scholarly journals The Design and Implementation of Virtual Roaming in Yunnan Diqing Tibetan traditional Villages

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.

2013 ◽  
Vol 380-384 ◽  
pp. 1847-1850
Author(s):  
Yan Jun Chang

Virtual reality technology with the help of computer hardware and software resources to create and experience the virtual world integration technology can realize the dynamic simulation of the real world,and the dynamic environment to the users attitude and language command could make a real-time response, making the user and the simulation environment to build up a real-time interactive relationship. With the Key parameters acquisition from sports technology and the quantification of technology action , we puts forward the application methods of virtual reality technology in the diagnosis the steps of Virtual reality technology :Calibration system posting signs to the tester Motion tracks capture the analysis of Collection of data.Discuss the virtual reality technologys effect and composition in sports.


2021 ◽  
Vol 9 (4) ◽  
Author(s):  
Jiaxin Tang ◽  
Changyong Zhu ◽  
Shizhen Zhou

In recent years, as social and economic progress and living standard of people increases, increasing number of people has financial conditions to relax by travelling, but a host of major cultural tourist attractions are seriously damaged due to natural or human reasons, hence, we are constrained by offline and firsthand travelling experience. The high-speed development of internet technology and continuous improvement of computer software and hardware pave the way for the development and application of virtual reality technology, thus generating a kind of brand-new travelling that is appealed to young man. This article studies the combination of virtual reality technology and cultural tourism resources, taking Tangzha Ancient Town, the first industrial town of Nantong as the pilot.


2001 ◽  
Vol 5 (1) ◽  
pp. 105-116
Author(s):  
Nobuyuki Ozaki ◽  
Kaoru Takada

Procedures for interactively employing captured images for virtual world construction are described using prototypes of two applications for virtual shopping. Virtual reality technology, especially the image based rendering technique, enables us to exhibit products in a sophisticated way. With a concert ticket reservation system the customer can check the view of the stage from any seat. These images are synthesized from captured images and are not created from less realistic computer graphics. With a catalog shopping system that uses captured images to show products, the customer can observe them stereoscopically and vary the viewing angle interactively. These systems are implemented into kiosktype terminals. Purchases can be made with IC-card type electronic cash.


2019 ◽  
Vol 3 (2) ◽  
pp. 58
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Gerry Hezky

Health is an important factor for every human being. Good health can be maintained through a regular diet and exercise. Sports is one of the physical activities can fulfill these needs. By exercising, a person can minimize the risk of developing an illness. The simplest exercise that can be done is jumping, jumping is an exercise that can be done any day, by jumping the person can burn calories and pumping blood. With the development of technology, the researchers designed a jumping game that can be used by users who did not have time to go to a sporting place. The game uses an Android platform smartphone and accelerometer sensors found on smartphones with virtual reality technology. Virtual Reality is a technology that allows users to interact with the virtual world. This game can display estimation of how many calories are burned while playing games and displaying tall buildings. This game is run by using the VR Headset and is controlled by the user with a vertical jump and running in place. The research aimed to serve as a proof of concept for play and exercise using a smartphone and accelerometer censor and not including evaluation in using it. Keywords: Health, Exercise, Smartphone, Andorid, Accelerometer, Virtual Reality, VR Headset.   Abstrak Kesehatan merupakan kebutuhan utama bagi setiap manusia. Kesehatan sendiri bisa diperoleh dengan cara menjaga pola makan dan olahraga secara teratur. Olahraga adalah salah satu aktivitas fisik yang baik bagi kesehatan dan kebugaran tubuh. Dengan berolahraga, pengguna dapat meminimalisir resiko terserang penyakit. . Olahraga yang paling sederhana yang dapat dilakukan adalah melompat, melompat merupakan olahraga yang setiap hari dapat lakukan, dengan melompat pengguna dapat membakar kalori yang disertai dengan peningkatan aktivitas kerja jantung memompa darah. Dengan berkembangnya zaman dan teknologi, peneliti merancang sebuah game melompat yang dapat digunakan oleh pengguna yang tidak sempat untuk ke tempat olahraga. Game tersebut menggunakan smartphone ber-platform android serta sensor acceleromter yang terdapat pada smartphone dengan teknologi virtual reality. Virtual Reality adalah teknologi yang membuat pengguna bisa berinteraksi dengan dunia Virtual. Game ini dapat menampilkan informasi tentang berapa banyak kalori yang terbakar saat bermain game dan menampilkan gedung-gedung tinggi. Game ini dijalankan dengan menggunaka VR Headset dan dikendalikan oleh pengguna dengan cara berjalan dan melompat-lompat. Hasil penelitian ini adalah berupa output program yang membuktikan konsep bermain dan berolahraga menggunakan smartphone dan sensor akselerometer, belum termasuk evaluasi penggunaan. Kata Kunci: Kesehatan, Olahraga, Smartphone, Andorid, Accelerometer, Virtual Reality, VR Headset


2011 ◽  
Vol 179-180 ◽  
pp. 925-929
Author(s):  
Yi Yi Xu ◽  
Wei Long Li ◽  
Zi Guang Sun

The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.


2019 ◽  
Vol 11 (21) ◽  
pp. 6117 ◽  
Author(s):  
Seulah Kim ◽  
Dong-uk Im ◽  
Jongoh Lee ◽  
Heejae Choi

The importance of preserving intangible cultural heritage (ICH) for sustainable development has been widely acknowledged by the international society. Various forms of cooperation have taken place to prevent deterioration and destruction due to its inherent characteristic of ‘intangibleness’. Public engagement, however, has largely been excluded from the system in spite of its significance in safeguarding ICH by inducing people to be trained as successors. In this respect, this paper discusses and emphasises the necessity of public engagement in safeguarding ICH. To this end, it suggests the use of digital technologies to create museum content to encourage public involvement with and learning about ICH. Focusing on ICH in Korea, digital exhibitions on Jultagi and Daemokjang utilising virtual reality technology are proposed. The ultimate aim of this article is to contribute to the sustainability of world ICH for humanity through digital exhibitions.


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.


Author(s):  
Jessica Luckminto ◽  
Tatang H. Pangestu

Jakarta is an ever-growing, high economy city. The generation of millenials as its productive workforce tends to experience stress, pressure, boredom, and even depression due to competition and fulfilling demands. A few measures of prevention against individual's rising stress level may be done by self-relaxation, recreation, hobby, and exercising. Unfortunately, millenials have little to no time to relax and enjoy themselves. They are faced with strenuous lifestyle at the expense of their own health, which include the lack of physical activities and balanced nutrition. Some millenials had become aware of the importance to living healthy and obsessed themselves with a proper lifestyle. While some others still hold onto the perception that exercising is difficult, time-wasting, and boring. With the advance of technology like virtual reality, as not only being used in entertainment, research and education, it is applied in gyms to provide a fun and thrilling exercise. Exercising felt like playing games inside a virtual world, while still burning calories. This creates a new scope of experience to millenials who tend to seek something new, technological, and trend-following. Fitness Center with Virtual Gym Experience implements virtual reality technology as its trademark, and as opposed to conventional gyms. This project aims to elevate the lifestyle quality of community as means of stress-prevention against working demands. The method of design applied is typology. Other than gym, several supporting facilities are present such as food court, communal areas, jogging & cycling track, spa, and retail. AbstrakJakarta memiliki tingkat ekonomi yang tinggi dan terus meningkat. Generasi millennial sebagai masyarakat usia produktif bekerja mulai merasa stress, tertekan, jenuh, emosi, bahkan depresi akibat persaingan ekonomi dan tuntutan pekerjaan untuk memenuhi kebutuhan hidupnya. Beberapa tindakan pencegahan tingkat stress seseorang dapat dilakukan dengan cara relaksasi diri, rekreasi/ berlibur, melakukan hobi, dan berolahraga. Sayangnya, generasi millennial hanya memiliki sedikit waktu untuk relaksasi dan bersenang-senang. Mereka dihadapkan pada gaya hidup yang sibuk, sehingga mengabaikan kesehatan dirinya, termasuk aktivitas fisik dan kecukupan asupan nutrisi. Dengan adanya kemajuan teknologi, seperti virtual reality tidak hanya sekedar dimanfaatkan dalam dunia hiburan, pendidikan, dan penelitian. Virtual reality ini dapat diterapkan dalam gym, menjadi suatu kegiatan olahraga yang menyenangkan, menantang, dan adiktif. Gym yang dilakukan akan terasa seperti bermain games, seolah-olah berada di dunia penuh imajinasi, padahal secara tidak langsung mereka sudah membakar kalori saat aktif bergerak, sehingga membuat sehat dan bugar. Hal ini tentunya memberi pengalaman baru bagi generasi millennial yang bersifat suka mencoba sesuatu yang baru, mengikuti tren, dan teknologi. Sehingga munculah proyek Fasilitas Kebugaran dengan Pengalaman Gym Virtual. Tujuan proyek untuk meningkatkan kualitas hidup masyarakat untuk tetap menjaga kesehatan dan kebugaran tubuhnya sebagai salah satu cara pencegahan stress di tengah kesibukan tuntutan pekerjaan. Metode desain yang digunakan yaitu tipologi. Selain dalam hal gym, di proyek ini juga dilengkapi fasilitas penunjangnya, seperti food court yang menyediakan makanan-makanan sehat, area-area komunal untuk masyarakat bersosialisasi (jogging & bicycle track), dan untuk spa, relaksasi, hiburan, hingga retail.


Author(s):  
Muhammad Azri Ishak ◽  
Mohammad Rafiq Kosnan ◽  
Nur Fatini Zakaria

Virtual Reality (VR) is a new form as integration of technologies that overlays computer-generated information on real world. Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world, real or imagined and allows users not only see it but also interact with it. Hence, educator has begun to seek technologies that have potential to be integrated in education in order to help students learn effectively and enhance their understanding. The focus of this research is on development of mobile application on Raspberry Pi topic by using Virtual Reality technology from Computer Architecture and Organization subject in University Pendidikan Sultan Idris (UPSI). Student have difficulty to understand and even not know what is Raspberry Pi besides less usage of mobile application on Virtual Reality, the application could help them understand the functionality of Raspberry Pi better and effectively. By using PROTOTYPING model, evaluation phase consisted of post tested have been carried out on target user as to see the learning effectiveness from student achieved. The result of finding shows that the students think that VR-Pi application is easy to use and the note provided is appropriate and easy to understand. Thus, this mobile application of VR technology could enhance the traditional form of teaching and learning in order to improve student’s knowledge and interest about Raspberry Pi which improves their understanding and experience using technology while learning.


2014 ◽  
Vol 852 ◽  
pp. 639-643
Author(s):  
Shuai Yang ◽  
Jian Feng Meng ◽  
Zhen Xing Shi

At present, the most widespread model of development for the Virtools technology is 3DS Max + Virtools, to a certain extent, this limits the application of virtual reality technology in mechanical industry. In order to solve this problem, take the machinery slider as an example, set up entity model using Pro/ENGINEER (Proe), then render the model through the 3DS Max, finally import it into the Virtools platform for interaction design, realize importing and transformation of model from mechanical CAD software to Virtools development platform.


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