Intelligent virtual environments for virtual reality art

  • Authors:
  • Marc Cavazza;Jean-Luc Lugrin;Simon Hartley;Marc Le Renard;Alok Nandi;Jeffrey Jacobson;Sean Crooks

  • Affiliations:
  • School of Computing, University of Teesside, Middlesbrough, TS1 3BA, UK;School of Computing, University of Teesside, Middlesbrough, TS1 3BA, UK;School of Computing, University of Teesside, Middlesbrough, TS1 3BA, UK;CLARTE, 4 Rue de l'Ermitage, 53000 Laval, France;Commediastra, 182, av. W. Churchill, 1180 Brussels, Belgium;Department of Information Sciences, University of Pittsburg 135, North Bellefield, PA 15260, USA;School of Computing, University of Teesside, Middlesbrough, TS1 3BA, UK

  • Venue:
  • Computers and Graphics
  • Year:
  • 2005

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Abstract

The development of virtual reality (VR) art installations is faced with considerable difficulties, especially when one wishes to explore complex notions related to user interaction. We describe the development of a VR platform, which supports the development of such installations, from an art+science perspective. The system is based on a CAVE(TM)-like immersive display using a game engine to support visualisation and interaction, which has been adapted for stereoscopic visualisation and real-time tracking. In addition, some architectural elements of game engines, such as their reliance on event-based systems have been used to support the principled definition of alternative laws of Physics. We illustrate this research through the development of a fully implemented artistic brief that explores the notion of causality in a virtual environment. After describing the hardware architecture supporting immersive visualisation we show how causality can be redefined using artificial intelligence technologies inspired from action representation in planning and how this symbolic definition of behaviour can support new forms of user experience in VR.