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Virtual Reality Programming in Oz

  • Tomas Axling
  • Seif Haridi
  • Lennart Fahlen
Part of the Eurographics book series (EUROGRAPH)

Abstract

To build virtual environments with interesting behavior it is desirable to use a high level language suitable for complex symbolic computations. But languages such as Lisp, Prolog and Smalltalk do not support concurrency, reactivity and real-time control which are vital for Virtual-Reality (VR) applications. However the new concurrent constraint programming paradigm in general, and Oz in particular support these requirements. Oz is designed to support multiple concurrent agents, which makes it well-suited for VR-applications. We have therefore implemented a basic interface between Oz and a toolkit for building distributed VR applications, DIVE. Furthermore we have developed a object layer for supporting agent abstractions. We are using this to build a framework for Agent Oriented Programming (AOP) specialized for defining agents in virtual environments for simulations. The framework is used to develop a system allowing collaborative configuration of virtual battlefields and battle simulations where the computer generated forces are controlled with spoken natural language.

Keywords

Virtual Environment Agent Class Basic Interface Object Layer Commanding Officer 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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References

  1. [AS94]
    Magnus Andersson and Olov Ståhl. DIVE — The Distributed Interactive Virtual Environment, DIVE Files Description. Swedish Institute of Computer Science, February 1994.Google Scholar
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    Olof Hagsand. DIVE — a platform for multi-user virtual environments. IEEE Multimedia, 1996. to appear in Spring ’96.Google Scholar
  3. [KBFJ95]
    Jussi Karlgren, Ivan Bretan, Niklas Frost, and Lars Jonsson. Interaction models, reference, and interactivity for speech interfaces to virtual environments. In Proceedings of 2nd Eurographics Workshop on Virtual Environments — Realism and Real Time, Monte Carlo. Darmstadt: Fraunhofer IGD, 1995.Google Scholar
  4. [Sho93]
    Yoav Shoham. Agent-oriented programming. Artificial Intelligence, (60):51–92, 1993.MathSciNetCrossRefGoogle Scholar
  5. [Smo95]
    Gert Smolka. The definition of kernel oz. Technical report, German Research Center for Artificial Intelligence (DFKI), 1995.Google Scholar

Copyright information

© Springer-Verlag/Wien 1996

Authors and Affiliations

  • Tomas Axling
    • 1
  • Seif Haridi
    • 1
  • Lennart Fahlen
    • 1
  1. 1.Swedish Institute of Computer ScienceKistaSweden

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