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Michael J. Zyda
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Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (2000) 9 (6): 557–580.
Published: 01 December 2000
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The quality of realism in virtual environments (VEs) is typically considered to be a function of visual and audio fidelity mutually exclusive of each other. However, the VE participant, being human, is multimodal by nature. Therefore, in order to validate more accurately the levels of auditory and visual fidelity that are required in a virtual environment, a better understanding is needed of the intersensory or crossmodal effects between the auditory and visual sense modalities. To identify whether any pertinent auditory-visual cross-modal perception phenomena exist, 108 subjects participated in three experiments which were completely automated using HTML, Java, and JavaScript programming languages. Visual and auditory display quality perceptions were measured intraand intermodally by manipulating the pixel resolution of the visual display and Gaussian white noise level, and by manipulating the sampling frequency of the auditory display and Gaussian white noise level. Statistically significant results indicate that high-quality auditory displays coupled with highquality visual displays increase the quality perception of the visual displays relative to the evaluation of the visual display alone, and that low-quality auditory displays coupled with high-quality visual displays decrease the quality perception of the auditory displays relative to the evaluation of the auditory display alone. These findings strongly suggest that the quality of realism in VEs must be a function of both auditory and visual display fidelities inclusive of each other.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1998) 7 (5): 503–508.
Published: 01 October 1998
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This paper describes the implementation of the sound system used to generate aural cues for use in the distributed virtual environment of NPSNET. This sound system is called the NPSNET-3D Sound Server. It is a MIDI-based loudspeaker system consisting of commercial, off-the-shelf equipment. This sound system currently generates 2-D aural cues via four speakers, but is designed for the potential generation of 3-D aural cues via a cube con®guration of eight speakers.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1994) 3 (4): 265–287.
Published: 01 November 1994
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This paper explores the issues involved in designing and developing network software architectures for large-scale virtual environments. We present our ideas in the context of NPSNET-IV, the first 3-D virtual environment that incorporates both the IEEE 1278 distributed interactive simulation (DIS) application protocol and the IP multicast network protocol for multiplayer simulation over the Internet.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1993) 2 (2): 130–140.
Published: 01 May 1993
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The first phase of virtual world development has focused on the novel hardware (3-D input and 3-D output) and the graphics demo. The second phase of virtual worlds development will be to focus in on the more significant part of the problem, the software bed underlying “real” applications. The focus of this paper is on the software required to support large scale, networked, multiparty virtual environments. We discuss navigation (virtual camera view point control and its coupling to real-time, hidden surface elimination), interaction (software for constructing a dialogue from the inputs read from our devices and for applying that dialogue to display changes), communication (software for passing changes in the world model to other players on the network, and software for allowing the entry of previously undescribed players into the system), autonomy (software for playing autonomous agents in our virtual world against interactive players), scripting (software for recording, playing back, and multitracking previous play against live or autonomous players, with autonomy provided for departures from the recorded script), and hypermedia integration (software for integrating hypermedia data—audio, compressed video, with embedded links—into our geometrically described virtual world). All of this software serves as the base for the fully detailed, fully interactive, seamless environment of the third phase of virtual world development. We discuss the development of such software by describing how a real system, the NPSNET virtual world, is being constructed.
Journal Articles
Publisher: Journals Gateway
Presence: Teleoperators and Virtual Environments (1992) 1 (4): 404–420.
Published: 01 November 1992
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The Naval Postgraduate School (NPS) has actively explored the design and implementation of networked, real time, three-dimensional battlefield simulations on low-cost, commercially available graphics workstations. The most recent system, NPSNET, has improved in functionality to such an extent that it is considered a low-cost version of the Defense Advanced Research Project Agency's (DARPA) SIMNET system. To reach that level, it was necessary to economize in certain areas of the code so that real time performance occurred at an acceptable level. One of those areas was in aircraft dynamics. However, with “off-the-shelf” computers becoming faster and cheaper, real-time and realistic dynamics are no longer an expensive option. Realistic behavior can now be enhanced through the incorporation of an aerodynamic model. To accomplish this task, a prototype flight simulator was built that is capable of simulating numerous types of aircraft simultaneously within a virtual world. Besides being easily incorporated into NPSNET, such a simulator also provides the base functionality for the creation of a general purpose aerodynamic simulator that is particularly useful to aerodynamics students for graphically analyzing differing aircraft's stability and control characteristics. This system is designed for use on a Silicon Graphics workstation and uses the GL libraries. A key feature of the simulator is the use of quaternions for aircraft orientation representation to avoid singularities and high data rates associated with the more common Euler angle representation of orientation.