Low Cost Immersive VR Solutions for Serious Gaming

Author(s):  
Damitha Sandaruwan ◽  
Nihal Kodikara ◽  
Chamath Keppitiyagama ◽  
Rexy Rosa ◽  
Kapila Dias ◽  
...  

Games are used for other purposes than providing entertainment. This chapter is particularly interested in serious games, also known as simulators, with immersive virtual reality environments that are used for training and teaching purposes. These simulators have very stringent requirements and as a result, they are expensive to build. However, the authors managed to develop a ship handling simulator for the Sri Lanka Navy, at a cost of less than $20,000, which is an order of magnitude less costly than the cheapest available ship handling simulators. The cost of the simulator was kept at a minimum by using Commodity-Off-The-Shelf (COTS) hardware, Free and Open Source Software (FOSS), and also by adopting a development strategy which kept the client involved in the complete life cycle of the development. The availability of the required manpower at a very low cost in Sri Lanka was also beneficial.

2012 ◽  
Vol 11 (3) ◽  
pp. 9-17 ◽  
Author(s):  
Sébastien Kuntz ◽  
Ján Cíger

A lot of professionals or hobbyists at home would like to create their own immersive virtual reality systems for cheap and taking little space. We offer two examples of such "home-made" systems using the cheapest hardware possible while maintaining a good level of immersion: the first system is based on a projector (VRKit-Wall) and cost around 1000$, while the second system is based on a head-mounted display (VRKit-HMD) and costs between 600� and 1000�. We also propose a standardization of those systems in order to enable simple application sharing. Finally, we describe a method to calibrate the stereoscopy of a NVIDIA 3D Vision system.


Author(s):  
Toru Higuchi ◽  
Marvin Troutt

In this chapter, the convergence of manufacturing facilities is discussed. Very little room is left for the differentiation of products in the late standardized stage. Although companies source globally to reduce the cost, they should cut down their cost even further. In addition, the demand for a product begins to decline sharply at the end of the life cycle because of the saturation of the market or the emergence of alternative products. As a result, companies should make the most of economies of scale in a low cost operation area. Companies converge their manufacturing facilities into low cost operation areas or withdraw completely from the market.


Author(s):  
L. Herman ◽  
O. Kvarda ◽  
Z. Stachoň

<p><strong>Abstract.</strong> In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.</p>


Author(s):  
A. Walmsley ◽  
T. P. Kersten

Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.


2018 ◽  
Vol 180 ◽  
pp. 02010
Author(s):  
Jan Raczyński

The key parameter in assessing the economic viability of purchasing and operating rolling stock is the total cost incurred by the ordering party, starting from the preparation of the rolling stock purchase plan to the end of its operation, including its disposal. The methodology for calculating these life cycle costs (LCCs) has been developed especially in recent years based on the experience of the next-generation vehicle deployment. In Poland first vehicles purchase using the LCC method was carried out in few recent years - by PKP Intercity and by Lodz Agglomeration Railway. Despite the use of simplified criteria for the economic efficiency of vehicles, optimal offers were selected. This article describes examples of rolling stock purchase based on the low cost of life of the vehicle and the economic and operational results that have been achieved after several years of operation. Further possibilities for optimizing these costs were also indicated. Examples showing the proportion between the cost of vehicle purchase, its technical maintenance and its operation, where the electricity consumption is the main factor are given.


2021 ◽  
Author(s):  
Isabela Gonçalves Magalhães ◽  
Júlia Alves dos Santos ◽  
Pedro Vitor de Freitas Muzy Lopes ◽  
Gisa Márcia Dutra Valente ◽  
Laura Cremoneze Rangel da Silva ◽  
...  

The advance of digital modeling software, computers with greater processing capacity and the evolution of specific rendering software, contribute to the increased use of images that simulate a real environment, being a practice increasingly inserted in the professional exercise of Architecture and in the university. This practice is already observed in undergraduate scanswhere students seek to learn on their own the use of programs and plug-ins for rendering. This work aimed to elaborate a process aimed at teaching architecture design using modeling in SketchUp and application of low-cost immersive virtual reality simulation tools for analysis of model studies in design disciplines. The method used was the use of some renderers and free virtual reality tools on the Internet. As a result we had the first contact of the students with the immersive virtual reality tools and in turn broadening the perception of the details of the objects studied and spatial vision


Author(s):  
Wei Guo ◽  
Amitava Jana ◽  
Patrick F. Mensah ◽  
Samuel Ibekwe ◽  
Mariea C. Dunn

Virutal reality is emerging as an important tool for training and entertainment by creating an environment in a computer that allows a user to interact with objects perceived as real. The cost of providing such a virtual reality interfaces is often prohibitive thereby making it unavailable to many institutions for their research, training, and students’ projects. Critical components of this system have been identified as sensors, electronic interfaces and software. This paper explores different sensors available to make a low-cost virtual reality project possible. Using cheaper available quality components, the authors are in the process of developing a low cost cyber glove for education and training. Availability of such a system will also open doors for training for oil industry workers, etc. especially in hostile or dangerous environments without being physically exposed to such hazards.


2012 ◽  
Vol 241-244 ◽  
pp. 591-596 ◽  
Author(s):  
Jing Hu ◽  
Kai Li ◽  
Rui Ma

Life Cycle Cost (LCC) Management is not only an advanced management concept but also an effective way to achieve the integration of high-efficacy and low-cost assets. In the meantime, the State Grid Corporation promotes the “Large Five” system that novel environment provides new opportunities and challenges to the life cycle cost management. Therefore, this paper puts forward a transformer cycle cost model which adapts to the new environment, combining with new features of the “Large Five” system construction, basing on the whole life cycle cost theory and according to the actual operation of the transformer. It also analyzes the cost composition of transformer’s life cycle and verifies the validity of the transformer cycle cost model which has been put forward in this paper through calculating examples.


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