scholarly journals How Can I Grab That?

i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.

2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


2021 ◽  
Vol 2021 (1) ◽  
pp. 7-14
Author(s):  
Arailym Ardakkyzy Amangeldiyeva ◽  
Altynai Tulparovna Kishubayeva

Initially, the computers and software were supposed to complement the engineer’s traditional techniques, replacing the drawing board and calculator. Today, the computers with spe-cialized software almost completely replace the traditional methods. There is given an overview of the graphic editors AutoCAD Autodesk and Autodesk Inventor, possibilities of performing designs in three-dimensional space using parametric modeling. The advantages and disadvantages of each program are analyzed. An example of using AutoCAD Autodesk and Autodesk Inventor for computer visualization of a 3D object is given. To evaluate the work in both programs, 13 users were involved, who noted the ease of mastering AutoCAD Autodesk, which is important for the young engineers, as well as for the students.


Author(s):  
Chris Christou

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space being visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning through experiences. We also consider some of the applications of VR in education and also some of its drawbacks.


2017 ◽  
Vol 26 (12) ◽  
pp. 1750075
Author(s):  
Dana Rowland

A book representation of a graph is a particular way of embedding a graph in three-dimensional space so that the vertices lie on a circle and the edges are chords on disjoint topological disks. We describe a set of operations on book representations that preserves ambient isotopy, and apply these operations to [Formula: see text], the complete graph with six vertices. We prove there are exactly 59 distinct book representations for [Formula: see text], and we identify the number and type of knotted and linked cycles in each representation. We show that book representations of [Formula: see text] contain between one and seven links, and up to nine knotted cycles. Furthermore, all links and cycles in a book representation of [Formula: see text] have crossing number at most four.


2015 ◽  
Vol 791 ◽  
pp. 119-124
Author(s):  
Mikuláš Hajduk ◽  
Juraj Kováč

The contribution deals with the generation of interactive spatial solutions to manufacturing systems by means of virtual reality. It characterizes experimental work aimed at creating 3D models of manufacturing systems through technical and software resources of virtual reality. For innovative work is considered an example of data gloves in a virtual manufacturing environment. Data glove is used for placement of models means of production in manufacturing three-dimensional space.


1993 ◽  
Vol 155 ◽  
pp. 44-44
Author(s):  
O.S. Yatsyk

Intensities of the observed spectral lines, radio fluxes and Hβ fluxes are used for the classification of planetary nebulae by centroid method of taxonomical analysis. Two variants of classification are proposed. The first one– in the three–dimensional space of relation of intensity of spectral lines He II λ 4686/HeI λ 4471, [OIII] λ 4959+5007/[OII] λ 3726+29, [OIII] λ 4959+5007/[OIII] 4363. The second variants is the classification in the three-dimensional space with cooordinates being radio flux, Hβ flux and [OIII] λ 4959+5007 intensity. The membership of classes (taxons) are presented. In the diagram joining the planetary nebula descriptors pairwise there are regions of complete (or predominant) of nebulae belonging to the same taxon, but there are also some regions of overlap. The corresponding taxons are not isolated but merge continuously into one another.


2021 ◽  
Vol 2091 (1) ◽  
pp. 012073
Author(s):  
A V Belov ◽  
N N Trufanov ◽  
D V Churikov ◽  
O V Kravchenko

Abstract The preliminary processing of the signal coming from the vibration sensor is performed. Spectral analysis methods allow identifying the distinctive zones corresponding to three parameters: the average amplitude of vibrations, the average value of the spectrum, and the complex parameter of the vibration density obtained using interpolation methods. Hence, the vector contains the listed parameters as components produce a vector space, and the equations of separating surfaces in three-dimensional space and classification errors are calculated.


2021 ◽  
Vol 11 (9) ◽  
pp. 4131
Author(s):  
Moon Inder Singh ◽  
Mandeep Singh

The challenge to develop an affective Brain Computer Interface requires the understanding of emotions psychologically, physiologically as well as analytically. To make the analysis and classification of emotions possible, emotions have been represented in a two-dimensional or three-dimensional space represented by arousal and valence domains or arousal, valence and dominance domains, respectively. This paper presents the classification of emotions into four classes in an arousal–valence plane using the orthogonal nature of emotions. The average Event Related Potential (ERP) attributes and differential of average ERPs acquired from the frontal region of 24 subjects have been used to classify emotions into four classes. The attributes acquired from the frontal electrodes, viz., Fp1, Fp2, F3, F4, F8 and Fz, have been used for developing a classifier. The four-class subject-independent emotion classification results in the range of 67–83% have been obtained. Using three classifiers, a mid-range accuracy of 85% has been obtained, which is considerably better than existing studies on ERPs.


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