scholarly journals Multidimensional virtual reality-MVR method: a new method of visualization of multidimensional worlds

2019 ◽  
Vol 36 (4) ◽  
pp. 733-742 ◽  
Author(s):  
Dariusz Jamróz
Keyword(s):  
2018 ◽  
Vol 14 (08) ◽  
pp. 169
Author(s):  
Boris Ivanov Evstatiev

A new method for the realistic visualization of virtual cables in a 2D environment, which is representing a 3D virtual reality, is presented in this paper. They are described with two consecutive cubic Bezier curves, whose common point is movable. Experiment was carried out and the optimal proportions for the parameters of the curves were obtained in order to achieve a realistic representation of cables. The suggested method has been developed for and implemented in the Engine for Virtual Electrical Engineering Equipment. The obtained results show that it is easy to manipulate the route of the virtual cables in 2D space and that they look realistic for any position of the control point.


Symmetry ◽  
2019 ◽  
Vol 11 (11) ◽  
pp. 1397
Author(s):  
Shuaihe Zhao ◽  
Mengyi Zhao ◽  
Shuling Dai

Multi-projector display systems are widely used in virtual reality, flight simulators, and other entertainment systems. Geometric distortion and color inconsistency are two key problems to be solved. In this paper a geometric correction principle is theoretically demonstrated and a consistency principle of geometric correction is first proposed. A new method of automatic registration of a multi-projector on a curved screen is put forward. Two pairs of binocular-cameras are used to reconstruct the curved screen. To capture feature points of the curved screen precisely, a group of red-blue coded structured light images is designed to be projected onto the screen. Geometric homography between each projector and the curved screen is calculated to gain a pre-warp template. Work which can gain a seamless display is illustrated by a six-projector system on the curved screen.


2013 ◽  
Vol 22 (1) ◽  
pp. 20-35 ◽  
Author(s):  
Weixin Wu ◽  
Yujie Dong ◽  
Adam Hoover

This paper describes a new method for measuring the end-to-end latency between sensing and actuation in a digital computing system. Compared to previous works, which generally measured the latency at 10–33-ms intervals or at discrete events separated by hundreds of ms, our new method measures the latency continuously at 1-ms resolution. This allows for the observation of variations in latency over sub 1-s periods, instead of relying upon averages of measurements. We have applied our method to two systems, the first using a camera for sensing and an LCD monitor for actuation, and the second using an orientation sensor for sensing and a motor for actuation. Our results show two interesting findings. First, a cyclical variation in latency can be seen based upon the relative rates of the sensor and actuator clocks and buffer times; for the components we tested, the variation was in the range of 15–50 Hz with a magnitude of 10–20 ms. Second, orientation sensor error can look like a variation in latency; for the sensor we tested, the variation was in the range of 0.5–1.0 Hz with a magnitude of 20–100 ms. Both of these findings have implications for robotics and virtual reality systems. In particular, it is possible that the variation in apparent latency caused by orientation sensor error may have some relation to simulator sickness.


2014 ◽  
Vol 651-653 ◽  
pp. 1511-1514 ◽  
Author(s):  
Xian Li ◽  
Hu Liu

With the rapid development of the air transport industry, more attention is paid to interior ergonomics analysis which directly affects the time and cost spent during design. To provide a quick and human-in-loop accessibility way to evaluate accessibility in aircraft cabin, a new method based on virtual reality is proposed. In this method, the digital mock-up model is converted to other format which is need to build a virtual environment first, then virtual environment is built and a virtual hand is driven through tracking hand’s position by A.R.T(Advanced Realtime Tracking ) system to carry on accessibility evaluation in the virtual environment. Based on above-mentioned method the aircraft cabin accessibility evaluation system is designed and realized, which is verified by one case of a certain aircraft cabin. The result shows this method is simple and useful, offering a new way for accessibility evaluation in aircraft cabin.


2021 ◽  
Vol 44 (2) ◽  
pp. 279-282
Author(s):  
Kazuyuki Niki ◽  
Maki Yasui ◽  
Maika Iguchi ◽  
Tomomi Isono ◽  
Hiroto Kageyama ◽  
...  

2019 ◽  
Vol 65 ◽  
pp. 101338 ◽  
Author(s):  
A. Armougum ◽  
E. Orriols ◽  
A. Gaston-Bellegarde ◽  
C. Joie-La Marle ◽  
P. Piolino

2014 ◽  
Vol 34 (3) ◽  
pp. 244-254 ◽  
Author(s):  
Wanbin Pan ◽  
Yigang Wang ◽  
Peng Du

Purpose – The purpose of this paper is to develop an automatic disassembly navigation approach for human interactions in the virtual environment to achieve accurate and effective virtual assembly path planning (VAPP). Design/methodology/approach – First, to avoid the error-prone human interactions, a constraint-based disassembly method is presented. Second, to automatically provide the next operable part(s), a disassembly navigation mechanism is adopted. Finally, the accurate assembly path planning can be obtained effectively and automatically by inversing the ordered accurate disassembly paths, which are obtained interactively in the virtual environment aided with the disassembly navigation matrix. Findings – The applications present that our approach can effectively avoid the error-prone interactive results and generate accurate and effective VAPP. Research limitations/implications – There are several works that could be conducted to make our approach more general in the future: to further study the basic disassembly direction deducing rules to make the process of determining disassembly direction totally automatic, to consider the hierarchy of the parts in virtual reality system and to consider the space for assembly/disassembly tools or operators. Originality/value – The approach has the following characteristics: a new approach to avoid the error-prone human interactions for accurate assembly path planning obtaining, a new constraint deducing method for determining the disassembly semantics automatically or semi-automatically is put forward and a new method for automatically identifying operable parts in VAPP is set forward.


2021 ◽  
Vol 3 ◽  
Author(s):  
Alexander D. Jamieson-Binnie ◽  
David R. Glowacki

Ribbon diagrams are important for protein visualization, used to convey the secondary structure in a clear and concise manner. However, most algorithms used to generate these diagrams do not maintain visual continuity when viewing a molecular trajectory, with certain sections of ribbons flipping between clockwise and counterclockwise twists. Here we outline a new method which prevents this artifact by morphing between consecutive cross sections instead of rotating. This yields diagrams which are well suited for viewing dynamic simulations, such as those used for interactive molecular dynamics. We illustrate the utility of this algorithm by using it to visualize iMD-VR (interactive molecular dynamics in virtual reality) simulations of the secondary structure of the SARS-CoV-2 main protease (Mpro), which is being investigated as a potential target for COVID drug therapies.


Author(s):  
Akira Tomono

Scent is an important component of every individual’s real life; it has many psychological and physical effects. Therefore, if a visual image is presented along with a matching scent, we expect it will possibly carry more detailed information and be perceived as a more realistic sensation than it would have on its own. In order to do so, it is necessary to solve some problems. First, the qualities for a device to be able to integrate a scent with an image are discussed. Second, a new method in which scents are emitted through a display screen in the direction of a viewer in order to enhance the reality of visual images is described. Third, the psychological effects on a viewer when scents are integrating with images are described. The authors investigated the viewing experiences and eye catching effects when applied to movies, a digital-signage, and virtual reality.


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