presenter is another common application of these systems (e.g. the
public TV channel of Catalonia has just launched SAM, the virtual
weather man shown in Figure 1). Michael Nischt, Helmut Prendinger, Elisabeth André and Mitsuru Ishizuka, in their article "Creating Three-Dimensional Animated Characters: An Experience Report and Recommendations of Good Practice",
provide an overview of state of-the-art techniques and tools for
modelling and animating highly realistic and expressive characters.
Based on their experience, they also suggest good practice methods and
provide a number of recommendations. VEs have recently been attracting
growing interest as a story-telling media.
Figure 1: SAM (The Virtual Weather Man of The Public TV Channel of Catalonia).
These
systems are generally based on intelligent systems that are able to
automatically direct everything that happens within a virtual
environment in order to adapt a story to the application’s objectives
and the particular characteristics of each interactor. In his article "Interactive Digital Storytelling: Automatic Direction of Virtual Environments", Federico Peinado-Gil
presents an up to date review of implemented systems while outlining
the tasks that are yet to be addressed in this line of research.
Finally, we would like to express our sincerest thanks to the authors for their efforts (the fantastic results of which are the articles we can all enjoy in this monograph), to the Editor of UPGRADE and Novática for offering us the chance to edit this monograph, and to Leticia Lipp-Ramírez for generously providing her English proofreading skills.
Translation by Jesús Ibáñez-Martínez and Carlos Delgado-Mata
| Last updated on May 31st, 2006 | by
the Editorial
Team of
Upgrade |
Copyright © CEPIS 2006. All rights reserved unless otherwise stated.