Standardization of virtual objects

Author(s):  
Jordán Pascual Espada ◽  
Oscar Sanjuán Martínez ◽  
B. Cristina Pelayo García-Bustelo ◽  
Juan Manuel Cueva Lovelle ◽  
Patricia Ordóñez de Pablos

This chapter proposes architecture to unify the development and use of virtual objects. As technology advances more and more “objects” began to appear in digital format, examples include: books, event tickets, airline tickets, agendas, etc electronic purses. These digital objects do not follow a standard format or recommendations since there are no mechanism that allows for treating them in a general way, storing and sharing or being processed by other applications that do not know their format. Based on the problems identified in this document, a proposal is detailed in search for a single structure and for the construction of any virtual object.

2021 ◽  
pp. 16-24
Author(s):  
V.S. Milash ◽  

The main trend of modern economic turnover and development is the global digitalization of all spheres and industries of the economy. For this reason new types of economic relations arise within their boundaries. The article examines the current situation and prospects for the development of legal regulation of Internet relations in the context of economic development. A number of problematic issues of the legal nature of individual objects of the economic rights that exist in a virtual (digital) format are analyzed. The issues of legal regulation of relations in the structure of which there is the so-called virtual element in a particular digital / virtual object are specifically analyzed. Special attention is paid to virtual assets, computer programs and software, artificial intelligence and the concept of the “Internet of Things”, etc. Emphasis is placed on the need for legislative consolidation of the concepts of virtual property and virtual objects, as well as objects with hybrid cyber-physical nature and their subsequent inclusion in the list of property in the economy of the business sector. Basic approaches to legal regulation of robotics based on artificial intelligence have been established. It is determined that the possibility of achieving a synergistic effect in the legal regulation of relations with virtual objects makes it necessary to make appropriate additions to the provisions of the Economic and Civil codes of Ukraine, as well as modernization of legislation in the field of intellectual property and innovation activities, investment legislation, legislation on property and property rights assessment, e-commerce, foreign economic activity on the Internet, protection of consumer rights of digital goods, etc. When adding and formulating these provisions into national legislation it should be taken into consideration the basis for international legal regulation of these issues submitted by acts of soft law, which are of a recommendatory nature. (These are the recommendations on artificial intelligence developed by the ETO-T Y.2060 (06/2012) Economic Telecommunication Organization “Overview of the Internet of things”).


Disputatio ◽  
2019 ◽  
Vol 11 (55) ◽  
pp. 297-331
Author(s):  
Claus Beisbart

AbstractWhat is the status of a cat in a virtual reality environment? Is it a real object? Or part of a fiction? Virtual realism, as defended by D. J. Chalmers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and scientific computer simulations to critically engage with Chalmers’s position. I first argue that, if it is sound, his virtual realism should also be applied to objects that figure in scientific computer simulations, e.g. to simulated galaxies. This leads to a slippery slope because it implies an unreasonable proliferation of digital objects. A philosophical analysis of scientific computer simulations suggests an alternative picture: The cat and the galaxies are parts of fictional models for which the computer provides model descriptions. This result motivates a deeper analysis of the way in which Chalmers builds up his realism. I argue that he buys realism too cheap. For instance, he does not really specify what virtual objects are supposed to be. As a result, rhetoric aside, his virtual realism isn’t far from a sort of fictionalism.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker

The method presented in this work reduces the frequency of virtual objects incorrectly occluding real-world objects in Augmented Reality (AR) applications. Current AR rendering methods cannot properly represent occlusion between real and virtual objects because the objects are not represented in a common coordinate system. These occlusion errors can lead users to have an incorrect perception of the environment around them when using an AR application, namely not knowing a real-world object is present due to a virtual object incorrectly occluding it and incorrect perception of depth or distance by the user due to incorrect occlusions. The authors of this paper present a method that brings both real-world and virtual objects into a common coordinate system so that distant virtual objects do not obscure nearby real-world objects in an AR application. This method captures and processes RGB-D data in real-time, allowing the method to be used in a variety of environments and scenarios. A case study shows the effectiveness and usability of the proposed method to correctly occlude real-world and virtual objects and provide a more realistic representation of the combined real and virtual environments in an AR application. The results of the case study show that the proposed method can detect at least 20 real-world objects with potential to be incorrectly occluded while processing and fixing occlusion errors at least 5 times per second.


2015 ◽  
Vol 1 (2) ◽  
pp. 306
Author(s):  
Hoger Mahmud Hussen

In this paper the outcome of a project is presented that aims to modify and improve one of the most widely used Augmented Reality tools. Augmented reality (AR), is a fast growing area of virtual reality research. Augmented Reality (AR) is a newly emerging technology by which user’s view of the real world is augmented with additional information from a computer model. ARToolKit is one of the most widely used toolkits for Augmented Reality applications. The toolkit tracks optical markers and overlays virtual objects on the markers. In the current version of the toolkit the overlaid object is stationary or loops regardless of the optical target position, this means that the overlaid object cannot be animated or changed based on the movement of the optical target. The aim is to improve the toolkit, therefore a design solution to modify it were designed and implement so that users can manipulate the position of the overlaid virtual object, through movements of the optical target. The design solution focuses on developing a mathematically based links between the position of the optical target and the overlaid virtual object. To test the solution test cases were developed and the results show that the design solution is effective and the principal idea can be used to develop many applications in different sectors such as education and health.


2011 ◽  
Vol 10 (3) ◽  
pp. 51-60
Author(s):  
Brahim Nini

This work deals with the virtual manipulation of a real object through its images. The results presented in this paper give a movie-based solution to the simulation process. We show how the simulation of infinite virtual views of a moving object can be reached using a finite number of object's taken images stored in an organized way. The basis of this solution is an analytical geometry-based method that links explicit applied user's actions, resulting in an object's views change, and images that match the best such views. This paper presents an overall solution for these three intertwined parts of the virtual manipulation that involves six degrees of freedom. Hence, a user is able to freely manipulate a virtual object in a scene in whatever manner s/he likes. In this case, the actions are transformed into rotations and/or translations which lead to some changes in object's appearance, both covered by two viewing features: zoom and/or rotations


Disputatio ◽  
2017 ◽  
Vol 9 (46) ◽  
pp. 309-352 ◽  
Author(s):  
David J. Chalmers

Abstract I argue that virtual reality is a sort of genuine reality. In particular, I argue for virtual digitalism, on which virtual objects are real digital objects, and against virtual fictionalism, on which virtual objects are fictional objects. I also argue that perception in virtual reality need not be illusory, and that life in virtual worlds can have roughly the same sort of value as life in non-virtual worlds.


2019 ◽  
Vol 9 (14) ◽  
pp. 2933 ◽  
Author(s):  
Ju Young Oh ◽  
Ji Hyung Park ◽  
Jung-Min Park

This paper proposes an interaction method to conveniently manipulate a virtual object by combining touch interaction and head movements for a head-mounted display (HMD), which provides mobile augmented reality (AR). A user can conveniently manipulate a virtual object with touch interaction recognized from the inertial measurement unit (IMU) attached to the index finger’s nail and head movements tracked by the IMU embedded in the HMD. We design two interactions that combine touch and head movements, to manipulate a virtual object on a mobile HMD. Each designed interaction method manipulates virtual objects by controlling ray casting and adjusting widgets. To evaluate the usability of the designed interaction methods, a user evaluation is performed in comparison with the hand interaction using Hololens. As a result, the designed interaction method receives positive feedback that virtual objects can be manipulated easily in a mobile AR environment.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2022 ◽  
Vol 2 ◽  
Author(s):  
Carolin Stellmacher ◽  
Michael Bonfert ◽  
Ernst Kruijff ◽  
Johannes Schöning

It is challenging to provide users with a haptic weight sensation of virtual objects in VR since current consumer VR controllers and software-based approaches such as pseudo-haptics cannot render appropriate haptic stimuli. To overcome these limitations, we developed a haptic VR controller named Triggermuscle that adjusts its trigger resistance according to the weight of a virtual object. Therefore, users need to adapt their index finger force to grab objects of different virtual weights. Dynamic and continuous adjustment is enabled by a spring mechanism inside the casing of an HTC Vive controller. In two user studies, we explored the effect on weight perception and found large differences between participants for sensing change in trigger resistance and thus for discriminating virtual weights. The variations were easily distinguished and associated with weight by some participants while others did not notice them at all. We discuss possible limitations, confounding factors, how to overcome them in future research and the pros and cons of this novel technology.


Author(s):  
Norazzlina M. Sa’don ◽  
◽  
Abdul Razak Abdul Karim ◽  
Bong Chih How ◽  
Linda Wong Lin Juan ◽  
...  

The development of spatial or non-spatial digitized Consolidated Sarawak Geotechnical Site Investigation (CoGSI) database aims to enable information to be stored in a digital form with the efficient search and fast retrieving data. The CoGSI database for Sarawak Soil is a function of a database management system, which consists of the site information; includes the project name, locations coordinates (division), borehole logs, field and laboratory test results. The main objectives of the project are to collect, store & digitized all verified & approved Geotechnical SI data and the input gathered from the local authority, consultants and contractors. The digitized database would be enormous value for future planning of infrastructure developments; making preliminary design estimates for earthwork/foundation assessment; and future decision making with early identification of potential areas for construction purposes, which will produce an economic and safe design. The SI databases are important resources where the insufficient ground conditions information, will cause either a significantly over-designed or an under-designed solution, which lead to potential failures. In addition, the project is also intended to realize a web-based application to allow users to search borehole, view bore-logs and provides digital downloadable boreholes data of the available ground information in a standard format for analysis. At present most of the SI data are available in the form of hardcopy reports, which is time consuming and often frustrating, especially when the required report or data cannot be found. In summary, the Consolidated Sarawak Geotechnical Site Investigation (CoGSI) database system, which stored in a digital format are deployed as a web-based system. This platform provides exploration of the digital databases, which then can be accessed anywhere and anytime through the desktop & portable computer and smart phones with internet access facility.


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