scholarly journals Supporting Creativity with Virtual Reality Technology

Author(s):  
Iris Graessler ◽  
Patrick Taplick

AbstractThis contribution includes the development and validation of a Virtual Reality (VR) supported creativity technique: “Sensory Stimulus Environment Technique”. Key elements of this technique are the creativity process, a VR tool and the support of the tool (Virtual Creative Environments). The creativity process consists of phases for individual and group-based work. The VR tool “Virtual Creativity” includes functions to support the preparation of Virtual Creative Environments (VCE), the generation and evaluation of new ideas. For the generation of VCE, the tool possesses an environment configurator. Users of this function are supported by Design Rules for VCE.For the validation of the creativity technique, it was used in a product engineering project. The project members procedure two phases of the creativity process (Preparation and Individual Idea Generation) and used “Virtual Creativity” to generate VCEs and ideas to solve their tasks. By questionnaires, functions of “Virtual Creativity” were assessed for generating VCEs and ideas.

Author(s):  
Juan Liu ◽  
Zhaoyu Yang ◽  
Wenyan Jiao ◽  
Yonglin Liu ◽  
Xuchun Meng ◽  
...  

Autism, is a neurodevelopmental disorder characterized by communication, communication disorder, narrow interest and stereotyped behavior. Existing studies have shown that VR (Virtual Reality) technology may have some unique advantages in interfering with children with autism. VR technology refers to the construction of an artificial, realistic, and multi-sensory virtual world through computers and other devices. In the aspect of auxiliary diagnosis, VR technology provides a unified observation standard through the manual foot movement and eye movement data of children in the virtual environment. At the same time, it can reflect the clinical characteristics of children according to the performance and response of children to complete tasks in virtual environment, and VR technology will be presented to children in the same environment as usual, which can better reflect the performance of children and adolescents in the real-life environment. In this paper, the application of VR technology in auxiliary diagnosis and rehabilitation training of children with autism is briefly reviewed to provide new ideas for clinical rehabilitation treatment of children with autism.


2021 ◽  
Vol 18 (4) ◽  
pp. 440-449
Author(s):  
T. A. Kozlenko ◽  
S. V. Pridvizhkin

Introduction. Based on the trends, the growing interest in VR technology in construction can be traced. This relatively new technology is rapidly replacing traditional visualization methods, providing users with an enhanced digital experience. The aim of the work is to analyze the application of virtual reality technology in construction, based on the analysis, determine how to improve integration and find new ideas for the application of technologies.Methods and materials. As a result of the analysis of previous studies, it was revealed that there are no methods for transferring data from the VR system to the BIM software. In connection with the identified problem, the goal of this scientific work is to improve the integration of VR and BIM technologies by automatically transferring data from a virtual reality program to the original information model.Results. In the course of the work, a project was created based on a BIM model made in the Autodesk Revit software package and imported into the Unreal Engine 4 game engine to create an interactive virtual environment. A new approach to the creation and presentation of a project sketch using virtual reality technology is considered - a method of intuitive design in a virtual environment.Discussion and conclusion. The software module is at the stage of early development; nevertheless, it has prospects for development into a full-fledged application available to any user. The paper provides the main directions for the continuation of the application development.


2018 ◽  
Vol 38 ◽  
pp. 01055
Author(s):  
Lucheng Cao ◽  
Wu Xu ◽  
Ke Li ◽  
Chunjie Jin ◽  
Ying Su ◽  
...  

Traditional residence is the continuation of intangible cultural heritage and the primitive soil for development. At present, the protection and inheritance of traditional villages have been impacted by the process of modernization, and the phenomenon of assimilation is very serious. This article takes the above questions as the breakthrough point, and then analyzes why and how to use virtual reality technology to better solve the above problems, and take the Yunnan Diqing Tibetan traditional dwellings as the specific example to explore. First, using VR technology, with real images and sound, the paper simulate a near real virtual world. Secondly, we collect a large amount of real image information, and make the visualization model of building by using 3DMAX software platform, UV Mapping and Rendering optimization. Finally, the Vizard virtual reality development platform was used to establish the roaming system and realize the virtual interaction. The roaming system was posted online so that overcome the disadvantages of not intuitive and low capability of interaction, and these new ideas can give a whole new meaning in the protection projects of the cultural relic buildings. At the same time, visitors could enjoy the "Dian-style" architectural style and cultural connotation of dwelling house in Diqing Yunnan.


2008 ◽  
Vol 4 (4) ◽  
pp. 48-61 ◽  
Author(s):  
Lynna J. Ausburn ◽  
◽  
Floyd B. Ausburn ◽  

2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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