Ashok's Assignment 14

In an ideal world, Virtual Environments yield applications only limited by imagination. Virtual Environments have the benefit of flexibility past what can be physically, temporally, financially, or otherwise realized in the physical world. As technology advances and our knowledge of human perception increases, the ability to minimize and hide computational artifacts present in a userís Virtual Environment experience increases. Nowhere is this more valuable than in Virtual Reality systems which aim to immerse the user and allow for a sense of presence in a given Virtual Environment. As user presence and immersion increase in such an environment, the benefits can be seen through a broad range of applications including, but not limited to, real-world simulations, teaching/learning environments, social networking applications, and entertainment such as games.

This thesis aims to create a virtual environment system wherein various virtual reality techniques and practices are developed and explored yielding genuine user-system interaction and allowing for valuable user responses that reflect and can predict, with a given precision, real world user reaction to similar stimuli. Such techniques are valuable in general as they allow for Virtual Environments to characterize non-deterministic systems and can be used to obtain accurate models of increasingly complex systems such as social networks and interactions. After system creation, a series of user-studies allow for user characteristics to be quantified and saved not only profiling how the user may react to various real-world situations, but also, allowing entities to be created from the profile to interact with other system users or entities at any other time. Finally, these entities can have the ability to modify each other through interactions creating other entities with unique characteristics that reflect real-world personalities.