scholarly journals Virtual Reality Implementation for University Presentation

2021 ◽  
Vol 16 ◽  
pp. 696-704
Author(s):  
Meti̇n Turan

The purpose of this study is to apply virtual reality technology for university presentation, so that evaluate if it is useful and usable. Due to the pandemic situation, the topic is also relevant to the current situation as many universities have shifted to online classes. With 3D modelling and coding, a university presentation application (only for computer engineering department) with virtual reality base has been developed that will allow the user to navigate around the school building and its surroundings. Because the developed application uses a new technology, it is designed to be convenient and simple considering that it can be difficult to use. Application allows movement in this virtual world according to constraints, as well as providing sound warnings when necessary. The application tested with a helmeted display, represented by Google Cardboard, with two lenses in it and a groove for the phone. The limited experiments by different users showed that the application was impressive, although it was not easy to use devices efficiently for an unexperienced user. On the other hand, with emerging technologies, it is possible develop such applications as web application using Unity WebVR Assests which will make it easy of use.

2013 ◽  
Vol 380-384 ◽  
pp. 1847-1850
Author(s):  
Yan Jun Chang

Virtual reality technology with the help of computer hardware and software resources to create and experience the virtual world integration technology can realize the dynamic simulation of the real world,and the dynamic environment to the users attitude and language command could make a real-time response, making the user and the simulation environment to build up a real-time interactive relationship. With the Key parameters acquisition from sports technology and the quantification of technology action , we puts forward the application methods of virtual reality technology in the diagnosis the steps of Virtual reality technology :Calibration system posting signs to the tester Motion tracks capture the analysis of Collection of data.Discuss the virtual reality technologys effect and composition in sports.


Author(s):  
Darshan BabuL.Arasu ◽  
Syafiza AnisBasharuddin ◽  
Nur ZulailaZulShukor ◽  
Wan Mohd Nazmee Wan Zainon

Nowadays, there is new technology such as augmented reality and virtual reality that starting to get attention from many parties especially in mobile gaming industry. This technology brings elements of the virtual world into the real world by enhancing what users see, hear and feel. All these elements are augmented by computer generated sensory input such as, sound, video, graphics or GPS data. Augmented and virtual reality also supported in many fields for example, education, design, reconnaissance, maintenance and etc. This paper review the field of Augmented Reality, including a brief definition, the problems, the inventing technologies and their characteristics. Besides, it will also discuss some recent application of as well as the limitations in the use of thesetechnology


2018 ◽  
Vol 10 (1) ◽  
Author(s):  
Pacu Putra ◽  
Jaidan Jauhari ◽  
Paulus Paskah Lino Susilo ◽  
Allsela Meiriza

ABSTRACTIn the present day, business of properties especially in house selling, is getting thrive day by day. The growth of the business also walks in the same way with the promotional media. But in reality, we often find that either the owner of the house or the prospective buyers, they have the same problem for the promotional media that is too mediocre. In response to the problem, the writer is trying to develop an e-commerce information system using ‘Development of E-Commerce System for House Selling Using C2C Model with Virtual Reality Technology in Palembang’ as the title, in order to solve the problem. The main purpose of this research is to create and develop an e-commerce system for property business especially in housing business at Palembang city. The other purpose of the research is also to implement the technology of virtual reality in e-commerce system. In this case, the virtual reality will help the prospective buyers to have a look at the condition of the house, outside and inside, virtually. So the prospective buyers do not have to physically come to the house. The method for the development of the system that used by the writer is waterfall method. From the system that has already been developed, there are several features that users can use, such as promoting the house online with virtual reality support, and many more. The writer uses the virtual reality with the hope that, this can be a fresh movement in the world of property business especially in the promotional media for house selling. In the process of development, the writer used PHP as the language of the program and MySQL as the database.Keyword : Property Business, House Selling, Waterfall, E-Commerce, Virtual Reality.ABSTRAKBisnis properti di kota Palembang khususnya penjualan rumah, semakin berkembang dari tahun ke tahun dengan berbagai macam media penjualan. Namun dalam penerapannya, tidak jarang ada keluhan yang didapatkan dari pemilik rumah maupun pelanggan, salah satunya mengenai media promosi yang itu-itu saja. Menanggapi keluhan itu, penulis merancang sebuah sistem informasi e-commerce, dengan mengangkat judul “Pengembangan Sistem E-Commerce Penjualan Rumah Menggunakan Model C2C Dengan Pemanfaatan Teknologi Virtual Reality Di Kota Palembang” yang diharapkan mampu membantu mengatasi keluhan yang ada. Tujuan dari penelitian ini yakni membuat perancangan sistem e-commerce untuk bisnis penjualan rumah khususnya yang berada di kota Palembang. Tujuan lain dari penelitian ini juga untuk mengimplementasikan teknologi virtual reality pada sistem e-commerce penjualan rumah, yang akan menampilkan dan memperlihatkan kondisi dari rumah yang dijual, sehingga pembeli tidak perlu datang langsung untuk melihat situasi dari rumah tersebut. Metode yang diimplementasikan dalam sistem ini adalah metode waterfall. Dari sistem yang telah dirancang, dapat memberikan fasilitas berupa pemasangan iklan secara online dengan dukungan realitas maya, yang diharapan mampu menjadi sarana pemasaran baru bagi bisnis properti, khususnya penjualan rumah. Perancangan yang dilakukan, menggunakan bahasa pemrograman PHP dan database MySQL.Kata kunci : Bisnis Properti, Penjualan Rumah, Waterfall, E-Commerce, Virtual Reality


2001 ◽  
Vol 5 (1) ◽  
pp. 105-116
Author(s):  
Nobuyuki Ozaki ◽  
Kaoru Takada

Procedures for interactively employing captured images for virtual world construction are described using prototypes of two applications for virtual shopping. Virtual reality technology, especially the image based rendering technique, enables us to exhibit products in a sophisticated way. With a concert ticket reservation system the customer can check the view of the stage from any seat. These images are synthesized from captured images and are not created from less realistic computer graphics. With a catalog shopping system that uses captured images to show products, the customer can observe them stereoscopically and vary the viewing angle interactively. These systems are implemented into kiosktype terminals. Purchases can be made with IC-card type electronic cash.


2019 ◽  
Vol 3 (2) ◽  
pp. 58
Author(s):  
Joe Yuan Mambu ◽  
Andria Kusuma Wahyudi ◽  
Gerry Hezky

Health is an important factor for every human being. Good health can be maintained through a regular diet and exercise. Sports is one of the physical activities can fulfill these needs. By exercising, a person can minimize the risk of developing an illness. The simplest exercise that can be done is jumping, jumping is an exercise that can be done any day, by jumping the person can burn calories and pumping blood. With the development of technology, the researchers designed a jumping game that can be used by users who did not have time to go to a sporting place. The game uses an Android platform smartphone and accelerometer sensors found on smartphones with virtual reality technology. Virtual Reality is a technology that allows users to interact with the virtual world. This game can display estimation of how many calories are burned while playing games and displaying tall buildings. This game is run by using the VR Headset and is controlled by the user with a vertical jump and running in place. The research aimed to serve as a proof of concept for play and exercise using a smartphone and accelerometer censor and not including evaluation in using it. Keywords: Health, Exercise, Smartphone, Andorid, Accelerometer, Virtual Reality, VR Headset.   Abstrak Kesehatan merupakan kebutuhan utama bagi setiap manusia. Kesehatan sendiri bisa diperoleh dengan cara menjaga pola makan dan olahraga secara teratur. Olahraga adalah salah satu aktivitas fisik yang baik bagi kesehatan dan kebugaran tubuh. Dengan berolahraga, pengguna dapat meminimalisir resiko terserang penyakit. . Olahraga yang paling sederhana yang dapat dilakukan adalah melompat, melompat merupakan olahraga yang setiap hari dapat lakukan, dengan melompat pengguna dapat membakar kalori yang disertai dengan peningkatan aktivitas kerja jantung memompa darah. Dengan berkembangnya zaman dan teknologi, peneliti merancang sebuah game melompat yang dapat digunakan oleh pengguna yang tidak sempat untuk ke tempat olahraga. Game tersebut menggunakan smartphone ber-platform android serta sensor acceleromter yang terdapat pada smartphone dengan teknologi virtual reality. Virtual Reality adalah teknologi yang membuat pengguna bisa berinteraksi dengan dunia Virtual. Game ini dapat menampilkan informasi tentang berapa banyak kalori yang terbakar saat bermain game dan menampilkan gedung-gedung tinggi. Game ini dijalankan dengan menggunaka VR Headset dan dikendalikan oleh pengguna dengan cara berjalan dan melompat-lompat. Hasil penelitian ini adalah berupa output program yang membuktikan konsep bermain dan berolahraga menggunakan smartphone dan sensor akselerometer, belum termasuk evaluasi penggunaan. Kata Kunci: Kesehatan, Olahraga, Smartphone, Andorid, Accelerometer, Virtual Reality, VR Headset


2011 ◽  
Vol 179-180 ◽  
pp. 925-929
Author(s):  
Yi Yi Xu ◽  
Wei Long Li ◽  
Zi Guang Sun

The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.


2018 ◽  
Vol 206 ◽  
pp. 01008
Author(s):  
Kang Tan

Construction 3D printing is becoming a significant force driving the transformation of civil engineering industry, but facing many problems for its immaturity. At the same time, the development of artificial intelligence and other advanced technology, especially BIM and virtual reality technology, provides new methods for solving these problems. Based on the defects of construction 3D printing and the advantages of these technology, this paper proposes a framework that combines artificial intelligence with construction 3D printing in five aspects: materials for 3D printing, automation design for 3D printing, digital construction for 3D printing, robots for 3D printing and BIM platform system for 3D printing. BIM platform system associates with the other aspects to work together efficiently during the life cycle of construction.


2021 ◽  
pp. 174702182110248
Author(s):  
Rémi Thériault ◽  
Jay A. Olson ◽  
Sonia A. Krol ◽  
Amir Raz

Perspective-taking, whether through imagination or virtual-reality interventions, seems to improve intergroup relations; however, what intervention leads to better outcomes remains unclear. This pre-registered study collected measures of empathy and race bias from 90 participants, split into one of three perspective-taking groups: embodied perspective-taking, mental perspective-taking, and a control group. We drew on virtual-reality technology alongside a Black confederate across all conditions. Only in the first group, participants got to exchange real-time viewpoints with the confederate and literally “see through the eyes of another.” In the two other conditions, participants either imagined a day in the life of the Black confederate or in their own life, respectively. Our findings show that, compared to the control group, the embodied perspective-taking group scored higher on empathy sub-components. On the other hand, both perspective-taking interventions differentially affected neither explicit nor implicit race bias. Our study suggests that embodiment of an outgroup can enhance empathy.


2021 ◽  
Vol 8 (1) ◽  
pp. 59
Author(s):  
Syahrir Syahrir

The existence of a laboratory in an engineering department is very important. The reality is that not all students can use existing laboratories in the engineering department due to limited laboratory space, tools and time constraints. The very rapid development of technology cannot be avoided. Active smartphone users in Indonesia reach over 100 million users. This proves that today's technological developments are very influential in everyday life. There are various kinds of technological developments that have occurred to date. One of these very rapid developments has led to digital technology which is increasingly favored by the community such as VR ( Virtual Reality ) technology which is able to provide the worldvirtual. Therefore, VR technology is used to solve student’s problems in accessing the laboratory. Where the VR technology takes a laboratory background. The utilization is in the form of virtual laboratory applications as digital educational media using VR technology which can later interact directly with practicum tools in the virtual laboratory application.


Author(s):  
Jessica Luckminto ◽  
Tatang H. Pangestu

Jakarta is an ever-growing, high economy city. The generation of millenials as its productive workforce tends to experience stress, pressure, boredom, and even depression due to competition and fulfilling demands. A few measures of prevention against individual's rising stress level may be done by self-relaxation, recreation, hobby, and exercising. Unfortunately, millenials have little to no time to relax and enjoy themselves. They are faced with strenuous lifestyle at the expense of their own health, which include the lack of physical activities and balanced nutrition. Some millenials had become aware of the importance to living healthy and obsessed themselves with a proper lifestyle. While some others still hold onto the perception that exercising is difficult, time-wasting, and boring. With the advance of technology like virtual reality, as not only being used in entertainment, research and education, it is applied in gyms to provide a fun and thrilling exercise. Exercising felt like playing games inside a virtual world, while still burning calories. This creates a new scope of experience to millenials who tend to seek something new, technological, and trend-following. Fitness Center with Virtual Gym Experience implements virtual reality technology as its trademark, and as opposed to conventional gyms. This project aims to elevate the lifestyle quality of community as means of stress-prevention against working demands. The method of design applied is typology. Other than gym, several supporting facilities are present such as food court, communal areas, jogging & cycling track, spa, and retail. AbstrakJakarta memiliki tingkat ekonomi yang tinggi dan terus meningkat. Generasi millennial sebagai masyarakat usia produktif bekerja mulai merasa stress, tertekan, jenuh, emosi, bahkan depresi akibat persaingan ekonomi dan tuntutan pekerjaan untuk memenuhi kebutuhan hidupnya. Beberapa tindakan pencegahan tingkat stress seseorang dapat dilakukan dengan cara relaksasi diri, rekreasi/ berlibur, melakukan hobi, dan berolahraga. Sayangnya, generasi millennial hanya memiliki sedikit waktu untuk relaksasi dan bersenang-senang. Mereka dihadapkan pada gaya hidup yang sibuk, sehingga mengabaikan kesehatan dirinya, termasuk aktivitas fisik dan kecukupan asupan nutrisi. Dengan adanya kemajuan teknologi, seperti virtual reality tidak hanya sekedar dimanfaatkan dalam dunia hiburan, pendidikan, dan penelitian. Virtual reality ini dapat diterapkan dalam gym, menjadi suatu kegiatan olahraga yang menyenangkan, menantang, dan adiktif. Gym yang dilakukan akan terasa seperti bermain games, seolah-olah berada di dunia penuh imajinasi, padahal secara tidak langsung mereka sudah membakar kalori saat aktif bergerak, sehingga membuat sehat dan bugar. Hal ini tentunya memberi pengalaman baru bagi generasi millennial yang bersifat suka mencoba sesuatu yang baru, mengikuti tren, dan teknologi. Sehingga munculah proyek Fasilitas Kebugaran dengan Pengalaman Gym Virtual. Tujuan proyek untuk meningkatkan kualitas hidup masyarakat untuk tetap menjaga kesehatan dan kebugaran tubuhnya sebagai salah satu cara pencegahan stress di tengah kesibukan tuntutan pekerjaan. Metode desain yang digunakan yaitu tipologi. Selain dalam hal gym, di proyek ini juga dilengkapi fasilitas penunjangnya, seperti food court yang menyediakan makanan-makanan sehat, area-area komunal untuk masyarakat bersosialisasi (jogging & bicycle track), dan untuk spa, relaksasi, hiburan, hingga retail.


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