scholarly journals Inception: Virtual Space in Memory Space in Real Space – Memory Forensics of Immersive Virtual Reality with the HTC Vive

2019 ◽  
Vol 29 ◽  
pp. S13-S21 ◽  
Author(s):  
Peter Casey ◽  
Rebecca Lindsay-Decusati ◽  
Ibrahim Baggili ◽  
Frank Breitinger
Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


Author(s):  
Masashi Okubo ◽  
Tomio Watanabe

In this paper, a collaboration support system for 3D shape evaluation by using network virtual reality is proposed on the basis of both studies in 3D shape evaluation and communication support in virtual space. Collaboration mainly consists of two tasks; one is each partner’s task that is performed by the individual, the other is communication with each other. Both of them are very important objectives for all the collaboration support system. The proposed system provides the two viewpoints for each task. One is the viewpoint of back side of user’s own avatar for the smooth communication. The other is that of avatar’s eye for 3D shape evaluation. Switching the viewpoints satisfies the task conditions for 3D shape evaluation and communication. The system basically consists of PC, HMD and sensors, and users can share the embodied interaction by observing interaction between their avatars in virtual space. However, the HMD and magnetic sensors, which are put on the users, would restrict the nonverbal communication. Then, we have tried to compensate the loss of nodding of partner’s avatar by introducing the speech-driven embodied interactive actor InterActor. Sensory evaluation by paired comparison of 3D shapes in the collaborative situation in virtual space and in real space and the questionnaire are performed. The result demonstrates the effectiveness of InterActor’s nodding in the collaborative situation.


Author(s):  
Paolo Belluco ◽  
Monica Bordegoni ◽  
Samuele Polistina

Some Virtual Reality applications are based on the use of haptic interfaces for a more intuitive and realistic manipulation of the virtual objects. Typically, the haptic devices have a fixed position in the real space, and their working space is rather limited. As a consequence, there are locations in the virtual space that are out of the working space of the haptic device, and thus cannot be reached by users during the virtual objects manipulation. The paper describes a multimodal navigation modality based on the integrated use of various and low cost interaction devices that can be operated by a user taking into account that one of his hands is engaged for the manipulation of the haptic device. Therefore, we have decided to implement the user interface by using the Nintendo® Wii Remote™ and the BalanceBoard™, which can be operated by the user using the other hand and his feet. The navigation modality has been integrated and tested in a Virtual Reality application for the virtual manual assembly of mechanical components. A preliminary validation of the application has been performed by an expert user with the aim of identifying major usability and performance issues by using the heuristic evaluation method.


2020 ◽  
pp. 1-13
Author(s):  
Ma Li ◽  
Shao Wenjie

Virtual reality emerged as an interactive, dynamic and dynamic technology in the early 1980 s. recently, with the introduction of advanced digital (DT) concept and its application in space, it has great advantages in information integration. virtual integration, real-time dynamic optimization decision-making and so on are helpful to solve these problems. means making full use of physical models and data (product design data, historical run data, service recovery data, etc.) to accomplish tasks. Replicating physical space in virtual space and applying virtual reality and digital mirror image to the production of digital media can help news integrate all content, display the whole process, avoid problems, close circuits, optimize repeated operations, Make dynamic decisions in real time. The goal is to realize the interaction and integration between the real world environment and the virtual space of the digital environment in order to realize the harmony between the virtual real space in the whole life cycle.


Author(s):  
Miguel Sales Dias ◽  
Jorge d'Alpuim ◽  
Pedro Caetano

The authors describe a new Digital Planetarium system and application (“Galactica”), for interactive visualization of astrophysical data and phenomena in immersive virtual reality (VR) settings, based in OpenSceneGraph (OSG). Galactica enables a visual and aural experience of a virtual space traveler, that can go anywhere in the Solar System and the Milky Way at any speed. The application was tested with an available dataset of such scenery, featuring 100 629 textured billboards representing stars and additional 104 328 polygons, representing constellations, orbits, planets and respective moons of the Solar System. The authors have computed the frame rate, GPU traverse time, Cull traverse time and Draw traverse time for three visualization conditions: (A) standard OSG view frustum culling technique; (B) view frustum culling with an octree organization of the scene; (C) view frustum culling with same organization of the scene and the occlusion culling algorithm. They have generally concluded that their acceleration techniques out-performs the standard OSG view frustum culling for the mentioned metrics, when around half or less than half of the dataset is in view of the virtual camera.


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