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  • 1.
    Bullock, Adrian
    et al.
    RISE, Swedish ICT, SICS.
    Nöu, Anneli Avatare
    RISE - Research Institutes of Sweden, ICT, SICS.
    Fahlén, Lennart
    RISE, Swedish ICT, SICS.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Hansson, Pär
    RISE, Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Nord, Bino
    Simsarian, Kristian
    RISE, Swedish ICT, SICS.
    Stenius, Mårten
    Ståhl, Olov
    RISE, Swedish ICT, SICS.
    Wallberg, Anders
    RISE - Research Institutes of Sweden, ICT, SICS.
    Åkesson, Karl-Petter
    RISE, Swedish ICT, SICS.
    The interactive collaborative environments laboratory2000Conference paper (Refereed)
  • 2.
    Bullock, Adrian
    et al.
    RISE, Swedish ICT, SICS.
    Simsarian, Kristian
    RISE, Swedish ICT, SICS.
    Stenius, Mårten
    RISE, Swedish ICT, SICS.
    Hansson, Pär
    RISE, Swedish ICT, SICS, Software and Systems Engineering Laboratory.
    Wallberg, Anders
    RISE - Research Institutes of Sweden, ICT, SICS.
    Åkesson, Karl-Petter
    RISE, Swedish ICT, SICS.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Ståhl, Olov
    RISE, Swedish ICT, SICS.
    Fahlén, Lennart
    RISE, Swedish ICT, SICS.
    Designing interactive collaborative environments2001In: Collaborative Virtual Environments: Digital Places and Spaces for Interaction, Springer , 2001, 2Chapter in book (Refereed)
    Abstract [en]

    We describe our experiences of creating and using a wide variety of techniques and applications to support collaboration in virtual environments for different activities and user groups. Our aim is to offer plentiful and rich possibilities for interaction across and between both real and virtual environments.

  • 3.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    A Survey of CVE Technologies and Systems2004Report (Other academic)
    Abstract [en]

    A few years ago, Virtual Reality technologies and Virtual Environments were seen by some as a panacea and the computer interface of the future. VR received a lot of attention in the media and devices such as head mounted displays or data gloves have become widely recognised. Of particular interest was the ability to realise a vision that had been described in a number of science fiction novels: providing a parallel world in which it would be possible to be present, interact and feel as if in the real world. This vision is realised by Collaborative Virtual Environments (CVEs). CVEs are three-dimensional computer-generated environments where users are represented by avatars and can navigate and interact in real-time independently of their physical location. While the technology has not lived up to early expectations, real niched applications and the success of networked games have shown its viability and promises. This report summarises a number of the technologies that are commonly used to interface with virtual environments. Additionally, it presents some of the major CVE systems to date and isolates a number of trends when it comes to network architectures, protocols and techniques and to software choices.

  • 4.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    DIVE: a generic tool for the deployment of shared virtual environments2003Conference paper (Refereed)
    Abstract [en]

    In this paper we present the DIVE system (Distributed Interactive Virtual Environment), an architecture and a programming toolkit for the realisation and implementation of wide-area, Internet-based multi-user virtual environments. Along the years, DIVE has evolved into a generic tool that supports a wide range of applications and situations. This paper focuses on the networking and architectural aspects that allow the deployment of multi-user virtual environments on the Internet. Additionally, this paper presents the palette of programming interfaces and techniques that are offered by the system. Our experience has proven that its ability to mix interfaces made it a system of choice for the implementation of distributed applications. We conclude with a selection of applications and how they make use of the networking and programming features of the system.

  • 5.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    DIVE: Communication Architecture and Programming Model2004In: IEEE Communications Magazine, Vol. 42, p. 34-40Article in journal (Refereed)
    Abstract [en]

    This article presents the Distributed Interactive Virtual Environment (DIVE) system, a software architecture for the realization and implementation of wide-area Internet-based multi-user virtual environments. Over the years, DIVE has evolved into a generic tool that supports a wide range of applications and situations. The article focuses on the networking aspects that allow deployment of multi-user virtual environments on the Internet. Additionally, it presents the palette of programming interfaces and techniques offered by the system. This is highlighted by some example applications. Our experience has proven that DIVE's ability to mix interfaces has made it a system of choice for the implementation of distributed applications.

  • 6.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    DIVE on the internet2004Doctoral thesis, monograph (Other academic)
    Abstract [en]

    This dissertation reports research and development of a platform for Collaborative Virtual Environments (CVEs). It has particularly focused on two major challenges: supporting the rapid development of scalable applications and easing their deployment on the Internet. This work employs a research method based on prototyping and refinement and promotes the use of this method for application development. A number of the solutions herein are in line with other CVE systems. One of the strengths of this work consists in a global approach to the issues raised by CVEs and the recognition that such complex problems are best tackled using a multi-disciplinary approach that understands both user and system requirements. CVE application deployment is aided by an overlay network that is able to complement any IP multicast infrastructure in place. Apart from complementing a weakly deployed worldwide multicast, this infrastructure provides for a certain degree of introspection, remote controlling and visualisation. As such, it forms an important aid in assessing the scalability of running applications. This scalability is further facilitated by specialised object distribution algorithms and an open framework for the implementation of novel partitioning techniques. CVE application development is eased by a scripting language, which enables rapid development and favours experimentation. This scripting language interfaces many aspects of the system and enables the prototyping of distribution-related components as well as user interfaces. It is the key construct of a distributed environment to which components, written in different languages, connect and onto which they operate in a network abstracted manner. The solutions proposed are exemplified and strengthened by three collaborative applications. The Dive room system is a virtual environment modelled after the room metaphor and supporting asynchronous and synchronous cooperative work. WebPath is a companion application to a Web browser that seeks to make the current history of page visits more visible and usable. Finally, the London travel demonstrator supports travellers by providing an environment where they can explore the city, utilise group collaboration facilities, rehearse particular journeys and access tourist information data.

  • 7.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    mBlog: a mobile information service2003In: ECRIM NewsArticle in journal (Other (popular science, discussion, etc.))
    Abstract [en]

    Easy-to-use Web sites, called "weblogs" or "blogs" are the latest massive Internet phenomenon. mBlog, developed by SICS in collaboration with Ericsson, takes blogs a step further by adding a mobility component.

  • 8.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Greenhalgh, Chris
    Stenius, Mårten
    The DiveBone - an application-level network architecture for Internet-based CVEs1999Conference paper (Refereed)
  • 9.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Nöu, Anneli Avatare
    RISE - Research Institutes of Sweden, ICT, SICS.
    Building distributed virtual environments to support collaborative work1998Conference paper (Refereed)
  • 10.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Nöu, Anneli Avatare
    RISE - Research Institutes of Sweden, ICT, SICS.
    Bullock, Adrian
    RISE - Research Institutes of Sweden, ICT, SICS.
    WebPR - adaptive information in the physical city2001In: ERCIM NewsArticle in journal (Other academic)
    Abstract [en]

    The WebPR application promotes awareness and co-operation between physical and digital users by embedding digital information in public spaces and making it accessible to people who are present in those spaces.

  • 11.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Smith, Gareth
    WebPath - a three-dimensional web history1998Conference paper (Refereed)
  • 12.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Smith, Gareth
    Steed, Anthony
    Stenius, Mårten
    Ståhl, Olov
    RISE, Swedish ICT, SICS.
    An overview of the COVEN platform2001In: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 10, p. 109-127Article in journal (Refereed)
    Abstract [en]

    A central aim of the COVEN project was to prototype large-scale applications of collaborative virtual environments (CVEs) that went beyond the existing state of the art. These applications were used in a series of real-scale networked trials that allowed us to gather many interesting human and technological results. To fulfil the technological and experimental goals of the project, we have modified an existing CVE platform: the DIVE (distributed interactive virtual environment) toolkit. In this paper, we present the different services and extensions that have been implemented within the platform during the four years of the project. Such a presentation will exemplify the different features that will have to be offered by next-generation CVE platforms. Implementation of the COVEN services has had implications at all levels of the platform: from a new networking layer through to mechanisms for high-level semantic modelling of applications.

  • 13.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Stenius, Mårten
    RISE - Research Institutes of Sweden, ICT, SICS.
    DIVE: a scalable network architecture for distributed virtual environments1998In: Distributed Systems Engineering, ISSN 0967-1846, E-ISSN 1361-6390, Vol. 5, no 3, p. 91-100Article in journal (Refereed)
  • 14.
    Frécon, Emmanuel
    et al.
    RISE, Swedish ICT, SICS.
    Ståhl, Olov
    RISE, Swedish ICT, SICS.
    Söderberg, Jonas
    Wallberg, Anders
    RISE - Research Institutes of Sweden, ICT, SICS.
    Visualising sound perception in a submarine: a museum installation2004Conference paper (Refereed)
    Abstract [en]

    We describe a museum installation that explains the technical and mental process that sonar operators undergo when identifying underwater sounds in the surroundings of a submarine. The installation places the public in a cramped space composed of several coupled interactive stations offering different perspectives onto a virtual environment representing a part of the Baltic Sea. The virtual environment and its presentation within the installation are implemented as an application of the DIVE research toolkit. The installation has been on display in several museums on a daily basis for over a year. We describe the technical solutions that we have employed to realise the installation and some of our learning.

  • 15. Greenhalgh, Chris
    et al.
    Bullock, Adrian
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Making networked virtual environments work2001In: Presence - Teleoperators and Virtual Environments, ISSN 1054-7460, E-ISSN 1531-3263, Vol. 10, p. 142-159Article in journal (Refereed)
    Abstract [en]

    Collaborative virtual environments (CVEs) are a promising technology enabling remote participants to share a common place through three-dimensional graphical scenes. Within the COVEN project (Normand, 1999), we have run prolonged series of Internet trials that have allowed us to gather valuable data to formulate usability guidelines and networking requirements. However, running such trials in a real setting and making sure that the application and networking infrastructures will be stable enough is still a challenge. In this paper, we describe some of our experiences, together with the technical choices that have permitted many hours of successful Internet trials. We also make a thorough analysis of different correlated logging data. This analysis allows us to propose and confirm a model of a CVE application's network behaviour, together with a number of interesting results that disprove some common assumptions. Furthermore, we use the model and the logging data to highlight the benefits of IP multicasting and for predicting traffic behaviours and bandwidth use on top of different logical network topologies.

  • 16.
    Simsarian, Kristian
    et al.
    RISE, Swedish ICT, SICS.
    Karlgren, Jussi
    RISE, Swedish ICT, SICS.
    Fahlén, Lennart
    RISE, Swedish ICT, SICS.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Bretan, Ivan
    Frost, Niklas
    Jonsson, Lars
    Achieving Virtual Presence with a Semi-Autonomous Robot Through a Multi-Reality and Speech Control Interface1996In: Proceedings of 3d Eurographics Workshop on Virtual Environments, 1996, 1Conference paper (Refereed)
    Abstract [en]

    This paper describes a model for a complex human-machine system where a human operator controls a remote robot through the mediation of a distributed virtual environment with a language interface. The system combines speech controlled graphical immersive environments with the live video from a robot working in a real environment. The worlds are synchronized and updated based on operator selections, commands and robot actions. This system allows the user to have a powerful tool with a high level of abstraction to create and control autonomous robots, thus making possible the realization of single and multiple autonomous robot applications.

  • 17. Steed, Anthony
    et al.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Construction of collaborative virtual environments2004In: Developing Future Interactive Systems, Idea Group , 2004, 2, , p. 300p. 235-268Chapter in book (Refereed)
    Abstract [en]

    In this chapter, we give an overview of some of the issues that face programmers and designers when building collaborative virtual environments (CVEs). We do this by highlighting three aspects of CVE system software: the environment model (data structures, behaviour description) that the system provides, the data-sharing mechanism (how he model is shared), and the implementation framework (the structure of a typical client or platform in terms of the services it provides to the user). When a CVE system is designed, choices have to be made for each of these aspects, and this then constrains how the designers and programmers o about constructing the CVE worlds themselves. We present the main body of the overview by using examples that highlight many important differences between CVE systems. We will also relate our discussion to the common topics of network topology and awareness management.

  • 18. Steed, Anthony
    et al.
    Mortensen, Jesper
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Spelunking: experiences using the Dive system on cave-like platforms2001In: Immersive Projection Technology and Virtual Environments 2001: Proceedings of the Eurographics Workshop, Stuttgart, Germany, May 16-18, 2001, 2001, 2, p. 153-164Conference paper (Refereed)
  • 19. Taxén, Gustav
    et al.
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    The extended museum visit: documenting and exhibiting post-visit experiences2005In: Museums and the Web 2005: Proceedings, 2005, 2Conference paper (Refereed)
    Abstract [en]

    During the last couple of decades, a growing body of research has provided insights into the complex processes of learning that take place in museums. Interestingly, museum-related learning is not limited to the actual visit: what takes place before and afterwards has a profound effect on the learning outcome. The study presented in this paper focuses on the post-visit aspects of the learning process. Previous research shows that visitors make connections between their experiences in the museum and experiences that happen after the visit. Sometimes these connections can occur weeks or months (or even years) after the visit, depending on when the visitor happens upon a situation that allows the connection to be made. Documenting these events is obviously quite difficult. Even though it is possible to re-establish contact with visitors after a few weeks or months (e.g., through telephone or e-mail), the information obtained is not in situ. The goal of the present study is to attempt to acquire and analyze more data from these in situ situations, and to re-present the data in an exhibition. To this end, we have designed a system that allows visitors to send images and text messages to a central server through e-mail, SMS or MMS. The data from the server can then be visualized as a weblog (blog) or in some other suitable form. We collaborated with the Museum of Science and Technology in Stockholm, Sweden. A large part of the Museum's Science Centre is devoted to five mechanical principles: the screw, the plane slope, the lever, the wheel and the wedge. We have designed an exhibit that utilizes our system to present messages (images and text) from visitors on the subject of the five principles in the science centre itself. It is also possible to access the messages through a public Web page. From the Museum's perspective, our exhibit not only provides new opportunities for documenting post-visit learning processes, but also has the potential to provide new forms of evaluation data that might be difficult to obtain through other means. Furthermore, it allows Museum visitors to extend the original scope of the mechanical principles exhibition by allowing them to provide their own content (and reflections upon the existing content), a re-occurring theme in many recent technology-based exhibits. The paper provides a description of our system, the exhibit we have built, how the exhibit is managed, and how it has worked in practice.

  • 20. Tromp, Jolanda
    et al.
    Steed, Anthony
    Frécon, Emmanuel
    RISE, Swedish ICT, SICS.
    Bullock, Adrian
    RISE - Research Institutes of Sweden, ICT, SICS.
    Small group behaviour experiments in the Coven project1998In: IEEE Computer Graphics and Applications, ISSN 0272-1716, E-ISSN 1558-1756, Vol. 18, no 6, p. 53-63Article in journal (Refereed)
1 - 20 of 20
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