scholarly journals Intelligent VR-AR for Natural Disasters Management

2021 ◽  
Author(s):  
Silvia García ◽  
Paulina Trejo ◽  
Alberto García

Considering the significance of improving natural disasters emergency management and recognizing that catastrophe scenes are almost impossible to reconstruct in real life, forcing persons to experience real hazards violates both law and morality, in this research is presented an engine for Virtual Reality/Augmented Reality (VR/AR) that works enhancing human capacities for prevention, response and recovery of natural phenomena effects. The selected novel techniques have very advantageous qualities to overcome the inconveniences detected in the most recent seismic devastating experience in Mexico City, the Sept 19th, 2017, earthquake M7.2: total collapse of more than 230 buildings, partial fall of 7 000 houses, 370 people were killed, and over 6,000 were injured. VR and AR provide researchers, government authorities and rescue teams with tools for recreating the emergencies entirely through computer-generated signals of sight, sound, and touch, when using VR, and overlays of sensory signals for experiences a rich juxtaposition of virtual and real worlds simultaneously, when AR is applied. The gap between knowledge and action is filled with visual, aural, and kinesthetic immersive experiences that poses a possibility to attend to the population in danger in a deeply efficient way, never experimented before.


2015 ◽  
Vol 2015 ◽  
pp. 1-5 ◽  
Author(s):  
Kuei-Shu Hsu ◽  
Chia-Sui Wang ◽  
Jinn-Feng Jiang ◽  
Hung-Yuan Wei

Augmented reality technology is applied so that driving tests may be performed in various environments using a virtual reality scenario with the ultimate goal of improving visual and interactive effects of simulated drivers. Environmental conditions simulating a real scenario are created using an augmented reality structure, which guarantees the test taker’s security since they are not subject to real-life elements and dangers. Furthermore, the accuracy of tests conducted through virtual reality is not influenced by either environmental or human factors. Driver posture is captured in real time using Kinect’s depth perception function and then applied to driving simulation effects that are emulated by Unity3D’s gaming technology. Subsequently, different driving models may be collected through different drivers. In this research, nearly true and realistic street environments are simulated to evaluate driver behavior. A variety of different visual effects are easily available to effectively reduce error rates, thereby significantly improving test security as well as the reliability and reality of this project. Different situation designs are simulated and evaluated to increase development efficiency and build more security verification test platforms using such technology in conjunction with driving tests, vehicle fittings, environmental factors, and so forth.



2007 ◽  
Vol 5 (6) ◽  
pp. 29 ◽  
Author(s):  
James Fielding Smith, PhD, PE, Captain USNR (Ret.), MASCE ◽  
Sandra Sue Waggoner, BA, EMT-P, EMSI ◽  
Arthur Rabjohn, DipEP ◽  
Avi Bachar, BGen (Ret.)

Airports are important assets during disaster response. Traditional roles as command posts, shelters, temporary hospitals, and alternative communication hubs were filled by airports after Hurricane Katrina and for 9/11 flight diversions. The basic thesis of this article is that airports need special measures to preserve functionality (continuity of business) during response and recovery. The second thesis is that sound emergency management measures should be built into airports as a type of mitigation. This article applies qualitative analysis to historical case studies, plans, documents, and scenarios for use of airports during disasters. It focuses on policy, procedural, organizational, and operational measures to protect the functionality during responses.



Author(s):  
Valentina Pennazio ◽  
Michele Genta

This article presents the outcome of an exploratory survey aimed to detecting the strengths and weaknesses and the degree of acceptance of the use of virtual and augmented reality in training of confined or suspected pollution environments workers. Forty-five Italian professionals (public and private) that work in health and safety in workplace, in different roles, have been involved in the survey (e.g. trainers, augmented and virtual reality specialists, researchers, health personnel). The analysis of the survey showed that the use of augmented and virtual reality allows several training sessions in safety, teach workers to perceive the risk and manage the negative emotions that hinder the success of the work. These reflections helped us to hypothesize a training proposal with the use of augmented and virtual reality.



2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Satish Rupraoji Billewar ◽  
Karuna Jadhav ◽  
V.P. Sriram ◽  
Dr. A. Arun ◽  
Sikandar Mohd Abdul ◽  
...  

Purpose The COVID-19 virus outbreak began in December 2019 and rapidly spread to every continent on Earth. The analysts have predicted that COVID-19 and other similar pandemics will continue in the coming decade and badly affect offline businesses. As a result, the offline platform is also shifting to the online platform and online demands are increasing daily. The traditional two-dimensional E-Commerce websites are designed to provide simple, browser-based interfaces to allow users to access available products and services. Whilst virtual representations are an essential consideration in establishing trust, most virtual representation sites fall short in mimicking real-life human representation. This paper aims to focus on three-dimensional (3D) E-Commerce technology that presents how virtual reality (VR) and augmented reality (AR) can help deal with limitations and improve E-Commerce operations. It is built as an internet-only tool, a person-centred shopping assistant created following user-centred design principles to be used on various computing platforms, including desktop and mobile devices. The paper shows how VR and AR can offer more precise product information in 3D E-Commerce environments. The virtual store experience is also enhanced by an AR assistant that helps the users by giving them all the required information in audio form or using its avatar. Design/methodology/approach Implementation of VR and AR in E-Commerce will increase customer satisfaction. Sub hypothesis – to study the implementation of VR in E-Commerce. To study the implementation of AR in E-Commerce. To study the inclusion of E-Commerce sites in an open-world game. To study the customer satisfaction of users using VR stores. Findings The scope of work is concentrated on the urban Indian market especially targeting the country’s youth who are already or ready to indulge in VR such as video games, cinema and other activities (Mattsson and Barkman, 2019). This demography is more open to learning and using VR. The primary segment of E-Commerce that we are concentrating upon is fashion. Here, the regular user needs to have more immersed knowledge about the product rather than just the written information like how would they look in a dress or will the size available on the website fit me or not. Originality/value A perfect system does not exist in the world. A terrible disease has landed on the planet. Very soon, it will be impossible to escape from this current situation. The effects of this plague have been felt in every sector of the world. The researchers also claim that physical stores will continue to exist. There will never be anything that replaces the ability to hold and use products or have personal face-to-face interactions with retail professionals. For the time being, brick-and-mortar retail is having a difficult time, but immersive technology is starting to be used to enhance the in-store experience. The good news is that this should help retailers increase their chances of survival. However, the melody of 3D E-Commerce is it would help out the in-store experience.



Author(s):  
Kohilah Miundy ◽  
Halimah Badioze Zaman ◽  
Aliimran Nosrdin ◽  
Kher Hui Ng

The rapid growth in technology have affected processes in various domains such as business, healthcare, agriculture and education. Computer related applications used in these domains are available so easily, that it is impossible to imagine a situation without them. Technologies that were available but hardly commonly used a few decades ago such as Virtual Reality (VR) and Augmented Reality (AR) have now become technologies that are fast gaining interests in most fields including service related1 fields such as healthcare and education. The basic idea of AR is to superimpose sense enhancements over a real-world environment. It is a perfect solution for learners with learning difficulties as it combines the advantages of multi senses of the learners, helps them to understand learning better when the integration of both virtuality and reality is embedded in their learning applications. AR is mostly effectively used when computer generated visual enhancements are integrated into real life applications. Thus, this paper highlights the evaluation of the visual-based AR learning application to investigate its plausible assistive functions that can help dyscalculia learners learn Mathematics in a more meaningful way. Findings of the study showed that the students who had difficulties on memory, abstraction, sequencing processing, motor and visual perception, found the visual-based Augmented Reality (AR)  technology embedded in an application, a positive assistive learning application that can help dyscalculia learners learn mathematics more effectively.   



2021 ◽  
Author(s):  
Christina Karadimitriou ◽  
Elina Michopoulou

New technologies are considered by different industries as a useful tool for having efficient emergency and crisis management. For tourism industry in particular (that involves and interfaces with multiple other industries), it is critically important to act proactively in a risk situation, to effectively face a disaster, and to reduce the impact of a crisis. This chapter provides an overview of the Extended Reality (XR) technologies (Augmented Reality [AR]; Virtual Reality [VR]; Mixed Reality [MR]). It discusses opportunities of using XR in tourism, and it provides contemporary examples of XR applications. It also focuses on emergency management via XR in tourism. Finally, it provides specific recommendations for XR use before, during, and after a crisis in order to better prepare for, manage and recover from emergencies and crisis.



2022 ◽  
Vol 23 (1) ◽  
pp. 200-221
Author(s):  
Azhar Mohd Ibrahim ◽  
Muhammad Arif Kamaruddin ◽  
Azni Nabela Wahid

Every year, many disasters occur to buildings causing their destruction and leading to huge casualties. One way of preventing casualties is by evacuation drill activity. Although accurate evacuation drills could enhance the efficiency of the process during the real event, these drills are not fully effective because participants miss the sense of being stressed or under pressure while in action. Several gaming concepts have been introduced to train the participants on how to cope with and evacuate effectively during an emergency. For instance, Augmented Reality (AR) and Virtual Reality (VR) interfaces could provide virtual content to enhance the effectiveness of evacuation drills. However, accurate representation of different evacuation scenarios and its impact analysis during emergency using the above technologies are still debatable, mainly due to immersion quality. Thus, this study proposes an Immersive Augmented Reality (IAR) application that is mainly the amalgamation of AR and VR in realizing fast and safe evacuation during on-site building emergencies. A virtual dynamic exit signage system is also developed in the proposed “Smart Evacuation application“. This work evaluated the efficiency of a virtual dynamic exit signage and also a proposed “Smart Evacuation“ system by analysing on-site emergency evacuation processes. By setting up various scenarios imitating real life disasters, this research analysed the time taken and level of stress of the occupants during the evacuation of a chosen site. The proposed “Smart Evacution“ achieved 33.82% better perfomance compared to normal evacuation thus indicating a faster and safer evacuation. ABSTRAK: Secara statistik, kebanyakan bencana kemusnahan bangunan yang berlaku setiap tahun telah menyebabkan kerugian besar. Salah satu cara bagi mengelak kejadian ini adalah melalui aktiviti latih tubi evakuasi. Walaupun latih tubi evakuasi ini dapat menambah proses kecekapan semasa kejadian sebenar, latih tubi ini tidak benar-benar berkesan kerana peserta kurang mendalami perasaan tertekan atau di bawah tekanan semasa kejadian. Pelbagai konsep permainan telah diperkenalkan bagi melatih peserta bagaimana perlu bertindak dan evakuasi secara efektif semasa kecemasan. Sebagai contoh, antarmuka Realiti Terimbuh (AR) dan Realiti Maya (VR) mungkin dapat menghasilkan simulasi secara maya bagi menambah keberkesanan latih tubi evakuasi. Walau bagaimanapun, ketepatan representasi pelbagai senario evakuasi dan analisis tekanan semasa kecemasan menggunakan teknik-teknik di atas adalah masih boleh dipertikaikan terutama kerana kualiti kedalamannya. Oleh itu, kajian ini mencadangkan aplikasi Realiti Terimbuh Mendalam (IAR) di mana tumpuan adalah pada kombinasi AR dan VR dibuat dengan secara evakuasi pantas dan selamat semasa kecemasan pada bangunan kejadian. Sistem maya penunjuk arah keluar dinamik turut dicipta dalam “Aplikasi Evakuasi Pintar” yang dicadangkan ini. Kajian ini menilai keberkesanan sistem maya penunjuk arah keluar secara dinamik dan juga sistem “Evakuasi Pintar” dengan menganalisa proses evakuasi kecemasan pada tempat kejadian. Dengan mengadakan pelbagai jenis senario dan meniru bencana sebenar, kajian ini menganalisa masa yang diambil dan tahap tekanan penghuni bangunan semasa proses evakuasi berlaku pada tapak pilihan. “Evakuasi Pintar” ini mencapai 33.82% keberkesanan pada prestasi berbanding evakuasi biasa. Ia membuktikan proses evakuasi ini lebih pantas dan selamat.



2012 ◽  
Author(s):  
R. A. Grier ◽  
H. Thiruvengada ◽  
S. R. Ellis ◽  
P. Havig ◽  
K. S. Hale ◽  
...  


2019 ◽  
Vol 16 (2) ◽  
pp. 22-31
Author(s):  
Christian Zabel ◽  
Gernot Heisenberg

Getrieben durch populäre Produkte und Anwendungen wie Oculus Rift, Pokémon Go oder der Samsung Gear stößt Virtual Reality, Augmented Reality und auch Mixed Reality auf zunehmend großes Interesse. Obwohl die zugrunde liegenden Technologien bereits seit den 1990er Jahren eingesetzt werden, ist eine breitere Adoption erst seit relativ kurzer Zeit zu beobachten. In der Folge ist ein sich schnell entwickelndes Ökosystem für VR und AR entstanden (Berg & Vance, 2017). Aus einer (medien-) politischen Perspektive interessiert dabei, welche Standortfaktoren die Ansiedlung und Agglomeration dieser Firmen begünstigen. Da die Wertschöpfungsaktivitäten sowohl hinsichtlich der Zielmärkte als auch der Leistungserstellung (z. B. starker Einsatz von IT und Hardware in der Produkterstellung) von denen klassischer Medienprodukte deutlich abweichen, kann insbesondere gefragt werden, ob die VR-, MR- und AR-Unternehmen mit Blick auf die Ansiedlungspolitik als Teil der Medienbranche aufzufassen sind und somit auf die für Medienunternehmen besonders relevanten Faktoren in ähnlichem Maße reagieren. Der vorliegende Aufsatz ist das Ergebnis eines Forschungsprojekts im Auftrag des Mediennetzwerks NRW, einer Tochterfirma der Film- und Medienstiftung NRW.



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