Networking Consumer Systems to Provide a Development Environment for Inside-Out Marker-Less Tracking for Virtual Reality Headsets

Author(s):  
Loki Rasmussen ◽  
Jay Basinger ◽  
Mariofanna Milanova
Author(s):  
Martin Rieser

This chapter will examine and critically align a number of pioneering projects from around the world, using mobile and pervasive technologies, which have challenged the design and delivery of mobile artworks, as documented on the author’s weblog and book The Mobile Audience (Rodopi, 2011). These will be presented together with examples from the artist’s own research and practice, which have been concerned with the liminal nature of digital media and the intersection of the real and virtual, the physicality of place, and the immateriality of the imaginary in artistic spaces. Two projects in process are also referenced: The Prisoner—a motion-captured, emotionally responsive avatar in the round—and Secret Garden—a virtual reality digital opera. Lastly, this chapter considers the nature of digital materiality in the exhibition of miniature Internet transmitted sculptures: Inside Out: Sculpture in the Digital Age.


Author(s):  
Christopher D. Wickens ◽  
Polly Baker

Virtual reality involves the creation of multisensory experience of an environment (its space and events) through artificial, electronic means; but that environment incorporates a sufficient number of features of the non-artificial world that it is experienced as “reality.” The cognitive issues of virtual reality are those that are involved in knowing and understanding about the virtual environment (cognitive: to perceive and to know). The knowledge we are concerned with in this chapter is both short term (Where am I in the environment? What do I see? Where do I go and how do I get there?), and long term (What can and do I learn about the environment as I see and explore it?). Given the recent interest in virtual reality as a concept (Rheingold, 1991; Wexelblat, 1993; Durlach and Mavor, 1994), it is important to consider that virtual reality is not, in fact, a unified thing, but can be broken down into a set of five features, any one of which can be present or absent to create a greater sense of reality. These features consist of the following five points. 1. Three-dimensional (perspective and/or stereoscopic) viewing vs. two-dimensional planar viewing. (Sedgwick, 1986; Wickens et al., 1989). Thus, the geography student who views a 3D representation of the environment has a more realistic view than one who views a 2D contour map. 2. Dynamic vs. static display. A video or movie is more real than a series of static images of the same material. 3. Closed-loop (interactive or learner-centered) vs. open-loop interaction. A more realistic closed-loop mode is one in which the learner has control over what aspect of the learning “world” is viewed or visited. That is, the learner is an active navigator as well as an observer. 4. Inside-out (ego-referenced) vs. outside-in (world-referenced) frame-of-reference. The more realistic inside-out frame-of-reference is one in which the image of the world on the display is viewed from the perspective of the point of ego-reference of the user (that point which is being manipulated by the control). This is often characterized as the property of “immersion.” Thus, the explorer of a virtual undersea environment will view that world from a perspective akin to that of a camera placed on the explorer’s head;


Author(s):  
HADONG KIM ◽  
MALREY LEE

Graphic designers and developers would like to use virtual reality (VR) systems with a friendly Graphical User Interface (GUI) and development environment that provide efficient creation, modification and deletion functions. Although current VR graphical design systems incorporate the most up-to-date features, graphic designers are not able to specify the interface features that they desire or features that are most suitable for specific design and development tasks. This paper proposes an Open Module Development Environment (OMDE) for VR systems that can provide interactive functions that reflect the graphic designers requirements. OMDE allows graphic designers to specify their specific interface features and functions, and the system configuration to utilize plug-in modules. Hence a dynamically created development environment is provided that is also tailored to the graphic designer's requirements and facilitates graphical composition and editing. The functions of the graphical interface modules and the OMDE system specifications are identified. The system implementation environment and structure of the 3D VR software are described and the implementation is evaluated for performance, as an improved 3D graphic design tool.


Author(s):  
V. Barrile ◽  
A. Fotia ◽  
E. Bernardo

<p><strong>Abstract.</strong> On 21 and 22 August 1972, a young diver near the coast of Riace Marina (South Italy) found two bronze statues representing one of the highest moments of the sculptural production and the most important archaeological discovery of the last century: the Riace Bronzes. The Geomatics Laboratory of the Mediterranean University of Reggio Calabria sets a goal to relive and re-propose the experience of a real immersion and the exciting moment of the discovery: an immersive journey in the interest of interactivity in virtual reality. Immersive Virtual Reality tries to combine the real and the virtual world, even involving our senses. In other words, it allows us to enter into the scenery like the virtual reality one, but without being just simple spectators. We become protagonists and we can participate and decide what to do and how to do it. Unity 3D is the multi-platform development environment used. The scenarios and the objects included in the scene from three-dimensional models were realized through photogrammetric techniques (seabed and bronzes). Remote Operated Vehicles (ROVs) have been widely used in recent times by researchers to explore underwater environments, both in shallow and deep water, for different types of studies. The seabed was detected through the aid of an experimental ROV (realized in a broader project of agreement with the IPCF CNR Messina). The use of a grid of known dimensions assisted the ROV’s use in order to correct the effects of distortion effects obtained in water. The proposed app is still being perfected and completed.</p>


Author(s):  
Kathleen H. Kihmm ◽  
Kenneth L. Summers ◽  
Andrei Sherstyuk ◽  
Timothy Eyring ◽  
Steven Smith ◽  
...  

F1000Research ◽  
2018 ◽  
Vol 7 ◽  
pp. 1687
Author(s):  
Eric Feng ◽  
Xijin Ge

Virtual reality (VR) simulations promote interactivity and immersion, and provide an opportunity that may help researchers gain insights from complex datasets. To explore the utility and potential of VR in graphically rendering large datasets, we have developed an application for immersive, 3-dimensional (3D) scatter plots. Developed using the Unity development environment, DataViz enables the visualization of high-dimensional data with the HTC Vive, a relatively inexpensive and modern virtual reality headset available to the general public. DataViz has the following features: (1) principal component analysis (PCA) of the dataset; (2) graphical rendering of said dataset’s 3D projection onto its first three principal components; and (3) intuitive controls and instructions for using the application. As a use case, we applied DataViz to visualize a single-cell RNA-Seq dataset. DataViz can help gain insights from complex datasets by enabling interaction with high-dimensional data.


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