Bottom-Up Virtual Reality Modelling of a Two-Dimensional Truss

Author(s):  
L. Jankovic ◽  
S. Jankovic ◽  
A.H.C. Chan ◽  
G.H. Little
2021 ◽  
Author(s):  
Subrata Pandit ◽  
Mrinmoy De

The synthesis of two-dimensional (2D) nanosheets such as graphene and their derivatives through bottom-up approach has many advantages such as growth control and functionalization, but it is always challenging to...


2020 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

BACKGROUND Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. METHODS Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.


2018 ◽  
Vol 6 (18) ◽  
pp. 4919-4927 ◽  
Author(s):  
Tao Zhang ◽  
Raul D. Rodriguez ◽  
Ihsan Amin ◽  
Jacek Gasiorowski ◽  
Mahfujur Rahaman ◽  
...  

The covalent attachment of a one dimensional (1D) polymer brush onto a two-dimensional (2D) material presents an appealing strategy to fabricate anisotropic polymer membranes, namely “polymer carpets”.


Author(s):  
Yuwei Li ◽  
David Donghyun Kim ◽  
Brian Anthony

Abstract We present HapticWall, an encountered-type, motor actuated vertical two-dimensional system that enables both small and large scale physical interactions in virtual reality. HapticWall consists of a motor-actuated vertical two-dimensional gantry system that powers the physical proxy for the virtual counterpart. The physical proxy, combined with the HapticWall system, can be used to provide both small and large scale haptic feedbacks for virtual reality in the vertical space. Haptic Wall is capable of providing wall-like haptic feedback and interactions in the vertical space. We created two virtual reality applications to demonstrate the application of the HapticWall system. Preliminary user feedback was collected to evaluate the performance and the limitations of the HapticWall system. The results of our study are presented in this paper. The outcome of this research will provide better understanding of multi-scale haptic interfaces in the vertical space for virtual reality and guide the future development of the HapticWall system.


Author(s):  
Michael Greenhalgh

This chapter evaluates current possibilities for the attainment of a realistic context over the web by attempting to match the basic requirements of art history scholarship and teaching against what is currently offered and what can be expected in the future. It surveys some ongoing research in the field from the perspective of an observer and a user. The first section of the chapter discusses virtual reality modelling language (VRML) and describes a project of the Supercomputer Group at the Australian National University. This project aimed to model, using VRML, the Buddhist stupa at Borobudur. The chapter also discusses a second project which deals with the Piazza de Popolo at Rome and the reasons why this project did not employ VMRL. The second section of the chapter examines some other ways in which an ordinary lecturer may use various simple technologies to conjure context, and with more flexibility, detail and accuracy that VRML can ever achieve.


2019 ◽  
Vol 141 (42) ◽  
pp. 16755-16762 ◽  
Author(s):  
Kun Lan ◽  
Qiulong Wei ◽  
Ruicong Wang ◽  
Yuan Xia ◽  
Shuangshuang Tan ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document