scholarly journals Large Relics Scenario-Based Visualization Using Head-Mounted Displays

2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Hui Xu ◽  
Jiawan Zhang

Most visitors come to visit museums; in reality, few immersive solutions support the senses experience. Virtual reality (VR) technology attaches the virtual information from the real environment. Applying the VR technology in the 3D relic information display and visualization in the museum field is a hot research issue. However, most current solutions of relics are one-sided, only focusing on the virtual exhibition, lack of associations with actual function, and senses experience, especially the large artistic cultural relics. The scenario-based virtual exhibition solution is an available approach to allow visitors to imitate ancient artist and provide relatively experience in the form of content and sense organ of ancient art. It converts large relics into “digital large relics” and enables experiencing performance of ancient civilization in person. The solution presents relics to the visitors in a more direct and vivid manner and with innovative forms, strong interaction, and intelligence, thereby improving the interests and satisfaction among visitors in this type of relic exhibition. Besides, it also provides visitors with a convenient way to experience and learn ritual and culture. Evaluation and conclusion can be drawn that most participants appreciated this solution in clear interface and completion aspects.

2020 ◽  
Vol 46 (Supplement_1) ◽  
pp. S315-S316 ◽  
Author(s):  
Emine Ilgın Hoşgelen ◽  
Faik Kartelli ◽  
Markus Berger ◽  
Simay Erinç ◽  
Deniz Yerlikaya ◽  
...  

Abstract Background Emerging new technologies may lead to the discovery of new treatment techniques in psychiatric disorders. Virtual Reality (VR) is being one of the newly developed techniques that has also taken its place in literature very recently. VR is a new technology for treatment of psychiatric symptoms. This is a pilot study that aims to determine the behavioral and symptomatic response of patients to a real recorded VR environment. In this study, a virtual reality laboratory has been established and a psychosocial treatment program through virtual reality has been developed for patients with schizophrenia. The aim of this study is to investigate the effect of VR psychosocial treatment program on psychosocial functioning in schizophrenia. Methods Data were collected from the patients who applied to Dokuz Eylül University School of Medicine, Schizophrenia and Psychosis Outpatient Clinic. Seven schizophrenia patients who met schizophrenia according to DSM-V diagnostic criteria were included into the study. The level of psychosocial functioning was assessed using the Personal and Social Performance Scale (PSP), the positive and negative symptom severity was evaluated using the Positive and Negative Syndrome Scale (PANSS) and social skills were assessed by using the Social Skills Checklist (SSC). The VR psychosocial treatment program included 10 sessions and was carried on for five weeks as twice a week. Each session had different real virtual environment applications including social interaction components such as in a café to buy a beverage, a bazaar or market to do shopping, taking a bus, tram, and/or ferry, etc. Results PSP scores were statistically different after and before virtual reality assessment (p=0,018). SSC scores were trend to be significance after the VR application (p=0,062). After five weeks, patients’ the number of going outside home, the places they go and the activities they do have been increased compared to the numbers at the beginning but did not differ in statistically significance. None of the patients reported motion sickness due to exposure to real environment during or after immersive process of VR. There was no significant difference regarding PANSS scores after the VR psychosocial treatment. In this study real environment VR sessions did not trigger positive symptoms of schizophrenia patients. Discussion In this preliminary study, we found that the real environment VR psychosocial application is eligible for schizophrenia patients to improve their social skills and daily activities. This study helped patients to experience the real environment without being there and encouraged them to be “really” in there. Soon, cognitive remediation programs and psychosocial functioning therapies may be conducted via VR and may help the patients to cope with their symptoms and daily life difficulties.


1996 ◽  
Vol 5 (1) ◽  
pp. 122-135 ◽  
Author(s):  
Takashi Oishi ◽  
Susumu Tachi

See-through head-mounted displays (STHMDs), which superimpose the virtual environment generated by computer graphics (CG) on the real world, are expected to be able to vividly display various simulations and designs by using both the real environment and the virtual environment around us. However, we must ensure that the virtual environment is superimposed exactly on the real environment because both environments are visible. Disagreement in matching locations and size between real and virtual objects is likely to occur between the world coordinates of the real environment where the STHMD user actually exists and those of the virtual environment described as parameters of CG. This disagreement directly causes displacement of locations where virtual objects are superimposed. The STHMD must be calibrated so that the virtual environment is superimposed properly. Among the causes of such errors, we focus both on systematic errors of projection transformation parameters caused in manufacturing and differences between actual and supposed location of user's eye on STHMD when in use, and propose a calibration method to eliminate these effects. In the calibration method, the virtual cursor drawn in the virtual environment is directly fitted onto targets in the real environment. Based on the result of fitting, the least-squares method identifies values of the parameters that minimize differences between locations of the virtual cursor in the virtual environment and targets in the real environment. After we describe the calibration methods, we also report the result of this application to the STHMD that we have made. The result is accurate enough to prove the effectiveness of the calibration methods.


Robotica ◽  
2009 ◽  
Vol 28 (1) ◽  
pp. 47-56 ◽  
Author(s):  
M. Karkoub ◽  
M.-G. Her ◽  
J.-M. Chen

SUMMARYIn this paper, an interactive virtual reality motion simulator is designed and analyzed. The main components of the system include a bilateral control interface, networking, a virtual environment, and a motion simulator. The virtual reality entertainment system uses a virtual environment that enables the operator to feel the actual feedback through a haptic interface as well as the distorted motion from the virtual environment just as s/he would in the real environment. The control scheme for the simulator uses the change in velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator, and the haptic feedback to the operator to maneuver the simulator in the real environment. The stability of the closed-loop system is analyzed based on the Nyquist stability criteria. It is shown that the proposed design for the simulator system works well and the theoretical findings are validated experimentally.


Repositor ◽  
2020 ◽  
Vol 2 (2) ◽  
pp. 215
Author(s):  
Alfian Hanafi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

ABSTRAKPublic Speaking merupakan suatu kegiatan dimana pembicara atau penyaji akan menyajikan suatu orasi kepada audien secara langsung. Public Speaking memiliki fungsi sebagai media untuk memberi informasi kepada audien, mengajak atau membujuk audien untuk melakukan, mempercayai sesuatu yang diinginkan pembicara dan memberi hiburan kepada audien. Kegiatan Public Speaking dalam masyarakat memiliki peran penting karena mampu meningkatkan keberanian seseorang untuk bicara di depan umum, selain itu Public Speaking dapat meningkatkan rasa kepemimpinan seseorang. Namun, dalam praktiknya banyak orang yang masih merasa gugup, tidak siap, bahkan tidak berani melakukan Public Speaking. Alasan itulah yang melandasi dibuatnya aplikasi simulasi pelatihan Public Speaking dengan memanfaatkan teknologi Virtual Reality (VR) yang berbasis android.VR sendiri merupakan teknologi yang memungkinkan penggunannya untuk melakukan simulasi di dunia maya secara berkelanjutan tanpa mengeluarkan biaya yang banyak. Hal ini dikarenakan VR mampu mensimulasikan lingkungan virtual dengan baik, yang tentunya akan membuat penggunanya merasa seperti di lingkungan nyata. Dalam aplikasi ini sendiri menyediakan lingkungan virtual yang bisa digunakan pengguna untuk melakukan simulasi Public Speaking, dalam menentukan tingkat keberhasilan aplikasi, maka digunakanlah sistem penilaian yang akan mengukur tingkat keberhasilan aplikasi dalam membantu melatih pengguna melakukan Public Speaking.  Terdapat 4 (empat) faktor sebagai acuan penilaian aplikasi yaitu: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. Dalam hasil pengujian yang dilakukan didapatkan hasil bahwa aplikasi mampu membantu pengguna melakukan simulasi Public Speaking.ABSTRACT Public Speaking is an activity where the speaker or presenter will present an oration to the audience directly. Public Speaking has a function as a medium to inform the audience, invite or persuade audiences to perform, to believe in something the speaker wants and to entertain the audience. Public Speaking activities in the society have an important role because it can increase someone courage to speak in public, in addition Public Speaking can increase someone sense of leadership. However, in practice many people are still feeling nervous, unprepared, not even daring to do Public Speaking. The reason that underlies the creation of simulation applications Public Speaking training by utilizing technology Virtual Reality (VR) based on android.VR itself is a technology that allows it’s users to perform simulations in virtual environment on a sustainable basis without spending a lot money. This is because the VR is able to simulate a virtual environment really well, which of course will make users feel like in the real environment. In this application it’s provides a virtual environment that can be used by users to perform Public Speaking simulations, in determining the success rate of the application, then used a scoring system that will measure the success rate of the application in helping train users perform Public Speaking. There are 4 (four) factors as the appraisal that is: Control Factors, Sensory Factors, Distraction Factors, Realism Factors. In the results of test, application itself obtain the results that it is able to help users to simulate Public Speaking. 


2012 ◽  
Vol 433-440 ◽  
pp. 4584-4589
Author(s):  
Yi Lin ◽  
Yue Liu

This paper analyzes the Virtual Engine platform “Virtools” and the theory of Multi-touch technology, explores the way to merge the behavior interactive module of Virtools and Multi-touch control mechanism, and proposes a resolution which integrates the virtual scene rendering and touch interaction. By creating the virtual scene of Dunhuang Mogao Grotto and combining the interactive advantage of Virtools when manipulating the 3D objects, the proposed system has created an immersive sensation of entering into the real environment. During the tour, the system will bring strong interests in Historical sites’ culture to its visitors. Implementation of the proposed system show that the researches on the virtual scene rendering and the integration of interactive technologies have achieved the desired effect.


1993 ◽  
Vol 2 (2) ◽  
pp. 112-124 ◽  
Author(s):  
Eimei Oyama ◽  
Naoki Tsunemoto ◽  
Susumu Tachi ◽  
Yasuyuki Inoue

To control a slave robot in poor visibility environments, an experimental extended teleexistence system using virtual reality was constructed. The environment model was constructed from the design data of the real environment. When virtual reality is used for controlling a slave robot, the modeling errors of the environment model must be calibrated. A model-based calibration system using image measurements is proposed for matching the real environment and the virtual environment. The slave robot has an impedance control system for contact tasks and for compensating for the errors that remain after the calibration. After the calibration, an experimental operation in a poor visibility environment was successfully conducted.


2021 ◽  
Vol 2021 ◽  
pp. 1-6
Author(s):  
Sansan Li ◽  
Dongxian Zhou

Objective. To explore the construction of immersive learning system based on virtual reality (VR) and test its learning effect. Methods. 20 qualified subjects were divided into two groups, each tending to agree, each with 5 boys and 5 girls. Experimental group 1 is in the real operating environment, and experimental group 2 is in the VR virtual disassembly experimental environment. The task process errors, knowledge questionnaire scores and user subjective satisfaction were analyzed statistically. Results. The significance probability P of knowledge questionnaire in the Levene test was 0.777, greater than 0.05, and the variance homogeneous, so the final P of independent sample t -test was subject to “assumed variance equal”; the significance probability was 0.613, greater than 0.05; the questionnaire scores of two groups showed no significant difference, so VR virtual environment can achieve the learning effect of the real environment. The number of errors in a VR virtual situation is significantly lower than the number of errors in the real environment, the VR virtual environment can achieve the learning effect of the real environment, and the VR virtual environment can achieve more interaction, with good interaction. Conclusion. The immersive learning system based on VR detection technology can realize the cognition of three-dimensional model structure and has a certain learning effect.


2021 ◽  
Author(s):  
Polona Caserman ◽  
Augusto Garcia-Agundez ◽  
Alvar Gámez Zerban ◽  
Stefan Göbel

AbstractCybersickness (CS) is a term used to refer to symptoms, such as nausea, headache, and dizziness that users experience during or after virtual reality immersion. Initially discovered in flight simulators, commercial virtual reality (VR) head-mounted displays (HMD) of the current generation also seem to cause CS, albeit in a different manner and severity. The goal of this work is to summarize recent literature on CS with modern HMDs, to determine the specificities and profile of immersive VR-caused CS, and to provide an outlook for future research areas. A systematic review was performed on the databases IEEE Xplore, PubMed, ACM, and Scopus from 2013 to 2019 and 49 publications were selected. A summarized text states how different VR HMDs impact CS, how the nature of movement in VR HMDs contributes to CS, and how we can use biosensors to detect CS. The results of the meta-analysis show that although current-generation VR HMDs cause significantly less CS ($$p<0.001$$ p < 0.001 ), some symptoms remain as intense. Further results show that the nature of movement and, in particular, sensory mismatch as well as perceived motion have been the leading cause of CS. We suggest an outlook on future research, including the use of galvanic skin response to evaluate CS in combination with the golden standard (Simulator Sickness Questionnaire, SSQ) as well as an update on the subjective evaluation scores of the SSQ.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


Sign in / Sign up

Export Citation Format

Share Document