What's Real About Virtual Reality?
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An Array-Oriented Language with Static Rank Polymorphism
An array-oriented language with static rank polymorphism Justin Slepak, Olin Shivers, and Panagiotis Manolios Northeastern University fjrslepak,shivers,[email protected] Abstract. The array-computational model pioneered by Iverson's lan- guages APL and J offers a simple and expressive solution to the \von Neumann bottleneck." It includes a form of rank, or dimensional, poly- morphism, which renders much of a program's control structure im- plicit by lifting base operators to higher-dimensional array structures. We present the first formal semantics for this model, along with the first static type system that captures the full power of the core language. The formal dynamic semantics of our core language, Remora, illuminates several of the murkier corners of the model. This allows us to resolve some of the model's ad hoc elements in more general, regular ways. Among these, we can generalise the model from SIMD to MIMD computations, by extending the semantics to permit functions to be lifted to higher- dimensional arrays in the same way as their arguments. Our static semantics, a dependent type system of carefully restricted power, is capable of describing array computations whose dimensions cannot be determined statically. The type-checking problem is decidable and the type system is accompanied by the usual soundness theorems. Our type system's principal contribution is that it serves to extract the implicit control structure that provides so much of the language's expres- sive power, making this structure explicitly apparent at compile time. 1 The Promise of Rank Polymorphism Behind every interesting programming language is an interesting model of com- putation. -
Design and Evaluation of a Perceptually Adaptive Rendering System for Immersive Virtual Reality Environments Kimberly Ann Weaver Iowa State University
Iowa State University Capstones, Theses and Retrospective Theses and Dissertations Dissertations 2007 Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments Kimberly Ann Weaver Iowa State University Follow this and additional works at: https://lib.dr.iastate.edu/rtd Part of the Cognitive Psychology Commons, and the Computer Sciences Commons Recommended Citation Weaver, Kimberly Ann, "Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments" (2007). Retrospective Theses and Dissertations. 14895. https://lib.dr.iastate.edu/rtd/14895 This Thesis is brought to you for free and open access by the Iowa State University Capstones, Theses and Dissertations at Iowa State University Digital Repository. It has been accepted for inclusion in Retrospective Theses and Dissertations by an authorized administrator of Iowa State University Digital Repository. For more information, please contact [email protected]. Design and evaluation of a perceptually adaptive rendering system for immersive virtual reality environments by Kimberly Ann Weaver A thesis submitted to the graduate faculty in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Major: Human Computer Interaction Program of Study Committee: Derrick Parkhurst (Major Professor) Chris Harding Shana Smith Iowa State University Ames, Iowa 2007 Copyright © Kimberly Ann Weaver, 2007. All rights reserved. UMI Number: 1449653 Copyright 2007 by Weaver, Kimberly Ann All rights reserved. UMI Microform 1449653 Copyright 2008 by ProQuest Information and Learning Company. All rights reserved. This microform edition is protected against unauthorized copying under Title 17, United States Code. ProQuest Information and Learning Company 300 North Zeeb Road P.O. -
The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
Compendium of Technical White Papers
COMPENDIUM OF TECHNICAL WHITE PAPERS Compendium of Technical White Papers from Kx Technical Whitepaper Contents Machine Learning 1. Machine Learning in kdb+: kNN classification and pattern recognition with q ................................ 2 2. An Introduction to Neural Networks with kdb+ .......................................................................... 16 Development Insight 3. Compression in kdb+ ................................................................................................................. 36 4. Kdb+ and Websockets ............................................................................................................... 52 5. C API for kdb+ ............................................................................................................................ 76 6. Efficient Use of Adverbs ........................................................................................................... 112 Optimization Techniques 7. Multi-threading in kdb+: Performance Optimizations and Use Cases ......................................... 134 8. Kdb+ tick Profiling for Throughput Optimization ....................................................................... 152 9. Columnar Database and Query Optimization ............................................................................ 166 Solutions 10. Multi-Partitioned kdb+ Databases: An Equity Options Case Study ............................................. 192 11. Surveillance Technologies to Effectively Monitor Algo and High Frequency Trading .................. -
Lightdb: a DBMS for Virtual Reality Video
LightDB: A DBMS for Virtual Reality Video Brandon Haynes, Amrita Mazumdar, Armin Alaghi, Magdalena Balazinska, Luis Ceze, Alvin Cheung Paul G. Allen School of Computer Science & Engineering University of Washington, Seattle, Washington, USA {bhaynes, amrita, armin, magda, luisceze, akcheung}@cs.washington.edu http://lightdb.uwdb.io ABSTRACT spherical panoramic VR videos (a.k.a. 360◦ videos), encoding one We present the data model, architecture, and evaluation of stereoscopic frame of video can involve processing up to 18× more LightDB, a database management system designed to efficiently bytes than an ordinary 2D video [30]. manage virtual, augmented, and mixed reality (VAMR) video con- AR and MR video applications, on the other hand, often mix tent. VAMR video differs from its two-dimensional counterpart smaller amounts of synthetic video with the world around a user. in that it is spherical with periodic angular dimensions, is nonuni- Similar to VR, however, these applications have extremely de- formly and continuously sampled, and applications that consume manding latency and throughput requirements since they must react such videos often have demanding latency and throughput require- to the real world in real time. ments. To address these challenges, LightDB treats VAMR video To address these challenges, various specialized VAMR sys- data as a logically-continuous six-dimensional light field. Further- tems have been introduced for preparing and serving VAMR video more, LightDB supports a rich set of operations over light fields, data (e.g., VRView [71], Facebook Surround 360 [20], YouTube and automatically transforms declarative queries into executable VR [75], Google Poly [25], Lytro VR [41], Magic Leap Cre- physical plans. -
Application and Interpretation
Programming Languages: Application and Interpretation Shriram Krishnamurthi Brown University Copyright c 2003, Shriram Krishnamurthi This work is licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 United States License. If you create a derivative work, please include the version information below in your attribution. This book is available free-of-cost from the author’s Web site. This version was generated on 2007-04-26. ii Preface The book is the textbook for the programming languages course at Brown University, which is taken pri- marily by third and fourth year undergraduates and beginning graduate (both MS and PhD) students. It seems very accessible to smart second year students too, and indeed those are some of my most successful students. The book has been used at over a dozen other universities as a primary or secondary text. The book’s material is worth one undergraduate course worth of credit. This book is the fruit of a vision for teaching programming languages by integrating the “two cultures” that have evolved in its pedagogy. One culture is based on interpreters, while the other emphasizes a survey of languages. Each approach has significant advantages but also huge drawbacks. The interpreter method writes programs to learn concepts, and has its heart the fundamental belief that by teaching the computer to execute a concept we more thoroughly learn it ourselves. While this reasoning is internally consistent, it fails to recognize that understanding definitions does not imply we understand consequences of those definitions. For instance, the difference between strict and lazy evaluation, or between static and dynamic scope, is only a few lines of interpreter code, but the consequences of these choices is enormous. -
Handout 16: J Dictionary
J Dictionary Roger K.W. Hui Kenneth E. Iverson Copyright © 1991-2002 Jsoftware Inc. All Rights Reserved. Last updated: 2002-09-10 www.jsoftware.com . Table of Contents 1 Introduction 2 Mnemonics 3 Ambivalence 4 Verbs and Adverbs 5 Punctuation 6 Forks 7 Programs 8 Bond Conjunction 9 Atop Conjunction 10 Vocabulary 11 Housekeeping 12 Power and Inverse 13 Reading and Writing 14 Format 15 Partitions 16 Defined Adverbs 17 Word Formation 18 Names and Displays 19 Explicit Definition 20 Tacit Equivalents 21 Rank 22 Gerund and Agenda 23 Recursion 24 Iteration 25 Trains 26 Permutations 27 Linear Functions 28 Obverse and Under 29 Identity Functions and Neutrals 30 Secondaries 31 Sample Topics 32 Spelling 33 Alphabet and Numbers 34 Grammar 35 Function Tables 36 Bordering a Table 37 Tables (Letter Frequency) 38 Tables 39 Classification 40 Disjoint Classification (Graphs) 41 Classification I 42 Classification II 43 Sorting 44 Compositions I 45 Compositions II 46 Junctions 47 Partitions I 48 Partitions II 49 Geometry 50 Symbolic Functions 51 Directed Graphs 52 Closure 53 Distance 54 Polynomials 55 Polynomials (Continued) 56 Polynomials in Terms of Roots 57 Polynomial Roots I 58 Polynomial Roots II 59 Polynomials: Stopes 60 Dictionary 61 I. Alphabet and Words 62 II. Grammar 63 A. Nouns 64 B. Verbs 65 C. Adverbs and Conjunctions 66 D. Comparatives 67 E. Parsing and Execution 68 F. Trains 69 G. Extended and Rational Arithmeti 70 H. Frets and Scripts 71 I. Locatives 72 J. Errors and Suspensions 73 III. Definitions 74 Vocabulary 75 = Self-Classify - Equal 76 =. Is (Local) 77 < Box - Less Than 78 <. -
The Missing Link Between Information Visualization and Art
Visualization Criticism – The Missing Link Between Information Visualization and Art Robert Kosara The University of North Carolina at Charlotte [email protected] Abstract of what constitutes visualization and a foundational theory are still missing. Even for the practical work that is be- Classifications of visualization are often based on tech- ing done, there is very little discussion of approaches, with nical criteria, and leave out artistic ways of visualizing in- many techniques being developed ad hoc or as incremental formation. Understanding the differences between informa- improvements of previous work. tion visualization and other forms of visual communication Since this is not a technical problem, a purely techni- provides important insights into the way the field works, cal approach cannot solve it. We therefore propose a third though, and also shows the path to new approaches. way of doing information visualization that not only takes We propose a classification of several types of informa- ideas from both artistic and pragmatic visualization, but uni- tion visualization based on aesthetic criteria. The notions fies them through the common concepts of critical thinking of artistic and pragmatic visualization are introduced, and and criticism. Visualization criticism can be applied to both their properties discussed. Finally, the idea of visualiza- artistic and pragmatic visualization, and will help to develop tion criticism is proposed, and its rules are laid out. Visu- the tools to build a bridge between them. alization criticism bridges the gap between design, art, and technical/pragmatic information visualization. It guides the view away from implementation details and single mouse 2 Related Work clicks to the meaning of a visualization. -
Virtual Reality and Audiovisual Experience in the Audiovirtualizer Adinda Van ’T Klooster1* & Nick Collins2
EAI Endorsed Transactions on Creative Technologies Research Article Virtual Reality and Audiovisual Experience in the AudioVirtualizer Adinda van ’t Klooster1* & Nick Collins2 1Durham University (2019) and independent artist, UK 2 Durham University Music Department, UK Abstract INTRODUCTION: Virtual Reality (VR) provides new possibilities for interaction, immersiveness, and audiovisual combination, potentially facilitating novel aesthetic experiences. OBJECTIVES: In this project we created a VR AudioVirtualizer able to generate graphics in response to any sound input in a visual style similar to a body of drawings by the first author. METHODS: In order to be able to make the system able to respond to any given musical input we developed a Unity plugin that employs real-time machine listening on low level and medium-level audio features. The VR deployment utilized SteamVR to allow the use of HTC Vive Pro and Oculus Rift headsets. RESULTS: We presented our system to a small audience at PROTO in Gateshead in September 2019 and observed people’s preferred ways of interacting with the system. Although our system can respond to any sound input, for ease of interaction we chose four previously created audio compositions by the authors of this paper and microphone input as a restricted set of sound input options for the user to explore. CONCLUSION: We found that people’s previous experience with VR or gaming influenced how much interaction they used in the system. Whilst it was possible to navigate within the scenes and jump to different scenes by selecting a 3D sculpture in the scene, people with no previous VR or gaming experience often preferred to just let the visuals surprise them. -
Biological Agency in Art
1 Vol 16 Issue 2 – 3 Biological Agency in Art Allison N. Kudla Artist, PhD Student Center for Digital Arts and Experimental Media: DXARTS, University of Washington 207 Raitt Hall Seattle, WA 98195 USA allisonx[at]u[dot]washington[dot]edu Keywords Agency, Semiotics, Biology, Technology, Emulation, Behavioral, Emergent, Earth Art, Systems Art, Bio-Tech Art Abstract This paper will discuss how the pictorial dilemma guided traditional art towards formalism and again guides new media art away from the screen and towards the generation of physical, phenomenologically based and often bio-technological artistic systems. This takes art into experiential territories, as it is no longer an illusory representation of an idea but an actual instantiation of its beauty and significance. Thus the process of making art is reinstated as a marker to physically manifest and accentuate an experience that takes the perceivers to their own edges so as to see themselves as open systems within a vast and interweaving non-linear network. Introduction “The artist is a positive force in perceiving how technology can be translated to new environments to serve needs and provide variety and enrichment of life.” Billy Klüver, Pavilion ([13] p x). “Art is not a mirror held up to reality, but a hammer with which to shape it.” Bertolt Brecht [2] When looking at the history of art through the lens of a new media artist engaged in several disciplines that interlace fields as varying as biology, algorithmic programming and signal processing, a fairly recent paradigm for art emerges that takes artistic practice away from depiction and towards a more systems based and biologically driven approach. -
Chapter 7 Visual Rendering
Chapter 7 Visual Rendering Steven M. LaValle University of Oulu Copyright Steven M. LaValle 2019 Available for downloading at http://vr.cs.uiuc.edu/ 186 S. M. LaValle: Virtual Reality screen (this was depicted in Figure 3.13). The next steps are to determine which screen pixels are covered by the transformed triangle and then illuminate them according to the physics of the virtual world. An important condition must also be checked: For each pixel, is the triangle even visible to the eye, or will it be blocked by part of another triangle? This classic visibility computation problem dramatically complicates the rendering pro- Chapter 7 cess. The general problem is to determine for any pair of points in the virtual world, whether the line segment that connects them intersects with any objects (triangles). If an intersection occurs, then the line-of-sight visibility between the Visual Rendering two points is blocked. The main difference between the two major families of rendering methods is how visibility is handled. This chapter addresses visual rendering, which specifies what the visual display Object-order versus image-order rendering For rendering, we need to con- should show through an interface to the virtual world generator (VWG). Chapter sider all combinations of objects and pixels. This suggests a nested loop. One 3 already provided the mathematical parts, which express where the objects in way to resolve the visibility is to iterate over the list of all triangles and attempt the virtual world should appear on the screen. This was based on geometric to render each one to the screen. -
Chapter 1 Basic Principles of Programming Languages
Chapter 1 Basic Principles of Programming Languages Although there exist many programming languages, the differences among them are insignificant compared to the differences among natural languages. In this chapter, we discuss the common aspects shared among different programming languages. These aspects include: programming paradigms that define how computation is expressed; the main features of programming languages and their impact on the performance of programs written in the languages; a brief review of the history and development of programming languages; the lexical, syntactic, and semantic structures of programming languages, data and data types, program processing and preprocessing, and the life cycles of program development. At the end of the chapter, you should have learned: what programming paradigms are; an overview of different programming languages and the background knowledge of these languages; the structures of programming languages and how programming languages are defined at the syntactic level; data types, strong versus weak checking; the relationship between language features and their performances; the processing and preprocessing of programming languages, compilation versus interpretation, and different execution models of macros, procedures, and inline procedures; the steps used for program development: requirement, specification, design, implementation, testing, and the correctness proof of programs. The chapter is organized as follows. Section 1.1 introduces the programming paradigms, performance, features, and the development of programming languages. Section 1.2 outlines the structures and design issues of programming languages. Section 1.3 discusses the typing systems, including types of variables, type equivalence, type conversion, and type checking during the compilation. Section 1.4 presents the preprocessing and processing of programming languages, including macro processing, interpretation, and compilation.