Virtual reality system for fire evacuation training in a 3D virtual world

Author(s):  
Kingkarn Sookhanaphibarn ◽  
Worawat Choensawat ◽  
Pujana Paliyawan ◽  
Ruck Thawonmas
2012 ◽  
Vol 2 (3) ◽  
Author(s):  
Branislav Sobota ◽  
Štefan Korečko ◽  
František Hrozek

AbstractThe paper deals with an issue of a design, development and implementation of a fully immersive virtual reality (VR) system and corresponding virtual worlds, specified in an object-oriented fashion. A virtual world object structure, reflecting a division of VR system into subsystems with respect to affected senses, is introduced. It also discusses virtual worlds building process, utilizing the software development technique of stepwise refinement, and possibilities of parallel processing in VR systems. The final part describes a VR system that has been implemented at the home institution of the authors according to some of the ideas presented here.


2017 ◽  
Vol 10 (1) ◽  
pp. 135-143
Author(s):  
Sumit Roy ◽  
R Kavitha

Virtual reality is becoming one of the seamless technology which can be used to treat several psychological problems such as anxiety disorders. With the advancement of technology virtual reality is becoming available to ordinary practitioners to carry out non-clinical therapies. An effective virtual reality system provides the user with total immersion and becomes a part of the virtual world. This study provides an insight as how virtual reality could provide means to overpower anxiety disorders through a controlled environment which is being projected to participants suffering from specific phobias.


2013 ◽  
Vol 798-799 ◽  
pp. 389-392
Author(s):  
Zhuang Xiong ◽  
Hua Wen Zhou ◽  
Xing Fang

The virtual reality is a dynamic 3D environment of a emulated world produced by the computers, which can make the operators feel being personally on the scene. People can obtain perceptions they want and experience the detail things in virtual world by operating these hardwares such as joy sticks, safety goggles, the mouse action, earphone and so on. In this paper, the distributed virtual reality system was introduced and we analyzed how to establish this system.


1997 ◽  
Vol 6 (4) ◽  
pp. 461-481 ◽  
Author(s):  
Richard C. Waters ◽  
David B. Anderson ◽  
John W. Barrus ◽  
David C. Brogan ◽  
Michael A. Casey ◽  
...  

Diamond Park is a social virtual reality system in which multiple geographically separated users can speak to each other and participate in joint activities. The central theme of the park is cycling. Human visitors to the park are represented by 3D animated avatars and can explore a square mile of 3D terrain. In addition to human visitors, the park hosts a number of computer simulations, including tour buses and autonomous animated figures. Diamond Park is implemented using a software platform called Spline, which makes it easy to build virtual worlds where multiple people interact with each other and with computer simulations in a 3D visual and audio environment. Spline performs all the processing necessary to maintain a distributed, modifiable, and extendable model of a virtual world that is shared between the participants. For more information visit http://www.merl.com.


2015 ◽  
Vol 9 (6) ◽  
pp. 600
Author(s):  
Sergio Valdivia-Trujillo ◽  
Eliana Prada-Dominguez ◽  
Estefania Ramos-Montilla ◽  
Alvaro Joffre Uribe-Quevedo

Author(s):  
Robin Horst ◽  
Ramtin Naraghi-Taghi-Off ◽  
Linda Rau ◽  
Ralf Dörner

AbstractEvery Virtual Reality (VR) experience has to end at some point. While there already exist concepts to design transitions for users to enter a virtual world, their return from the physical world should be considered, as well, as it is a part of the overall VR experience. We call the latter outro-transitions. In contrast to offboarding of VR experiences, that takes place after taking off VR hardware (e.g., HMDs), outro-transitions are still part of the immersive experience. Such transitions occur more frequently when VR is experienced periodically and for only short times. One example where transition techniques are necessary is in an auditorium where the audience has individual VR headsets available, for example, in a presentation using PowerPoint slides together with brief VR experiences sprinkled between the slides. The audience must put on and take off HMDs frequently every time they switch from common presentation media to VR and back. In a such a one-to-many VR scenario, it is challenging for presenters to explore the process of multiple people coming back from the virtual to the physical world at once. Direct communication may be constrained while VR users are wearing an HMD. Presenters need a tool to indicate them to stop the VR session and switch back to the slide presentation. Virtual visual cues can help presenters or other external entities (e.g., automated/scripted events) to request VR users to end a VR session. Such transitions become part of the overall experience of the audience and thus must be considered. This paper explores visual cues as outro-transitions from a virtual world back to the physical world and their utility to enable presenters to request VR users to end a VR session. We propose and investigate eight transition techniques. We focus on their usage in short consecutive VR experiences and include both established and novel techniques. The transition techniques are evaluated within a user study to draw conclusions on the effects of outro-transitions on the overall experience and presence of participants. We also take into account how long an outro-transition may take and how comfortable our participants perceived the proposed techniques. The study points out that they preferred non-interactive outro-transitions over interactive ones, except for a transition that allowed VR users to communicate with presenters. Furthermore, we explore the presenter-VR user relation within a presentation scenario that uses short VR experiences. The study indicates involving presenters that can stop a VR session was not only negligible but preferred by our participants.


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