throbber
DECLARATION BY PHILIPPE GERIL
`
`I, Philippe Geril, hereby declare the following to be true to the best of my knowledge,
`information, and belief.
`
`1.
`
`2.
`
`3.
`
`4.
`
`5.
`
`6.
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`7.
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`I am over twenty-one (21) years of age, and I am fully competent to make this
`declaration. I make this declaration based on my personal knowledge or confirmation
`with other responsible personnel with knowledge of the information below.
`
`I was the European Branch Manager of the Society for Computer Simulation
`International (SCS) from September 1985 to July 1994. I was also the co-founder of
`the FV European Simulation Societies.
`
`I was the co-founder and executive director of The Society for Computer Simulation
`Europe Bvba (Ltd) (“SCS Europe Bvba”) from July 1994 to December 2002. SCS
`Europe Bvba served to promote the use of computer simulation and modeling as a
`problem solving, cost, and time-saving tool in academia and industry, and
`encompassed topics like AI, Concurrent Engineering, Multimedia Applications, Food
`Technology, and Computer Gaming.
`
`As part of its ordinary course of business, SCS Europe Bvba created and organized
`several computer simulation conferences (“SCS Conferences”), including, for
`example, the EUROMEDIA and GAME-ON conferences, ESM (European
`Simulation Multiconference), ESS (European Simulation Symposium), ECEC
`(European Concurrent Engineering Conference), and MESM (The Middle Eastern
`Simulation and Modelling Conference).
`
`It was the regular business practice of SCS Europe Bvba to edit, make available, and
`publish the proceedings of the SCS Conferences, and as further described in the
`paragraphs below.
`
`Papers peer-reviewed by an international program committee that were subsequently
`accepted for an SCS Conference were collected together for the conference’s
`proceedings. An ISBN number for the conference proceedings would be requested
`from the SCS head-office in San Diego, California (“SCS San Diego”). After receipt
`of the ISBN, the edited contents and separate covers (designed by SCS Europe Bvba)
`were collated and printed in Ghent, Belgium as books (each a “Conference
`Proceedings Book”).
`
`After printing, the Conference Proceeding Book was shipped to the corresponding
`conference site for distribution to attendees at the start of the conference. At the
`conference, each attendee received one printed copy of the Conference Proceedings
`Book, which was included in their registration fee.
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`8.
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`9.
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`10.
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`11.
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`12.
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`13.
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`14.
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`Another copy of each Conference Proceedings Book was kept at the SCS Europe
`Publishing House (Germany) for post-conference purchase in Europe and the United
`States. In Europe, detailed information, as to contents, location, and editors, about
`each Conference Proceedings Book was posted on the SCS Europe Bvba website
`where the aforementioned information about the book could be downloaded and a
`printed copy could be ordered for a fee. Each Conference Proceedings Book was
`indexed online at, for example, ISI-Thomson Reuters Web of Knowledge, IET, and
`SCOPUS Elsevier Engineering Village, where it could be found through keyword and
`author search capabilities.
`
`Each Conference Proceedings Book was advertised for purchase in a yearly
`publications catalogue created by SCS San Diego (“SCS Publications Catalogue”).
`The SCS Publications Catalogue was also mailed to SCS Europe Bvba for
`distribution at conferences in Europe.
`
`As part of its ordinary course of business, SCS Europe Bvba publishes each
`Conference Proceedings Book and makes them available to both conference
`participants and to the general public for purchase.
`
`I have been asked to certify the publication, publication date, and dissemination of
`Palmtop Computers for managing Interaction with Immersive Virtual Heritage
`(“Benini”), by Luca Benini, Maria Elena Bonfigli, Luigi Calori, Elisabetta Farella,
`and Bruno Ricco, attached as Exhibit A, which is a true and correct copy of Benini.
`
`Benini underwent the process described above and was published in the Conference
`Proceedings Book for the EUROMEDIA’2002 Conference for the 7th Annual
`Euromedia Conference, held April 15-17, 2002 in Modena, Italy. An excerpt of the
`final program for the EUROMEDIA’2002 Conference, listing Benini in the table of
`contents, is attached here as Exhibit B.
`
`Benini was published in the Conference Proceedings Book for the
`EUROMEDIA’2002 Conference and distributed to all attendees of the
`EUROMEDIA’2002 Conference, no later than April 15, 2002, according to the
`process described above.
`
`The Conference Proceedings Book for the EUROMEDIA’2002 Conference including
`Benini was available to the general public for order and purchase in the SCS
`Publications Catalogue and on the SCS Europe Bvba website for purchase (printed
`copy) after the conference, according to the process described above.
`
`If requested, I will appear for a deposition on this declaration. I declare under penalty of
`perjury under the laws of the United States of America that the foregoing statements, made
`on my knowledge, information and belief, are true and correct.
`
`
`
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`Executed on: ___March 20th 2025_________
`
`
`
`_____________________________________
`Philippe Geril
`
`
`
`
`
`
`
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`Exhibit A
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`SCIENTIFIC
`PROGRAMME
`
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`

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`MEDIATEC
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`MULTIMEDIA ON
`THE GO
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`PALMTOP COMPUTERS FOR MANAGING INTERACTION WITH IMMERSIVE
`VIRTUAL HERITAGE
`
`
`Luca Benini, Elisabetta Farella, Bruno Riccò
`DEIS - Dept. of Electronics, Computer Science and Systems
`- University of Bologna.
` Viale Risorgimento, 2 –40136 - Bologna - ITALY
`E-mail: {lbenini|efarella|bricco}@deis.unibo.it
`
`Maria Elena Bonfigli, Luigi Calori
`°Vis.I.T. Lab - CINECA Supercomputing Centre
`Via Magnanelli 6/3 – 40033 Casalecchio di Reno (BO) –
`ITALY
`E-mail: {e.bonfigli|l.calori}@cineca.it
`
`KEYWORDS
`
`Realtime Systems, 3D Interfaces, Virtual Heritage, Palmtop
`Computer
`
`ABSTRACT
`
`The paper aims at exploring the potential of using portable
`devices in managing interaction in (semi)Immersive Virtual
`Reality (IVR) systems reconstructing cultural heritage
`objects and environments. The main advantage in this
`innovative mix of technologies is that portable devices are
`easily handled and enable a friendly interaction to the
`majority of users, with a reduction in learning time needed
`for accessing the contents. Moreover in a Virtual Heritage
`context, portable devices offer the opportunity to visualize,
`in a un-invasive way, sources – i.e. photos, drawings, plans,
`texts, etc.- necessary to validate virtual reconstructions and
`to explain to the user the real cultural value of the virtual
`world (s)he is visiting.
`
`INTRODUCTION
`
`Interaction is a fundamental part of any application designed
`for a Virtual Environment (VE). User interaction in IVR and
`Augmented Reality environments has traditionally been
`based on specialized interface devices (Brooks 1999) (gloves,
`3-D
`joysticks, etc.). Even
`though
`these devices are
`specifically tailored to IVR interactions, they are subject to
`several limitations. First of all, most of them are connected
`to stationary appliances through wires (tethered), thereby
`limiting the freedom of movement in the VE. Moreover,
`these devices are designed and produced for a relatively
`small niche market, and therefore they cannot leverage the
`substantial industrial engineering effort, design optimisation,
`ergonomics
`tuning
`that are
`routinely performed
`for
`electronic appliances destined to the consumer market. As a
`result, Virtual Reality (VR) interfacing devices are either
`extremely expensive (as in the case of high-end military or
`industrial VEs), or they are plagued by substandard quality,
`performance, availability. Finally, the average user of
`computing and electronic equipment is not familiar with VR
`interfacing devices, because of
`their
`limited market
`penetration, at he/she might experience a steep learning
`curve when first entering a virtual reality environment.
`
`
`
`
`
`
`
`
`
`Palmtop computers are rapidly becoming widespread: for
`instance, the recently released IPAQ PocketPC has reached
`the million-sold in less than a year, and an even deeper
`market penetration has been reached by lower-end PDAs,
`such as PALM products. Such a wide, and rapidly
`expanding, user basis
`implies
`two highly desirable
`consequences:
`first, a
`large number of people are
`familiarized with PDA interfaces; second the price of these
`devices is rapidly decreasing, while at the same time their
`quality, reliability and usability is improving. The most
`common PDAs are portable, lightweight and enhanced with
`fast processors, RAM and ROM capabilities, supporting
`complex tasks such as the visualization of colored graphical
`bi-dimensional and three-dimensional objects, multimedia
`audio and video applications, etc. Additionally, almost all
`palmtop computers of the last generation on the market
`today feature wireless networking capabilities: they are
`compatible with IEEE 802.11b wireless LAN cards, and
`more wireless interfaces (GPRS modems, Bluetooth cards)
`are becoming available.
`
`immersive and semi-
`in
`through palmtop
`Interaction
`immersive VEs is not a new research direction. Fitzmaurice,
`Zhai and Chignell explored how virtual reality theories
`could be applied towards palmtop computers. Their project,
`“Chameleon”, suggested that effective navigation and search
`could be supported by palmtop virtual reality, in rich and
`portable information spaces (Fitzmaurice et al. 1993). An
`interesting contribution was made by Watsen, Darken and
`Capps. They investigate the contention between 2D and 3D
`interaction metaphors and involved the use of a 3Com
`PalmPilot handheld computer as an interaction device to the
`VE, allowing the use of 2D widgets in a 3D context (Watsen
`et al. 1999). Another work by Wloka and Greenfield
`describes a user interface metaphor - the virtual tricoder -
`visually duplicating a 6-degrees of freedom input device in a
`VE (Wloka and Greenfield 1995). The JAIVE Project (Hill
`and Cruz-Neira 2000) extends previous effort integrating
`wireless networking, utilizing JavaTM and accommodating
`custom designed interfaces.
`
`Also in Cultural Heritage field a lot of work has done to
`research innovative technologies for presenting cultural
`heritage sites with IVR and new interaction techniques using
`map based
`interaction metaphors. A research at
`the
`Fraunhofer Institute tried to apply some innovative
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`metaphors in the immersive VR presentation of the cathedral
`of Siena (Behr et al. 2001).
`
`The contribution of this work is the development of an
`hardware/software system for PDA-based interaction with
`IVEs realized in the field of Virtual Heritage (VH): Virtual
`Reality applied to Cultural Heritage. The software, that runs
`on PocketPC, is a Java based interface, which guarantees
`platform
`independence
`in appearance and operation,
`compatibility with other and new computing devices, to
`accommodate development and
`integration of new
`interaction types. In particular we introduce the use of maps
`for a 2D representation of the 3D world that help the user
`not to loose the perception of her/his position in the virtual
`world. Another contribution of our work is that PDA map-
`based interaction is performed through wireless LAN
`networking, exploiting the standard 802.11b, in existing
`IVEs realized by CINECA Vis.I.T lab with Performer/Vega
`in the field of Cultural Heritage within Nu.M.E., MU.VI and
`Pompeii
`“Casa
`del
`Centenario”
`projects
`(see http://www.cineca.it/visit/Researches/tecbec.html).
`
`
`
`
`
`Figure 1: Pictures from Nu.M.E. (a), Pompeii Insula del
`Centenario (b), MU.VI. (c) VEs.
`
`
`
`
`This paper is organized as follows. Section 2 presents
`interaction Techniques individuated as specific for Virtual
`Heritage. Section 3 shows the main features of the proposed
`system. Section 4 describes
`the architecture of
`the
`distributed system that manages the interaction between the
`portable terminals and VEs visualized in CINECA’s Reality
`Virtual
`Theatre
`Center
`named
`(http://www.cineca.it/visit/virtualtheatre.html).
`Finally,
`section 5 concludes the paper and sketches the ongoing and
`future research directions.
`
`INTERACTION TECHNIQUES FOR VIRTUAL
`HERITAGE
`
`Virtual Heritage (Addison 2000) applications target a large
`and diverse user basis, ranging from scholars, which may
`gain better insight on the details and the overall structure of
`an archaeological site, to the general public of a virtual
`museum. For the vast majority of these users, we cannot
`expect any
`significant exposure
`to advanced VR
`environments and their specialized interfaces. The relatively
`long learning time of the “rules of interaction” may prevent
`active fruition by most users, and limit the VR experience to
`a passive virtual tour of an archaeological site, under the
`control of a single, well-trained operator. Even if rapid
`
`learning could be achieved (possibly thanks to effective real-
`life metaphors), the high cost and uncertain reliability of
`most VR
`interface devices may
`impose unacceptable
`operation cost for any mass-fruition facility, thereby strongly
`limiting the potential user basis of a virtual heritage
`environment. To address these issues, we propose the
`adoption of standard, consumer-market wearable interactive
`terminals, such as palmtop computers (Pocket PC and
`PDAs), as the preferred interfacing device with IVEs (Hill
`and Cruz-Neira 2000) in the field of Cultural Heritage. The use
`of portable terminals can in fact increase effectively the
`possibilities of
`interaction
`in
`IVEs, delegating
`the
`management of the principal interaction techniques to
`remote systems. This enables from a side to preserve the
`presence sense of the user (Hill and Cruz-Neira 2000), from the
`other to supply him with a tool for the visualization of
`cultural heritage data during the virtual experience.
`
`Once defined the input devices - PocketPCs and PDAs - and
`the semi-immersive output device - Virtual Theater - the
`next step in designing the interface system is to identify
`which kind of interaction techniques are considered more
`useful in immersive virtual heritage applications.
`
`In the field of 3D User Interfaces (3DUIs) the basic
`interaction tasks are: navigation, selection/manipulation and
`system controls (Kwon and Choy 2000). Navigation refers
`both to movement from place to place (travel) and decision
`making procedures to move in the VEs (wayfinding);
`Selection and Manipulation are respectively the specification
`of virtual objects and specification of virtual objects
`properties; finally System controls refers to the possibility to
`change the system state or the interaction mode. These basic
`interaction tasks can be combined to create more complex
`interaction tasks, some of which specific to an application
`domain. Among the most important Virtual Heritage (VH)
`specific interaction tasks: (i) spatial and time context
`defining, (ii) guided navigation, (iii) cultural information
`accessing. These
`tasks are outlined in the following
`subsections.
`
`Spatial and Time Context Defining
`
`To interpret Cultural Heritage data it is very important to
`understand their historical context both in terms of time and
`space. In particular in the field of Virtual Heritage the
`historical context can result determinant
`in underling
`originality and beautifulness of a building, a pictures, a
`sculptures, etc. and in recreating a connection with the real
`word that is always the main key for the communication
`process for virtual representations. Moreover, temporal
`context is important in order to understand how a artwork
`was modified over time or how it appeared different
`comparing it with similar pieces of the same time; while
`spatial context is important to understand how the real word
`around an artwork looks like, or, especially in the case of
`virtual reconstruction of buildings or of virtual archaeology,
`how different were the landscape and territory all around.
`
`Interaction tools for helping users to understand the
`historical context can be the following:
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`• A “time bar” to select the historical period in which
`the users wish to take their virtual visit. Generally
`the user begins with the virtual reconstruction of the
`artwork as it is nowadays and travels backward in
`time (Bonfigli et al. 2000a).
`• A “2D map” in which the users visualize their
`position and orientation
`in
`the virtual world
`(Bonfigli et al. 2000a), which regions can be
`reached by their current position (Behr et al. 2001),
`etc.
`Both these tools are particularly suitable for the screen of a
`PDA.
`
`Guided Navigation
`
`Often virtual reconstruction of artworks have both the
`purpose
`to better understand
`their nature and
`to
`communicate a particular understanding that has already
`been reached. Moreover, due to the fact that there are
`physical limits to the scene complexity manageable by a VR
`system, there is no doubt that it is impossible to model all the
`3D objects in a virtual scenario with the same precision or
`going into details in the same way.
`
`Guided navigation enables the user interface designer to
`implicitly suggest fine views as well as details modeled
`better than others in order to give prominence to them or to
`underline a particular aspect of the virtual artwork.
`
`Guided navigation of a VE can give users the possibility to
`select privileged point – e.g. on a 2D map (Behr et al. 2001)
`and to run automatic tours. This is a useful interaction task
`technique to provide the users with a quick overview of the
`virtual environment and of its objects, helping people to
`acquire spatial knowledge that is a fundamental requirement
`for obtaining wayfinding (Elvins et al. 1997).
`
`Cultural Information Accessing
`
`In order to avoid the risk of realizing misleading Virtual
`Heritage it is fundamental to connect VEs with all the
`background research material that lies under the virtual
`reconstruction activity. Thus, users will visualize models
`that are not only nice and realistic, but also historically
`accurate (Bonfigli and Guidazzoli 2000).
`
`From the interaction point of view, when selecting a virtual
`object in the VE, the users should have the possibility of
`visualizing all the historical or archaeological sources
`(images, photos, written texts, etc.) that justify, validate and
`authenticate
`the reconstruction of
`that object
`in
`that
`particular way.
`
`SYSTEM FEATURES
`
`In CINECA’s Virtual Theatre, wearing stereoscopic glasses,
`a user can experience a “physical” immersion in VH
`environments: the area of Bologna City center from 13th
`century to nowadays (NuME VE), a typical middle-class
`italian house that changes during the 20th century (MUVI
`VE), an house in Pompeii before and after the eruption of
`the Vesuvio (“Insula del Centenario VE), etc.
`
`techniques
`interaction
`the
`Moreover, according with
`individuated in section 2, (s)he can interact with the User
`Interface (UI) of our system, visualized on the PDA. The UI
`features a two-dimensional map abstraction of the VR world,
`augmented with various navigation controls: eight arrows to
`more intuitively navigate in the environment, a time bar, and
`some buttons to enable an automatic tour and to change the
`VE draw status (see figure 2 below). Future works will
`include the capability to visualize in a browser multimedia
`data referring
`to
`the sources
`that justify the virtual
`reconstruction of single objects.
`
`Interacting with the 2-D map reproducing the top view of the
`VE, the user is able to specify his/her movements and
`viewpoint changes. In particular the 2D map enables the user
`to visualize his/her position in the virtual world with a red
`rectangle and the direction of observation with a green
`rectangle (Bonfigli et al. 2000a) and includes the possibility
`to reach privileged viewpoint represented with colored dots.
`Moreover four arrows realizes the metaphor of moving
`forward, backward, left and right the avatar in the VE as if it
`is walking into it; and four arrows are used to turn around
`and to look up and down (Behr et al. 2001). This navigation
`mode is flexible towards curiosities and specific interests of
`the users.
`
`The time bar (Bonfigli et al. 2000a) consists of a text field
`showing the year on display and a bar with a cursor showing
`the time line. Each time a year is entered in the text field or
`when the cursor is moved, the immersive VE is dynamically
`updated.
`
`Finally, three buttons enable respectively the setting of a
`guided tour through the VE and the change of draw modes
`switching between textures and no textures and between
`solid and wire.
`
`
`
`Figure 2: The User Interface Developed for Interacting via
`PDA with the Nu.M.E. VE
`
`
`
`
`The choice of Java technology for the UI implementation
`guarantees cross platform design of the VR interaction
`application. There are several reasons for that. First, the
`palmtop computing market is rapidly evolving, and we need
`to guarantee rapid porting to new platforms as they become
`available on the market. Second, platform independence may
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`enable end-users to download the application on their own
`PDAs as they enter the VR environment, thereby minimizing
`the learning curve and greatly enhancing the availability of
`the service.
`
`
`SYSTEM ARCHITECTURE
`
`The main purpose of this project is to deploy the hardware
`and to develop the software infrastructure needed to support
`PDA-based user interaction within a semi-IVR environment.
`The main components of the interactive system, shown in
`Figure 3 below, are: (i) the portable terminals, (ii) the
`wireless network, consisting of network interface cards
`(NICs) and base stations (that last one connected to the
`wired LAN of CINECA), (iii) the virtual theatre at CINECA
`and (iv) the client-server software that runs on the terminals
`(client component) and on the virtual reality engine (server
`component). That basic infrastructure implements the UI
`depicted in section 3.
`
`The study has been performed using a PocketPC hardware
`platform, the Compaq iPAQ 3630, with a 320 x 240
`resolution TFT color screen, 32Mb RAM and 16Mb ROM
`memory, running WindowsCE 3.0. The iPAQ was used with
`IEEE 802.11b High Rate standard wireless LAN interface
`working at 11 Mb/s. We tested our application with both
`wireless bridge for Ethernet networks and PC cards from
`Lucent and form Cisco.
`
`The Wireless LAN card was setup using a given IP address
`but a test was made also using the Dynamic Host
`Configuration Protocol (DHCP), that means that the IP
`address is "leased" for predetermined periods of time.
`
`
`
`Figure 3: Components of the Interactive System: Portable
`Terminals(i), Wireless Network(ii), Virtual Theater (iii),
`Client-Server Software (iv).
`
`by
`guaranteed
`been
`has
`independence
`Platform
`implementing the client-side software developing the code
`with JavaTM 2 Software Development Kit (SDK), v.1.3.1 and
`using Jeode Runtime, a Java virtual machine optimized for
`the PocketPC and WindowsCE platform. As of today all the
`Java Virtual Machine for WinCE and PocketPC support only
`AWT classes (not Swing classes for example), this was a
`limitation in building our GUI.
`
`
`test of
`the
`the application and
`The server side of
`performances were realized in the VIS.I.T. Theatre, SGI
`Reality Center. The hardware platform consist of an Onyx2
`with 3 graphic pipelines each with 64 MB texture memory
`and 8 processors MIPS R10000.
`
`Client/Server Software Design
`
`The current software implementation consists of a client
`component and a server component. Those two parts
`communicate through TCP/IP sockets. TCP guarantees
`reliable delivery of messages, while UDP makes no
`guarantees. TCP can be slower, and therefore less suitable
`for real-time communication than UDP. In the case of our
`application, however, the very simple kind of information
`transmitted, namely only numeric data
`representing
`coordinates, enables the choice of the more reliable, TCP
`protocol.
`
`The Client-side block diagram is shown in figure 4 below.
`The higher level is a Java based GUI, realized with AWT
`classes, that runs on palmtop computer. This choice allows
`us to use familiar Windows, Icons, Menus and Pointer
`controls (WIMP). The UI on the client is designed in order
`to emphasize usability and short learning curve, especially
`for specifying movements on the third dimension on a two-
`dimensional representation of the virtual environment.
`
`
`Figure 4: Client Block Diagramme
`
`
`The reconstruction of the spatial context on the PDA is
`performed loading a simplified 2D map of the 3D reality and
`placing it in a canvas, able to capture events, in the higher
`part of the screen.
`After receiving the request from the client to initialize the
`system, the server provides the client with correct data – i.e.
`image and virtual world coordinates - needed to set up the
`map itself. The resulting 2D map is different according to
`the VE projected in the Virtual Theater.
`
`Interacting with the UI on the PDA, the user can create three
`kinds of change requests in the IVE projected in the Virtual
`Theater: (i) change system status (clicking the buttons
`named wire and texture or the button named auto); (ii)
`change the time period (interacting with the time bar); (iii)
`change camera’s position and orientation (interacting with
`the 2D map or with the arrows).
`By touching the screen with the pen, a different event is
`generated and handled by a method of the Java application.
`Each method sends to the server, through a socket, a
`numeric identifier in order to specify the type of the request.
`It is worth noting that when requesting a change in time the
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`client has to append to the service identifier the information
`concerning the year, while requesting to change camera’s
`position and orientation (s)he has to append to the service
`identifier a 6-dimensional vector
`that
`includes world
`coordinates (x, y, z) and the three angles: heading - the
`rotation about the Z axis - pitch - the rotation about the X
`axis - and roll - the rotation about the Y axis. In the case of
`interacting with the arrows this vector will be managed by
`the server in order to increment current camera’s position
`and orientation, while, in the case of interacting with the 2D
`map, the vector includes directly new absolute camera’s
`position and orientation.
`
`The server component consists, in its highest level, of a C
`application in which the socket is opened and data received
`from a client are given as parameters to different specific
`Vega functions that cause the real-time rendering engine to
`provide the desired reaction to user request. The server-side
`C application that implements the socket connection and the
`real-time visualization of the IVE in the Virtual Theatre is
`built as a layer on top of Vega and OpenGL Performer: high-
`performance multi-process rendering graphic libraries that
`fully exploit
`the computing power of
`the graphic
`supercomputer Silicon Graphics Onyx2 to provide the
`necessary characteristics of realism and immersion. The
`system diagram (that include Irix Operative System and
`OpenGL graphic libraries) is shown in figure 5 below.
`
`
`Figure 5: Server Block Diagramme
`
`ONGOING AND FUTURE WORK
`
`There are many directions for future research. Ongoing work
`focuses on adding more control movement capabilities on
`the client/server system to provide more freedom in
`navigating the IVE.
`In future work we plan to expand features, adapting the
`application to multi-user presence. The navigation interface
`will be augmented with a set of controls that will allow the
`user to receive personalized information on various details
`of the scene. The availability of additional information (such
`as visualization of written commentary, pictures, audio
`captioning, etc.) will be made visible on the map by special
`icons. In this part of the project we will design several multi-
`user interaction modes.
`
`
`AKNOWLEDGMENTS
`
`Authors wish to thank Prof. Francesca Bocchi (Bologna
`University): scientific director of the NuME Project, Prof.
`Daniela Scagliarini Corlaita (Bologna University): scientific
`director of the Insula del Centenario Project, Prof. Donatella
`Vasetti, Dott. M.Chiara Liguori (Bologna University)
`scientific and technical directors of the MUVI project.
`
`REFERENCES
`
`in virtual heritage”, IEEE
`trends
`Addison A., “Emerging
`Multimedia, April-June 2000.
`Behr J., Fröhlich T., Knöpfle C., Kresse W., Lutz B., Reiners D.,
`Schöffel F., “The Digital Cathedral of Siena - Innovative
`Concepts for Interactive and Immersive Presentation of
`Cultural Heritage Sites”, ICHIM2001, Milan, Italy.
`Benini L., Macii E., De Micheli G., "Designing low-power circuits:
`practical recipes," IEEE Circuits and Systems Magazine
`1(1) , 2001.
`Bonfigli M.E., Calori L. & Guidazzoli A., “Nu.M.E.: a WWW
`Virtual Historic Museum of
`the City of Bologna'',
`Proceedings of SAC 2000 - ACM Symposium on Applied
`Computing
`(J. Carroll, E. Damiani, H.Haddad,
`D.Oppenheim Eds.) Villa Olmo, Como, Italy, March 2000,
`Vol. 2, pp. 956-961.
`Bonfigli M.E., Guidazzoli A., “A WWW Virtual Museum for
`improving the knowledge of the history of a City”, in
`Virtual Reality in Archaeology, (J.A. Barcelo, M.Forte,
`D.H. Sanders Eds.), ArcheoPress, May 2000.
`Bonfigli M.E., Calori L ., Guidazzoli A., Mauri M.A., Melotti M.;
`“Tailored virtual tours in Cultural Heritage worlds”, ACM
`SIGGRAPH2000, New Orleans, July 2000.
`Brooks F., "What's real about virtual reality?", IEEE Computer
`Graphics and Applications, November-December 1999
`Elvins T., Nadeau D., Kirsh D., “Wordlets – 3D thumbnails for
`Wayfinding in Virtual Environments”, Proceedings of
`UIST’97, 1997, pp.21-30.
`Fitzmaurice, G.W., Zhai, S., and Chignell, M. H., “Virtual Reality
`for Palmtop Computers,” ACM Transactions on
`Information Systems, Vol. 11, No. 3, July 1993, pp 197-
`218, 1993.
`Hill L., Cruz-Neira C., "Palmtop interaction methods for immersive
`projection
`technology systems," Fourth
`International
`Immersive Projection Technology Workshop (IPT 2000),
`2000.
`Watsen, K., Darken, D. P., Capps, W.V., “A Handheld Computer
`as an Interaction Device to a Virtual Environment,” Third
`International Immersive Projection Technology Workshop
`(IPT 1999), Stuttgart, Germany, 1999.
`Wloka, M. M., Greenfield, E., “The Virtual Tricorder: A Uniform
`Interface to Virtual Reality”, UIST’95 Proceedings, 1995.
`Kwon T., Choy Y., "A new navigation method in 3D VE (2D Map-
`based navigation)," International Conference on Virtual
`Systems and Multimedia, 2000.
`
`
`
`Mullen Industries, LLC - Ex. 1035
`Page 12
`
`

`

`Exhibit B
`
`Mullen Industries, LLC - Ex. 1035
`Page 13
`
`

`

`FINAL PROGRAM
`
`
`
`
`
`2002
`
`2002
`
`
`15-17. April 2002
`Modena, Italy
`
`Organized by
`
`
`
`Co-Sponsored by
`
`
`
`
`
`
`
`
`
`
`DGINFSO
`
`
`
`
`
`
`
`
`
`Mullen Industries, LLC - Ex. 1035
`Page 14
`
`

`

`Contents
`
`
`General Information ....................................................................................... 4
`Conference Location ....................................................................................... 4
`How to get there............................................................................................... 4
`Badges............................................................................................................... 5
`Badge Tags ....................................................................................................... 5
`Registration...................................................................................................... 5
`Conference Proceedings.................................................................................. 5
`Meeting Rooms ................................................................................................ 6
`Internet Connection ........................................................................................ 6
`Need Help? ....................................................................................................... 6
`Social Event and

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