Immersion, interactivity and three-dimensionality: virtual reality documentation of media art installations

2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.

2021 ◽  
Author(s):  
Kira A. Brown

This research paper explores the possibilities for virtual reality (VR) documentation of media art installations. Based on an analysis of the characteristics of media art, and a survey of current documentation strategies, this paper investigates the viability of three-dimensional documentation. Four cross-disciplinary case studies are presented and analysed to demonstrate that VR documentation provides an immersive and richer reconstruction of a media art installation in three dimensions. In addition, the interactive components can be simulated within the VR environment, offering the possibility for curators and visitors to virtually re-experience the artwork. The case studies show that, although the creation of VR documentation can be costly and time-consuming, and currently requires a high-level of expertise, it can be a useful addition to established documentation strategies by providing essential information about the visual aspects of the artwork, its environment and the user’s multi-sensory experience.


2021 ◽  
Vol 77 (1) ◽  
pp. 19-27
Author(s):  
Hamish Todd ◽  
Paul Emsley

Biological macromolecules have complex three-dimensional shapes that are experimentally examined using X-ray crystallography and electron cryo-microscopy. Interpreting the data that these methods yield involves building 3D atomic models. With almost every data set, some portion of the time put into creating these models must be spent manually modifying the model in order to make it consistent with the data; this is difficult and time-consuming, in part because the data are `blurry' in three dimensions. This paper describes the design and assessment of CootVR (available at http://hamishtodd1.github.io/cvr), a prototype computer program for performing this task in virtual reality, allowing structural biologists to build molecular models into cryo-EM and crystallographic data using their hands. CootVR was timed against Coot for a very specific model-building task, and was found to give an order-of-magnitude speedup for this task. A from-scratch model build using CootVR was also attempted; from this experience it is concluded that currently CootVR does not give a speedup over Coot overall.


2019 ◽  
Author(s):  
Samuel T. Westreich ◽  
Maria Nattestad ◽  
Christopher Meyer

AbstractBackgroundGenome-wide association studies (GWAS) are typically visualized using a two-dimensional Manhattan plot, displaying chromosomal location of SNPs along the x-axis and the negative log-10 of their p-value on the y-axis. This traditional plot provides a broad overview of the results, but offers little opportunity for interaction or expansion of specific regions, and is unable to show additional dimensions of the dataset.ResultsWe created BigTop, a visualization framework in virtual reality (VR), designed to render a Manhattan plot in three dimensions, wrapping the graph around the user in a simulated cylindrical room. BigTop uses the z-axis to display minor allele frequency of each SNP, allowing for the identification of allelic variants of genes. BigTop also offers additional interactivity, allowing users to select any individual SNP and receive expanded information, including SNP name, exact values, and gene location, if applicable. BigTop is built in JavaScript using the React and A-Frame frameworks, and can be rendered using commercially available VR headsets or in a two-dimensional web browser such as Google Chrome. Data is read into BigTop in JSON format, and can be provided as either JSON or a tab-separated text file.ConclusionsUsing additional dimensions and interactivity options offered through VR, we provide a new, interactive, three-dimensional representation of the traditional Manhattan plot for displaying and exploring GWAS data.


2015 ◽  
Vol 3 (3) ◽  
pp. 354
Author(s):  
Ari Fitriyanto ◽  
Kodrat Iman Satoto ◽  
Kurniawan Teguh Martono

Indonesia is rich in culture, ethnicity which one example is the traditional houses that exist in each province. Introduce Indonesian traditional house to users by using information technology as a medium of information could be one way to preserve the nation's culture. Limitations of the media information about traditional houses that currently can only be enjoyed through pictures or visit the traditional houses directly make society can not know the traditional houses in Indonesia optimally. Therefore we need a media so that people can know more about traditional houses in Indonesia without the need to visit directly into sites or less information such as 2-dimensional images in the book. Application developed is combination between virtual reality and website. Application built using the waterfall method. The virtual technology is embedded in a website that allows users to access them anytime and anywhere. Aplication was developed using VRML (Virtual Reality Modeling Language) and 3ds Max modeling software, and using the programming language PHP, HTML, CSS, and MySQL database. The browser needs Cortona3D Viewer plug-in for displaying three-dimensional file. The results of making this application is an application that utilizes the VRML technology to display traditional house on the island of Java in three dimensions. The results show that this application runs in accordance with the design functionality that has been made.


2000 ◽  
Vol 122 (11) ◽  
pp. 98-101 ◽  
Author(s):  
Jean Thilmany

This article discusses that virtual reality can be expected to be the next big thing in product design and prototype, especially for products too small to be seen with the naked eye. Virtual reality will be new technology for engineering, according to many companies. Virtual reality applications could become commonplace as soon as five years down the road. By using virtual reality systems, designers touch a stylus or pen to manipulate a three-dimensional image. They get their hands on tiny sensing devices, the way you would tinker under the hood of a car. They can still determine, through the system’s visualization and animation capabilities, how the MEMS devices will function in their tiny world. Intersense of Burlington, MA, provides the motion-tracking sensors that literally track a user’s eyes and hand motions, to ensure the object they feel and manipulate in three dimensions matches the movements of their hands and eyes. It is this key piece of technology that allows users to interact in a three-dimensional environment the same way they move in their real environments.


Leonardo ◽  
2018 ◽  
Vol 51 (2) ◽  
pp. 124-127 ◽  
Author(s):  
Águeda Simó

Virtual reality systems are an ideal platform for exploring spatial effects because of their ability to combine stereo imaging techniques and interactive real-time graphics. They allow the creation of artworks that, on the one hand, exhibit a dynamic organization of the environment’s spatial depth and, on the other, create an interaction with the stereoscopic optic flow. In this article, the author discusses the advantages of horizontal stereoscopic displays and describes how she has used the Responsive Workbench to display the evolution of a flat land into a three-dimensional world in her artwork Endocytosis. She uses endocytosis—a fundamental cellular trafficking process that moves material into the intracellular space—as a metaphor for this evolutionary process.


2021 ◽  
Author(s):  
Dario Bressan ◽  
Claire M Mulvey ◽  
Fatime Qosaj ◽  
Robert Becker ◽  
Flaminia Grimaldi ◽  
...  

A set of increasingly powerful approaches are enabling spatially resolved measurements of growing numbers of molecular features in biological samples. While important insights can be derived from the two-dimensional data that many of these technologies generate, it is clear that extending these approaches into the third and fourth dimensions will magnify their impact. Realizing biological insights from datasets where thousands to millions of cells are annotated with tens to hundreds of parameters in space will require the development of new computational and visualization strategies. Here, we describe Theia, a virtual reality-based platform, which enables exploration and analysis of either volumetric or segmented, molecularly-annotated, three-dimensional datasets, with the option to extend the analysis to time-series data. We also describe our pipeline for generating annotated 3D models of breast cancer and supply several datasets to enable users to explore the utility of Theia for understanding cancer biology in three dimensions.


2020 ◽  
Vol 17 (3) ◽  
pp. 172988142092529
Author(s):  
Junhao Xiao ◽  
Pan Wang ◽  
Huimin Lu ◽  
Hui Zhang

Human–robot interaction is a vital part of human–robot collaborative space exploration, which bridges the high-level decision and path planning intelligence of human and the accurate sensing and modelling ability of the robot. However, most conventional human–robot interaction approaches rely on video streams for the operator to understand the robot’s surrounding, which lacks situational awareness and force the operator to be stressed and fatigued. This research aims to improve efficiency and promote the natural level of interaction for human–robot collaboration. We present a human–robot interaction method based on real-time mapping and online virtual reality visualization, which is implemented and verified for rescue robotics. At the robot side, a dense point cloud map is built in real-time by LiDAR-IMU tightly fusion; the resulting map is further transformed into three-dimensional normal distributions transform representation. Wireless communication is employed to transmit the three-dimensional normal distributions transform map to the remote control station in an incremental manner. At the remote control station, the received map is rendered in virtual reality using parameterized ellipsoid cells. The operator controls the robot with three modes. In complex areas, the operator can use interactive devices to give low-level motion commands. In the less unstructured region, the operator can specify a path or even a target point. Afterwards, the robot follows the path or navigates to the target point autonomously. In other words, these two modes rely more on the robot’s autonomy. By virtue of virtual reality visualization, the operator can have a more comprehensive understanding of the space to be explored. In this case, the high-level decision and path planning intelligence of human and the accurate sensing and modelling ability of the robot can be well integrated as a whole. Although the method is proposed for rescue robots, it can also be used in other out-of-sight teleoperation-based human–robot collaboration systems, including but not limited to manufacturing, space, undersea, surgery, agriculture and military operations.


2021 ◽  
Vol 2021 ◽  
pp. 1-18
Author(s):  
Huimin Li ◽  
Xin Huang ◽  
Qing Xia ◽  
Zanmei Jiang ◽  
Chenchen Xu ◽  
...  

Sustainable urban evaluation is an important management tool to grasp the status of urban development in real time and to make policy adjustments. In this study, the evaluation indicator system is constructed from the three dimensions of economy, society, and environment. The ELECTRE (elimination et choice translation reality) model based on information entropy weighting is employed to evaluate urban sustainability. The model applies three-dimensional data to explore the dynamics of sustainable urban development. The spatial measurement model is used to explore the spatial effects of cities. Finally, 17 cities in Henan Province from 2013 to 2017 are used as case studies for urban sustainable development evaluation. The results show that, in 2013–2017, the sustainability of cities such as Zhengzhou, Luoyang, and Sanmenxia was stable at a high level, while the sustainability levels of Kaifeng, Luohe, and Xinyang showed a fluctuating downward trend, and the sustainability levels of Puyang, Nanyang, and Xinxiang showed a fluctuating upward trend. Among the 17 cities, Zhengzhou has the highest sustainability level and its economic and social sustainability levels are significantly better than other cities. Zhoukou is the city with the lowest level of sustainability. In addition, from 2013 to 2016, the level of urban sustainability was not spatially correlated but gradually presented positive spatial correlation and the characteristics of clustering distribution in 2017. The cities such as Zhengzhou, Luoyang, and Jiaozuo are mainly represented by “high-high (H-H)” agglomeration. In contrast, Shangqiu, Zhoukou, and Zhumadian are mainly represented by “low-low (L-L)” agglomeration. This research provides suggestions and decision-making support for promoting urban sustainability.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Fabian Hoeft

Purpose Strategic flexibility is a widely discussed concept. Yet discussions remained of qualitative nature or addressed only specific aspects quantitatively underlying the concept. The purpose of this paper is to develop a conceptual model identifying key factors determining strategic flexibility. Once quantified, the model provides firms a profile of each strategic option towards the company vision. Design/methodology/approach The paper reviews existing and synthesises prior contributions into a conceptual model of strategic flexibility. Based on semi-structured interviews and value mapping, the model is applied using three case studies from the automotive industry. Findings A total of three main findings were made. First, the concept of strategic flexibility has a simple logic that aligns itself to a variety of automotive companies and visions. However, underlying this remit is an interplay of variables. Previous studies remain fragmented and have only addressed a subset of variables. Second, these variables can be grouped into three dimensions of strategic flexibility – product, process and customer – to convey a holistic understanding of strategic flexibility and its key determinants. Third, due to the uncertainty and complexity involved, depending on the firm and industry characteristics, there cannot be a one-fits-all configuration of the strategic flexibility conceptualisation. Research limitations/implications A variety of variables requires consideration to offer a balanced view of all three dimensions of strategic flexibility. Hence, the case studies remain at a necessarily high level. Practical implications The paper offers guidance for management on how to align their firm strategy to product and process contingency factors to satisfy customer needs in line with their company vision. Originality/value The paper aims to elevate a discussion that previously remained fragmented and mainly descriptive.


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