The virtual railway station

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.

Author(s):  
Francisco Garcia Rivera ◽  
Erik Brolin ◽  
Anna Syberfeldt ◽  
Dan Högberg ◽  
Aitor Iriondo Pascual ◽  
...  

This paper presents a solution that integrates a smart textiles system with virtual reality to assess the design of workstations from an ergonomics point of view. By using the system, ergonomists, designers, engineers, and operators, can test design proposals of workstations in an immersive virtual environment while they see their ergonomics evaluation results displayed in real-time. The system allows its users to evaluate the ergonomics of the workplace in a pre-production phase. The workstation design can be modified, enabling workstation designers to better understand, test and evaluate how to create successful workstation designs, eventually to be used by the operators in production. This approach uses motion capture together with virtual reality and is aimed to complement and integrate with the use of digital human modelling (DHM) software at virtual stages of the production development process.


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.


2015 ◽  
Vol 2015 ◽  
pp. 1-14 ◽  
Author(s):  
Changixu Cheng ◽  
Xiaomei Song ◽  
Jing Yang ◽  
Xiatian Hu ◽  
Shi Shen ◽  
...  

This paper addresses a special zone design problem for economic census investigators that is motivated by a real-world application. This paper presented a heuristic multikernel growth approach via Constrained Delaunay Triangulation (CDT). This approach not only solved the barriers problem but also dealt with the polygon data in zoning procedure. In addition, it uses a new heuristic method to speed up the zoning process greatly on the premise of the required quality of zoning. At last, two special instances for economic census were performed, highlighting the performance of this approach.


2018 ◽  
pp. 1422-1450 ◽  
Author(s):  
Stefano Mottura ◽  
Luca Fontana ◽  
Sara Arlati ◽  
Claudia Redaelli ◽  
Andrea Zangiacomi ◽  
...  

Since several years scientists are carrying on research about innovative systems, based on robotics, mechatronics devices and IT tools – especially the graphical ones – to support patients in rehabilitation programs for rescuing from various brain damages due to adverse events as stroke. Training sessions with a combination of robot and virtual reality (VR) lead to better rehabilitation outcomes than using only a robot and evidence from the field proved the importance of the use of VR interfaces in rehabilitation. The main aim of such a kind of environments is to monitor, motivate and drive the patient during the rehabilitation sessions. These systems mainly provide motor guidance and multimedia communication channels also measuring patients' performance and other observable variables. The approach implemented is usually based on gaming, where the patient has the key role to perform certain tasks or movements for controlling the game in the correct way and exercise the injured part. According to daily experience from physiotherapists, different aspects related to the physical and self-perceived patients' state revealed to have a fundamental role in influencing the rehabilitation session. Indeed, the treatment result depends not only on motor skills but also on patient's personal behavior and feelings that are not directly investigable, observable and measurable from outside. In other words this kind of elements can only be assessed by subjective measurements (as questions, interviews, narratives) revealing the point of view of the patient. Moreover, the emotional state has implications at different levels: on one hand, it is important to evaluate if the single rehabilitation session affects the emotional state of the patient, on the other, if the performance was influenced by this state. Some answers of a questionnaire administrated to post-stroke patients in a previous study underlined also the need for the patient to focus his/her attention on the trained body portion and the relevance of a visual feedback on movements to increase self-awareness on the action performed, avoiding any possible distraction derived from other kind of tasks and related visual/auditory stimuli. Patient-centered models of care are actually becoming increasingly common among rehabilitation clinical settings. They help to focus the therapy on improving the treatment of those deficiencies that most influence the quality of life of the patient. Another important aspect is represented by the relationship with the caregiver that in virtually assisted rehabilitation would not be direct anymore and will need to be mediated without completely loosing natural interaction. According to this patient centered vision, and in order to reduce possible side effects related to semi-automatic rehabilitation systems, it has been studied and developed a system which has not the aim of merely entertain the patient but to focalize the rehabilitation on him/her as a proactive character aware of what is happening and of the quality of the work performed.


Author(s):  
David Sproule ◽  
Rosemarie Figueroa Jacinto ◽  
Steve Rundell ◽  
Jacob Williams ◽  
Sam Perlmutter ◽  
...  

Virtual reality (VR) and personal head-mounted displays (HMDs) can be a viable tool for the presentation of scientifically accurate and valid demonstrative data in the courtroom. However, the capabilities and limitations of the technology need to be fully characterized. The current pilot study evaluated visual acuity and contrast sensitivity using two commercially available HMDs (Oculus Rift and HTC Vive Pro). Preliminary findings indicated that visual acuity and contrast sensitivity experienced in VR may be less than what is experienced in real-world scenarios. The current pilot study provides a quantitative approach for characterizing the limitations of VR with respect to visual acuity and contrast sensitivity, and provides recommendations for the appropriate use of this technology when performing forensic investigations and developing visualization tools.


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

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.


2020 ◽  
Vol 10 (2) ◽  
pp. 486 ◽  
Author(s):  
Andrzej Burghardt ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Paulina Pietruś ◽  
...  

The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for programming a robot implementing the process of cleaning ceramic casting moulds is presented.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


Author(s):  
Adam J. Faeth ◽  
Chris Harding

This research describes a theoretical framework for designing multimodal feedback for 3D buttons in a virtual environment. Virtual button implementations often suffer from inadequate feedback compared to their mechanical, real-world, counterparts. This lack of feedback can lead to accidental button actuations and reduce the user’s ability to discover how to interact with the virtual button. We propose a framework for more expressive virtual button feedback that communicates visual, audio, and haptic feedback to the user. We apply the theoretical framework by implementing a software library prototype to support multimodal feedback from virtual buttons in a 3D virtual reality workspace.


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