Review on Application of Virtual Reality in the Physical Simulation

2014 ◽  
Vol 644-650 ◽  
pp. 3390-3393
Author(s):  
Zheng Jie Cai

VRT (Virtual Reality Technology) can simulate the real world dynamically by computer hardware and software to construct and experience artificia1 world.It can produce the dynamic environment to answer synchronically the gestures and language orders of users and make users and artificia1 world construct the synchrona1 and interactive relationship.In recent years,VRT has been used widely in the field of sports such as diving,gymnastics,trampoline,weightlifting,golf,basketball and skiing,especially at diving and trampoline.1. VRT (Virtual Reality Technology)

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


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.


Jurnal MIPA ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 99
Author(s):  
Willy Permana Putra ◽  
Widi Indriyani ◽  
Fachrul Pralienka Bani Muhammaduthor ◽  
Damar Nurcahyon

Dalam pengenalan lingkungan sekolah pada siswa baru, umumnya siswa diajak untuk berkeliling sekolah sehingga calon siswa dapat memahami suasana lingkungan sekolah. SMKN 1 INDRAMAYU sendiri masih menggunakan brosur atau spanduk dalam pengenalan sekolah, oleh karena itu bagaimana mengenalkan SMKN 1 INDRAMAYU kepada calon siswa baru tanpa harus mengajak berkeliling. Dari permasalahan tersebut muncul sebuah gagasan untuk membuat aplikasi yang bisa memperkenalkan lingkungan dan memberi informasi serta bisa dijadikan sebagai media promosi SMKN 1 INDRAMAYU yakni menggunakan teknologi virtual reality untuk memvisualisasikan tempat di dunia nyata ke dalam tampilan 3 Dimensi (3D)In introducing the school environment to new students, students are generally invited to tour the school so prospective students can understand the atmosphere of the school environment. SMK 1 INDRAMAYU itself still uses brochures or banners in the introduction of schools, therefore how to introduce SMK 1 INDRAMAYU to prospective new students without having to take a tour. From this problem emerged an idea to create an application that can introduce the environment and provide information and can be used as a promotional medium for SMKN 1 INDRAMAYU, namely using virtual reality technology to visualize places in the real world into a 3 Dimensional (3D) display 


2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


2020 ◽  
Vol 15 (9) ◽  
pp. 39-49
Author(s):  
R. I. Dremlyuga

The paper is devoted to the analysis of general problems of legal regulation of relations arising in the field of the use of virtual reality technology, as well as problems of technology regulation. The paper analyzes what properties of the technology radically differentiate it from other concepts and create challenges for the development of a system of legal regulation of the use of technology. The author describes the main factors complicating the application of existing mechanisms of legal regulation and does forecasts concerning future problems of regulation. The author comes to the conclusion that this technology is radically different from the existing ones, as it combines the properties of the real world and cyberspace. The virtual reality properties complicating the implementation of legal regulation of relations in the field of the use of this technolog include: high realism, full immersion in the session use and low cybersecurity of hardware and software. The author analyzes several regulatory approaches that could be applied to virtual reality and justifies that they all have significant disadvantages. The results of modern research carried out in the field of the VR safe use in education and leisure are rapidly becoming obsolete, as they do not have time for the technologies development, and can serve as the basis for developing a system of rules only with due regard to this factor.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


2001 ◽  
Vol 65 (1) ◽  
pp. 78-91 ◽  
Author(s):  
Page L. Anderson ◽  
Barbara O. Rothbaum ◽  
Larry Hodges

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