scholarly journals THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE

Author(s):  
T. P. Kersten ◽  
G. Büyüksalih ◽  
F. Tschirschwitz ◽  
T. Kan ◽  
S. Deggim ◽  
...  

Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.

Author(s):  
Thomas Peter Kersten ◽  
Felix Tschirschwitz ◽  
Maren Lindstaedt ◽  
Simon Deggim

PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


1988 ◽  
Vol 82 (4) ◽  
pp. 1261-1275 ◽  
Author(s):  
Arlene W. Saxonhouse

The modern language of tyranny has distorted the significance of the Greek term tyrannos. In ancient Greek the term was accorded to the new ruler in the city, one whose legitimacy did not reside in his bonds to the ancient rulers and ancient families. Tyranny thus suggested a freedom from the past. Reason, as the Greeks understood it, also entailed a breaking away from the physical world. Reason and tyranny thus work together as expressions of freedom, but it is a freedom that in its transcendence of boundaries leads to tragedy. An examination of Sophocles' Oedipus draws out both the glory and the failure of the individual attempt of the political actor to rise above the historical particular and the mere body to build a world where reason alone is power.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Dorothée Bentz ◽  
Nan Wang ◽  
Merle K. Ibach ◽  
Nathalie S. Schicktanz ◽  
Anja Zimmer ◽  
...  

AbstractSmartphone-based virtual reality (VR) applications (apps) might help to counter low utilization rates of available treatments for fear of heights. Demonstration of effectiveness in real-life situations of such apps is crucial, but lacking so far. Objective of this study was to develop a stand-alone, smartphone-based VR exposure app—Easy Heights—and to test its effectiveness in a real-life situation. We performed a single-blind, parallel group, randomized controlled trial. We recruited 70 participants with fear of heights, aged 18–60 years. Primary outcome was performance in a real-life Behavioral Avoidance Test (BAT) on a lookout tower after a single 1-h app use (phase 1) and after additional repeated (6 × 30 min) app use at home (phase 2). After phase 2, but not phase 1, participants in the Easy Heights condition showed significantly higher BAT scores compared to participants in the control condition (Cohen’s d = 1.3, p = 0.0001). Repeated use of our stand-alone, smartphone-based VR exposure app reduces avoidance behavior and fear, providing a low-threshold treatment for fear of heights.


Author(s):  
Danny Oldenhave ◽  
Stijn Hoppenbrouwers ◽  
Theo P. van der Weide

PMD is a method to design for sustainable behavior change within organizations concerning the introduction of innovation. An earlier evaluation of PMD among users and a use case resulted in the need for refinements. In this paper, the authors describe the refined version of PMD and validate this in another case, in which a solution based on the interaction elements resulting from the PMD method was created for a company. Based on data acquired, they designed models of current and requested behavior. They selected the right interaction elements to facilitate the target audience in a change of behavior. After implementing the solution at the pre-fab concrete company, the authors observed a change in behavior among users, growing towards the behavior required to reach the set business objectives. The research allowed for the creation, evaluation, and validation of the PMD method itself in a real-life situation and showed that it is possible, at least in the use case in this research, to design for a required behavior change to increase adoption of innovations in organizations.


The guiding premise of this book is the role of the study of the city, its display and dissemination, in the information network of digital cities. A collection of essays on the ways the city can now be studied and presented, this book surveys the current situation in regard to various visualizations of cities of the past and present, built on historical evidence and scientific hypothesis. The chapters reflect the authors’ wide-ranging fields of interest and experience, from archeology to urban planning. Current methods of visualization, including 3D models and virtual reality simulations, are described and critiqued, primarily in regard to the field of cyber-archeology. Thus, the book offers a view of cities in the digital realm as simultaneously memory, imagination, and experience. In this way, it depicts how the ever-changing character of the past, present, and future is reformulated and re-presented in our digital era.


2015 ◽  
Vol 11 (1) ◽  
pp. 39
Author(s):  
Rikke Bramming Jørgensen ◽  
Urban Kjellen ◽  
Øystein Moen

<p style="margin: 0cm 0cm 4pt; text-align: justify; line-height: 12pt; mso-line-height-rule: exactly;">The purpose of this paper is to analyse how a large European infrastructure developer responded to expatriate worries about high outdoor pollution levels in the Indian megacity Delhi. We present an exploratory case study obtained from a three months project with close university/company interaction, both with the head office in Oslo Norway and the Delhi office. Fact assessment showed that pollution levels are high and rising, with significant expected increase in asthma, cardiac diseases and mortality in the winter months. The results show that the employees compare home office environment with the Delhi office, and compare the company actions plans with other companies’ problem solving initiatives. Cost considerations were not important in the development of the response plan but in the implementation phase (specific decisions) and the results further shows that the characteristics of the internal process are important. We present a company response plan to a real-life situation, and this plan could be used by other companies as well. From the company perspective, the paper points towards a challenging issue of similar or dissimilar handling of local employees versus expatriates. Destination characteristics such as air pollution have attained limited focus in expatriate research, and a major contribution of this paper is to present facts and possible solutions as well as comments on future research needs.</p>


2021 ◽  
Vol 9 (2) ◽  
pp. 326-338
Author(s):  
Abeer Al-Nafjan ◽  
Najwa Alghamdi ◽  
Abdulaziz Almudhi

Virtual reality (VR) technology provides an interactive computer-generated experience that artificially simulates real-life situations by creating a virtual environment that looks real and stimulates the user’s feelings. During the past few years, the use of VR technology in clinical interventions for assessment, rehabilitation and treatment have received increased attention. Accordingly, many clinical studies and applications have been proposed in the field of mental health, including anxiety disorders. Stuttering is a speech disorder in which affected individuals have a problem with the flow of speech. This can manifest in the repetition and prolongation of words or phrases, as well as in involuntary silent pauses or blocks during which the individual is unable to produce sounds. Stuttering is often accompanied by a social anxiety disorder as a secondary symptom, which requires separate treatment. In this study, we evaluated the effectiveness of using a VR environment as a medium for presenting speech training tasks. In addition, we evaluated the accuracy of a speech analyzer module in detecting stuttering events.


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