Date of Award

Fall 2002

Document Type

Thesis

Degree Name

Master of Science (MS)

Department

Electrical & Computer Engineering

Program/Concentration

Computer Engineering

Committee Director

Frederic D. McKenzie

Committee Member

Lee A. Belfore II

Committee Member

Roland R. Mielke

Call Number for Print

Special Collections LD4331.E55 K43 2002

Abstract

This thesis revolves around an Office of Naval Research (ONR) grant known as Virtual Environments for Training (VET). The primary goal is to determine the effectiveness of an immersive environment for training; the secondary goal is to compare the results of this study to a similar study conducted in an environment that is less immersive.

Effectiveness will be determined by the performance of trainees manning a virtual military checkpoint. A four-wall immersive environment employing cave technology will be compared to a three dimensional desktop version of the scenarios employed in the more immersive environment. In order to make this comparison, the problem of effectively tracking, recording, and replaying the movements, events, and actions in an immersive environment is addressed. In addition, the problems associated with injecting an avatar into the lesser immersive desktop environment are also addressed.

A common theme in both the record and replay and the desktop avatar capability is an aspiration to accurately represent the movements and actions of real humans in virtual scenarios. This thesis presents solutions to these issues and discusses achievements in fidelity of the representation.

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DOI

10.25777/apmk-yz29

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