Experimental interactive virtual environment with immersing and its use in the area of electronic culture | Nikitin Alexander Director State Centre of Computer Interactive Simulation Adress: RUSSIA 190000, St-Petersburg, Bolshaja Morskaja str., 67 E-mail: nike51@rol.ru virtual.aanet.ru, dept44.aanet.ru
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M. Ignatiev, A. Nikitin, N. Reshetnikova, Saint-Petersbourg State Airocosmic University of, (812) 3137044. Abstracts: In the report the experimental interactive virtual environment with the immersing is considered, allowing to cooperate with it on the basis of the text, voice, gestures etc. by means of devices of direct access, and also using of this environment for decision of various tasks, including in the area of electronic culture.
Are considered:
- The structure of the virtual environment consisting of subsystems of management, modelling of objects and characters, interface of the user, and also modes of its work - one-user, group, multiuser, teamwork;
- The basic classes of devices of access to the virtual environment - desktop, projective, head-mounted and training (cybernetic bicycle), supporting various kinds of interactivity and immersing of users;
- Features of realization - the distributed calculations on PC clusters, VRPN standard, methods of synchronization of the connected screens, adaptibility, and also platforms of support VRML/X3D/MPEG4 (toolkit ParallelGraphics) and OpenGL Performer (Virtools solutions).
Examples of using of the environment are described at performance of various international and Russian projects:
- The virtual world of universities of Saint Petersburg (http://virtual.aanet.ru);
- Studying Russian language as foreign;
- Electronic travels and competitions with using of a cybernetic bicycle
etc.
The analysis of results of experiments and recommendations of application of the environment in the area of electronic culture are given.
In the report the outcomes obtained for want of by financial support RFBR - the grant
№ 01-06-80470 “Study of communication opportunities of the computer virtual worlds as metamechanisms of culture”.
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