Journal articles on the topic '3D Virtual Environment (3D VE)'

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1

Eggleston, Robert G., and William P. Janson. "Performance Errors in Virtual Work: Separating Display and Input Device Effects of a Virtual Environment Interface System." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 21 (October 1998): 1521–25. http://dx.doi.org/10.1177/154193129804202112.

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Psychomotor performance involves a closed-loop interaction of motor control and perception. A 3D virtual environment (VE) system inserts technology in both the motor side (input device) and perceptual side (viewing system) that will affect task performance. Often performance studies associated with VE systems will compare input devices or viewing systems without considering the affect of other components on performance. This may create a problem in the attribution of the absolute magnitude of effect that can be assigned to a single subsystem/device in a VE system. This paper presents a data analysis strategy and procedure to address the attribution problem. The procedure is described and illustrated with data from a comparative device study involving a 3D virtual environment system. Benefits and limitations of the strategy are discussed.
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Ceylan Dadakoğlu, Sevda, and Şeniz Aksoy. "Features of Second Life virtual environment and evaluation within the scope of art education." Journal of Human Sciences 17, no. 2 (May 2, 2020): 485–512. http://dx.doi.org/10.14687/jhs.v17i2.5769.

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Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.
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3

Mavridou, Ifigeneia, Emili Balaguer-Ballester, Charles Nduka, and Ellen Seiss. "A reliable and robust online validation method for creating a novel 3D Affective Virtual Environment and Event Library (AVEL)." PLOS ONE 18, no. 4 (April 13, 2023): e0278065. http://dx.doi.org/10.1371/journal.pone.0278065.

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This paper describes the development and validation of 3D Affective Virtual environments and Event Library (AVEL) for affect induction in Virtual Reality (VR) settings with an online survey; a cost-effective method for remote stimuli validation which has not been sufficiently explored. Three virtual office-replica environments were designed to induce negative, neutral and positive valence. Each virtual environment also had several affect inducing events/objects. The environments were validated using an online survey containing videos of the virtual environments and pictures of the events/objects. They survey was conducted with 67 participants. Participants were instructed to rate their perceived levels of valence and arousal for each virtual environment (VE), and separately for each event/object. They also rated their perceived levels of presence for each VE, and they were asked how well they remembered the events/objects presented in each VE. Finally, an alexithymia questionnaire was administered at the end of the survey. User ratings were analysed and successfully validated the expected affect and presence levels of each VE and affect ratings for each event/object. Our results demonstrate the effectiveness of the online validation of VE material in affective and cognitive neuroscience and wider research settings as a good scientific practice for future affect induction VR studies.
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Tsao, Jeffrey, and Charles J. Lumsden. "CRYSTAL: Building Multicontext Virtual Environments." Presence: Teleoperators and Virtual Environments 6, no. 1 (February 1997): 57–72. http://dx.doi.org/10.1162/pres.1997.6.1.57.

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Current virtual environment systems are, for the most part, dedicated to specific applications such as engineering or surgery. The CRYSTAL project applied the concept of crystals, or 3D “windows,” to segment the virtual world into independent volumes, which may interact with each other. The contents of individual crystals can be very different from crystal to crystal, so the resulting virtual environment (VE) is not restricted to any unique context, and it is suitable as a general-purpose workspace. Crystals are created and owned by independent programs called modules, which serve as functional elements of the VE. There are basic modules to provide common functions, such as navigation, wand control, and so on. Extra modules can be launched to add content and functionality to the VE, and the modules can also be terminated interactively. Unlike “pipelined” systems for VE design, CRYSTAL modules are designed to self-assemble and resolve any interface conflicts automatically. As a result, they do not place a high demand on user proficiency in customizing VEs for a variety of uses.
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Caesaron, Dino, Chiuhsiang Joe Lin, Ilma Mufidah, and Anastasia Febiyani. "Evaluating Direct Pointing and Indirect Cursor Interactions with Fitts' Law in Stereoscopic Environments." Journal of Engineering and Technological Sciences 54, no. 1 (January 28, 2022): 220106. http://dx.doi.org/10.5614/j.eng.technol.sci.2022.54.1.6.

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The development of virtual environment research has reached the stage of human interaction with three-dimensional (3D) objects. In this study, Fitts' method was used to such interaction techniques in virtual environment, and the Fitts' law applicability in 3D virtual environment was also considered. The experiment included two modes of interaction: direct interaction and indirect interaction that utilize different techniques depending on how users interact with 3D objects. Both interaction techniques were conducted in three indexes of difficulties and three egocentric target distances (a distance from participant to target). Movement time and throughput were measured for each interaction technique. The results show that the direct pointing technique is more efficient for interaction with the targets close to the participant, while the indirect cursor technique may be a viable option for targets further away from participant. Throughputs were found to be significantly higher for the direct pointing technique compared to the indirect cursor technique. The results of the mean movement time were highly correlated with the targets' index of difficulty for all interaction techniques, supporting evidence that Fitts' law can be applied to the interactions in 3D virtual environment. Based on the results, developers of VE application may relate to these findings in designing proper users' interactions.
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Chen, Jian, and Doug A. Bowman. "Domain-Specific Design of 3D Interaction Techniques: An Approach for Designing Useful Virtual Environment Applications." Presence: Teleoperators and Virtual Environments 18, no. 5 (October 1, 2009): 370–86. http://dx.doi.org/10.1162/pres.18.5.370.

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Few production virtual environment (VE) applications involve complex three-dimensional (3D) interaction. Our long-term collaboration with architects and engineers in designing 3D user interfaces (3D UIs) has revealed some of the causes: existing interaction tasks and/or techniques are either too generic when isolated from the application context, or too specific to be reusable. We propose a new design approach called domain-specific design (DSD) that sits between the generic and specific design approaches, with an emphasis on using domain knowledge in 3D interaction techniques. We also describe an interaction design framework encompassing generic, domain-specific, and application-specific interaction tasks and techniques. This framework can be used by designers to think of ways to produce domain-specific interaction techniques. We present a particular DSD method, and demonstrate its use for the design of cloning techniques in a structural engineering application. Results from empirical studies demonstrate that interaction techniques produced with domain knowledge in mind outperformed other techniques by improving task efficiency, work flow, and usefulness of the 3D UI.
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Li, Gang, Yan Cao, Yu Yao, and Wan Shan Wang. "A Desktop Virtual Reality-Based Interactive Tunnel Boring Machine Simulation System." Advanced Materials Research 139-141 (October 2010): 957–60. http://dx.doi.org/10.4028/www.scientific.net/amr.139-141.957.

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In this paper, we present the design and implementation of a VRML multi-user layer, which is introduced in the virtual reality platform. A novel 3D simulation system supporting tunnel boring machine (TBM) design is developed. The virtual environment (VE) of the TBM is established by VRML based on virtual reality technology, the 3D assembling model is built by Solidworks software and changed into the virtual environment by VRML format. The optimal method is put forward by three steps optimization data to realize transmission of network. The motion simulation and virtual assembly program for TBM are made by VRML/Java language with the movement simulation control function to realize motion simulation. It has the advantages of free installation, authenticity, interactivity, low-cost, portability, and low requiring for the clients and so on.
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Taylor, Russell M., Jason Jerald, Chris VanderKnyff, Jeremy Wendt, David Borland, David Marshburn, William R. Sherman, and Mary C. Whitton. "Lessons about Virtual Environment Software Systems from 20 Years of VE Building." Presence: Teleoperators and Virtual Environments 19, no. 2 (April 1, 2010): 162–78. http://dx.doi.org/10.1162/pres.19.2.162.

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What are desirable and undesirable features of virtual environment (VE) software architectures? What should be present (and absent) from such systems if they are to be optimally useful? How should they be structured? In order to help answer these questions, we present experience from application designers, toolkit designers, and VE system architects along with examples of useful features from existing systems. Topics are organized under the major headings of 3D space management, supporting display hardware, interaction, event management, time management, computation, portability, and the observation that less can be better. Lessons learned are presented as discussion of the issues, field experiences, nuggets of knowledge, and case studies.
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Jin, Seung-A. Annie. "Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence." Presence: Teleoperators and Virtual Environments 19, no. 4 (August 1, 2010): 331–40. http://dx.doi.org/10.1162/pres_a_00001.

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3D virtual environments (VEs) can induce parasocial interaction (PSI) and strong feelings of social presence through interactive communication among avatars. Throughout this research, PSI was operationally defined as the extent of VE users' interpersonal involvement with other avatars and perception of themselves as interacting with the other virtual actors in the environment. Self-construal refers to an individual's view of self. Self-construals play an important role in shaping PSI in interactive media environments. After proposing a typology of the self, the experiment in this study empirically examined the influence of users' interdependent self-construals on their feelings of social presence and PSI with a recommendation avatar in avatar-based communication within the 3D VE of Second Life (SL). The results revealed that people with high interdependent self-construals experience closer PSI with a recommendation avatar and feel stronger social presence in SL than people with low interdependent self-construals. A path analysis also demonstrated that social presence mediates the effects of users' self-construals on their PSI with a recommendation avatar in VEs.
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TAN, JIACHENG, GORDON J. CLAPWORTHY, and IGOR R. BELOUSOV. "THE INTEGRATION OF A VIRTUAL ENVIRONMENT AND 3D MODELING TOOLS IN A NETWORKED ROBOT SYSTEM." International Journal of Image and Graphics 06, no. 01 (January 2006): 65–85. http://dx.doi.org/10.1142/s0219467806002136.

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This paper presents interfacing techniques to integrate a virtual environment (VE), computer graphics, image-based modeling, and other technologies in a networked system for robot control. Technologies such as networked robotics have advanced rapidly in the past decade, bringing a physical aspect to the usage of the Internet. Various applications of Internet telerobotics have been investigated and a variety of techniques have been proposed to increase the control robustness and efficiency of such systems. In this paper, we introduce a teleoperated robot manipulator that uses VE and other supporting technologies as a human-system interface to suppress the variable communication latency of the Internet. The paper focuses on the control techniques and the system structure that supports the implementation of the techniques.
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Domínguez, Ignacio, and David Roberts. "Asymmetric Virtual Environments: Exploring the Effects of Avatar Colors on Performance." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (June 29, 2021): 8–14. http://dx.doi.org/10.1609/aiide.v10i3.12746.

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Due to the virtual nature of Virtual Environments (VE), there is an affordance to change game and avatar features asymmetrically, where the features that are rendered for one participant can be different from those rendered for other participants while still sharing the same virtual world. We are calling these kinds of VEs Asymmetric Virtual Environments (AVE). In this paper we present work on a platform for studying online interactions using an AVE. We do so through a preliminary study that explores the effects of avatar colors on individual and group performance when solving a scavenger hunt in a 3D virtual environment followed by a location identification task in a 2D virtual environment. While the results of this preliminary study are not conclusive, our data seem to indicate that players' avatar colors can indeed influence online performance.
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Kennedy, Robert S., D. Susan Lanham, Julie M. Drexler, Catherine J. Massey, and Michael G. Lilienthal. "A Comparison of Cybersickness Incidences, Symptom Profiles, Measurement Techniques, and Suggestions for Further Research." Presence: Teleoperators and Virtual Environments 6, no. 6 (December 1997): 638–44. http://dx.doi.org/10.1162/pres.1997.6.6.638.

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The widespread use of virtual environment (VE) systems in a variety of applications has serious implications for the user. Users with access to these sophisticated interactive “immersions” in multisensory, three-dimensional (3D) synthetic environments have been shown to experience motion sickness-like symptoms (i.e., eyestrain, ataxia, fatigue, drowsiness) and aftereffects such as visual flashbacks, disorientation, and balance disturbances occasionally occurring up to 12 hours after VE exposure. This is a significant health and safety concern. Technical improvements of VE systems need to be initiated to reduce these potential aftereffects that could result in adverse legal, economic, individual, and social consequences. Many different types of symptoms have been reported that appear to make up the cybersickness syndrome. From our extensive database of virtual environment and flight simulator exposures, we offer examples of these symptoms profiles along with suspected mechanisms and origins. We discuss these issues as well as various assessment techniques and methods used to determine the presence of VE sickness in individuals.
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Kronqvist, Aila, Jussi Jokinen, and Rebekah Rousi. "Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices." Advances in Human-Computer Interaction 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/2937632.

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Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sickness was developed and tested. The HMD proved to be the most immersive device, although the headband was demonstrated as being a more stable environment causing the least simulator sickness. The results have design implication as they provide insight into specific factors which make experience in a VE seem more authentic to users. The paper emphasizes that, in addition to the quality of the VE, focus needs to be placed on ergonomic factors such as the weight of the devices, as these may compromise the quality of results obtained when examining studying human-technology interaction in a VE.
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Li, Dongjie, Weibin Rong, Lining Sun, Bo You, Yu Zou, and Wanzhe Xiao. "Fuzzy Control and Connected Region Marking Algorithm-Based SEM Nanomanipulation." Mathematical Problems in Engineering 2012 (2012): 1–16. http://dx.doi.org/10.1155/2012/803912.

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The interactive nanomanipulation platform is established based on fuzzy control and connected region marking (CRM) algorithm in SEM. The 3D virtual nanomanipulation model is developed to make up the insufficiency of the 2D SEM image information, which provides the operator with depth and real-time visual feedback information to guide the manipulation. The haptic device Omega3 is used as the master to control the 3D motion of the nanopositioner in master-slave mode and offer the force sensing to the operator controlled with fuzzy control algorithm. Aiming at sensing of force feedback during the nanomanipulation, the collision detection method of the virtual nanomanipulation model and the force rending model are studied to realize the force feedback of nanomanipulation. The CRM algorithm is introduced to process the SEM image which provides effective position data of the objects for updating the virtual environment (VE), and relevant issues such as calibration and update rate of VE are also discussed. Finally, the performance of the platform is validated by the ZnO nanowire manipulation experiments.
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Fu, Michael J., Andrew D. Hershberger, Kumiko Sano, and M. Cenk Çavuşoğlu. "Effect of Visuomotor Colocation on 3D Fitts' Task Performance in Physical and Virtual Environments." Presence: Teleoperators and Virtual Environments 21, no. 3 (August 2012): 305–20. http://dx.doi.org/10.1162/pres_a_00115.

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Given the ease that humans have with using a keyboard and mouse in typical, non-colocated computer interaction, many studies have investigated the value of colocating the visual field and motor workspaces using immersive display modalities. Significant understanding has been gained by previous work comparing physical tasks against virtual tasks, visuomotor colocation versus non-colocation, and even visuomotor rotational misalignments in virtual environments (VEs). However, few studies have explored all of these paradigms in context with each other, and it is difficult to perform interstudy comparisons because of the variation in tested motor tasks. Therefore, using a stereoscopic fish tank display setup, the goal for the current study was to characterize human performance of a 3D Fitts' point-to-point reaching task using a stylus-based haptic interface in the physical, colocated/non-colocated, and rotated VE visualization conditions. Five performance measures—throughput, efficiency, initial movement error, corrective movements, and peak velocity—were measured and used to evaluate task performance. These measures were studied in 22 subjects (11 male, 11 female, ages 20–32) performing a 3D variant of Fitts' serial task under 10 task conditions: physical, colocated VE, non-colocated VE, and rotated VEs from 45—315° in 45° increments. Hypotheses: All performance measures in the colocated VE were expected to reflect significantly reduced task performance over the real condition, but also reflect increased performance over the non-colocated VE condition. For rotational misalignments, all performance measures were expected to reflect the highest performance at 0°, reduce to the lowest performance at 90°, and rise again to a local maximum at 180° (symmetric about 0°). Results: All performance measures showed that the colocated VE condition resulted in significantly lower task performance than the physical condition and higher mean performance than the non-colocated VE condition, but the difference was not statistically significant. Also, rotation misalignments showed that task performance was mostly reduced to a minimum at 90°, 135°, and 225°. We conclude that colocated VEs may not significantly improve point-to-point reaching performance over non-colocated VEs. Also, visual rotations of ±45° affected throughput, efficiency, peak velocity, and initial movement error, but the number of corrective movements were not affected until ± 90°.
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Gaspar, Filipe, Rafael Bastos, and Miguel Sales. "Accurate Infrared Tracking System for Immersive Virtual Environments." International Journal of Creative Interfaces and Computer Graphics 2, no. 2 (July 2011): 49–73. http://dx.doi.org/10.4018/jcicg.2011070104.

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In large-scale immersive virtual reality (VR) environments, such as a CAVE, one of the most common problems is tracking the position of the user’s head while he or she is immersed in this environment to reflect perspective changes in the synthetic stereoscopic images. In this paper, the authors describe the theoretical foundations and engineering approach adopted in the development of an infrared-optical tracking system designed for large scale immersive Virtual Environments (VE) or Augmented Reality (AR) settings. The system is capable of tracking independent retro-reflective markers arranged in a 3D structure in real time, recovering all possible 6DOF. These artefacts can be adjusted to the user’s stereo glasses to track his or her head while immersed or used as a 3D input device for rich human-computer interaction (HCI). The hardware configuration consists of 4 shutter-synchronized cameras attached with band-pass infrared filters and illuminated by infrared array-emitters. Pilot lab results have shown a latency of 40 ms when simultaneously tracking the pose of two artefacts with 4 infrared markers, achieving a frame-rate of 24.80 fps and showing a mean accuracy of 0.93mm/0.51º and a mean precision of 0.19mm/0.04º, respectively, in overall translation/rotation, fulfilling the requirements initially defined.
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Liu, Cheng Li, and Shiaw Tsyr Uang. "An Efficient Control System for Combating Cybersickness in the Elderly within a Virtual Store." Applied Mechanics and Materials 284-287 (January 2013): 3221–25. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3221.

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3D virtual store with an internet connection used at home can provide the elderly a new channel to buy something which they need. However, most virtual environments (VEs) more often lack subdued response to pleasantness. A further confounding factor is that some users exhibit symptoms that parallel those of classical motion sickness, called cybersickness, both during and after the VE experience. The study investigated the factors that contribute to cybersickness among the elderly when immersed into a 3D virtual store. The results of the first experiment showed that the rate of simulator sickness questionnaire (SSQ) scores increases significantly with navigational rotating speed and duration of exposure. In applying these findings, a warning system with fuzzy control for combating cybersickness was developed. The results of the second experiment showed that the proposed system can efficiently determine the level of cybersickness based on the associated subjective sickness estimates and combat cybersickness induced within a 3D virtual store.
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O'Keeffe, Shawn E. "OpenBIM Framework for a Collaborative Historic Preservation System." International Journal of 3-D Information Modeling 5, no. 4 (October 2016): 1–11. http://dx.doi.org/10.4018/ij3dim.2016100101.

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The authors have developed a novel system framework for a historic preservation system utilising open standards and open source tools. The framework enables the integration of open standard 3D models and GIS in a virtual environment (VE). It also allows the storage and harvesting of data via an open source web-based central repository. The framework is designed for bi-directional interoperability when utilised for monument tracking, preservation, conservation, re-excavation, etc. To date, no such system framework exists for the development and management of historic monuments using open standards e57 for terrestrial laser scanning (TLS) data, the industry foundation classes (IFC) for 3D semantic rich models, and CityGML for integrating IFC and GIS in a VE. The web-based VE is accessed from the BimServer and envisaged for monitoring monument erosion, movement, and damage to monuments by human activity or nature, collaboration between different industry actors to share knowledge, experience, and expertise globally, etc.
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Annaz, Fawaz. "UAV Testbed Training Platform development using Panda3d." Industrial Robot: An International Journal 42, no. 5 (August 17, 2015): 450–56. http://dx.doi.org/10.1108/ir-01-2015-0017.

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Purpose – The paper aims to report the development of an Unmanned Aerial Vehicle (UAV) Testbed Training Platform (TTP). The development is to enable users to safely fly and control the UAV in real time within a limited (yet unconstrained) virtually created environment. Thus, the paper introduces a hardware–virtual environment coupling concept, the Panda3D gaming engine utilization to develop the graphical user interface (GUI) and the 3D-flying environment, as well as the interfacing electronics that enables tracking, monitoring and mapping of real-time movement onto the virtual domain and vice verse. Design/methodology/approach – The platform comprises a spring-shuttle assembly fixed to a heavy aluminium base. The spring supports a rotating platform (RP), which is intended to support UAVs. The RP yaw, pitch and roll are measured by an inertial measurement unit, its climb/descend is measured by a low cost infrared proximity sensor and its rotation is measured by a rotary optical encoder. The hardware is coupled to a virtual environment (VE), which was developed using the Panda3D gaming engine. The VE includes a GUI to generate, edit, load and save real-life environments. Hardware manoeuvres are reflected into the VE. Findings – The prototype was proven effective in dynamically mapping and tracking the rotating platform movements in the virtual environment. This should not be confused with the hardware in loop approach, which requires the inclusion of a mathematical model of the hardware in a loop. The finding will provide future means of testing navigation and tracking algorithms. Research limitations/implications – The work is still new, and there is great room for improvement in many aspects. Here, this paper reports the concept and its technical implementation only. Practical implications – In the literature, various testbeds were reported, and it is felt that there is still room to come up with a better design that enables UAV flying in safer and unlimited environments. This has many practical implications, particularly in testing control and navigation algorithms in hazardous fields. Social implications – The main social impact is to utilise the concept to develop systems that are capable of autonomous rescue mission navigation in disaster zones. Originality/value – The authors are aware that various researchers have developed various testbeds, at different degrees of freedom. Similarly, the authors are also aware that researchers have used game engines to simulate mobile robots or sophisticated equipment (like the VICON Motion Capture System) to measure to perform complex manoeuvres. However, the cost of this kind of equipment is very high, autonomous movements are planned in restricted environments and tested systems are only autonomous in certain setups. However, the idea of mapping the dynamics of an avatar flying object onto a 3D-VE is novel. To improve productivity and rapid prototyping, this paper proposes the use of commercially available game engines, such as the Panda3D, to create virtual environments.
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Lokka, I., and A. Çöltekin. "SIMULATING NAVIGATION WITH VIRTUAL 3D GEOVISUALIZATIONS – A FOCUS ON MEMORY RELATED FACTORS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 671–73. http://dx.doi.org/10.5194/isprs-archives-xli-b2-671-2016.

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The use of virtual environments (VE) for navigation-related studies, such as spatial cognition and path retrieval has been widely adopted in cognitive psychology and related fields. What motivates the use of VEs for such studies is that, as opposed to real-world, we can control for the confounding variables in simulated VEs. When simulating a geographic environment as a virtual world with the intention to train navigational memory in humans, an effective and efficient visual design is important to facilitate the amount of recall. However, it is not yet clear what amount of information should be included in such visual designs intended to facilitate remembering: there can be too little or too much of it. Besides the amount of information or level of detail, the types of visual features (‘elements’ in a visual scene) that should be included in the representations to create memorable scenes and paths must be defined. We analyzed the literature in cognitive psychology, geovisualization and information visualization, and identified the key factors for studying and evaluating geovisualization designs for their function to support and strengthen human navigational memory. The key factors we identified are: i) the individual abilities and age of the users, ii) the level of realism (LOR) included in the representations and iii) the context in which the navigation is performed, thus specific tasks within a case scenario. Here we present a concise literature review and our conceptual development for follow-up experiments.
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Lokka, I., and A. Çöltekin. "SIMULATING NAVIGATION WITH VIRTUAL 3D GEOVISUALIZATIONS – A FOCUS ON MEMORY RELATED FACTORS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 671–73. http://dx.doi.org/10.5194/isprsarchives-xli-b2-671-2016.

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The use of virtual environments (VE) for navigation-related studies, such as spatial cognition and path retrieval has been widely adopted in cognitive psychology and related fields. What motivates the use of VEs for such studies is that, as opposed to real-world, we can control for the confounding variables in simulated VEs. When simulating a geographic environment as a virtual world with the intention to train navigational memory in humans, an effective and efficient visual design is important to facilitate the amount of recall. However, it is not yet clear what amount of information should be included in such visual designs intended to facilitate remembering: there can be too little or too much of it. Besides the amount of information or level of detail, the types of visual features (‘elements’ in a visual scene) that should be included in the representations to create memorable scenes and paths must be defined. We analyzed the literature in cognitive psychology, geovisualization and information visualization, and identified the key factors for studying and evaluating geovisualization designs for their function to support and strengthen human navigational memory. The key factors we identified are: i) the individual abilities and age of the users, ii) the level of realism (LOR) included in the representations and iii) the context in which the navigation is performed, thus specific tasks within a case scenario. Here we present a concise literature review and our conceptual development for follow-up experiments.
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22

DURUKAL, Esma, and Ece ARMAĞAN. "Metaverse and Effect of Marketing." İnsan ve Toplum Bilimleri Araştırmaları Dergisi 11, no. 3 (September 30, 2022): 1890–909. http://dx.doi.org/10.15869/itobiad.1103557.

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Digital technologies; It is changing business models, business environments, markets and the marketing communications paradigm. Especially with the coronavirus pandemic, world culture has ceased to be face-to-face and has led to the proliferation of online cultures using digital technologies. Along with this trend, besides technological developments such as virtual reality and augmented reality, the concept of Metaverse, which is expressed as a 3D virtual world, draws attention in many areas such as culture, art, education and tourism as of 2021. Metaverse is expected to be the new marketing platform of the future to present and bring all kinds of brands to life in the 3D interactive digital space. Metaverse can be a smart way for brands to create a customer experience by enhancing the functionality of their products and services. The aim of this study; It aims to reveal the concept of Metaverse, which will revolutionize almost every sector and can be considered as the 3D version of the internet, and to explain its effect on marketing at a conceptual level. Since there are only a limited number of studies in the literature, exploratory research based on the literature was conducted in this study. Studies on metaverse marketing have been examined in the literature. As a result; It can be said that businesses are still in their infancy regarding metaverse, ultra-fast internet should be the most important factor for businesses to be successful in metaverse applications, businesses can support service supply ecosystems, and brands can provide a hedonic and utilitarian customer experience limited to imagination with metaverse applications at the beginning level. Also, in the metaverse environment, businesses can market physical and digital products and services, businesses can reduce production costs in creative activities, generate income through NFTs, brands can maximize their creativity, increase brand awareness, test new product design ideas, customers can all shopping in the virtual store. It has been concluded that they can see their experiences, collect data about the customer and develop their physical stores with this data.
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Chen, Wen Jiang, Jiao Yang Liu, Da You, and Zhao Ji Hu. "Study on Web3D Technology in Safety Management of Petrochemical Enterprise." Applied Mechanics and Materials 608-609 (October 2014): 646–50. http://dx.doi.org/10.4028/www.scientific.net/amm.608-609.646.

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For the current safety management of enterprise, this paper describes the modern safety management based on the network environment. The system of major hazard installation (MHI) and its surrounding three-dimensional (3D) geographic information simulation is developed by using virtual reality (VR) technology to establish a digital virtual environment (VE) of petrochemical enterprise. Safety information simulation of petrochemical enterprise, which can be browsed through Web page and managed by human-computer interaction (HCI), is achieved by the seamless integration with the network. The safety management system (SMS) which is characterized by networking and digitization is eventually completed. It not only ensures the fluency of resource sharing but also the VR simulation provides the government and enterprises with a reasonable command platform to implement safety management efficiently.
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Drettakis, George, Maria Roussou, Alex Reche, and Nicolas Tsingos. "Design and Evaluation of a Real-World Virtual Environment for Architecture and Urban Planning." Presence: Teleoperators and Virtual Environments 16, no. 3 (June 1, 2007): 318–32. http://dx.doi.org/10.1162/pres.16.3.318.

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In this paper we present a user-centered design approach to the development of a Virtual Environment (VE), by utilizing an iterative, user-informed process throughout the entire design and development cycle. A preliminary survey was first undertaken with end users, that is, architects, chief engineers, and decision makers of a real-world architectural and urban planning project, followed by a study of the traditional workflow employed. We then determined the elements required to make the VE useful in the real-world setting, choosing appropriate graphical and auditory techniques to develop audiovisual VEs with a high level of realism. Our user-centered design approach guided the development of an appropriate interface and an evaluation methodology to test the overall usability of the system. The VE was evaluated both in the laboratory and, most importantly, in the users' natural work environments. In this study we present the choices we made as part of the design and evaluation methodologies employed, which successfully combined research goals with those of a real-world project. Among other results, this evaluation suggests that involving users and designers from the beginning improves the effectiveness of the VE in the context of the real world urban planning project. Furthermore, it demonstrates that appropriate levels of realism, in particular spatialized 3D sound, high-detail vegetation, and shadows, as well as the presence of rendered crowds, are significant for the design process and for communicating about designs; they enable better appreciation of overall ambience of the VE, perception of space and physical objects, as well as the sense of scale. We believe this study is of interest to VE researchers, designers, and practitioners, as well as professionals interested in using VR in their workplace.
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Ruddle, Roy A., Justin C. D. Savage, and Dylan M. Jones. "Evaluating Rules of Interaction for Object Manipulation in Cluttered Virtual Environments." Presence: Teleoperators and Virtual Environments 11, no. 6 (December 2002): 591–609. http://dx.doi.org/10.1162/105474602321050721.

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A set of rules is presented for the design of interfaces that allow virtual objects to be manipulated in 3D virtual environments (VEs). The rules differ from other interaction techniques because they focus on the problems of manipulating objects in cluttered spaces rather than open spaces. Two experiments are described that were used to evaluate the effect of different interaction rules on participants' performance when they performed a task known as “the piano mover's problem.” This task involved participants in moving a virtual human through parts of a virtual building while simultaneously manipulating a large virtual object that was held in the virtual human's hands, resembling the simulation of manual materials handling in a VE for ergonomic design. Throughout, participants viewed the VE on a large monitor, using an “over-the-shoulder” perspective. In the most cluttered VEs, the time that participants took to complete the task varied by up to 76% with different combinations of rules, thus indicating the need for flexible forms of interaction in such environments.
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Kamkuimo, Sorelle Audrey, Benoît Girard, and Bob-Antoine J. Menelas. "A Narrative Review of Virtual Reality Applications for the Treatment of Post-Traumatic Stress Disorder." Applied Sciences 11, no. 15 (July 21, 2021): 6683. http://dx.doi.org/10.3390/app11156683.

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Virtual reality (VR) technologies allow for the creation of 3D environments that can be exploited at the human level, maximizing humans’ use of perceptual skills through their sensory channels, and enabling them to actively influence the course of events that take place in the virtual environment (VE). As such, they constitute a significant asset in the treatment of post-traumatic stress disorder (PTSD) via exposure therapy. In this article, we review the VR tools that have been developed to date for the treatment of PTSD. The article aims to analyze how VR technologies can be exploited from a sensorimotor and interactive perspective. The findings from this analysis suggest a significant emphasis on sensory stimulation to the detriment of interaction. Finally, we propose new ideas regarding the more successful integration of sensorimotor activities and interaction into VR exposure therapy for PTSD.
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Zhang, Ying, Terrence Fernando, Hannan Xiao, and Adrian R. L. Travis. "Evaluation of Auditory and Visual Feedback on Task Performance in a Virtual Assembly Environment." Presence: Teleoperators and Virtual Environments 15, no. 6 (December 1, 2006): 613–26. http://dx.doi.org/10.1162/pres.15.6.613.

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This paper presents the creation of an assembly simulation environment with multisensory feedback (auditory and visual), and the evaluation of the effects of auditory and visual feedback on the task performance in the context of assembly simulation in a virtual environment (VE). This VE experimental system platform brings together complex technologies such as constraint-based assembly simulation, optical motion tracking technology, and real time 3D sound generation technology around a virtual reality workbench and a common software platform. A peg-in-a-hole and a Sener electronic box assembly task have been used as the task cases to conduct the human factor experiment, using sixteen participants. Both objective performance data (i.e., task completion time, TCT; and human performance error rate, HPER) and subjective opinions (i.e., questionnaires) on the utilization of auditory and visual feedback in a virtual assembly environment (VAE) have been gathered from the experiment. Results showed that the introduction of auditory and/or visual feedback into VAE did improve the assembly task performance. They also indicated that integrated feedback (auditory plus visual) offered better assembly task performance than either feedback used in isolation. Most participants preferred integrated feedback to either individual feedback (auditory or visual) or no feedback. The participants' comments demonstrated that nonrealistic or inappropriate feedback had a negative effect on the task performance, and easily made them frustrated.
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Temporin, V., J. Volpato, P. L. Cocco, A. D’Angelo, and M. Tieghi. "Time Enhanced Architectural Modelling (T.E.A.M.): Virtual reality project for the planning and visualization of kinetic architecture and dynamic design." Journal of Physics: Conference Series 2042, no. 1 (November 1, 2021): 012072. http://dx.doi.org/10.1088/1742-6596/2042/1/012072.

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Abstract T.E.A.M. is a research project that was created to facilitate the design of kinetic projects and components created through a computational design process. Time is the ingredient that allows dynamism. The following paper examines the core features of Platform One, an experimental digital application born within the project and aimed at supporting designers during the development, in a VE (Virtual Environment) of dynamic architectures and components, as well as the principles that inspired it. The application presents two key features: the first one is that everything modified and developed in the VE retains its geometric characteristics, allowing the user to reach an informed 3D model at the end of the process; the second one is the ease and enjoyment with which the user manipulates complex dynamic geometries in the three-dimensional environment through a natural interface design approach that focuses on direct manipulation of architectural objects and components. The simulator is designed to be used in a 6DOF virtual environment using a commercial VR headset. It has currently been loaded with several archetypal test architectures and soon it will be available to designers who want to test their work with it.
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Caesaron, Dino, Rio Prasetyo Lukodono, and Yunita Nugrahaini Safrudin. "Evaluation on User Perception Effect based on Interaction Techniques in the Stereoscopic Environment." CommIT (Communication and Information Technology) Journal 15, no. 2 (August 18, 2021): 49–55. http://dx.doi.org/10.21512/commit.v15i2.7021.

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The interaction of user performance with three-dimensional (3D) objects has become an important issue in the recent development of virtual reality applications. Additionally, the basic conviction of current Virtual Reality (VR) supports the development of the viable interface between humans and machines. The research focuses on the user’s interaction technique by considering two approaches (direct and indirect interaction techniques) for the users while interacting with threedimensional objects. Numerous possible uses can benefit from virtual reality by considering a few fundamental visual and cognitive activities in the Virtual Environment (VE), such as the interpretation of space that users of clear and indirect perception are not well established. The experiment is performed in a stereoscopic environment using a reciprocal tapping task. Participants are expected to use direct pointing as well as indirect cursor techniques to select a stereoscopic spherical target. The results show that, in the sense of a direct interaction technique, user recognition of an object appears to converge in the center of a simulated area. Unfortunately, this convergence is not demonstrated in the indirect cursor situation. The pointing estimation from the users is more accurate when using the indirect interaction approach. The findings provide an understanding of the interaction characteristics done by the users in the stereoscopic environment. Importantly, developers of a virtual environment may use the result when developing effective user interface perception in specific interaction techniques.
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Zhou, Xiaozhou, Yu Jin, Lesong Jia, and Chengqi Xue. "Study on Hand–Eye Cordination Area with Bare-Hand Click Interaction in Virtual Reality." Applied Sciences 11, no. 13 (July 1, 2021): 6146. http://dx.doi.org/10.3390/app11136146.

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In virtual reality, users’ input and output interactions are carried out in a three-dimensional space, and bare-hand click interaction is one of the most common interaction methods. Apart from the limitations of the device, the movements of bare-hand click interaction in virtual reality involve head, eye, and hand movements. Consequently, clicking performance varies among locations in the binocular field of view. In this study, we explored the optimal interaction area of hand–eye coordination within the binocular field of view in a 3D virtual environment (VE), and implemented a bare-hand click experiment in a VE combining click performance data, namely, click accuracy and click duration, following a gradient descent method. The experimental results show that click performance is significantly influenced by the area where the target is located. The performance data and subjective preferences for clicks show a high degree of consistency. Combining reaction time and click accuracy, the optimal operating area for bare-hand clicking in virtual reality is from 20° to the left to 30° to the right horizontally and from 15° in the upward direction to 20° in the downward direction vertically. The results of this study have implications for guidelines and applications for bare-hand click interaction interface designs in the proximal space of virtual reality.
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Banerjee, Pat, Grace M. Bochenek, and James M. Ragusa. "Analyzing the Relationship of Presence and Immersive Tendencies on the Conceptual Design Review Process." Journal of Computing and Information Science in Engineering 2, no. 1 (March 1, 2002): 59–64. http://dx.doi.org/10.1115/1.1486218.

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The conceptual design review process is a critical cost determining step for complex products such as ground vehicles. The use of virtual environments (VEs) in this process has become increasingly popular with the advancement of 3D visualization technologies. Important to feelings experienced by participants in a VE are two parameters: presence and immersion. Presence is defined as the subjective experience of being in one place while physically being situated in another. Immersion is a state characterized by perceiving oneself to be enveloped by, included in, and interacting in an environment that provides a continuous stream of stimuli. While different virtual reality (VR) devices provide different degrees of presence and immersion, the amount of each is also dependent on the individual. In this paper, a relationship among presence, immersive tendencies of individuals, and design comprehension are explored. Further, a methodology to find the best design review process subject to certain criteria is presented. The results of two experiments involving the CAVE Automatic Virtual Environment CAVE™2 are discussed and evaluated. In one case, the U.S. Army investigates the use of the CAVE as a conceptual design review environment for advanced military vehicles in a comparison test with its present method of concept presentation and review. In a second experiment, CAVE users responded to a survey to determine the potential of VEs to improve design comprehension and immersive tendencies. In both cases, positive presence and immersion results support the idea that VEs offer advantages for conceptual design reviews over more traditional methods.
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Wallergård, Mattias, Anita Lindén, Roy Davies, Kerstin Boschian, Bengt Sonesson, Ulf Minör, and Gerd Johansson. "Initial Usability Testing of Navigation and Interaction Methods in Virtual Environments: Developing Usable Interfaces for Brain Injury Rehabilitation." Presence: Teleoperators and Virtual Environments 16, no. 1 (February 1, 2007): 16–44. http://dx.doi.org/10.1162/pres.16.1.16.

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It is speculated that virtual environments (VE) might be used as a training tool in brain injury rehabilitation. The rehabilitation process often involves practicing so-called instrumental activities of daily living (IADL), such as shopping, cooking, and using a telephone. If a brain injury patient is to practice such activities in a VE, the patient must be able to navigate the viewpoint and interact with virtual objects in an understandable way. People with brain injury may be less tolerant to a poor interface and a VE might therefore become unusable due to, for example, an unsuitable input device. In this paper we present two studies aimed to do initial usability testing of VE interaction methods on people without experience of 3D computer graphics. In the first study four navigation input device configurations were compared: the IntelliKeys keyboard and the Microsoft Sidewinder joystick, both programmed with two and three degrees of freedom (DOF). The purpose of the second study was to evaluate a method for interaction with objects, and to find a sufficiently usable input device for this purpose. The keyboard was found to be more suitable for navigation tasks in which the user wants to give the viewpoint a more advantageous position and orientation for carrying out a specific task. No big differences could be found between two and three DOFs. The method for interaction with objects was found to work sufficiently well. No difference in performance could be found between mouse and touch screen, but some evidence was found that they affect the usability of the VE interface in different ways.
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Khan, Noman, Khan Muhammad, Tanveer Hussain, Mansoor Nasir, Muhammad Munsif, Ali Shariq Imran, and Muhammad Sajjad. "An Adaptive Game-Based Learning Strategy for Children Road Safety Education and Practice in Virtual Space." Sensors 21, no. 11 (May 25, 2021): 3661. http://dx.doi.org/10.3390/s21113661.

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Virtual reality (VR) has been widely used as a tool to assist people by letting them learn and simulate situations that are too dangerous and risky to practice in real life, and one of these is road safety training for children. Traditional video- and presentation-based road safety training has average output results as it lacks physical practice and the involvement of children during training, without any practical testing examination to check the learned abilities of a child before their exposure to real-world environments. Therefore, in this paper, we propose a 3D realistic open-ended VR and Kinect sensor-based training setup using the Unity game engine, wherein children are educated and involved in road safety exercises. The proposed system applies the concepts of VR in a game-like setting to let the children learn about traffic rules and practice them in their homes without any risk of being exposed to the outside environment. Thus, with our interactive and immersive training environment, we aim to minimize road accidents involving children and contribute to the generic domain of healthcare. Furthermore, the proposed framework evaluates the overall performance of the students in a virtual environment (VE) to develop their road-awareness skills. To ensure safety, the proposed system has an extra examination layer for children’s abilities evaluation, whereby a child is considered fit for real-world practice in cases where they fulfil certain criteria by achieving set scores. To show the robustness and stability of the proposed system, we conduct four types of subjective activities by involving a group of ten students with average grades in their classes. The experimental results show the positive effect of the proposed system in improving the road crossing behavior of the children.
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Van Hong, Cam, An Khuc Thi, Phat Nguyen Tan, and Thinh Doan Vu. "Development and implementing assessments of virtual experiment of “Quantitative determination of chlorophyll using spectrophotometry” at Nha Trang University." Journal of Science Educational Science 68, no. 1 (January 2023): 186–99. http://dx.doi.org/10.18173/2354-1075.2023-0015.

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The study focuses on the development, implementation, and evaluation of the use of the virtual biology experiment of "Quantification of chlorophyll by spectroscopy" compared with the traditional educational method (hands-on laboratory labs, which involves physical presence, procurement of equipment, specific materials, and procedures). 2D and 3D models of equipment in the lesson were designed based on graphic tools (Blender, Adobe Illustrator). The movements, manipulation and troubleshooting of the virtual experiment (VE) are simulated using the Unity engine. The web-based VE was developed and evaluated the impact of VE by comparing a group of deployed students (Group 1) with a group of non-implemented students (Group 2). The results of implementation in students show that Group 1 had higher average test scores in understanding the concepts, definitions, steps of the experiment, and notes on using laboratory equipment compared to Group 2 (p<0.05). The students in Group 1 were also more confident in performing skills in scientific procedures as well as the ability to acquire knowledge in the laboratory was higher than in Group 2 (p<0.05). The students in Group 1 highly appreciated the criteria of the benefits of VE in memorizing concepts, steps of the experiment, and helping to recognize common mistakes during the experiment (p<0, 05). However, VE still cannot replace the "real" biology experiment in improving learners' manipulation skills. Research results showed that VE can become a powerful tool to cooperate with traditional educational methods in training students in biological laboratory skills.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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Ahmed Alnagrat, Ahmed Jamah, Rizalafande Che Ismail, and Syed Zulkarnain Syed Idrus. "THE EFFECTIVENESS OF VIRTUAL REALITY TECHNOLOGIES TO ENHANCE LEARNING AND TRAINING EXPERIENCE: DURING THE COVID-19 PANDEMIC AND BEYOND." Journal of Creative Industry and Sustainable Culture 1 (October 31, 2022): 18–34. http://dx.doi.org/10.32890/jcisc2022.1.2.

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During the global pandemic, we now live and work differently, forcing government decision-makers to find innovative, new ways to learn and train that will still be feasible during the pandemic. As we move slowly away from the Covid-19 shadow, upskilling and reskilling students are crucial for learning and professional development. Consequently, the pandemic has highlighted the necessity for transforming distance learning and opened new opportunities for immersive virtual exchanges. Nowadays, virtual reality (VR) has a significant role in fighting the Covid-19 pandemic. This paper proposes the potential of integrating VR technology in learning and training perspectives as an effective strategy or approach used to complete students experiences. The purpose of this study is to develop and design a virtual environment (VE) that guides students through the educational process at high levels of performance. The focus of this study was to evaluate the effectiveness of a VR simulation for students. In this study, we have designed a VR simulation using Unity 3D software connected with the Hp reverb G2 headset. We collected data by a survey which indicates 50 samples attending a soft skills training course. The results revealed that virtual learning (V-learning) in VR is much more interactive and effective than traditional learning methods like E-learning and classrooms. This study contributes a significant role that the adoption of VR technology can be extremely beneficial to educators in helping students enhance their skills and continue the educational process in universities.
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Somrak, Andrej, Matevž Pogačnik, and Jože Guna. "Impact of Different Types of Head-Centric Rest-Frames on VRISE and User Experience in Virtual Environments." Applied Sciences 11, no. 4 (February 10, 2021): 1593. http://dx.doi.org/10.3390/app11041593.

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This paper presents the results of a user study of the effects of different head-centric rest-frames on Virtual Reality-Induced Symptoms and Effects (VRISE) and the user experience in virtual environments (VE). Participants played the custom-designed 3D game in two different game modes (high action and low action). For assessing VRISE levels, we used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). The presence was evaluated by SPES (Spatial Presence Experience Scale), and for the user experience, the short version of the User Experience Questionnaire (UEQ-S) was used. The results indicate that the usage of head-centric rest-frames negatively affected VRISE levels (more sickness) in the low action mode of the game. However, for the users experienced with VR technology, the VRISE disorientation symptoms were alleviated in a high action mode of the game with rest-frame glasses. We found no negative effect of rest-frames on the user experience and presence, except for some negative impact when using rest-frame glasses in the low action mode of the game. No negative impact on the performance itself was observed. That means that the usage of head-centric rest-frames is suitable for usage in VR applications. In terms of VRISE levels, we found out that rest-frame glasses are more suitable for the wearers of the distance spectacles, and a baseball hat is more suitable for non-wearers of distance spectacles.
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Georgiev, Vladimir, and Emanuela Mitreva. "3D Environment for Virtual Collections." Digital Presentation and Preservation of Cultural and Scientific Heritage 3 (September 30, 2013): 126–32. http://dx.doi.org/10.55630/dipp.2013.3.13.

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This paper describes a framework for building virtual collections of several digital objects and presenting them in an interactive 3D environment, rendered in a web browser. Using that environment, the website visitor can examine a given collection from a first-person perspective by walking around and inspecting each object in detail by viewing it from any angle. The rendering and visualization of the models is done solely by the web browser with the use of HTML5 and the Three.js JavaScript library, without any additional requirements.
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Kusuma, Rahma Djati, and Egi Adithia Adithia Pradana. "Pengembangan 3D Virtual Learning Environment." Jurnal Ilmiah Manajemen Kesatuan 7, no. 3 (December 29, 2019): 331–38. http://dx.doi.org/10.37641/jimkes.v7i3.773.

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Virtual learning environment (VLE) has become an integral part of modern education. In the era of technology, students are using smartphone and computer in everyday learning. The use of computers for learning is diverse, starting from the simple thing like for reading e-books and learning materials to doing simulation. On the other hands, students are very familiar with computer games. 3D VLE offers learning process using media that looks like game so that students are motivated to learn and do the challenges given. Keywords: virtual learning, virtual learning environment, education
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40

Goggins, Sean, Matthew Schmidt, Jesus Guajardo, and Joi L. Moore. "3D Virtual Worlds." International Journal of Social and Organizational Dynamics in IT 1, no. 1 (January 2011): 30–48. http://dx.doi.org/10.4018/ijsodit.2011010103.

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Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a small group collaborating on a creative work task in a 3 dimensional virtual world. The authors show how these techniques enable evaluation of 3D environment design from the perspective of human computer interaction theory and theories related to distributed work. The paper discusses why designers should seek ways to leverage the advantages of 3D collaboration technologies and avoid recreating mirrors of physical space in these environments.
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Salles Dias, J. M., R. Galli, A. C. Almeida, C. A. C. Belo, and J. M. Rebordao. "mWorld: A multiuser 3D virtual environment." IEEE Computer Graphics and Applications 17, no. 2 (1997): 55–65. http://dx.doi.org/10.1109/38.574682.

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Erdős, Ferenc, Richárd Németh, and Bayboboeva Firuza. "Virtual Teamwork in Gamified 3D Environment." Infocommunications journal 15, Special Issue (2023): 15–20. http://dx.doi.org/10.36244/icj.2023.si-iodcr.3.

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Virtual teamwork has spread strongly in various fields in recent times. COVID lockdown measures radically boosted the use of distance-independent remote collaboration methods. Although there are many modern virtual 3D spaces available for teamwork today, they lack additional motivational factors other than the visual 3d experience. Based on this, we tried to research the possible benefits of using gamification technics in 3D virtual collaboration environments to increase virtual team members' motivation. This article attempts to explore and highlight the possibilities of this area, and propose a model framework for implementation of gamified elements in 3D virtual teamwork environments.
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43

Kontos, D., and A. Georgopoulos. "PERFORMING 3D MEASUREMENTS IN A VR ENVIRONMENT." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 863–70. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-863-2020.

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Abstract. In the context of this paper, a virtual reality application that allows each user to perform basic topographic processes on an already created 3D model inside a virtual environment was developed. Specifically, it is an application that allows the user to perform measurements of distances between two points in three-dimensional space and measurement and extraction of the three-dimensional coordinates of any point inside the virtual reality environment. Furthermore, the created application was evaluated in terms of its functionality, its usability and metric accuracy. Before the developing stage a research was done in order to determine which virtual reality system and which game engine is most suitable to use and finally the HTC Vive® virtual reality system and the Unreal Engine 4 game engine were used. Before all that, the concept of the virtual reality science was defined and also the virtual reality technologies in today's world were analyzed.
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44

Zhang, Zhenting, Jiangqin Wu, and Kai Yu. "Chinese Calligraphy Creation in 3D Virtual Environment." Journal of Computer-Aided Design & Computer Graphics 22, no. 6 (July 1, 2010): 1010–15. http://dx.doi.org/10.3724/sp.j.1089.2010.10859.

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45

Elchishcheva, T. F. "Architect’s Training in 3D-Modeling Virtual Environment." Voprosy sovremennoj nauki i praktiki. Universitet imeni V.I. Vernadskogo, no. 4(58) (2015): 146–54. http://dx.doi.org/10.17277/voprosy.2015.04.pp.146-154.

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46

Ewais, Ahmed, and Olga De Troyer. "Authoring Adaptive 3D Virtual Learning Environments." International Journal of Virtual and Personal Learning Environments 5, no. 1 (January 2014): 1–19. http://dx.doi.org/10.4018/ijvple.2014010101.

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The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the activities that he performs in the environment. In this paper, the authors discuss adaptive 3D virtual leaning environments and explain how a course author can specify such an environment (i.e., authoring). The approach and tool that the authors present allow authors to create adaptive 3D virtual learning environments without the need to be an expert in 3D or using programming or scripting languages. The authors also conducted an evaluation to validate the approach and the usability and acceptability of the authoring tool. Based on the results, recommendations for authoring adaptive 3D virtual learning environments have been formulated.
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47

Yue, Xue Jun, Tian Sheng Hong, Xing Xu, and Wei Bin Wu. "Study on 3D Virtual Reality Modeling." Advanced Materials Research 129-131 (August 2010): 1296–300. http://dx.doi.org/10.4028/www.scientific.net/amr.129-131.1296.

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We build out a very vivid and real conditions environment based on the virtual reality of a simulation computer technology, so that users can be in a virtual environment through the man-machine interface with a virtual environment direct interaction. This paper studies 3d virtual model development and integration including the system design to realize the functions and systems integration. In its implementation, we use the model tool, 3 D R C to structure three-dimensional model, and the model tool, and finally we use virtools tool to achieve a three-dimensional with the establishment of virtual scene model. Virtual reality (virtual reality, VR) is a computer senior man-machine interface on the basic feature of absorbion, interactiveness and constructiveness [1,2]. Specifically, virtual reality is a computer that creates the stereoscopic spaces, and users can interact space objects in the interaction and watch the operation of some part of the objects in space, and freely move with the users' will so that a sense of integration and participation are produced[3,4]. It is used in computer technology at the core of modern high technology ,which means to build a realistic view, hear and touch the integration of a virtual environment with the necessary equipment and a virtual environment of the interaction and mutual influence, which results in the "immersion" be true of the environment and feel[5-7]. VR technology is computer technology, computer graphics, computer simulations visual and technical, visual physiology, psychology, the microelectronics visual display technique, solid technology, sensing to measure the technical, technological, information technology, and voice recognition software engineering and technology, integrated man-machine the skill interfacing, and network technology and artificial intelligence technology and the achievement of other high technology. Since the birth of a virtual reality technology, it has the huge economy, military and the internet, multimedia minded race in many areas in the application of technology in the 21st century as the three-big technologies.
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48

Tjandra, Agatha Maisie. "3D Virtual Environment Pada Stage Outdoor Evakuasi Simigapi." ULTIMART Jurnal Komunikasi Visual 8, no. 1 (November 12, 2016): 44–49. http://dx.doi.org/10.31937/ultimart.v8i1.458.

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SIMIGAPI merupakan simulasi digital pengenalan mitigasi gunung berapi yang diakses melalui media HDM (Head mounted display). Target penggunanya adalah anak-anak usia 7 sampai 11 tahun yang belajar mengenai mitigasi bencana gunung berapi menggunakan metode digital learning by doing. 3D virtual environment diciptakan sebagai tempat interaksi pada stage SIMIGAPI. Dalam menciptakan stage untuk simulasi virtual reality, diperlukan modeling 3D yang efektif dan efisien namun tetap menarik. Penggunaan teori mengenai virtual environment dan data mengenai peta area bencana sangat dibutuhkan sebagai dasar perancangan. Keywords : simulasi, 3D virtual environment, virtual reality, interactive media design
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49

Rizal, Adhi, and Dadang Yusup. "Integrasi Microlecture pada Kelas Virtual Berbasis 3D Virtual Learning Environment." Jurnal Edukasi dan Penelitian Informatika (JEPIN) 6, no. 1 (April 27, 2020): 39. http://dx.doi.org/10.26418/jp.v6i1.37588.

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Penelitian ini bertujuan untuk mengintegrasikan dan mengimplementasikan konsep microlecture ke dalam lingkungan virtual 3 dimensi. Micro-video yang dikembangkan terdiri dari tiga bagian utama, yaitu bagian pendahuluan, inti, dan penutup dengan durasi masing-masing sekitar 30 detik, 12 menit, dan 11 detik. Micro-video dibuat dengan menggunakan bantuan kamera, microphone, dan beberapa video editor tools. Sedangkan lingkungan pembelajaran virtual (Virtual Learning  Environment-VLE) dikembangkan berdasarkan framework ADDIE (Analysis, Design, Development, Implementation, Evaluation). Setelah lingkungan virtual berhasil dikembangkan, maka micro-video diintegrasikan ke dalamnya dan disajikan melalui objek presenter sehingga dapat dipelajari oleh peserta didik. Hasil implementasi menunjukan bahwa integrasi konsep yang diusulkan dapat meningkatkan hasil belajar peserta didik dibandingkan dengan konsep konvensional. Selain itu, hasil penerimaan pengguna berdasdarkan HMSAM (Hedonic Motivation System Adoption Model) menunjukan bahwa sistem yang dikembangkan dapat diterima untuk digunakan dalam proses pembelajaran.
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Bandrova, Temenoujka. "Real Environment 3D Model – a Base for 3D Map Making." Kartografija i geoinformacije 21 (January 3, 2023): 12–24. http://dx.doi.org/10.32909/kg.21.si.2.

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3D maps are one of the most attractive cartographical products for map users. They can present the real environment in a photorealistic, readable way, keeping enough geo-spatial information for the needs of different users. Very often users don’t make a difference between 3D maps and 3D models of the real environment. The aim of this report is to clarify when we can speak of 3D maps and even to discuss the definition of a 3D map.The article considers the cartographical elements applied in 3D mapping which help a 3D model to become a 3D map: user requirements, map contents, symbol system, accuracy, scale, projections and generalization, levels of details. The new cartographical elements are added to improve 3D maps: virtual camera, shades, lights, animation. In conclusion, the author will explain when we can speak of a 3D model and when of a 3D map.
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