scholarly journals Exploring Multiple and Coordinated Views for Multilayered Geospatial Data in Virtual Reality

Information ◽  
2020 ◽  
Vol 11 (9) ◽  
pp. 425
Author(s):  
Maxim Spur ◽  
Vincent Tourre ◽  
Erwan David ◽  
Guillaume Moreau ◽  
Patrick Le Callet

Virtual reality (VR) headsets offer a large and immersive workspace for displaying visualizations with stereoscopic vision, as compared to traditional environments with monitors or printouts. The controllers for these devices further allow direct three-dimensional interaction with the virtual environment. In this paper, we make use of these advantages to implement a novel multiple and coordinated view (MCV) system in the form of a vertical stack, showing tilted layers of geospatial data. In a formal study based on a use-case from urbanism that requires cross-referencing four layers of geospatial urban data, we compared it against more conventional systems similarly implemented in VR: a simpler grid of layers, and one map that allows for switching between layers. Performance and oculometric analyses showed a slight advantage of the two spatial-multiplexing methods (the grid or the stack) over the temporal multiplexing in blitting. Subgrouping the participants based on their preferences, characteristics, and behavior allowed a more nuanced analysis, allowing us to establish links between e.g., saccadic information, experience with video games, and preferred system. In conclusion, we found that none of the three systems are optimal and a choice of different MCV systems should be provided in order to optimally engage users.

2008 ◽  
Vol 575-578 ◽  
pp. 709-715 ◽  
Author(s):  
Zhen Xin Liang ◽  
Jian Xun Zhang ◽  
Yi Pei

Gas shield Tungsten Arc Welding (GTAW) is an important process method in material processing. Welding quality is vital for the product quality. It is an important way to improve the quality of product by raising the personal capability and handling technique of the welder. In this investigation, because of the deficiency in classic welding training scheme, some new technology were introduced into classic welding training field to improve the efficiency of welding training and reduce training cost. A computer simulation system that can be used to train primary welders was developed combined with three-dimensional stereoscopic vision and API interface of OpenGL, virtual reality is the kernel technology. In this system, welders were trained not in the real operating environment but in the virtual environment where has experience personally effect that simulated by computer. There is unnecessary with welding material and welding energy in virtual environment simulated by computer. It has highly automatic and intelligent and lower required to welding teachers. It is healthy to welder because that intensive arc and harmful dust are disappeared in virtual environment. It is a lower cost and high efficiency method by use of virtual training system to training new welder.


2016 ◽  
Vol 15 (2) ◽  
pp. 18-29
Author(s):  
Andrew Ray

Virtual environments (VEs) demonstrate the immense potential computer technology can provide to society. VEs have been created for almost two decades, but standardized tools and procedures for their creation do not exist. Numerous efforts to create tools for creating VEs have come and gone, but there is little consensus among tool creators for establishing a common subset of standard features that developers can expect. Currently, developers use one of many Virtual Reality (VR) toolkits to create a VE. However, VR toolkits are problematic when it comes to interoperability between applications and other VR toolkits. This paper investigates why the development tools are in this state. A discussion on the history of VR toolkits and developer experiences is used to show what developers face when they create a VE. Next, Three Dimensional Interaction Technique (3DIT) toolkits are introduced to show a new way of developing some parts of VEs. Lastly, a vision for the future of VE development that may help improve the next generation of toolkits is presented.


2016 ◽  
Vol 371 (1697) ◽  
pp. 20150251 ◽  
Author(s):  
Andrew J. Parker

Many aspects of our perceptual experience are dominated by the fact that our two eyes point forward. Whilst the location of our eyes leaves the environment behind our head inaccessible to vision, co-ordinated use of our two eyes gives us direct access to the three-dimensional structure of the scene in front of us, through the mechanism of stereoscopic vision. Scientific understanding of the different brain regions involved in stereoscopic vision and three-dimensional spatial cognition is changing rapidly, with consequent influences on fields as diverse as clinical practice in ophthalmology and the technology of virtual reality devices. This article is part of the themed issue ‘Vision in our three-dimensional world’.


2012 ◽  
Author(s):  
Jim Blascovich ◽  
Mark Costanzo
Keyword(s):  

2020 ◽  
Vol 1 (1) ◽  
pp. 62-70
Author(s):  
Amir H Sadeghi ◽  
Wouter Bakhuis ◽  
Frank Van Schaagen ◽  
Frans B S Oei ◽  
Jos A Bekkers ◽  
...  

Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2014 ◽  
Vol 556-562 ◽  
pp. 5017-5020
Author(s):  
Ting Ting Wang

Three-dimensional stereo vision technology has the capability of overcoming drawbacks influencing by light, posture and occluder. A novel image processing method is proposed based on three-dimensional stereoscopic vision, which optimizes model on the basis of camera binocular vision and in improvement of adding constraints to traditional model, moreover ensures accuracy of later location and recognition. To verify validity of the proposed method, firstly marking experiments are conducted to achieve fruit location, with the result of average error rate of 0.65%; and then centroid feature experiments are achieved with error from 5.77mm to 68.15mm and reference error rate from 1.44% to 5.68%, average error rate of 3.76% while the distance changes from 300mm to 1200mm. All these data of experiments demonstrate that proposed method meets the requirements of three-dimensional imageprocessing.


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