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Journal articles on the topic 'Virtual reality visualization'

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1

Hirose, Michitaka. "Virtual Reality and Visualization." Journal of the Visualization Society of Japan 24, Supplement1 (2004): 9–12. http://dx.doi.org/10.3154/jvs.24.supplement1_9.

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El Beheiry, Mohamed, Sébastien Doutreligne, Clément Caporal, Cécilia Ostertag, Maxime Dahan, and Jean-Baptiste Masson. "Virtual Reality: Beyond Visualization." Journal of Molecular Biology 431, no. 7 (March 2019): 1315–21. http://dx.doi.org/10.1016/j.jmb.2019.01.033.

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3

Bryson, Steve. "Virtual reality in scientific visualization." Communications of the ACM 39, no. 5 (May 1996): 62–71. http://dx.doi.org/10.1145/229459.229467.

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4

Bryson, Steve. "Virtual reality in scientific visualization." Computers & Graphics 17, no. 6 (November 1993): 679–85. http://dx.doi.org/10.1016/0097-8493(93)90117-r.

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5

Dauitbayeva, A. O., A. A. Myrzamuratova, and A. B. Bexeitova. "INTERACTIVE VISUALIZATION TECHNOLOGY IN AUGMENTED REALITY." Bulletin of the Korkyt Ata Kyzylorda University 58, no. 3 (2021): 137–42. http://dx.doi.org/10.52081/bkaku.2021.v58.i3.080.

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This article is devoted to the issues of visualization and information processing, in particular, improving the visualization of three-dimensional objects using augmented reality and virtual reality technologies. The globalization of virtual reality has led to the introduction of a new term "augmented reality"into scientific circulation. If the current technologies of user interfaces are focused mainly on the interaction of a person and a computer, then augmented reality with the help of computer technologies offers improving the interface of a person and the real world around them. Computer graphics are perceived by the system in the synthesized image in connection with the reproduction of monocular observation conditions, increasing the image volume, spatial arrangement of objects in a linear perspective, obstructing one object to another, changing the nature of shadows and tones in the image field. The experience of observation is of great importance for the perception of volume and space, so that the user "completes" the volume structure of the observed representation. Thus, the visualization offered by augmented reality in a real environment familiar to the user contributes to a better perception of three-dimensional object.
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OGI, Tetsuro. "Virtual Reality Technology for Data Visualization." Journal of the Visualization Society of Japan 27, no. 106 (2007): 162–67. http://dx.doi.org/10.3154/jvs.27.162.

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7

Franklin, J., and Andrew Ryder. "Electromagnetic field visualization in virtual reality." American Journal of Physics 87, no. 2 (February 2019): 153–57. http://dx.doi.org/10.1119/1.5080224.

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8

Black, William R. "Virtual reality and three-dimensional visualization." Journal of Transport Geography 5, no. 1 (March 1997): 47. http://dx.doi.org/10.1016/s0966-6923(96)00062-2.

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9

Ribarsky, W., J. Bolter, A. Op den Bosch, and R. van Teylingen. "Visualization and analysis using virtual reality." IEEE Computer Graphics and Applications 14, no. 1 (January 1994): 10–12. http://dx.doi.org/10.1109/38.250911.

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Griffon, Sébastien, Amélie Nespoulous, Jean-Paul Cheylan, Pascal Marty, and Daniel Auclair. "Virtual reality for cultural landscape visualization." Virtual Reality 15, no. 4 (May 8, 2010): 279–94. http://dx.doi.org/10.1007/s10055-010-0160-z.

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11

Horst, Robin, Fabio Klonowski, Linda Rau, and Ralf Dörner. "The Shared View Paradigm in Asymmetric Virtual Reality Setups." i-com 19, no. 2 (August 26, 2020): 87–101. http://dx.doi.org/10.1515/icom-2020-0006.

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AbstractAsymmetric Virtual Reality (VR) applications are a substantial subclass of multi-user VR that offers not all participants the same interaction possibilities with the virtual scene. While one user might be immersed using a VR head-mounted display (HMD), another user might experience the VR through a common desktop PC. In an educational scenario, for example, learners can use immersive VR technology to inform themselves at different exhibits within a virtual scene. Educators can use a desktop PC setup for following and guiding learners through virtual exhibits and still being able to pay attention to safety aspects in the real world (e. g., avoid learners bumping against a wall). In such scenarios, educators must ensure that learners have explored the entire scene and have been informed about all virtual exhibits in it. According visualization techniques can support educators and facilitate conducting such VR-enhanced lessons. One common technique is to render the view of the learners on the 2D screen available to the educators. We refer to this solution as the shared view paradigm. However, this straightforward visualization involves challenges. For example, educators have no control over the scene and the collaboration of the learning scenario can be tedious. In this paper, we differentiate between two classes of visualizations that can help educators in asymmetric VR setups. First, we investigate five techniques that visualize the view direction or field of view of users (view visualizations) within virtual environments. Second, we propose three techniques that can support educators to understand what parts of the scene learners already have explored (exploration visualization). In a user study, we show that our participants preferred a volume-based rendering and a view-in-view overlay solution for view visualizations. Furthermore, we show that our participants tended to use combinations of different view visualizations.
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Lobo, M. J., and S. Christophe. "OPPORTUNITIES AND CHALLENGES FOR AUGMENTED REALITY SITUATED GEOGRAPHICAL VISUALIZATION." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2020 (August 3, 2020): 163–70. http://dx.doi.org/10.5194/isprs-annals-v-4-2020-163-2020.

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Abstract. Augmented reality (AR) enables to display situated geographical visualizations, i.e visualizations that use virtual elements that are displayed in a geographical location. The place where the data is displayed complements the visualization. Many applications that take advantage of AR and situated visualizations exist, but they differ in the visualizations they present, their relationship to the geographic locations and goals. To better understand why and how AR based situated geovisualization is used, we review 45 papers coming from Human Computer Interaction, Visualization and Geographical Information Science venues that present such applications. Inspired by existing classifications, we characterize these papers according to the data they visualize and the geographical distance between the visualization and the data the visualization represents. This analysis reveals existing opportunities for situated geovisualization applications using AR.
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Kageyama, Akira, and Asako Tomiyama. "Visualization framework for CAVE virtual reality systems." International Journal of Modeling, Simulation, and Scientific Computing 07, no. 04 (December 2016): 1643001. http://dx.doi.org/10.1142/s1793962316430017.

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We have developed a software framework for scientific visualization in immersive-type, room-sized virtual reality (VR) systems, or Cave automatic virtual environment (CAVEs). This program, called Multiverse, allows users to select and invoke visualization programs without leaving CAVE’s VR space. Multiverse is a kind of immersive “desktop environment” for users, with a three-dimensional graphical user interface. For application developers, Multiverse is a software framework with useful class libraries and practical visualization programs as samples.
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14

Zhou, Bo, Jeremy Blum, and Azim Eskandarian. "Virtual Reality Visualization of Microscopic Traffic Simulations." Transportation Research Record: Journal of the Transportation Research Board 1937, no. 1 (January 2005): 159–66. http://dx.doi.org/10.1177/0361198105193700122.

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Traditional microscopic traffic simulations visualize simulation results in two dimensions. Visualization in three dimensions provides additional versatility to these simulations and allows the utilization of their results for additional purposes. An approach to visualization of CORSIM simulations in three dimensions with the use of a personal computer–based virtual reality package is presented. The key to this approach is translation of the network geometry and traffic data, which is done by a specially designed middleware program. A practical simulation problem is presented to demonstrate the visualization procedure and its assessment. Potential improvements over the current work are discussed.
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15

Jin, Xinxin, and Daohua Zhang. "Three-Dimensional Visualization Analysis of Distributed Virtual Reality Taking into Account Grid Scientific Computing Model." Mobile Information Systems 2022 (April 11, 2022): 1–9. http://dx.doi.org/10.1155/2022/3499624.

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With the in-depth development of the application of virtual reality technology, people have higher and higher requirements for the complexity and realism of virtual scene, which far exceeds the real-time processing ability of computer graphics hardware. Back to this, there is an urgent need to solve the contradiction between the complexity of the scene and the real-time interaction. In this paper, the real-time visualization of real-time distributed virtual reality is studied in many aspects. Starting with the analysis of the characteristics of real-time visualization technology of distributed virtual reality, this paper studies the system structure of real-time distributed virtual reality, puts forward the idea of realizing real-time distributed virtual reality visualization, introduces grid scientific computing model, and constructs a three-dimensional vertical visualization platform of distributed virtual reality. The visual analysis of virtual reality is carried out for the corresponding slope and corresponding geological conditions; the comprehensive analysis of spatial distribution is carried out by using three-dimensional visualization, the relevant contents of real-time display, and the generation and real-time display of realistic graphics. In order to increase the realism of 3D image, visibility judgment, and blanking technology, the level of detail model and texture mapping is used. The simulation results show that the grid scientific computing model is effective and can support the three-dimensional visual analysis of distributed virtual reality.
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16

Neumann, Ulrich, Suya You, Jinhui Hu, Bolan Jiang, and Ismail Oner Sebe. "Visualizing Reality in an Augmented Virtual Environment." Presence: Teleoperators and Virtual Environments 13, no. 2 (April 2004): 222–33. http://dx.doi.org/10.1162/1054746041382366.

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An Augmented Virtual Environment (AVE) fuses dynamic imagery with 3D models. An AVE provides a unique approach to visualizing spatial relationships and temporal events that occur in real-world environments. A geometric scene model provides a 3D substrate for the visualization of multiple image sequences gathered by fixed or moving image sensors. The resulting visualization is that of a world-in-miniature that depicts the corresponding real-world scene and dynamic activities. This paper describes the core elements of an AVE system, including static and dynamic model construction, sensor tracking, and image projection for 3D visualization.
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17

Mora Lumbreras, Marva Angélica, Álvaro Jair Martínez Varela, Julio Cesar Calva Plata, Rubén Alfredo Mejorada Lira, Brian Manuel González Contreras, and Alberto Portilla. "VirtUATx: A Virtual Reality and Visualization Center." Polibits 46 (December 31, 2012): 67–71. http://dx.doi.org/10.17562/pb-46-8.

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18

Jiang, Wei, Teng Fei Dou, and Bin Zhou. "Web-Based Interactive Visualization of Virtual Reality." Advanced Materials Research 760-762 (September 2013): 2104–8. http://dx.doi.org/10.4028/www.scientific.net/amr.760-762.2104.

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The integration of Internet and Multimedia Computer Technology provides new opportunities for e-commerce such as B2B/B2C. Web3D is emerging from the development of Internet and virtual reality. In this paper, we will use the specialty engine Unity3D as a development platform and JSP as a tool, to achieve the Web display system of virtual theater model, provided with accurate data, strong performance, virtual exhibition, interactive application. The platform across time and space limitations achieves a visual, vivid, more convenient information exchange to meet the demand for high-speed and efficient e-commerce information age for artistic performance enterprise publicity and marketing.
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19

Edler, Dennis, and Thomas P. Kersten. "Virtual and Augmented Reality in Spatial Visualization." KN - Journal of Cartography and Geographic Information 71, no. 4 (November 30, 2021): 221–22. http://dx.doi.org/10.1007/s42489-021-00094-z.

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20

Kolomeets, M. V. "Effectiveness of data visualization in virtual reality." Izvestiâ vysših učebnyh zavedenij. Priborostroenie 63, no. 11 (December 14, 2020): 1046–52. http://dx.doi.org/10.17586/0021-3454-2020-63-11-1046-1052.

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21

Kageyama, Akira, Yuichi Tamura, and Tetsuya Sato. "Visualization of Vector Field by Virtual Reality." Progress of Theoretical Physics Supplement 138 (2000): 665–73. http://dx.doi.org/10.1143/ptps.138.665.

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22

Littfinski, Daniel, and Alexander Verl. "Virtual Reality in der Steuerungstechnik/Virtual reality in control engineering." wt Werkstattstechnik online 112, no. 09 (2022): 552–58. http://dx.doi.org/10.37544/1436-4980-2022-09-24.

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Dieser Beitrag stellt ein Konzept für die Integration von interaktiven Simulationsmodellen in einer Virtual-Reality (VR)-Simulationsumgebung vor. Dabei werden die Simulationsmodelle aus der virtuellen Inbetriebnahme (VIBN) von Produktionsanlagen betrachtet. Ein Ziel der erweiterten VIBN mithilfe von einer VR besteht darin, die Lücke zwischen VIBN und der realen Inbetriebnahme zu schließen. Damit das vorhandene VIBN-Modell möglichst einfach in der VR-Visualisierung integriert werden kann, ist es essenziell, eine Durchgängigkeit des Simulationsmodells im Engineering zu gewährleisten. Aus diesem Grund wird auf das bestehende Austauschdatenformat „AutomationML“ eingegangen. This paper presents a method for integrating interactive simulation models into a virtual reality (VR) simulation environment. To this end, simulation models from virtual commissioning (VIBN) of production plants are considered. One goal of enhanced VIBN using VR is to close the gap between VIBN and real commissioning. To integrate the existing VIBN model as easily as possible into the VR visualization, it is essential to ensure engineering continuity for the simulation model. For this reason, the existing exchange data format AutomationML will be discussed.
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23

Tian, Fei. "Immersive 5G Virtual Reality Visualization Display System Based on Big-Data Digital City Technology." Mathematical Problems in Engineering 2021 (February 17, 2021): 1–9. http://dx.doi.org/10.1155/2021/6627631.

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The virtual reality visual display system creates a realistic virtual product display system, allowing users to swim in a three-dimensional virtual environment and perform interactive operations, fully simulating the process of shopping selection and payment in reality, so that users have an immersive feeling. The purpose of this article is to realize the design of an immersive 5G virtual reality visual display system through big-data digital city technology. This paper uses big-data digital city technology to design and implement an immersive virtual reality visualization system from the three-dimensional display mode of vision, hearing, and touch, creating a real and interactive three-dimensional visualization environment for users to have a more intuitive visual experience. The experimental results of this paper show that the smoothness of the virtual reality visualization system test can reach 60FPS, the excellent rate reaches nearly 33%, and the model scene-realistic feedback excellent rate is about 62.5%.
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Chen, Chun-Ta, Shin-Yong Chen, Chien-Hsiang Liao, and Shi-Chang Zeng. "AN INTERACTIVE NANOMANIPULATION VISUALIZATION BASED ON MOLECULAR DYNAMICS SIMULATION AND VIRTUAL REALITY." Transactions of the Canadian Society for Mechanical Engineering 37, no. 3 (September 2013): 991–1000. http://dx.doi.org/10.1139/tcsme-2013-0085.

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In this paper, an interactive virtual environment for nanomanipulation is developed. The technique for nanomanipulation visualization is based on molecular dynamics simulation and virtual reality. Using the developed interactive virtual environment for the intuitive nanomanipulation visualization, the operator can characterize and control the behavior of nanoparticles in the virtual SPM through physical simulation and 3D visualization.
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Kendall, Gary S. "Visualization by Ear: Auditory Imagery for Scientific Visualization and Virtual Reality." Computer Music Journal 15, no. 4 (1991): 70. http://dx.doi.org/10.2307/3681076.

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Cook, Matt, Zack Lischer-Katz, Nathan Hall, Juliet Hardesty, Jennifer Johnson, Robert McDonald, and Tara Carlisle. "Challenges and Strategies for Educational Virtual Reality." Information Technology and Libraries 38, no. 4 (December 16, 2019): 25–48. http://dx.doi.org/10.6017/ital.v38i4.11075.

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Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy.
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Kline, J. L., and P. L. Volegov. "Toward 3D data visualization using virtual reality tools." Review of Scientific Instruments 92, no. 3 (March 1, 2021): 033528. http://dx.doi.org/10.1063/5.0040468.

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KIYOKAWA, Kiyoshi. "Merits of Scientific Visualization Using Virtual Reality Technology." Journal of the Visualization Society of Japan 37, no. 146 (2017): 2–7. http://dx.doi.org/10.3154/jvs.37.146_2.

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Baltabayev, Artur, Alexej Gluschkow, Johannes Blank, Gero Birkhölzer, Jean Büsche, Martin Kern, Fabian Klopfer, et al. "Virtual Reality for Sensor Data Visualization and Analysis." Electronic Imaging 2018, no. 3 (January 28, 2018): 451–1. http://dx.doi.org/10.2352/issn.2470-1173.2018.03.ervr-451.

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Lee, Jae Eun, Sojin Ahn, and Dae-Heung Jang. "Visualization of three-dimensional data with virtual reality." Korean Journal of Applied Statistics 30, no. 3 (June 30, 2017): 345–62. http://dx.doi.org/10.5351/kjas.2017.30.3.345.

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MURATA, Kaori, and Akira KAGEYAMA. "Virtual Reality Visualization of Frozen-in Vector Fields." Plasma and Fusion Research 6 (2011): 2406023. http://dx.doi.org/10.1585/pfr.6.2406023.

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Usher, Will, Pavol Klacansky, Frederick Federer, Peer-Timo Bremer, Aaron Knoll, Jeff Yarch, Alessandra Angelucci, and Valerio Pascucci. "A Virtual Reality Visualization Tool for Neuron Tracing." IEEE Transactions on Visualization and Computer Graphics 24, no. 1 (January 2018): 994–1003. http://dx.doi.org/10.1109/tvcg.2017.2744079.

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Ma, Minhua, Huiru Zheng, and Harjinder Lallie. "Virtual Reality and 3D Animation in Forensic Visualization*." Journal of Forensic Sciences 55, no. 5 (June 8, 2010): 1227–31. http://dx.doi.org/10.1111/j.1556-4029.2010.01453.x.

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34

van Dam, Andries, David H. Laidlaw, and Rosemary Michelle Simpson. "Experiments in Immersive Virtual Reality for Scientific Visualization." Computers & Graphics 26, no. 4 (August 2002): 535–55. http://dx.doi.org/10.1016/s0097-8493(02)00113-9.

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35

Cassidy, Kevin C., Jan Šefčík, Yogindra Raghav, Alexander Chang, and Jacob D. Durrant. "ProteinVR: Web-based molecular visualization in virtual reality." PLOS Computational Biology 16, no. 3 (March 31, 2020): e1007747. http://dx.doi.org/10.1371/journal.pcbi.1007747.

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36

Jones, Brigitte, and Ian Webb. "Interactive visualization through applied virtual reality in construction." Computer Standards & Interfaces 21, no. 2 (June 1999): 154. http://dx.doi.org/10.1016/s0920-5489(99)92130-x.

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37

Haase, Helmut. "Symbiosis of Virtual Reality and Scientific Visualization System." Computer Graphics Forum 15, no. 3 (August 1996): 443–51. http://dx.doi.org/10.1111/1467-8659.1530443.

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38

Drofova, Irena. "Visualization of bronze material structure in virtual reality." PRZEGLĄD ELEKTROTECHNICZNY 1, no. 12 (December 9, 2022): 156–60. http://dx.doi.org/10.15199/48.2022.12.36.

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39

Wan, Xiao Jing, Wen Lei Sun, and Quan Wei Cui. "Research on Visualization System of Virtual Workshop Based on Virtual Reality Technology." Key Engineering Materials 522 (August 2012): 745–48. http://dx.doi.org/10.4028/www.scientific.net/kem.522.745.

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Virtual reality technology could take advantage of computers to generate a more realistic simulation environment, this article achieved that the secondary development of a virtual workshop visualization system from the point of virtual reality technology. Practice has proved that the system not only supports the real-time interaction, automatic roaming, roaming manually, real-time information inquiry, but also supports the virtual external hardware devices such as data gloves and position tracking equipment, etc.
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KAGEYAMA, AKIRA, and NOBUAKI OHNO. "IMMERSIVE VR VISUALIZATIONS BY VFIVE PART 1: DEVELOPMENT." International Journal of Modeling, Simulation, and Scientific Computing 04, supp01 (August 2013): 1340003. http://dx.doi.org/10.1142/s1793962313400035.

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We have been developing a visualization application for CAVE-type virtual reality (VR) systems for more than a decade. This application, VFIVE, is currently used in several CAVE systems in Japan for routine visualizations. It is also used as a base system of further developments of advanced visualizations. The development of VFIVE is summarized.
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Lau, Ivan, Ashu Gupta, and Zhonghua Sun. "Clinical Value of Virtual Reality versus 3D Printing in Congenital Heart Disease." Biomolecules 11, no. 6 (June 14, 2021): 884. http://dx.doi.org/10.3390/biom11060884.

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Both three-dimensional (3D) printing and virtual reality (VR) are reported as being superior to the current visualization techniques in conveying more comprehensive visualization of congenital heart disease (CHD). However, little is known in terms of their clinical value in diagnostic assessment, medical education, and preoperative planning of CHD. This cross-sectional study aims to address these by involving 35 medical practitioners to subjectively evaluate VR visualization of four selected CHD cases in comparison with the corresponding 3D printed heart models (3DPHM). Six questionnaires were excluded due to incomplete sections, hence a total of 29 records were included for the analysis. The results showed both VR and 3D printed heart models were comparable in terms of the degree of realism. VR was perceived as more useful in medical education and preoperative planning compared to 3D printed heart models, although there was no significant difference in the ratings (p = 0.54 and 0.35, respectively). Twenty-one participants (72%) indicated both the VR and 3DPHM provided additional benefits compared to the conventional medical imaging visualizations. This study concludes the similar clinical value of both VR and 3DPHM in CHD, although further research is needed to involve more cardiac specialists for their views on the usefulness of these tools.
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Plinta, Dariusz, and Karolina Kłaptocz. "VIRTUAL REALITY IN PRODUCTION LAYOUT DESIGNING." Applied Computer Science 17, no. 1 (March 30, 2021): 61–69. http://dx.doi.org/10.35784/acs-2021-06.

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Information technologies allow for improving production systems functioning especially thanks to a possibility of solving complex production problems in a very short time. The production system designing is increasingly based on virtual reality, and more specifically on the concept of a digital factory. It enables to create virtual models of real objects and use them for visualization of products and manufacturing processes. The presented examples of new information technologies, which are used in production practice, are the main object of this paper.
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Çöltekin, A., I. Lokka, and M. Zahner. "ON THE USABILITY AND USEFULNESS OF 3D (GEO)VISUALIZATIONS – A FOCUS ON VIRTUAL REALITY ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 387–92. http://dx.doi.org/10.5194/isprs-archives-xli-b2-387-2016.

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Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows ‘seeing’ invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments <i>for</i> and <i>against</i> the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.
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Chen, Chun Ta, Shin Yong Chen, Chien Hsiang Liao, and Shi Chang Zeng. "Visualization of Nanomanipulation Using an Interactive Virtual Environment." Applied Mechanics and Materials 284-287 (January 2013): 3468–72. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3468.

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This work lies on the framework of an interactive virtual environment for nanomanipulation. The model for the simulation of a manipulated nanoparticle dynamics in the virtual environment is constructed from the computed molecular dynamics. According to the operation by single-tip scanning probe microscope(SPM) for the nanomanipulation, the molecular forces are calculated based on the Lennard-Jones force-field such that the motion of the manipulated nanoparticles can be rendered for real-time virtual reality applications. Moreover, by coupling the CAD softwares to virtual reality (VR) techniques, the interactive virtual environment is developed for intuitive nanomanipulation visualization. Using the simulated nanomanipulation environment in VR, the operator can characterize and control the behavior of nanoparticles under the assumed SPM through physical simulation and 3D visualization.
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45

Çöltekin, A., I. Lokka, and M. Zahner. "ON THE USABILITY AND USEFULNESS OF 3D (GEO)VISUALIZATIONS – A FOCUS ON VIRTUAL REALITY ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B2 (June 8, 2016): 387–92. http://dx.doi.org/10.5194/isprsarchives-xli-b2-387-2016.

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Whether and when should we show data in 3D is an on-going debate in communities conducting visualization research. A strong opposition exists in the information visualization (Infovis) community, and seemingly unnecessary/unwarranted use of 3D, e.g., in plots, bar or pie charts, is heavily criticized. The scientific visualization (Scivis) community, on the other hand, is more supportive of the use of 3D as it allows ‘seeing’ invisible phenomena, or designing and printing things that are used in e.g., surgeries, educational settings etc. Geographic visualization (Geovis) stands between the Infovis and Scivis communities. In geographic information science, most visuo-spatial analyses have been sufficiently conducted in 2D or 2.5D, including analyses related to terrain and much of the urban phenomena. On the other hand, there has always been a strong interest in 3D, with similar motivations as in Scivis community. Among many types of 3D visualizations, a popular one that is exploited both for visual analysis and visualization is the highly realistic (geo)virtual environments. Such environments may be engaging and memorable for the viewers because they offer highly immersive experiences. However, it is not yet well-established if we should opt to show the data in 3D; and if yes, a) what type of 3D we should use, b) for what task types, and c) for whom. In this paper, we identify some of the central arguments &lt;i&gt;for&lt;/i&gt; and &lt;i&gt;against&lt;/i&gt; the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.
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Oberhauser, Roy, and Carsten Lecon. "Gamified Virtual Reality for Program Code Structure Comprehension." International Journal of Virtual Reality 17, no. 2 (January 1, 2017): 79–88. http://dx.doi.org/10.20870/ijvr.2017.17.2.2894.

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When programmers view program code text, the abstract and invisible nature of the underlying program code structures remains inherently challenging for them to visualize. Widespread availability of virtual reality (VR) hardware and software now make VR visualization of program code structures accessible. In such potentially visually satiating environments, the application of gamification has the potential to provide an additional focus and motivational factor towards comprehending program structures. Towards this end, this paper describes our Gamified Virtual Reality FlyThruCode (GVR-FTC) approach which gamifies our immersive metaphorical visualization of any given software code structure. Our initial results show that VR-based gamification (specifically code dependencies and modularization) can be more fun and motivational and support structural program comprehension better than using a PC-based text editor for a similarly gamified situation.
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Fellner, Franz, Markus Blank, Claudia Fellner, Hildegard Böhm-Jurkovic, Werner Bautz, and Willi A. Kalender. "Virtual cisternoscopy of intracranial vessels: a novel visualization technique using virtual reality." Magnetic Resonance Imaging 16, no. 9 (November 1998): 1013–22. http://dx.doi.org/10.1016/s0730-725x(98)00113-1.

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Shen, Jie, and Haowu Liu. "New visualization method for civil engineering — calibration-free augmented reality based on vision." Canadian Journal of Civil Engineering 28, no. 5 (October 1, 2001): 868–70. http://dx.doi.org/10.1139/l01-039.

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As a new visualization method, calibration-free augmented reality based on vision is presented. It is convenient to apply this method to civil engineering. The main ideas of this method and an application example are given in this paper. Its application is successful.Key words: visualization, augmented reality, virtual reality, affine representation, vision.
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Wang, Chun Xiang, Qun Zhao, Wen Lei Sun, Xiao Jing Wan, and Quan Wei Cui. "3D Scene of Virtual Reality System Design and Research." Key Engineering Materials 522 (August 2012): 761–65. http://dx.doi.org/10.4028/www.scientific.net/kem.522.761.

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The use of virtual reality technology on the objective world visualization and simulation, can provide the user some information hidden behind the data and realize humanized man-machine interaction. Based on the virtual reality system design process, classification, key technology and application areas of exploration, can grasp and understand the realization of virtual reality system design and development of the basic principles.
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Aishwarya, Reehl, and Sharma Sharad. "Data visualization of crime data using immersive virtual reality." Electronic Imaging 34, no. 12 (January 16, 2022): 187–1. http://dx.doi.org/10.2352/ei.2022.34.12.ervr-187.

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