scholarly journals Virtual Reality: Developing a VR space for Academic activities

Author(s):  
D. Kaimaris ◽  
E. Stylianidis ◽  
N. Karanikolas

Virtual reality (VR) is extensively used in various applications; in industry, in academia, in business, and is becoming more and more affordable for end users from the financial point of view. At the same time, in academia and higher education more and more applications are developed, like in medicine, engineering, etc. and students are inquiring to be well-prepared for their professional life after their educational life cycle. Moreover, VR is providing the benefits having the possibility to improve skills but also to understand space as well. This paper presents the methodology used during a course, namely "Geoinformatics applications" at the School of Spatial Planning and Development (Eng.), Aristotle University of Thessaloniki, to create a virtual School space. The course design focuses on the methods and techniques to be used in order to develop the virtual environment. In addition the project aspires to become more and more effective for the students and provide a real virtual environment with useful information not only for the students but also for any citizen interested in the academic life at the School.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2020 ◽  
Vol 10 (2) ◽  
pp. 486 ◽  
Author(s):  
Andrzej Burghardt ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Paulina Pietruś ◽  
...  

The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for programming a robot implementing the process of cleaning ceramic casting moulds is presented.


Author(s):  
Reidner Santos Cavalcante ◽  
Edgard Lamounier ◽  
Alcimar Soares ◽  
Alexandre Cardoso ◽  
Gerson Mendes De Lima

This work presents a Virtual Reality training environment for upper limb amputees. Based on principles of a serious game, the training environment aims to teach the patient how to control a virtual prosthesis, that lately, will be printed and attached to his forearm. Using a tether with different sensors the patient can interact with the virtual environment. The training protocols were provided by health-care professionals and the interaction technology was developed under their supervision, to ensure high levels of mobility and comfort for the user that are attached to the remaining forearm of the amputee. It was applied a questionnaire that evaluates several points of the game. It was observed that the methods and techniques used for the development of the serious game were shown to be consistent and adequate for the proposed goal.


2016 ◽  
Vol 22 (2) ◽  
pp. 116-126 ◽  
Author(s):  
Veronika Egger (is-design GmbH)

In a fully immersive virtual environment that modeled the new Vienna Central Station this research project investigated to what extent virtual reality might serve to evaluate the quality of orientation signage. From an information design point of view, two questions were particularly relevant: (1) How applicable are results from a virtual environment to the real world? and (2) Is this type of virtual environment suitable for testing with elderly people and people who are partially sighted? The article describes evaluation methods, limits and strengths of the virtual environment and lessons for real world application of results.


2021 ◽  
Author(s):  
◽  
Kar Wing Leung

<p>Within the current context of digital architectural construction and immersive representation exists a problem of ‘ocularcentrism’ as defined by Pallasmaa. Recent immersive developments such as Google Earth VR, or Realities.io, focus primarily in working within the tangible experience, purely emphasising on geometric forms and physical artefacts. They largely ignore the more experiential and intangible qualities of space, which are crucial elements in a real embodied physical experience of architecture. Phenomenologists such as Pallasmaa, Holl, and Zumthor expand on this, identifying that architecture clearly exists as something beyond just the tangible. Architecture fundamentally is an experiential and spatial art, incorporating not just the geometric sense of space but also aspects of the intangible such as sound, movement, lighting and interaction. As a result of this tangible-bias, virtual-reality’s current use within architecture as an immersive medium is largely limited. Most developments can be described as ‘an immersive virtual photograph’ of architecture rather than an experience of one.  This research is a response to studies that directly address the problem of ‘ocularcentrism’ while also exploring the methods and techniques that can translate intangible qualities into virtual architecture. Utilising a Real-Time Virtual Environment (RTVE) and Virtual Reality (VR) tool set, this paper virtually reconstructs the case study of the Kowloon Walled City. It proposes a novel working methodology for immersive architectural visualisation with VR and adds to the on-going research in the field of phenomenology within architecture.</p>


2012 ◽  
Vol 522 ◽  
pp. 749-752
Author(s):  
Quan Wei Cui ◽  
Wen Lei Sun ◽  
Xiao Jing Wan ◽  
Chun Xiang Wang

The pumping unit is designed and assembled collaboratively by using virtual reality technology combining with the UG and VAPlatform. A simulation roaming system of the field scene is established which uses Nvision platform and 3Dmax. The system is based on the real working condition to enhance the sense of reality, uses interactive roaming mode, observes the objects in the virtual environment from any point of view, and reproduces the working state of the pumping unit in the oil field, which provides reference value for the complex mechanical production.


2013 ◽  
Vol 282 ◽  
pp. 269-273
Author(s):  
Juraj Kováč ◽  
Tomáš Stejskal ◽  
Štefan Valenčík

The paper deals with the possibilities of virtual reality applications in maintenance and servicing of machinery and technical equipment. It presents the results of experimental testing of new methods and techniques in the laboratory, in the process of implementation of maintenance operations in a virtual environment. It characterizes the hardware and software tools used in laboratory experiments.


Author(s):  
Francisco Garcia Rivera ◽  
Erik Brolin ◽  
Anna Syberfeldt ◽  
Dan Högberg ◽  
Aitor Iriondo Pascual ◽  
...  

This paper presents a solution that integrates a smart textiles system with virtual reality to assess the design of workstations from an ergonomics point of view. By using the system, ergonomists, designers, engineers, and operators, can test design proposals of workstations in an immersive virtual environment while they see their ergonomics evaluation results displayed in real-time. The system allows its users to evaluate the ergonomics of the workplace in a pre-production phase. The workstation design can be modified, enabling workstation designers to better understand, test and evaluate how to create successful workstation designs, eventually to be used by the operators in production. This approach uses motion capture together with virtual reality and is aimed to complement and integrate with the use of digital human modelling (DHM) software at virtual stages of the production development process.


2021 ◽  
Author(s):  
◽  
Kar Wing Leung

<p>Within the current context of digital architectural construction and immersive representation exists a problem of ‘ocularcentrism’ as defined by Pallasmaa. Recent immersive developments such as Google Earth VR, or Realities.io, focus primarily in working within the tangible experience, purely emphasising on geometric forms and physical artefacts. They largely ignore the more experiential and intangible qualities of space, which are crucial elements in a real embodied physical experience of architecture. Phenomenologists such as Pallasmaa, Holl, and Zumthor expand on this, identifying that architecture clearly exists as something beyond just the tangible. Architecture fundamentally is an experiential and spatial art, incorporating not just the geometric sense of space but also aspects of the intangible such as sound, movement, lighting and interaction. As a result of this tangible-bias, virtual-reality’s current use within architecture as an immersive medium is largely limited. Most developments can be described as ‘an immersive virtual photograph’ of architecture rather than an experience of one.  This research is a response to studies that directly address the problem of ‘ocularcentrism’ while also exploring the methods and techniques that can translate intangible qualities into virtual architecture. Utilising a Real-Time Virtual Environment (RTVE) and Virtual Reality (VR) tool set, this paper virtually reconstructs the case study of the Kowloon Walled City. It proposes a novel working methodology for immersive architectural visualisation with VR and adds to the on-going research in the field of phenomenology within architecture.</p>


Sign in / Sign up

Export Citation Format

Share Document