scholarly journals Virtual reality – level of immersion within the crime investigation

2019 ◽  
Vol 292 ◽  
pp. 01031 ◽  
Author(s):  
Václav Mach ◽  
Jan Valouch ◽  
Milan Adámek ◽  
Jiří Ševčík

The 3D reconstruction and visualization of crime scenarios, such as criminal assaults, traffic accidents or homicides are defining a new approach with potential for increasing effectiveness within the criminal investigation process. Modern 3D capturing and processing methods are utilized to create an authentic and immersive virtual environment. Nonetheless, an immersion to virtual environment enables different levels of view. Virtual reality immersion views which are proposed and described. These views are specific by reasons of its role within the criminal investigation as well as its technical severity. Moreover, the possible methods for the design of proposed virtual views are analyzed and the next research steps are exposed.

The evolution of the technology takes the education to next level, where it makes the learning process more interesting and attractive. The Virtual Reality plays an important role in this evolution. The main aim of this work is to enhance the learning ability in students through virtual environment by developing an education based game. In this work, the virtual reality device-Wii mote has been used for the learning process, and also for answering the questions in the different levels of game. The learning process also involves the speech synthesis. This helps the visually impaired people to learn without others help and it also motivates even the average students to participate more actively in learning process. The game has been further divided as easy, medium and difficult levels. So the learning ability of each student can be easily tested and further steps can be taken in order to motivate them, and to optimize their learning skill. Thus, this work motivates the students for learning and to exalt their learning ability.


Author(s):  
Shunmuga Sundaram G ◽  
Suresh Kumar R S ◽  
Taye Cherga ◽  
Dersolegn Yeneabat

Criminal investigation is an art of uncovering the truth for the purpose of successful detection and prosecution. A successful and reliable investigation to stand for the justice requires a competent investigator and the use of technological aids from forensic and other scientific disciplines. This paper investigates the common perception among the police officers at different designation levels working in the Gamo region, SNNPR on the application of forensic services in crime investigation. The major objectives of this study are to a) Identify the level of awareness on forensic service among the crime investigation officers and b) To identify the lacunae in implementation of forensic services in crime investigation process. The sample size of 70 police officers in all categories of Constable, SubInspector, Inspector, Deputy Commissioner in the Gama zonal region were included as respondents of the study. A purposive sampling method was adopted and structured questionnaire was used for the data collection. Statistical interpolation of the results was done using SPSS software. This study identified the lack of awareness among the police officers working in lower hierarchy level (<50%) on various forensic services, specialized forensic divisions, and application of forensic approaches during crime investigation. A positive correlation was observed with respect to the designation of officers and the lack of awareness among the police officers. Majority (<65%) of the police officers were not aware of the existence of fingerprinting division in the country. There exists a poor communication between key actors in the criminal justice system and financial resources not directed at the front end of the forensic process. The outcomes of this study would facilitate the identification of the lacunae in implementation of forensic services in the crime investigation process. This study emphasizes the need for immediate attention on managing the forensic illiteracy among police officers, mainly on the field such as fingerprint analysis, criminal investigation methods and cybercrime. It is the need of hour to promote the establishment of forensic wing at Gamo zonal level law enforcement.


2021 ◽  
Author(s):  
Jacqueline McIntosh ◽  
Maria Rodgers ◽  
Bruno Marques ◽  
Alysha Gibbard

© Wichmann Verlag, VDE VERLAG GMBH ·. A military lifestyle can have profound impacts on an individual’s health and wellbeing. In-creasingly, new technologies such as the creation of Virtual Reality (VR) are being explored as bridging mechanisms to provide ‘space’ and to aid with other therapies. The overarching research programme investigates the therapeutic and social qualities of landscape and how these can be translated into an immersive virtual environment. There is a specific focus regarding immersive VR environments and how these could be used as a tool to promote positive health, wellbeing, and social connection within the New Zealand Defence Force (NZDF).


Author(s):  
Chris Shaw ◽  
Diane Gromala ◽  
Meehae Song

The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.


2014 ◽  
Vol 34 (3) ◽  
pp. 244-254 ◽  
Author(s):  
Wanbin Pan ◽  
Yigang Wang ◽  
Peng Du

Purpose – The purpose of this paper is to develop an automatic disassembly navigation approach for human interactions in the virtual environment to achieve accurate and effective virtual assembly path planning (VAPP). Design/methodology/approach – First, to avoid the error-prone human interactions, a constraint-based disassembly method is presented. Second, to automatically provide the next operable part(s), a disassembly navigation mechanism is adopted. Finally, the accurate assembly path planning can be obtained effectively and automatically by inversing the ordered accurate disassembly paths, which are obtained interactively in the virtual environment aided with the disassembly navigation matrix. Findings – The applications present that our approach can effectively avoid the error-prone interactive results and generate accurate and effective VAPP. Research limitations/implications – There are several works that could be conducted to make our approach more general in the future: to further study the basic disassembly direction deducing rules to make the process of determining disassembly direction totally automatic, to consider the hierarchy of the parts in virtual reality system and to consider the space for assembly/disassembly tools or operators. Originality/value – The approach has the following characteristics: a new approach to avoid the error-prone human interactions for accurate assembly path planning obtaining, a new constraint deducing method for determining the disassembly semantics automatically or semi-automatically is put forward and a new method for automatically identifying operable parts in VAPP is set forward.


2016 ◽  
Vol 13 (02) ◽  
pp. 1550033 ◽  
Author(s):  
Olivier Hugues ◽  
Vincent Weistroffer ◽  
Alexis Paljic ◽  
Philippe Fuchs ◽  
Ahmad Abdul Karim ◽  
...  

This paper deals with the design and the evaluation of human-like robot movements. Three criteria were proposed and evaluated regarding their impact on the human-likeness of the robot movements: The inertia of the base, the inertia of the end-effector and the velocity profile. A specific tool was designed to generate different levels of anthropomorphism according to these three parameters. An industrial use case was designed to compare several robot movements. This use case was implemented with a virtual robot arm in a virtual environment, using virtual reality. A user study was conducted to determine what were the important criteria in the perception of human-like robot movements and what were their correlations with other notions such as safety and preference. The results showed that inertia on the end-effector was of most importance for a movement to be perceived as human-like and nonaggressive, and that those characteristics helped the users feel safer, less stressed and more willing to work with the robot.


2016 ◽  
Vol 22 (2) ◽  
pp. 116-126 ◽  
Author(s):  
Veronika Egger (is-design GmbH)

In a fully immersive virtual environment that modeled the new Vienna Central Station this research project investigated to what extent virtual reality might serve to evaluate the quality of orientation signage. From an information design point of view, two questions were particularly relevant: (1) How applicable are results from a virtual environment to the real world? and (2) Is this type of virtual environment suitable for testing with elderly people and people who are partially sighted? The article describes evaluation methods, limits and strengths of the virtual environment and lessons for real world application of results.


2020 ◽  
Vol 20 (1) ◽  
pp. 21-32
Author(s):  
Nicolas Ribeiro ◽  
Camille Sagnier ◽  
Véronique Quaglino ◽  
Yannick Gounden ◽  
Emilie Loup-Escande

Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.


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.


2016 ◽  
Vol 21 (1) ◽  
pp. 19-29 ◽  
Author(s):  
Chien-Min Wu ◽  
Chih-Wen Hsu ◽  
Tzu-Kuei Lee ◽  
Shana Smith

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