An Object Linkage Model for Virtual Reality


The Transactions of the Korea Information Processing Society (1994 ~ 2000), Vol. 3, No. 1, pp. 95-106, Jan. 1996
10.3745/KIPSTE.1996.3.1.95,   PDF Download:

Abstract

The most fundamental difference between general three dimensional computer graphics technology and virtual reality technology lies in the degree of realism as we feel, and thus the virtual reality method heavily relies on such tools as data gloves, 3D auditory system to enhance human perception and recognition. Although these tools are valid for such purpose, more essential ingredients toward the realism is the one derived from object behavior itself inside the virtual environment. This paper provides further realism by modeling active interactions between the objects inside scenes. For this purpose, this paper proposes and implements a field model where the virtual reality space is treated as a physical field defined on the characteristic radius of stimulus and sense corresponding to the individual object. In the field model, the rule of cause and effect as an essential feature of the realism can be interpreted simply as an energy exchange between objects and consequently, variation on the radius information together with behavioral logic alone can build the virtual environment where each object can react to other objects actively and contorollably.


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Cite this article
[IEEE Style]
J. W. Seok, C. S. Woon, P. K. Hee, L. H. Seung, "An Object Linkage Model for Virtual Reality," The Transactions of the Korea Information Processing Society (1994 ~ 2000), vol. 3, no. 1, pp. 95-106, 1996. DOI: 10.3745/KIPSTE.1996.3.1.95.

[ACM Style]
Jou Wou Seok, Choi Sung Woon, Park Kyung Hee, and Lee Hee Seung. 1996. An Object Linkage Model for Virtual Reality. The Transactions of the Korea Information Processing Society (1994 ~ 2000), 3, 1, (1996), 95-106. DOI: 10.3745/KIPSTE.1996.3.1.95.