Visualising and experiencing geological flows in Virtual Reality

Author(s):  
Emmanuel Delage ◽  
Benjamin Van Wyk de Vries ◽  
Meven Philippe ◽  
Susan Conway ◽  
Costanza Morino ◽  
...  

<p>Resilience to natural hazards depends on a person's ability to envision an event and its consequences. While real life experience is precious, a real event experience is rare, and sometimes fatal. So, virtual reality provides a way to getting that experience more frequently and without the inconvenience of demise. Virtual reality can also enhance an event to make it more visible, as often things happen in bad weather, at night or in other inconvenient moments.</p><p>The 3DTeLC software (an output from an ERASMUS+ project, http://3dtelc.lmv.uca.fr/) can handle high-resolution 3D topographic models and the user can study natural hazard phenomena with geological tools in virtual reality. Topography acquired from drone or plane acquisitions, can be made more accessible to researchers, public and stakeholders. In the virtual environment a person can interact with the scene from the first person, drone or plane point of view and can do geological interpretation at different visualization scales. Immersive and interactive visualization is an efficient communication tool (e.g. Tibaldi et al 2019 – Bulletin of Volcanology DOI: https://dx.doi.org/10.1007/s00445-020-01376-6).</p><p>We have taken the 3DTeLC workflow and integrated a 2.5D flow simulation programme (VOLCFLOW-C). The dynamic outputs from VOLCFLOW-C are superimposed into a single visualization using a new tool developed from scratch, which we call VRVOLC. This coupled visualization adds dynamic and realistic understanding of events like lahars, lava flows, landslides and pyroclastic flows. We present two examples of this, one developed on the Digital Terrain Model of Chachani Volcano, Arequipa Peru, to assist with flood and lahar visualisation (in conjunction with INGEMMET, UNESCO IGCP project 692 Geoheritage for Resilience and Cap 20-25 Clermont Risk). And another with an Icelandic debris slide that occurred in late 2014 possibly related to permafrost degradation (in conjunction with the ANR PERMOLARDS project).</p><p>We thank out 3DTeCL colleagues, without which this would not be possible, and acknowledge financial support for the PERMOLARDS project from French National Research Agency (ANR-19-CE01-0010), and this is part of UNESCO IGCP 692 Geoheritage for Resilience.</p>

2018 ◽  
Vol 7 (3.3) ◽  
pp. 1
Author(s):  
Hyun Yi. Jung ◽  
Hyung Gi. Kim ◽  
Sungdae Hong

Background/Objectives: The Virtual Reality realistic image content is a technology to enable building imaginary space by synthesizing both real and graphic images so as to provide the sensation of immersion without the distinction between real and virtual world. In addition, this is a realm with strong growth potential requiring the raise of technological maturity in the medium to longer term.Methods/Statistical analysis: This research is an attempt to study the time and structure to acquire multi-view components beyond the degree of simple technological experience of delivering the already constructed information unilaterally. In addition, the direction to selectively solve the key problems in VR image grammar is explored by considering the pipeline of production technology including time control, etc.Findings: In this study, we have examined the necessary element for production such as the actor’s movement, lighting, space set for postproduction stitching and issues that arise in direction by actually producing the VR 360 image in real life. We realized that in the view point of VR 360 image, more than the camera angles, the mise-en-scene and space coordination according to the actor’s movement is more important.Improvements/Applications: VR visual grammar’s liberal point of view has the potential to become a specialized genre where it can extend as a new genre by breaking free from the square frame and specialized format  


Author(s):  
Hsiu-Mei Huang ◽  
Shu-Sheng Liaw

<p class="3">Within a constructivist paradigm, the virtual reality technology focuses on the learner's actively interactive learning processes and attempts to reduce the gap between the learner’s knowledge and a real-life experience. Recently, virtual reality technologies have been developed for a wide range of applications in education, but further research is needed to establish appropriate and effective learning techniques and practices to motivate meaningful learning. Results showed that perceived self-efficacy and perceived interaction are two crucial factors affecting perceived ease of use, perceived usefulness and learning motivation. Furthermore, learning motivation is also a predictor to affect perceived usefulness. After that, perceived ease of use, perceived usefulness, and learning motivation are three important factors affecting learner intention to use the virtual reality learning environment.</p>


2020 ◽  
Vol 30 (Supplement_5) ◽  
Author(s):  
M Koene ◽  
S A Reijneveld ◽  
J Tuinstra ◽  
H Broekhuis ◽  
C Wagenaar ◽  
...  

Abstract Urban interventions in the built environment can improve the health of residents by impacting daily living patterns and lifestyles. Co-creation of these interventions with residents enhances their effectiveness. This pilot study investigates how the co-creation process can be developed, with elderly as a target group. The setting of the pilot is the area around a shopping centre in a post-war neighbourhood. Residents were recruited via the neighbourhood council and existing networks, via student-recruiters and via door-to-door flyers. They were asked to participate in the evaluation of proposed interventions, which aimed to increase physical activity. Virtual reality (VR) techniques were used as a tool to communicate current and redesigned environments. We organised three meetings for residents, where VR was used to: 1) collect data on current urban issues, 2) evaluate the different redesigns of the project location, and 3) present a final redesign. During meeting 1 and 2, VR was supported by questionnaires to collect data. We recruited 31 residents with an average age of 65, mostly through the neighbourhood council and existing networks. Recruitment with flyers resulted in only 1 participant (&lt;1% response). The data collected from the combination of VR and questionnaires showed that participants were likely to walk more often in the redesigned interventions. Moreover, participants indicated that the differences between current and redesigned environments were very clear (score 4.8 out of 5) and that they could imagine very well what the designs would look like in real-life (score 4.6/5). The VR-experience was scored an 8/10 and 28 participants were willing to participate in future activities. Recruiting residents through existing networks, including the neighbourhood council, was most effective. VR technology is a very useful tool to communicate urban interventions and the residents were very capable of evaluating them while providing valuable input for the redesigns. Key messages Co-creating urban redesigns with residents to improve health is feasible, and virtual reality is of great added value as a co-creation supporting and communication tool. Urban interventions impact daily living patterns and lifestyles of residents and thereby public health.


2007 ◽  
Vol 5 (11) ◽  
pp. 65-73
Author(s):  
Valéria M.C. De Figueiredo ◽  
Maria Da Consolação G.C.F. Tavares ◽  
Silvana Venâncio

Buscamos, neste trabalho, compreender o significado da Dança para pessoas portadoras de deficiência visual, na perspectiva de uma abordagem fenomenológica. Para isso, coletamos os discursos de 13 (treze) sujeitos que experimentam a vivência da Dança no presente momento de suas vidas. Não nos preocupamos com estilos prédeterminados de Dança, mas sim com a vivência e o olhar do sujeito em relação à sua experiência na Dança. A partir dos discursos coletados, orientados por nossa interrogação: "O que é isto, vivenciâr a Dança para você?", trilhamos nossos entendimentos e reflexões visando compreender o significado do corpo que dança com seus próprios olhares. De modo coerente com os fundamentos da pesquisa fenomenológica, procuramos encontrar uma perspectiva particular, em um determinado momento, e olhamos para o fenômeno situado, buscando aprofundar-nos na essência desse universo. A study was carried out to investigate the understanding of the significance of Dance for visually handicapped persons, using a phenomenologicaí approach. We collect the discourses of 1 3 (thirteen) subjects, ali of them being involved in a Dance experience at the time of the study. Our concern was not about pre-determined dance-styles, but about the real-life experience and the point-of-view of the subjects about their dance experience. The question to be answered by the subjects was: "What does it mean foryou do experience dance?", and it was based on the collected discourses that we traced our understanding and reflections, aiming to understand the significance of the body that dances, wíth their own eyes. Therefore, according to the rationale of the phenomenologicaí research, we aimed to find a particular perspective, at a certain moment,- we looked at the situated phenomenon, trying to enter the essence of this unique universe.


2020 ◽  
Author(s):  
Jacob Thomas Thorn ◽  
Enrico Migliorini ◽  
Diego Ghezzi

AbstractObjectiveRetinal prostheses hold the potential to restore artificial vision in blind patients suffering from outer retinal dystrophies. The optimal number, density, and coverage of the electrodes that a retinal prosthesis should have to provide adequate artificial vision in daily activities is still an open question and an important design parameter needed to develop better implants.ApproachTo address this question, we investigated the interaction between the visual angle, the pixel number and the pixel density without being limited by a small electrode count, as in previous research reports. We implemented prosthetic vision in a virtual reality environment in order to simulate the real-life experience of using a retinal prosthesis. We designed four different tasks simulating: object recognition, word reading, perception of a descending step and crossing a street.Main resultsThe results of our study showed that in all the tasks the visual angle played the most significant role in improving the performance of the participant.SignificanceThe design of new retinal prostheses should take into account the relevance of the restored visual angle to provide a helpful and valuable visual aid to profoundly or totally blind patients.


1995 ◽  
Vol 16 (1) ◽  
pp. 28-38
Author(s):  
U. Busse

The relevance of social history to the interpretation of the Gospel according to JohnThe relevance of a socio-historical reading of John's Gospel is illustrated through the analysis of John 2:1-11, 8:33-36 and 21:7. In each case a social senario of a particular situation is presented by utilizing different ancient sources. The results are then applied to the mentioned passages in John's Gospel in order to illustrate the relevance of a socio-historical reading of John.Although exegesis has once more renewed its interest in ancient social historyl, one gets the impression that the Gospel according to John2 has remained untouched by this most welcome development. It is certainly true that the Gospel and Acts of Luke and Paul's correspondence3 are the most rewarding objects of research. Nevertheless, there is also a large number of texts in the other scriptures that would become considerably more accessible if a socio-historical comment were to be added. The metaphoric "text-world" of John's Gospel, for instance, if seen against the background of social history, reveals the complex associations that the lecture of this text would have evoked in the original reader. Thus the "world of the reader" is illuminated brighter than ever. An "I-am-word" in which Jesus claims to be the Bread of Life (John 6:35), for example, is based on a real life experience that today's reader in Old Europe cannot easily follow, because he can readily obtain his bread from the bakery every morning. However, as soon as Peter Garnsey's4 essay is consulted for the understanding of this text, the "textworld" becomes more vivid and reaches out to the first reader, asking him to associate the word with his own dailybread- experience and to consider the soteriological relevance of the statement. In this way, id est through the reader's adding his own experience to the assertion, the theological value of the statement Jesus makes, according to John, namely to be able to satisfy man's basic needs, is also communicated on an emotional level.In this paper I would like to discuss the great importance of this approach with regard to the exegesis of the Gospel according to John. To exemplify my point of view I have chosen the less imposing but, in my mind, nevertheless fundamental topic of the lower services. It belongs to the semantic field of "slavery", namely "service", and mainly appears in the story of the marriage at Cana, in chapter 8, in the extensive farewellscene and in the final chapter, chapter 21. I shall accordingly deal with those passages consecutively. However, I shall only touch upon the farewell speeches in passing.


Pneumologie ◽  
2016 ◽  
Vol 70 (S 01) ◽  
Author(s):  
F Bonella ◽  
M Kreuter ◽  
L Hagmeyer ◽  
C Neurohr ◽  
K Milger ◽  
...  

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