scholarly journals Virtual Reality and game engines for interactive data visualization and event displays in HEP, an example from the ATLAS experiment

2019 ◽  
Vol 214 ◽  
pp. 02013
Author(s):  
Bianchi Riccardo Maria ◽  
Claire Adam Bourdarios ◽  
Michael Hovdesven ◽  
Ilija Vukotic

Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.

2021 ◽  
Vol 92 (3) ◽  
pp. 033528
Author(s):  
J. L. Kline ◽  
P. L. Volegov

2020 ◽  
Vol 2 ◽  
pp. 1-1
Author(s):  
Raluca Nicola

Abstract. Interactive 3D cartography has evolved substantially in the last years. New tools allow cartographers and mapping enthusiasts to create 3D web maps with a minimum effort. Technological advancements allow users to interact with 3D maps on a variety of devices, including their mobile phones or virtual reality glasses. As a result, many interactive 3D maps have been created, from which many insights on their design principles and creation process can be obtained. In this talk I will provide an overview of what is currently possible in 3D cartography and what are the current challenges and possible solutions when creating such maps. More precisely, the specifics of 3D symbology and rendering styles ranging from realistic to abstract will be discussed. In addition, 3D cartography is evolving with a heavy influence from different fields like games industry, art, data visualization or architecture, just to name a few. Hence, examples from some non-conventional 3D maps will be given that allow detecting features that come from such different fields and enhance the maps.


2019 ◽  
Vol 214 ◽  
pp. 02035
Author(s):  
Sebastian Andreas Merkt ◽  
Riccardo Maria Bianchi ◽  
Joseph Boudreau ◽  
Paul Gessinger-Befurt ◽  
Edward Moyse ◽  
...  

Until recently, the direct visualization of the complete ATLAS experiment geometry and physics objects was confined within the software framework of the experiment. To provide a detailed interactive data visualization capability to users, as well as easy access to geometry data, and to ensure platform independence and portability, great effort has been recently put into the modernization of both the core kernel of the detector description and the visualization tools. In this proceedings we will present the new tools, as well as the lessons learned while modernizing the experiment’s code for an efficient use of the detector description and for user-friendly data visualization.


Author(s):  
J.-P. Virtanen ◽  
A. Julin ◽  
H. Handolin ◽  
T. Rantanen ◽  
M. Maksimainen ◽  
...  

Abstract. Visualization applications are an increasingly significant component in the field of 3D geo-information. In them, the utilization of consumer grade virtual reality (VR) head mounted displays (HMD) has become a topical research question. It is notable, that in most presented implementations, the VR visualization is accomplished by a game engine. As game engines rely on textured mesh models as their conventional 3D asset format, the challenge in applying photogrammetric or laser scanning data is in producing models than are suitable for game engine use. We present an example of leveraging immersive visualization in geo-information, including the acquisition of data from the intended environment, processing it to a game engine compatible form, developing the required functions on the game engine and finally utilizing VR HMDs to deploy the application. The presented application combines 3D indoor models obtained via a commercial indoor mapping system, a 3D city model segment obtained by processing airborne laser scanning data, and a set of manually created 3D models. The performance of the application is evaluated on two different VR systems. The observed capabilities of interactive VR applications include: 1) intuitive and free exploration of 3D data, 2) ability of operate in different scales, and with different scales of data, 3) integration of different data types (such as 2D imaging and 3D models) in interactive scenes and 4) the possibility to leverage the rich interaction functions offered by the game engine platform. These capabilities could support several use cases in geo-information.


2021 ◽  
Vol 2 (1) ◽  
pp. 79-94
Author(s):  
Colmore S. Christian

The island-nation of Dominica, 790 km2 in area, is located approximately 1126.5 km Southeast of Florida, USA. In the mid-1990s, Dominica embarked on developing the 183.5 km Waitukubuli National Trail (WNT), the first and only national trail model in the Eastern Caribbean. The 14-segment WNT, officially opened in May 2013, passes through some of the island’s most diverse landscapes. WNT was designed to link as many rural communities as possible and promote ecotourism and community socioeconomic development. Rehabilitation work continues on the WNT and the rest of Dominica, following the devastation caused by Hurricane Maria of 2017. This article, based primarily on a limited questionnaire survey, selected interviews, and literature review, explored the research question ‘What were the challenges faced by a small-island nation in the development of a National Trail? Five specific research objectives focused on the conceptualization, implementation challenges, partnerships fostered, national and sub-regional significance, and future outlook of the Trail were considered. Questionnaire respondents identified the island’s topography and negotiations with private landowners as significant trail construction challenges. A 100% of survey respondents anticipate that reliable funding to support timely maintenance would likely be a critical future issue. Some respondents identified marketing, public engagement, and visitor safety as potential issues. Face-to-face interviews found strong support for the WNT. The interviewees were confident that Dominica would realize sustainable socioeconomic benefits from the Trail. The article concludes with lessons learned and proposes strategies and research themes to ensure the Trail’s sustainability.


Author(s):  
Randall Spain ◽  
Jason Saville ◽  
Barry Lui ◽  
Donia Slack ◽  
Edward Hill ◽  
...  

Because advances in broadband capabilities will soon allow first responders to access and use many forms of data when responding to emergencies, it is becoming critically important to design heads-up displays to present first responders with information in a manner that does not induce extraneous mental workload or cause undue interaction errors. Virtual reality offers a unique medium for envisioning and testing user interface concepts in a realistic and controlled environment. In this paper, we describe a virtual reality-based emergency response scenario that was designed to support user experience research for evaluating the efficacy of intelligent user interfaces for firefighters. We describe the results of a usability test that captured firefighters’ feedback and reactions to the VR scenario and the prototype intelligent user interface that presented them with task critical information through the VR headset. The paper concludes with lessons learned from our development process and a discussion of plans for future research.


Fast track article for IS&T International Symposium on Electronic Imaging 2021: Imaging and Multimedia Analytics in a Web and Mobile World 2021 proceedings.


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