Information Technology Reference
In-Depth Information
WAN
User database
Server
Subnet network
Fixed user
Fixed user
Mobile
support
server
Mobile
user
Mobile
user
Figure 6.4
The architecture of the M 3 R environment.
them to remote render his avatar. Consequently, the NTPU 3-D campus proj-
ect allows more vivid interactive experiences when the user is navigating this
overlapped virtual and physical world. The movement of the mobile player
changing with the VR picture is shown in Figure 6.5.
Voice over IP capability is additionally embedded in the 3-D virtual cam-
pus to empower live chatting among players. When a user wants to chat with
another player on the user list, he can directly click that player's name. The
system will then launch the Skype [27] software to connect to that specific
player. For example, if the user “sennin32” wants to voice chat with “annhei-
long,” for example, he can click the receiver's name “sennin32” on the right
subwindow or on top of the avatar. As shown in Figure 6.6, a calling notifica-
tion will pop-up on the receiver's browser. The receiver can decide whether
to accept or deny this call by clicking buttons on the pop-up window.
The NTPU 3-D virtual campus demonstrates a new application of MAR
research. This exposition shows a promising direction of integrating PvC and
CVE with MAR. The proposed system structure combines the advantage of
WLAN, wired network, and the polling mechanism to achieve a pervasive,
proactive, mobility, and wearable virtual campus environment.
6.6 Conclusion
This chapter studies the techniques to merge mobile computing into the
network virtual environment. The integrated environment is referred
to as MiMAR and it enables the user to wear a mobile device to interact
with the conventional desktop player in the shared virtual space. Further,
 
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