scholarly journals Immersive Virtual Reality Experience of Historical Events Using Haptics and Locomotion Simulation

2021 ◽  
Vol 11 (24) ◽  
pp. 11613
Author(s):  
Agapi Chrysanthakopoulou ◽  
Konstantinos Kalatzis ◽  
Konstantinos Moustakas

Virtual reality (VR) and 3D modeling technologies have become increasingly powerful tools for multiple fields, such as education, architecture, and cultural heritage. Museums are no longer places for only placing and exhibiting collections and artworks. They use such technologies to offer a new way of communicating art and history with their visitors. In this paper, we present the initial results of a proposed workflow towards highlighting and interpreting a historic event with the use of an immersive and interactive VR experience and the utilization of multiple senses of the user. Using a treadmill for navigating and haptic gloves for interacting with the environment, combined with the detailed 3D models, deepens the sense of immersion. The results of our study show that engaging multiple senses and visual manipulation in an immersive 3D environment can effectively enhance the perception of visual realism and evoke a stronger sense of presence, amplifying the educational and informative experience in a museum.

Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


2019 ◽  
Vol 11 (14) ◽  
pp. 3894
Author(s):  
Fabrice Monna ◽  
Nicolas Navarro ◽  
Jérôme Magail ◽  
Rodrigue Guillon ◽  
Tanguy Rolland ◽  
...  

Photospheres, or 360° photos, offer valuable opportunities for perceiving space, especially when viewed through head-mounted displays designed for virtual reality. Here, we propose to take advantage of this potential for archaeology and cultural heritage, and to extend it by augmenting the images with existing documentation, such as 2D maps or 3D models, resulting from research studies. Photospheres are generally produced in the form of distorted equirectangular projections, neither georeferenced nor oriented, so that any registration of external documentation is far from straightforward. The present paper seeks to fill this gap by providing simple practical solutions, based on rigid and non-rigid transformations. Immersive virtual environments augmented by research materials can be very useful to contextualize archaeological discoveries, and to test research hypotheses, especially when the team is back at the laboratory. Colleagues and the general public can also be transported to the site, almost physically, generating an authentic sense of presence, which greatly facilitates the contextualization of the archaeological information gathered. This is especially true with head-mounted displays, but the resulting images can also be inspected using applications designed for the web, or viewers for smartphones, tablets and computers.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


Author(s):  
M. Doležal ◽  
M. Vlachos ◽  
M. Secci ◽  
S. Demesticha ◽  
D. Skarlatos ◽  
...  

<p><strong>Abstract.</strong> Underwater archaeological discoveries bring new challenges to the field, but such sites are more difficult to reach and, due to natural influences, they tend to deteriorate fast. Photogrammetry is one of the most powerful tools used for archaeological fieldwork. Photogrammetric techniques are used to document the state of the site in digital form for later analysis, without the risk of damaging any of the artefacts or the site itself. To achieve best possible results with the gathered data, divers should come prepared with the knowledge of measurements and photo capture methods. Archaeologists use this technology to record discovered arteacts or even the whole archaeological sites. Data gathering underwater brings several problems and limitations, so specific steps should be taken to get the best possible results, and divers should well be prepared before starting work at an underwater site. Using immersive virtual reality, we have developed an educational software to introduce maritime archaeology students to photogrammetry techniques. To test the feasibility of the software, a user study was performed and evaluated by experts. In the software, the user is tasked to put markers on the site, measure distances between them, and then take photos of the site, from which the 3D mesh is generated offline. Initial results show that the system is useful for understanding the basics of underwater photogrammetry.</p>


Author(s):  
Paolo Clini ◽  
Ramona Quattrini ◽  
Emanuele Frontoni ◽  
Roberto Pierdicca ◽  
Romina Nespeca

Recent advances in data acquisition techniques and modeling tools lead towards a large availability of digital 3D models. Cultural Heritage domain, and particularly Architecture and Archaeology Heritage (AAH) significantly benefits from the introduction of digital 3D modeling, which represents a means of communication and dissemination. An underlying research challenge is represented by the portability of complex artifact, making them suitable for a large set of devices (e.g. mobile devices). The aim of this chapter is to outline best practices for the correct visualization of the 3D reconstructions of architectural and cultural heritage, especially for Mobile Augmented Reality and Holographic applications. A complete methodology is presented, ranging from data acquisition, simplification and visualization, underlining the importance of fostering architectural values in a compelling way. Authors also provide state of art challenges, limitations and opportunities, arguing the dissertation through a set of ad-hoc applications developed for different case studies.


Symmetry ◽  
2019 ◽  
Vol 11 (4) ◽  
pp. 490
Author(s):  
Jinmo Kim

This paper proposes a maze terrain authoring system with which a user can automatically calculate various and complex maze patterns to compose maze terrains in an easier and more intuitive structure. Using the maze terrain information calculated by using the proposed authoring system, a 3D maze terrain is generated quickly and effectively, and through this, the user’s visual realism in an immersive virtual reality is increased to provide a new presence. The proposed maze terrain authoring system consists of three core functions: a function that automatically generates a grid maze of various sizes and patterns based on a maze generation algorithm; a function that calculates a circular maze in an intuitive structure; and a function that transforms a sketch-based maze by using an image-processing algorithm. Through the authoring system consisting of these functions, various maze terrains from uniform mazes to irregular mazes can be generated effectively. This study produces maze terrains of various concepts directly by using maze information calculated through the authoring system. In addition, through experiments, this study analyzes the efficiency in an immersive virtual reality and the presence through visual realism. In this process, the suitability of the authoring system is also analyzed in combination with a survey.


Electronics ◽  
2020 ◽  
Vol 9 (11) ◽  
pp. 1863 ◽  
Author(s):  
Taeseok Kang ◽  
Minsu Chae ◽  
Eunbin Seo ◽  
Mingyu Kim ◽  
Jinmo Kim

This paper proposes a hand interface through a novel deep learning that provides easy and realistic interactions with hands in immersive virtual reality. The proposed interface is designed to provide a real-to-virtual direct hand interface using a controller to map a real hand gesture to a virtual hand in an easy and simple structure. In addition, a gesture-to-action interface that expresses the process of gesture to action in real-time without the necessity of a graphical user interface (GUI) used in existing interactive applications is proposed. This interface uses the method of applying image classification training process of capturing a 3D virtual hand gesture model as a 2D image using a deep learning model, convolutional neural network (CNN). The key objective of this process is to provide users with intuitive and realistic interactions that feature convenient operation in immersive virtual reality. To achieve this, an application that can compare and analyze the proposed interface and the existing GUI was developed. Next, a survey experiment was conducted to statistically analyze and evaluate the positive effects on the sense of presence through user satisfaction with the interface experience.


2021 ◽  
Vol 17 (3) ◽  
pp. 415-431 ◽  
Author(s):  
Martina Paatela-Nieminen

This article explores digital material/ism by examining student teachers’ experiences, processes and products with fully immersive virtual reality (VR) as part of visual art education. The students created and painted a virtual world, given the name Gretan puutarha (‘Greta’s Garden’), using the Google application Tilt Brush. They also applied photogrammetry techniques to scan 3D objects from the real world in order to create 3D models for their VR world. Additionally, they imported 2D photographs and drawings along with applied animated effects to construct their VR world digitally, thereby remixing elements from real life and fantasy. The students were asked open-ended questions to find out how they created art virtually and the results were analysed using Burdea’s VR concepts of immersion, interaction and imagination. Digital material was created intersubjectively and intermedially while it was also remixed with real and imaginary. Various webs of meanings were created, both intertextual and rhizomatic in nature.


Author(s):  
Mathias Clasen

This chapter discusses recent and future developments in horror entertainment. It argues that future horror media will give consumers access to a wider range of experiences, some of which are more immersive and much more emotionally powerful than those offered by traditional horror media. The chapter analyzes horror videogames such as Until Dawn (2015), as well as so-called survival horror games such as Amnesia: The Dark Descent (2010), which foster immersion through interaction, and immersive virtual reality, which increases the sense of presence in a frightening computer-generated world. The chapter also analyzes haunted attractions and live-action horror experiences which situate consumers as protagonists in horror stories that unfold around them. Finally, the chapter argues that horror research needs to engage more actively with science, in theory as well as method.


Author(s):  
Gabriele Guidi ◽  
Laura Loredana Micoli

In the last few years virtual reality applications have started to be introduced in the wide retail field, with immersive 3D models used as a tool for orienting strategic, logistic and marketing choices. However, in the aforementioned applications, the digitalization of the entire Point Of Sale (POS) has not yet been implemented as a standard process for the complexity related to the generation of thousands of texturized 3D models of single products. This work presents an original integrated system for the semi-automatic 3D modeling of simple 3D packages according to a pre-defined classification of shapes, and their management in a data base. Such approach allows to dramatically minimize the modeling time needed for each model and, therefore, of the whole shop, making economically sustainable the reverse modeling of commercial environments. A key advantage of the implemented process is that it can be used by operators non expert in 3D modeling and can be reapplied in several different fields.


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