Requirements of a Digital Platform for Psytrance Parties

Author(s):  
Sérgio Tenreiro de Magalhães

Digital platforms that support virtual worlds are becoming more complex and there is a growing fusion between real life and digital objects. Wireless technologies, screens' resolution and colours, 3D technologies, virtual and augmented reality can change the way a user experiences a virtual environment. This chapter explores input and output technologies for computing devices and discusses the technological developments that constitute requirements for the success of non-physical trance parties or, as some would prefer to call them, virtual trance parties.

2017 ◽  
Vol 26 (1) ◽  
pp. 16-41 ◽  
Author(s):  
Jonny Collins ◽  
Holger Regenbrecht ◽  
Tobias Langlotz

Virtual and augmented reality, and other forms of mixed reality (MR), have become a focus of attention for companies and researchers. Before they can become successful in the market and in society, those MR systems must be able to deliver a convincing, novel experience for the users. By definition, the experience of mixed reality relies on the perceptually successful blending of reality and virtuality. Any MR system has to provide a sensory, in particular visually coherent, set of stimuli. Therefore, issues with visual coherence, that is, a discontinued experience of a MR environment, must be avoided. While it is very easy for a user to detect issues with visual coherence, it is very difficult to design and implement a system for coherence. This article presents a framework and exemplary implementation of a systematic enquiry into issues with visual coherence and possible solutions to address those issues. The focus is set on head-mounted display-based systems, notwithstanding its applicability to other types of MR systems. Our framework, together with a systematic discussion of tangible issues and solutions for visual coherence, aims at guiding developers of mixed reality systems for better and more effective user experiences.


2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2021 ◽  
Vol 7 (1) ◽  
pp. 41-51
Author(s):  
Maria Engberg ◽  
Jay David Bolter ◽  
Colin Freeman ◽  
Gunnar Liestøl ◽  
Blair MacIntyre

We report here on an application of reality media (virtual and augmented reality) to digital cultural heritage. The particular challenge we address is: how to combine VR and AR to bridge the gap between the center (the museum housing cultural artifacts) and periphery (the heritage site where the artifacts were found) while at the same time attending to, even enhancing, the aura of both artifacts and sites? Our proposed solution is to implement the cultural heritage technique known as situated simulation (sitsim) in combination with a social virtual environment called Hubs. Our case study is a sitsim of the Acropolis in Athens, which can function on location and remotely and offers real-time conferencing capabilities for its participants. 


2021 ◽  
Vol 9 (3) ◽  
pp. 13-23
Author(s):  
Gökhan SONTAY ◽  
Orhan KARAMUSTAFAOĞLU

Many mobile applications have emerged thanks to the technological developments that have taken place today. One of these applications is the augmented (virtual) reality application used on smartphones and tablets. Some augmented reality applications are being prepared using 4D-technology and transforming the virtual environment into real life. The present research is to investigate the views of the students about the use of augmented reality applications with 4D-technology related to the ‘Systems in Our Body’ unit in our 6th-grade science class. This study was conducted using phenomenological method in the scope of qualitative research. In this study, the participants consisted of nine students who volunteered to participate in this research. The data were obtained from semi-structured interviews. The data of the interviews with seven students were recorded on voice recorder and then the data were transferred to the text. The interview data of two students who did not want to record their interviews were written with pen-paper and transcripted. The analysis of the data was carried out by content analysis using the NVivo 9 program. The findings obtained in this research showed that the result of the augmented reality application was that the systems in our body unit is effective in better understanding, increasing the motivation of the students to science lessons and making the lessons fun.


Author(s):  
Barış Atiker

Being one of the most prominent reflections of intercultural interaction, orientalism is the West's description of the East according to its own beliefs and understanding. This concept also includes the alienation and isolation of the human while trying to define 'the others'. The digital culture has searched for alternative realities and identities visible through virtual worlds controlled by the individual. This search for identity has led to the transformation of a fictional and shallow imagination into a cultural commodity through various stereotypes, just like in orientalism. Extended reality is one of the new oases of neo-orientalism as a research subject that combines the concepts of virtual and augmented reality. The increasing fusion between the human mind and machines radically changes the way people are born, live, learn, work, produce, dream, discuss, or die. This research aims to interpret the effects of transformation of information in XR technologies within the axis of neo-orientalism perspective through new individual experiences.


JURNAL TIKA ◽  
2021 ◽  
Vol 5 (3) ◽  
pp. 86-92
Author(s):  
Rahmat Rahmat

The development of information and communication technology has an impact on globalization which will affect all aspects of human life, especially in the world of education. This requires educators to make innovation in learning. One of the innovations that following technological developments, namely Augmented Reality (AR). Augmented Reality is a technique of combining real and virtual worlds and is based on 3-Dimensions (3D). The objects used can be 2D or 3D. This research is entitled Augmented Reality for Building Materials using Unity 3D, Vuforia SDK, and Blender Applications. In this research, the application was developed by involving 3 main software, namely vuforia, unity 3D, and Blender. Vuforia is a plugin for a software called unity 3D. Augmented Reality and Unity 3D are two platforms that make it easier for users to produce 3D graphics that will be displayed if the graphic that has been used as a marker is highlighted with a camera from an SP. The results of this study have succeeded in developing applications with building markers using vuforia, unity 3D, and Blender.


2021 ◽  
Vol 8 (4) ◽  
pp. 1-14
Author(s):  
Gokhan Sontay ◽  
Orhan Karamustafaoğlu

As a result of recent technological developments, many mobile applications used in the educational environments have emerged. One of these applications is the augmented reality technology used in smartphones and tablets. Many augmented reality applications are now prepared with 4D-technology and are employed to transform virtual environments into real life situations. In this study, we examined the views of 6th-grade students about using augmented reality technology in teaching science. Designed as a phenomenological research from the qualitative research methods, this study was conducted with nine 6th-grade volunteer students studying in a secondary school in the district of Göynücek in Amasya Province during the 2017-2018 academic year. The data were collected through interviews, using a semi-structured form. We analyzed the data set, by applying descriptive analysis method using NVivo 9 program. Categories emerged from the student views. We modeled the qualitative data in terms of these categories. Based on the research findings it was concluded that the augmented reality activities carried out provided permanent learning about the systems in our body and increased positive attitudes and interests towards the lessons, according to the students' opinions. We concluded that the science teaching with the use of augmented reality technology will provide positive learning outcomes on students. Further, teachers should receive and be provided with professional development on augmented reality to be able to use it more efficiently. This study is expected to contribute to researchers and practitioners in the future.


2014 ◽  
Author(s):  
Λουκάς Ρέντζος

The aim of this work is to study the development of virtual and augmented reality environment for the support of human-based processes in manufacturing. Virtual and augmented reality technologies can significantly reduce the development time and cost of products and processes in manufacturing. However there is currently a big gap between the conventional CAD-based processes and the advanced prototyping and validation methods offered with the use of VR and AR technology. There is a need for the virtual environments to be enriched with intelligence through the incorporation of knowledge. This will allow for complex tasks to be carried out, thus reducing the need for an ad hoc development, while the reusability of such an environment will be increased. On the one hand, augmented reality environments based on semantic knowledge and new user interaction methods can provide the means for putting the human back in the process loop at manufacturing level. On the other hand, virtual reality environments coupled with semantic knowledge can provide methods and tools that integrate 3D geometries with information/knowledge so that engineers can effectively evaluate and manipulate virtual prototypes in an immersive and interactive environment. Within the current dissertation, a generic VR and AR approach is developed based on human task analysis and knowledge mapping methods that are implemented in a Virtual and Augmented Reality Framework. The VR/AR framework is developed to be used with the two-step method approach using advanced interaction techniques. The developed method and framework are validated through a series of real life manufacturing test cases derived from both the automotive and aerospace industrial practices. Finally, an evaluation of the proposed methods and framework is carried out, based on one of the industrial test cases using quantitative metrics, giving insight on to the improvement of the engineering workflow using the proposed work compared with the conventional physical workflow.


2009 ◽  
Vol 2 (1) ◽  
Author(s):  
Jackie Gerstein

Quest Atlantis (QA) is a learning and teaching project that uses a 3D virtual environment to immerse children, ages 8-15, in educational tasks. It allows users to travel to virtual places to perform educational activities known as Quests. The core elements of QA are: 1) a 3D multi-user virtual environment (MUVE), 2) inquiry learning Quests and unit plans, 3) a storyline involving a mythical Council and a set of social commitments, and 4) a globally-distributed community of participants (Barab, Arici, & Jackson, 2005). These inherently engaging environments are natural motivators for this age-level student, who can be considered members of the Club Penguin generation. To determine the perspectives of the users, themselves, a survey was conducted with a group of 35 gifted elementary students. The results, gathered through both closed and open-ended questions, identified the strengths and limitations of this media as a viable pedagogy for teaching more traditional content area subjects. Teacher observations of student behavior both in the real life classroom and in the online environment present additional insights how digital natives engage in and interact with this media. Implications for using virtual worlds such as Quest Atlantis for distance learning of upper elementary students are proposed.


Author(s):  
Guangchuan Li ◽  
David Rempel ◽  
Yue Liu ◽  
Carisa Harris-Adamson

Researchers have designed 3D (non-contacting) gestures for human-computer interaction (HCI) for desktop computers, automobiles, and augmented and virtual reality (AR/VR) to improve functionality, and experience. 3D gestures provide a method for HCI in clean and dirty environments and settings where both hands need to be free for other tasks such as warehouse work. However, long-term use of 3D gestures may pose a risk of musculoskeletal fatigue especially if the gestures require movement at larger joints such as the shoulder or elbow. Microgestures involve motions of just the fingers and hands thereby reducing muscle fatigue and distraction. Current microgesture lexicons are not well designed for VR or AR systems because of differences in interactive requirements of the commands and context for their use. The purpose of this study was to design microgestures for AR and VR that follow user experiences with existing gestures while considering application, user preference and hand/wrist postures.


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