scholarly journals PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT

Author(s):  
D. Kontos ◽  
A. Georgopoulos

Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.

1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


Author(s):  
Chris Christou

Virtual Reality is implemented by a combination of technologies that are used in order to visualize and provide interaction with a virtual environment. These environments often depict three-dimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics, or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space being visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning through experiences. We also consider some of the applications of VR in education and also some of its drawbacks.


2018 ◽  
Author(s):  
Oscar Legetth ◽  
Johan Rodhe ◽  
Stefan Lang ◽  
Parashar Dhapola ◽  
Joel Pålsson ◽  
...  

AbstractSingle-cell RNAseq is a routinely used technique to explore the composition of cell populations, and they are often visualised using dimension reduction methods where the cells are represented in two or three dimensional space. Many tools are available to do this but visualising and cross-comparing these representations can be challenging, especially when cells are projected onto three dimensions which can be more informative for complex datasets. Here we present CellexalVR (www.cellexalvr.med.lu.se), a feature-rich, fully interactive virtual reality environment for the visualisation and analysis of single-cell experiments that allows researchers to intuitively and collaboratively gain an understanding of their data.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


Author(s):  
Scott W. Osborn ◽  
Judy M. Vance

Abstract This paper describes the development of a virtual reality environment which facilitates the design of spherical four-bar mechanisms. The virtual environment allows the user to naturally interact with the input data and specify the design parameters while operating in a three-dimensional environment. We see this development as a logical extension of existing graphics-based spatial design software. The need for a three-dimensional design space is driven by the difficulty in specifying design inputs and constraints for a spatial problem using a two-dimensional interface. In addition, once the mechanism has been created, the virtual environment provides the opportunity for the user to visually verify that the mechanism will perform the desired three-dimensional motion.


2020 ◽  
Vol 2020 (15) ◽  
pp. 260-1-260-5
Author(s):  
Halina C. Cwierz ◽  
Francisco Diaz-Barrancas ◽  
Pedro J. Pardo ◽  
Angel Luis Perez ◽  
Maria Isabel Suero

Color deficiency tests are well known all over the world. However, there are not applications that attempt to simulate these tests with total color accuracy in virtual reality using spectral color computing. In this work a study has been made of the tools that exist in the market in VR environments to simulate the experience of users suffering from color vision deficiencies (CVD) and the VR tools that detect CVD. A description of these tools is provided and a new proposal is presented, developed using Unity Game Engine software and HTC Vive VR glasses as Head Mounted Display (HMD). The objective of this work is to assess the ability of normal and defective observers to discriminate color by means of a color arrangement test in a virtual reality environment. The virtual environment that has been generated allows observers to perform a virtual version of the Farnsworth-Munsell 100 Hue (FM 100) color arrangement test. In order to test the effectiveness of the virtual reality test, experiments have been carried out with real users, the results of which we will see in this paper.


Author(s):  
Denis V. Dorozhkin ◽  
Judy M. Vance

Virtual Reality (VR) is becoming an important tool in the engineering product development process. The virtual environment provides the user with the ability to interact with three-dimensional digital representations of products using natural head and hand motions. While interacting with digital objects in VR seems natural, the use of traditional two-dimensional menu systems does not always provide a convenient interface to controlling task specifications in the three-dimensional space. New human-computer-interfaces are needed for this emerging VR design tool. This paper will present the details of implementing a speaker-independent, command and control, speech recognition menuing system for a virtual reality application. The menuing system will be described as it is incorporated into a virtual environment for the design of spatial mechanisms. Design and technical issues involved in the interface creation process are discussed and the resulting interaction system is described.


2015 ◽  
Vol 791 ◽  
pp. 119-124
Author(s):  
Mikuláš Hajduk ◽  
Juraj Kováč

The contribution deals with the generation of interactive spatial solutions to manufacturing systems by means of virtual reality. It characterizes experimental work aimed at creating 3D models of manufacturing systems through technical and software resources of virtual reality. For innovative work is considered an example of data gloves in a virtual manufacturing environment. Data glove is used for placement of models means of production in manufacturing three-dimensional space.


Mechanik ◽  
2017 ◽  
Vol 90 (11) ◽  
pp. 1044-1045
Author(s):  
Paweł Wieroński

GPS, i.e. geometric product specification, is a graphical system consisting of symbols, rules, and definitions that describe the requirements for dimensions, shapes, profiles, directions, and positioning and milling of a finished product in a three- -dimensional space. The paper focuses on the group of tolerances within the product shape, taking into account the so-called free tolerance. For the purposes of this work, a 3D model of the cylinder described using the functional dependencies, has been created, which is used to illustrate the concept of GPS in three-dimensional space. The CATIA engineering environment has been applied for this purpose and a suitable numerical parameters have been assigned to each of the dimensions and tolerances. The use of a self-generating 3D model makes it easier to illustrate the GPS concept by graphically displaying the resulting tolerance field. The autogenerating model has been used to verify the correctness of the piston gauge.


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