An Efficient Method for Creating Virtual Spaces for Virtual Reality

Author(s):  
Zhou Zhang ◽  
Mingshao Zhang ◽  
Yizhe Chang ◽  
Sven K. Esche ◽  
Constantin Chassapis

A virtual space (VS) is an indispensable component of a virtual environment (VE) in virtual reality (VR). Usually, it is created using general tools and skills that are independent of the users’ specific applications and intents. Creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time consuming and complicated. This renders the construction of VEs difficult, impairs their flexibility and hampers their widespread usage. In this paper, an efficient method for creating VSs with a handheld camera is introduced. In this approach, the camera is used as a measuring tool that scans the real scene and obtains the corresponding surface information. This information is then used to generate a virtual 3D model through a series of data processing procedures. Firstly, the camera’s pose is traced in order to locate the points of the scene’s surface, whereby these surface points form a point cloud. Then, this point cloud is meshed and the mesh elements are textured automatically one by one. Unfortunately, the virtual 3D model resulting from this procedure represents an impenetrable solid and thus collision detection would prevent the avatars from entering into this VS. Therefore, an approach for eliminating this restriction is proposed here. Finally, a game-based virtual laboratory (GBVL) for an undergraduate mechanical engineering class was developed to demonstrate the feasibility of the proposed methodology. The model format used in Garry’s Mod (GMod) is also found in other VEs, and therefore the method proposed here can be straightforwardly generalized to other VE implementations.

Author(s):  
Ulrich Gehmann ◽  
Martin Reiche

In this article the authors are going to explore a fundamental problem of modern spaces, and modern spatiality in general: their virtualization and final annihilation by augmenting them. There are two major domains where this happened and still happens: inside real space, and inside the virtual spaces of so-called location-based games. In both cases of its real and virtual appearance, space becomes efficient and therefore loses its uniqueness and identity, with concomitant effects on the user’s very own perception of reality. The authors will concentrate upon the case of gaming; here, augmentation re-shapes the perception of the real object in space (which is not originally part of the game) by making it an active element of the game, i.e. it utilizes the object (and furthermore the surrounding space) and thus frees it of its original meaning and utility. Furthermore, it gets incorporated into the artificial (virtual) space and acquires two new properties: it becomes interactive and as a result, interchangeable. The perception of reality thus gets augmented at the same time as it gets reduced to the bare minimum of information needed to reach the goal of the game. The authors will be providing a set of rules to address these phenomena in a generic manner.


Perception ◽  
2020 ◽  
Vol 49 (9) ◽  
pp. 940-967
Author(s):  
Ilja T. Feldstein ◽  
Felix M. Kölsch ◽  
Robert Konrad

Virtual reality systems are a popular tool in behavioral sciences. The participants’ behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height.


Author(s):  
Dian Ernawati ◽  
Jaslin Ikhsan

Titration was one of the chemistry concepts that require practicum in the learning process. But, many obstacles in the real laboratory such as lack of material, tools, and times made the real laboratory less optimal. These lacks could be solved by used Virtual Reality (VR) technology. VR made a big contribution to the education sector. One of them was implementing it in the development virtual laboratory. Virtual laboratory plays an important role in the learning process. It was possible to manipulate 2D (virtual world) objects similar to 3D (real world) objects. This study developed Virtual Reality Laboratory (VRL) to analyze its characteristics, quality, and impact on students' cognitive achievement. A research and development (R&D) method with a post-test design was used in this study. The subjects of this study were 102 high school students in class XI. The samples were divided into 3 classes, namely CC (real laboratory); EC-1 (VRL); and EC-2 (real laboratory and VRL). The results of students' cognitive achievement were analyzed using ANOVA and it was found that there were significant differences in students' cognitive achievement in the three classes. Students who used VRL had higher cognitive achievement than students who used real laboratory. VRL also received excellent grades from chemistry educators. Thus VRL is very useful as a supplement in the teaching and learning process.


2021 ◽  
Vol 290 ◽  
pp. 02029
Author(s):  
ShiYu Zhang ◽  
YingHao Dong ◽  
Tingting Xie ◽  
Xinying Si ◽  
JinZe Li

In order to reproduce the grand look of Hanqing Stadium and restore the most realistic Hanqing Stadium internal layout and structure, a simulation system based on the virtual reality technology for the internal structure layout design of the stadium was designed and developed. Based on the current development trend of virtual reality technology, a three-dimensional dynamic space model was established to restore the real conditions of Hanqing Stadium. By integrating emerging technologies such as panoramic images, panoramic views, and stereo vision into virtual reality technology, the sense of reality was enhanced. 3Dmaxs was used to establish the Hanqing Stadium scene design model, the surrounding and internal scene models were reconstructed, and the experiencers’ feelings about the real scene were restored 1:1. The use of technologies such as panoramic images and views enhances the realism and three-dimensionality of the picture.


This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


2013 ◽  
Vol 853 ◽  
pp. 613-618 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Miroslav Janak

Virtual reality provides an easy, powerful, intuitive way of human-computer interaction. The user can watch and manipulate the simulated environment in the same way we act in the real world, without any need to learn how the complicated user interface works. Therefore many applications like flight simulators, architectural walkthrough or data visualization systems were developed relatively fast. Later on, virtual reality has was applied as a teleoperating and collaborative medium, and in the entertainment area. Augmented reality system generates a complex view where the virtual areas are covered by real environment and offers the basic working place for the user. It is a reciprocal combination of the real scene observed by the camera and virtual scene generated by the computer logical core that mixture the both scenes. It is easy to say that possibilities of augmented reality find the utilization in many industrial spheres like as aeronautics, automobile industry, manufacturing etc.


Author(s):  
Taemin Lee ◽  
Changhun Jung ◽  
Kyungtaek Lee ◽  
Sanghyun Seo

AbstractAs augmented reality technologies develop, real-time interactions between objects present in the real world and virtual space are required. Generally, recognition and location estimation in augmented reality are carried out using tracking techniques, typically markers. However, using markers creates spatial constraints in simultaneous tracking of space and objects. Therefore, we propose a system that enables camera tracking in the real world and visualizes virtual visual information through the recognition and positioning of objects. We scanned the space using an RGB-D camera. A three-dimensional (3D) dense point cloud map is created using point clouds generated through video images. Among the generated point cloud information, objects are detected and retrieved based on the pre-learned data. Finally, using the predicted pose of the detected objects, other information may be augmented. Our system estimates object recognition and 3D pose based on simple camera information, enabling the viewing of virtual visual information based on object location.


Author(s):  
Eliane Schlemmer ◽  
Luciana Backes

This chapter approaches the Real Virtuality theme that appears in the construction processes of Digital Virtual World in 3D in Metaverses. The authors present and discuss subtopics like “Virtuality and Reality: Virtual Reality Experiences and Real Virtuality Experiences in Immersive Learning,” “The Simultaneousness of Worlds: From the Digital Virtual Space of Coexistence to the Space of Hybrid and Multimodal Coexistence,” “The Culture of Real Virtuality.” The chapter concludes that it is possible to understand that i-Learning, through the Real Virtuality Experiences and Virtual Reality Experiences, may represent an effective possibility to subjects' education nowadays. In this context, the authors believe it is fundamental to (re) think Education for the current generation, the prospect of a Network Society, a Cultural Hybridism and Multimodality.


Author(s):  
Olena Yatsenko

Virtual space significantly changes the usual notions of possibility and reality. It is logical that the constants of the physical world are to some extent imitated in virtual reality, because under other conditions it is difficult to imagine the effective orientation of human in such an environment. It is more appropriate to consider virtual space by analogy with the content of perceptual experience, which is the accidental context of a pure noematic act of consciousness. Individual localities that spontaneously form certain wholes and communities are easily transformed into other configurations of interaction, forming a nomadic surface of intersubjectivity. This intersubjectivity is an indicative product of the globalization of the real society, as in cyberspace ethnic, cultural, personal determinations are leveled in favor of the gamified space of unlimited expression of will, sublimation of the unconscious and realization of affects. The avatecture of virtual space in a way utilizes the pragmatics of speech procedures.


Author(s):  
Yuzhu Lu ◽  
Shana Smith

In this paper, we present a prototype system which makes use of the characterisitcs of CAVE-based virtual reality to enhance immersion in an augmented-reality environment. The system integrates virtual objects into a real scene captured by a set of stereo remote cameras. We also developed a GPU-based method for computing occlusion between real and virtual objects, in real time. The method uses information from the captured stereo images to determine depth of objects in the real scene. Results and performance comparisons show that the GPU-based method is much faster than prior CPU-based methods.


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