scholarly journals The Influence of Brain Activity on the Interactive Process through Biofeedback Mechanisms in Virtual Reality Environments

2021 ◽  
Vol 7 (1) ◽  
pp. 15
Author(s):  
Rita Costa ◽  
Paulo Gomes ◽  
António Correia ◽  
António Marques ◽  
Javier Pereira

This work focuses on the development of a software link interface tool between the Looxid Link Device coupled to the HTC Vive Pro VR HeadSets and the Unity platform, to generate real-time interactivity in virtual reality applications. The software incorporates a dynamic and parameterizable algorithm to be used as a core-engine in the real-time Biofeedback process, recognizing the values of the biological signals registered in each of the EEG channels of the Looxid Link device. The values of EEG frequencies detected in real time can be used to generate elements of interactivity, with different frequencies and intensities.

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.


2012 ◽  
Vol 588-589 ◽  
pp. 1320-1323
Author(s):  
Li Xia Wang

This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.


2010 ◽  
Vol 40-41 ◽  
pp. 388-391 ◽  
Author(s):  
Shou Xiang Zhang

An unmanned mining technology for the fully mechanized longwall face automation production is proposed and studied. The essential technology will bring the longwall face production into visualization through the Virtual Reality (VR) and Augmented Reality (AR) union. Based on the visual theoretical model of the longwall face, the combination of virtual and reality, the real-time interactive and the 3D registration function were realized. The Key technology and Alpha channel are used to the combination of the real long wall face and the virtual user.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


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.


2021 ◽  
Vol 163 (A3) ◽  
Author(s):  
Y Du ◽  
Y Y Wang ◽  
X C Shang ◽  
J B Zhang ◽  
M L Duan

To train inexperienced workers for the construction, production, and maintenance of subsea production systems, a virtual reality simulation platform was developed. The entire framework, software, and hardware platforms of the system were designed and introduced. A multi-person collaborative simulation was achieved based on the high-level architecture protocol. The real-time dynamic calculation software Vortex was used to add physical properties to each geometrical model and set collision detections and motion constraints so that the VR system can reflect the real motion response of the structures in real-time during virtual simulation. Visual simulation software Vega Prime and Vortex were integrated to realise the real-time rendering and drawing of virtual ocean engineering scenes. Thus, a virtual simulation system with large-scale complex scenes based on real-time dynamic calculation and multi-person collaborative operation was established. A typical ocean engineering case of subsea manifold installation was simulated using the virtual simulation system, and the detailed simulation flow was explained. A multibody dynamics system of the ship-cable-subsea manifold was established using Orcaflex to obtain the accurate motion response of the subsea manifold during lowering. In the virtual simulation process, the obtained hydrodynamic calculation results can provide an important guideline and reference to the operators. The developed simulation system is a suitable tool for training ocean engineering workers and realistically simulating ocean operation cases.


2013 ◽  
Vol 308 ◽  
pp. 171-174 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Veronika Fečová ◽  
Ludmila Novakova-Marcincinova ◽  
Jozef Torok ◽  
Jozef Barna

The aim of this article was to describe the creation of application for the motion capture technology. The part of this contribution deals with the use of virtual reality technology in the many area of life, but it is focused on the engineering area. The next part describes the used software and magnetic device for this application. The practical parts deals with the creation of this application, it describe this proces and shown the results of this created application and how this application is working in the real time.


Author(s):  
Shiguang Qiu ◽  
Xu Jing ◽  
Xiumin Fan ◽  
Qichang He ◽  
Dianliang Wu

In the case that a real operator drives a virtual human in real-time using the motion capture method and performs complex products assembling and disassembling simulation, a very high driven accuracy is needed to meet the quality requirements of interactivity and simulation results. In order to improve the driven accuracy in virtual reality environment, a method is put forward which analyzes the influence factors of virtual human real-time driven accuracy and optimize the factors. A systematical analysis of factors affecting the accuracy is given. The factors can be sorted into hardware factors and software factors. We find out that the software factors are the main ones affecting the accuracy, and it is very hard to analyse their influence separately. Therefore, we take the virtual human kinematic system as a fuzzy system and improve the real-time driven accuracy using an optimization method. Firstly, a real-time driven model is built on dynamic constraints and body joint rotation information and supports personalized human driven. Secondly, a function is established to describe the driven error during interactive operations in the virtual environment. Then, based on the principle of minimum cumulative error, we establish an optimization model with a specified optimization zone and constraints set according to the standard Chinese adult dimensions. Next, the model is solved using genetic algorithm to get the best virtual human segment dimensions matching the real operator. Lastly, the method is verified with an example of auto engine virtual assembly. The result shows that the method can improve the driven accuracy effectively.


2021 ◽  
Vol 2021 ◽  
pp. 1-11
Author(s):  
Shousheng Chai ◽  
Jun Shan ◽  
Yi Hui Chan

Based on the multimodal wireless virtual reality technology, this article researches and implements two different spatial positioning estimation systems based on intelligent networks and mixed reality devices, which can estimate their position and attitude in space with higher accuracy. Based on the multimodal protocol, an extensible information exchange protocol is designed to meet the requirements of the terminal and the background service in the scenic spot, which realizes the information interaction between the terminal and the background service and supports the realization of system functions. Second, a real-time data management module is designed for the two types of terminal historical location query and real-time location query. Through the research and summary of GPS positioning technology and existing matching algorithms, as well as the analysis of positioning errors, a scenic map matching algorithm based on an improved virtual reality model is proposed. Later, in the electronic map design, the traditional linear street view model was improved, the width element of the street view was increased, and the rectangular street view model was introduced. When the candidate road section was selected, the candidate road section was determined by the area intersection method of the error rectangle and the rectangular street view, and the search path was improved, while reducing omissions in the selection of candidate road sections. In the process of adaptive moving target feature learning, it can effectively remove the inaccurate foreground extraction caused by the misjudgement and misdetection of the multimodal background modeling method. This plays an important role in the later trajectory tracking and reduces the uninterruptedness. The simulation results show that the real-time data is cached in the memory, and the real-time data is divided and organized on the basis of region, which realizes efficient designated terminal location query, range query, neighbour query, and many other typical real-time location-based queries. Finally, using the characteristics of the database management system adopted, through a reasonable design of the database table structure, efficient access to historical data is realized. System test results show that the system has realized multimedia applications, electronic maps, travel notes, and other functions and has a friendly interface, easy operation, and good maintainability and scalability.


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