elsaddik @ site.uottawa.ca abed @ mcrlab.uottawa.ca...
TRANSCRIPT
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101_Introduction(c) elsaddik
Multimedia Communications
Multimedia Technologies & Applications
Prof. Dr. Abdulmotaleb El SaddikMultimedia Communications Research Laboratory
School of Information Technology and EngineeringUniversity of Ottawa
Ottawa, Ontario, Canada
elsaddik @ site.uottawa.ca
abed @ mcrlab.uottawa.ca
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201_Introduction(c) elsaddik
Interacting with computers
ComputerWorld
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301_Introduction(c) elsaddik
New Paradigm for VR
Conventional Computer
ComputerWorld
VR-based Computer
ComputerWorld
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401_Introduction(c) elsaddik
Virtual RealityØ The idea:vVR is based on the idea of generating “virtual worlds” that
contain computer-generated three dimensional (3D) objects. Optimally, a human being could interact with such world as naturally as with the real world.
ØCharacteristics: vVirtually real : events not occurring in the real world, but from
a human-observer point of view, there is no practical difference between the computer generated objects and the objects in the real world vA VR user could touch, see, hear and smell the VR objects as
he/she would in the real world.
ØApplications:vA superficial analysis of such system will quickly lead to the
conclusion that the application areas of such system would be numerous:
• entertainment,• military,• education, medicine, • business, architecture • and so on.
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501_Introduction(c) elsaddik
VR and Multimedia
From the Multimedia Communication point of view, virtual reality can be thought of as just another “medium” with all the usual issues related to it:ØQuality of Servicevsystem response, vperception quality (touch, vision, ...), vresolution of objects (shape, color, lighting,
...)ØNetworkingØSynchronizationØSharing environmentsvVery important issue since a virtual world will
bea shared media most of the time.ØDatabase management
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601_Introduction(c) elsaddik
VR as a media
All medium attempt to create the “virtual presence”.ØTheater, poem, fine arts, novel, telephone,
movies, TV, ...
VR vs. existing mediaØimmersiveØinteractiveØ3-DØmultimodalØmediatedvInformation is not sent back and forth.vMediated environments are created and then
experience.
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701_Introduction(c) elsaddik
Virtual Reality
Virtual Reality or Real Virtuality?ØOriginally, the term referred to 'Immersive Virtual
Reality.' vthe user becomes fully immersed in an artificial, 3-
D world that is completely generated by a computer.
ØThe head-mounted display (HMD) was the first device providing its wearer with an immersive experience (1965)
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801_Introduction(c) elsaddik
Virtual Reality
ØDesktop VRvTwo dimensional medium , used for 3-D
ØAugmented Realityvthe ability to see the real world and the virtual
world at the same time. ØImmersive VRvthe user becomes fully immersed in an artificial,
three-dimensional world that is completely generated by a computer
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901_Introduction(c) elsaddik
CAVE
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1001_Introduction(c) elsaddik
CAVE Immersion
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1101_Introduction(c) elsaddik
Distributed Virtual Environments
Øa simulated world runs not on one computer system, but on several. ØThe computers are connected over a networkvpossibly the global Internet and vpeople using those computers are able to:
• interact in real time, • sharing the same virtual world.
ØOn each host there are a number of "entities“ (things in the virtual environment) that communicate their changing state by sending "update messages".
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1201_Introduction(c) elsaddik
---------------------------------------------
--------------------------------------
-------
CVE
Real-time Interaction-Between the customers-Between customers and salesmen-Between customers and goods
Shared Environment-Global coordinate system-Static background-Dynamic entities
Mutual awareness-Customers can “see” and “talk” to each other in the CVE
--------------------------------------
-------
Server
Distributed Virtual Environment
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1301_Introduction(c) elsaddik
Collaborative Virtual Environments (CVE)
ØDistributed Virtual WorldsØUsers represented there by their “avatars”
(=incarnations)ØCollaborative work performed in CVE
ØA Collaborative Virtual Environment requires an unconventionally broad range of:vnetworking, vdatabase and vgraphics capabilities
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1401_Introduction(c) elsaddik
CVEsØVirtual Reality spaces with special emphasis on
collaboration.ØCollaboration: Multiple users performing closely-coupled
tasks.ØApplications:vtele-surgeryvcollaborative design/engineeringvtele-trainingventertainment
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1501_Introduction(c) elsaddik
Shared Virtual Environments for Training http://www.vetl.uh.edu/overview/overview2.html
Virtual Environment Technology Laboratory, Univ. of Houston andNASA Johnson Space Centre, US
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1601_Introduction(c) elsaddik
Shared Space: Collaborative Augmented Realityhttp://www.hitl .washington.edu/projects/shared_space/
Human Interface Technology Laboratory (HITL), Univ. of Washington, US
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1701_Introduction(c) elsaddik
Greenspace Project
http://www.hitl.washington.edu/projects/greenspace/
The project is working on the problems of people communicating with machines and machine arbitrated representations of people
Human Interface Technology Laboratory (HITL), Univ. of Washington, US
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1801_Introduction(c) elsaddik
TransVision: A Collaborative Augmented Reality Testbed
http://www.csl.sony.co.jp/person/rekimoto/transvision.html
•Augmented reality for collaborative designing
•The system uses the palmtop video-see-through display instead of bulky head-mounted displays. The user can see a computer-generated 3D model superimposed on the real world view
Sony Computer Science Lab., Sony Co. , Japan
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1901_Introduction(c) elsaddik
Virtual Society Projecthttp://www.csl.sony.co.jp/project/VS/index.html
The overall goal of the Virtual Society project is to investigate how the future online community will evolve
Sony Computer Science Lab., Sony Co. , Japan
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2001_Introduction(c) elsaddik
SICS - Swedish Institute of Computer Science, Sweden
Multi-user Virtual Workplace Conferencing
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2101_Introduction(c) elsaddik
Virtuosi Project, UK.
Fashion PilotØapplication in fashion design. Virtuosi is looking at
ways in which all the people involved can collaborate on the design without leaving their own offices
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2201_Introduction(c) elsaddik
i-Land - FHG-IPSI, Darmstadt – Germany
ØRoomware: to integrate computer components into a roomvDynawall
• drag / drop• throw• ...
vInteracTable
• no strictup / down
• place andmanipulate
• …
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2301_Introduction(c) elsaddik
i-Land (cont.), FHG-IPSI, Darmstadt – Germany
ØRoomware: to integrate computer components into a room
vCommChair• integrated computers or laptop “docking”• communication via
wireless LAN• user profiles
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2401_Introduction(c) elsaddik
CVE Data Types
• real-time audio and video data:
• data carrying the video or audio streams in the environment.
• object/scene description data: • data describing an object and its attributes; e.g.,
description of an avatar.• CSCW data:
• this represents traditional 2D collaborative data such as whiteboards.
• control data: • used by the system to perform tasks such as
consistency control, management, and so on.• update messages:
• such as avatar/vehicle motions.• synchronous collaborative update messages:
• Update messages representing a synchronous collaborative task.
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2501_Introduction(c) elsaddik
CVE Issues
Øhuman-factors research in VR has traditionally focused on the development of natural interfaces for manipulating virtual objects and traversing virtual landscapes.ØCVEs require the consideration of
vhow participants should interact with each other in a shared space, in addition to how co-manipulated objects should behave.
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2601_Introduction(c) elsaddik
CVE issues
Other issues include: Øhow participants should be represented
in the collaborative environment; Øhow to effectively transmit non-verbal
cues that real-world collaborators so casually and effectively use; Øhow to best transmit video and audio via
a channel that allows both public addressing as well as private conversations to occur; and Øhow to sustain a virtual environment
even when all its participants have left.
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2701_Introduction(c) elsaddik
Causality in CVE
Time
Simulator A(tank)
Simulator B(target)
“ fire”
“ targetdestroyed”
Simulator C (observer)
eventmessage
real world simulated world
the observer should see the tank fire before the target is destroyed.
• “Things” happen in the real world in a certain order (e.g., cause & effect).• It should appear that events in the simulated world happen in the same order as the real world actions that they represent.• If the message for the “fire” event is delayed in the network, the observer will “see” the target is destroyed before the tank fired upon it!
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2801_Introduction(c) elsaddik
VR Standards: Rendering
OpenGLØ Introduced by SGI in 1992ØMultiplatformØHardware acceleration
DirectXØCreated by MicrosoftØSupports Win9x, WinNT (DirectX 3) and Win2000ØHardware acceleration
VRMLØVRML 1.0 based on SGI’s Open InventorØVRML Architecture Group created VRML 2.0 in 1996Ø ISO standard in 1997ØBrowsers based on OpenGL or DirectX
Java3DØ Introduced by Javasoft in 1998ØMultiplatformØBuild on top of OpenGL and ActiveX
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2901_Introduction(c) elsaddik
VRML Browsers
VRML-Browsers are software tools that generate views from a VRML file.
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3001_Introduction(c) elsaddik
VRML & JAVA3D
ØVRML is a file format vIt enables authors to control shapes and
some animation and interaction vFor more control, authors may write short
programs in Java or JavaScript vTo gain greater control, something more is
needed...
ØJava3D is a Java Application Programmer's Interface (API) vJava3D is a set of standardized classes for
use by Java programmers vIt enables authors to control shapes,
animation, and interaction, PLUS rendering, input devices, and lots more vIt is (roughly) a Java-based superset of VRML
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3101_Introduction(c) elsaddik
CVE Standards: MiddlewareDISØDistributed Interactive Simulation (DIS) protocol
Living Worlds (LW)ØDesigned by the VRML ConsortiumØAims at providing collaboration features for VRMLØVRML 3.0 = VRML 2.0 + Living Worlds
Open Community (OC)ØProposed by MitsubishiØSPLINE (Scalable Platform for Large Interactive Networked
Environments) is a OC compliant implementationØSPLINE uses ISTP (Interactive Sharing Transfer Protocol)
High Level Architecture (HLA)ØDeveloped by the U.S. Defence Modeling Simulation Office
(DMSO)ØRTI (Run Time Infrastructure) is an HLA compliant
implementationØHLA is in the process of becoming an IEEE standard
Java Shared Data Toolkit (JSDT)ØPart of Java Media API developed by JavasoftØJava provision for real-time sharing of applets and/or
applications
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3201_Introduction(c) elsaddik
Distributed Interactive Simulation (DIS) protocol
ØDIS, and its predecessor SIMNET, arose from real-time interactive computing. ØDIS is a government/industry initiative to define an
infrastructure for linking simulations of various types at multiple locations to create realistic, complex, virtual worlds for the simulation of highly interactive activities.ØDIS is a virtual environment within which humans
may interact through simulation at multiple sites that are networked using compliant architecture, modeling, protocols, standards and databases. ØDIS exercises involve the interconnection of a number
of simulators in which simulated entities are able to interact within a computer generated environment. ØThe simulators may be present in one location or be
distributed geographically and the communications are conducted over the network.
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3301_Introduction(c) elsaddik
DIS Standards
ØIEEE Std 1278.1-1995 (DIS V 2.0): IEEE Standard for Distributed Interactive Simulation- Application Protocols.ØIEEE Std 1278.2-1995: IEEE Standard for Distributed
Interactive Simulation- Communication Services.ØIEEE Std 1278.3-1996: Recommended Practice for
Distributed Interactive Simulation- Exercise Management and Feedback.ØIEEE P1278.4: Project, Recommended Practice for
Distributed Interactive Simulation - Verification, Validation and Accreditation.ØIEEE P1278.5: Project, Standard for Distributed
Interactive Simulation: Fidelity Description Requirements
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3401_Introduction(c) elsaddik
LiveParticipants
SupportUtilities
Interface
Interfaces to Live Players
Simulations
Runtime Infrastructure
Federation Management Declaration ManagementObject Management Ownership ManagementTime Management Data Distribution Management
• OMG, IEEE, DoD standard
High Level Architecture (HLA)
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3501_Introduction(c) elsaddik
Example of Distributed Virtual Environment over HLA
federate Afederate B
HLA MiddlewareTCP/UDP/IP Network
federate C
federate A
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3601_Introduction(c) elsaddik
Open CommunitySPLINE
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3701_Introduction(c) elsaddik
Open Community, SPLINE
SPLINE (Scalable Platform for Large Interactive Networked Environments) is a software library compliant with O.C. which provides an API for C (and promises of Java soon).
ISTP (Interactive Sharing Transfer Protocol) is a hybrid protocol used by SPLINE which supports the sharing of information about a Virtual World among a group of user processes.
OC (Open Community) is a proposed standard which provides many essential services necessary to make real-time multi-user cooperative environments possible.
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3801_Introduction(c) elsaddik
OC (SPLINE) Functionality
Network Communication issuesØISTP
Real-time audio transport ( no video)
Application neutral transport of large or complicated objectsØVRML models, sound files, etc.
Filtering of Regions of Interest
Scalability to large Virtual World and large number of users allowing users in not so powerful stations to participate.
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3901_Introduction(c) elsaddik
OC World Model - High Level Overview
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4001_Introduction(c) elsaddik
SPLINE: Scalability
World is partitioned in regions called locales.ØEach process is supposed to render a
reduced number of locales (1- It’s own locale, 2- Neighbour locales)
Each locale has its own multicast addressesØEach process only deals with relevant
messages/audio
Each locale has its own coordinate systemØDifferent parts of the VW can be designed
independently
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4101_Introduction(c) elsaddik
SPLINE: Locales
Each locale has a list of adjacent localesØThis list includes coordinate transformations
as wellØPortals (non-Euclidean motion)
Locales may overlap, be enclosed or contain empty spaces
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4201_Introduction(c) elsaddik
CVE Projects @ MCRLab U.of Ottawa
ØDIVERTIONS : Distributed Virtual Environments with Training Applications [NCIT]ØDISCOVER: Distributed Information System for Collaborative Virtual
Environment Research [CITO ]Ø VIRTUAL THEATER: Tele-immersion using Internet Technologies and
Distributed Virtual Environments for Training and Telecollaboration[Stentor New Media Fund]Ø VEHICLE: Virtual Environments for Human Interaction,
Communication and Learning [ORDCF]Ø VELVET: Very Large Virtual Environments [CITO]ØDistributed Virtual Environments in Industrial Training
[ALCATEL/Newbridge]ØDistributed Virtual Environment User Interface and Intelligent Agents
for Electronic Commerce [CITR] ØDistributed Interactive Virtual Environment (DIVE) over CA*net II: QoS
Management, IPv6 and Performance Tools [CANARIE] Ø Virtual Reality for promoting Children's Pedestrian Safety [Ontario
Neurotrauma Foundation]
http://www.mcrlab.uottawa.ca/research/Application to E-commerce, Tele-training, Virtual Theater
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4301_Introduction(c) elsaddik
VIRTUAL THEATER for Industrial Training: A Collaborative Virtual Environment
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4401_Introduction(c) elsaddik
CVE for Industrial Training
ØReduces Training ExpensesvWaste of equipment which likely gets
damagedvMaintenance of Training FacilitiesvTraining of users in remote locations
ØVery little cost associated with creating virtual objectsvIt can be replicated as many times as
necessaryØAny damage done to the object does not incur in
financial lossØMaintenance fee is very lowØActual objects may be used for its intended use
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4501_Introduction(c) elsaddik
Industrial Training Prototype
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4601_Introduction(c) elsaddik
DirectoryServer
VideoServer
C++ (dll)
Java3D
JNI
Java 2
JavaSwing
VoiceRecognition
(ActiveX)
JNI
HeadTracking(ActiveX)
JNI
To other clients
VideoDecoder
System modules & Connectivity
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4701_Introduction(c) elsaddik
ØBased on Java3DØ3D objects designed with
PowerAnimator and later on optimized to make them treatableØVRML objects and
behaviours are imported into Java3D
3D Rendering
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4801_Introduction(c) elsaddik
Trainer shows how to perform the operation while trainee watches it
Trainee is then able to perform the same operation under supervision of trainer
Replacing a Faulty Card
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4901_Introduction(c) elsaddik
Second View allows trainee to see details (other point of view)
H263 video shows relevant information and/or details
2nd View & Video Streaming
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5001_Introduction(c) elsaddik
Users may control the scene by three aproaches:Ø Point-and-ClickØ Menu SelectionØ Voice Commands
Speech recognition has been shown to be a natural choice among users of the system.
Pre-defined commands such as “Go to the table” allows easy navigation by novice users.
Commands defined by SAPI grammar.
Speech Recognition
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5101_Introduction(c) elsaddik
Ø Head tracking allows natural way of controlling the avatar’s head.
Ø Users have a better awareness of others while listening to theirvoice and watching their avatar’s animation
Ø Extension to body motion detection allows Virtual Theater like collaboration
Ø 3D Scene is projected in a wall for stereoscopic view through 3D shutter glasses and more natural experience for the users.
Head Tracking
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5201_Introduction(c) elsaddik
Stereoscopic View
Users can view and interact with a stereoscopic 3D version of the training room at the computer’ screen as well as projected in the wall through the use of shutter glasses
Combined with voice recognition and gesture tracking allows a very natural and effective interaction.
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5301_Introduction(c) elsaddik
Voice-enabled VRML User Interface
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5401_Introduction(c) elsaddik
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5501_Introduction(c) elsaddik
Object Management
RTI Interface
Java Object ControllerObject Management
RTI Interface
Java Object Controller
HLA RUN-TIME INFRASTRUCTURE
Collaborative E-Commerce by CVE
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5601_Introduction(c) elsaddik
Virtual Theater project
VisualFeedback(s)
Machine/ Human Interface
TactileFeedback(s)
ForceFeedback(s)
VideoSensor(s)
TactileSensor(s)
ForceSensor(s)
StructuredLight
Human/Machine Interface
Object Recognition
Motion TrackingVirtual Object Manipulation
Object Shape &Behavior ModelsObject Interaction Models
Computer Generated Models Animation Script
Pseudo-Random Encoding
VIRTUAL SCENE / THEATER (where virtual objects interact)
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VEHICLE: Virtual Environments for Human Interaction Communication and Learning
• Use of emotional and behavioral agents for managing a CVE
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Mobile Collaborative Augmented Reality
Computer Supported Collaborative Work (CSCW)
ØAllows a computer to be used as a medium for human communication
Mobile Collaborative Augmented Reality
ØThe combination of augmented reality, mobile computing and CSCW promises exciting applications for industrial training
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Augmented Reality (AR) Prototype
A trainee works with a wearable computer
nWhere and which virtual objects should be superimposed on the real world?
nA marker with a square region and some pattern inside of the square region is used
nSupports multiple trainees and trainers distributed in different locations
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AR Prototype (cont’)
(a) A physical board with virtual chips around
(c) A virtual chip is laid on the board
(d) The virtual chip is rotated by remote trainee B
(b) Local trainee A is moving a virtual chip
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(PHANTOM)
Ø Incorporate SensAble’sPHANTOM
Ø Write Java Native Interface to PHANTOM libraries
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Conclusion
ØCollaborative Virtual Environments open new ways for human interaction, collaboration and learning ØMany Applications:
vMedicine, vTraining, vTelecollaboration, vE-commerce,….
ØPhychological and social issues: an open area for study.