On Device Driver Architectures for Virtual Reality Toolkits

2010 ◽  
Vol 19 (2) ◽  
pp. 83-94
Author(s):  
Ingo Assenmacher ◽  
Dominik Rausch ◽  
Torsten Kuhlen

One major goal for the development of virtual reality (VR) toolkits is to provide interfaces for novel input or output hardware to support multimodal interaction. The research community has produced several implementations that feature a large variety of device interfaces and abstractions. As a lesson learned from existing approaches, we sum up the requirements for the design of a driver layer that is the basis for a multimodal input and output system in this paper. We derive a general model for driver architectures based on these requirements. This model can be used for reasoning about different implementations of available architectures. As the flow of data through the system is of interest, we take a closer look at common patterns of data processing. Finally, we discuss a number of openly accessible driver architectures currently used for VR development.

Information ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 130
Author(s):  
Feng Tian ◽  
Yan Zhang ◽  
Yingjie Li

Focusing on virtual reality (VR) and film cutting, this study compared and evaluated the effect of visual mode (2D, VR) and cutting rate (fast, medium, slow) on a load, to make an attempt for VR research to enter the cognitive field. This study uses a 2 × 3 experimental research design. Forty participants were divided into one of two groups randomly and watched films with three cutting rates. The subjective and objective data were collected during the experiment. The objective results confirm that VR films bring more powerful alpha, beta, theta wave activities, and bring a greater load. The subjective results confirm that the fast cutting rate brings a greater load. These results provide a theoretical support for further exploring the evaluation methods and standards of VR films and improving the viewing experience in the future.


2014 ◽  
Vol 989-994 ◽  
pp. 4019-4022
Author(s):  
Yi Wen Chen ◽  
Bin Xu ◽  
Jian Hua Hao

Utilizing power line to transmit information speedily and safely is very important and significant. Whereas, the communication environment and construction of power grid are complex and hostile. The paper introduces the application, common modulation technology—OFDM and noise characteristics of PLC. The paper builds an OFDM input and output system and adds the power line noise into the channel, then compares and analyzes the difference between the OFDM output signals in common channel and PLC channel.


2016 ◽  
Author(s):  
Ieuan Clay

Developing new endpoints for mobility is an important strategic aim for many groups both in industry and academia and the focus of a growing field. Bringing those novel endpoints to health authority acceptance for clinical decision making will require a concerted effort from this research community. This in turn will require openness and transparency; sharing data, methods and findings. Here we discuss challenges within the field to such an open approach and give examples of how they might be overcome.


2018 ◽  
Vol 29 (1) ◽  
pp. 126
Author(s):  
Suziah Sulaiman ◽  
Hector Chimeremeze Okere ◽  
Dayang Rohaya Awang Rambli ◽  
Oi Mean Foong

2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Fátima L.S. Nunes ◽  
Carla Dal Sasso Freitas

This special issue of the SBC Journal on 3D Interactive Systems is dedicated to the dissemination of the activities of several groups working on virtual reality, 3D graphics, 3D interaction, multimodal interaction and related themes in Brazil and other countries. Through this initiative the SBC Journal on 3D Interactive Systems is innovating: it is the first time that a Brazilian journal publishes, in a single issue, information regarding different laboratories for prospective students and potential collaborators.The papers selected for this issue introduce Virtual Reality, Graphics and Human Computer Interaction laboratories, their mission and goals, as well as interesting results from their recent projects. This will benefit the scientific community as a whole. It is a special opportunity for the different research groups to introduce themselves, describe their interests and areas of activity, as well as their research directions, thus enabling contacts and potential cooperation.We received 30 manuscripts and, after a peer review phase, we selected 26 technical communications. Most of the VR and CG research laboratories in Brazil are represented; some are more dedicated to virtual reality and graphics applications, others also work with image processing for improving interaction. We also received interesting contributions from laboratories in other countries like Czech Republic, Denmark, Germany, New Zealand, Spain, Switzerland and United Kingdom, as well as from a trans-national group involving Belgium, France, Italy, Germany, Georgia, Hungary, Netherlands, Poland, Spain and United Kingdom.In a general way, readers will find information about research on interaction devices, gesture recognition-based interaction, collaborative interaction, and innovative ways of interaction with tablets and walls. Also several 3D interactive visualization and rendering techniques are well explored by VR and CG researchers. Applications related to health care, chemistry, arts, among others, are some of the topics that the labs are pursuing in their projects. All the groups are interested in receiving students and establishing collaboration for new projects. Thus, we hope the content of the papers here presented can help researchers in finding partners and, in this way, improving their contribution to the fields of VR, CG and HCI.We would like to express our thanks to the editor-in-chief, Luciana Nedel, for inviting us to be guest editors, but mainly for shaping the idea of this special issue. We also thank the reviewers for their help with insightful revisions, and the authors for their interesting contributions as well as for the willingness in the whole process of preparing this issue.


2018 ◽  
Vol 144 ◽  
pp. 01008 ◽  
Author(s):  
V. G. Bharath ◽  
Rajashekar Patil

The imperative part of strong displaying in virtual reality framework is to improve the movement of a user with definitive movement control in genuine intelligent condition. In a real environment motion characteristic is based on sensors and servomechanisms where as in virtual reality systems the motion fundamentals are kinematic in nature. To achieve physically correct interactivity suitable dynamic constraints, should be imposed which can be obtained by augmented reality interface. Beyond input and output hardware, the underlying software plays a very important role in virtual reality systems. It is responsible for the managing of input/output devices, analysing incoming data and generating proper feedback. This research paper focusses on movement displaying for connection between CAD models and Virtual Reality Models using 3ds Max 2017 and Unity 3d softwares. The paper portrays different equipment arrangement of sensors and Arduino for virtual reality welding.


1994 ◽  
Vol 3 (3) ◽  
pp. 201-207 ◽  
Author(s):  
Jutta Treviranus

Virtual reality development, by virtue of shifting the focus from the machine to the human user and by broadening both the input and output channel, may lead to significant advances in alternative access systems for people with disabilities. This paper examines new possibilities arising from virtual reality development. Three examples are used to illustrate uses of virtual reality systems In the area of adaptive technology.


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