Design and Implementation of Landscape System for East and West Huashi Street in Beijing Based on Virtual Reality Technology

2012 ◽  
Vol 263-266 ◽  
pp. 1849-1852 ◽  
Author(s):  
Pei Long Xu ◽  
Yi Min Su

In this project, the utility of virtual environment modeling techniques based on geometric model on modeling street virtual reality systems was studied. The aim is to design a set of modeling streetscape system based on virtual reality systems. In designation phase, this system was based on computer graphics, and virtual environment entities were set up modeled by real entities in life. In the study, the East and West Huashi Street in Chongwen district was taken as a study area, the model of the scene was set up by virtual reality geo-information system, special virtual reality modeling software Multigen Creator was used to set up the 3D environment of the space, and the virtual reality scene was set up with advanced C language and called Vega function library, so that interactive manipulation of boosting, reducing, turning, searching and roaming of the virtual scene could be realized.

Author(s):  
Randall Spain ◽  
Benjamin Goldberg ◽  
Jeffrey Hansberger ◽  
Tami Griffith ◽  
Jeremy Flynn ◽  
...  

Recent advances in technology have made virtual environments, virtual reality, augmented reality, and simulations more affordable and accessible to researchers, companies, and the general public, which has led to many novel use cases and applications. A key objective of human factors research and practice is determining how these technology-rich applications can be designed and applied to improve human performance across a variety of contexts. This session will demonstrate some of the distinct and diverse uses of virtual environments and mixed reality environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment (VE) and a description of how it has been used to address a particular problem or research need. Following the description portion of the session, each VE will be set-up at a demonstration station in the room, and session attendees will be encouraged to directly interact with the virtual environment and ask demonstrators questions about their research and inquire about the effectiveness of using VE for research, training, and evaluation purposes. The overall objective of this alternative session is to increase the awareness of how human factors professionals use VE technologies and increase the awareness of the capabilities and limitations of VE in supporting the work of HF professionals.


2013 ◽  
Vol 336-338 ◽  
pp. 1430-1433
Author(s):  
Tong Pan ◽  
Xiao Jing Li ◽  
Hao Peng Wang ◽  
Lei Zhao

It is possible to model and evaluate avatar-included virtual environment in the condition of advanced hardware and software technologies of digital 3D. In traditional design and evaluation, there is no interaction between digital virtual scene and avatars, and no dynamic modifying options for virtual scene. Interaction and dynamic design option are the most important functions for virtual reality simulation. The paper presented the modeling method of avatar-included virtual scene first, discussed the method of testing and evaluating for it secondly. The research can assist and support realization of avatar-included virtual scene real-time interaction, testing and evaluating for stability, security and humanoid.


2014 ◽  
Vol 556-562 ◽  
pp. 5288-5293
Author(s):  
Zhi Li ◽  
Xiang Wang

The traditional virtral target aiming training uses indoor large screen projection more. Recently, the system also uses the virtual reality scene as background. According to the situation, using real-time video frame as the virtual target aiming training background for the authenticity of the virtual target aiming training scene is presented in this paper. This method fully shows the maturity of modern video acquisition technology and the innovation of virtual reality scene. This paper prensents using DirectShow tools for video frame acquisition and taking the advantages of OpenFight API for the model built by military simulation modeling software MultiGen Creator development based on OpenGL development platform and completes the building of virtual target aiming training scene based on real-time three-dimensional video scene and the consistency of virtual target and scene.


2013 ◽  
Vol 351-352 ◽  
pp. 1480-1484
Author(s):  
Yue Qiong Li ◽  
Gang Zheng

Foshan Zumiao is one of the three major treasures of the Lingnan ancient buildings and the establishment of the Digital Zumiao is a cultural project of important significance. By means of the combination of the overall-view images obtained by high dynamical light rendering technique (HDR) and the images with digital back ultrahigh resolution, with the multimedia database as the bolster, the Digital Zumiao realizes the reflection of the entity space of the Zumiao building in the virtual environment. Based on this target and experienced the processes and works such as the data survey and acquisition of the Digital Zumiao, analysis and processing of images and word data, and the set up of multimedia database of the Digital Zumiao etc. the virtual reality system and the digitalizing system of the Digital Zumiao were established .


Author(s):  
Marika Lamanuzzi ◽  
Jacopo Andrea Di Antonio ◽  
Federica Foiadelli ◽  
Michela Longo ◽  
Andrea Labombarda ◽  
...  

2021 ◽  
Vol 5 (4) ◽  
pp. 15
Author(s):  
Jingyi Li ◽  
Ceenu George ◽  
Andrea Ngao ◽  
Kai Holländer ◽  
Stefan Mayer ◽  
...  

Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make passengers touch the car interior less, while performance and presence are comparable across conditions. Although passengers prefer a secluded and unlimited virtual environment (nature), they are more productive in a shared and limited one (office). We further discuss choices for virtual borders and environments, social experience, and safety responsiveness. Our work highlights opportunities and challenges for future research and design of rear-seat VR interaction.


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.


2015 ◽  
Vol 772 ◽  
pp. 585-590
Author(s):  
Florin Gîrbacia ◽  
Silviu Butnariu ◽  
Daniel Voinea ◽  
Bogdan Tzolea ◽  
Teodora Gîrbacia ◽  
...  

Surgical robots for biopsy procedure require pre-operative planning of trajectories prior to be used for needle guiding procedures. Virtual Reality (VR) technologies allow to simulate robotic biopsy procedure and to generate accurate needle trajectories that avoid vital organs. The paper presents a serial robot which can be used for biopsy procedure and a needle trajectory planning software based on VR technologies. A virtual environment has been modelled and simulations for robotic-assisted biopsy of the prostate have been performed.


2013 ◽  
Vol 8 (2) ◽  
pp. 199-208 ◽  
Author(s):  
Charles Pontonnier ◽  
Georges Dumont ◽  
Asfhin Samani ◽  
Pascal Madeleine ◽  
Marwan Badawi

Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


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