Virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.

Laying the path to consumer-level immersive simulation environments / Donatiello L.; Gasparini L.; Marfia G.. - STAMPA. - (2020), pp. 9213691.1-9213691.4. (Intervento presentato al convegno 24th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, DS-RT 2020 tenutosi a cze nel 2020) [10.1109/DS-RT50469.2020.9213691].

Laying the path to consumer-level immersive simulation environments

Donatiello L.;Marfia G.
2020

Abstract

Virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance. In this transition, two interesting research questions amount to how 2D-based content and applications may benefit (or be hurt) by the adoption of 3D-based immersive environments and to how to proficiently support such integration. Acknowledging the relevance of the former, we here consider the latter question, focusing our attention on the diversified family of PC-based simulation tools and platforms. VR-based visualization is, in fact, widely understood and appreciated in the simulation arena, but mainly confined to high performance computing laboratories. Our contribution here aims at characterizing the simulation tools which could benefit from immersive interfaces, along with a general framework and a preliminary implementation which may be put to good use to support their transition from uniquely 2D to blended 2D/3D environments.
2020
Proceedings of the 2020 IEEE/ACM 24th International Symposium on Distributed Simulation and Real Time Applications, DS-RT 2020
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4
Laying the path to consumer-level immersive simulation environments / Donatiello L.; Gasparini L.; Marfia G.. - STAMPA. - (2020), pp. 9213691.1-9213691.4. (Intervento presentato al convegno 24th IEEE/ACM International Symposium on Distributed Simulation and Real Time Applications, DS-RT 2020 tenutosi a cze nel 2020) [10.1109/DS-RT50469.2020.9213691].
Donatiello L.; Gasparini L.; Marfia G.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/778398
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