Special effects and virtual reality

2012 ◽  
Vol 472-475 ◽  
pp. 1357-1360
Author(s):  
Xu Min Liu ◽  
Xu Zhai

Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.


2010 ◽  
Vol 2 (3) ◽  
pp. 124-137
Author(s):  
Yelena Georgievna Yaremenko

The digital special effects industry is constantly developing and searching new expressive means. The article explores the ambiguous relationship between virtual reality and cinema. The new milieu is an instrument of film creators, on the one hand, and the film's protagonist, on the other. Virtual space, artificial environment and digital technologies have become part of the "living" reality without our noticing it, and we are its virtual element. (Conclusion, for beginning see Issue # 3-4).


Author(s):  
Karri Palovuori ◽  
Ismo Rakkolainen

Mid-air, walk-through fogscreens are frequently used in trade shows, theme parks, museums, concerts, etc. They enhance many kinds of entertainment experiences and are captivating for the audience. Currently, they are usually employed only as non-responsive, passive screens for “immaterial” walk-through special effects. Suitable sensors can turn fogscreens into interactive touch screens or walk-through virtual reality screens. Several interactive systems have been implemented. However, the cost and other features of 2D and 3D tracking sensors have been prohibitive for wider commercial adoption. This chapter presents a Microsoft Kinect-based 2D and 3D tracking for mid-air projection screens. Kinect cannot track through the fogscreen due to disturbances caused by fog. In addition to robust tracking and lower cost, the custom Kinect tracking also brings along other advantages such as possibilities for projector's hotspot removal, ballistic tracking, multi-user, multi-touch, and virtual reality setups, and novel user interfaces.


Author(s):  
Vanessa Camilleri ◽  
Foaad Haddod ◽  
Matthew Montebello ◽  
Joseph C. Camilleri ◽  
Alexiei Dingli ◽  
...  

This chapter illustrates the use of VR applications in professional development and introduces an application used to assist teachers, learning support assistants (LSAs), and teaching assistants (TAs) to better understand autistic children's behaviors while in the classroom. One of the challenges faced in classrooms is how to understand the autistic children's behaviors and empathize with them. The proposed VR application repurposes a different form of narrative of the world of a child on the autism spectrum in an immersive environment designed for educators. The VR application in this chapter uses recorded footage through 360-degree cameras and special effects powered by Unity. In a context where integration is a key to today's learning and education, the researchers believe that the use of VR to assist the teachers in empathizing with their learners' traits and conditions may be of great benefit to the learners' school experiences.


2020 ◽  
pp. 151-159
Author(s):  
Volodymyr BABIICHUK

The article focuses on virtual reality attractions as a source of harming. Taking into consideration the rapid development of scientific and technological progress in the field of entertainment, virtual reality attractions are becoming increasingly popular. Along with exciting stories and fun special effects, virtual reality carries a lot of risks. Compensation for such damage is not regulated by the legislation of Ukraine. The author researched the historical background of entertainment in the field of virtual reality. It has been established that virtual reality dates back to the invention of the first stereoscopes in the 1830s. The second impetus in the development of virtual reality was received in the 1920s, during the invention of the first flight simulators. And in 1982, the world’s first laboratory was created to research and develop virtual reality devices. At the same time, the very term ‘virtual reality’ appeared. The features of the virtual attraction, which are inherent in it as entertainment, are highlighted. Using domestic and foreign dictionaries, the author analyzed etymological meaning by ‘virtual reality’ and ‘virtual reality attractions.’ The features of a virtual attraction, inherent in it as entertainment in the field of virtual reality, have been identified. The author examined how the virtual reality attractions affect the visitor’s mind. The article indicates the ventral and dorsal flows as systems of the brain that encode perceived visual information. The interaction of virtual reality with the human body is connected through these flows. The author identified vulnerable areas of the human body that may get harmed first by the virtual reality attraction. The article considers diseases of the central nervous system that can be provoked by virtual reality attractions that affect the visitor’s mind. The author identifies the injuries that can provoke functional diseases of the nervous system, namely neuroses, and injuries to the autonomic nervous system, such as migraine, Raynaud’s disease, Meniere’s disease.It is established that the virtual reality attractions is a source of harming. The author identified the characteristics of virtual reality attractions as a source of harming. It has been offered the definition of virtual reality attraction as sources of damage. The author summarises and highlights the most popular types of modern virtual reality attractions. The subject of liability for damage caused by the activities of the virtual attractions has been identified.


2018 ◽  
pp. 1742-1761
Author(s):  
Karri Palovuori ◽  
Ismo Rakkolainen

Mid-air, walk-through fogscreens are frequently used in trade shows, theme parks, museums, concerts, etc. They enhance many kinds of entertainment experiences and are captivating for the audience. Currently, they are usually employed only as non-responsive, passive screens for “immaterial” walk-through special effects. Suitable sensors can turn fogscreens into interactive touch screens or walk-through virtual reality screens. Several interactive systems have been implemented. However, the cost and other features of 2D and 3D tracking sensors have been prohibitive for wider commercial adoption. This chapter presents a Microsoft Kinect-based 2D and 3D tracking for mid-air projection screens. Kinect cannot track through the fogscreen due to disturbances caused by fog. In addition to robust tracking and lower cost, the custom Kinect tracking also brings along other advantages such as possibilities for projector's hotspot removal, ballistic tracking, multi-user, multi-touch, and virtual reality setups, and novel user interfaces.


Sign in / Sign up

Export Citation Format

Share Document