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Using CLIPS to represent knowledge in a VR simulationVirtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.
Document ID
19950013349
Acquisition Source
Legacy CDMS
Document Type
Conference Paper
Authors
Engelberg, Mark L.
(LinCom Corp. Houston, TX, United States)
Date Acquired
September 6, 2013
Publication Date
November 1, 1994
Publication Information
Publication: NASA. Johnson Space Center, Third CLIPS Conference Proceedings, Volume 2
Subject Category
Computer Programming And Software
Accession Number
95N19765
Distribution Limits
Public
Copyright
Work of the US Gov. Public Use Permitted.
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