Visually Improved Digital Media Communication Using Virtual Reality Technology and Digital Twin

Author(s):  
Qian Zhang ◽  
Xiaoying Guo ◽  
Maojun Sun ◽  
R. Dinesh Jackson Samuel ◽  
Priyan Malarvizhi Kumar

Virtual reality (VR) has advanced as a collaborative, realistic, and creative computation technique in recent decades. With organizations becoming digitally more focused and employees’ experience changed by technology, manager’s face and continue to confront several obstacles in the digital transformation process. Recent advances in information integration have been made possible by implementing the improved digital twin (DT) paradigm and its use in the workspace. To solve these problems, simulated convergence, realistic dynamic computational decision-making, and other tools are effective. This helps to complete activities with physical models and records. Thereby, this paper presents a Visually Improved Digital Media Communication Framework (VIDMCF) using VR technology and DT. Incorporating all information, displaying the whole procedure, avoiding challenges, closing loops, optimizing repetitive processes, and making complex decisions in real-time can be aided by reproducing physical systems in the virtual design and adding VR and digital mirror twin to the output of digital media. The proposed model can achieve connectivity and convergence among the realistic atmosphere and the digital environment’s virtual system in cyber-real-space harmony over the life cycle.

2020 ◽  
pp. 1-13
Author(s):  
Ma Li ◽  
Shao Wenjie

Virtual reality emerged as an interactive, dynamic and dynamic technology in the early 1980 s. recently, with the introduction of advanced digital (DT) concept and its application in space, it has great advantages in information integration. virtual integration, real-time dynamic optimization decision-making and so on are helpful to solve these problems. means making full use of physical models and data (product design data, historical run data, service recovery data, etc.) to accomplish tasks. Replicating physical space in virtual space and applying virtual reality and digital mirror image to the production of digital media can help news integrate all content, display the whole process, avoid problems, close circuits, optimize repeated operations, Make dynamic decisions in real time. The goal is to realize the interaction and integration between the real world environment and the virtual space of the digital environment in order to realize the harmony between the virtual real space in the whole life cycle.


2021 ◽  
Vol 13 (18) ◽  
pp. 10336
Author(s):  
Gaurav Garg ◽  
Vladimir Kuts ◽  
Gholamreza Anbarjafari

A Digital Twin is the concept of creating a digital replica of physical models (such as a robot). This is similar to establishing a simulation using a robot operating system (ROS) or other industrial-owned platforms to simulate robot operations and sending the details to the robot controller. In this paper, we propose a Digital Twin model that assists in the online/remote programming of a robotic cell by creating a 3D digital environment of a real-world configuration. Our Digital Twin model consists of two components, (1) a physical model: FANUC robot (M-10iA/12), and (2) a digital model: Unity (a gaming platform) that comes with specialized plugins for virtual and augmented reality devices. One of the main challenges in the existing approach of robot programming is writing and modifying code for a robot trajectory that is eased in our framework using a Digital Twin. Using a Digital Twin setup along with Virtual Reality, we observe the trajectory replication between digital and physical robots. The simulation analysis provided a latency of approximately 40 ms with an error range of −0.28 to 0.28∘ across the robot joint movements in a simulation environment and −0.3 to 0.3∘ across the actual robot joint movements. Therefore, we can conclude that our developed model is suitable for industrial applications.


2021 ◽  
Vol 1 (1) ◽  
pp. 48-67
Author(s):  
Dylan Yamada-Rice

This article reports on one stage of a project that considered twenty 8–12-years-olds use of Virtual Reality (VR) for entertainment. The entire project considered this in relation to interaction and engagement, health and safety and how VR play fitted into children’s everyday home lives. The specific focus of this article is solely on children’s interaction and engagement with a range of VR content on both a low-end and high-end head mounted display (HMD). The data were analysed using novel multimodal methods that included stop-motion animation and graphic narratives to develop multimodal means for analysis within the context of VR. The data highlighted core design elements in VR content that promoted or inhibited children’s storytelling in virtual worlds. These are visual style, movement and sound which are described in relation to three core points of the user’s journey through the virtual story; (1) entering the virtual environment, (2) being in the virtual story world, and (3) affecting the story through interactive objects. The findings offer research-based design implications for the improvement of virtual content for children, specifically in relation to creating content that promotes creativity and storytelling, thereby extending the benefits that have previously been highlighted in the field of interactive storytelling with other digital media.


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content.


Author(s):  
Wei Wu ◽  
C. B. Sivaparthipan ◽  
Ivan Sanz-Prieto

Automobile architecture is a crucial phase in the process of design. The model assessment process in the hybrid vehicle modeling assessment becomes more in-depth, and designers exchange ideas. The critical aspect of automotive modeling is that various models have varying views on vehicle styling. The evaluation process is long, complicated, and efficient in automotive simulation. The evaluation process takes time. Therefore, in the paper, an Automobile Modelling Optimization Design Based on Virtual Reality Technology (AMOD-VRT) is proposed to improve automobile modeling and design research to be more interactive. Computational Design Method is used to create and design the entire vehicle as well as its surrounding environment. An Integrated Virtual Analysis can enclose the models mentioned above and create a virtual environment in which the user can interact to design a model virtually by themselves. The paper provides complete virtual design modeling of an automobile, allowing the user to work more efficiently based on the results. By applying virtual reality technology in the automobile design phase, interactive and network-based remote research on automobile modeling can make the automobile design progression more appropriate, easier to communicate with designers and decrease automobile design’s development cost and cycle. The simulation analysis is performed based on safety, performance, and efficiency, proving the reliability of the proposed framework. Various parameters obtain the simulation results on automobile design as the automobile vehicle design performance ratio is 87.16%, increasing the visual effects in AMOD ratio is 88.77%, improving visual effects with optimized design ratio is 84.5%, interaction and collaboration of automobile modeling ratio are 82.26% and reduce vehicles accident using virtual reality ratio is 93.80%. The computer-based virtual reality technology in the automotive industry can effectively accelerate new product development in the future.


2000 ◽  
Vol 4 (4) ◽  
pp. 110-120 ◽  
Author(s):  
Chiyi Cheng ◽  
Mingmin Zhang ◽  
Zhigeng Pan

The benefits of multi-resolution modeling techniques in virtual reality are vast, but one essential component of this model is how it can be used to speedup the process of virtual design and virtual prototyping. In this paper we propose a new multi-resolution representation scheme called MRM, which can support efficient extraction of both fixed and variable resolution modeling data for handling multiple objects in the same scene. One important feature of the MRM scheme is that it supports unified selective simplifications and selective refinements over the mesh representation of the object. In addition, multi-resolution models may be used to support real-time geometric transmission of data in collaborative virtual design and prototyping applications. These key features in MRM, may be applied to a variety of VR applications.


2021 ◽  
Vol 82 (4) ◽  
pp. 186
Author(s):  
Kathleen Phillips ◽  
Valerie A. Lynn ◽  
Amie Yenser ◽  
Christina Wissinger

Current teaching practice in undergraduate higher education anatomy and physiology courses incorporates the use of various instructional methodologies to reinforce the anatomical relationships between structures.1,2 These methods can include basic hands-on physical models, human and animal dissection labs, and interactive technology. Technological advances continue to drive the production of innovative anatomy and physiology electronic tools, including:virtual dissection in 3-D (e.g., Virtual Dissection Boards from Anatomage, 3D4Medical, and Anatomy.TV),augmented reality (AR) (e.g., Human Anatomy Atlas),mixed reality (e.g., Microsoft HoloLens Case Western Reserve Medical School and Cleveland Clinic digital anatomy app), and3-D virtual reality (VR) (e.g., 3D Organon VR Anatomy and YOU by Sharecare apps).


Author(s):  
Christian Fuchs

“Heidegger is the petty bourgeois of German philosophy, the man who has placed on German philosophy his kitschy night-cap […] When I see that even super-intelligent people have been taken in by Heidegger, […] I feel sickened to this day. […] Heidegger used to hold court at Todtnauberg and at all times would allow himself to be admired on his philosophical Black Forest plinth like a sacred cow. […] They made their pilgramages, as it were, into the philosophical Black Forest, to the sacred Martin Heidegger and knelt down before their idol”--- Thomas BernhardAbstract:In spring 2014, three volumes of the Schwarze Hefte (Black Notebooks), Heidegger’s philosophical notebooks, were published in the German edition of his collected works. They contain notes taken in the years 1931-1941 and have resulted in public debates about the role of anti-Semitism in Heidegger’s thought.This article asks: What are and should be the implications of the publication of the Black Notebooks for the reception of Heidegger in the study, theory, and philosophy of media, communication, and technology? It discusses Theodor W. Adorno’s and Moishe Postone’s contributions to the critical theory of anti-Semitism and applies these approaches for an analysis of Heidegger’s Black Notebooks.The analysis shows that the logic of modern technology plays an important role in the Black Notebooks. The paper therefore also re-visits some of Heidegger’s writings on technology in light of the Black Notebooks. There is a logical link between the Black Notebooks' anti-Semitism and the analysis of technology in Being and Time and The Question Concerning Technology. The first publication provides the missing link and grounding for the second and the third.Heidegger’s works have had significant influence on studies of the media, communication, and the Internet. Given the anti-Semitism in the Black Notebooks, it is time that Heideggerians abandon Heidegger, and instead focus on  alternative traditions of thought. It is now also the moment where scholars should consider stopping to eulogise and reference Heidegger when theorising and analysing the media, communication, culture, technology, digital media, and the Internet.Image source: By Willy Pragher (Landesarchiv Baden-Württemberg) [CC BY-SA 3.0 (http://creativecommons.org/licenses/by-sa/3.0)], via Wikimedia Commons


Author(s):  
Tushar H. Dani ◽  
Rajit Gadh

Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.


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