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      WSC 2005 Final Abstracts  | 
 
Virtual Reality/3D Visualization Track
 
Tuesday 8:30:00 AM 10:00:00 AM 
3D Visualization 
Chair: Vineet 
Kamat (University of Michigan)
  Visualization of Construction Graphics in Outdoor 
  Augmented Reality
Amir H. Behzadan and Vineet R. Kamat (University 
  of Michigan)
  
Abstract:
This paper describes research that investigates the 
  application of Augmented Reality (AR) in 3D animation of simulated 
  construction operations. The objective is an AR-based platform that can be 
  used together with corresponding equipment (HMD, GPS receiver, and a portable 
  computer) to generate a mixed view of the real world and superimposed virtual 
  simulation objects in an outdoor environment. The characteristic that 
  distinguishes the presented work from indoor AR applications is the capability 
  to produce real time updated output as the user moves around while applying 
  minimum constraints over the user’s position and orientation. The ability to 
  operate independently of environmental factors (e.g. lighting conditions and 
  terrain variations) makes the described framework a powerful tool for outdoor 
  AR applications. This paper presents initial results and an AR platform 
  prototype (UM-AR-GPS-ROVER) that is able to place 3D graphical objects at any 
  desired location in outdoor augmented space. 
  
Multi-User Support and Motion Planning of Humans 
  and Humans Driven Vehicles in Interactive 3D Material Flow 
  Simulations
Matthias Fischer and Bengt Mueck (Heinz Nixdorf 
  Institut, University of Paderborn), Kiran Mahajan (University of Paderborn) 
  and Michael Kortenjan, Christoph Laroque, and Wilhelm Dangelmaier (Heinz 
  Nixdorf Institut, University of Paderborn)
  
Abstract:
The visualization of simulated production processes is 
  used for their analysis. Huge plants are normally planned by a team. So a 
  solution for many users who are modeling and interacting with a running model 
  in an immersive 3D environment is required. We discuss an approach where 
  several users work cooperatively on one simulation model. To optimize their 
  work, the users need some guidance. For this we suggest small maps and arrows 
  to guide the user to significant objects (machines). In many production 
  scenarios, objects (forklifts, workers) are moving in an unguided fashion. In 
  actual implementations these paths have to be modeled manually. In spite of 
  taking these efforts, we are presenting an automated approach which is based 
  on the 3D layout of the plant. If the user as part of the simulation is 
  standing in the way of the object, the object stops in our approach (as 
  hopefully in reality). 
  
Programming Using Dynamic System Modeling via a 
  3D-Based Multimodeling Framework
Hyunju Shim and Paul Fishwick 
  (University of Florida)
  
Abstract:
We propose a new approach to visual programming which 
  adopts principles and elements from dynamic multimodeling for structured 
  procedural programming, especially graphics programming. Unlike most 
  traditional visual programming languages which simply replace syntactic parts 
  of program with graphical objects, we applied the principles of dynamic model 
  types in modeling and simulation to create program models and execute/simulate 
  them. With this approach, computer programs are constructed by visual modeling 
  instead of textual writing. The motivation for a method using dynamic model 
  types in graphics programming is also tied to several emerging research areas: 
  novice user interfaces, programming visualization, customized icons, and a 
  broader view of aesthetics within programming. Metaphoric icons are 
  extensively used for the visual representation of program model elements. 
  Rube, a Web- and XML-based modeling and simulation framework, provides the 
  necessary environment for the construction, visualization and execution of 
  program models. 
  
Tuesday 10:30:00 AM 12:00:00 PM 
3D Visualization and Virtual 
Reality 
Chair: Kiran Mahajan (Univeristy of 
Paderborn)
  A Two-tier Method for Evaluating Alternative 
  Policies to Support Interactive Analysis of 3D Material Flow 
  Simulations
Wilhelm Dangelmaier, Kiran Mahajan, Daniel Huber, and 
  Bengt Mueck (University of Paderborn)
  
Abstract:
Discrete-event material flow simulation tools have long 
  been offering real-time 3D visualization. This feature allows less experienced 
  users to analyze the underlying system. Beyond this, visualization is not used 
  to interact with the simulated (underlying manufacturing) system to improve or 
  control the material flow, especially under disturbances. This paper presents 
  a simulation based 2-tier framework, which seeks to control or improve 
  material flow by means of real-time user immersive visualization. The first 
  tier uses static optimization to compute the material flow by selecting from a 
  large number of alternative policies. The second tier is a reactive algorithm 
  which computes solutions for probabilistic disturbances. The results of the 
  two tiers are used for interacting with the underlying system using 
  visualization. We show that the proposed system is able to handle complex 
  alternative policies, which supports interactive analysis of 3D material flow 
  simulations. 
  
Temporally Parallel Coupling of Discrete 
  Simulation Systems with Virtual Reality Systems
Steffen 
  Strassburger (Fraunhofer Institute for Factory Operation and Automation), 
  Thomas Schulze (University of Magdeburg (FIN/ITI)) and Marco Lemessi and 
  Gordon D. Rehn (Deere & Co.)
  
Abstract:
The coupling of commercial discrete simulation systems 
  with virtual reality (VR) systems opens new possibilities for the temporal 
  interplay of product and process design. Among the possibilities is 
  establishing virtual training centers aimed at shortening product ramp-up 
  times. Up to now, coupling has only been employed sporadically because of the 
  need to preserve the autonomy of the tools used. This paper focuses on the 
  problems of synchronization as one of the important basic tasks when coupling 
  dis-crete simulation and VR systems. Existing techniques of synchronization 
  are examined for their suitability for coupling and a method of 
  synchronization based on self-adapting buffer sizes is described. 
  
Introducing Virtual Engineering Technology Into 
  Interactive Design Process with High-fidelity Models
Gengxun Huang 
  and Kenneth Mark Bryden (Iowa State University)
  
Abstract:
Product design is a complex decision-making process 
  requiring intense interaction between designers and the designed product. 
  Consequently, the design process is significantly different from a pure 
  mathematical optimization. This paper presents a decision support platform for 
  interactive design that integrates mathematical optimization with human 
  interaction based on VE-Suite. Current efforts are geared toward seamlessly 
  linking high fidelity models, numerical optimization and human interaction to 
  improve efficiency and quality in system performance. The designer’s 
  interaction causes the optimization process to dynamically change by adding, 
  deleting, and modifying objectives, constraints, and other parameters that 
  govern the process. As an illustration, a coal pipe design case is used to 
  demonstrate the new platform’s capabilities. The case has demonstrated that 
  adding user interaction into the design process has the potential to improve 
  design efficiency and quality. 
  
Tuesday 1:30:00 PM 3:00:00 PM 
Virtual Reality in Simulation 
Chair: Justice Akpan (Lancaster University Management School)
  Experimental Investigation of the Impacts of Virtual 
  Reality on Discrete-Event Simulation
Justice I. Akpan and Roger J. 
  Brooks (Lancaster University Management School)
  
Abstract:
This paper presents the results of experimental studies 
  that were undertaken to test the impacts of Virtual Reality (VR) on 
  Discrete-Event Simulation (DES). The experiments focused on spotting errors in 
  the DES model. The models were developed in 2D and 3D/VR displays using 
  WITNESS. The 2D display used icons and other visualization techniques that 
  confine its scope to essentially flat 2D surface. On the other hand, the 3D 
  display was represented by means of a three-axis spatial position (XYZ) plots, 
  but appeared on a two-dimensionally mappings, otherwise known as 2.5D. The 
  experiments involved paid participants who were recruited from amongst the 
  staff and students of Lancaster University, UK. The results showed that it is 
  easier, and faster to spot errors in 3D/VR model than in 2D. The findings also 
  indicated that users can easily understand the modeled operation of 3D/VR 
  display compared to 2D, irrespective of background or technical ability. 
  
Practitioners’ Perception of the Impacts of Virtual 
  Reality on Discrete-event Simulation
Justice I. Akpan and Roger J. 
  Brooks (Lancaster University Management School)
  
Abstract:
This paper presents the results from surveying 
  simulation practitioners from industry and academics who have used 2D or 3D 
  software applications for Discrete-Event Simulation (DES) projects. The survey 
  focused on the impacts of Virtual Reality (VR) on DES activities. The findings 
  indicate the software used, the applications areas, the stages in the 
  simulation modeling process where Visual Display is commonly used, and a 
  comparative evaluation of the benefits and costs associated with modeling in 
  3D over 2D. Other results indicate possible influence of each of the two 
  displays on simulation results, effects on users’ understanding of the modeled 
  system and any corresponding influence on decision-making. The findings also 
  incorporate the pitfalls to avoid when modeling in 3D, and speculations about 
  the future of VR-based DES (VRSIM) practice. 
  
Common Scene Definition Framework for 
  Constructing Virtual Worlds
Lee A. Belfore II, Prabhu V. Krishnan, 
  and Emre Baydogan (Old Dominion University)
  
Abstract:
Developing VR applications is a challenging and 
  rewarding endeavor, complicated by the variety and complexity of the available 
  VR platforms. Furthermore, efficiencies realized in a specific platform may be 
  lost if the application is migrated to a different platform. In this paper, we 
  introduce and investigate the Common Scene Definition Framework (CSDF), a 
  modeling representation consisting of a superset of capabilities taken from a 
  collection of existing VR platforms. The purpose of CSDF is to serve a quick 
  prototype framework for synthesizing an interactive virtual environment for a 
  particular platform while attempting to optimize the translation to leverage 
  strengths of the target platform. In an implementation independent fashion, 
  the CSDF is envisioned to extensibly represent all geometry, appearance, 
  interaction, and behavior for a VR application. Finally, an example is 
  provided demonstration these basic ideas among the VRML 1.0, VRML97 and Java3D 
  platforms. 
  
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