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Author Why I love Parallelgraphics folk!
jake reid

2006-02-07, 11:41 pm

I ran this on my trusty old box P3 windees and a 64 meg Geoforce spec
This is excellence in vrml, words cannot describe the pleasure in
seeing such beautiful workmanship and skill.
I remain your humble fan and praise the ground you walk.

http://orbits.parallelgraphics.com

Absolutely Fantastic!!

A greatfull Jake

Claudio Grondi

2006-02-07, 11:41 pm

jake reid wrote:
> I ran this on my trusty old box P3 windees and a 64 meg Geoforce spec
> This is excellence in vrml, words cannot describe the pleasure in
> seeing such beautiful workmanship and skill.
> I remain your humble fan and praise the ground you walk.
>
> http://orbits.parallelgraphics.com
>
> Absolutely Fantastic!!
>
> A greatfull Jake
>

It's a nice Universe counterpart to Google Earth
http://earth.google.com/download-earth.html

I am curious if Orbits it is only a rough demo or actually a realistic
simulation.
Would be glad to see here a reply from someone who has enough experience
in astronomy to say how good the number and movements of Earth
satellites, the trajectory of planetary orbits and placements of stars
are modeled.

Claudio
jake reid

2006-02-07, 11:41 pm

I am curious too! A rough Demo??? What planet are you from??
Considering most of the staff are from the space agencies themselves I
think when you say rough rough, you maybe barking up the wrong tree.
Now that you have seen the DEMO have a good look at the full Orbits.
Without being a real star gazer I bet the Orbits is accurate.
Providing you are not at geek level i.e. inches and milimetres.

Jake the jock now peering up his kilt looking for some polar
direction. ;-)
>It's a nice Universe counterpart to Google Earth
> http://earth.google.com/download-earth.html
>
>I am curious if Orbits it is only a rough demo or actually a realistic
>simulation.
>Would be glad to see here a reply from someone who has enough experience
>in astronomy to say how good the number and movements of Earth
>satellites, the trajectory of planetary orbits and placements of stars
>are modeled.
>
>Claudio



jake reid

2006-02-07, 11:41 pm

News Just in

ParallelGraphics Delivers 3D Based Computer Training Solution to the
European Space Agency Astronaut Training Center

Press-Release - January 25, 2006
Dublin, Ireland

ParallelGraphics, a world leader in the provision of Web3D interactive
solutions, announces the delivery of a Computer Based Training
solution integrating 3D interactive graphics to the European Space
Agency (ESA). This innovative new solution will allow the ESA
Astronaut Training Center to enrich its space-crew training materials
with 3D interactive simulations. The training simulations developed
using the ParallelGraphics solution will be used for on-ground
training as well as just-in-time training on-orbit at the
International Space Station (ISS). The core element of the solution is
the new ParallelGraphics tool - Virtual Training Editor.

The Computer Based Training (CBT) project will improve the quality and
performance of space-crews training. The training and mission
operations are of crucial importance to the ISS and other manned
programs like Mars mission. To support this objective, ESA has chosen
the ParallelGraphics Virtual Manuals technology to include 3D graphics
for both on-ground training and on-board astronaut refresh training.
Research has shown that the 3D component will bring benefits to the
task of training, such as minimizing the time required to train for a
task, increasing knowledge retention and providing new insight into
the operation of complex machinery or systems.

By means of the 3D-powered CBT, astronaut crews will be able to view a
procedure created by a trainer or engineer, then practice the
procedures using their laptops before moving to the physical mockups.
The crew members can repeat the procedure training at their
convenience as many times as desired prior to their mission. The CBT
can also be useful for mission operations engineers and ground
controllers. The tool supports the astronauts both in the preparatory
ground training and as a refresh on-board training.

The ParallelGraphics Virtual Training Editor (VTE) is a powerful
authoring tool for building 3D-powered CBTs. With VTE, the user can
easily produce SCORM-compliant multi-mode training application by
combining 3D simulation and existing training documentation in
standardized formats. VTE will be released to other customers during
this quarter.

"The first expedition crew involved in the Automatic Transfer Vehicle
(ATV) attached phase operations will benefit from the new generation
training developed using ParallelGraphics Virtual Manuals. Astronauts
will be able to refresh on-board the system procedures of the
Integrated Cargo Carrier (ICC) just before executing them with the
real hardware," said Marco Arcioni, Simulation Engineer, ESA.

"This is our second successful large-scale project with ESA and we are
very happy to confirm once again that our Virtual Manuals technology
is an ideal solution for quality-critical areas such as the training
of space crews. We look forward to seeing the successful use of
Virtual Manual simulations in orbit on board the ISS," said Connell
Gallagher, President, ParallelGraphics

Jake

>



Steve Smith

2006-02-07, 11:41 pm

Yes I love'm too.
I find Cortona one of the most bomb-proof bits of software I've ever used.
How can we persuade them to bring back Islands ?

Steve


"jake reid" <jreid@naespamtaynet.co.uk> wrote in message
news:43db3198.1993406@news.blueyonder.co.uk...
>I ran this on my trusty old box P3 windees and a 64 meg Geoforce spec
> This is excellence in vrml, words cannot describe the pleasure in
> seeing such beautiful workmanship and skill.
> I remain your humble fan and praise the ground you walk.
>
> http://orbits.parallelgraphics.com
>
> Absolutely Fantastic!!
>
> A greatfull Jake
>



jake reid

2006-02-07, 11:41 pm

Steve to get Islands back needs for folk like yourself to convince
folk that vrml is the "Out of the Box Tool" The big proprietary boys
want to keep their software inhouse and tries to keep their customers
in the box. Vrml is a way to get 3D to the masses i.e. on the web in
amore open friendly way. Too many rumour mills about vrml, such as
your data is not safe, it maybe compromised was one. I would like to
see some of these nuts and rumour merchants try and recreate the real
thing from one of my highly optimised vrml files! With far more
exellent examples we can bust the mold and Islands was ideal for
showcasing these wonders. I loved it but it was too advanced for some
and the scary bit was the so called I.T. wallahs they were terrified
of it. Why?? Because this was something else that they had no
knowledge about and undermined their authoriteeeeeee. Hence, no we
really don`t need this and besides isn`t Macromedia going to do
something better???? Aye no doubt you have heard these lamers before.
Islands Rocks and has fantastic potential.
Jake



On Mon, 30 Jan 2006 08:08:13 +0000 (UTC), "Steve Smith"
<gostudio@btinternet.com> wrote:

>Yes I love'm too.
>I find Cortona one of the most bomb-proof bits of software I've ever used.
>How can we persuade them to bring back Islands ?
>
>Steve



fabricator

2006-02-07, 11:41 pm

The main problem with islands was it just wasn't around long enough for
developers to get to grips with it. For example I don't know anyone who
made their own avatar for islands.

I had only gotten the documentation for the shared events a few weeks
before PG shut down the server. I was the only one to ask about it, and
it also took time to understand and develop some new content.

Another big issue with islands was most of the worlds Parallel Graphics
made for it were texture heavy but had little other detail. For those
on dialup this meant little appeal.

jake reid

2006-02-07, 11:41 pm

Yir wrong there son the Wee Jock avatar was birling aboot with a wee
freindly Penguin. Aye! 56kb modem here and the wife pedaling like
hell to keep the jenny going , like I said Way before it`s time and us
in the west told that the poor Russians only have old machines to work
on. Little or no detail? a way and dinna talk rubbish I never saw any
of your stuff there! Wee Jock walk over all the places Red Square,
Monmatre, California, Dundee and many other braw places, even walked
on Io!

Jock Mactrix aka Jake

On 30 Jan 2006 05:54:54 -0800, "fabricator"
<fabricatorgeneral@yahoo.com> wrote:

>The main problem with islands was it just wasn't around long enough for
>developers to get to grips with it. For example I don't know anyone who
>made their own avatar for islands.
>
>I had only gotten the documentation for the shared events a few weeks
>before PG shut down the server. I was the only one to ask about it, and
>it also took time to understand and develop some new content.
>
>Another big issue with islands was most of the worlds Parallel Graphics
>made for it were texture heavy but had little other detail. For those
>on dialup this meant little appeal.



Russ

2006-02-07, 11:41 pm

Deep Matrix can do almost everything Islands could do
and it's not proprietory VRML plugin wise.
In terms of the drop'n drag capablility which Islands had
( and always crashed my system, so I never got to take on the Nazi
tank columns ;-)
Now that I have created LiveConnect functions in the applet,
a user can click on an image in the html frame and load the object into
the scene.
and manipulate it from there with a SharedObject HUD. Not quite drop'n
drag but
getting there.

tc
Russ

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