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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Virtual Reality in Ubiquitous Computing Environment</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Youngjung Suh</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kiyoung Kim</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jonghyun Han</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Woontack Woo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Computing</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Frontier R&amp;D Program in Korea, under CTRC at GIST. All are with GIST U-VR Lab.</institution>
          ,
          <addr-line>500-712, S.</addr-line>
          <country country="KR">Korea</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2007</year>
      </pub-date>
      <abstract>
        <p>-In this paper, we propose a novel concept of Ubiquitous Virtual Reality (U-VR) and examine technical challenges to be required for realizing it. It is difficult to realize Virtual Reality (VR) in our daily life although a lot of hardware and software have been developed. In addition, there is no chance for people to experience VR systems except for a special exhibition since there is no attractive application. On the other hand, there is extensive research regarding the possible applications that support the user's interaction, utilizing various aspects of context of the user and the ubiquitous computing environment which will be equipped with many pervasive but invisible computing resources. Thus, we present a concept of U-VR that is realized through the feature of Collaborative Wearable Attentive MR (Mediated Reality). Also, we investigate three challenges that are significant in realizing U-VR in holistic u-Space.</p>
      </abstract>
      <kwd-group>
        <kwd>Virtual Reality</kwd>
        <kwd>Ubiquitous Virtual Reality</kwd>
        <kwd>u-Contents</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>
        UVirtual Environment (VE) generated from a computer to
ntil now, VR systems have put the value on constructing
encourage users to feel as if they exists in Virtual Environment
(VE) by stimulating five senses. Especially, Collaborative
Virtual Environments (CVEs) are experienced by users with
the advances of computer graphics, multimedia, distributed
computing, and high-band networking technologies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
Participants in CVEs can collaboratively interact with one
another by utilizing speech, video image, and graphics
although they exist in different places [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Nevertheless, VR
is far from users in RE with a logical gap between VE and RE.
Moreover, people do not make the most out of VR systems as
there are few applications which are relevant and feasible in a
real life. Recently, people have a growing interest in ubiquitous
computing paradigm which enables them to access computing
resources in daily life anywhere and at any time [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In the
ubiquitous computing environment, users are supplied with
personalized service that is enabled by various aspects of
context of the users and the environment [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. The ubiquitous
computing environment equipped with these features is
possibly used as an infrastructure in implementing VR into
daily life. In this paper, we present a novel concept of U-VR
and useful approaches to overcome the limitations which VR
has to face if it is to be realized in ubiquitous computing
environments. VR focuses on the activities of a user in a VE
that is completely separated from a RE. On the other hand,
ubiquitous computing focuses on the activities of a user in a RE.
Although VR and ubiquitous computing reside in different
realms, they have the same purpose, i.e. to maximize the human
ability. Therefore, by supplementing the weaknesses of VR
with the help of ubiquitous computing, we look for ways to
evolve VR in ubiquitous computing environments. In this paper,
we present a concept of U-VR and investigate methods for
realizing it.
      </p>
    </sec>
    <sec id="sec-2">
      <title>II. UBIQUITOUS VIRTUAL REALITY</title>
      <sec id="sec-2-1">
        <title>A. Holistic u-Space</title>
        <p>
          There exists a physical or logical gap between ‘virtual space’
in VE and ‘real space’ in RE. For VR to be realized in
ubiquitous computing environments, this gap is to be
minimized, in order to link the two spaces seamlessly. For this
to result, we need to define a new type of ‘space’. Firstly,
Personal Space (PS), which is similar with ‘3rd skin’, is a space
in which an individual is supplied with personalized service by
his or her private information. In the PS, an individual has a
complete control of data/info flow, i.e., incoming, filtering,
selecting, outgoing using a user profile. Then, Community
Space (CS) is one in which multiple persons who have goals in
common establish a logical group and communicate with one
another to achieve their goals. In the CS, a group partly controls
and has ownership based on common interests of the group.
Lastly, General Space (GS) is one in which anyone accesses
and enjoys services and contents in a public space. In the GS,
everyone has a temporary and free access, but regulated by a
public social contract. Likewise, U-VR is the concept to enable
‘Human-aware’ or ‘Contents-aware’ technologies for
supporting experience and expression of personalized,
selectively shared, and seamlessly interactive u-Contents[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]
under the infrastructure where the PS, CS, and GS are
dynamically constructed and released.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>B. Concept of Ubiquitous Virtual Reality</title>
        <p>VR has been a means for extending the capability of human
beings by letting things unable to work have its power to do
unless it is definitely impossible in a virtual environment. We
define Ubiquitous Virtual Reality (U-VR) by extending the
capability of human beings into a Real Environment (RE), not
confining it within a simulated space. In other words, we
combine VE and RE seamlessly instead of only focusing on the
generation of an ideal VE. Furthermore, contents are
interactable within RE as well as VE so that they can be
systemically associated with services in a RE. Consequently,
U-VR is defined as ‘A concept of creating ubiquitous VR
environments which make VR pervasive into our daily lives and
ubiquitous by allowing VR to meet a new infrastructure, i.e.
ubiquitous computing’. U-VR is demonstrated as Collaborative
Wearable Attentive MR (Mediated Reality).</p>
        <p>C. Feature of U-VR
1) Collaborative: One of the features of U-VR environment,
“Collaborative”, is to use multiple information and resources in
a difficult situation to achieve users’ complex intention through
just one service. Hence in the U-VR environment, it creates
high quality information from mixing specific services or
information through a “collaborative” feature. It enables a
mutual cooperation with widespread devices or contents as well
as existing properties cooperating with multiple users. In other
word, the “Collaborative” feature of U-VR means a smart and
cooperative space, in which users, services, and contents
interact.</p>
        <p>2) Wearable Attentive: In one sense, users in U-VR
environment are supplied with personalized services with the
help of wearable device in which personal information is
collected and managed anywhere and at any time. In another
sense, a user interacts with smart objects or intelligent and
realistic contents, which the user pays attention to, through a
transparent user interface. For this to be realized, objects to
which a user pays attention are augmented with virtual
contents.</p>
        <p>3) Mediated: U-VR has the ‘Mediation’ feature that
selectively mediates contents in real environment according to
the user’s and the environment’s contexts. The feature helps to
realize the real Mediated Reality mentioned by S.Mann and
R.Azuma. The realization is accelerated by combining the
conventional AR technologies with context-awareness. Here,
the three prominent features are introduced from the viewpoint
of vision-based AR.</p>
        <p>D. Technical Challenges
1) Resource &amp; Contents Sharing: To use distributed
resources and share contents, the following technical elements
have to be solved. For configuring Community Space, we need
to obtain information of objects existing in the space. In order
to do this, context-aware technology and resource discovery
technology are needed. Also, understanding user’s intention
and configuring community technology for achieving user’s
intention are parts that have to be solved. For this kind of
technology, social networks among users, services, and
contents are required, and a middleware has to be constructed.
In case of sharing distributed resources, information releasing
problems are important to be solved. U-VR grid, real-time VR
processing technology from sharing distributed resource,
controlling virtual objects with ubiquitous computing
technology, and synchronizing data which are used by these
technologies are also considered as important technical
challenges.</p>
        <p>2) User attention-based personal information and interface
provision: In U-VR environment, ‘mobility’ should be ensured
to let users enjoy personalized service through the wearable
device. Furthermore, the familiarity of a user interface must be
maintained and users should be able to utilize wearable devices
conveniently. Ideally, the user interface is transparent to users
so that they can concentrate on their tasks without the necessity
of being conscious of the user interface. To realize “Attentive”
in U-VR environment, we have to consider user interface that
supports easy access to, and convenient use of services which
the user pays attention to. For this purpose, context-aware
augmentation techniques make it possible to augment
intelligent and realistic contents into a RE based on contextual
information of environments and users. It is important that
intelligent and realistic virtual contents should be integrated
seamlessly into a RE to provide seamless presence to users.</p>
        <p>3) Mediation-supported Infrastructure: The proposed MR is
considered as the invisible bridge between contents and users.
To build up the bridge, ubiquitous computing and AR
infrastructures are required. Let us consider the dominant three
features described earlier. Firstly, the fast recovery of precise
3D geometry of u-Space is one of the challenges in MR. The
research on reconstruction has been widely studied in computer
vision. However, it is not suitable to use the results in
collaborate dynamic environment directly. The hybrid method
using the users’ context should be developed. Secondly, the
physical sensor information for MR should be specified for the
realistic rendering. Each sensor parameters should be defined
in a certain unified way. Then, the unified model including
vision parameters and physical parameters is suggested.
Thirdly, the AR services should change its format depending
on the users’ context such as individual profile. From the users’
context, different interactive scenarios can be generated. For
that, both users’ and services’ infrastructure should be
matched.</p>
      </sec>
    </sec>
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