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Simulation Driven Virtual Reality. A Framework for Large Scale Virtual Simulation. Lacey Duckworth December , 2009 Dissertation Update. Dr. Andrew Strelzoff, Chair Dr. Tulio Sulbaran , Co-Chair Dr. Ray Seyfarth Dr. Nan Wang Dr. Chaoyang Zhang. Objective. Provide an update on.

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simulation driven virtual reality

Simulation Driven Virtual Reality

A Framework for Large Scale

Virtual Simulation

Lacey Duckworth

December , 2009

Dissertation Update

Dr. Andrew Strelzoff, Chair

Dr. Tulio Sulbaran , Co-Chair

Dr. Ray Seyfarth

Dr. Nan Wang

Dr. Chaoyang Zhang

objective
Objective

Provide an update on

agenda
Agenda

Meeting Objectives

preamble overview meeting february 16 th 2009
Preamble – Overview (Meeting February 16th, 2009)
  • Problem
    • A robust and reusable communication method does not exist to connect external simulation languages with the compelling and accessible client-server Virtual Reality Environments.
  • Objective
    • Define a communication language protocol schema between a simulation language and a client-server Virtual Reality Environments
    • Test the robustness of the developed communication protocol.
preamble question 1 from pre prospectus
Preamble Question 1 from Pre-prospectus
  • What is the relative performance of calculations in Virtual Reality Environment vs. Object Oriented Simulation Languages?
    • Experiment: Compare Second Life, LabVIEW and C++ for sample calculation

For all numbers i between 1 and 1,000,000

If i is odd { sum += i }

    • Results
      • SecondLife (LSL): 24.708785 seconds
      • LabVIEW: 0.3314 seconds
      • C++ (computer/orca): 0.0148 seconds/0.007 seconds
preamble question 2 from pre prospectus
PreambleQuestion 2 from Pre-prospectus
  • Why use LabVIEW as a simulation language?
    • Many potential collaborators are not expert programmers – LabVIEW presents a simple visual interface and is widely used in engineering and operation fields.
    • LabVIEW is the most widely used Data Acquisition language – long term it will be very useful to have Simulations+VR which can have various devices added easily.
    • LabVIEW is sufficiently fast for 15-30 “world refreshes” per second and if speed becomes an issue additional faster modules in other languages can be added using LabVIEW as a data integrator and communication hub.
preamble questions 3 from pre prospectus
Preamble Questions 3 from Pre-prospectus
  • Are there other examples of large simulation in Client-Server VR?
    • All examples found were simply visualizations without significant simulation
preamble questions 4 from pre prospectus
Preamble Questions 4 from Pre-prospectus
  • What will be the impact of your research?
    • Allow for faster, more complex, and scalable virtual reality environments to be developed.
    • Permit the extension of these hybrid simulations to be extended using the object-oriented functionality.
    • Could result in larger, more complex, and scalable virtual reality simulations to be developed in a large number of fields including construction, medical technology, education, and so forth.
meeting objective
Meeting Objective

Present Ph.D. prospectus to obtain feedback and approval to continue with Dissertation

Approve Ph.D. Plan of Study

organization of the prospectus
Organization of the Prospectus

Background

Objective

Methodology

Expected Results and Impact

Appendix A: A Study in Virtual Reality

Appendix B: A Study in Simulation

Appendix C: A Study in Communication Protocol

Appendix D: Benchmarking

Appendix E: A Study in Simulation Software

background
Background
  • Virtual Reality Environments (VREs)
    • Are used for decision making, design, training and various other purposes.
    • Must maintain breadth (sensory dimensions) and depth (quality) of information to submerge the user into the VRE.
background1
Background
  • Simulations
    • Useful for testing products or methods.
    • Base models can be developed and interactions can “predict” the outcome.
background2
Background
  • Communication Protocol
    • Set of rules for data to be transferred between communicaiton channels.
    • Main focus in developing communicaiton protocols is to improve latency as well as adding new communication protocols.
background3
Background
  • Simulation Software
    • LabVIEW
background4
Background
  • Simulation Software
    • OMNNeT++
background5
Background
  • Simulation Software
    • Simulink
problem
Problem

A robust and reusable communication method does not exist to connect external simulation languages with the compelling and accessible client-server Virtual Reality Environments.

objective1
Objective
  • To develop a robust and scalable communication method that connects external simulation languages with client-server Virtual Reality Environments.
  • Two sub-objectives
    • Sub-Objective 1: Define a generalizable communication layer between an external simulation language and a client-server Virtual Reality Environment (VRE)
    • Sub-Objective 2: Test the robustness and scalability of the proposed design a case study with several components.
objective cont
Objective (Cont.)
  • Sub-Objective 1: Define a generalizable communication layer between an external simulation language and a client-server Virtual Reality Environment (VRE)
    • A mapping between the finite state machine definitions of the generalized simulation language(Σ1,S1,s01,δ1,F1) and the event-driven state machine of the client-server VRE (Σ2,S2,s02,δ2,F2).
objective cont1
Objective (Cont.)
  • Sub-Objective 2: Test the robustness and scalability of the proposed design a case study with several components.
    • The communication protocol as developed in sub-objective 1 will be tested using a simulation language such as LabVIEW, a VRE such as SecondLife, and a motivational large scale simulation problem.
methodology
Methodology
  • Sub-Objective 1: Define a generalizable communication layer between an external simulation language and a client-server VRE.
    • “Qualitative – Content Analysis”
      • Qualitative - focusing on phenomena occurring in the “real world” and studying the entire complexity of that phenomenon
      • Content Analysis - a detailed and systematic examination of the contents of a particular body of material for the purpose of identifying patterns, themes, or biases.
methodology cont
Methodology (Cont.)

“Qualitative-Content Analysis” methodology applied to Sub-Objective 1

methodology cont1
Methodology (Cont.)

“Qualitative-Content Analysis” methodology applied to Sub-Objective 1 (Cont)

methodology cont2
Methodology (Cont.)

“Qualitative-Content Analysis” methodology applied to Sub-Objective 1

methodology cont3
Methodology (Cont.)
  • Sub-Objective 2: Test the robustness and scalability of the proposed design a case study with several components.
    • “Qualitative - Case Study”
      • Qualitative - focusing on phenomena occurring in the “real world” and studying the entire complexity of that phenomenon.
      • Case Study - in-depth data is gathered relative to the topic for the purpose of learning more about the unknown or poorly understood situation.
methodology cont4
Methodology (Cont.)

Qualitative – Case Study” applied to Sub-Objective 2

methodology cont5
Methodology (Cont.)

Qualitative – Case Study” applied to Sub-Objective 2 (Cont.)

expected results and impact
Expected Results and Impact
  • By developing a communication protocol between an object-oriented simulation language and a client-server VRE
    • Allows for faster, more complex, and scalable virtual reality environments to be developed.
    • Permits the extension of these hybrid simulations to be extended using the object-oriented functionality.
    • Results in larger, more complex, and scalable virtual reality simulations to be developed in a large number of fields including construction, medical technology, education, and so forth.
questions
Questions ?

Thank you for attending

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