Event-based causality in virtual reality

Hdl Handle:
http://hdl.handle.net/10149/100305
Title:
Event-based causality in virtual reality
Book Title:
Conference proceedings - IEEE international conference on systems, man and cybernetics
Authors:
Lugrin, J-L. (Jean-Luc); Libardi, P. (Paolo); Barnes, M. J. (Matthew); Le Bras, M. (Mikael); Cavazza, M. O. (Marc)
Affiliation:
University of Teesside. School of Computing.
Citation:
Lugrin, J-L. et. al. (2004) 'Event-based causality in virtual reality', 2004 IEEE international conference on systems, man and cybernetics, SMC 2004, The Hague, October 10 - 13, in Conference proceedings - IEEE international conference on systems, man and cybernetics. IEEE, pp.156-163.
Publisher:
IEEE
Conference:
2004 IEEE international conference on systems, man and cybernetics, SMC 2004, The Hague, October 10 - 13, 2004
Issue Date:
2004
URI:
http://hdl.handle.net/10149/100305
DOI:
10.1109/ICSMC.2004.1398290
Abstract:
In this paper, we describe such an environment, in which the user can be presented in real-time with an alternative range of consequences for a given interaction with virtual world objects, thus inducing various perceptions of causality. From a systemic perspective, we can adopt a pragmatic approach, inspired from Humian philosophy, which considers that causal relations are established by the user in response to certain event co-occurrences. To control causal perception in VR, the system comprises the following components: a visualisation engine, an Event Recognition System (together with its specific event formalism that supports event modification), and a causal engine as an Event Modification System, which selects co-occurring events on a rule-based manner. A search process, evaluates alternative consequences using semantic and spatio-contiguity information, such as comparison between candidate objects on which the action consequences should be applied. A first prototype has been fully implemented and is described together with an example real-time simulation.
Type:
Meetings and Proceedings; Book Chapter
Language:
en
Keywords:
causality; game technologies; human factors; intelligent virtual environments; interaction techniques; modelling; simulation
Series/Report no.:
Volume 1
ISSN:
1062-922X
Rights:
Author can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 04/06/2010]
Citation Count:
1 [Scopus, 04/06/2010]

Full metadata record

DC FieldValue Language
dc.contributor.authorLugrin, J-L. (Jean-Luc)en
dc.contributor.authorLibardi, P. (Paolo)en
dc.contributor.authorBarnes, M. J. (Matthew)en
dc.contributor.authorLe Bras, M. (Mikael)en
dc.contributor.authorCavazza, M. O. (Marc)en
dc.date.accessioned2010-06-04T12:49:55Z-
dc.date.available2010-06-04T12:49:55Z-
dc.date.issued2004-
dc.identifier.issn1062-922X-
dc.identifier.doi10.1109/ICSMC.2004.1398290-
dc.identifier.urihttp://hdl.handle.net/10149/100305-
dc.description.abstractIn this paper, we describe such an environment, in which the user can be presented in real-time with an alternative range of consequences for a given interaction with virtual world objects, thus inducing various perceptions of causality. From a systemic perspective, we can adopt a pragmatic approach, inspired from Humian philosophy, which considers that causal relations are established by the user in response to certain event co-occurrences. To control causal perception in VR, the system comprises the following components: a visualisation engine, an Event Recognition System (together with its specific event formalism that supports event modification), and a causal engine as an Event Modification System, which selects co-occurring events on a rule-based manner. A search process, evaluates alternative consequences using semantic and spatio-contiguity information, such as comparison between candidate objects on which the action consequences should be applied. A first prototype has been fully implemented and is described together with an example real-time simulation.en
dc.language.isoenen
dc.publisherIEEEen
dc.relation.ispartofseriesVolume 1en
dc.rightsAuthor can archive publisher's version/PDF. For full details see http://www.sherpa.ac.uk/romeo/ [Accessed 04/06/2010]en
dc.subjectcausalityen
dc.subjectgame technologiesen
dc.subjecthuman factorsen
dc.subjectintelligent virtual environmentsen
dc.subjectinteraction techniquesen
dc.subjectmodellingen
dc.subjectsimulationen
dc.titleEvent-based causality in virtual realityen
dc.typeMeetings and Proceedingsen
dc.typeBook Chapteren
dc.contributor.departmentUniversity of Teesside. School of Computing.en
dc.title.bookConference proceedings - IEEE international conference on systems, man and cyberneticsen
dc.identifier.conference2004 IEEE international conference on systems, man and cybernetics, SMC 2004, The Hague, October 10 - 13, 2004en
ref.citationcount1 [Scopus, 04/06/2010]en
or.citation.harvardLugrin, J-L. et. al. (2004) 'Event-based causality in virtual reality', 2004 IEEE international conference on systems, man and cybernetics, SMC 2004, The Hague, October 10 - 13, in Conference proceedings - IEEE international conference on systems, man and cybernetics. IEEE, pp.156-163.-
prism.startingPage156-
prism.endingPage163-
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