Associating Real Objects with Virtual Models for VR Interaction

2021 ◽  
Author(s):  
Wan-Ting Hsu ◽  
I-Chen Lin
Keyword(s):  
2007 ◽  
Vol 11 (1) ◽  
pp. 42-54
Author(s):  
Peter Krebs ◽  

The personal computer has become the primary research tool in many scientific and engineering disciplines. The role of the computer has been extended to be an experimental and modelling tool both for convenience and sometimes necessity. In this paper some of the relationships between real models and virtual models, i.e. models that exist only as programs and data structures, areexplored. It is argued that the shift from experimenting with real objects to experimentation with computer models and simulations may also require a new approach for evaluating scientific theories derived from these models. Accepting the additional sets of assumptions that are associated with computer models and simulations requires ‘leaps of faith’, which we may not want to make in order to preserve scientific rigor. There are problems in providing acceptable arguments and explanations as to why a particular computer model or simulation should be judged scientifically sound, plausible, or even probable. These problems not only emerge from models that are particularly complex, but also in models that suffer from being too simplistic.


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

Virtual laboratories are one popular form of implementation of virtual reality. They are now widely used at various levels of education. Game-based virtual laboratories created using game engines take advantage of the resources of these game engines. While providing convenience to developers of virtual laboratories, game engines also exhibit the following shortcomings: (1) They are not realistic enough. (2) They require long design and modification periods. (3) They lack customizability and flexibility. (4) They are endowed with limited artificial intelligence. These shortcomings render game-based virtual laboratories (and other virtual laboratories) inferior to traditional laboratories. This paper proposes a smart method for developing game-based virtual laboratories that overcomes these shortcomings. In this method, 3D reconstruction and pattern recognition techniques are adopted. 3D reconstruction techniques are used to create a virtual environment, which includes virtual models of real objects and a virtual space. These techniques can render this virtual environment fairly realistic, can reduce the time and effort of creating the virtual environment and can increase the flexibility in the creation of the virtual environment. Furthermore, pattern recognition techniques are used to endow game-based virtual laboratories with general artificial intelligence. The scanned objects can be recognized, and certain attributes of real objects can be added automatically to their virtual models. In addition, the emphasis of the experiments can be adjusted according to the users’ abilities in order to get better training results. As a prototype, an undergraduate student laboratory was developed and implemented. Finally, additional improvements in the approach for creating game-based virtual laboratories are discussed.


2007 ◽  
pp. 59-72
Author(s):  
I. Lavrov

The author considers theoretical, philosophical and methodological aspects of normative approach in economic theory. The article discusses normative analysis and types of normative and positive elements in economic theory, basing upon difference between abstract and real objects of science. The specific traits of generations as subjects of economic and socio-political history are determined.


2019 ◽  
Vol 2019 (4) ◽  
pp. 23-31
Author(s):  
Jakub Wilk ◽  
Radosław Guzikowski

Abstract The paper presents the validation procedure of the model used in the analysis of the composite blade for the rotor of the ILX-27 rotorcraft, designed and manufactured in the Institute of Aviation, by means of numerical analyses and tests of composite elements. Numerical analysis using finite element method and experimental studies of three research objects made of basic materials comprising the blade structure – carbon-epoxy laminate, glass-epoxy composite made of roving and foam filler – were carried out. The elements were in the form of four-point bent beams, and for comparison of the results the deflection arrow values in the middle of the beam and axial deformations on the upper and lower surfaces were selected. The procedure allowed to adjust the discrete model to real objects and to verify and correct the material data used in the strength analysis of the designed blade.


Author(s):  
Samuel Scolnicov

Socrates' great educational innovation was in ascribing moral worth to the intellectual activity reflectively directed at one's own life. His concept of eudaimonia was so different from the ordinary that talking about it took on sometimes a paradoxical air, as in Apology 30b3. For him, reason is not a tool for attaining goals independently thought worthwhile; rather, rationality itself, expressed in the giving of reasons and the avoidance of contradictions, confers value to goals and opinions. Persons are reasonable, but obviously not the empirical human being. But education is aimed at the empirical man or woman and inevitably employs psychological means. How then is it possible that the result of education should grow out of the depths of each individual and be nevertheless valid for all individuals? In the Symposium, Plato gives Aristophanes the crucial move. Each of us is only half the whole person and we are moved by our desire for what we lack. In this context, to claim that the soul is immortal is to claim-at least-that the soul has a non-empirical dimension, that its real objects are not the objects of desire as such, and that a person's sensible life is not the true basis for the evaluation of his or her eudaimonia. However, in the soul which is not free from contradictions there is no advantage to right but unexamined options. There is in the life of the naïve just an insecurity which is not merely pragmatic. Even if a person never falters to the end of life, this is no more than moral luck. One is still guilty on the level of the logos, and liable to blame and punishment not for what one does, but for what one could have done.


Minerals ◽  
2021 ◽  
Vol 11 (8) ◽  
pp. 791
Author(s):  
Sufei Zhang ◽  
Ying Guo

This paper introduces computer vision systems (CVSs), which provides a new method to measure gem colour, and compares CVS and colourimeter (CM) measurements of jadeite-jade colour in the CIELAB space. The feasibility of using CVS for jadeite-jade colour measurement was verified by an expert group test and a reasonable regression model in an experiment involving 111 samples covering almost all jadeite-jade colours. In the expert group test, more than 93.33% of CVS images are considered to have high similarities with real objects. Comparing L*, a*, b*, C*, h, and ∆E* (greater than 10) from CVS and CM tests indicate that significant visual differences exist between the measured colours. For a*, b*, and h, the R2 of the regression model for CVS and CM was 90.2% or more. CVS readings can be used to predict the colour value measured by CM, which means that CVS technology can become a practical tool to detect the colour of jadeite-jade.


Electronics ◽  
2021 ◽  
Vol 10 (8) ◽  
pp. 900
Author(s):  
Hanseob Kim ◽  
Taehyung Kim ◽  
Myungho Lee ◽  
Gerard Jounghyun Kim ◽  
Jae-In Hwang

Augmented reality (AR) scenes often inadvertently contain real world objects that are not relevant to the main AR content, such as arbitrary passersby on the street. We refer to these real-world objects as content-irrelevant real objects (CIROs). CIROs may distract users from focusing on the AR content and bring about perceptual issues (e.g., depth distortion or physicality conflict). In a prior work, we carried out a comparative experiment investigating the effects on user perception of the AR content by the degree of the visual diminishment of such a CIRO. Our findings revealed that the diminished representation had positive impacts on human perception, such as reducing the distraction and increasing the presence of the AR objects in the real environment. However, in that work, the ground truth test was staged with perfect and artifact-free diminishment. In this work, we applied an actual real-time object diminishment algorithm on the handheld AR platform, which cannot be completely artifact-free in practice, and evaluated its performance both objectively and subjectively. We found that the imperfect diminishment and visual artifacts can negatively affect the subjective user experience.


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