Decoupled simulation in virtual reality with the MR toolkit
ACM Transactions on Information Systems (TOIS)
Pattern-oriented software architecture: a system of patterns
Pattern-oriented software architecture: a system of patterns
An open software architecture for virtual reality interaction
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
VRPN: a device-independent, network-transparent VR peripheral system
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Presence: Teleoperators and Virtual Environments - special issue: IEEE virtual reality 2002 conference
VR Juggler: A Virtual Platform for Virtual Reality Application Development
VR '01 Proceedings of the Virtual Reality 2001 Conference (VR'01)
VR '03 Proceedings of the IEEE Virtual Reality 2003
Enabling scientific workflows in virtual reality
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Intml: A dataflow oriented development system for virtual reality applications
Presence: Teleoperators and Virtual Environments
Software architecture for multimodal user input - FLUID
ERCIM'02 Proceedings of the User interfaces for all 7th international conference on Universal access: theoretical perspectives, practice, and experience
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One major goal for the development of virtual reality (VR) toolkits is to provide interfaces for novel input or output hardware to support multimodal interaction. The research community has produced several implementations that feature a large variety of device interfaces and abstractions. As a lesson learned from existing approaches, we sum up the requirements for the design of a driver layer that is the basis for a multimodal input and output system in this paper. We derive a general model for driver architectures based on these requirements. This model can be used for reasoning about different implementations of available architectures. As the flow of data through the system is of interest, we take a closer look at common patterns of data processing. Finally, we discuss a number of openly accessible driver architectures currently used for VR development.