scholarly journals UFC-CRAb: A group on Computer graphics, virtual Reality and Animation

2011 ◽  
Vol 2 (2) ◽  
pp. 1
Author(s):  
Creto Augusto Vidal ◽  
Joaquim Bento Cavalcante-Neto

This paper describes the history, the mission, the objectives, the research lines and the ongoing projects of UFC-CRAb, a research group on computer graphics, virtual reality and animation.

Author(s):  
Pablo Gobira ◽  
Antônio Mozelli

This paper aims to report the experience and challenges of the research group Laboratory of Front Poetics (LabFront, CNPq/UEMG) in exhibiting an immersive virtual reality installation during events and festivals of digital arts in Brazil. In this article, questions are raised regarding traditional exhibition processes and those where digital technologies are used. Although our focus is on the Brazilian context, similar difficulties and problems in exhibition design can be seen in other places, such as Latin American and European countries. We will base the discussion on our experience of exhibiting Olhe para você (2016) [Look at yourself], an immersive virtual reality work developed by one of the teams of the research group LabFront.


2012 ◽  
Vol 490-495 ◽  
pp. 2333-2336
Author(s):  
Man Yu Zhang ◽  
Wei Min Zhao

Recently, the computer technology, especially computer graphics, networks, multimedia, three dimensional simulation developments, injected virtual reality technology with new vitality, which also give 3D virtual scene a direction. The article mainly discusses technology of virtual building scenery, application in today's independent virtual building scene’s deficiency, and the integration of 3D virtual reality, locality and perspective advantages.


2013 ◽  
pp. 970-990
Author(s):  
Mercedes Farjas Abadía ◽  
Manuel Sillero Quintana ◽  
Pedro Ángel Merino Calvo

Since the dawn of time man has attempted to represent the human figure with techniques ranging from simple drawings to techniques that manage to reflect the movement of body segments. In parallel, cartographic techniques have developed very advanced capture and 3D representation systems, but even though they have been applied in recent years to other sciences, they have not been applied yet to virtual reality. The appearance of the laser acquisition systems has enabled us to acquire data without discrimination on points and to get quick 3D models. This situation allows us to work directly on the concept of surface and to analyze it from the uniqueness of the detail, compared to traditional systems which capture points for, later, imaging surfaces from them. Under this prism, a research group was formed by graduates in Physical Activity and Sport and in Cartography, in order to bring together both sciences and to improve techniques of capture and representation of the human body. The road is not completely gone, but some results have been obtained and are presented in this work.


2020 ◽  
pp. 155-172
Author(s):  
Anthony Head ◽  
Leila Sujir

The chapter explores the development of Elastic 3D Spaces as a research group, its span of inquiry, along with developments to date, using old and new technologies, including stereoscopy and augmented and virtual reality. Elastic 3D Spaces alludes to the space in front of a screen where images appear when using stereo to create 3D, where objects pop out of the screen. The perception of depth stretches if the viewer can move, hence elastic space. The chapter explores art projects whilst positioning the subject area involving both arts and science researchers and explains the topics it covers. Elastic 3D Spaces is interested in comparisons between 3D experiences and stereo 3D experiences from projection to virtual reality.


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