scholarly journals AN IMMERSIVE VIRTUAL ENVIRONMENT FOR REVIEWING MODEL-CENTRIC DESIGNS

2021 ◽  
Vol 1 ◽  
pp. 447-456
Author(s):  
Victor Romero ◽  
Romain Pinquié ◽  
Frédéric Noël

AbstractNew design objectives as the digital twin encourage companies to replace the tradition document-based systems engineering approach by a model-centric one. All views of the system rely on different types of models that serve many objectives, especially to improve communication among stakeholders. However, the increasing number of heterogeneous models jeopardize communication at the end. Indeed, to get a holistic view of the virtual definition, engineers have no other alternative than to navigate through numerous models requiring domain-specific software and language. In this paper, we propose to use virtual reality to develop an immersive environment for a collaborative model-centric review of engineered systems. The virtual environment, which relies on a digital thread stored in a graph-oriented database, enables users to explore a model-centric design by navigating through the models in a unique virtual space. To illustrate our proposal, we use a model-centric design of a telescope and shows how our preliminary prototype supports the reviewing activity with data limited to the architecture and geometry. Future works will concentrate on the integration of data related to other perspectives on the system.

Proceedings ◽  
2020 ◽  
Vol 54 (1) ◽  
pp. 9
Author(s):  
Shaghayegh Ravaei ◽  
Juan M. Alonso-Martinez ◽  
Alberto Jimenez-Zayas ◽  
Francisco Sendra-Portero

The multi-user immersive virtual environment Second Life® has been used to teach radiology to third-year medical students during confinement due to the current Covid-19 pandemic. In general, the students, who are digital natives nowadays, have found it easy to adapt to the use of the 3D platform. Although there have been some technical limitations, both students and teachers involved have rated the use of Second Life® during the confinement very highly.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


ZDM ◽  
2021 ◽  
Author(s):  
Haim Elgrably ◽  
Roza Leikin

AbstractThis study was inspired by the following question: how is mathematical creativity connected to different kinds of expertise in mathematics? Basing our work on arguments about the domain-specific nature of expertise and creativity, we looked at how participants from two groups with two different types of expertise performed in problem-posing-through-investigations (PPI) in a dynamic geometry environment (DGE). The first type of expertise—MO—involved being a candidate or a member of the Israeli International Mathematical Olympiad team. The second type—MM—was comprised of mathematics majors who excelled in university mathematics. We conducted individual interviews with eight MO participants who were asked to perform PPI in geometry, without previous experience in performing a task of this kind. Eleven MMs tackled the same PPI task during a mathematics test at the end of a 52-h course that integrated PPI. To characterize connections between creativity and expertise, we analyzed participants’ performance on the PPI tasks according to proof skills (i.e., auxiliary constructions, the complexity of posed tasks, and correctness of their proofs) and creativity components (i.e., fluency, flexibility and originality of the discovered properties). Our findings demonstrate significant differences between PPI by MO participants and by MM participants as reflected in the more creative performance and more successful proving processes demonstrated by MO participants. We argue that problem posing and problem solving are inseparable when MO experts are engaged in PPI.


2012 ◽  
Vol 13 (S1) ◽  
pp. 319-323 ◽  
Author(s):  
Francesco Ruotolo ◽  
Vincenzo Paolo Senese ◽  
Gennaro Ruggiero ◽  
Luigi Maffei ◽  
Massimiliano Masullo ◽  
...  

Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


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