11th EUROPEAN
SIMULATION SYMPOSIUM |
October 26-28, 1999 |
Virtual Reality |
Track Chair: Björn Kesper Universität Hamburg Fachbereich Informatik Arbeitsbereich Technische Informatiksysteme Vogt-Kölln-Straße 30 22527 Hamburg, Germany e-mail: kesper@informatik.tu-clausthal.de http: http://www.in.tu-clausthal.de/Personal/kesper.htm Co-Track Chair: Dietmar P.F. Möller TU Clausthal Institut für Informatik Julius Albert str. 4 38678 Clausthal, Germany Tel.: +49.5323.953115, +49.5323.953114, +49.5323.953110 e-mail: moeller@informatik.TU-Clausthal.de |
INTRODUCTION AND MOTIVATION
In simulation science the methodology of Virtual Reality, short
VR, or virtual environments, offers possibilities for points of
collaboration and common interests maintaining environmental
coherence across room/lab changes as well as hardware, software
and product design and in education and training.
Virtual environments, like simulators, are a natural domain for
collaborative activities because they allow users doing
operations they cannot do in reality, e.g. being within a
molecule, being inside the combustion chamber of an automotive
engine, walking through a tunnel in "outerspace", etc.
For all these areas and others, the inclusion of a metaphor
incorporating a notation of a virtual world provides significant
enrichment.
In general, virtual environments allow sharing simulations. As in
real laboratory spaces and design centres people must be able to
talk to each other, move around, connect equipment, build up test
sets, design systems highlight points of interest for others to
consider, and jointly edit documents, reports and 3-D models.
The ultimate promise of virtual reality, though, is that users
will be able to do things they cannot do so easy in reality. In
such cases, users will be able to jointly interact with
simulations. Our motivation for virtual lab and virtual design
development should be to go one step beyond ubiquitous computing.
The basic idea of ubiquitous computing, is that a single computer
should not be the locus of computation in one's laboratory,
business or other environment.
Technology should be embedded and/or distributed in the
environment in an invisible as well as in a transparent way.
Within this virtual reality environment there would be lots of
computationally driven gadgets or so called smart appliances
throughout, each one could be part of a larger system of
co-ordinated devices, receiving and transmitting signals from the
abroad or from intrinsic systemic pathways. Our goal in
simulation synergy in laboratories and outer space problems
should be to unite the power and flexibility of virtual reality
methodology with the insight of ubiquitous computing.
The potentials of VR are huge. We have only scratched the surface
of the complex space that potentially contains an incredible
number of solutions to the problem of how best to design
systems/processes.
We are looking forward to get papers and presentation concerning
themes that are listed underneath. The listing does not exclude
contributions in a similar context.
Last modified
10-02-99 by Rainer Rimane For further information please contact: mailto: Rainer.Rimane@informatik.uni-erlangen.de,info@scs-europe.org |