scholarly journals bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond

i-Perception ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 204166952093840
Author(s):  
Adam O. Bebko ◽  
Nikolaus F. Troje

Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.

2020 ◽  
Author(s):  
Adam O. Bebko ◽  
Nikolaus F. Troje

Advances in virtual reality (VR) technology have made it a valuable new tool for vision and perception researchers. Coding VR experiments from scratch can be difficult and time-consuming so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins require complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this paper, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works “out-of-the-box” since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.


Author(s):  
Hui Sun

With the popular spread of electronic products, more and more related applications based on a virtual platform are being utilized. Meanwhile, more and more concerns are surfacing about the implementation of the functionality of virtual reality technology in the education or training field. The paper gives a specific example to propose the characteristics of a gaming education application based on Shiva 3D game engine. The implementation of this kind of application indicates that virtual reality technology of video games can be used in self-learning in education and training and can have significant results.


2012 ◽  
Vol 263-266 ◽  
pp. 1536-1542
Author(s):  
Wu Sha Huang ◽  
Qiang Chen ◽  
Min Zhuo Wang ◽  
Hao Nan Ye

This paper dissertates the application of Virtual Reality Technology in the training process. Virtual training system has more advantages than traditional training system. The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part. The directing part is mainly implemented by Functional Simulation structure in DIVISION Mockup. The operating part is realized by virtue of the third-party plug-ins, which connects peripherals with the virtual reality system. This system is applied to the training process of hydraulic pump cart’s assembly and disassembly. More immersive training effect is obtained in this system. The goal of reducing training costs and improving the efficiency of training can be achieved in the virtual training system.


2020 ◽  
Author(s):  
Daniel Janos ◽  
Justyna Ruchała ◽  
Edyta Puniach ◽  
Paweł Ćwiąkała

<p>Representatives of the scientific community collect and store huge amounts of spatial data resulting from years of their studies. However, there is a common problem of visualization methods of data which would be interesting to understand for a recipient from outside of the area as well as according to the current trends. In the modern day, many spheres of our life have been moved to the virtual reality and that is why representatives of areas such as industry, science, culture and art need to deal with the representation of the real world in a 3D reality.</p><p> </p><p>This work is concerned with the current issue of visualization of spatial data collected by surveyors as well as representatives of many other areas. The proposed method of presentation of collected research data is not only low-cost at preparation but is also distinguished by its simplicity of implementation. Its functionality will be presented by using an example of the Agora area located in the Archaeological Park of Kato Paphos in Cyprus. The mentioned area was created in order to protect and promote the archaeological sites as well as the artefacts from the former epoch which have been found in the area. Such historic places are very often not fully available to see by visitors and that is why the documentation and visualization of them in 3D reality might be incredibly helpful. This kind of activity not only contributes to the popularization of archaeological research but also meets the expectations of a modern recipient who uses virtual reality more and more often in order to learn about new places. It is worth mentioning that the presented visualization of measurement data is a versatile method that is intended to be used in many different scientific and research areas.</p><p> </p><p>From a technical point of view, the presented work guides a recipient through the complete process of development of an advanced animation in the environment used in the creation of 3D computer games – the game engine Unity. In the first part of the article the suitability of the data results obtained in digital photogrammetry as well as laser scanning was estimated for purposes of applying the presented method. The work also brings up the issues of limitation of free software and raises a question of methods allowing to meet the requirements with minimized loss of quality and accuracy of the data. The next step was to present the method of importing data (a mesh model and a high-resolution texture). Operating mechanism in Unity as well as a transfer of interactive visualization into the online browser Unity Connect were discussed in the further part of the article. It is worth mentioning that thanks to the FPP (First Person Perspective) technique the developed visualization allows a user to be transferred right into the centre of the archaeological sites where the admission for the third party is usually significantly restricted.</p>


2020 ◽  
Vol 16 (1) ◽  
pp. 51
Author(s):  
Tri Lestari ◽  
Taufik Gusman ◽  
Defni - ◽  
Muhammad Yosazikri Ikhsan

Minangkabau traditional martial arts digitization app is an android game-shaped application created to display minangkabau silat using 3-Dimensional (3D) animation technology. This app will convert materials and illustrations into 3D animated shapes that can be played using the android app so that it will attract users to more easily understand and understand about minangkabau silat. The data that is made as a necessity for application is obtained from literature studies and field studies by using interview techniques with silat officials in Padang city. For the creation of this game application using virtual reality technology and the tools used are 3 Dimensional blender and Unity Game Engine.


Sainteks ◽  
2020 ◽  
Vol 16 (1) ◽  
Author(s):  
Pajar Sidiq ◽  
Hindayati Mustafidah
Keyword(s):  
3D Game ◽  

Haji merupakan rukun Islam yang kelima yang wajib dilaksanakan oleh seorang muslim yang telah mampu melaksanakannya. Manasik haji pada dasarnya adalah memberikan pelajaran atau informasi mengenai tata cara melaksanakan ibadah haji, sehingga tidak hanya terbatas pada calon jama’ah haji, biasanya masyarakat beragama muslim mempelajari tata cara melaksanakan ibadah haji dengan menggunakan buku-buku atau dengan cara memperagakan langsung dengan cara mensimulasikan tata cara ibadah haji sesuai dengan kondisi yang sebenarnya. Namun banyak kalangan masyarakat muslim yang enggan mendalami manasik haji, dikarenakan beberapa hal seperti tidak adanya waktu, dan kurangnya minat mempelajari dikarenakan kurang menarik dan tidak praktis. Dari hal tersebut sehingga muncul ide untuk membuat aplikasi simulasi manasik haji berbasis virtual 3D, aplikasi ini berisi tentang simulasi untuk rukun haji. Aplikasi manasik haji berbasis virtual reality ini dirancang dan dibuat dengan menggunakan software 3Ds Max dan unity 3D Game Engine. Hasil penelitian berupa aplikasi manasik haji yang dapat menampilkan simulasi virtual reality, yang meliputi simulasi tiba di bandara, Wukuf di Arafah, Mabit di Muzdalifah, Mabit di Mina, Jumrah, Tawaf, Sa’i dan simulasi Tahallul. Dengan adanya aplikasi ini diharapkan akan terjadi peningkatan minat masyarakat dalam mempelajari tata cara pelaksanaan ibadah haji.Kata kunci : virtual reality, manasik haji, simulasi, 3D.


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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