1,809,930 research outputs found
Integration of virtual reality within the built environment curriculum
Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments
VR/Urban: SMSlingshot
In this paper we describe the concept and design objectives of VR/Urban's media intervention tool SMSlingshot, which was presented at the Riga White Night Arts Festival 2009 for the first time
ProjectVerse: Making VR Research Visible in VR
In the field of Virtual Reality (VR) research, accessibility and effective understanding of applications and findings are significant challenges. Traditional academic publications are limited in conveying actual impressions that take place in VR. ProjectVerse addresses this by providing a browser-based VR platform utilizing WebXR technology to host and provide access to VR experiences developed in the course of research projects. This platform is aimed at the general public, students and researchers, and allows them to engage with VR applications directly within their web browsers without the need for additional downloads or installations. ProjectVerse is a multi-user system, enabling collaborative exploration and discussion through avatars and voice chat. Our evaluation indicates that ProjectVerse enhances user engagement in and comprehension of VR research projects. This paper discusses the design, implemen- tation, and assessment of ProjectVerse, showcasing its potential to improve the accessibility and understanding of VR research
The Analysis of design and manufacturing tasks using haptic and immersive VR - Some case studies
The use of virtual reality in interactive design and manufacture has been researched extensively but the practical application of this technology in industry is still very much in its infancy. This is surprising as one would have expected that, after some 30 years of research commercial applications of interactive design or manufacturing planning and analysis would be widespread throughout the product design domain. One of the major but less well known advantages of VR technology is that logging the user gives a great deal of rich data which can be used to automatically generate designs or manufacturing instructions, analyse design and manufacturing tasks, map engineering processes and, tentatively, acquire expert knowledge. The authors feel that the benefits of VR in these areas have not been fully disseminated to the wider industrial community and - with the advent of cheaper PC-based VR solutions - perhaps a wider appreciation of the capabilities of this type of technology may encourage companies to adopt VR solutions for some of their product design processes. With this in mind, this paper will describe in detail applications of haptics in assembly demonstrating how user task logging can lead to the analysis of design and manufacturing tasks at a level of detail not previously possible as well as giving usable engineering outputs. The haptic 3D VR study involves the use of a Phantom and 3D system to analyse and compare this technology against real-world user performance. This work demonstrates that the detailed logging of tasks in a virtual environment gives considerable potential for understanding how virtual tasks can be mapped onto their real world equivalent as well as showing how haptic process plans can be generated in a similar manner to the conduit design and assembly planning HMD VR tool reported in PART A. The paper concludes with a view as to how the authors feel that the use of VR systems in product design and manufacturing should evolve in order to enable the industrial adoption of this technology in the future
虛擬實境(VR)與應用
[[abstract]]在這個資訊爆炸的時代,虛擬實境(VR)是一種正在興起的資訊,大眾對它的認知是沒有實體的、未知的,VR是一項非常具有潛力的一項技術,其適用的領域也相當廣泛,在所有行業中都能看見VR的存在,而虛擬實境這項技術也該運用在教育上,我們打算做校園導覽的問卷調查尋找平價製作VR方式、VR眼鏡,讓學生能學習到這項未知的領域的技術,VR也是有各式各樣的類別,是能夠融入未來資訊教育的可行方式之一
Ein visuelles VR-Programmiersystem mit lokalen Constraints für die interaktive virtuelle Konstruktion
Biermann P. Ein visuelles VR-Programmiersystem mit lokalen Constraints für die interaktive virtuelle Konstruktion. Bielefeld (Germany): Bielefeld University; 2006.Der Einbezug wissensbasierter Techniken in der Virtuellen Realität (VR) ist besonders für Anwendungen im Konstruktionsbereich zukunftsweisend, um computergraphische Entwurfsmodelle realer Objekte und deren Herstellungsprozesse bereits vor dem Bau physikalischer Produktmodelle realistisch darstellen und interaktiv verändern zu können. Mit einer solchen Zielstellung interaktiver virtueller Konstruktion konzipiert die vorliegende Dissertation ein speziell für Anwendungen der Virtuellen Realität vorgesehenes Programmiersystem, VIPLIVE.
Das Programmiersystem orientiert sich an existierenden Metaphern zur Softwareentwicklung in echtzeitfähigen 3D-computergraphischen Umgebungen, basierend auf dem Datenflussparadigma, bettet durch eine graphische Repräsentation der Datenflusskomponenten die Möglichkeit visueller Programmentwicklung direkt in die virtuelle Umgebung ein und erweitert das reine Datenflussparadigma durch lokale Randbedingungen (Constraints) für die weitreichende Kopplung von Anwendungsparametern, insbesondere im Bereich der Szenengraph-orientierten rigid-body-Transformationen
VR and AR technology in architecture
Célkitűzés egy olyan virtuális valóság (VR) technológiával támogatott építészeti alkalmazás prototípusának elkészítése volt, mely lehetővé teszi egy épülő, vagy csak tervben létező épület virtuális bejárását. A program elsődleges célja az építészeti tervek életszerű prezentálásának segítése, a tervmódosítások virtuális környezetben történő valós idejű nyomonkövetése.
A tervezett munkához megkaptam a Plan-Art ’94 Építőipari és tervező BT-től egy családi ház teljes tervdokumentációját. Első lépésként felépítettem egy 3Ds modellt Blender környezetben, kifejezetten ügyelve a későbbi erőforrásigény jelentős redukálására. Ez kulcsfontosságú a VR alkalmazások terén a zökkenőmentes felhasználói élmény biztosítása miatt. Az elkészült modellt átültettem Unreal Engine-be, ahol a program szerkezetét úgy alakítottam ki, hogy az a későbbiekben könnyen használható legyen más épülettervek befogadására is. Elkészítettem az enteriőr bemutatására szolgáló modulokat. A program beépítendő funkcióinak meghatározásában a piacon jelen lévő hasonló alkalmazások által kínált lehetőségeket és a szakmabeliek véleményét vettem alapul.BSc/BAProgramtervező informatiku
Strategische Führung auf VR- und GL-Ebene
Strategische Führung auf VR- und GL-Ebene: Zusammensetzung des VR, Strategieprozess, Instrumente, Zusammenarbeit zwischen VR und GL, Strategi
Reducing latency when using Virtual Reality for teaching in sport
Latency is a frequently cited shortcoming of Virtual Reality (VR) applications. To compensate for excessive latency, prediction mechanisms may use sophisticated mathematical algorithms, which may not be appropriate for complex virtual teaching applications. This paper suggests that heuristic prediction algorithms could be used to develop more effective and general systems for VR educational applications. A fast synchronization squash simulation illustrates where heuristic prediction can be used to deal with latency problems
Do different types of VR influence pedestrian route choice behaviour? A comparison study of Desktop VR and HMD VR
Virtual Reality (VR) is a valuable tool for studying pedestrian behaviour in complex and realistic scenarios. However, it has remained unknown how different VR technology would influence pedestrian behaviour. This paper presents VR experiments that were conducted with 70 participants using a desktop VR or a HMD VR to perform four different wayfinding tasks in a multi-story building. Quantitative analysis of pedestrian behaviour data and user experience data were performed in order to investigate the impact of the technological differences between the two VR techniques. It was found that participants had better wayfinding task performance in the desktop group. However, the route and exit choice and user experience were overall similar between the two groups. The findings suggest that one could adopt more ‘simple’ VR technologies for studies featuring ‘simple’ wayfinding tasks.Accepted Author ManuscriptTransport and Plannin
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