scholarly journals Intangible Narratives; An investigation on immersive architectural   visualisation in VR.

2021 ◽  
Author(s):  
◽  
Kar Wing Leung

<p>Within the current context of digital architectural construction and immersive representation exists a problem of ‘ocularcentrism’ as defined by Pallasmaa. Recent immersive developments such as Google Earth VR, or Realities.io, focus primarily in working within the tangible experience, purely emphasising on geometric forms and physical artefacts. They largely ignore the more experiential and intangible qualities of space, which are crucial elements in a real embodied physical experience of architecture. Phenomenologists such as Pallasmaa, Holl, and Zumthor expand on this, identifying that architecture clearly exists as something beyond just the tangible. Architecture fundamentally is an experiential and spatial art, incorporating not just the geometric sense of space but also aspects of the intangible such as sound, movement, lighting and interaction. As a result of this tangible-bias, virtual-reality’s current use within architecture as an immersive medium is largely limited. Most developments can be described as ‘an immersive virtual photograph’ of architecture rather than an experience of one.  This research is a response to studies that directly address the problem of ‘ocularcentrism’ while also exploring the methods and techniques that can translate intangible qualities into virtual architecture. Utilising a Real-Time Virtual Environment (RTVE) and Virtual Reality (VR) tool set, this paper virtually reconstructs the case study of the Kowloon Walled City. It proposes a novel working methodology for immersive architectural visualisation with VR and adds to the on-going research in the field of phenomenology within architecture.</p>

2021 ◽  
Author(s):  
◽  
Kar Wing Leung

<p>Within the current context of digital architectural construction and immersive representation exists a problem of ‘ocularcentrism’ as defined by Pallasmaa. Recent immersive developments such as Google Earth VR, or Realities.io, focus primarily in working within the tangible experience, purely emphasising on geometric forms and physical artefacts. They largely ignore the more experiential and intangible qualities of space, which are crucial elements in a real embodied physical experience of architecture. Phenomenologists such as Pallasmaa, Holl, and Zumthor expand on this, identifying that architecture clearly exists as something beyond just the tangible. Architecture fundamentally is an experiential and spatial art, incorporating not just the geometric sense of space but also aspects of the intangible such as sound, movement, lighting and interaction. As a result of this tangible-bias, virtual-reality’s current use within architecture as an immersive medium is largely limited. Most developments can be described as ‘an immersive virtual photograph’ of architecture rather than an experience of one.  This research is a response to studies that directly address the problem of ‘ocularcentrism’ while also exploring the methods and techniques that can translate intangible qualities into virtual architecture. Utilising a Real-Time Virtual Environment (RTVE) and Virtual Reality (VR) tool set, this paper virtually reconstructs the case study of the Kowloon Walled City. It proposes a novel working methodology for immersive architectural visualisation with VR and adds to the on-going research in the field of phenomenology within architecture.</p>


2018 ◽  
Vol 76 ◽  
pp. 47-59 ◽  
Author(s):  
Felix Hülsmann ◽  
Jan Philip Göpfert ◽  
Barbara Hammer ◽  
Stefan Kopp ◽  
Mario Botsch

2019 ◽  
Vol 71 ◽  
pp. 05010
Author(s):  
V. Dobrova ◽  
P. Labzina ◽  
N. Ageenko ◽  
S. Menshenina

Globalization and innovation have recently resulted in the extensive use of the latest technological products practically everywhere, and in education especially. Various technologies are now employed in different spheres of education. Virtual Reality (VR) is a global innovative technology with great potentials and enormous pedagogical possibilities that offers new methods and techniques for education. The main features of it are visibility, security, involvement, presence and focusing. It enables to combine the computer-generated virtual information and the real environment in real time. The presented VR language program is based on the concept of 3D modeling and semantic frame method.


2014 ◽  
Vol 687-691 ◽  
pp. 1258-1261
Author(s):  
Jing Sun ◽  
Hong Tao Wang

With the development of computer graphics, real-time rendering-based VF: technology has been applied in more and more fields. LOD is the key technology in large-scale terrain rendering. In this paper, the basic concept of LOD is introduced briefly and some algorithms of LOD in use are mentioned and analyzed; secondly as one of algorithms of LOD, View-Dependent Progressive Mesh algorithm is studied and improved, the result of implementing the large-scale terrain’s LOD by using VDPM is presented. There are key technologies in LOD Large-scale terrain real-time rendering are researched. Relative technologies are presented such as: LOD of the terrain, visibility culling, and cracks eliminate, view-dependent refine, LOD error, technologies of texture etc. Using LOD technology, VR system can greatly reduce the; number of polygons produced in real-time rendering procedure. Finally, we do experimental design work based on the methods and techniques presented by this paper.


2021 ◽  
Author(s):  
Ezgi Pelin Yildiz

Augmented reality is defined as the technology in which virtual objects are blended with the real world and also interact with each other. Although augmented reality applications are used in many areas, the most important of these areas is the field of education. AR technology allows the combination of real objects and virtual information in order to increase students’ interaction with physical environments and facilitate their learning. Developing technology enables students to learn complex topics in a fun and easy way through virtual reality devices. Students interact with objects in the virtual environment and can learn more about it. For example; by organizing digital tours to a museum or zoo in a completely different country, lessons can be taught in the company of a teacher as if they were there at that moment. In the light of all these, this study is a compilation study. In this context, augmented reality technologies were introduced and attention was drawn to their use in different fields of education with their examples. As a suggestion at the end of the study, it was emphasized that the prepared sections should be carefully read by the educators and put into practice in their lessons. In addition it was also pointed out that it should be preferred in order to communicate effectively with students by interacting in real time, especially during the pandemic process.


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


2020 ◽  
Author(s):  
Sayyed Amir Hossain Maghool ◽  
Mitra Homolja ◽  
Marc Aurel Schnabel

In contrast to reductionist investigating of interrelation between emotion and architecture, we have proposed a new concept for creating an adaptive architecture system that employs biosensors and virtual reality (VR). We have generated a dynamic audio-visual Virtual Environment (VE) that has the potential of manipulating the emotional arousal level of the users measured via electrodermal activity (EDA) of skin. Much like the second-order cybernetics system, our simulations have actuators, sensors, and an adaptation mechanism, whereby participant's real-time biofeedback is interpreted and loops back into the simulation to moderate the user experience. The results of our preliminary test show that our system is capable of manipulating the emotional arousal level of the participants by using its dynamic VE.


2021 ◽  
Author(s):  
Juan Ribeiro Reis ◽  
Thiago Sousa de Oliveira ◽  
Wesley Lopes de Oliveira ◽  
Diego Cordeiro Barboza ◽  
Leonildes Soares De Melo ◽  
...  

Abstract Human exposure is a relevant factor when operating in critical environments and depends on a thorough analysis and consideration towards driving the teams to a safer and more productive environment. Reducing such exposure through digital technologies benefits the whole workforce in their decisions and maneuvers, like simulations, training, and other critical activities that can be executed remotely and prior to the actual activity. This paper presents a case study to demonstrate how augmented and virtual reality can be used to create a high fidelity virtual environment emulating the real industrial facility. This approach enriches the Digital Twin with the association of data and the virtual environment. It leverages on display and interaction capabilities of hardware devices, and intelligence and data querying capabilities of industrial software, empowering the workers with enhanced training capabilities and access to information increasing safety and efficiency. A real application of this technology is presented in this paper through the case study of the PredictMain4.0 project of Repsol Sinopec Brazil (RSB), which aimed at the integration of digital technologies, including augmented reality (AR) and virtual reality (VR). The PredictMain4.0 project was executed using data and data models of PETROBRAS’ P-50, a FPSO (Floating Production Storage and Offloading) operating in Brazil, and illustrates how different AR/VR applications can be developed and used in combination with engineering, operation, and maintenance databases. This includes 3D models, digitalized critical procedures, and the ability to integrate field teams into a single virtual environment, allowing real interaction in a digital setting that is linked to the real world. Considering the digitalized procedures, this paper aims to establish how virtual simulation and training can make teams more confident and prepared to execute the same physical asset procedures. After consulting with stakeholders from many different teams, the PredictMain4.0 project team selected three critical operating modules in the FPSO (Power Generation, Water Injection, and Gas Compression). For each one, considered which situations were relevant, should they occur. These situations led to developing a training and simulation framework, allowing instructors to create different scenarios and use advanced features such as digital measurement, real-time data collection, and collaborative sessions. The case study indicates that the development of such applications can save more than $1 million per year in maintenance costs considering the decrease in downtime and avoiding risks of accident.


Author(s):  
Jayanthila Devi

Tele-immersion is an advanced form of virtual reality that will allow users in different places to interact in real time in a shared simulated environment. Tele-immersion is a technology to be implemented with Internet that will enable users in different geographic locations to come together in a simulated environment to interact. Users will feel like they are actually looking, talking, and meeting with each other face-to-face in the same room.This technology causes users to feel as if they were in the same room. The tele-immersion technology uses a "tele-cubicle" which is equipped with large screens, scanners, sensors, and cameras. The tele-cubicles are linked together in real-time so that they form one larger cubicle. Through the virtual environment, participants are able to interact with other group members. Also, virtual objects and data can be passed through the walls between participants, and placed on the shared table in the middle for viewing.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


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