scholarly journals Impact Sound Generation for Audiovisual Interaction with Real-World Movable Objects in Building-Scale Virtual Reality

2021 ◽  
Vol 11 (16) ◽  
pp. 7546
Author(s):  
Katashi Nagao ◽  
Kaho Kumon ◽  
Kodai Hattori

In building-scale VR, where the entire interior of a large-scale building is a virtual space that users can walk around in, it is very important to handle movable objects that actually exist in the real world and not in the virtual space. We propose a mechanism to dynamically detect such objects (that are not embedded in the virtual space) in advance, and then generate a sound when one is hit with a virtual stick. Moreover, in a large indoor virtual environment, there may be multiple users at the same time, and their presence may be perceived by hearing, as well as by sight, e.g., by hearing sounds such as footsteps. We, therefore, use a GAN deep learning generation system to generate the impact sound from any object. First, in order to visually display a real-world object in virtual space, its 3D data is generated using an RGB-D camera and saved, along with its position information. At the same time, we take the image of the object and break it down into parts, estimate its material, generate the sound, and associate the sound with that part. When a VR user hits the object virtually (e.g., hits it with a virtual stick), a sound is generated. We demonstrate that users can judge the material from the sound, thus confirming the effectiveness of the proposed method.

2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


2020 ◽  
Author(s):  
Christian Schott ◽  
Stephen Marshall

<p>Virtual reality is widely recognised as offering the potential for fully immersive environments. This paper describes a framework that guides the creation and analysis of immersive environments that are pedagogically structured to support situated and experiential education. The “situated experiential education environment” framework described in this paper is used to examine the impact that a virtual environment can have on the user experience of participants in a virtual space. The analysis of a virtual environment implemented to support learner exploration of issues of tourism development and the related impacts suggests that this type of experience is capable of providing participants with a holistic experience of real world environments that are otherwise too expensive, impractical or unethical for large groups of people to visit in person. The pedagogical value of such experiences is enabled through immersion in a reality-based environment, engagement with complex and ambiguous situations and information, and interaction with the space, other students and teachers. The results demonstrate that complex immersive learning environments are readily achievable but that high levels of interactivity remains a challenge.</p>


1993 ◽  
Vol 2 (4) ◽  
pp. 297-313 ◽  
Author(s):  
Martin R. Stytz ◽  
Elizabeth Block ◽  
Brian Soltz

As virtual environments grow in complexity, size, and scope users will be increasingly challenged in assessing the situation in them. This will occur because of the difficulty in determining where to focus attention and in assimilating and assessing the information as it floods in. One technique for providing this type of assistance is to provide the user with a first-person, immersive, synthetic environment observation post, an observatory, that permits unobtrusive observation of the environment without interfering with the activity in the environment. However, for large, complex synthetic environments this type of support is not sufficient because the mere portrayal of raw, unanalyzed data about the objects in the virtual space can overwhelm the user with information. To address this problem, which exists in both real and virtual environments, we are investigating the forms of situation awareness assistance needed by users of large-scale virtual environments and the ways in which a virtual environment can be used to improve situation awareness of real-world environments. A technique that we have developed is to allow a user to place analysis modules throughout the virtual environment. Each module provides summary information concerning the importance of the activity in its portion of the virtual environment to the user. Our prototype system, called the Sentinel, is embedded within a virtual environment observatory and provides situation awareness assistance for users within a large virtual environment.


2019 ◽  
Vol 4 (1) ◽  
pp. 39-57
Author(s):  
سید احمد موسوی ◽  
شهبازی مهدی ◽  
الهه عرب عامری ◽  
الهام شیرزاد عراقی

Author(s):  
Odd Andersen ◽  
Anja Sundal

AbstractRealizable CO2 storage potential for saline formations without closed lateral boundaries depends on the combined effects of physical and chemical trapping mechanisms to prevent long-term migration out of the defined storage area. One such mechanism is the topography of the caprock surface, which may retain CO2 in structural pockets along the migration path. Past theoretical and modeling studies suggest that even traps too small to be accurately described by seismic data may play a significant role. In this study, we use real but scarce seismic data from the Gassum Formation of the Norwegian Continental shelf to estimate the impact of topographical features of the top seal in limiting CO2 migration. We seek to estimate the amount of macro- and sub-scale trapping potential of the formation based on a few dozen interpreted 2D seismic lines and identified faults. We generate multiple high-resolution realizations of the top surface, constructed to be faithful to both large-scale topography and small-scale statistical properties. The structural trapping and plume retardation potential of these top surfaces is subsequently estimated using spill-point (static) analysis and dynamical flow simulation. By applying these techniques on a large ensemble of top surface realizations generated using a combination of stochastic realizations and systematic variation of key model parameters, we explore the range of possible impacts on plume advancement, physical trapping and migration direction. The stochastic analysis of trapping capacity and retardation efficiency in statistically generated, sub-seismic resolution features may also be applied for surfaces generated from 3D data.


2018 ◽  
Vol 9 (05) ◽  
pp. 20430-20459
Author(s):  
Sedigheh Karimi

The rapid development of Internet and communication technologies raises the question of what role these media and communication interfaces play in social and political movements and development in individual countries. Although activities in cyberspace, including blogging, participation in social networks and other facilities provided by the Internet for its users are a new phenomenon, they have profound effects on social and political relations in the communities involved. In the information era, Internet is an important part of social movements in democratic societies and local communities. When the government blocks other ways to mobilization, Internet may bring like-minded people together and help them to find support for action. Internet has provided a new space for social movements and the effect of the virtual activities of the users on the actions and, often on the lack of social movements is of high importance. Meanwhile, the Iranian women’s movement, like other social movements in contemporary Iran, realizes the impact and position of cyberspace and has made use of it. Many activists, for whom other ways for expressing their demands have been blocked, have entered this space and taken advantage of it for expressing their opinions and communicating information to other people. In fact, the dominant socio-political forces and the atmosphere of repression, and fear have led many Iranian women to use the virtual space to campaign for women’s empowerment and equal rights. They have realized that the Internet may inform the outside world of the movement’s goals and activities and facilitate maintaining contact with other members of the movement. In fact, the open space that provides a platform for sharing information and has given the chance to the Iranian women’s rights activists to perform their activities in a space with a decentralized structure where there is less pressure than there is in the real world. Campaigns formed following the cyberspace market boom indicate that cyberspace has indeed ushered in a new era in the history of the Iranian women’s movement. The present study provides an analysis of the role of the Internet in the activities of the women’s movement and explores the extent to which cyberspace has been assisting the women’s movement in achieving its objectives. By interviewing 50 active women inside Iran, the article investigates whether there has been successful interaction between cyberspace and the Iranian women’s social movement resulting from a dynamic adaptation between functions of social and political groups in the real world and the virtual world. It also examines how factors such as social participation, increasing awareness, changing beliefs, traditional views of women and social mobility have been affected by the application of the Internet, and whether cyberspace has been able to make women’s voices heard in Iran’s patriarchal society.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Jian Zhang ◽  
Fengge Wu

Observing the universe with virtual reality satellite is an amazing experience. An intelligent method of attitude control is the core object of research to achieve this goal. Attitude control is essentially one of the goal-state reaching tasks under constraints. Using reinforcement learning methods in real-world systems faces many challenges, such as insufficient samples, exploration safety issues, unknown actuator delays, and noise in the raw sensor data. In this work, a mixed model with different input sizes was proposed to represent the environmental dynamics model. The predication accuracy of the environmental dynamics model and the performance of the policy trained in this paper were gradually improved. Our method reduces the impact of noisy data on the model’s accuracy and improves the sampling efficiency. The experiments showed that the agent trained with our method completed a goal-state reaching task in a real-world system under wireless circumstances whose actuators were reaction wheels, whereas the soft actor-critic method failed in the same training process. The method’s effectiveness is ensured theoretically under given conditions.


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