Rapid development of scientific virtual reality applications

Author(s):  
Scott Sorensen ◽  
Zachary Ladin ◽  
Chandra Kambhamettu
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.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


Author(s):  
Tomaz Hozjan ◽  
Kamila Kempna ◽  
Jan Smolka

Actual and future concerns in fire safety in buildings and infrastructure are challenging. Modern technologies provide rapid development in area of fire safety, especially in education, training, and fire-engineering. Modelling as a tool in fire-engineering provides possibility to design specific fire scenarios and investigate fire spread, smoke movement or evacuation of occupants from buildings. Development of emerging technologies and software provides higher possibility to apply these models with interactions of augmented and virtual reality. Augmented reality and virtual reality expand effectivity of training and preparedness of first (fire wardens) and second (firefighters) responders. Limitations such as financial demands, scale and scenarios of practical training of first and second responders are much lower than in virtual reality. These technologies provide great opportunities in preparedness to crisis in a safety way with significantly limited budget. Some of these systems are already developed and applied in safety and security area e.g. XVR (firefighting, medical service).


2022 ◽  
pp. 1-10
Author(s):  
Dorota Kamińska ◽  
Grzegorz Zwolińsksi ◽  
Anna Laska-Leśniewicz ◽  
Luis Pinto Coelho

Over the past few years, the rapid development of virtual reality has led to the technology finding its way into the professional sector in addition to the gaming market. It plays a particularly important role in medical applications by providing a virtual environment to enable therapy, rehabilitation, and serving as an educational platform. The chapter provides an overview of the applications of virtual reality in medicine about some of the most important areas. Both scenario development and application validation methods are presented, as well as their impact on the end user. Finally, the technological potential and future development of VR applications used for improving medical service delivery are summarized and briefly discussed.


2014 ◽  
Vol 1079-1080 ◽  
pp. 837-842
Author(s):  
Sha Liang

Along with the rapid development,3D virtual reality technology has been applied more and more widely. In order to display the virtual scene better and make user an immersed body experience, 3D rendering engine plays a key role in this field. Unity 3d is a professional gaming rendering engine with strong compatibility and comprehensive integration. In this paper, we focus on the Unity 3D rendering engine, and describe the basic workflow of virtual roaming. We discuss the key technology to realize outdoor roaming through Unity 3D and optimization.


2014 ◽  
Vol 651-653 ◽  
pp. 1511-1514 ◽  
Author(s):  
Xian Li ◽  
Hu Liu

With the rapid development of the air transport industry, more attention is paid to interior ergonomics analysis which directly affects the time and cost spent during design. To provide a quick and human-in-loop accessibility way to evaluate accessibility in aircraft cabin, a new method based on virtual reality is proposed. In this method, the digital mock-up model is converted to other format which is need to build a virtual environment first, then virtual environment is built and a virtual hand is driven through tracking hand’s position by A.R.T(Advanced Realtime Tracking ) system to carry on accessibility evaluation in the virtual environment. Based on above-mentioned method the aircraft cabin accessibility evaluation system is designed and realized, which is verified by one case of a certain aircraft cabin. The result shows this method is simple and useful, offering a new way for accessibility evaluation in aircraft cabin.


Author(s):  
Brian James ◽  
Doddy Yuono

The rapid development of technology created a huge gap in the previous generation. Marked by the existence of the internet that facilitates users to communicate with each other without limits. While communicating on the internet, someone who is more open to express himself without having to hit social norms is commonly found indirect interaction. This has a huge influence on the millennial generation which is characterized by the phenomenon of online disinhibition effects / online disinhibited effects, disinhibition is an absence of boundaries in conversations, where online users can access and use their emotions personally with newly recognized online users. According to Suler (2004), activities such as these are called benign or disinhibited disinhibitions that are harmless, making Millennials easily use harsh words, cruel, challenging, hateful, even opposing criticism. In addition, they are also added to those released from dangerous internet sites such as pornographic sites, crime or violence are activities that contain toxic or disinhibition that is dangerous (Suler, 2004). Increasing cyberbullying in the city has become a major factor for designers to progressively cyberbullying, as a new educational forum using Virtual Reality, as a form of simulation to counter cyberbullying in the hope of creating public interest and participation for teenagers and cyberbullying people, exchange ideas in the form of a Community Center. AbstrakPesatnya perkembangan teknologi, menciptakan gap yang sangat besar pada generasi sebelumnya. Ditandai dengan adanya internet yang memudahkan para pengguna dapat saling berinteraksi tanpa batas. Selama berinteraksi di internet, seseorang cenderung lebih terbuka untuk mengespresikan dirinya tanpa harus terbentur norma-norma sosial yang biasa ditemukan pada interaksi langsung. Hal ini membawa pengaruh yang sangat besar pada generasi milenial yang ditandai dengan munculnya fenomena  efek disinhibisi online/online disinhibition effects, disinhibisi merupakan suatu ketiadaan batas dalam berkomunikasi, dimana online user dapat lebih terbuka dan mengekspresikan emosinya secara personal dengan sesama online user yang baru dikenal. Menurut Suler (2004), aktivitas seperti ini disebut dengan benign disinhibition atau disinhibisi yang tidak berbahaya, membuat Generasi Millennial mudah menggunakan kata-kata kasar, kritik yang kejam, kemarahan, kebencian, bahkan ancaman terhadap orang lain. Selain itu ditambah juga mereka yang mengunjungi sisi gelap internet seperti website pornografi, kriminal atau kekerasan yaitu aktivitas yang merupakan sebagai toxic disinhibition atau disinhibisi yang berbahaya ( Suler, 2004). Meningkatnya tindakan cyberbullying di kota, menjadi faktor utama bagi perancang untuk merancang pusat pencegahan cyberbullying, sebagai wadah edukasi baru dengan penggunaan Virtual Reality, sebagai bentuk simulasi dampak cyberbullying dengan harapan terciptanya kesadaran dan partisipasi publik bagi para remaja dan orang dewasa atas bahaya Cyberbullying, untuk saling bertukar pikiran dalam bentuk Community Center.


The rapid development of information technology and the proliferation of restaurants and cafes in urban areas make eating activities no longer a primary need. This study examines the phenomenon of uploading food photos on Instagram. Nowadays, when eating out, people tend to take food photos before consuming it. This phenomenon is something that generally happens. The food photo is uploaded to social media, mostly on Instagram. The uploader of food photos on Instagram is known as Instagram Foodies. These symptoms continue to be made by consuming food and eating out not for the purpose of primary needs, but rather on symbolic things. This phenomenon will be examined using Jean Baudrillard's theory about consumer society, who consumes signs to fulfil the desire for selfexistence. This study used a qualitative method by interviewing four foodies who were well known in following the latest trends of foods and places in Jakarta city and taking food photos before consuming it. The result of this study shows that foodies will continue to consume and keep up with the latest trends in food so that it can be uploaded to Instagram as content. This activity is done to maintain their status quo as the foodies on Instagram. The foodies believe that food consumption and uploading food photos on Instagram are done with a desire to show self-existence on Instagram as its virtual reality. The virtual reality of the foodies is the symbol as 'the foodies' on Instagram itself


Author(s):  
D. Kaimaris ◽  
T. Roustanis ◽  
I. A. Karolos ◽  
K. Klimantakis ◽  
P. Patias

Abstract. Augmented Reality/Virtual Reality (AR/VR) technology offers novel and excited experiences to visitors of cultural sites. Extended recent technological advances in smart communication devices made the connection of the real to the virtual worlds more affordable and effective. In spite of the rapid development and availability of the AR/VR applications to cultural heritage, there still exist gaps and challenges in accurate positioning and navigation of visitors’ smart devices in both out-doors archaeological spaces as well as in in-doors museum spaces. Recent technology smart devices embody GNSS positioning sensors, which in best cases, provide 1-meter positioning accuracies in open spaces, while are unable to work in-doors. Such accuracies and restrictions lead to gaps in fetching visitor’s position in AR environments and mis-positions with regard to the rest AR/VR objects as visualized in smart screens, while the problem gets worse when dealing with real-time videoing, when elapse times and refresh rates lead to additional mispositionings. In this paper, effort is made to present and evaluate the most recent and widely used tools for positioning and navigation of smart devices in in- and out-doors CH sites.


2016 ◽  
Vol 9 (1) ◽  
Author(s):  
Alexander J. Lemheney, Ed.D. ◽  
William F. Bond, M.D. ◽  
Jason C. Paden ◽  
Matthew W. LeClair, M.S. ◽  
Jeannine N. Miller, M.S.N. ◽  
...  

Virtual reality simulation may significantly benefit a geographically dispersed learner demographic in the medical outpatient setting. Our research used an immersive virtual reality platform as a novel way to recreate high-risk medical scenarios targeted for office-based emergencies. Using a design-based research approach we designed virtual-reality-based simulation scenarios to prepare interprofessional office personnel for emergencies. Learners were connected using laptop computers, via a browser interface, with learner controlled team member avatars and educator controlled patient avatars. The virtual environment was modeled after a multi-provider healthcare office setting in a large suburban health network. Evaluation occurred via post-event surveys and feedback transcribed from video recordings and debriefings. Three office-based emergency scenarios were created (chest pain, respiratory distress/allergic reaction, and suicidal risk), with progressively smaller changes to the virtual environment with each iterative improvement. In total, 18 individuals representative of a typical outpatient office interprofessional care team participated in the pilot study. Qualitative design-related feedback from participants and faculty improved the educational environment, artifacts, and scenarios. Participant feedback was overwhelmingly positive and enthusiastic about the use of virtual reality-based simulations to explore teamwork, build scope of practice, and rehearse infrequently used clinical skills. We successfully created novel outpatient virtual reality simulations in a first-person-perspective virtual environment. Pilot testing revealed successful rapid development, implementation, and participant orientation, with the ability to present learning opportunities. Future efforts will include assessments and attempt to overcome development barriers by switching to a more versatile platform.


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