Virtual Design Method of Interior Landscape Based on 3D Vision

2019 ◽  
Vol 44 (3) ◽  
pp. 36-39
Author(s):  
Liang Zhang

To achieve the most intuitive display of interior design effect, the concept, characteristics, expression mode, application scope and basic types of virtual reality display design are expounded from the perspective of three dimension (3d) virtual reality technology, and the advantages and disadvantages of 3d modeling speed and panoramic visualization display are analyzed. The results show that through this research and practice, a series of 3d production techniques for interior design space, such as mapping technology, lighting technology, modeling technology, etc., are summarized. These technologies can effectively make use of ordinary computer to make and operate virtual reality and makes an exploratory attempt for the promotion of 3d technology in interior design industry in the future. In this study, it provides a design fulcrum for the development of indoor furniture display under the new economic conditions, which is of great practical significance for the healthy and sustainable development of interior design industry.

Complexity ◽  
2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Liangfu Jiang

Comprehensively improving the level of vocational education and teaching quality has become an important initiative to meet the new round of technological revolution and industrial change. The traditional teaching mode can no longer meet the needs of industries and enterprises for job competences, and all higher education institutions are actively thinking about how to carry out teaching reform. Virtual reality (VR) can effectively solve the above-mentioned drawbacks, but the hardware facilities of the existing VR systems are extremely expensive, making it impossible to popularize it in teaching. In this context, this paper is based on VR for the design of an interactive teaching platform. This paper discusses the key technologies of virtual reality, introduces the relevant theoretical foundation, and describes the current virtual reality devices with high popularity and their advantages and disadvantages for systematic analysis. From the perspective of teaching design, the design of human-computer interaction teaching process using VR technology to develop learning scenes is studied, introducing 3D modeling techniques, model construction, the production of picture and text panels, the production of video materials, and the establishment of virtual tour guide 3D scenes. The principle of this paper is to build a 3D vision for building 3D views of educational needs to design high quality images and video animation using 3DMAX and unity 3D engines. Then, we introduce the use of VR glasses (entry-level), smart phones (android/ios), and Bluetooth wireless handle to build a simple interactive teaching platform; the platform is of low cost of construction and student coverage, to solve the teaching resources shortage, equipment conditions lagging behind, the curriculum content aging, teachers and students who cannot interact in real time, and a series of problems.


2020 ◽  
pp. 99-108
Author(s):  
О. В. Полякова ◽  
С. С. Кисіль ◽  
Т. В. Булгакова ◽  
Ю. В. Півницька

Identification of trends in the planning organization and interior design of office spaces of the IT-industry, as well as an analysis of their changes over the course of the industry’s development. A study of the office spaces design evolution based on historical-artificial, architectural-planning, functional analysis. The source of the research became scientific and journalistic articles, domestic and foreign design developments of office spaces. We conducted an analysis of studies on the organization of the working environment in the IT-industry companies. It has been established that the “information technologies” include not only modern computer tools for processing and exchanging information, but also more traditional ones – telephone, mail, press, etc. — which became the prerequisite for a broad historical review. As a result of the analysis of historical periods of the office interior design development, the main stages of their formation are determined: the end of the 19th century – traditional office; 1900-30s – open-plan tayloristic office; 1950s – office landscape, 1960s – structural office; 1960-80s – cubes; 2000s – casual office. The advantages and disadvantages of the main historical types of planning solutions for the organization of office space are identified. The concept of the design of modern "mobile offices" in the environment of open-plan office spaces is disclosed. A retrospective review of the working environment of IT-industry specialists has been made. The main trends of the historical stages of the interior design of the IT-industry offices from the end of the 19th century to the present are analyzed and generalized. Practical significance of the study is determined by the expansion and deepening of knowledge about the evolution of IT-industry office interior design and can be used in the practice of designing appropriate environments.


2013 ◽  
Vol 671-674 ◽  
pp. 3216-3222
Author(s):  
De Ming Yang ◽  
Jia Yu ◽  
Feng Hui Liang ◽  
Xue Wei Wu ◽  
Guang Dao Bao

Virtual reality is an advanced technology in recent, it had been widely used in urban planning, medicine, art, education, military and aerospace industry, hydrology geology research and other related fields. This paper started from the application of regional three dimension virtual reality, combined the cartoon animation technology and mapping technology. By making use of experimental plot data to set up 3D virtual reality database which passed the verification platform, and finally find a way that can be widely used to product 3D virtual reality database.


Water ◽  
2021 ◽  
Vol 13 (11) ◽  
pp. 1540
Author(s):  
Qianqian Ji ◽  
Zhe Gao ◽  
Xingyao Li ◽  
Jian’en Gao ◽  
Gen’guang Zhang ◽  
...  

The Loess Hilly–Gully region (LHGR) is the most serious soil erosion area in the world. For the small watershed with high management in this area, the scientific problem that has been paid attention to in recent years is the impact of the land consolidation project on the erosion environment in the gully region. In this study, the 3D simulation method of vegetation, eroded sediment and pollutant transport was innovated based on the principles of erosion sediment dynamics and similarity theory, and the impacts of GLCP were analyzed on the erosion environment at different scales. The verification results show that the design method and the scale conversion relationship (geometric scale: λl = 100) were reasonable and could simulate the transport process on the complex underlying surface of a small watershed. Compared with untreated watersheds, a significant change was the current flood peak lagging behind the sediment peak. There were two important critical values of GLCP impact on the erosion environment. The erosion transport in HMSW had no change when the proportion was less than 0.85%, and increased obviously when it was greater than 3.3%. The above results have important theoretical and practical significance for watershed simulation and land-use management in HMSW.


Author(s):  
Nicolás González Romo ◽  
Franco Ravera Zunino

AbstractVirtual reality (VR) has increasingly been implemented in neurosurgical practice. A patient with an unruptured anterior communicating artery (AcoA) aneurysm was referred to our institution. Imaging data from computed tomography angiography (CTA) was used to create a patient specific 3D model of vascular and skull base anatomy, and then processed to a VR compatible environment. Minimally invasive approaches (mini-pterional, supraorbital and mini-orbitozygomatic) were simulated and assessed for adequate vascular exposure in VR. Using an eyebrow approach, a mini-orbitozygomatic approach was performed, with clip exclusion of the aneurysm from the circulation. The step-by-step process of VR planning is outlined, and the advantages and disadvantages for the neurosurgeon of this technology are reviewed.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Author(s):  
Guangchao Zhang ◽  
Xinyue Kou

In recent years, with the rapid development of VR technology, its application range gradually involves the field of urban landscape design. VR technology can simulate complex environments, breaking through the limitations of traditional environmental design on large amounts of information processing and rendering of renderings. It can display complex and abstract urban environmental design through visualization. With the support of high-speed information transmission in the 5G era, VR technology can simulate the overall urban landscape design by generating VR panoramas, and it can also bring the experiencer into an immersive and interactive virtual reality world through VR video Experience. Based on this, this article uses the 5G virtual reality method in the new media urban landscape design to conduct research, aiming to provide an urban landscape design method with strong authenticity, good user experience and vividness. This paper studies the urban landscape design method in the new media environment; in addition, how to realize the VR panorama in the 5G environment, and also explores the image design of each node in the city in detail; and uses the park design in the city As an example, the realization process of the entire virtual reality is described in detail. The research in this article shows that the new media urban landscape design method based on 5G virtual reality, specifically to the design of urban roads, water divisions, street landscapes, and people’s living environment, makes the realization of smart cities possible.


Author(s):  
Chul Woo Kim ◽  
Jungchul Park ◽  
Myung Hwan Yun ◽  
Sung H. Han ◽  
Hee-Dong Ko

The objective of this study was to develop a product evaluation method applicable to virtual prototypes and to apply the method to automobile interior design. Considering that virtual reality-based product prototypes could represent design alternatives comparable to physical prototypes, prototypes developed in virtual reality environments were employed as design alternatives. After a procedure to evaluate virtual prototypes was developed specifically for a virtual reality environment, the procedure was applied to the problem of automobile interior design. 34 subjects evaluated 32 different virtual prototypes generated from the combination of design element variations. Four categories of subjective impression were used to evaluate the 32 virtual prototypes: luxuriousness, comfort, harmoniousness, and controllability. ANOVA and multiple linear regression analysis were performed to specify design elements critical to customer preference and to interpret the relationship between design elements and subjective impressions. As the result, the shapes of frontal area including crash pad and center fascia, door trim and steering wheel were selected as important variables related to subjective impressions. The proposed evaluation method for virtual prototypes could be utilized as an alternative way of identifying the relationship between subjective impressions and design elements.


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