Development of a low-cost immersive virtual reality solution for STEM classroom instruction: A case in Engineering Statics

Author(s):  
Oai Ha
2012 ◽  
Vol 11 (3) ◽  
pp. 9-17 ◽  
Author(s):  
Sébastien Kuntz ◽  
Ján Cíger

A lot of professionals or hobbyists at home would like to create their own immersive virtual reality systems for cheap and taking little space. We offer two examples of such "home-made" systems using the cheapest hardware possible while maintaining a good level of immersion: the first system is based on a projector (VRKit-Wall) and cost around 1000$, while the second system is based on a head-mounted display (VRKit-HMD) and costs between 600� and 1000�. We also propose a standardization of those systems in order to enable simple application sharing. Finally, we describe a method to calibrate the stereoscopy of a NVIDIA 3D Vision system.


Author(s):  
L. Herman ◽  
O. Kvarda ◽  
Z. Stachoň

<p><strong>Abstract.</strong> In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.</p>


Author(s):  
A. Walmsley ◽  
T. P. Kersten

Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.


2021 ◽  
Author(s):  
Isabela Gonçalves Magalhães ◽  
Júlia Alves dos Santos ◽  
Pedro Vitor de Freitas Muzy Lopes ◽  
Gisa Márcia Dutra Valente ◽  
Laura Cremoneze Rangel da Silva ◽  
...  

The advance of digital modeling software, computers with greater processing capacity and the evolution of specific rendering software, contribute to the increased use of images that simulate a real environment, being a practice increasingly inserted in the professional exercise of Architecture and in the university. This practice is already observed in undergraduate scanswhere students seek to learn on their own the use of programs and plug-ins for rendering. This work aimed to elaborate a process aimed at teaching architecture design using modeling in SketchUp and application of low-cost immersive virtual reality simulation tools for analysis of model studies in design disciplines. The method used was the use of some renderers and free virtual reality tools on the Internet. As a result we had the first contact of the students with the immersive virtual reality tools and in turn broadening the perception of the details of the objects studied and spatial vision


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


Author(s):  
Damitha Sandaruwan ◽  
Nihal Kodikara ◽  
Chamath Keppitiyagama ◽  
Rexy Rosa ◽  
Kapila Dias ◽  
...  

Games are used for other purposes than providing entertainment. This chapter is particularly interested in serious games, also known as simulators, with immersive virtual reality environments that are used for training and teaching purposes. These simulators have very stringent requirements and as a result, they are expensive to build. However, the authors managed to develop a ship handling simulator for the Sri Lanka Navy, at a cost of less than $20,000, which is an order of magnitude less costly than the cheapest available ship handling simulators. The cost of the simulator was kept at a minimum by using Commodity-Off-The-Shelf (COTS) hardware, Free and Open Source Software (FOSS), and also by adopting a development strategy which kept the client involved in the complete life cycle of the development. The availability of the required manpower at a very low cost in Sri Lanka was also beneficial.


2018 ◽  
Vol 10 (4) ◽  
pp. 1102 ◽  
Author(s):  
Vicente Román-Ibáñez ◽  
Francisco Pujol-López ◽  
Higinio Mora-Mora ◽  
Maria Pertegal-Felices ◽  
Antonio Jimeno-Morenilla

Sign in / Sign up

Export Citation Format

Share Document