scholarly journals Virtual Reality Techniques for 3D Data-Warehouse Exploration

Author(s):  
Hamza Hamdi ◽  
Eulalie Verhulst ◽  
Paul Richard
2021 ◽  
Vol 92 (3) ◽  
pp. 033528
Author(s):  
J. L. Kline ◽  
P. L. Volegov

Author(s):  
Gregorio Soria ◽  
L. M. Ortega Alvarado ◽  
Francisco R. Feito

Augmented reality (AR) has experienced a breakthrough in many areas of application thanks to cheaper hardware and a strong industry commitment. In the field of management of urban facilities, this technology allows virtual access and interaction with hidden underground elements. This paper presents a new approach to enable AR in mobile devices such as Google Tango, which has specific capabilities to be used outdoors. The first objective is to provide full functionality in the life-cycle management of subsoil infrastructures through this technology. This implies not only visualization, interaction, and free navigation, but also editing, deleting, and inserting elements ubiquitously. For this, a topological data model for three-dimensional (3D) data has been designed. Another important contribution of the paper is getting exact location and orientation performed in only a few minutes, using no additional markers or hardware. This accuracy in the initial positioning, together with the device sensing, avoids the usual errors during the navigation process in AR. Similar functionality has also been implemented in a nonubiquitous way to be supported by any other device through virtual reality (VR). The tests have been performed using real data of the city of Jaén (Spain).


2019 ◽  
Vol 214 ◽  
pp. 02013
Author(s):  
Bianchi Riccardo Maria ◽  
Claire Adam Bourdarios ◽  
Michael Hovdesven ◽  
Ilija Vukotic

Interactive 3D data visualization plays a key role in HEP experiments, as it is used in many tasks at different levels of the data chain. Outside HEP, for interactive 3D graphics, the game industry makes heavy use of so-called “game engines”, modern software frameworks offering an extensive set of powerful graphics tools and cross-platform deployment. Recently, a very strong support for Virtual Reality (VR) technology has been added to such engines. In this talk we explore the usage of game engines and VR for HEP data visualization, discussing the needs, the challenges and the issues of using such technologies. We will also make use of ATLASrift, a VR application developed by the ATLAS experiment, to discuss the lessons learned while developing it using the game engine Unreal Engine, and the feedback on the use of Virtual Reality we got from users while using it at many demonstrations and public events.


Author(s):  
Thomas Flaig ◽  
Magnus Thor Thrainsson

Abstract International competition is characterised by the reduce of the innovation time. Therefore the success of new products strongly depends on the necessary time for their development. Virtual Reality, a new 3D human-computer interface accelerates significantly the processes of creating and handling 3D data in 3D space for design and evaluation purposes. The paper outlines required system tools for the design and evaluation of new products based on Virtual Reality techniques. The goal of these tools is to enable interaction in an intuitive and easy way with a virtual product. Furthermore tools have been developed for the support of co-operative work in a virtual environment.


2019 ◽  
Vol 38 (4) ◽  
pp. 25-48
Author(s):  
Matt Cook ◽  
Zack Lischer-Katz ◽  
Nathan Hall ◽  
Juliet Hardesty ◽  
Jennifer Johnson ◽  
...  

Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy.


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