It is a vast undertaking to accumulate all this
knowledge and experience in one person. To be feasi-
ble and efficient, one who is conducting the research
has to bring together people across several disciplines.
The author is grateful to have gathered a supervisory
committee of five such people to enable the present
research.
Real-time Responsive Virtual Environments and
Tools. In this work we explore a variety of inex-
pensive techniques for human-computer interaction
in various fields as well as advanced 3D modeling
and animation in a rich spectrum of application do-
mains. Thus, we attempt to come up with a set
of tools, techniques, methodologies using haptics-
enabled and other interface devices such that the tool-
box/framework developed is affordable and applica-
ble with least number of the modifications to the do-
mains, such as classical cinema and documentaries,
specialist training applications (e.g. surgeons, divers,
and astronauts in preparation of operations and mis-
sions that involvedifficult physical activities), interac-
tive 3D games using haptics-enabled devices and their
applications for home cinema production, 3D games
development, and other application domains.
The first area of focus for the research is lean-
ing towards the real-time softbody simulation (Song
and Grogono, 2008a; Song and Grogono, 2008b)
in haptics-enabled environment for specialist-training
and interactive cinema. We begin by using a joystick-
like and a sensor glove-like haptic devices to interact
and deform a softbody in an OpenGL (OpenGL Ar-
chitecture Review Board, 2008) 3D environment that
provides feedback back to the user restricting their
movements based on the elasticity and shape of the
modeled virtual objects (e.g. the softbody tissue of an
organ) acting as inverse sensors. We then proceed to
the game and cinema scenes to enrich them with the
interactive features.
The current research approaches concentrated on
the user interaction are more concentrated on involv-
ing the users to participate in the screen play altering
the script, make the decision for the characters in the
movie scene, similarly as it is done in role-playing
games (RPGs).
Another goal of our research is to extend that
and give the users the opportunity to interact with
the computer graphics model or cinema scenes at
the more realistic level with feedback. The audience
would feel the force, temperature, and elastic defor-
mation of the objects or could experience the charac-
ters surrounding environment of the film, rather than
stay at the observing level.
Therefore, the intended research gradually and in-
crementally will focus on the mentioned aspects and
will include the following: enhanced softbody simu-
lation, specialist training, augmented reality, and in-
teractive cinema as the applications of our approach.
Interactive Cinema. Interactive cinema is the evo-
lutionary approach to traditional movie, which gives
the audience an active role in the showing movies.
Compared to traditional movie,the interactive cinema
allows viewers to interrupt the movie from time to
time, and to choose among different possibilities of
how the story goes on. Viewers may interact with the
haptic devices to feel the feedback forces and touch
the objects in the scene. This new and emerging tech-
nique will give viewers a realistic experience and en-
roll as part of the scene for the film. The film elements
in interactive cinema are controlled by real-time con-
ditions and algorithm behaviors.
Interactive cinema, evolving from the mathemat-
ical models and procedural programming, becomes
alive when some of its parameters are controlled by
a viewer. The real-time challenges of the aspect are
the most interesting to solve in a less expensive way
than traditional approaches.
The focus is on continuous story play environ-
ments, story authoring systems, and scenarios for in-
teraction. Enhanced with haptic devices and stereo-
scopic effects, the feeling of the interaction will con-
sume the audience to be an integral part of the story-
line in the movie, which is a lot much more than a
game.
The perceptual experiences can be different each
time the movie is played. The interactive movie ap-
proach is more suited for smaller rather large audi-
ences in traditional cinema theaters as the interactiv-
ity aspect in movies does not scale very well. The
home and small audience aspect, the technologies
studies and developed in this work should be afford-
able by regular home users, small education groups in
schools, colleges, universities, etc.
During the duration of this project the knowledge
of how to adapt inexpensive haptic devices, algo-
rithms, techniques, and methodologies to interactive
cinema in order for it to be more accessible to digi-
tal media artists, augmented reality researchers, and
computer scientists alike to further research in the
area, and make it accessible to audiences at home and
school. The knowledge acquired from making the in-
stallations, setups, software development and re-use,
and the mathematics behind would be made available
as a guideline of how to make such setups in order
to solicit feedback and improve the process and select
the appropriate tools and techniques.
Such contributions are important in the age of dig-
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