scholarly journals A narrative of virtual and augmented reality in the forest sector

2019 ◽  
Vol 70 (1) ◽  
pp. 88-96
Author(s):  
Laura Peedosaar ◽  
Eneli Põldveer ◽  
Joonas Kollo ◽  
Ahto Kangur

Abstract With the rapid development in data acquisition and presentation, there is a growing interest in virtual forests and computer visualization tools. Forest owners have become more aware about their property and are interested in applying different forest management methods and silvicultural techniques. The tools are also applicable in assessment of the changes to the landscape as a result of natural and anthropogenic disturbances. Virtual reality offers a good opportunity to test and compare different management options before implementing decisions which can lead to irreversible consequences. Advances in spatial and temporal data collection enable new and practical solutions for analysis and visualization of long-term natural processes with new forestry applications. In the near future, forest owners and managers will have the possibility to make management decisions without the direct need to exit the office. Furthermore, the learning process is more enthralling and also more profound through augmented reality, helping to foster better working practices even before starting a job in the forest sector.

2017 ◽  
Author(s):  
Homayoun Fathollahzadeh ◽  
Fabio Kaczala ◽  
Amit Bhatnagar ◽  
William Hogland

The main dilemma of contaminated sediments has been the proper management with reduced environmental footprints. Furthermore, by considering the fact that global warming and climate change may complicate the choice of management options, finding appropriate solutions become extremely critical. In the present work, mining of contaminated sediments to recover valuable constituents such as metals and nutrients is proposed as sustainable strategy, both through enhancing resilience of ecosystem and remediation. Contaminated sediments in the Oskarshamn harbor, southeast of Sweden were collected and analyzed through a modified sequential extraction in order to evaluate the feasibility of metals recovery. The results have shown that among different metals present in the sediments, Cu and Pb can be initially considered as economically feasible to recover. The shifting in the concept of dredging and further remediation of contaminated sediments towards sediment mining and recover of valuable metals can be considered in the near future as a sustainable strategy to tackle contaminated harbor/ports areas. However, it must be highlighted that short and long-term environmental impacts related to such activities should be addressed.


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.


Neurology ◽  
2021 ◽  
pp. 10.1212/WNL.0000000000012413
Author(s):  
Stefano Sandrone ◽  
Chad E Carlson

Virtual reality and augmented reality have become increasingly prevalent in our lives. They are changing the way we see and interact with the world and have started percolating medical education. In this article, we reviewed key applications of virtual and augmented realities in neurology and neuroscience education, and discussed barriers and opportunities for implementation in the curriculum. Although long-term benefits of these approaches over more traditional learning methods and the optimal curricular balance remain mostly unexplored, virtual and augmented reality can change how we teach neurology and neuroscience.


2021 ◽  
Vol 13 (21) ◽  
pp. 12010
Author(s):  
Olga Lo Presti ◽  
Maria Rosaria Carli

The Italian catacombs represent one of the most interesting examples of the country’s underground built heritage. A strategic use of digital technologies can foster their sustainability by providing virtual access to local communities and tourists, as well as by transferring their value to future generations. Referring to a classification of the catacombs of Italy carried out by the Pontifical Commission for Sacred Archaeology of Vatican City, this paper analyzes the digital presence of this heritage within the contexts of social media, video sharing and navigation platforms in institutional and touristic areas. The emerging results show a good digital presence of this cultural heritage on these platforms. At the same time, they reflect an almost total absence of 3D technologies, virtual reconstructions or augmented reality. Only 2 out of 63 catacombs analyzed offer a photographic overview of the sites through the online Google Art and Culture platform, but this is only a small example of what a virtual visit would offer. The following work is based on this notion, as it aims to demonstrate that this type of underground built heritage still has great potential for the valorization and sustainability of these sites through the use of digital technologies. The use of virtual and augmented reality, enhanced by immersive storytelling, would limit the physical wear and tear on the site, making its conservation sustainable in the long term.


2021 ◽  
Vol 600 (9) ◽  
pp. 12-16
Author(s):  
Mariusz Wisełka ◽  
◽  
Agnieszka Wolska

Virtual reality (VR) and originating augmented reality (AR) devices are increasingly used not only for entertainment purposes, but also as elements supporting training or rehabilitation. Considering the development of this technology in recent years, it can be assumed that in the near future these devices will become part of some workplaces. However, in order to ensure the safety of employees using virtual and augmented reality devices, make sure that they do not pose a threat to human health, and in particular they do not cause eye damage or circadian rhythm disturbances related to optical radiation emitted by displays.


Land ◽  
2021 ◽  
Vol 10 (10) ◽  
pp. 1035
Author(s):  
Vito Horvatić ◽  
Helena Bakić Begić ◽  
Davor Romić ◽  
Marko Černe ◽  
Smiljana Goreta Ban ◽  
...  

The aim of this study was to evaluate the potential of agricultural land in the coastal Adriatic Karst region (Šibenik region, Croatia) for biosolids application by integrating spatial data from different sources: digital maps and remote sensing, parcel identification system, GIS field observations and measurements focusing on specific land and soil properties. Due to the rapid development of the wastewater treatment industry, excessive accumulation of sewage sludge (SS) in wastewater treatment plants is a growing problem worldwide. Management options for land application of biosolids require a comprehensive characterization of both SS and SS-amended soils. The assessment of agricultural land in the study area for SS disposal was based on EU and national legislation. The evaluation revealed that agricultural land in the study area accounts for only 10% of the total area (25,736 ha), but only a quarter of the existing land (6065 ha) is suitable for biosolids application. Furthermore, the data indicate that the sewage sludge can be safely applied to the soil in terms of soil metals according to the Croatian legislation. The short-term potential of the soil to sustain this ecosystem service, namely soil improvement with biosolids, should be used to determine the inherent long-term potential based on resistance to soil degradation and resilience. However, caution is needed and the long-term effects should be investigated before biosolids are continuously used for soil application.


Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


2021 ◽  
Vol 2096 (1) ◽  
pp. 012202
Author(s):  
L V Kurzaeva ◽  
T B Novikova ◽  
R Kornev ◽  
P E Majorov ◽  
D I Borovskikh

Abstract The rapid development of virtual and augmented reality technologies today takes place in almost all areas of activity. The relevance of the study is due to the modern demand for developers to use the latest technologies in the field of game development. Currently, technology is becoming more popular, ensuring that the player is immersed in virtual reality. One of these technologies is a suit with wearable sensors that track the position of a person in space in real time. However, this technology is quite young, but has already gained popularity due to its extensive use capabilities and combinations with other game gadgets. Therefore, at the moment there is a problem of no examples of application development using this technology. This article demonstrates the possibilities of a suit with wearable sensors when creating an entertainment application.


2021 ◽  
pp. 67-76
Author(s):  
Dennis Meredith

Visuals are more than just a tool to explain your research; they are also a way to engage your audiences emotionally and persuade them of the value of your work. It is very useful to invest in high-quality, evergreen visuals for multiple communication uses. These high-quality tables, graphs, illustrations, and animations will pay off in both the short and long term, despite the effort and cost. Not only will they enhance your research communication, but they will also teach you the “visual language” that will serve you throughout your career. Techniques for creating informative graphs and charts can greatly improve presentations and publications. Also important are informative illustrations and animations, and new technologies of virtual and augmented reality offer a promising route to effective, engaging communication.


2014 ◽  
Vol 1044-1045 ◽  
pp. 720-722
Author(s):  
Hong Lei Jing ◽  
Jing Nie ◽  
Nian Zhang

With the rapid development of modern society, the industrial mechanized production reached unprecedented climax in this era. Science and technology advance increasingly, modern equipment from structure to function tends to be complex and improved, and gradually achieve a high degree of automation. However, due to the inevitable factors such as wear and tear, abrasion and chemicals infection, machinery equipment will inevitably appear unforeseen fault, causing the machine to detract from the performance, or even causing serious economic losses. Therefore, mechanical fault diagnosis can reduce equipment accident rate and ensure the long-term stable operation of the device. And applying the augmented reality to machinery fault diagnosis method research can maximize the efficiency of mechanical fault diagnosis and equipment efficiency. This article explores the prospects for the development of mechanical fault diagnosis methods based on the theoretical basis and application value of augmented reality.


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