CITYCLUSTER “From the Renaissance to the Megabyte Networking Age”: A Virtual Reality and High-Speed Networking Project

2005 ◽  
Vol 14 (1) ◽  
pp. 1-19 ◽  
Author(s):  
Franz Fischnaller ◽  
Alex Hill

This paper presents the CITYCLUSTER project, a virtual-reality networking matrix, in a high-tech framework with original technological features, navigation, interactivity, graphic, and content style, in which multiple environments, ambiences, and cities, both real and imagined, can be hosted, coexist, and be interrelated within themselves through a common virtual territory. It can be interconnected by high-speed network, enabling remote participants to access, interact, and collaborate in shared environments and work together in a common virtual space over distance in real time. The framework can be expanded and modified in accordance with the digital environment to be incorporated. Meta-Net-Page, a virtual-reality collaborative networking tool, was designed and implemented ad hoc for CITYCLUSTER. “From the Renaissance to the Megabyte Networking Age” is the first CITY-CLUSTER virtual-reality networked application, which offers visitors a thrilling interactive journey, from the Renaissance to the Super Broadband Networking and Electronic Age. Florence represents the “Renaissance Age”, Chicago the “Gigabits Networking Age.” Each virtual city is inhabited by a group of avatars: David, Venus, and Machiavelli in Florence, and Mega, Giga, and Picasso in Chicago. The implementation of CITYCLUSTER has given rise to a range of technological challenges, which in turn have revealed innovative aspects and salient features relative to content management, the development of juxtaposed virtual environments, networking interactive techniques, avatar design, architecture, and virtual effects. A series of special features and enhancements have been added to the software Ygdrasil, to satisfy content and quality levels of interactivity. In consequence, the Ygdrasil system was further refined as software tools that aid the rapid and intuitive development of interactive virtual environments for artists and other nontechnical users. The CITYCLUSTER project is primarily designed to run in the CAVE and on the AGAVE (Access Grid Augmented Virtual Environment). It can run either locally or through remote networking in both SGIs and the Linux platform.

Author(s):  
João Martinho Moura ◽  
Né Barros ◽  
Paulo Ferreira-Lopes

Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the embodiment sensation in VR, specifically in the artistic aspect. They present initial reflections about embodiment in virtuality and analyze the technologies adopted in creating interactive artworks prepared for galleries and theater stage, questioning the sensations caused by the visual embodiment in virtual reality under the perspective of both the audience and the performer.


Perception ◽  
2020 ◽  
Vol 49 (9) ◽  
pp. 940-967
Author(s):  
Ilja T. Feldstein ◽  
Felix M. Kölsch ◽  
Robert Konrad

Virtual reality systems are a popular tool in behavioral sciences. The participants’ behavior is, however, a response to cognitively processed stimuli. Consequently, researchers must ensure that virtually perceived stimuli resemble those present in the real world to ensure the ecological validity of collected findings. Our article provides a literature review relating to distance perception in virtual reality. Furthermore, we present a new study that compares verbal distance estimates within real and virtual environments. The virtual space—a replica of a real outdoor area—was displayed using a state-of-the-art head-mounted display. Investigated distances ranged from 8 to 13 m. Overall, the results show no significant difference between egocentric distance estimates in real and virtual environments. However, a more in-depth analysis suggests that the order in which participants were exposed to the two environments may affect the outcome. Furthermore, the study suggests that a rising experience of immersion leads to an alignment of the estimated virtual distances with the real ones. The results also show that the discrepancy between estimates of real and virtual distances increases with the incongruity between virtual and actual eye heights, demonstrating the importance of an accurately set virtual eye height.


2016 ◽  
Vol 16 (1) ◽  
pp. 15-21 ◽  
Author(s):  
Julien Saunier ◽  
Mukesh Barange ◽  
Bernard Blandin ◽  
Ronan Querrec

In the last decades, the industry has profoundly integrated the use of digital resources in their production process. However, these assets are rarely re-used for the training of the users, operators and technicians that have to interact with these objects. Furthermore, although training and learning environments are classical applications of virtual reality, the design of these environments is generally ad hoc, i.e. dedicated to specific operations on specific objects, hence requiring the intervention of programmers whenever a modification of the pedagogical scenario is required. In this article, we propose a methodology to design adaptable virtual environments, by separating the role of the different protagonists that play a part in the creation of learning environments. In particular, its goal is to allow the teachers to implement different scenarios according to the level of the trainees and to the pedagogical objectives without the intervention of computer scientists. An example of adaptable wind turbine environment is shown, with three different learning situations: simulator, safety training and preventive maintenance training.


Author(s):  
Paolo Belluco ◽  
Monica Bordegoni ◽  
Umberto Cugini

Interacting with computers by using the bodily motion is one of the challenging topics in the Virtual Reality field, especially as regards the interaction with large scale virtual environments. This paper presents a device for interacting with a Virtual Reality environment that is based on the detection of the muscular activity and movements of the user by the fusion of two different signals. The idea is that through muscular activities a user is capable of moving a cursor in the virtual space, and making some actions through gestures. The device is based on an accelerometer and on electromyography, a technique that derives from the medical field and that is able to recognize the electrical activity produced by skeletal muscles during their contraction. The device consists of cheap and easy to replicate components: seven electrodes pads and a small and wearable board for the acquisition of the sEMG signals from the user’s forearm, a 3 DOF accelerometer that is positioned on the user’s wrist (used for moving the cursor in the space) and a glove worn on the forearm in which these components are inserted. The device can be easily used without tedious settings and training. In order to test the functionality, performances and usability issues of the device we have implemented an application that has been tested by a group of users. Specifically, the device has been used as natural interaction technique in an application for drawing in a large scale virtual environment. The muscular activity is acquired by the device and used by the application for controlling the dimension and color of the brush.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


2021 ◽  
Vol 11 (7) ◽  
pp. 3090
Author(s):  
Sangwook Yoo ◽  
Cheongho Lee ◽  
Seongah Chin

To experience a real soap bubble show, materials and tools are required, as are skilled performers who produce the show. However, in a virtual space where spatial and temporal constraints do not exist, bubble art can be performed without real materials and tools to give a sense of immersion. For this, the realistic expression of soap bubbles is an interesting topic for virtual reality (VR). However, the current performance of VR soap bubbles is not satisfying the high expectations of users. Therefore, in this study, we propose a physically based approach for reproducing the shape of the bubble by calculating the measured parameters required for bubble modeling and the physical motion of bubbles. In addition, we applied the change in the flow of the surface of the soap bubble measured in practice to the VR rendering. To improve users’ VR experience, we propose that they should experience a bubble show in a VR HMD (Head Mounted Display) environment.


Author(s):  
Silvia Francesca Maria Pizzoli ◽  
Dario Monzani ◽  
Laura Vergani ◽  
Virginia Sanchini ◽  
Ketti Mazzocco

AbstractIn recent years, virtual reality (VR) has been effectively employed in several settings, ranging from health care needs to leisure and gaming activities. A new application of virtual stimuli appeared in social media: in the documentary ‘I met you’ from the South-Korean Munhwa Broadcasting, a mother made the experience of interacting with the avatar of the seven-year-old daughter, who died four years before. We think that this new application of virtual stimuli should open a debate on its possible implications: it represents contents related to grief, a dramatic and yet natural experience, that can have deep psychological impacts on fragile subjects put in virtual environments. In the present work, possible side-effects, as well as hypothetical therapeutical application of VR for the treatment of mourning, are discussed.


2021 ◽  
pp. 104687812110082
Author(s):  
Omamah Almousa ◽  
Ruby Zhang ◽  
Meghan Dimma ◽  
Jieming Yao ◽  
Arden Allen ◽  
...  

Objective. Although simulation-based medical education is fundamental for acquisition and maintenance of knowledge and skills; simulators are often located in urban centers and they are not easily accessible due to cost, time, and geographic constraints. Our objective is to develop a proof-of-concept innovative prototype using virtual reality (VR) technology for clinical tele simulation training to facilitate access and global academic collaborations. Methodology. Our project is a VR-based system using Oculus Quest as a standalone, portable, and wireless head-mounted device, along with a digital platform to deliver immersive clinical simulation sessions. Instructor’s control panel (ICP) application is designed to create VR-clinical scenarios remotely, live-stream sessions, communicate with learners and control VR-clinical training in real-time. Results. The Virtual Clinical Simulation (VCS) system offers realistic clinical training in virtual space that mimics hospital environments. Those VR clinical scenarios are customizable to suit the need, with high-fidelity lifelike characters designed to deliver interactive and immersive learning experience. The real-time connection and live-stream between ICP and VR-training system enables interactive academic learning and facilitates access to tele simulation training. Conclusions. VCS system provides innovative solutions to major challenges associated with conventional simulation training such as access, cost, personnel, and curriculum. VCS facilitates the delivery of academic and interactive clinical training that is similar to real-life settings. Tele-clinical simulation systems like VCS facilitate necessary academic-community partnerships, as well as global education network between resource-rich and low-income countries.


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