Academic literature on the topic '3D IMMERSIVE TOOL'

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Journal articles on the topic "3D IMMERSIVE TOOL"

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Medeiros, Daniel, Felipe Carvalho, Lucas Teixeira, Priscilla Braz, Alberto Raposo, and Ismael Santos. "Proposal and evaluation of a tablet-based tool for 3D virtual environments." Journal on Interactive Systems 4, no. 2 (January 29, 2014): 1. http://dx.doi.org/10.5753/jis.2013.633.

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The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.
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Avola, Danilo, Luigi Cinque, and Daniele Pannone. "Design of a 3D Platform for Immersive Neurocognitive Rehabilitation." Information 11, no. 3 (February 28, 2020): 134. http://dx.doi.org/10.3390/info11030134.

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In recent years, advancements in human–computer interaction (HCI) have enabled the development of versatile immersive devices, including Head-Mounted Displays (HMDs). These devices are usually used for entertainment activities as video-gaming or augmented/virtual reality applications for tourist or learning purposes. Actually, HMDs, together with the design of ad-hoc exercises, can also be used to support rehabilitation tasks, including neurocognitive rehabilitation due to strokes, traumatic brain injuries, or brain surgeries. In this paper, a tool for immersive neurocognitive rehabilitation is presented. The tool allows therapists to create and set 3D rooms to simulate home environments in which patients can perform tasks of their everyday life (e.g., find a key, set a table, do numerical exercises). The tool allows therapists to implement the different exercises on the basis of a random mechanism by which different parameters (e.g., objects position, task complexity) can change over time, thus stimulating the problem-solving skills of patients. The latter aspect plays a key role in neurocognitive rehabilitation. Experiments obtained on 35 real patients and comparative evaluations, conducted by five therapists, of the proposed tool with respect to the traditional neurocognitive rehabilitation methods highlight remarkable results in terms of motivation, acceptance, and usability as well as recovery of lost skills.
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Sadeghi, Amir H., Wouter Bakhuis, Frank Van Schaagen, Frans B. S. Oei, Jos A. Bekkers, Alexander P. W. M. Maat, Edris A. F. Mahtab, Ad J. J. C. Bogers, and Yannick J. H. J. Taverne. "Immersive 3D virtual reality imaging in planning minimally invasive and complex adult cardiac surgery." European Heart Journal - Digital Health 1, no. 1 (November 1, 2020): 62–70. http://dx.doi.org/10.1093/ehjdh/ztaa011.

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Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.
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Papadopoulou, A., D. Kontos, and A. Georgopoulos. "DEVELOPING A VR TOOL FOR 3D ARCHITECTURAL MEASUREMENTS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (February 25, 2022): 421–27. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-421-2022.

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Abstract. Virtual Reality technology has already matured and is capable of offering impressive immersive experiences. AT the same time head mounted devices (HMD) are also offering many possibilities along with the game engine environments. So far, all these impressive technologies have been implemented to increase the popularity of on-line visits and serious games development, as far as their application in the domain of Cultural Heritage is concerned. In this paper we present the development of a set of VR tools, which enable the user to perform accurate measurements within the immersive environment. In this way we believe that these tools will be very helpful and appeal to experts in need of these measurements, as they can perform them in the laboratory instead of visiting the object itself. This toolbox includes measuring the coordinates of single points in 3D space, measuring three-dimensional distances and performing horizontal or vertical cross sections. The first two have been already presented previously (Kontos & Georgopoulos 2020) and this paper focuses on the evaluation of the performance of the toolbox in determining cross sections. The development of the tool is explained in detail and the resulting cross sections of the 3D model of the Holy Aedicule are compared to real measurements performed geodetically. The promising results are discussed and evaluated.
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Byrd, B., M. Warren, J. Fenwick, and P. Bridge. "Development of a novel 3D immersive visualisation tool for manual image matching." Journal of Radiotherapy in Practice 18, no. 4 (May 2, 2019): 318–22. http://dx.doi.org/10.1017/s1460396919000219.

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AbstractAim:The novel Volumetric Image Matching Environment for Radiotherapy (VIMER) was developed to allow users to view both computed tomography (CT) and cone-beam CT (CBCT) datasets within the same 3D model in virtual reality (VR) space. Stereoscopic visualisation of both datasets combined with custom slicing tools and complete freedom in motion enables alternative inspection and matching of the datasets for image-guided radiotherapy (IGRT).Material and methods:A qualitative study was conducted to explore the challenges and benefits of VIMER with respect to image registration. Following training and use of the software, an interview session was conducted with a sample group of six university staff members with clinical experience in image matching.Results:User discomfort and frustration stemmed from unfamiliarity with the drastically different input tools and matching interface. As the primary advantage, the users reported match inspection efficiency when presented with the 3D volumetric renderings of the planning and secondary CBCT datasets.Findings:This study provided initial evidence for the achievable benefits and limitations to consider when implementing a 3D voxel-based dataset comparison VR tool including a need for extensive training and the minimal interruption to IGRT workflow. Key advantages include efficient 3D anatomical interpretation and the capability for volumetric matching.
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Astaneh Asl, Bita, and Carrie Sturts Dossick. "Immersive VR versus BIM for AEC Team Collaboration in Remote 3D Coordination Processes." Buildings 12, no. 10 (September 27, 2022): 1548. http://dx.doi.org/10.3390/buildings12101548.

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Building Information Modeling (BIM) and Virtual Reality (VR) are both tools for collaboration and communication, yet questions still exist as to how and in what ways these tools support technical communication and team decision-making. This paper presents the results of an experimental research study that examined multidisciplinary Architecture, Engineering, and Construction (AEC) team collaboration efficiency in remote asynchronous and synchronous communication methods for 3D coordination processes by comparing BIM and immersive VR both with markup tools. Team collaboration efficiency was measured by Shared Understanding, a psychological method based on Mental Models. The findings revealed that the immersive experience in VR and its markup tool capabilities, which enabled users to draw in a 360-degree environment, supported team communication more than the BIM markup tool features, which allowed only one user to draw on a shared 2D screenshot of the model. However, efficient team collaboration in VR required the members to properly guide each other in the 360-degree environment; otherwise, some members were not able to follow the conversations.
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Li, Yuxuan, Hua Luo, and Yiren Zhou. "Design and Implementation of Virtual Campus Roaming System Based on Unity3d." Journal of Physics: Conference Series 2173, no. 1 (January 1, 2022): 012038. http://dx.doi.org/10.1088/1742-6596/2173/1/012038.

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Abstract With the rapid development of Internet technology and the maturity of 5g technology, virtual reality gradually appears in the public vision, and its involved fields are also expanding. Using virtual reality technology and head mounted display, users’ immersion and authenticity can be improved to the greatest extent. In this paper, an immersive virtual campus roaming system is realized by using 3ds Max tool to create a model, unity 3D tool to build a scene, c# language to write human-computer interaction script, and action one headset device to take Nanchang Institute of technology as an example.
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Guindy, Mary, Attila Barsi, Peter A. Kara, Vamsi K. Adhikarla, Tibor Balogh, and Aniko Simon. "Camera Animation for Immersive Light Field Imaging." Electronics 11, no. 17 (August 27, 2022): 2689. http://dx.doi.org/10.3390/electronics11172689.

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Among novel capture and visualization technologies, light field has made significant progress in the current decade, bringing closer its emergence in everyday use cases. Unlike many other forms of 3D displays and devices, light field visualization does not depend on any viewing equipment. Regarding its potential use cases, light field is applicable to both cinematic and interactive contents. Such contents often rely on camera animation, which is a frequent tool for the creation and presentation of 2D contents. However, while common 3D camera animation is often rather straightforward, light field visualization has certain constraints that must be considered before implementing any variation of such techniques. In this paper, we introduce our work on camera animation for light field visualization. Different types of conventional camera animation were applied to light field contents, which produced an interactive simulation. The simulation was visualized and assessed on a real light field display, the results of which are presented and discussed in this paper. Additionally, we tested different forms of realistic physical camera motion in our study, and based on our findings, we propose multiple metrics for the quality evaluation of light field visualization in the investigated context and for the assessment of plausibility.
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Lütjens, Mona, Thomas Kersten, Boris Dorschel, and Felix Tschirschwitz. "Virtual Reality in Cartography: Immersive 3D Visualization of the Arctic Clyde Inlet (Canada) Using Digital Elevation Models and Bathymetric Data." Multimodal Technologies and Interaction 3, no. 1 (February 20, 2019): 9. http://dx.doi.org/10.3390/mti3010009.

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Due to rapid technological development, virtual reality (VR) is becoming an accessible and important tool for many applications in science, industry, and economy. Being immersed in a 3D environment offers numerous advantages especially for the presentation of geographical data that is usually depicted in 2D maps or pseudo 3D models on the monitor screen. This study investigated advantages, limitations, and possible applications for immersive and intuitive 3D terrain visualizations in VR. Additionally, in view of ever-increasing data volumes, this study developed a workflow to present large scale terrain datasets in VR for current mid-end computers. The developed immersive VR application depicts the Arctic fjord Clyde Inlet in its 160 km × 80 km dimensions at 5 m spatial resolution. Techniques, such as level of detail algorithms, tiling, and level streaming, were applied to run the more than one gigabyte large dataset at an acceptable frame rate. The immersive VR application offered the possibility to explore the terrain with or without water surface by various modes of locomotion. Terrain textures could also be altered and measurements conducted to receive necessary information for further terrain analysis. The potential of VR was assessed in a user survey of persons from six different professions.
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Shojaei, Alireza, Saeed Rokooei, Amirsaman Mahdavian, Lee Carson, and George Ford. "Using immersive video technology for construction management content delivery: a pilot study." Journal of Information Technology in Construction 26 (November 4, 2021): 886–901. http://dx.doi.org/10.36680/j.itcon.2021.047.

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Construction management is considered a hands-on field of study which requires good spatial and visual cognitive ability. Virtual reality and other innovative immersive technologies have been used to facilitate experiential learning and to improve students’ spatial cognitive abilities. Virtual environments have been criticized due to the gamified look of the environment. Static panorama pictures have been previously used to bring a better sense of reality and immersion at the same time in construction education. However, they cannot provide a continuous experience, and the sense of presence (immersion) is not ideal either. Immersive videos such as 360-degree videos can address this shortfall by providing a continuous experience and a better sense of presence. The use of this technology in construction education field is very limited. As a result, this study investigated a pilot experiment where a combination of 360, 180 3D, and flat videos was incorporated as an educational instrument in delivering construction management content. The content was recorded using different configurations from different body postures to further investigate the optimal way of utilizing this technology for content delivery. The content of the videos was focused on construction means and methods. Students reviewed the content using head-mounted display devices and laptop screens and answered a survey designed to capture their perception and experience of using this technology as an educational tool in the construction management field. The results show a positive perception toward using immersive videos in construction education. Furthermore, the students preferred the head-mounted display as their favorite delivery method. As a result, the prospect of incorporating immersive videos to enhance construction management education is promising.
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Dissertations / Theses on the topic "3D IMMERSIVE TOOL"

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Bridge, Pete. "The development and evaluation of a novel 3D radiotherapy immersive outlining tool." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/123511/1/Peter%20Bridge%20Thesis.pdf.

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Radiotherapy target definition traditionally relies on manually drawing round the relevant anatomical structures on successive CT slices. This is a laborious process that impacts on patient throughput and can limit the adoption of more complex techniques. Although automated segmentation algorithms can create rapid volumes they lack the capacity to adapt to tumour volumes and areas of abnormal or variable anatomical structures. Such software invariably requires considerable manual input in terms of editing the outlines. In addition there is a growing desire among clinicians to be more actively involved and ensure that their clinical decision making is factored in to the generated volumes. This thesis presents a novel solution to this problem. The primary aim of this "proof of principle" thesis is the development and evaluation of software capable of generating a mesh structure derived from a small number of points placed on a range of CT planes. This is in contrast to the traditional method of outlining that relies on a large number of points placed on successive axial CT slices. Use of a small number of points is hypothesised to require less clinician time. The software also allows the user to edit the resultant outline volumetrically with 3D modelling tools derived from animation applications. These tools enable multiple "slices" to be manually edited simultaneously while retaining a smooth and clinically relevant volume shape. The thesis presents the development and evaluation of this new software application though a series of published works. The evaluation is drawn from a combination of qualitative research involving user focus groups and quantitative data collection relating to the clinical impact of the new paradigm. The first published paper reports on the development of the software tool with some preliminary user evaluation highlighting recommendations for optimum use and training. Mesh generation from a small number of points placed on a range of planes was found to be a potentially rapid and effective means of target delineation, although further work was suggested to improve multi-slice volume sculpting prior to more formal pre-clinical testing. The second paper presents qualitative data gained from Radiation Oncologist outliners relating to the clinical value of the software for accelerating clinician-directed prostate and seminal vesicle segmentation. The new tool was well-received and reported to be capable of producing very rapid and smooth volumes. This phase suffered due to time pressures experienced by the cohort and further testing of the software with a less time-poor cohort was be indicated. The third paper was developed from the initial two phases of the study and highlighted the specific challenge of radiotherapy outlining with a lack of "gold standard" and suggests that the inherent variability mandates a constructivist approach to evaluation. This constructivist approach to variability may empower clinicians to accept variability as an inherent aspect of their practice. Furthermore, research efforts should be focussed on maximising impact of training and guidelines as well as the development of a target minimum agreed measure of intra-observer variability that educational interventions should seek to facilitate. The final published work reported on quantitative testing of the software with a less time-pressured cohort. Student radiation therapists were tasked with outlining a bladder volume with both the new tool and the industry standard tool and found a significant (p = 0.03) time saving of 30% for bladder segmentation compared to axial-based outlining. The new volumetric outlining paradigm is conceptually challenging and requires users to adopt a significantly different approach to generating and editing structure outlines. It also demands high levels of spatial awareness to engage with the 3D navigation tools. Given the increasing use of 3D visualisation in medicine and the non-axial image interpretation demands of MR imaging it is important that training in these techniques be embedded at pre-registration level. Future work aims to further develop this outlining tool and establish its role in editing of autosegmentation derived contour sets.
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GUARNERA, LUCA. "Discovering Fingerprints for Deepfake Detection and Multimedia-Enhanced Forensic Investigations." Doctoral thesis, Università degli studi di Catania, 2021. http://hdl.handle.net/20.500.11769/539620.

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Forensic Science, which concerns the application of technical and scientific methods to justice, investigation and evidence discovery, has evolved over the years to the birth of several fields such as Multimedia Forensics, which involves the analysis of digital images, video and audio contents. Multimedia data was (and still is), altered using common editing tools such as Photoshop and GIMP. Rapid advances in Deep Learning have opened up the possibility of creating sophisticated algorithms capable of manipulating images, video and audio in a “simple” manner causing the emergence of a powerful yet frightening new phenomenon called deepfake: synthetic multimedia data created and/or altered using generative models. A great discovery made by forensic researchers over the years concerns the possibility of extracting a unique fingerprint that can determine the devices and software used to create the data itself. Unfortunately, extracting these traces turns out to be a complicated task. A fingerprint can be extracted not only in multimedia data in order to determine the devices used in the acquisition phase, or the social networks where the file was uploaded, or recently define the generative models used to create deepfakes, but, in general, this trace can be extracted from evidences recovered in a crime scene as shells or projectiles to determine the model of gun that have fired (Forensic Firearms Ballistics Comparison). Forensic Analysis of Handwritten Documents is another field of Forensic Science that can determine the authors of a manuscript by extracting a fingerprint defined by a careful analysis of the text style in the document. Developing new algorithms for Deepfake Detection, Forensic Firearms Ballistics Comparison, and Forensic Handwritten Document Analysis was the main focus of this Ph.D. thesis. These three macro areas of Forensic Science have a common element, namely a unique fingerprint present in the data itself that can be extracted in order to solve the various tasks. Therefore, for each of these topics a preliminary analysis will be performed and new detection techniques will be presented obtaining promising results in all these domains.
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Kemp, Jeremy William. "Introducing an avatar acceptance model: Student intention to use 3D immersive learning tools in an online learning classroom." FIELDING GRADUATE UNIVERSITY, 2012. http://pqdtopen.proquest.com/#viewpdf?dispub=3452838.

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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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Book chapters on the topic "3D IMMERSIVE TOOL"

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Kumar, Abhishek. "Tools for Architectural Visualization." In Immersive 3D Design Visualization, 7–15. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6597-0_2.

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Fachada, Sarah, Daniele Bonatto, Mehrdad Teratani, and Gauthier Lafruit. "View Synthesis Tool for VR Immersive Video." In Computer Game Development [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.102382.

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This chapter addresses the view synthesis of natural scenes in virtual reality (VR) using depth image-based rendering (DIBR). This method reaches photorealistic results as it directly warps photos to obtain the output, avoiding the need to photograph every possible viewpoint or to make a 3D reconstruction of a scene followed by a ray-tracing rendering. An overview of the DIBR approach and frequently encountered challenges (disocclusion and ghosting artifacts, multi-view blending, handling of non-Lambertian objects) are described. Such technology finds applications in VR immersive displays and holography. Finally, a comprehensive manual of the Reference View Synthesis software (RVS), an open-source tool tested on open datasets and recognized by the MPEG-I standardization activities (where”I″ refers to”immersive”) is described for hands-on practicing.
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Aaltola, Kirsi Maria. "New Technologies Shaping Learning?" In Cognitive and Affective Perspectives on Immersive Technology in Education, 195–214. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3250-8.ch010.

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Jean Piaget described that intelligence is shaped by experience. In augmented reality (AR) learning environments, the learner may have an immersive experience, from a sensor-motoric opportunity as a person to 3D experience. Few studies in the academic literature directly evaluate and analyze learning technology with regard to immersive experience in training. This chapter seeks to examine learning experiences when playing with AR learning technologies and suggests an alternative implementation model for the integration of immersive learning content to adult training. Specifically, this study examines a learning tool and a game targeted for the professionals working in security and peacebuilding context. This study points out a relevance of cognitive and constructive learning processes with a special attention to experience and reflection, and that technological immersive tools can positively support training when designed properly. Moreover, case study findings led to proposing an implementation model to integrate immersive content, AR tools, and games into adult training.
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Uhl, Jean François, Vincent Delmas, Rodolphe Burgade, Guillermo Daniel Prat, Barbara Constanza Lorea, Camillo Ruiz, and Joaquim Armando Jorge. "Tridimensional Vectorial Modeling of the Human Body From Anatomical Slices." In Technological Adoption and Trends in Health Sciences Teaching, Learning, and Practice, 26–48. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8871-0.ch002.

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Digital anatomy has emerged as an essential subfield of anatomy that processes the human body with the help of a computer. 3D reconstruction tools have been developed over the years, being always complementary to cadaver dissection. Teachers' main goal is to provide a greater understanding of the spatial structures of the body and its internal organs thanks to 3D reconstruction techniques. Manual segmentation and creation of 3D vectorial models is probably the best anatomy learning tool for beginners and students. The aim of this chapter is to show how to create vectorial models from anatomical slices with Winsurf® software, highlighting their educational value. Resulting 3D models could also be used through the interface of virtual dissection, which has been proven to be immensely valuable for anatomy education, particularly by using immersive reality techniques. It could also be the basis of future simulation tools for surgeon training.
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Gorini, Alessandra, Andrea Gaggioli, and Giuseppe Riva. "Virtual Reality as an Experiential Tool." In Ubiquitous Health and Medical Informatics, 532–51. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-777-0.ch025.

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The present chapter illustrates the past and the future of different virtual reality applications for the treatment of psychological disorders. After a brief technical description of the virtual reality systems, the rationale of using virtual reality to treat different psychological disorders, as well as the advantages that the online virtual worlds offer to the promising field of the virtual therapy will be discussed. However, challenges related to the potential risks of the use of virtual worlds and questions regarding privacy and personal safety will also be discussed. Finally, the chapter introduces the concept of “Interreality”, a personalized immersive form of e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D shared virtual worlds; (2) bio and activity sensors (that connect the real to the virtual world); (3) mobile internet appliances (that connect the virtual to the real world).
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Nikolaos, Pellas. "Towards a Beneficial Formalization of Cyber Entities’ Interactions during the E-Learning Process in the Virtual World of “Second Life”." In Advances in Civil and Industrial Engineering, 278–314. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2098-8.ch014.

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This chapter investigates the new interactive dimension, which arises between cyber entities (avatars) that move around, meet others, and emulate their work in [D-] CIVEs ([Distributed-] Collaborative Immersive Virtual Environments). The active involvement and immersion in these “environments” elaborates the maximum possible total-relationship of the developmental users’ forces (teachers and students) and creates “situations of real-life” in a 3D virtual system. The inspiration to deal with this issue originated through the prior knowledge that was gained from the previous educational studies in the virtual world of Second Life (SL), which was used as an environmental tool for action-based learning and research programs on Higher Education. The investigation and presentation of quality infrastructure that this interactive “world” hosts in was the objective of this research, through the presentation and promotion of academic communities’ previous applications to enrich their curricula. The original contribution of this effort is to become a highly inexhaustible source of inspiration for the bibliographic data and interdisciplinary for the field of e-learning future.
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Mather, Lisa Ward, and Pamela Robinson. "Civic Crafting in Urban Planning Public Consultation." In Smart Cities and Smart Spaces, 1052–70. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7030-1.ch048.

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Minecraft is a popular video game that allows players to interact with a 3D environment. Users report that it is easy to learn and understand, is engaging and immersive, and is adaptable. Outside North America it has been piloted for urban planning public consultation processes. However, this game has not yet been studied to determine how and whether it could be used for this purpose. Using key informant interviews, this study asked practicing urban planners to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. The paper concludes with reflections as to how this game could effectively be used for public consultation, and offers key lessons for urban planners whose practice intersects with our digitally-enabled world.
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Tarver, Emily. "Virtual Simulation." In Emerging Advancements for Virtual and Augmented Reality in Healthcare, 65–81. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-7998-8371-5.ch005.

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Virtual simulation is a learning tool that employs specific hardware and software technology for simulation-based provider training within a digital domain. Extended reality or XR software includes virtual reality (VR), augmented reality (AR), and mixed reality (MR) programs that represent a rapidly growing area within the field of virtual simulation. This training may provide either provider- or patient-centered learning modules, with dedicated hardware and software centered on skill-based, 3D modeling or case-based learning. Demand for these learning programs in healthcare education was fueled by the remote learning needs of the COVID-19 pandemic. In addition to this growing demand, there is a significant role for many virtual simulation software programs within the traditional classroom and lecture hall. This is a previously untapped resource for simulation education. The flipped classroom model provides an opportune framework for the incorporation of immersive, virtual simulation learning programs within spaces previously limited to the more passive, podium-based lecture.
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Ward Mather, Lisa, and Pamela Robinson. "Durable Civic Technology." In Research Anthology on Citizen Engagement and Activism for Social Change, 608–30. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-3706-3.ch032.

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Minecraft is a video game that allows players to interact with a 3D environment. Launched in 2009, Minecraft has surprisingly durable popularity. Users report that Minecraft is easy to learn and understand, engaging and immersive, and adaptable. Outside North America it has been piloted for urban planning public consultation processes. Five years ago, authors conducted research using key informant interviews. This study asked practicing urban planners in Canada to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. This chapter explores Minecraft's ongoing use, offers reflections as to how this game could effectively be used for public consultation, and concludes with key lessons for urban planners whose practice intersects with our digitally-enabled world, with a particular focus on new application possibilities in smart city planning projects.
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Ward Mather, Lisa, and Pamela Robinson. "Durable Civic Technology." In Citizen-Responsive Urban E-Planning, 252–81. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-4018-3.ch010.

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Minecraft is a video game that allows players to interact with a 3D environment. Launched in 2009, Minecraft has surprisingly durable popularity. Users report that Minecraft is easy to learn and understand, engaging and immersive, and adaptable. Outside North America it has been piloted for urban planning public consultation processes. Five years ago, authors conducted research using key informant interviews. This study asked practicing urban planners in Canada to assess Minecraft's potential. Key findings address Minecraft's usefulness as a visualization tool, its role in building public trust in local planning processes, the place of play in planning, and the challenges associated with its use in public consultation. This chapter explores Minecraft's ongoing use, offers reflections as to how this game could effectively be used for public consultation, and concludes with key lessons for urban planners whose practice intersects with our digitally-enabled world, with a particular focus on new application possibilities in smart city planning projects.
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Conference papers on the topic "3D IMMERSIVE TOOL"

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Beltran, Fernando, David White, and Jing Geng. "Aroaro - A Tool for Distributed Immersive Mixed Reality Visualization." In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2022. http://dx.doi.org/10.1109/vrw55335.2022.00337.

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Cassola, Fernando, Manuel Pinto, Daniel Mendes, Leonel Morgado, Antonio Coelho, and Hugo Paredes. "A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality." In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2021. http://dx.doi.org/10.1109/vrw52623.2021.00014.

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Thompson, D., A. Banerjee, P. Banerjee, T. DeFanti, and S. Retterer. "Functional Specifications for Tele-Immersive Product Evaluation." In ASME 1999 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/imece1999-0159.

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Abstract A novel virtual tele-immersive product evaluation environment is conceived. The components include a robust Virtual Reality (VR) hardware system, associated VR driving software, development tool for the tele-immersive virtual environment, networking software, user representation scheme and tools for developing 3D models and incorporating dynamic properties into the models. We have developed a model to allow users to collaboratively evaluate products using the CAVE™, Performer, CAVERN, CAVEActors, Pro/ENGINEER, and ADAMS software libraries.
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Basu, Aryabrata. "STAG: A Tool for realtime Replay and Analysis of Spatial Trajectory and Gaze Information captured in Immersive Environments." In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2022. http://dx.doi.org/10.1109/vrw55335.2022.00016.

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M.J., Tan, A. H. Omar, and Dayang Tiawa Awang Hamid. "3D IMMERSIVE ENVIRONMENT AS A PSYCHOLOGICAL TRAINING TOOL TO ENHANCE SELF-CONFIDENCE AND INDUCED ANXIETY FOR VOLLEYBALL ATHLETES." In Movement, Health and Exercise 2014 Conference. Universiti Malaysia Pahang, 2014. http://dx.doi.org/10.15282/mohe.2014.ses.032.

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Nazare, Anakarina, Alin Moldoveanu, Florica Moldoveanu, Alexandru Gradinaru, Maria anca Balutoiu, and Victor Asavei. "RAPID MODELLING TECHNIQUES FOR 3D RECONSTRUCTION OF HISTORICAL BUILDINGS, FOR IMMERSIVE VIRTUAL ENVIRONMENTS." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-240.

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As we roam further into the future, digitization becomes an essential tool in thinning the barrier between the physical and cyber worlds. We grow expectations of bringing more and more of the world at our fingertips, and eventually being able to access data or experiences by the means of easily operable electronic devices. Reviving the libraries use, especially in academic context, by augmenting their spaces through Augmented Reality techniques or mirroring their spaces in Virtual Reality, eases the training of the readers in knowing and using the library, and provides a solid foundation for plenty of new collaborative experiences for readers and visitors. Additionally, the 3D reconstruction of libraries, needed for Virtual Reality, provides an opportunity to disseminate online such rich cultural spaces, and preserve their patrimonial value. This paper presents the case study of 3D reconstructing the Universitary Central Library of Bucharest. First, we briefly present related work. Then, we analyze various reconstruction techniques. Latest hardware and software advances open a wide range of new reconstruction methods, each having advantages, costs and limitations. We discuss both automatic and manual reconstruction, and combinations of both. Next, we identify and analyze the problems to be solved for our reconstruction subject and pinpoint solutions offering fidelity, rapid reconstruction, moderate use of resources, and sufficient performance for real-time applications (including VR). Finally, we detail, through practical examples, the solutions or optimal techniques, depending on the characteristics of the part to be modeled. Together, they all form an efficient hybrid solution satisfying our objectives.
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Ji, Yuxing, Mingze Gao, and Yu Sun. "LabBuddy: A Game-based Interactive and Immersive Educational Platform for Physics Lab Learning using Artificial Intelligence and 3D Game Engine." In 8th International Conference on Artificial Intelligence and Applications (AI 2022). Academy and Industry Research Collaboration Center (AIRCC), 2022. http://dx.doi.org/10.5121/csit.2022.121814.

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The concepts of physics play an important role in many fields of people’s lives, and physics learning is abstract, challenging, and sometimes intimidating [1]. However, how to motivate students to learn physics in a fun way becomes a question. This paper develops a gamic, interactive, educational application to allow students to learn abstract physics in an illustrative way. We have implemented a visual physics lab by using a 3D game engine supporting the immersive environment of visualization and providing a playful learning tool for physics experiments at the same time [2].
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Peng, Xiaobo, and Blesson Isaac. "Development of Virtual Sculpting System With Haptics in PowerWall 3-D Virtual Environment." In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-89452.

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This paper presents the research work on developing a virtual sculpting system with haptic interface integrated with PowerWall system for complex product design. The PowerWall is a large scale (10 ft by 7.5 ft) immersive Virtual Environment (VE). The approach is to apply virtual sculpting method by interactively carving a workpiece using a virtual tool. With the implementation of stereoscopic visual feedback and haptic force feedback in the PowerWall, the designer would appreciate a much better understanding of the 3D shape geometry and can explore through the 3D scene like he/she can do in the real world. The “hybrid interaction technique” is presented as solution to solve the mismatch between the small workspace of the haptic device and the large size of PowerWall system.
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Guidi, Gabriele, and Laura Loredana Micoli. "A Semi-Automatic Modeling System for Quick Generation of Large Virtual Reality Models." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5512.

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In the last few years virtual reality applications have started to be introduced in the wide retail field, with immersive 3D models used as a tool for orienting strategic, logistic and marketing choices. However, in the aforementioned applications, the digitalization of the entire Point Of Sale (POS) has not yet been implemented as a standard process for the complexity related to the generation of thousands of texturized 3D models of single products. This work presents an original integrated system for the semi-automatic 3D modeling of simple 3D packages according to a pre-defined classification of shapes, and their management in a data base. Such approach allows to dramatically minimize the modeling time needed for each model and, therefore, of the whole shop, making economically sustainable the reverse modeling of commercial environments. A key advantage of the implemented process is that it can be used by operators non expert in 3D modeling and can be reapplied in several different fields.
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Wendrich, Robert E., Kris-Howard Chambers, Wadee Al-Halabi, Eric J. Seibel, Olaf Grevenstuk, David Ullman, and Hunter G. Hoffman. "Hybrid Design Tools in a Social Virtual Reality Using Networked Oculus Rift: A Feasibility Study in Remote Real-Time Interaction." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59956.

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Hybrid Design Tool Environments (HDTE) allow designers and engineers to use real tangible tools and physical objects and/or artifacts to make and create real-time virtual representations and presentations on-the-fly. Manipulations of the real tangible objects (e.g., real wire mesh, clay, sketches, etc.) are translated into 2-D and/or 3-D digital CAD software and/or virtual instances. The HDTE is equipped with a Loosely Fitted Design Synthesizer (NXt-LFDS) to support this multi-user interaction and design processing. The current study explores for the first time, the feasibility of using a NXt-LFDS in a networked immersive multi-participant social virtual reality environment (VRE). Using Oculus Rift goggles and PC computers at each location linked via Skype, team members physically located in several countries had the illusion of being co-located in a single virtual world, where they used rawshaping technologies (RST) to design a woman’s purse in 3-D virtual representations. Hence, the possibility to print the purse out on the spot (i.e. anywhere within the networked loop) with a 2-D or 3D printer. Immersive affordable Virtual Reality (VR) technology (and 3-D AM) are in the process of becoming commercially available and widely used by mainstream consumers, a major development that could transform the collaborative design process. The results of the current feasibility study suggests that designing products may become considerably more individualized within collaborative multi-user settings and less inhibited during in the coming ‘Diamond Age’ [1] of VR, collaborative networks and with profound implications for the design (e.g. fashion) and engineering industry. This paper presents the proposed system architecture, a collaborative use-case scenario, and preliminary results of the interaction, coordination, cooperation, and communication with immersive VR.
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