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	<title>ArtChaology &#187; virtual eco systems</title>
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	<description>The Intersection of Art, Technology and Nature</description>
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		<title>Enhanced Environments</title>
		<link>http://www.artchaology.com/2009/01/enhanced_environments/</link>
		<comments>http://www.artchaology.com/2009/01/enhanced_environments/#comments</comments>
		<pubDate>Thu, 01 Jan 2009 17:07:08 +0000</pubDate>
		<dc:creator>artchaologist</dc:creator>
				<category><![CDATA[Complex Media]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[dynamic environments]]></category>
		<category><![CDATA[emergent virtual life forms]]></category>
		<category><![CDATA[enhanced environments]]></category>
		<category><![CDATA[virtual eco systems]]></category>
		<category><![CDATA[virtual life]]></category>
		<category><![CDATA[virtual reality]]></category>
		<category><![CDATA[visualization]]></category>

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		<description><![CDATA[Enhanced Environments is a new method for using real-time information to support large-scale, climatic virtual environments that foster virtual life and natural behavioral conditions.]]></description>
			<content:encoded><![CDATA[<p><div class="imagecaptioneasy imagecaptioneasy_top_ne size-full wp-image-14" style="auto;"><img class="alignnone size-full wp-image-14" title="Virtual Snowshoe developed 1997~2001" src="http://www.artchaology.com/wp-content/uploads/2009/01/vsnowshoe.jpg" alt="Virtual Snowshoe developed 1997~2001, Virtual Systems Lab, Gifu University, Gifu Japan" width="649" height="343" /><br style="clear:both" /><div style="margin:0px;max-width:649px;">Virtual Snowshoe developed 1997~2001, Virtual Systems Lab, Gifu University, Gifu Japan</div></div>Enhanced Environments is a new method for using            real-time information to eventually support large-scale, climatic virtual            environments that foster virtual life and natural eco-behavioral conditions.            The purpose of this research is to create an enhanced environment where            the hydrological conditions and the real user are integrated into an            immersive, real-time eco system. For this research experiment, we customized            available GIS satellite, terrain, and photography data to construct            a highly accurate, large-scale virtual environment. Next a web-based            climatic collection system was developed to persistently collect real            time weather information for the physical area being modeled. Finally            an Enhanced Environment Module was created to support a &#8216;living&#8217; virtual            eco-system supporting real-time climatic conditions. This type of enhanced            environment lays the groundwork for creating dynamic environments that            integrate the behavioral patterns of climate, artificial life, user            interactions and their complex interrelationships within a dynamic virtual            world.</p>
<p><span id="more-1"></span></p>
<p class="basefont">The questions being explored in this research            are:</p>
<p class="basefont">1. Can we use real-time streaming data in dynamic            virtual environments?</p>
<p class="basefont">2. Does it have Utility, or, is streaming data useful            in controlling various functions within dynamic virtual environments?</p>
<p class="basefont">3. Can data integrity be maintained and still be meaningful            to the user?</p>
<p class="basefont">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 &#8216;hybrid integration&#8217;            across previously separate disciplines brings new questions, solutions            and problems.</p>
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<p class="basefont">Mainly the focus of this new hybrid technology usage            is the &#8220;Electronic Battlefield&#8221;, 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.</p>
<p class="basefont">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 &#8220;living dynamic energy.&#8221; 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 &#8220;by chance,&#8221; 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.</p>
<p class="basefont">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 &#8216;life&#8217; 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.</p>

<p>PUBLICATIONS</p>
<p>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.</p>
<p>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.</p>
<p>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&#8217;l Conference on VSMM&#8217;99, Dundee, Scotland,            Sept. 99.</p>
<p>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.</p>
<p>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&#8217;98, Paris, France, pp. 323-336, July 98.</p>
<p>Jan 98: S. Thrane Refsland, Int&#8217;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.</p>
<p>Sept 96: S. Thrane Refsland, Digital Mind, Electronic Earth, Proceedings            of the 2nd Int&#8217;l Conference on VSMM&#8217;96, Gifu, Japan, pp. 171-176, Sept.            96.</p>
<p>Sept 95: S. Thrane Refsland, Organic Techno Art and Technology Series,            Proceedings of the 1st Int&#8217;l Conference on VSMM&#8217;95, Gifu, Japan, pp.            106-111, Sept. 96.</p>
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