scholarly journals Virtual Reality Technology in Visual Design of Artistic Images: Analysis and Applications

2022 ◽  
Vol 2022 ◽  
pp. 1-6
Author(s):  
Ling He ◽  
Shanshan Zhu

Within a few decades of development, Internet is been refreshing the world’s awareness of its development and potentials at an unexpected speed. In recent years, virtual reality technology has begun to be applied to more and more fields. Especially in instant transmission of information, the applications of VR are incomparable. Akin to the wide-ranged advantages of the technology in education and health, the applications of VR in the art of artistic image designing need to be addressed. With this research work, a comprehensive study is presented about the applications of virtual reality in the art of image visualization. The research intends to analyze the possibility of intermingling modern image visualization with the emerging VR technology. Following a systematic approach, the history and development of display design are reviewed besides studying the artistry techniques used in the technology of art image visualization design. The interdisciplinary association of the two fields is explored with the help of relevant algorithms. The model proposed in the paper for the design of art image is based on the visual interactive process, rigorous assembly sequence, and appropriate equipment mode. As a result, the whole design process is more controllable and feasible. The suggested design concept is verified dynamically. Through the collection and comparison of feedback information, the hypothesis algorithm of the model is updated to accommodate the dynamic information so that to reflect the complete image design process. To assess performance of the model, evaluation was conducted from various perspectives. The three basic image operations such as illumination change, occlusion change, and color change were performed by using the two technologies such as the traditional image design and VR-based image design. From the comparison of experimental data, it was revealed that the effects of traditional art image visualization products produced by the art image visualization and that of VR technology are quite different. For instance, the visualization score achieved for the lighting change operation using the VR technology was 95.48%, whereas 85.57% was obtained for the same operation using the traditional image design technology. Similarly, while adding visual effects using the VR technology, an average of 9% higher score was obtained for the said image operations. The promising results attained for the VR-based design testify that the technology is feasible and suitable to be intermingled with the visual design of art image. As a whole, the findings justify that the proposed approach is quite applicable in visual design of art image systems. In view of the significance of the research, the study can be extended to related domains of computer-based designing and visualization as well.

2019 ◽  
Vol 82 (2) ◽  
pp. 470-483
Author(s):  
Brady D. Lund ◽  
Shari Scribner

Virtual reality has recently transformed from a complex and expensive technology that was not a practical educational tool for archives to one that is easily affordable and easy to use in a variety of archival and special collection situations. This case study discusses the use of virtual reality technology to make a special collection at Emporia State University accessible 24/7 to a global audience of classrooms and individuals. Without complex coding or high cost overhead, the design of high-quality virtual reality experiences is now accessible to any organization and can be carried out by a student assistant or intern without causing a great amount of additional work for the busy archivist. The article discusses the design process for Emporia State's virtual reality experience for the May Massee Collection, along with challenges faced and outcomes of the project.


2020 ◽  
Vol 4 (1) ◽  
pp. 13
Author(s):  
Wen Huang

<p>In recent years, with the continuous improvement and optimization of the level of science and technology, Virtual Reality (VR) technology has been widely used in our society and has received great attention from the people. Generally speaking, as one of the new science and technology, this technology can realize the reasonable simulation and reconstruction of reality by means of information technology, which is of great significance and value to the optimization of audience’s sensory experience. In the process of geoscience research, with the unremitting efforts of researchers, VR technology is combined with geoscience research, thus laying a solid foundation and guarantee for the promotion and optimization of the comprehensive level of geoscience research in China. In this study, the researchers systematically analyzed and discussed the application value and specific application of VR technology in geoscience research work, aiming to lay a solid foundation and guarantee for the promotion and optimization of the comprehensive level of geoscience research work in China.</p>


2018 ◽  
Vol 227 ◽  
pp. 02005 ◽  
Author(s):  
Jialu Song ◽  
Sijia Huang

Virtual reality technology has been applied to a variety of fields. Various kinds of organizations have been deepening the study of this technology. This article is a discourse of the application of the VR technology in landscape design in the field of landscape architecture. The connection between virtual reality technology and landscape scene construction innovates the traditional design process and realizes the interaction between designers and customers and the public in the design process.


2013 ◽  
Vol 464 ◽  
pp. 420-423 ◽  
Author(s):  
Gui Ping Nie ◽  
Guang Jie Ren

The virtual reality technology can help us to make more scientific and rational design, process more simple and optimized, and teaching more vivid and natural. This text, taking the human-computer interactive simulation of the upper limb operations for example, classifies a wide range of man-machine interfaces that related to the upper limb operations of human, and through the operations analysis and motion analysis of human to find a breakthrough point, so as to carry out the research of targeted countermeasures. The purpose of the research is to complete product platform to provide effective services for teaching and industry.


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.


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