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Simulation Driven Virtual Reality: A Framework for Large Scale Virtual Simulation

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 . Objective.

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Simulation Driven Virtual Reality: A Framework for Large Scale Virtual Simulation

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  1. 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

  2. Objective • To obtain your feedback on an early version of my Ph.D. prospectus. • Form my Ph.D. committee

  3. Agenda • Problem • Background • Preliminary Study • Difficulty of Problem • Applicable Experience • Objective • Methodology • Expected Results and Impact

  4. 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.

  5. Background Creating Large Scale Virtual Simulations is very time consuming and the result is not very reusable.

  6. Preliminary Study Pascagoula example 46 major rigs x 10 more complex than sample x 200 hours 96,000 hours 200 Hours Code is not modular, extendable, or object oriented

  7. Why Is This So Difficult? 1 • Second LifeTM and all similar client-server VR environments such as MultiverseTM and OpenSLTM were never intended for large-scale software development. • Ideal:An object-oriented language for "top-level" process rigs where all instances and specialized rigs could be easily derived.

  8. Why Is This So Difficult? 2 • Computer Scientists are not Refinery Plant Operators. Very hard to get the simulation correct from conversations and schematics. • Ideal:A 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.

  9. Example of “Communication” Sketch received from consultant and interpretation of the atmospheric distillation process.

  10. 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.

  11. Applicable Experience 1 • Our research group has a lot of experience and success building communication bridges in and out of the environment SecondLifeTM.

  12. 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

  13. 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.

  14. Methodology • Step 1: Define Communication Protocol • Qualitative - Content Analysis • Qualitative: describes a schema using flexible guidelines • Content Analysis: identifies specific characteristics of a body of material • Step 2: Test the Robustness • Quantitative – Action Research • Quantitative – trying to prove if theory is correct, numerical data is collected and presented. • Action Research – Did developing this software decrease time? • Step 3: Develop Reuse Framework • Qualitative – Content Analysis • Qualitative – describes a framework through written results • Content Analysis – identifies specific characteristics of a body of material

  15. Methodology (Cont.) • Step 1: Define a communication language protocol schema between: • The finite state machine definition of the generalized simulation language • (Σ1,S1,s01,δ1,F1) • The event-driven state machine definition of the client-server virtual reality environment • (Σ2,S2,s02,δ2,F2).

  16. Methodology (Cont.) • Step 2: Test the robustness of the developed communication between the two protocols: • Virtual Environment - SecondLifeTM • Simulation Environment - LabVIEWTM • Test Case • Refinery Process or other Large Scale Construction Project

  17. Methodology (Cont.) • Step 3: Develop a generalized framework to provide reuse of the communication protocol • Provide code reusability. • Tested through a small experiment of new methodology of reuse vs. traditional.

  18. Expected Results and Impact (1) A communication language protocol schema between a simulation language and a client-server Virtual Reality Environment.

  19. Expected Results and Impact (2) • Communication between virtual reality environment SecondLifeTM and LabVIEWTM.

  20. Expected Results and Impact (3) • Experimentally tested framework to provide reusable simulation driven virtual environment components

  21. Thank you for your participation.

  22. Questions

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