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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

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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

### Agenda

Meeting Objectives

### 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

• 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

### 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

• 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

• 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

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

Approve Ph.D. Plan of Study

### 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

• 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.

### Background

• Simulations

• Useful for testing products or methods.

• Base models can be developed and interactions can “predict” the outcome.

### 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.

### Background

• Simulation Software

• LabVIEW

### Background

• Simulation Software

• OMNNeT++

### Background

• Simulation Software

### 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

• 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.)

• 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 (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

• 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.)

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

### Methodology (Cont.)

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

### Methodology (Cont.)

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

### 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 (Cont.)

Qualitative – Case Study” applied to Sub-Objective 2

### Methodology (Cont.)

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

### 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 ?

Thank you for attending