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Simulation Driven Virtual Reality: A Framework for Large Scale Virtual Simulation Lacey Duckworth – Ph.D. Student February 16, 2008 Tentative Committee: Dr. Strelzoff (Chair), Dr. Sulbaran, Dr. Seyfarth, Dr. Wang, Dr. Zhang
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Objective To obtain your feedback on an early version of my Ph.D. prospectus. Form my Ph.D. committee
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Agenda Introduction Problem ◦ Background ◦ Preliminary Study ◦ Difficulty of Problem ◦ Applicable Experience Objective Methodology Expected Results and Impact
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Problem A robust and reusable communication method does not exist to connect external simulation languages with the compelling and accessible client-server Virtual Reality Environments.
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Background Creating Large Scale Virtual Simulations is very time consuming and the result is not very reusable.
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Preliminary Study 200 Hours Code is not modular, extendable, or object oriented Pascagoula example 46 major rigs x 10 more complex than sample x 200 hours 96,000 hours
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Why Is This So Difficult? 1 Second Life TM and all similar client- server VR environments such as Multiverse TM and OpenSL TM were never intended for large-scale software development. Ideal: object-oriented language for "top-level" process rigs where all instances and specialized rigs could be easily derived.
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Why Is This So Difficult? 2 Computer Scientists are not Refinery Plant Operators. Very hard to “get it right” from conversations and schematics. Ideal: High-level behavioral simulation environment in which programmers would contribute a first version and plant operators and consultants could iteratively "get the details right” largely on their own.
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Example of “Communication” Sketch received from consultant and interpretation of the atmospheric distillation process.
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Why Is This So Difficult? 3 Second Life was not intended for large scale computations. With larger numbers of numerical processes, servers bog down and performance degrades. Ideal: an external simulation language that could run independently on a dedicated server providing scalable performance as the size of the simulation grew.
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Applicable Experience 1 Our research group has a lot of experience and success building bridges in and out of the environment.
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Applicable Experience 2 LabVIEW is a popular Instrumentation simulation (USM has a license) 1 - Object Oriented – Hierarchal 2 - Well known among Chemical Engineers 3 - Reasonable performance – multi-core adaptive
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Objective Step1: Define a communication language protocol schema between a simulation language and a client-server Virtual Reality Environment. Step 2: Test the robustness of the developed communication protocol. Step 3: Develop a generalized framework to provide reuse of the communication protocol. Restating the Problem A robust and reusable communication method does not exist to connect the external simulation languages with the compelling and accessible client-server Virtual Reality Environments.
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Methodology Step 1: Define Communication Protocol ◦ Qualitative - Content Analysis Qualitative – describes a schema, flexible guidelines, produces code Content Analysis – identify specific characteristic of a body of material Step 2: Test the Robustness ◦ Quantitative – Action Research Quantitative – prove if theory is correct, numerical data collected, numerical data presented. Action Research – Did developing this software decrease time Step 3: Develop Reuse Framework ◦ Qualitative – Content Analysis Qualitative – describe a framework, written results Content Analysis – identify specific characteristic of a body of material
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Methodology (Cont.) Step 1: Define Communication Protocol between: ◦ Finite state machine definition of generalize simulation language ( Σ 1,S 1,s 01, δ 1,F 1 ) ◦ Event-driven state machine definition of the client-server virtual reality environment ( Σ 2,S 2,s 02, δ 2,F 2 ).
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Methodology (Cont.) Step 2: Test the robustness of the developed communication between the two protocols ◦ Virtual Environment SecondLife TM ◦ Simulation Environment LabVIEW TM ◦ Refinery or other Large Scale Construction Project
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Methodology (Cont.) Step 3: Develop a generalized framework to provide reuse of the communication protocol ◦ Provide code reusability. ◦ Tested through small experiment of new methodology of reuse vs. traditional.
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Expected Results and Impact (1) A communication language protocol schema between a simulation language and a client-server Virtual Reality Environment.
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Expected Results and Impact (2) Communication between virtual reality environment SecondLife TM and LabVIEW TM.
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Expected Results and Impact (3) Experimentally tested framework to provide reusable simulation driven virtual environment components
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Thank you for your participation.
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Questions
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