scholarly journals Conservative Out-of-Core Rendering of Large Dynamic Scenes Using HDLODs

Author(s):  
Vitaly Semenov ◽  
Vasily Shutkin ◽  
Vladislav Zolotov

Rendering of large scenes in external memory is one of the most important problems of computer graphics, which is used in such areas as CAD/CAM/CAE, geoinformatics, project management, scientific visualization, virtual and augmented reality, computer games and animation. Unlike static scenes, for which a number of effective approaches have been proposed, in particular, levels of detail (LOD), rendering of large dynamic scenes with a given level of the tolerance and trustworthiness remains a big challenge. This paper discusses and investigates the possibility of using the previously proposed method of hierarchical dynamic levels of detail (HDLOD) for conservative rendering of dynamic scenes with a deterministic nature of events in external memory. The carried out series of computational experiments prove the feasibility and effectiveness of the method for real industrial scenes when employed in combination with memory management techniques.

2021 ◽  
Vol 25 (5) ◽  
pp. 31-40
Author(s):  
E. V. Romanova ◽  
L. V. Kurzaeva ◽  
L. Z. Davletkireeva ◽  
T. B. Novikova

The rapid development of virtual and augmented reality technologies is currently taking place in almost all spheres of activity. Elements of virtual and augmented reality are used in such areas as education, medicine, transport, gaming, tourism and others. The active spread of these technologies causes the emergence of special competencies in the IT labor market and, as a result, the formation of new professions.Many Russian universities are training students in IT training areas. Specialization in the development of computer games and virtual reality applications has begun recently. The provision of practical classes is accompanied by specific tasks, which gives students the opportunity to improve the use of software and technical devices.The relevance of the research is determined by the current demand for the use of the latest technologies by IT developers in the field of creating computer games. Today, technologies that provide a player’s immersion in virtual reality are becoming more and more popular. One of these technologies is a suit with wearable sensors that track a person’s position in space in real time. However, there are quite a few real described projects in the literature and on the Internet. This study examines the process of developing a task for creating a game application using virtual reality technology: a suit with wearable sensors for teaching students.Materials and methods of research. Timely identification of the needs of the IT market in personnel training allows educational organizations to form new training programs of different levels of training. This approach makes it possible to target the educational and methodological materials being developed to use the latest achievements in the development of the field under study.Using a systematic approach, the study characterizes virtual reality suits and sensors for monitoring the position in the user’s space. Thus, the goal of the task was to ensure the immersiveness and convenience of interaction between the player and the game environment.Based on materials on software, position sensors in space, the approach of pedagogical design was applied and the procedure was formed for a practical task, reflecting the relevant competencies.Results. The study was conducted on the basis in the framework of laboratory and practical work of students, as well as at a real enterprise. Training in the new profile of the direction of training “Applied informatics” is fully equipped with all the latest technologies in this field. As a result of the work, the content of the practical task was developed.Real development of virtual and augmented reality applications is conducted jointly with students. Almost all projects used a suit with body sensors.Conclusion. Our study examines in detail the process of developing an application using a suit with wearable sensors for further training of students. Based on the results, work can be carried out on real projects for any field. Based on the research materials, it is planned to issue a textbook for students with the profile of developing computer games and virtual / augmented reality applications.


Author(s):  
Esnehara P. Bagundang

Stress is a phenomenal problem that affects a large number of worker, regardless of the financial or social status, age and profession, a person exposed to stress may develop health problems that can interfere with work and his quality of life. Problems about stress should not be taken for granted as it may lead to health problems that causes sickness absenteeism. In this scenario it is important to have strategies that helps to deal with such problem. Nowadays technology has been used in different areas not only to help our day to day transactions easy but also provide assistance in coping with psychological problems like stress thru computer games, mainly those based upon Virtual and Augmented Reality (VR/AR) techniques because it offers players some experiences like: relaxation, sense of control, challenges, learning opportunities and immersion and so these characteristics can contribute to the control process of stress. In this paper, it aimed to describe a design intervention though virtual reality game controlled by breathing and simple body movements to relieve stress.


2018 ◽  
Vol Vol 17 (Vol 17, No 1 (2018)) ◽  
pp. 128-140
Author(s):  
Oleksandr Pushkar

The article deals with the approach to developing an advertising multimedia product for the promotion or sale of goods or services. Under the advertising product is an advertising video, an interactive commercial, 3-D advertising, virtual and augmented reality, an online store. Based on the analogy method, a diagram of the process of perceiving the advertising multimedia product by the user is presented. The use of the hybrid approach of customer development for updating the multimedia product and taking into account the virtual values of users is substantiated. Developed scenarios for the development of a multimedia product, depending on the results of achieving the planned goals. The sequence of multimedia product development is proposed based on the convergence of face-to-face and screen-to-screen approaches.


Author(s):  
Kate Ferris ◽  
Ryan M. Kelly ◽  
Ross Brown ◽  
Greg Wadley ◽  
Steven Baker ◽  
...  

2021 ◽  
Vol 11 (1) ◽  
pp. 363
Author(s):  
Juan Jesús Roldán-Gómez ◽  
Eduardo González-Gironda ◽  
Antonio Barrientos

Forest firefighting missions encompass multiple tasks related to prevention, surveillance, and extinguishing. This work presents a complete survey of firefighters on the current problems in their work and the potential technological solutions. Additionally, it reviews the efforts performed by the academy and industry to apply different types of robots in the context of firefighting missions. Finally, all this information is used to propose a concept of operation for the comprehensive application of drone swarms in firefighting. The proposed system is a fleet of quadcopters that individually are only able to visit waypoints and use payloads, but collectively can perform tasks of surveillance, mapping, monitoring, etc. Three operator roles are defined, each one with different access to information and functions in the mission: mission commander, team leaders, and team members. These operators take advantage of virtual and augmented reality interfaces to intuitively get the information of the scenario and, in the case of the mission commander, control the drone swarm.


2021 ◽  
Vol 11 (7) ◽  
pp. 3253
Author(s):  
Umile Giuseppe Longo ◽  
Sergio De Salvatore ◽  
Vincenzo Candela ◽  
Giuliano Zollo ◽  
Giovanni Calabrese ◽  
...  

Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.


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