scholarly journals Research on Public Art Parameterization of Interactive Installation Based on Sensor and Virtual Reality

2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Shukui Song

With the progress of human society, more and more scientific and technological achievements are applied to people’s development activities, and virtual reality technology is one of them. This case is a study on the path, form, and role of virtual reality and augmented reality technology in public art design. Through combining the public art form and current situation, we put forward the problem of increasing public art creation methods through the intervention of virtual reality technology, change the display method of public art with innovative technical solutions, and explore innovative ways of public art design application. In the research process, the author carried out detailed case research, technical demonstration, and creative practice on virtual reality technology; combined and studied a lot of advanced technical means that can be applied in public art creation and display design; and explored the collaborative innovation of technology and art, the public art design methods, and application approaches in China. On the basis of a comprehensive understanding of the artistic effects that can be achieved by related software and the future directions studied by technical personnel, analyzing the demand and feasibility of the technology in the application of public art, and exploring and summarizing virtual reality technology and augmented reality technology under the background of rapid development and popularization, public art design uses these technologies to solve practical problems and promotes the process of art design innovation and publicization by means of innovative media and experience forms. It increases the importance of virtual technology in public art and changes the traditional business model of public art. Experimental results show that the public’s attention to public equipment based on sensors and virtual reality technology has increased by more than 60%, and modern technology is used to make up for the development of public art and culture. The digital sustainable development of interactive installations of public art in my country provides new ideas.

2020 ◽  
Vol 3 (1) ◽  
pp. 103
Author(s):  
Dwi Ridho Aulianto

This study aims to determine the benefits of Augmented Reality and Virtual Reality technology applied to libraries in the Z generation era. The research method used study of literature by collecting several reference as sources that are relevant to the study material and and interviews with several generation Z informants. The results of the study found that the implementation of Augmented Reality technology can be used to create and read the Interactive Opac Brochure with AR; Utilization of Library Collection Display; Utilization for Searching Library Collections in Shelves through AR; Utilization for Interactive Learning Media for Users. While the implementation of Virtual Reality technology can be used for tours or library tours; Library Services; Information Literacy and Online Catalog. 


2020 ◽  
Vol 2020 ◽  
pp. 1-7
Author(s):  
Xu Cong ◽  
Tingting Li

With the continuous development of information technology and digital medicine, computer-assisted virtual medicine has become the development trend of a new generation of clinical surgery, which aims to improve the accuracy of surgery, reduce the risk of surgery, and achieve precise and minimally invasive treatment. The interface design in the computer-aided virtual medical system is a medium for transmitting and exchanging information between humans and machines. This article uses virtual reality technology and augmented reality technology to develop a virtual medical system interface, which aims to solve the interaction problem between users and virtual medical systems and satisfy users. The multidemand psychology is an effective way of interaction. It provides users with a multichannel and comprehensive communication method, which truly meets the design goals that meet the user’s psychological needs. It also expands applications for virtual reality technology and augmented reality technology.


2015 ◽  
Vol 9 (1) ◽  
pp. 164-169 ◽  
Author(s):  
Hongjun Chen

The technology of virtual reality is an advanced computer user interface technology, which provides users with a variety of intuitive and natural real-time senses and interactive means in the aspects of vision, touch, taste,etc, thus realizing the most convenient user-computer interaction without any complicated keyboard operation and improving the efficiency of the whole system. virtual reality is basically characterized by immersion,interaction and imagination. The designer and the user can get the comprehensive result of survey and design when the virtual reality technology is applied. The landscape architecture designing. Furthermore, this technology can show the user or designer the total information on landscape space, enable the user or designer do some long-distance on-line browsing and communicating,make computerassisted designing and decision, and help the public participate. However, there are several key problems in application of virtual reality technology landscape architecture designing, such as modeling of virtual environment, real-time 3D-imagegenerating technology, interactive technology and system integrating technology. With the rapid development of virtual reality technology and the active participation of the landscape architects, the application of the virtual reality technology. The landscape architectural designing will surely bring along the innovation of the methodology and essence of landscape architecture designing.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Adhy Kurnia Triatmaja ◽  
Muchlas Muchlas ◽  
Yoga Wardana

ABSTRACT:Virtual laboratory of digital engineering based mobile virtual reality is a technology that will be change the conventional laboratory. The use of virtual labs can be used for as long as you have an Android computer, wherever and whenever. A technical breakthrough that makes virtual laboratories imitate actual laboratories is the use of virtual reality technology. This thesis applies mobile augmented reality technology to a virtual software engineering laboratory. Until it becomes a functional product, many considerations and processes are required in the application of a virtual laboratory. The results of this study are used as materials for studying the application of virtual digital engineering laboratories using mobile virtual reality technology.ABSTRAK:Virtual laboratorium teknik digital berbasis mobile virtual reality merupakan teknologi yang dapat dimanfaatkan sebagai pengganti laboratorium konvensional. Penggunaan virtual laboratorium dapat digunakan dimanapun dan kapanpun selama memiliki perangkat android. Penggunaan teknologi virtual reality merupakan suatu perkembangan teknologi sehingga membuat virtual laboratorium dapat menyerupai laboratorium yang sebenarnya. Penelitian ini mengaplikasikan virtual laboratorium teknik digital dengan teknologi mobile virtual reality. Dalam mengaplikasikan virtual laboratorium perlu beberapa pertimbangan dan proses yang harus dilakukan sebelum menjadi suatu produk yang dapat digunakan. Hasil dari penelitian ini adalah sebagai bahan untuk mempelajari dalam mengaplikasikan virtual laboratorium teknik digital dengan menggunakan teknologi mobile virtual reality.


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.


2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


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