Thursday
Complex Media, featuredEnhanced Environments

The questions being explored in this research are:
1. Can we use real-time streaming data in dynamic virtual environments?
2. Does it have Utility, or, is streaming data useful in controlling various functions within dynamic virtual environments?
3. Can data integrity be maintained and still be meaningful to the user?
Rapid advances within the GIS/ Visualization Simulation industry have developed complex and rich real-time environments or modeling and simulation of large-scale virtual environments. In parallel, there is deep exploration within the artificial life community to develop virtual life and worlds that exhibit simulated living traits. From the Computer graphics industries, high resolution, highly accurate work is being done to create stunningly beautiful virtual environments with realistic rendering. The Gaming industry has also been developing high computing performance, realistic world building, artificial life behavior, massive multi-user networks and high-action immersive role-play. Unfortunately, little cross-integration has been done between these strands as the technical hardware/software requirements, computational overheads demanded by each, and the wide application focus has promoted separate development paths. Yet recently there have been hybrid development styles emerging that promote this integration. This new type of ‘hybrid integration’ across previously separate disciplines brings new questions, solutions and problems.
Mainly the focus of this new hybrid technology usage is the “Electronic Battlefield”, or synthetic environments that simulate a wartime battlefield situations. SEDRIS (Synthetic Environment Data Representation and Interchange Specification) environments tend to be large scale, low resolution with an expensive overhead in hardware and software. Its complexity and depth has grown quite quickly since 1994 in the areas of GIS, terrain simulation, hydrology, modeling, distributed database and massive multi-user environments. Other solutions do exist to support this style of synthetic environments and Large Scale Visualization Industry, yet the research is primarily focused upon simulation and visualization representation of specific environmental conditions, with little or no emphasis upon a persistent, complex evolvement of an eco-system style virtual environment.
Another major problem of the current generations of virtual environments is that they are still not connected or determined in any way to other sources of “living dynamic energy.” It does not provide the continual change that real life forms get everyday from existing in an open system, i.e. the natural environment, food, outside events, influences, interactions, observance, variance, and happenings that are seemingly “by chance,” yet have some unexplainable connection to the overall construct of life itself. It also does not consider biorhythms, which all-natural life is governed by; i.e. moon, tidal, seasonal, species, and other natural cyclic rhythms.
The Questions this research addresses are whether integrating these technologies together can in fact, yield a highly immersive, realistic virtual environment that is complex and dynamic, exhibiting living behavior conditions and ultimately generating the emergent properties required to create and sustain virtual ‘life’ on a PC-based computer and still retain an acceptable performance ratio. The focus of this research is not to offer another solution to the already saturated vis/sim, artificial life, and computer graphics or gaming industries. Rather, the focus is upon using these existing technologies in a hybrid style of integration to support highly accurate, large-scale, climatic eco-systems that can be used to support realistic behaving environments. This Dissertation will present research performed on this topic, provide the approaches used, and conclude with an analysis of the results.
PUBLICATIONS
May 2002: S.T Refsland, T.Ojika, Enhanced Environments: PC based, real-time large-scale terrains supporting virtual life and complex climatic behaviors, Presence Journal, MIT Press, To be published, 2002.
Apr 2000: S.T. Refsland, T. Ojika, Robert Berry, Jr., The Living Virtual Kinka Kuji Temple: A Dynamic Environment, IEEE Multimedia Magazine, April-June 2000, Vol. 7, No.2, pp 65-67.
Sept 99: S.T. Refsland, T. Ojika, C. Lattaud, G. Proctor, V. DeLeon, R. Berry, Using Real-Time Data Streams to Generate Living Virtual Environments, Proceedings of the 5th Int’l Conference on VSMM’99, Dundee, Scotland, Sept. 99.
Jan 99: Y.Bar-Yam, J.C. Heudin, S. Thrane Refsland, Virtual Great Barrier Reef. Virtual Worlds, Synthetic Universes, Digital Life, and Complexity, Perseus Books, MA, Ch.6, pp. 153-179 Dec 1998.
July 98: Scot Thrane Refsland, Takeo Ojika, Tom DeFanti, Andy Johnson, Jason Leigh, Carl Loeffler, Xiaoyuan Tu. Virtual Great Barrier Reef: A theoretical Approach towards and Evolving, Interactive VR Environment Using a Distributed DOME and CAVE System. Distinguished Paper Award, Virtual Worlds: Lecture Notes in Artificial Intelligence, First International Conference, VW’98, Paris, France, pp. 323-336, July 98.
Jan 98: S. Thrane Refsland, Int’l Society on VSMM (Japan); T. Ojika, Gifu University, (Japan); R. Stone, VR Solutions Ltd. (UK), Development of a chaotic environment engine for dynamic virtual world heritage environments. SPIE, The Engineering Reality of Virtual Reality, San Jose, CA, pp. 302-312 26-29 Jan 1998.
Sept 96: S. Thrane Refsland, Digital Mind, Electronic Earth, Proceedings of the 2nd Int’l Conference on VSMM’96, Gifu, Japan, pp. 171-176, Sept. 96.
Sept 95: S. Thrane Refsland, Organic Techno Art and Technology Series, Proceedings of the 1st Int’l Conference on VSMM’95, Gifu, Japan, pp. 106-111, Sept. 96.
Post Tags: dynamic environments, emergent virtual life forms, enhanced environments, virtual eco systems, virtual life, virtual reality, visualization
