scholarly journals Crafting Ceramics through the Use of Virtual Reality

Author(s):  
Flemming Tvede Hansen

This paper reflects ongoing research about how new technology creates new possibilities within crafting and how it can build on traditional techniques within the field of ceramics. The research explores how virtual reality (VR), using Oculus Rift and 3D-printing in clay is suitable to link to the process of throwing vessels within ceramic crafts. The quality of the crafted objects in question is based on the ability of the presented technique to combine throwing and pattern-making as an integrated process while building up the thrown object, here named virtual pattern-throwing. Furthermore, it is argued that this use of VR for throwing makes it possible to recall a hands-on experience and thus weave the quality of the traditional craftsmanship with the virtual within the process of making vessels.

2016 ◽  
Vol 34 (1) ◽  
pp. 51-82 ◽  
Author(s):  
Manuela Chessa ◽  
Guido Maiello ◽  
Alessia Borsari ◽  
Peter J. Bex

Author(s):  
Kristen Jones

The field of virtual reality is quickly growing across many disciplines, if none more important than the field of archaeology and cultural heritage.  Numerous artifacts are uncovered each year by archaeological excavations around the world, and only a select few are displayed and recorded in museums while the rest remain hidden away in storage facilities.  The use of virtual reality photography provides a potential solution to this problem. This projects aims to optimize a computational workflow for digitally documenting these artifacts through an in depth analysis of the Diniacopoulos Collection of Greek and Egyptian artifacts in collaboration with the Art Conservation department at Queen’s University.  The Diniacopoulos Collection of artifacts has been held by Queen’s since their donation in 2001 by the estate of Olga Diniacopoulos.  This project combines studio Photogrammetry with a method known as Focus Stacking to optimize the quality of each image.  First, images of each object will be used to generate scaled photogrammetric models in Agisoft Photoscan. The same images used to create the 3D models can also be used to create lower-resolution virtual reality movies that are easily shared on websites using the GardenGnome ObjectVR software.  Utilizing another growing industry, 3D printing, takes this method one step further.  3D printing archaeological finds provides people with a tactile experience with the artifacts that would otherwise be kept safe inside museum cases or warehouses where the public has no access. These methods have applications is not only archaeology, but in a number of collaborative fields.


Volume 2 ◽  
2004 ◽  
Author(s):  
Laura M. Justham ◽  
Andrew A. West ◽  
Robert Harrison ◽  
Roy Jones ◽  
Andrew R. Harland ◽  
...  

Modern technology plays a major role in all aspects of many sports, from training to media commentary and video referees. The work contained in this report is focused on the ball launching devices which are prolific in a number of these sports such as cricket, baseball, tennis and football. These devices are used as aids to enhance the intensity and quality of a training session whilst also enabling batsmen to train without requiring the presence of a bowler. Technological advances, such as visualisation and programmable sessions, have been included in the design of baseball pitching machines but not within the domain of cricket training. The ongoing research presented in this paper highlights a shortfall in the current market and begins to develop a novel cricket bowling system. This includes a fully computer controllable environment capable of creating any cricket bowling delivery synchronised with an accurate visualisation of the bowler throughout the delivery process.


2000 ◽  
Vol 122 (11) ◽  
pp. 98-101 ◽  
Author(s):  
Jean Thilmany

This article discusses that virtual reality can be expected to be the next big thing in product design and prototype, especially for products too small to be seen with the naked eye. Virtual reality will be new technology for engineering, according to many companies. Virtual reality applications could become commonplace as soon as five years down the road. By using virtual reality systems, designers touch a stylus or pen to manipulate a three-dimensional image. They get their hands on tiny sensing devices, the way you would tinker under the hood of a car. They can still determine, through the system’s visualization and animation capabilities, how the MEMS devices will function in their tiny world. Intersense of Burlington, MA, provides the motion-tracking sensors that literally track a user’s eyes and hand motions, to ensure the object they feel and manipulate in three dimensions matches the movements of their hands and eyes. It is this key piece of technology that allows users to interact in a three-dimensional environment the same way they move in their real environments.


2021 ◽  
Vol 40 (4) ◽  
pp. 8501-8509
Author(s):  
Yangxuan ◽  
Zhaoqianjing

In the last few years, the construction industry’s primary energydem and in developed economies accounted for 30%–40%, and technological innovation is considered to be an urgent need for the transformation and upgrading of the construction industry. New technological innovations are continually changing the way the construction industry is implemented. In the construction industry, artificial intelligence is beginning to change all aspects of the construction industry, in the field of equipment planning, overall layout, safety, management and other fields have caused many changes. The integration of new technologies has revolutionized the traditional construction industry, such as virtual reality technology and 3D printing technology. In this work, we propose a categorization for assessing Virtual reality and 3D printing of Architectural Innovation on the basis of quality of experience (QoE) metric Evaluation of virtual environment using Fuzzy Logic (FL) System. The simulation result is analysed based on the comparative analysis of user experience with Fuzzy logic estimation for perception of virtual environment. The result analysis validated that the proposed FL system replicates the user valuation for architecture innovation applications more precisely and accurately thus FL is efficient method for predicting the inclusive QoE of a virtual reality and 3D printing. This paper will recapitulate the expansion of the two techniques in the manufacture engineering, demeanor examination on the presentation of diverse skills in architectural innovation, as well as explain through real cases how these two techniques have an influence on the improvement of the manufacture engineering. Simultaneously, this paper discourses the limitations of technology mixing and put advancing opinions on the future development of the manufactureengineering.


2014 ◽  
Vol 1049-1050 ◽  
pp. 2024-2027 ◽  
Author(s):  
Guang Xue Li

The computer virtual reality technology is a new technology in recent years. It has been widely applied to various fields, and plays an important role in Sports. Analysis of the characteristics of virtual reality technology, its technical advantages, which are combined with the sports training, to improve the technical level of athletes in college students and the quality of training, make contribution for the athletics sports reserve talent reserve in China.


2017 ◽  
Vol 48 (S 01) ◽  
pp. S1-S45
Author(s):  
A. Schroeder ◽  
S. Berweck ◽  
K. Vill ◽  
L. Gerstl ◽  
C. Jansen ◽  
...  
Keyword(s):  

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.


2018 ◽  
Author(s):  
Camilla Kao ◽  
Che-I Kao ◽  
Russell Furr

In science, safety can seem unfashionable. Satisfying safety requirements can slow the pace of research, make it cumbersome, or cost significant amounts of money. The logic of rules can seem unclear. Compliance can feel like a negative incentive. So besides the obvious benefit that safety keeps one safe, why do some scientists preach "safe science is good science"? Understanding the principles that underlie this maxim might help to create a strong positive incentive to incorporate safety into the pursuit of groundbreaking science.<div><br></div><div>This essay explains how safety can enhance the quality of an experiment and promote innovation in one's research. Being safe induces a researcher to have <b>greater control</b> over an experiment, which reduces the <b>uncertainty</b> that characterizes the experiment. Less uncertainty increases both <b>safety</b> and the <b>quality</b> of the experiment, the latter including <b>statistical quality</b> (reproducibility, sensitivity, etc.) and <b>countless other properties</b> (yield, purity, cost, etc.). Like prototyping in design thinking and working under the constraint of creative limitation in the arts, <b>considering safety issues</b> is a hands-on activity that involves <b>decision-making</b>. Making decisions leads to new ideas, which spawns <b>innovation</b>.</div>


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