scholarly journals Virtual Reality Technology and Museum Exhibit

2006 ◽  
Vol 5 (2) ◽  
pp. 31-36 ◽  
Author(s):  
Michitaka Hirose

More than 15 years have passed since the word "virtual reality" became popular in our society. Now VR technology is at the stage where realistic application should be discussed. For example, it is said that museums are now a good application field of VR technology. In this paper, recent VR technologies which can be utilized for museum exhibits are introduced. The topics include sophisticated image environments such as IPT (immersive projection technology), image-based world generation methodology, and "real world VR" supported by wearable computers

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Jurnal MIPA ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 99
Author(s):  
Willy Permana Putra ◽  
Widi Indriyani ◽  
Fachrul Pralienka Bani Muhammaduthor ◽  
Damar Nurcahyon

Dalam pengenalan lingkungan sekolah pada siswa baru, umumnya siswa diajak untuk berkeliling sekolah sehingga calon siswa dapat memahami suasana lingkungan sekolah. SMKN 1 INDRAMAYU sendiri masih menggunakan brosur atau spanduk dalam pengenalan sekolah, oleh karena itu bagaimana mengenalkan SMKN 1 INDRAMAYU kepada calon siswa baru tanpa harus mengajak berkeliling. Dari permasalahan tersebut muncul sebuah gagasan untuk membuat aplikasi yang bisa memperkenalkan lingkungan dan memberi informasi serta bisa dijadikan sebagai media promosi SMKN 1 INDRAMAYU yakni menggunakan teknologi virtual reality untuk memvisualisasikan tempat di dunia nyata ke dalam tampilan 3 Dimensi (3D)In introducing the school environment to new students, students are generally invited to tour the school so prospective students can understand the atmosphere of the school environment. SMK 1 INDRAMAYU itself still uses brochures or banners in the introduction of schools, therefore how to introduce SMK 1 INDRAMAYU to prospective new students without having to take a tour. From this problem emerged an idea to create an application that can introduce the environment and provide information and can be used as a promotional medium for SMKN 1 INDRAMAYU, namely using virtual reality technology to visualize places in the real world into a 3 Dimensional (3D) display 


2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Benjamin Gerschütz ◽  
Marius Fechter ◽  
Benjamin Schleich ◽  
Sandro Wartzack

AbstractThe amount of new virtual reality input and output devices being developed is enormous. Those peripherals offer novel opportunities and possibilities in the industrial context, especially in the product development process. Nevertheless, virtual reality has to face several problems, counteracting reliable use of the technology, especially in ergonomic and aesthetic assessments. In particular, the discrepancies in perception between the real world and virtual reality are of great importance.Therefore, we discuss these most important issues of current virtual reality technology and highlight approaches to solve them. First, we illustrate the use cases of VR in the product development process. In addition, we show which hardware is currently available for professional use and which issues exist with regard to visual perception and interaction. Derived from the depiction of a perfect virtual reality, we define the requirements to address visual perception and interaction. Subsequently we discuss approaches to solve the issues regarding visual perception and evaluate their suitability to enhance the use of virtual reality technology in engineering design.


2011 ◽  
Vol 179-180 ◽  
pp. 925-929
Author(s):  
Yi Yi Xu ◽  
Wei Long Li ◽  
Zi Guang Sun

The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.


2020 ◽  
Vol 15 (9) ◽  
pp. 39-49
Author(s):  
R. I. Dremlyuga

The paper is devoted to the analysis of general problems of legal regulation of relations arising in the field of the use of virtual reality technology, as well as problems of technology regulation. The paper analyzes what properties of the technology radically differentiate it from other concepts and create challenges for the development of a system of legal regulation of the use of technology. The author describes the main factors complicating the application of existing mechanisms of legal regulation and does forecasts concerning future problems of regulation. The author comes to the conclusion that this technology is radically different from the existing ones, as it combines the properties of the real world and cyberspace. The virtual reality properties complicating the implementation of legal regulation of relations in the field of the use of this technolog include: high realism, full immersion in the session use and low cybersecurity of hardware and software. The author analyzes several regulatory approaches that could be applied to virtual reality and justifies that they all have significant disadvantages. The results of modern research carried out in the field of the VR safe use in education and leisure are rapidly becoming obsolete, as they do not have time for the technologies development, and can serve as the basis for developing a system of rules only with due regard to this factor.


2014 ◽  
Vol 644-650 ◽  
pp. 3390-3393
Author(s):  
Zheng Jie Cai

VRT (Virtual Reality Technology) can simulate the real world dynamically by computer hardware and software to construct and experience artificia1 world.It can produce the dynamic environment to answer synchronically the gestures and language orders of users and make users and artificia1 world construct the synchrona1 and interactive relationship.In recent years,VRT has been used widely in the field of sports such as diving,gymnastics,trampoline,weightlifting,golf,basketball and skiing,especially at diving and trampoline.1. VRT (Virtual Reality Technology)


2021 ◽  
Vol 236 ◽  
pp. 04045
Author(s):  
Liu Han ◽  
Yang Cui

The opening of the Haihunhou Relics Museum of The Han Dynasty in Nanchang showcases the largest, best-preserved and most abundant legal-marquis tombs of the Han Dynasty discovered in China, and exhibits the historical sites and precious cultural relics of the Han Dynasty in an undamaged manner. The tomb of Haihunhou reflects the splendid civilization of an era, which is of great significance to the study of Chinese politics, economy and culture in han Dynasty. The display of the Han Dynasty Haihunhou Ruins Museum in Nanchang also represents the display level of today's China. Nowadays, people are more and more interested in and want to visit ancient relics. However, it is difficult for traditional museums to display ancient relics and visitors cannot understand the historical stories behind them. With the development of contemporary science and technology and virtual reality technology, museum exhibits more tends to digital, intelligent technology, through the cultural relics of the display of virtual reality technology, brings to the sea faint principality of nanchang han dynasty ruins museum different presentation, more fully play of the museum's education value and historical responsibility.


Author(s):  
Jim Uttley ◽  
James Simpson ◽  
Hussain Qasem

Visual behaviour provides an objective and measurable indication of cognitive processes and perceptions that may otherwise be difficult to assess. The development of eye-tracking technology has allowed the accurate and relatively convenient measurement of visual behaviour. Most research using this technology has been based in a laboratory setting. This is not without good reason, as eye-tracking ‘in the wild'—in real, naturalistic, and outdoor settings—poses logistical and methodological difficulties. One particular limitation that afflicts eye-tracking research, including real-world eye-tracking, is the difficulty in directly attributing attention to what is being looked at. This chapter presents three case studies that illustrate the use of eye-tracking in real-world settings with attempts to overcome this limitation. The chapter concludes by discussing the future direction of eye-tracking research, including how to integrate it with multisensory experiences, its use in conjunction with virtual reality technology, and its implications for urban planning and environmental design.


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