scholarly journals Research on the use of virtual reality in intervention and rescue activities

2022 ◽  
Vol 354 ◽  
pp. 00055
Author(s):  
Alin Irimia ◽  
Emilian Ghicioi ◽  
Daniel Pupăzan ◽  
Cristian Nicolescu

In recent years in the virtual reality the developers succeeded in creating an artificial environment that simulates reality so that the user has the impression of an almost real physical presence in the virtual world. By overlapping and synchronizing the projected images with spatial sounds and even forces that interact with the user, there is a detachment of the user from the real environment and an all-encompassing involvement in the virtual world. The virtual reality is present in aviation, medicine, military training and other top fields. The advantages of using the virtual environment are obvious for areas where inexperience can cause very high loss of life and material loss. Although the participants are immersed in the scenario of the virtual environment, the errors produced allow an evaluation of the mistakes made and their correction, the experience gained being then used in professional activity in the real world. Through the experience of the virtual environment, the fear of various dangers can be overcome, so that the objectives of the exercise can be fulfilled. The aim of the paper is to offer to the rescuers opportunities to interact with the elements of the virtual space to fulfill the purpose of the exercise.

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.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


Author(s):  
Eliane Schlemmer ◽  
Luciana Backes

This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


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.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


Author(s):  
Ivonne Citarella

Over the years, the virtual space has been changing, and the skills acquired by users have been improved, and the avatars, as well as the settings, have graphically become more and more sophisticated. In virtual reality, the avatar without an appropriate animation would move in jerks in a disharmonious way similar to a robot, but endowing it with a particular postural animation, you make a conscious choice of what information you want to transfer with its appearance and its posture. In recent years, research has focused on the study of communication and its importance. The purpose of this contribution is to analyze the animations present in Second Life trying to trace a socio-psychological picture of the non-verbal communication process in a virtual environment.


2001 ◽  
Vol 65 (1) ◽  
pp. 78-91 ◽  
Author(s):  
Page L. Anderson ◽  
Barbara O. Rothbaum ◽  
Larry Hodges

Proceedings ◽  
2020 ◽  
Vol 47 (1) ◽  
pp. 35
Author(s):  
Wei Wang

The development of virtual reality brings an old and historic question on the difference between the real world and unreal world. In this paper, starting from the concept of representation, I argued that what we call “virtual reality” is a representation of an actual or non-actual world and the criterion of difference between the “real world” and “virtual reality” is whether we present it with the intention of using it as a representation. After that, the thesis is demonstrated again from different theories of scientific representation. Therefore, the intuitive distinction between the “real world” and “virtual reality” can be drawn on the epistemological criterion; that is to say, the virtual world is a representation while the real world is not.


2019 ◽  
Vol 6 ◽  
pp. 205566831984130
Author(s):  
Nahal Norouzi ◽  
Luke Bölling ◽  
Gerd Bruder ◽  
Greg Welch

Introduction: A large body of research in the field of virtual reality is focused on making user interfaces more natural and intuitive by leveraging natural body movements to explore a virtual environment. For example, head-tracked user interfaces allow users to naturally look around a virtual space by moving their head. However, such approaches may not be appropriate for users with temporary or permanent limitations of their head movement. Methods: In this paper, we present techniques that allow these users to get virtual benefits from a reduced range of physical movements. Specifically, we describe two techniques that augment virtual rotations relative to physical movement thresholds. Results: We describe how each of the two techniques can be implemented with either a head tracker or an eye tracker, e.g. in cases when no physical head rotations are possible. Conclusions: We discuss their differences and limitations and we provide guidelines for the practical use of such augmented user interfaces.


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