Comparing Different Visuo-Haptic Environments for Virtual Prototyping Applications

Author(s):  
Fabio Bruno ◽  
Agostino Angilica ◽  
Francesco Cosco ◽  
Loris Barbieri ◽  
Maurizio Muzzupappa

The use of haptic devices in Virtual Reality applications makes the interaction with the digital objects easier, by involving the sense of touch in the simulation. The most widespread devices are stylus-based, so the user interacts with the virtual world via either a tool or a stylus. These kinds of devices have been effectively used in several virtual prototyping applications, in order to allow the users to easily interact with the digital model of a product. Among the several open issues related to these applications, there is the choice of the set-up and of the techniques adopted to combine the visual and the haptic stimuli. This paper presents the comparison of three different solutions specifically studied for virtual prototyping applications and in particular for usability assessment. The first is a simple desktop configuration where the user looks at a screen, and visual and haptic stimuli are presented in a de-located manner. The second is a HMD based set-up where the user has a more natural first-person immersive interaction. The third requires a video-see-trough HMD in order to augment the virtual scene with the visualization of the real user’s hand. The test realized with the users on these three different setups have been finalized to study the effect of two different factors that are crucial for the effectiveness and the user-friendliness of the interaction. One is the perception of the visual and haptic stimuli in a collocated manner; the other is the visualization of his/her own hand during the interaction with the virtual product.

2021 ◽  
Vol 129 ◽  
pp. 103784
Author(s):  
Denis Makarov ◽  
Faridaddin Vahdatikhaki ◽  
Seirgei Miller ◽  
Sajjad Mowlaei ◽  
André Dorée

1964 ◽  
Vol 44 (1) ◽  
pp. 1-8

Early in 1963 much of the land occupied by the Roman building at Fishbourne was purchased by Mr. I. D. Margary, M.A., F.S.A., and was given to the Sussex Archaeological Trust. The Fishbourne Committee of the trust was set up to administer the future of the site. The third season's excavation, carried out at the desire of this committee, was again organized by the Chichester Civic Society.1 About fifty volunteers a day were employed from 24th July to 3rd September. Excavation concentrated upon three main areas; the orchard south of the east wing excavated in 1962, the west end of the north wing, and the west wing. In addition, trial trenches were dug at the north-east and north-west extremities of the building and in the area to the north of the north wing. The work of supervision was carried out by Miss F. Pierce, M.A., Mr. B. Morley, Mr. A. B. Norton, B.A., and Mr. J. P. Wild, B.A. Photography was organized by Mr. D. B. Baker and Mrs. F. A. Cunliffe took charge of the pottery and finds.


2019 ◽  
Author(s):  
Darian Jancowicz-Pitel

The presented paper aimed for exploring the translation process, a translator or interpreter needs equipment or tools so that the objectives of a translation can be achieved. If an interpreter needs a pencil, paper, headphones, and a mic, then an interpreter needs even more tools. The tools required include conventional and modern tools. Meanwhile, the approach needed in research on translation is qualitative and quantitative, depending on the research objectives. If you want to find a correlation between a translator's translation experience with the quality or type of translation errors, a quantitative method is needed. Also, this method is very appropriate to be used in research in the scope of teaching translation, for example from the student's point of view, their level of intelligence regarding the quality or translation errors. While the next method is used if the research contains translation errors, procedures, etc., it is more appropriate to use qualitative methods. Seeing this fact, these part-time translators can switch to the third type of translator, namely free translators. This is because there is an awareness that they can live by translation. These translators set up their translation efforts that involve multiple languages.


2020 ◽  
Vol 65 (1) ◽  
pp. 5-16
Author(s):  
Eloisa Paganoni

"Epigraphic squeezes are a key tool for research and teaching. They also have historical and documentary value. They are reliable copies of inscribed text and become the only evidence that remains if inscriptions are lost or destroyed. This paper describes the Venice Squeeze Project for the preservation and enhancement of epigraphic squeezes in the Department of Humanities at Ca’ Foscari University of Venice. For the initial phase of the project, the Ca’ Foscari University collection of epigraphic squeezes was published in the digital ektypotheke E-stampages. The current phase involves developing a web application to digitise epigraphic squeezes according to the metadata architecture of E-stampages. The first part of this paper describes the background of the Venice Squeeze Project and methodological issues, which fostered the partnership with E-stampages. The second part describes the relational database that was set up to digitise the Ca’ Foscari collection. The third part introduces the project initiatives to promote a network of Italian institutions interested in digitizing their collections of epigraphic squeezes. Keywords: Greek epigraphy, squeezes, database architecture"


2021 ◽  
Vol 13 (10) ◽  
pp. 255
Author(s):  
Julieta Noguez ◽  
Luis Neri ◽  
Víctor Robledo-Rella ◽  
Rosa María Guadalupe García-Castelán ◽  
Andres Gonzalez-Nucamendi ◽  
...  

Education 4.0 demands a flexible combination of digital literacy, critical thinking, and problem-solving in educational settings linked to real-world scenarios. Haptic technology incorporates the sense of touch into a visual simulator to enrich the user’s sensory experience, thus supporting a meaningful learning process. After developing several visuo-haptic simulators, our team identified serious difficulties and important challenges to achieve successful learning environments within the framework of Education 4.0. This paper presents the VIS-HAPT methodology for developing realistic visuo-haptic scenarios to promote the learning of science and physics concepts for engineering students. This methodology consists of four stages that integrate different aspects and processes leading to meaningful learning experiences for students. The different processes that must be carried out through the different stages, the difficulties to overcome and recommendations on how to face them are all described herein. The results are encouraging since a significant decrease (of approximately 40%) in the development and implementation times was obtained as compared with previous efforts. The quality of the visuo-haptic environments was also enhanced. Student perceptions of the benefits of using visuo-haptic simulators to enhance their understanding of physics concepts also improved after using the proposed methodology. The incorporation of haptic technologies in higher education settings will certainly foster better student performance in subsequent real environments related to Industry 4.0


2012 ◽  
Vol 433-440 ◽  
pp. 1967-1970
Author(s):  
Jun Chen ◽  
De Shan Tang

The Retail Chain Enterprises implement the strategy of channel to sink to set up shops in third and fourth cities. A reasonable and scientific choice of order of priority must be made when the enterprises entering those cities. This article adopts the approach of the Factor Analysis and duster Analysis the analysis 72 cities (including county-level cities) according to purchasing power index, and to explore how Retail Chain Enterprises to make the market of third and fourth their cities in Guangdong province. The conclusion that is the order of decision ——making to enter into the third and fourth tier cities, which has important guiding significance.


Author(s):  
Hsiao-Cheng (Sandrine) Han

The purpose of this research is to improve the understanding of how users of online virtual worlds learn and/or relearn ‘culture' through the use of visual components. The goal of this research is to understand if culturally and historically authentic imagery is necessary for users to understand the virtual world; how virtual world residents form and reform their virtual culture; and whether the visual culture in the virtual world is imported from the real world, colonized by any dominate culture, or assimilated into a new culture. The main research question is: Is the authenticity of cultural imagery important to virtual world residents? This research investigates whether visual culture awareness can help students develop a better understanding of visual culture in the real world, and whether this awareness can help educators construct better curricula and pedagogy for visual culture education.


Author(s):  
Archana Tyagi

Identity has become one of the single most important issues for human development and adjustment in today’s turbulent times. Virtual world is changing the interface of identification and communication. Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling to understand its “identity.” The exploration of identity in such virtual environments may be a search for a ‘unitary’ construct about the self (Erikson, 1968). In this paper, the concept of “identity” and “identity crisis” and the potential challenges identified in the real and virtual world are discussed at length. In today’s world people are pulled in different directions, thanks to the different kinds of societal demands from family, friends and society. It becomes difficult to find a uniqueness of one’s self and yet able to fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way in allowing people to be “uniquely themselves” while belonging to a community. Healthy “crisis” or exploration can afford people the opportunity to knowledgeably investigate choices in which there is positive meaning with regard to where they have come from, where they presently exist, and where they envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to explore the identity management and identity statuses has also been made to understand “real” and “virtual reality.” Identity crisis and psychosocial moratorium’s linkage (Erikson, 1963) to virtual reality have also been touched upon. An understanding of organizational identity with the individual identity.


2021 ◽  
pp. 30-76
Author(s):  
Catriona Kelly

In 1961, the government bodies responsible for film production (the Ministries of Culture of the USSR and RSFSR) forcibly imposed on a reluctant Lenfilm the complete reorganization of production planning. The old Scripts Department was shut down and three “creative units” set up. This change was pushed through by Lenfilm’s energetic and flamboyant new general director, Ilya Kiselev, who had begun his career as an actor. Of the creative units, the earliest to emerge was the Third Creative Unit, which soon had a role as the flagship of contemporary cinema, a genre heavily promoted during the Thaw. However, the Third Creative Unit ran into increasing trouble as political control tightened after Khrushchev was forced to resign, and in 1969, it was closed down altogether. Yet life was not always calmer in the other units, as witnessed in particular by the difficulties that gripped the Second Creative Unit’s efforts to produce movies commemorating the fiftieth anniversary of the October Revolution in 1967, and by the problems of the First Creative Unit in establishing its own character and repertoire. At the same time, the general political line at this period, while unpredictable, was not uniformly harsh, as manifested in the conclusion of Leningrad’s Party leader that audiences could “make up their own mind” about a film he disliked.


2021 ◽  
pp. 78-92
Author(s):  
Robin Waterfield

The chief way in which the Greeks united in the third century in order to be able to offer resistance to Macedon was by forming large federal states. The two greatest of these were based in Achaea and in Aetolia, but both quickly spread well beyond these ethnic borders. “Aetolia” came to mean almost all of central Greece, and “Achaea” much of the Peloponnese. I discuss the differences between confederacies and the most familiar form of ancient Greek polity, the polis, and show how confederacies gained their strengths, before focusing on the structures set up by the Aetolians and Achaeans. By the time Antigonus came to the Macedonian throne, the Achaeans were on the rise, but the Aetolians were already a powerful threat. They had spearheaded the Greek repulsion of the Celts from central Greece, thus preserving Delphi, the most important of the Greeks’ common religious centers, and they used this as a springboard for further expansion. Antigonus treated them warily throughout his reign.


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