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Upgrade, Vol. VII, issue no. 2: cover page by Antonio Crespo Foix, © ATI 2006

Vol. VII, issue no. 2,

April 2006

Virtual Environments

 Published on behalf of CEPIS by Novática (ATI, Spain)

Contents
Editions in other languages

Guest Editors:

Jesús Ibáñez-Martínez, Carlos Delgado-Mata, and Ruth Aylett

Contents
Editions of the monograph in other languages
  • Spanish, by Novática (full edition printed  -- already available --; summary, presentation and abstracts online -- **now available**)


Editorial Team of Upgrade


Chief Editor: Rafael Fernández Calvo, <rfcalvo AT ati DOT es>
Associate Editors:
François Louis Nicolet, <nicolet AT acm DOT org>; Roberto Carniel, <rcarniel AT dgt DOT uniud DOT it>; Zakaria Maamar, <Zakaria DOT Maamar AT zu DOT ac DOT ae>; Soraya Kouadri Mostéfaoui, <soraya DOT kouadrimostefaoui AT unifr DOT ch>

(E-mail addresses written with anti-spamming disguise)

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CEPIS (Council of European Professional Informatics Societies) promotes Upgrade
UPENET (UPGRADE European NETwork), promoted by CEPIS
Novática, journal and magazine of ATI (Spain), publishes Upgrade
EUCIP: European Certification of Informatics Professionals
 

Monograph

Virtual Environments
 UPENET
(
UPGRADE European NETwork)

Paper
from
the Cyprus journal "Pliroforiki"


Monograph: Virtual Environments
Published on behalf of CEPIS by Novática (ATI, Spain)
Guest Editors: Jesús Ibáñez-Martínez, Carlos Delgado-Mata, and Ruth Aylett

Presentation
Virtual Environments: A Multi-disciplinary Field [HTML] [PDF: 2 pages, 882 KB]
Jesús Ibáñez-Martínez, Carlos Delgado-Mata, and Ruth Aylett - Guest Editors
Abstract: The guest editors comment on this monograph of  UPGRADE and Novática, and briefly introduce the papers it consists of. A set of useful refernces about Virtual Enviroments is included too.

Open Source Tools for Virtual Environments: OpenSG and VRJuggler [PDF: 7 pages, 878 KB]
Dirk Reiners
Abstract: The hardware and software basis for Virtual Environments has changed significantly in recent years. Expensive specialized systems have been replaced by clusters of PCs driving cheap boardroom projectors. The software part has also shifted largely to Open Source libraries. The graphical rendering is dominated by scenegraph systems that abstract the constantly changing specifics of the graphics hardware from the application, while the overall framework is handled by flexible, extensible libraries that help users to write applications that work on a wide variety of system configurations. This article describes some of the unique features of two of the major software components for Virtual Environments: OpenSG and VRJuggler.

Methods and Tools for Designing VR Applications for The Internet [PDF: 5 pages, 802 KB]
Frederic Kleinermann
Abstract:
The design of a Virtual Reality (VR) application, in general, can be long and expensive if not done properly. Designing VR applications for the Internet can be very challenging as it targets large audiences with different backgrounds. This means that the usability and the user interface must be well developed and intuitive. Although a number of tools exist to assist the designer in building the VR application more rapidly, there are still no formal guidelines to help him to make his/her design effective. Furthermore, these tools make often the assumption that the designer have a minimum of knowledge about VR as well as the different authoring tools and file formats. This also increases the challenge for a novice designer as he may not have enough experience to know in advance which tools and file formats to choose. This paper will start to review the different steps that a designer should pay attention to when designing a VR application. Then, the paper will give an overview of the tools that may help the designer to build quickly a VR application for the Internet.

Virtual Environments and Semantics [PDF: 7 pages, 911 KB]
Jesús Ibáñez-Martínez and Carlos Delgado-Mata
Abstract: This article outlines different aspects and applications of virtual environments. The focus here is the relation and integration of these virtual environments with semantic information. In that sense, we show how virtual worlds can benefit from an additional layer of semantic information that allows for improvement of the interaction of the users with these worlds. Furthermore, we demonstrate how the worlds themselves are a powerful tool to show the semantics associated with the information represented from other domains. These aspects are illustrated via concrete examples that show the direct application and usefulness of the ideas presented.

Tracking The Evolution of Collaborative Virtual Environments [PDF: 6 pages, 932 KB]
Rubén Mondéjar-Andreu, Pedro García-López, Carles Pairot-Gavaldà, and Antonio F. Gómez-Skarmeta
Abstract: Collaborative virtual environments have been traditionally influenced by virtual worlds and collaborative distributed environments. They provide more realistic collaborative and user-oriented tools thanks to these systems’ immersion and interaction skills. Construction of such environments on top of different middleware or framework solutions is of particular interest, since the environment can benefit from the abstractions provided by the underlying layers, as well as their reusability and extensibility features. This approach can help these systems to easily adapt to new trends and novel technological challenges. In this article, we explore the foundations of collaborative virtual environments, focusing on innovative building blocks like decentralized distributed infrastructures. Finally, we analyze different key application fields and draw some conclusions.

A Quick Look at the Videogame Industry - Technology and Future Challenges [PDF: 5 pages, 780 KB]
Daniel Torres-Guízar
Abstract: Recent technological advances have generated important changes in the videogame industry. The new generation of consoles and personal computers will allow for a tighter integration between science and art, while promoting work in several research areas, and facilitating the creation of virtual environments and vibrant on-line societies. This article intends to present a quick overview of the new technology which is promoting the evolutionary change of this industry in some of its most important areas.

Creating Three-Dimensional Animated Characters: An Experience Report and Recommendations of Good Practice [PDF: 6 pages, 2.2 MB]
Michael Nischt, Helmut Prendinger, Elisabeth André, and Mitsuru Ishizuka
Abstract: This paper provides a brief overview of state-of-the-art graphics techniques and tools for modelling and animating highly realistic and expressive characters. All techniques are explained with reference to our ongoing project on the creation of life-like characters for real-time applications, performed jointly with a professional Japanese character animator. Based on our experience with currently available software for digital content creation, we will also suggest methods of good practice and give recommendations.

Interactive Digital Storytelling: Automatic Direction of Virtual Environments [PDF: 5 pages, 798 KB]
Federico Peinado-Gil
Abstract: Virtual environments are a digital media where more and more stories are told with the purpose of teaching, training, entertaining or communicating something to the users. Predefined scripts, plenty of freedom to interact and even the simulation of a fictional world and its inhabitants are not enough to create quality stories. Since the late eighties, a growing scientific community has been developing intelligent systems able to automatically direct everything that happens in a virtual environment, in order to adapt the story to the application goals and the particular characteristics of each interactor. This paper presents an updated review of any advances, its results as implemented systems and outstanding tasks of this research line.

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The Guest Editors

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>
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UPENET (UPGRADE European NETwork) [PDF: 6 pages, 845 KB]

From Pliroforiki (CCS, Cyprus)
Bioinformatics

Genomes, Genes, Proteins and Computers. Computational Molecular Biology and Bioinformatics
Vasilis Promponas

This paper was first published, in English, by Pliroforiki (issue no. 13, March 2006, pp. 25-30). Pliroforiki, ("Informatics" in Greek), a founding member of UPENET, is a journal published, in Greek or English, by the Cyprus CEPIS society CCS (Cyprus Computer Society).


Abstract: Bioinformatics is the scientific discipline where Biology meets Computer Science, Mathematics, even Chemistry and Physics in order to devise new ways of approaching the solution of complex biological problems. This article, apart from giving an overview of the Bioinformatics field and examples of how it has revolutionized modern Biological research, discusses critical (and sometimes controversial) issues regarding the (mis-)perception of Bioinformatics from the Biological and Computer Science communities, as well as educational matters. Finally, prospects for Research and Development in Computational Molecular Biology, especially in small-sized countries like Cyprus, are also illustrated.
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Monograph: Virtual Environments

Presentation
Virtual Environments: A Multi-disciplinary Field [PDF: 2 pages, 882 KB]
Jesús Ibáñez-Martínez, Carlos Delgado-Mata, and Ruth Aylett - Guest Editors 

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

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

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Last updated on May 31st, 2006 by the Editorial Team of Upgrade

Copyright © CEPIS 2006. All rights reserved unless otherwise stated.