Laying the path to consumer-level immersive simulation environment

Gasparini, Lorenzo (2020) Laying the path to consumer-level immersive simulation environment. [Laurea magistrale], Università di Bologna, Corso di Studio in Informatica [LM-DM270]
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Abstract

Since the end of the long winter of virtual reality (VR) at the beginning of the 2010 decade, many improvements have been made in terms of hardware technologies and software platforms performances and costs. Many expect such trend will continue, pushing the penetration rate of virtual reality headsets to skyrocket at some point in the future, just as mobile platforms did before. In the meantime, virtual reality is slowly transitioning from a specialized laboratory-only technology, to a consumer electronics appliance, opening interesting opportunities and challenges. 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.

Abstract
Tipologia del documento
Tesi di laurea (Laurea magistrale)
Autore della tesi
Gasparini, Lorenzo
Relatore della tesi
Correlatore della tesi
Scuola
Corso di studio
Indirizzo
Curriculum C: Sistemi e reti
Ordinamento Cds
DM270
Parole chiave
simulation,virtual reality,opengl,library injection
Data di discussione della Tesi
14 Ottobre 2020
URI

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