Start Date: 3rd October 2016
Eligibility: UK and EU
Duration of award: 1 years
Supervisors: Dr. Essam Shehab, Dr. John Ahmet Erkoyuncu
Sponsored by Airbus, this studentship will provide a bursary of up to £15,000 p.a. (tax free) plus fees* for one year
Cranfield University have a collaborative research opportunity with Airbus, which aims to investigate the technical feasibility and provision of a demonstrator for interoperability of Virtual Reality (VR) suites joining of two remote sites using different VR software solutions but having a common tracking system. The tracking system data being shared between the two sites allowing each local VR system to share the work on 3D data (the data being loaded and rendered locally). The demonstrator may include connectivity module to condition the inputs of the tracking system as each software is likely to have different commands initiated from the various fly stick controls.
There are many software’s related to Virtual Reality each with its particular strengths and weaknesses depending on the exact nature of the intended use. Whilst many Virtual Reality software have a dedicated solution to allow the connectivity between two VR suites it relies on the two suites having identical software types. Typically the VR connectivity is sharing the position and pose data of the various tracked bodies and viewpoints with data and rendering being managed locally at each site. This is common sense as sharing the display or model data across networks is normally beyond the limit of normal network bandwidths.
Unlike the VR software itself there is visible market dominance of the tracking systems with ART tending to be the preferred option and others such as Vicon capturing small parts of the market. Even with a disperse market the cost of the tracking system at around one fifth of the VR investment means that it would be a more economical item to align. Both Airbus and Cranfield VR suites have a common ART tracking solution.
The main objectives:
1. Research current practices with respect to collaborative VR environments;
2. Identify the main technical factors of connecting two VR suites,
3. Identify the cyber