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2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Ling Guo ◽  
Peng Wang

Based on the Internet of Things technology, this paper analyzes the concept and basic characteristics of visualization technology and builds a visualization digital art product information system based on VRML virtual reality technology. This article first explains the background and significance, analyzes the research status at home and abroad, introduces the application of virtual realization technology, and puts forward the technical route and main research content on this basis. After field inspection of art products, the system was analyzed according to the actual situation. After analyzing the needs and goals of the system, the overall structure of the system was proposed. Under the overall framework, this paper designs the system and designs the system’s visualization and real-time interaction modules. At the same time, combined with VRML technology to realize the visual 3D modeling of virtual art products, we establish the 3D model of the entire art product. Users can choose between role roaming and camera roaming. Finally, we made a summary statement to the full text and looked forward to the application prospects and development trends of information visualization technology in digital art products. During the experiment, by calling the HTC method in the Unity 3D system, this article uses the Unity 3D engine to implement UI scene loading and VR rendering technology optimization and realizes design knowledge through the integration of art product design models and IoT data interactive functions and dynamic loading of scenes. The effect of the model on the quality prediction is analyzed through experiments. The results show that the performance of the former is better than the latter two models, and it has a good performance on unbalanced data processing, which verifies the performance and effectiveness of the algorithm model.


2021 ◽  
Vol 17 (13) ◽  
pp. 157-165
Author(s):  
A. Chechina ◽  
N. Churbanova ◽  
A. Garibyan ◽  
M. Trapeznikova

The paper deals with the development of software for traffic flow simulation combining the widest spectrum of mathematical approaches used in this field. Macro- and microscopic models, models of cellular automata as well as different numerical methods of their computer implementation are incorporated into a digital platform. Original developments of the authors of the paper  such as quasi-gas dynamic traffic model and multilane cellular automata model take the main place. Potential users of the software are students and researchers. The platform possesses an intuitive graphical interface ensuring interactivity. Microsoft Visual Studio with C# is chosen as the development environment, the Unity 3D engine is employed for visualization and collaboration with WinForm projects. In the future, the platform can be transformed into a network computer laboratory providing access to information resources via  Internet.


Author(s):  
Abishek R ◽  
◽  
Dr. D. Vaishali ◽  
Adhitya Narayan R ◽  
Vignesh Sundar M ◽  
...  

IoT has become an integrated part of our lives changing ways in which we operate our everyday appliances. In addition to making our home appliances smart, it has become a common trend for companies to adopt industry 4.0, which uses various sensors to monitor the equipment, machinery, and the work environment. We often come across multiple brands which make smart appliances but each brand comes with its separate mobile application for the appliance's operation. This requires us to switch between Apps to control these appliances if we at all remember which App controls which appliance. We intend to solve these two major inconveniences by creating a single mobile application that can control all these appliances using Augmented Reality technology. All we have to do is point our camera at the appliance that we need to operate and the App will display control options in real-time AR. This paper produces five important contributions: 1) An AR-based mobile application to control IoT devices and monitor the environment. 2) Implementing the mobile application using Unity 3D engine and Vuforia SDK. 3) Integrating a commercially available IoT device with the mobile application. 4) Integrating custom-made hardware IoT device with mobile application. 5) Integrating this combination to make our industries and homes smarter Keywords:


2021 ◽  
Vol 263 (1) ◽  
pp. 5161-5165
Author(s):  
Beta Bayu Santika ◽  
Hyun In Joo ◽  
Jin Yong Jeon

This study examined the effect of changes in visual elements on spatial comfort and work productivity in the aspect of indoor soundscape perception in the open-plan office (OPO) sound environment. Various OPO visual stimuli were simulated using computer software (Unity 3D engine) to change the visual environment by varying variables such as worker density, window ratio, green ratio, and ceiling height. An interactive virtual reality environment was implemented to perform a specific task while experiencing the audio-visual stimuli combining the general OPO noise stimulus and the simulated OPO visual stimulus. Subjective evaluation was performed on a total of 30 subjects to evaluate indoor soundscape quality and work performance for each stimulus. Based on the results of this study, a pleasant OPO design guideline was proposed. Keywords: Open-plan office, indoor soundscape, interactive VR test, spatial comfort


Author(s):  
Wenrui Bao

With the rapid improvement of computer hardware capabilities and the reduction of cost, the quality of game pictures has made a qualitative breakthrough, which has reached or exceeded the picture effect of many dedicated virtual reality engines. On the basis of the design and implementation of the virtual reality 3D engine, the rendering queue management method is proposed to improve the frame rate. Based on the object-oriented design method, emitter regulator particle rendering mode, and traditional bone skin animation technology, the key structure technology in skeletal animation is analyzed, and the animation controller used to control animation playback and key structure interpolation operation is designed, which achieves the ideal animation effect. Finally, a prototype system based on engine is implemented.


2021 ◽  
Vol 5 (1) ◽  
pp. 489-501
Author(s):  
John Paul Miranda ◽  
◽  
Jaymark Yambao ◽  
Jhon Asley Marcelo ◽  
Christopher Robert Gonzales ◽  
...  

Purpose–The focus of the study is to develop a 3D engine assembly simulation learning module to address the lack of equipmentin one senior high school in the Philippines.Method–The study used mixed-method to determine the considerations needed in developing an application for educational use particularly among laboratory/practical subjects like engine assembly.The study used ISO 25010qualitystandardsin evaluating the application(n=153 students and 3 ICT experts).Results–Results showed that the application is moderately acceptable(overall mean = 3.52)under ISO 25010 quality standards. Conclusion–The study created an engine simulation learning assembly in which teachers can use to augment their lesson. The study also highlights the applicability of using 3D-related technologies for practical and laboratory subjects particularly highly technical-related subjects.Recommendations–Future studies may develop a similar applicationin the same contextusing mobileand other emergingtechnology(i.e., Virtual Reality,Augmented Reality) as well as making the content more customizable.Effectivity of the system in an actual setting is also worth pursuing.Research Implications–The study highlighted the potential use of 3D technology in a classroom setting.


2020 ◽  
Vol 2020 (9) ◽  
pp. 39-1-39-7
Author(s):  
Mingming Wang ◽  
Anjali Jogeshwar ◽  
Gabriel J. Diaz ◽  
Jeff B. Pelz ◽  
Susan Farnand

A virtual reality (VR) driving simulation platform has been built for use in addressing multiple research interests. This platform is a VR 3D engine (Unity © ) that provides an immersive driving experience viewed in an HTC Vive © head-mounted display (HMD). To test this platform, we designed a virtual driving scenario based on a real tunnel used by Törnros to perform onroad tests [1] . Data from the platform, including driving speed and lateral lane position, was compared the published on-road tests. The correspondence between the driving simulation and onroad tests is assessed to demonstrate the ability of our platform as a research tool. In addition, the drivers’ eye movement data, such as 3D gaze point of regard (POR), will be collected during the test with an Tobii © eye-tracker integrated in the HMD. The data set will be analyzed offline and examined for correlations with driving behaviors in future study.


2019 ◽  
Vol 4 (2) ◽  
pp. 79-87
Author(s):  
Rizqi Putri Nourma Budiarti ◽  
Fajar Annas Susanto ◽  
Bayu Kristianto ◽  
Paramitha Nerisafitra

The development of Virtual Reality technology is currently being developed even in every field of science, one of which is room mapping. Mapping digital space as a visualization medium has helped provide detailed information through the use of three-dimensional (3D) technology. To build a visualization of the room that is useful for the community, especially in the area of ​​the hospital environment, especially hospital patients so that in fighting the disease patients remain in a state of enthusiasm, safe, comfortable and conducive supported by the environment. With the use of 3D technology, in building an interactive room design VR-Room Patient using the Unity 3D Engine is expected to help patients in choosing treatment rooms for Inpatient Hospital. The planned room description is the Presidential Suite Room, Deluxe Suite, Junior Suite and Class II. The results of this study in the form of visualization illustrated by each area, while the evaluation of the results of this study was conducted by asking respondents to fill in an assessment questionnaire on VR visualization using usability testing using the usability heuristic approach, and the usability test results obtained with an average value of 3.194 taken from the assessment of respondents on a scale of 1 to 4 where this explains that the VR-Room Patient application has a good level of reusability ie the average value is above 3.


2019 ◽  
Vol 7 (1) ◽  
pp. 1761-1768
Author(s):  
Joe Yuan Mambu

Introduction: Exergaming is the activity in which this kind of videogame relies on the technology from the body’s movement or reaction. There are several existing commercial devices that has been used as user interface for an exergaming activity such XBOX Kinnect and Nintendo Wii Fit. However, these games platform are quite expensive and considered as luxury as they are a dedicated device only for games. What we propose here a different kind of exergaming, that is by using a typical mobile phone as the censor/controller and combined it with a display device such as a smart TV or a laptop. Methods: We use prototyping model that involve “communication”, where the problem and/or room for improvement is being identified, then “quick plan”, where various information are being analyzed and all the required components are being recorded and verified, and then “quick design”, where the app design be created, and then “prototype construction” when we create the app, and lastly “deployment and feedback” where we tried the app and check for faults. The cycle repeats for fixing any things that did not work. Results: The researcher was able to construct a proof of concept prototype of the app. First, the player will look the hero, a skater, on smart TV or other wireless projection where will be receive mirror feeds from the smartphone. The smartphone itself was placed on the player hips and to control the skater and user must make a small jump to make the skater jump or face side to side to make the skater change direction.  Discussion: While the app is still a prototype, yet it was able to show how a game can use a projected-based interface and mixed it the use of gyroscope and accelerometer censors. Future recommendation would be integrating it with calories counters for it to be fully “exergaming”.  Keywords: exergaming, gyroscope, accelerometer, virtual reality, Unity 3D Engine


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