Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
TOWARDS A MIXED REALITY INTELLIGENT CAMPUS
Marc Davies*, Vic Callaghan*, Michael Gardner*
*Digital Lifestyles Centre, University of Essex, UK
midavi@essex.ac.uk, vic@essex.ac.uk, mgardner@essex.ac.uk
Keywords: Simulators, Virtual Reality, Mixed Reality,
Pervasive Computing, Hybrid learning.
Abstract
This work-in progress paper summarises our research
towards the vision for creating an intelligent university
campus (iCampus) based on a mixed reality technology
and network based education. The paper brings together
earlier work aimed at exploring how simulators and other
virtual augmentation can utilised by scientists to enhance
the development, testing and demonstration of new
ubiquitous technologies and environments with our latest
work aimed at creating a simulation of a classroom based
on the MPK-20 Project Wonderland Virtual Meeting
Office developed by Sun Microsystems. We conclude by
outlining our future plans.
1
Introduction
1.1 The Rise of Virtual Worlds
Virtual worlds are becoming increasingly popular for a
variety of different applications in the entertainment,
business and science sectors. As computer technology has
advanced, allowing a higher-level of graphics on desktop
PCs, simulators have increased in complexity;
incorporating three-dimensional objects, textures and
physics to model environments containing more realworld elements and rendering realistic responses to
various stimuli.
More advanced simulations have allowed researchers to
begin seriously exploring the area connecting the realworld with a virtual environment. Collectively known as
Mixed Reality, this term can be broken down further using
the Reality-Virtuality Continuum [17] into; a) Augmented
Reality, where the system consists of virtual components
being added to a real-world environment [13], and; b)
Augmented Virtuality, where real-world features are
added to a virtual environment [13].
1.2 Computer Games & the Internet
The computer games industry is the primary user of
virtual worlds, which form the basis of most applications
produced. Varying in complexity these game-worlds
consist of anything from a basic simulation modelling of a
chess board, to a complex virtual environment the size of
a country, continent, planet or universe.
Originally computer games were designed to be used by a
single person or a small group via a local network.
However, with the advancement of the internet new
categories of games emerged, specially designed to
exploit the global-connectivity. Online games, such as the
Warcraft MMPORPG, (Massively Multiplayer Online
Role-Playing Game) series by Blizzard Entertainment
[24], brought simulator modelling to new levels by
offering vast, highly detailed worlds online to be
simultaneously used by large numbers of users, accessing
from anywhere on the planet. Broadband technology has
allowed this medium to extend further, with the higher
data-transfer speeds making it possible for the detailed
worlds, normally found in offline games, to be brought
online. The latest generations of computer games consoles
have each been designed for broadband internet
connectivity, allowing traditional offline game genres,
(racing etc.) to be updated so players can challenge
opponents online from anywhere in the world.
The success of computer games that were designed to be
played online [24], has led to an off-shoot genre of online
social communities, (e.g. Second Life [16]), where people
can log-in to the virtual world where they see and interact
with other users, without any of the mission-based
objectives or tournaments found in traditional online
computer games.
The Sony EyeToy, introduced for the PS2 added
augmented virtuality functionality to the console, allowing
gamers to see themselves inside a virtual world and
interact with its contents.
1.3 Businesses & Virtual Worlds
Fig. 1: Milgram’s Reality-Virtuality Continuum
© University of Essex
Second Life [16], (a virtual online community) has
expanded to the extent where businesses are being
established in the virtual environment, with real-world
money being exchanged for products and services used
within the virtualised space.
Several real-world
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Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
multinational companies and big-brands have been
prompted into opening their own Second Life virtual
outlets, [2] and some real countries, such as the Maldives
and Sweden, have even created their own Second Life
embassy. [3]
The highly detailed virtual worlds produced by the
computer games industry, have also prompted action
within the business sector. As an example, later in this
paper we discuss the Sun Microsystems’ MPK-20 virtual
meeting environment. Additionally firms are now signing
deals with game developers to incorporate advertisements
promoting their products into the virtual worlds created
for future titles.
The first simulator was designed to model the iSpace, a
full sized two-bedroom apartment located at the
University of Essex which serves as an accommodation
model for the iCampus.
The iSpace is a purpose-built test-bed for pervasive
computing research, the iSpace features all the furniture
and devices found in a normal home environment, in
addition to hollow walls and ceilings fitted with a myriad
of embedded-computer based technology. [5][6][14]
1.4 Education & Research
An example of a virtual world used for education is
NASA’s simulator which is used for training nextgeneration astronauts [1]. Other simulators, (many based
on virtual worlds from computer games) are already in
common use training people in high-risk or stressful
occupations, (e.g. surgeons, soldiers). [4][23][25].
By designing their own computer games young people can
acquire Computer Science skills. This method matches
the expectations of younger generations, raised with
computers, who are unimpressed with simplistic
visualizations [18].
The Sun Microsystems’ MPK-20 virtual meeting
environment, [22] discussed later in this paper, has also
been used for presentations and training.
Traditionally most simulators created for scientific
research were used as a means of visually displaying a set
of data recorded by a set of real-world sensors. Many are
visually un-impressive, modelling worlds at a basic level
whilst ignoring most or all of the natural background noise
found in real environments.
Fig. 2: Views of the iSpace
2.2 The Electronic Arts Sims Game as a Simulator
1.5 Bringing it Together
For the initial stage of our research towards an iCampus
simulation [8], we assessed the relative (dis)advantages of
simulating smart environments using modified
commercial computer games, versus developing a bespoke
simulator program from scratch. The following sections
(2 & 3) provide a brief overview of this work.
Clearly, from the preceding sections it is evident that there
has been a vast investment in games and commercial
simulators. Our aim is to harness the synergy of this work
so as bring this work to create a mixed reality campus in
the most cost and technically effective way we can.
2
Simulating Living Spaces
2.1 The iSpace
© University of Essex
The iSpace simulation was created by modifying an offthe-shelf copy of the Sims computer game, (Maxis/EA
Games, 2000).
Apart from the 3D graphics and
supporting tools, a particularly attractive feature in the
Sims was the fairly realistic behaviour of environment
inhabitants.
The simulation consisted of a five room environment
modelled on the iSpace [5][6][14]. Each object and
person was controlled by at least one thread, placed on a
stack and run in sequence by the game. Object threads
were used to regulate the animation displayed by the
game’s virtual machine [9]. Most objects could only
access their own threads, so for example a television
couldn’t access information contained in a thread for a
lamp.
To create a Sims-based simulation, the original program
code had to be modified so objects could access threads
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Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
for other devices and any required information contained
within. For this stage of the project the most efficient way
to achieve this was to program a single Sims object to act
as a ‘remote-control’ for other pervasive devices in the
environment. The ‘Dumbold Voting Machine’ [12] an
add-on device available online, was modified to act as a
remote-interface, usable by Sims avatars in the
environment. Within the code, for the re-programmed
voting machine, the current state of each pervasive device
in the environment was stored to memory.
Fig. 3: The Sims iSpace Simulator
observers. Additionally, popular games often spawn
myriad online fan-sites, often offering freeware add-ons
and/or modifications. This could be exploited by a
researcher/developer to further expand the realism or
capabilities of their simulation.
3
The Sun Microsystems Darkstar Game
Server and Tools as Simulators
The Sims was programmed using a bespoke language,
created by the original game developers which served the
needs of an in-house development team very well.
However, as our aims for the iCampus simulation were to
create to create an open development platform, it was
necessary for us to consider the use of a more common
programming language such as C/C++, Java etc,.
Thus, for the second phase of our iCampus simulation
research, we investigated the Sun Microsystems Project
Darkstar, (a.k.a. Sun Game Server), massively multi-user
game server [21]. In particular we used Project
Wonderland, a Java-based client-server simulator package
created from a combination of several previous software
applications developed by the company.
As Sun have a large workforce distributed around the
world, it was difficult for them to have meetings where
everybody in a team could be physically present in a
single location. Moreover, traditional technical solutions
such as video conferencing fell well short of delivering the
functionality and the “feel” of face to face meetings.
Therefore Sun used their Darkstar and Project
Wonderland technology to create MPK-20, a virtual
fictitious building designed for online meetings between
Sun employees.
Fig. 4: Sims Object Remote Control Menu
Agent code, added to specially created classes, ran from
the voting machine thread, prompting state changes to
objects in the environment as required.
Agents
determined when to make changes using sensor settings
coming into the voting machine thread on each cycle.
The menus, from the voting machine, were reprogrammed to provide a manual interface for researchers,
(see Fig. 4). This menu was used to force the priority of
actions performed by a Sims avatar.
The original program allowed a player to design, build
and furnish a house to their own specifications, using
numerous pre-programmed materials and objects available
in the game libraries. Using a game to create a digital
home simulator introduced several advanced features that
provide a higher level of realism to the environment.
These features include avatars that randomly visit the
virtual home. Another benefit of using computer games is
that researchers can take advantage of the popularity of
the original product, as a level of familiarity with the
environment could be established in the minds of the
© University of Essex
In more detail, Project Wonderland’s client is based on
several programs including Project Looking Glass to
generate a scene and the jVoiceBridge for adding audio
[22]. The graphical content that creates the visible world
as well as the screen buffers controlling the scene is
programmed using Java3D [22].
Additional add-on objects/components to the Wonderland
world, (e.g. a camera device to record audio and video
seen in the client window), make use of other Sun
packages such as JMF, (Java Media Framework).
Graphical content can be added to a Wonderland world by
creating objects using a graphics package, (e.g. Blender or
Maya), then exporting the image file into the virtual world
with J3dFly, (another Java-based open source project).
Project Wonderland is open source, so all code is
available to download for free, including Sun’s MPK-20
environment.
There are currently two types of avatar featured in the
MPK-20/Wonderland environment.
First are NPCs,
(Non-player characters) who are static in the virtual world,
often forming background characters, providing audio
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Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
explanations over the voice-bridge, or otherwise just
simply adding to the general ambience of the environment
via private conversations between two people. The other
type of avatar is the PC, (Player Character) which
individually represent a single client logged into the
environment server. Each PC is capable of walking
around the virtual world, (displayed via an animation).
Eventually it is intended that a PC would have an
appearance similar to that of its real-world controller,
however at the moment, unless coded with a specific
template, an avatar is automatically generated upon login.
Each PC avatar has the login name of its controller
floating above it to identify individuals. Controllers can
speak through their avatar to others in the world via the
voice-bridge and a microphone, or use a dedicated chat
window for text-based messages.
While most objects in the Wonderland environment are
static, some can be clicked in the client window by a
controller using a mouse. A virtual whiteboard can be
drawn on in world by one or several users, PDF
documents and presentations can be viewed and edited.
Currently the avatars themselves cannot use objects and
use only a basic form of artificial intelligence allowing
them only to randomly wander around the environment,
when not being controlled. The scene generated by
wonderland and displayed in the client window can be
viewed from first-person or several third-person
perspectives.
the MiRTLE environment also contains a hallway for
students waiting for a lecture to begin.
Virtual avatars are to be added to represent lecturers and
remote students using the environment. Key avatars will
have relevant speech and audio files attached through the
Wonderland voice-bridge system.
Fig. 6: The MiRTLE Seminar/Lecture Room
The plan is to deploy MiRTLE on the SJTU eLearning
platform where it will enable remote students to see an
image of other remote students (emulating their presence
in a real classroom). Thus they will see images
representing each other in fake virtual classroom
positions, as will the teacher. This virtual classroom layer
is superimposed in the real classroom, providing a mixed
reality setting in which remote and local learners are
integrated into the same space.
In addition, emotion sensing and display are used to add
another level of realism and feedback for the teacher.
5
The Next Step
In our last paper we outlined our vision for a Smart
Classroom as our next step towards the iCampus vision
[8] based on work we are undertaking in collaboration
with Shanghai Jiao Tong University, China on a network
based Open eLearning platform [19][20].
The Sims iSpace Simulator and the MiRTLE programs are
both examples of virtual worlds modelling environments
on a room-level. By this we mean that several virtual
iSpace environments or MiRTLE seminar rooms could be
placed into a single larger simulated world, modelling the
contents of a virtual intelligent building, (iBuilding).
Sun’s MPK-20/Project Wonderland environment was
designed to model a fictional building, (although not
necessarily intelligent). Visually the MPK-20 environment
is simply a larger version of the Sims iSpace and MiRTLE
simulations, (a space divided into numerous smaller
sections by internal walls). By utilising the distributed
computing infrastructure of Darkstar, the simulation
components (e.g. rooms or buildings) can be distributed in
ways to improve processing and maintenance, allowing
assembly of massive simulations such as whole towns or
cities.
Inspired by this work we, began the MiRTLE, (Mixed
Reality Teaching and Learning Environment) project
At the time of writing, the MiRTLE project is based
around a mixed reality lecture/seminar room adding a
virtual counterpart to a real-world environment. The
virtual components have been created using Sun’s Project
Wonderland software. In addition to the seminar room,
For the next stage of this project our immediate aims are
to take the iCampus vision forward by creating a new
simulator framework, extending the scale of a virtual
environment to a campus-wide simulation.
A building, (MPK-20) is simply a space large enough to
be divided into multiple smaller rooms, (Sims iSpace,
MiRTLE) connected by corridors. Therefore, a university
Fig. 5: Sun’s MPK-20 Meeting Environment
4
A Mixed Reality Teaching and Learning
Environment (MiRTLE)
© University of Essex
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Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
campus would be a space large enough to contain multiple
buildings, connected by roads or pathways. Following
this principle, we intend to create an iCampus modelling
the University of Essex layout, (see Fig 7).
which allows people to inhabit a virtual environment
interacting with each other and devices in a similar way to
a real campus
The work has included an EA Sims based simulation of
the Essex iSpace and the Project Wonderland based
simulation of a smart classroom, (MiRTLE). Whilst these
will only form sub components of the larger iCampus
simulation, their success establishes the essential first
steps in the building of the larger iCampus virtualised
world.
Fig 7: Relationship Pyramid for an iCampus
A campus layout was chosen as we have a major research
effort underway on mixed reality educational
environments [20]. The iSpace test-bed, modelled by the
Sims iSpace Simulator was designed to represent student
accommodation, while lecture theatres/seminar rooms on
campus can be represented through the MiRTLE and/or
Smart Classroom systems.
As the Sims-based simulation, created for the early stage
of this project, would be difficult to incorporate into the
iCampus, and we are considering using Java3D, (used in
Project Wonderland) [22] or an equivalent package, (e.g.
Java Monkey Engine)[15].
Using client-server architecture, the iCampus will allow
many users to log-in from any location in the world and
use an avatar to walk around a virtual representation of the
real university and to name but some, allow them to
participate in interactive activities such as lectures,
tutorials, group projects and meetings.
The mixed reality style used in MiRTLE will be
incorporated into the new system, to add augmented
virtuality functionality. We are also intending to perform
research into augmented reality which would allow us to
display content created in the iCampus at locations in its
real-world counterpart.
There will be an additional option to populate the virtual
world with NPC avatars controlled by an inbuilt artificial
intelligence system. This would function on a similar
level to the Sims game avatars, with characters interacting
with the world’s objects to meet specific personal needs.
The primary purpose of the new system will be to offer a
simulator capable of providing a virtual world (with
mixed reality components if required), modelled to a
room-scale, building-scale or community-scale.
6
Conclusions
We have outlined our plans fop developing an iCampus.
In this special attention will be given to augmented reality
features which overlay content from the simulator into the
real-world as we intend to include mixed reality
components. In addition to providing an environment that
real learners can use, we intend also that this environment
should be capable of use by researchers and developers of
pervasive computer science, to create new technologies
(e.g. agents), especially those for use in wide-area
locations.
Finally, throughout the paper we have referred to
simulators and virtual worlds as identical entities. From
our perspective, a virtual world is a simulation of the realworld, either; a) Literally (e.g. the Sims Simulator
modelling the real-world iSpace), or; b) Fictionally, (e.g.
MPK-20, a simulation of a building with no physical
presence but is based on the real-world). Thus, for
example, the virtual worlds used in computer games,
(which may be set on alien planets etc), are simulating the
real-world from the perspective of the story being told or
the purpose they serve.
Acknowledgements
We are pleased to acknowledge: Electronic Arts for the
Sims Edith editor; Sun Microsystems for financially
supporting the development of MiRTLE; Bernard Horan
(Sun Microsystems) for invaluable advice throughout this
work; Ms. Liping Shen and Prof R. Shen (Shanghai Jiao
Tong University) for information on their Network
Education College technology (to which this work will
connect); John Scott (Essex University) who programmed
the MiRTLE prototype. Finally, the bulk of the work
reported in this paper is part of my PhD which is funded
from private resources for which I wish to express my
gratitude to my parents and uncle.
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© University of Essex
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Presented at Intelligent Environments 08, University of Washington, Seattle, USA , July 21 - 22, 2008
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