Making movies from Large
Simulator Logs using VRML2.0
Ronan Sleep
mrs@sys.uea.ac.uk
University of East Anglia, Norwich UK
Acknowledgements:
Tom Longshaw, DERA
Richard Kennaway, UEA
Summary of talk
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Context: DERA Event Stream Analysis Project
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Problem: Indexing large data sets
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Solution: Translate simulator logs to VRML2.0
Context: Event Stream Analysis
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Concept: event driven systems generate massive amounts of
data continuously
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At present we throw most of this data away
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ESA concept: "mine" this asset
Potential uses
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validation and verification
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post exercise review
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training and assessment
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anomaly detection
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system modeling
ESA project threads
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Visual programming and visualisation languages/tool kits
(PUMBER)
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Machine learning/prediction techniques
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Visualisation techniques
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Indexing techniques
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Case Studies
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Exemplars
Plumber
The Indexing problem
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Simulators generate large data sets: how can the analyst
identify interesting sub-sequences for detailed analysis?
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Three approaches:
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Human analyst searches through large printout of raw data
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Syntax directed pattern search
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Make a movie from the data?
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But there are lots of ways of making movies from data?
Approaches to making movies from a dataset
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ARTIFICIAL MAPPING: map the data onto some N-dimensional
space, and then provide tools for 'flying through' projections of this
space
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not obvious which mappings to choose
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needs to be explained to customer
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NATURAL MAPPING: use the semantics of the application
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e.g. for combat simulators, every event has a position in
the usual 3D space + time dimensions
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but not all datasets have such easy mappings
Do we need new technology?
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Most combat simulators already have replay/cue and review
facilities
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However, these are used only rarely by analysts:
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can't easily be accessed on the analyst's laptop
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expensive resource
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limited functionality
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We seek a 'cheap and cheerful' technology which will run
on a laptop PC
Requirements
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Can't afford to develop the rendering technology
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Can't afford to develop complex dataset->movie technology
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Goals:
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both translator and replay software should run on a laptop
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use standard components wherever possible
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should connect to other analysis tools (e.g. plumber, object
databases, detailed terrain rendering tools, etc.)
Progress to date
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3Q96:
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requirement identified
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VRML2.0 standard targeted
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4Q96:
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translation techniques for simulator dataset to VRML2
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first runs with SGI Cosmo player on Indy
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1Q97:
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fast forward / replay pause mechanisms
Future work
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Move to PC technology as soon as a stable PC VRML browser appears
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Connect to:
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object databases
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terrain databases
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plumber and hence other tools
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Work needed on
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HCI aspects, using real analysts input
References
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Visualisation Techniques for Event Stream Analysis,
Sue Haines, Richard Kennaway, Ronan Sleep, Proc. EuroGraphics9UK97.
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Making Movies from Simulator Logs using VRML2.0, Sue
Haines, Richard Kennaway, Ronan Sleep, UEA report April 1997.
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Demo video in production?