scholarly journals Computer Graphics-Introduction to The State of The Art Technology and Its Applications: Technical Trends in Virtual Reality

2004 ◽  
Vol 124 (6) ◽  
pp. 353-356
Author(s):  
TAKESHI NAEMURA
Author(s):  
Yongzhi Wang

The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.


2016 ◽  
Vol 8 (2) ◽  
pp. 60-68 ◽  
Author(s):  
Igor D.D. Curcio ◽  
Anna Dipace ◽  
Anita Norlund

Abstract The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.


2015 ◽  
Vol 9 (1) ◽  
pp. 16-26 ◽  
Author(s):  
G S Ruthenbeck ◽  
K J Reynolds

2021 ◽  
Author(s):  
Belén Agulló ◽  
◽  
Anna Matamala ◽  

Virtual reality has attracted the attention of industry and researchers. Its applications for entertainment and audiovisual content creation are endless. Filmmakers are experimenting with different techniques to create immersive stories. Also, subtitle creators and researchers are finding new ways to implement (sub)titles in this new medium. In this article, the state-of-the-art of cinematic virtual reality content is presented and the current challenges faced by filmmakers when dealing with this medium and the impact of immersive content on subtitling practices are discussed. Moreover, the different studies on subtitles in 360º videos carried out so far and the obtained results are reviewed. Finally, the results of a corpus analysis are presented in order to illustrate the current subtitle practices by The New York Times and the BBC. The results have shed some light on issues such as position, innovative graphic strategies or the different functions, challenging current subtitling standard practices in 2D content.


1994 ◽  
pp. 385-388
Author(s):  
Stefania Garassini ◽  
Maria Grazia Mattei

2018 ◽  
Vol 25 (1) ◽  
pp. 67 ◽  
Author(s):  
Rian Dutra da Cunha ◽  
Frâncila Weidt Neiva ◽  
Rodrigo Luis de Souza da Silva

Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasses intellectual and physical disabilities. There is still no consensus on the effectiveness of VR-based treatments. Virtual reality can offer rich environment and features, but most of the researches focuses only in the experience to be inside a virtual place without taking advantage of what benefits VR provide us. Furthermore, most of our selected studies used non-immersive VR and AR. Thus, immersive VR is an open field with many opportunities to be explored. We believe VR has great potential to be effective in the treatment of people with intellectual and multiple disabilities.


Author(s):  
DEVENDRA NAGAL ◽  
S. S. MEHTA ◽  
SWATI SHARMA

Virtual reality (VR) encompasses a number of surgical research topics, including computer graphics, imaging, visualization, simulation, data fusion and telemedicine. In this paper we define virtual reality and each of these areas, focusing on a state-of-the-art review of the research and recent accomplishments. .Virtual reality is a powerful technology for solving today’s real-world problems. Virtual reality refers to computer-generated, interactive, three-dimensional (3-D) environments into which patients are immersed. It provides a way for surgeon to visualize, manipulate and interact with simulated environments through the use of computers and extremely complex data.


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