scholarly journals Virtual reality, video screen shots and sensor data for a large drop tower ride

2020 ◽  
Vol 55 (5) ◽  
pp. 055017
Author(s):  
Malcolm Burt ◽  
Ann-Marie Pendrill
Author(s):  
S. Hong ◽  
B. Mao

The logistics industry plays a very important role in the operation of modern cities. Meanwhile, the development of logistics industry has derived various problems that are urgent to be solved, such as the safety of logistics products. This paper combines the study of logistics industry traceability and logistics centre environment safety supervision with virtual reality technology, creates an interactive logistics centre information integration system. The proposed system utilizes the immerse characteristic of virtual reality, to simulate the real logistics centre scene distinctly, which can make operation staff conduct safety supervision training at any time without regional restrictions. On the one hand, a large number of sensor data can be used to simulate a variety of disaster emergency situations. On the other hand, collecting personnel operation data, to analyse the improper operation, which can improve the training efficiency greatly.


2018 ◽  
Vol 2018 (3) ◽  
pp. 451-1-451-8
Author(s):  
Artur Baltabayev ◽  
Alexej Gluschkow ◽  
Johannes Blank ◽  
Gero Birkhölzer ◽  
Jean Büsche ◽  
...  

Author(s):  
Mario Covarrubias Rodriguez ◽  
Beatrice Aruanno ◽  
Monica Bordegoni ◽  
Mauro Rossini ◽  
Franco Molteni

This paper presents an immersive virtual reality system (IVRS) that has been designed for unilateral amputees in order to reduce the phantom limb pain (PLP). The patient’s healthy limb is tracked by using a motion sensor. Data of the limb in motion are used as input parameters to move the phantom limb in the immersive virtual reality system. In this way, the patient has the illusion of moving the phantom limb while moving the real and contra-lateral limb. The system has been implemented by using low cost and open technologies, and combines the Oculus Rift SDK2 device, the LeapMotion device, a motion sensor, and an engine for interactive 3D content and gaming generation (Unity 3D). The Oculus Rift head mounted display is used to provide the immersive experience.


Sensors ◽  
2021 ◽  
Vol 21 (11) ◽  
pp. 3682
Author(s):  
DongHyun Sim ◽  
Yoonchul Baek ◽  
MinJeong Cho ◽  
Sunghoon Park ◽  
A. S. M. Sharifuzzaman Sagar ◽  
...  

Recent advancements in telecommunications and the tactile Internet have paved the way for studying human senses through haptic technology. Haptic technology enables tactile sensations and control using virtual reality (VR) over a network. Researchers are developing various haptic devices to allow for real-time tactile sensation, which can be used in various industries, telesurgery, and other mission-critical operations. One of the main criteria of such devices is extremely low latency, as low as 1 ms. Although researchers are attempting to develop haptic devices with low latency, there remains a need to improve latency and robustness to hand sizes. In this paper, a low-latency haptic open glove (LLHOG) based on a rotary position sensor and min-max scaling (MMS) filter is proposed to realize immersive VR interaction. The proposed device detects finger flexion/extension and adduction/abduction motions using two position sensors located in the metacarpophalangeal (MCP) joint. The sensor data are processed using an MMS filter to enable low latency and ensure high accuracy. Moreover, the MMS filter is used to process object handling control data to enable hand motion-tracking. Its performance is evaluated in terms of accuracy, latency, and robustness to finger length variations. We achieved a very low processing delay of 145.37 s per finger and overall hand motion-tracking latency of 4ms. Moreover, we tested the proposed glove with 10 subjects and achieved an average mean absolute error (MAE) of 3.091∘ for flexion/extension, and 2.068∘ for adduction/abduction. The proposed method is therefore superior to the existing methods in terms of the above factors for immersive VR interaction.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Jian Zhang ◽  
Fengge Wu

Observing the universe with virtual reality satellite is an amazing experience. An intelligent method of attitude control is the core object of research to achieve this goal. Attitude control is essentially one of the goal-state reaching tasks under constraints. Using reinforcement learning methods in real-world systems faces many challenges, such as insufficient samples, exploration safety issues, unknown actuator delays, and noise in the raw sensor data. In this work, a mixed model with different input sizes was proposed to represent the environmental dynamics model. The predication accuracy of the environmental dynamics model and the performance of the policy trained in this paper were gradually improved. Our method reduces the impact of noisy data on the model’s accuracy and improves the sampling efficiency. The experiments showed that the agent trained with our method completed a goal-state reaching task in a real-world system under wireless circumstances whose actuators were reaction wheels, whereas the soft actor-critic method failed in the same training process. The method’s effectiveness is ensured theoretically under given conditions.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Jian Zhang ◽  
Fengge Wu

Virtual reality satellites give people an immersive experience of exploring space. The intelligent attitude control method using reinforcement learning to achieve multiaxis synchronous control is one of the important tasks of virtual reality satellites. In real-world systems, methods based on reinforcement learning face safety issues during exploration, unknown actuator delays, and noise in the raw sensor data. To improve the sample efficiency and avoid safety issues during exploration, this paper proposes a new offline reinforcement learning method to make full use of samples. This method learns a policy set with imitation learning and a policy selector using a generative adversarial network (GAN). The performance of the proposed method was verified in a real-world system (reaction-wheel-based inverted pendulum). The results showed that the agent trained with our method reached and maintained a stable goal state in 10,000 steps, whereas the behavior cloning method only remained stable for 500 steps.


2021 ◽  
Author(s):  
Thanh Long Vu ◽  
Dinh Tung Le ◽  
Dac Dang Khoa Nguyen ◽  
Sheila Sutjipto ◽  
Gavin Paul

2018 ◽  
Vol 7 (2.24) ◽  
pp. 404
Author(s):  
R Maheswari ◽  
S Sheeba Rani Gnanamalar ◽  
V Gomathy ◽  
B Sharmila

The primary objective of the work is to develop a simulation which changes its environment based on the outside environment. This is done by getting the input from the sensors and sending it to the cloud platform and then getting the sensor data into the simulation and changing the environment of it.The aim of the work is to design an embedded device which could collect sensor values of environment defining variables like pressure, temperature, altitude and amount of light and use it accordingly to change the environment of the simulation. This was achieved by constructing embedded device which relies on sensors to transmit the reading of environment defining factors to a cloud services provided by Thinkspeak platform. These reading are archived and can be accessed by the android application to change its environment.


Author(s):  
Sławomir Konrad Tadeja ◽  
Yupu Lu ◽  
Maciej Rydlewicz ◽  
Wojciech Rydlewicz ◽  
Tomasz Bubas ◽  
...  

AbstractPhotogrammetry is a promising set of methods for generating photorealistic 3D models of physical objects and structures. Such methods may rely solely on camera-captured photographs or include additional sensor data. Digital twins are digital replicas of physical objects and structures. Photogrammetry is an opportune approach for generating 3D models for the purpose of preparing digital twins. At a sufficiently high level of quality, digital twins provide effective archival representations of physical objects and structures and become effective substitutes for engineering inspections and surveying. While photogrammetric techniques are well-established, insights about effective methods for interacting with such models in virtual reality remain underexplored. We report the results of a qualitative engineering case study in which we asked six domain experts to carry out engineering measurement tasks in an immersive environment using bimanual gestural input coupled with gaze-tracking. The qualitative case study revealed that gaze-supported bimanual interaction of photogrammetric 3D models is a promising modality for domain experts. It allows the experts to efficiently manipulate and measure elements of the 3D model. To better allow designers to support this modality, we report design implications distilled from the feedback from the domain experts.


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