Extending Fitts’ law in three-dimensional virtual environments with current low-cost virtual reality technology

2020 ◽  
Vol 139 ◽  
pp. 102413 ◽  
Author(s):  
Logan D. Clark ◽  
Aakash B. Bhagat ◽  
Sara L. Riggs
2014 ◽  
Vol 568-570 ◽  
pp. 1834-1838
Author(s):  
Feng Jie Sun ◽  
He Chen ◽  
Hui Juan Liu

The three-dimensional virtual reality technology was introduced into the visualized substation. The virtual substation models of main electrical equipment and the whole scene were built by using 3dsMax modeling software. After the design of special events response routing and editting the corresponding script language, users can interact with virtual objects in the scene model, resulting in feelings and experiences on the ground. Compared with the real substation, the virtual substation has the advantages of low cost, interactive operation safety, and is of great significance to improve the technical level of the operators.


2011 ◽  
Vol 328-330 ◽  
pp. 67-70
Author(s):  
Zhao Qian Wang ◽  
Tian Biao Yu ◽  
Chang Xin Wang ◽  
Ye Zou ◽  
Hai Feng Zhao ◽  
...  

Based on the distributed virtual reality technology, combining the interactivity of language VRML and network’s superiority of Java/JavaScript, this paper developed a function simulation system of the TBM, which avoids the single product launch of the network forms as well as the expensiveness shortcomings of augmented reality simulation systems. This system can simulate the movement of TBM presentations, virtual assembly and mining process, fully utilizes the advantages of VRML. The customers can get a full, screen real and powerful understanding of product performance using this system for simulating a three-dimensional movement and excavation process of the TBM, such as on the real environment. This system simulation method does not rely on the expensive virtual reality simulation platforms, but it has a facilitating transmission speed for a small size of system files, which is characterized by free installation, interactivity, authenticity and low cost.


2015 ◽  
Vol 115 ◽  
pp. S612
Author(s):  
R. Lysemose Poulsen ◽  
K. Seiersen ◽  
D. Oksbjerre Mortensen ◽  
C. Grau ◽  
A. Boejen

2021 ◽  
Vol 2021 ◽  
pp. 1-16
Author(s):  
Jing Li ◽  
Tao Hou

From the construction of “new socialist countryside” to the proposal of “full coverage of village planning,” rural construction has gradually been pushed to a climax. However, the current situation of rural landscape construction in China is not optimistic. On the one hand, the rural landscape deviates from its rural and regional characteristics due to deliberately seeking novelty and differences. Based on these two extreme development trends, this article uses virtual reality technology to construct a rural landscape virtual-roaming system, and randomly select 25 people, each group of 5 people, a total of 3 groups, enter the system in batches with a real reduction degree of 30%, 45%, 60%, 75%, and 80% for experimentation and score the system after the experience. The true reduction degree of the first group is 30%; the true reduction degree of the second group is 45%; the true reduction degree of the third group is 60%; the true reduction degree of the fourth group is 75%; and the true reduction degree of the fifth group is 80%. After analyzing the experimental data, it is concluded that when the true reduction degree of the system goes from low to high, people’s satisfaction is higher; when the true reduction degree is as high as 80%, the satisfaction is as high as 9 points; when the true reduction degree of the system goes from low to high, people’s sense of immersion is getting deeper and deeper. When the true reduction degree is 30%, the lowest score for immersion is 1 point; when the true reduction degree is 80%, the lowest score for immersion is 7.5 points; the true reduction of the system decreases from high to low; when it is high, people’s interaction degree becomes stronger and stronger. When the true reduction degree is 30%, the lowest interaction degree score is 2 points; when the true reduction degree is 80%, the lowest interaction degree score is 9 points; it can be seen from this that, with the increase in the degree of realism of the rural landscape virtual-roaming system, it is extremely difficult for people to find whether they are in the virtual or the reality, and their immersion in virtual reality is getting deeper and deeper. This test also confirmed the superiority of the virtual roaming system in rural landscapes, and the experience is extremely effective.


2012 ◽  
Vol 490-495 ◽  
pp. 2333-2336
Author(s):  
Man Yu Zhang ◽  
Wei Min Zhao

Recently, the computer technology, especially computer graphics, networks, multimedia, three dimensional simulation developments, injected virtual reality technology with new vitality, which also give 3D virtual scene a direction. The article mainly discusses technology of virtual building scenery, application in today's independent virtual building scene’s deficiency, and the integration of 3D virtual reality, locality and perspective advantages.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


2011 ◽  
Vol 225-226 ◽  
pp. 1301-1304
Author(s):  
Li Juan Qin

At present, virtual reality technology is research hot spot in computer science. Campus roaming system is one application aspect of virtual reality technology. It provides a new means for digital campus. This paper gives a detail discussion for the design plan for three-dimensional virtual campus system with the aim to provide a practical avenue for the establishment of virtual campus roaming system.


2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


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