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KIM, HADONG, et MALREY LEE. « AN OPEN MODULE DEVELOPMENT ENVIRONMENT (OMDE) FOR INTERACTIVE VIRTUAL REALITY SYSTEMS ». International Journal of Pattern Recognition and Artificial Intelligence 24, no 06 (septembre 2010) : 947–60. http://dx.doi.org/10.1142/s0218001410008251.

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Graphic designers and developers would like to use virtual reality (VR) systems with a friendly Graphical User Interface (GUI) and development environment that provide efficient creation, modification and deletion functions. Although current VR graphical design systems incorporate the most up-to-date features, graphic designers are not able to specify the interface features that they desire or features that are most suitable for specific design and development tasks. This paper proposes an Open Module Development Environment (OMDE) for VR systems that can provide interactive functions that reflect the graphic designers requirements. OMDE allows graphic designers to specify their specific interface features and functions, and the system configuration to utilize plug-in modules. Hence a dynamically created development environment is provided that is also tailored to the graphic designer's requirements and facilitates graphical composition and editing. The functions of the graphical interface modules and the OMDE system specifications are identified. The system implementation environment and structure of the 3D VR software are described and the implementation is evaluated for performance, as an improved 3D graphic design tool.
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Yilmaz, Bulent, et Muge Goken. « Virtual reality (VR) technologies in education of industrial design ». New Trends and Issues Proceedings on Humanities and Social Sciences 2, no 1 (19 février 2016) : 498–503. http://dx.doi.org/10.18844/prosoc.v2i1.336.

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Design is an art and art is a design. Today, all industrial products are the result of a design process. Industrial design is a multi-disciplinary field of study, which has a goal to create and produce new objects and it focuses on designing of products by using knowledge related with applied science as well as applied arts and various engineering disciplines. Academic programs related to industrial design focus on achieving the proper balance between practicality and aesthetic pleasure. Courses may include graphic and industrial design basics, manufacturing, modelling and visualization, environmental and human interaction in design. Computer aided design software are strongly emphasized. Students constantly observe, model and test their creations. They investigate the optimal ways to design virtually any type of products, including computer interfaces, appliances, furniture, transportation and recreational items. The developments of new interactive technologies have inevitably affected to education of design and art in recent years. VR is an interdisciplinary emerging high technology. VR interfaces, interaction techniques, and devices have been improved greatly in order to provide more natural and obvious modes of interaction and motivational elements and it is an integrated technology combining; 3D graphics, human-computer interaction, sensor, simulation, display, artificial intelligence and network parallel processing. This study presents notable VR systems have been developed for education and the methods of design, such as modelling and visualization.Keywords: industrial design, interactive technologies, modelling and visualization, environmental and human interaction, virtual reality
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Mironenko, Maxim, Viktor Chertopolokhov et Margarita Belousova. « Virtual Reality Technologies and Universal 3D Reconstruction Interface Development ». Историческая информатика, no 4 (avril 2020) : 192–205. http://dx.doi.org/10.7256/2585-7797.2020.4.34671.

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The article summarizes the results of a two-year study of the issues related to the virtual reality and augmented reality technologies use to virtually reconstruct Moscow Bely Gorod in the 16th-18th centuries. The authors describe mathematical methods, software and hardware which grant access to the historical reconstruction of historical urban landscapes. An important feature of the reconstruction is the source verification module which was used to construct three-dimensional models of the landscape, buildings and the general scenery. The article names the basic principles which the verification module and its interface are based on and considers some optimum problems solved when constructing the interface. The project uses a hybrid motion tracking system as a combination of optical and inertial data. The archival sources used in the reconstruction process are presented in the virtual environment by means of a 3D graphical user interface for the virtual reality. The information displayed is generated from the database of historical sources which includes information about the urban development and individual buildings of Bely Gorod, their parts, location, purpose, owners and construction date. The database contains both text and graphic historical sources. The results obtained also include new algorithms, software and hardware systems as well as the experiment results. 
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Sung, Jung-Hwan, Dae-Young Lee et Hyung-Koo Kim. « Difference of GUI Efficiency based on 3D and 2D Graphic -Imaginary 3D IPTV Interface Development Using Virtual Reality Theory- ». Journal of the Korea Contents Association 7, no 7 (28 juillet 2007) : 87–95. http://dx.doi.org/10.5392/jkca.2007.7.7.087.

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Lim, Enmi, Kiyoshi Umeki et Tsuyoshi Honjo. « Application of Virtual Reality and Plant Modeling for Participation in Urban Planning and Design ». International Journal of Virtual Reality 8, no 2 (1 janvier 2009) : 91–99. http://dx.doi.org/10.20870/ijvr.2009.8.2.2730.

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In landscape planning, visualization of landscape is a powerful tool for public understanding and for selection of alternative plans. In recent years, three dimensional (3D) computer graphics (CG) were used as visualization tools of environment because it has the ability to accurately simulate the changes caused by a proposed plan. In particular, virtual reality (VR), which enables to walk through in a modeled park or in a visualized forest, was considered as the advanced technique of landscape visualization. In this study, we developed a landscape visualization system with graphic user interface, which we named VR-Terrain (GUI version), to generate the virtual reality image easily by using VRML (Virtual Reality Modeling Language) and plant modeling techniques. In order to test the feasibility of the landscape visualization system, we applied the system to Ichinoe Urban Design Plan. Ichinoe is located at Edogawa Ward, Tokyo. There is a Sakaikawa Shinsui Park with water space surrounded by large amount of green. In the case study, we simulated the landscape of Sakaikawa Shinsui Park with about 200 plants and 300 buildings. We used the images simulated by VR-Terrain to explain the concept (such as building height limit) to the residents in the public meetings. It took about 30 hours to make the 3D model of the town. After ten minutes of training, anybody can walk through in the simulated town freely. The results showed that the VR image by the system helped the public understanding of the concept of the urban plan.
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구상권 et 민수홍. « Considerations on Rationalization of 3D Computer Graphic Rendering Technology and Appropriation of the Role of Fake Interface on Virtual Reality ». Journal of Digital Design 7, no 2 (avril 2007) : 121–32. http://dx.doi.org/10.17280/jdd.2007.7.2.012.

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Vörös, Viktor, Ruixuan Li, Ayoob Davoodi, Gauthier Wybaillie, Emmanuel Vander Poorten et Kenan Niu. « An Augmented Reality-Based Interaction Scheme for Robotic Pedicle Screw Placement ». Journal of Imaging 8, no 10 (6 octobre 2022) : 273. http://dx.doi.org/10.3390/jimaging8100273.

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Robot-assisted surgery is becoming popular in the operation room (OR) for, e.g., orthopedic surgery (among other surgeries). However, robotic executions related to surgical steps cannot simply rely on preoperative plans. Using pedicle screw placement as an example, extra adjustments are needed to adapt to the intraoperative changes when the preoperative planning is outdated. During surgery, adjusting a surgical plan is non-trivial and typically rather complex since the available interfaces used in current robotic systems are not always intuitive to use. Recently, thanks to technical advancements in head-mounted displays (HMD), augmented reality (AR)-based medical applications are emerging in the OR. The rendered virtual objects can be overlapped with real-world physical objects to offer intuitive displays of the surgical sites and anatomy. Moreover, the potential of combining AR with robotics is even more promising; however, it has not been fully exploited. In this paper, an innovative AR-based robotic approach is proposed and its technical feasibility in simulated pedicle screw placement is demonstrated. An approach for spatial calibration between the robot and HoloLens 2 without using an external 3D tracking system is proposed. The developed system offers an intuitive AR–robot interaction approach between the surgeon and the surgical robot by projecting the current surgical plan to the surgeon for fine-tuning and transferring the updated surgical plan immediately back to the robot side for execution. A series of bench-top experiments were conducted to evaluate system accuracy and human-related errors. A mean calibration error of 3.61 mm was found. The overall target pose error was 3.05 mm in translation and 1.12∘ in orientation. The average execution time for defining a target entry point intraoperatively was 26.56 s. This work offers an intuitive AR-based robotic approach, which could facilitate robotic technology in the OR and boost synergy between AR and robots for other medical applications.
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Yue, Xue Jun, Tian Sheng Hong, Xing Xu et Wei Bin Wu. « Study on 3D Virtual Reality Modeling ». Advanced Materials Research 129-131 (août 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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Hwang, Jane, Jaehoon Jung, Sunghoon Yim, Jaeyoung Cheon, Sungkil Lee, Seungmoon Choi et Gerard J. Kim. « Requirements, Implementation and Applications of Hand-held Virtual Reality ». International Journal of Virtual Reality 5, no 2 (1 janvier 2006) : 59–66. http://dx.doi.org/10.20870/ijvr.2006.5.2.2689.

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While hand-held computing devices are capable of rendering advanced 3D graphics and processing of multimedia data, they are not designed to provide and induce sufficient sense of immersion and presence for virtual reality. In this paper, we propose minimal requirements for realizing VR on a hand-held device. Furthermore, based on the proposed requirements, we have designed and implemented a low cost hand-held VR platform by adding multimodal sensors and display components to a hand-held PC. The platform enables a motion based interface, an essential part of realizing VR on a small hand-held device, and provides outputs in three modalities, visual, aural and tactile/haptic for a reasonable sensory experience. We showcase our platform and demonstrate the possibilities of hand-hand VR through three VR applications: a typical virtual walkthrough, a 3D multimedia contents browser, and a motion based racing game
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Novak-Marcincin, Jozef. « Virtual Reality Modeling Language as Tool for Automated Workplaces Simulation ». Applied Mechanics and Materials 309 (février 2013) : 372–79. http://dx.doi.org/10.4028/www.scientific.net/amm.309.372.

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Virtual Reality Modelling Language (VRML) is description language, which belongs to a field virtual reality (VR) system. The file, which is in VRML format, can be interpreted by VRML explorer in three-dimensional scene. VRML was created with aim to represent virtual reality on Internet easier. Development of 3D graphic is connected with Silicon Graphic Corporation. VRML 2.0 is the file format for describing interactive 3D scenes and objects. It can be used in collaboration with www, can be used for 3D complex representations creating of scenes, products or VR applications VRML 2.0 enables represent static and animated objects too. Interesting application of VRML is in area of automated workplaces simulation.
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Nariman, Dahlan, Hiroaki Nishino, Kouichi Utsumiya et Kazuyoshi Korida. « Interaction Using Multiview Representation in a Large-Scale Virtual Environment ». Journal of Robotics and Mechatronics 12, no 1 (20 février 2000) : 35–39. http://dx.doi.org/10.20965/jrm.2000.p0035.

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The evolution of virtual reality and 3D computer graphics has made digital visual simulation increasingly popular. Realistic visual simulation as in urban planning requires large-scale virtual environments using a large number of objects and space expansion. In such large systems, it is difficult to get information on the overall view and status using conventional representation. Effective representation and interaction must be considered for objects in a large-scale virtual environment. We propose large-scale 3D virtual environment interaction using multiview representation incorporating local and global views. Local view displays the detailed environment and global view provides a simple small-scale model of the environment giving users an overall view and status. Gesture interface enables them to directly interact with the model using natural and intuitive actions.
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Alaniz Uribe, Francisco, et Bram Van der Heijden. « Virtual Density ». Canadian Planning and Policy / Aménagement et politique au Canada 2022 (31 août 2022) : 49–70. http://dx.doi.org/10.24908/cppapc.v2022i1.15440.

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The process of densification in existing communities is complex and often encounters resistance. Public engagement is a crucial component to this process and requires appropriate visual and spatial communication tools. This pilot project explored the use of Virtual Reality (VR) as a spatial communication tool that uses CAD graphics with new visualization technology to provide the public with an immersive experience in a virtual environment. Using a pair of VR goggles and a digital 3D model, different scenarios were presented to members of the public to test their perception of various density models. Three density scenarios were presented to the public, both in the form of traditional posters and using a headset and VR computer model. We found that the public were able to better understand the scenarios and were more accepting of densification when while visualizing the proposed density scenarios via the VR interface.
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Burdea, Grigore C. « Teaching Virtual Reality : Why and How ? » Presence : Teleoperators and Virtual Environments 13, no 4 (août 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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Marathe, Amar R., Holle L. Carey et Dawn M. Taylor. « Virtual reality hardware and graphic display options for brain–machine interfaces ». Journal of Neuroscience Methods 167, no 1 (janvier 2008) : 2–14. http://dx.doi.org/10.1016/j.jneumeth.2007.09.025.

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Zhao, Jia, et Xiyun Zhao. « Computer-Aided Graphic Design for Virtual Reality-Oriented 3D Animation Scenes ». Computer-Aided Design and Applications 19, S5 (9 septembre 2021) : 65–76. http://dx.doi.org/10.14733/cadaps.2022.s5.65-76.

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Yu, Jie, et Liping Zhang. « Urban Landscape Information Construction and Visual Communication Design Based on Digital Image Matrix Reconstruction ». Mathematical Problems in Engineering 2022 (6 juin 2022) : 1–11. http://dx.doi.org/10.1155/2022/8517464.

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This paper adopts the matrix reconstruction method to analyze the digital image of urban landscape information in-depth and uses it to study and design the visual communication of its construction. Based on the special structure and properties of Toeplitz matrices, a stepwise structured Augmented Lagrange Multiplier (SALM) algorithm for Toeplitz matrix filling is proposed by introducing structured operators. The main idea of the algorithm is to structure the iteration matrix at each step, that is, to reassign the elements on each diagonal of the matrix by the operator. In this way, the approximation matrix always maintains the Toeplitz structure during the iterative process, and the fast singular value decomposition of the Toeplitz. A matrix can be exploited, thus saving time. The convergence theory of the new algorithm is further discussed. A lightweight progressive feature fusion module is designed to improve network learning efficiency, which consists of two components: progressive local connectivity and feature attention. Specifically, progressive local connectivity extracts multilevel features for fusion by layer-by-layer separation and local splicing. Feature attention evaluates the importance of features using both channel and spatial dual attention modules. The Oculus Rift virtual reality device system is used, and the OSG graphics rendering engine is used as the basis for the scene data transfer of the overall 3D cityscape towards the virtual reality headset display device system. With the support of the Oculus SDK, the secondary rendering of the overall 3D cityscape in the immersive virtual reality module is carried out, and the corresponding OSG camera browsing interface is constructed to realize the two-eye immersive virtual display of the 3D cityscape in a virtual reality headset display device, assisting in connecting the virtual cityscape to reality.
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Roy, Trina M., Carolina Cruz-Neira et Thomas A. DeFanti. « Cosmic Worm in the CAVE : Steering a High-Performance Computing Application from a Virtual Environment ». Presence : Teleoperators and Virtual Environments 4, no 2 (janvier 1995) : 121–29. http://dx.doi.org/10.1162/pres.1995.4.2.121.

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Developing graphic interfaces to steer high-performance scientific computations has been a research subject in recent years. Now, computational scientists are starting to use virtual reality environments to explore the results of their simulations. In most cases, the virtual reality environment acts on precomputed data; however, the use of virtual reality environments for the dynamic steering of distributed scientific simulations is a growing area of research. We present in this paper the initial design and implementation of a distributed system that uses our virtual reality environment, the CAVE, to control and steer scientific simulations being computed on remote supercomputers. We discuss some of the more relevant features of virtual reality interfaces, emphasizing those of the CAVE, describe the distributed system developed, and present a scientific application, the Cosmic Worm, that makes extensive use of the distributed system.
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Nuraliev, Fakhriddin, et Ulugbek Giyosov. « DEVELOP TO TEACHING APPROACH 3D PRIMITIVES WITH VIRTUAL REALITY ». TECHNICAL SCIENCES 5, no 3 (30 mai 2020) : 32–38. http://dx.doi.org/10.26739/2181-9696-2020-5-5.

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Since the last few decades, virtual reality (VR) and augmented reality (AR) interfaces have shown the potential to enhance teaching and learning, by combining physical and virtual worlds and leveraging the advantages of both. Conservative techniques of content presentation (fixed video, audio, scripts) lack personalization and interaction.
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Lee, Daehyeon, Woosung Shim, Munyong Lee, Seunghyun Lee, Kye-Dong Jung et Soonchul Kwon. « Performance Evaluation of Ground AR Anchor with WebXR Device API ». Applied Sciences 11, no 17 (26 août 2021) : 7877. http://dx.doi.org/10.3390/app11177877.

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Recently, the development of 3D graphics technology has led to various technologies being combined with reality, where a new reality is defined or studied; they are typically named by combining the name of the technology with “reality”. Representative “reality” includes Augmented Reality, Virtual Reality, Mixed Reality, and eXtended Reality (XR). In particular, research on XR in the web environment is actively being conducted. The Web eXtended Reality Device Application Programming Interface (WebXR Device API), released in 2018, allows instant deployment of XR services to any XR platform requiring only an active web browser. However, the currently released tentative version has poor stability. Therefore, in this study, the performance evaluation of WebXR Device API is performed using three experiments. A camera trajectory experiment is analyzed using ground truth, we checked the standard deviation between the ground truth and WebXR for the X, Y, and Z axes. The difference image experiment is conducted for the front, left, and right directions, which resulted in a visible difference image for each image of ground truth and WebXR, small mean absolute error, and high match rate. In the experiment for measuring the 3D rendering speed, a frame rate similar to that of real-time is obtained.
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Sergeev, Alexey, Anastasiia Iusupova et Sergey Sergeev. « Multimeric interfaces in an active control induced virtual environment ». Robotics and Technical Cybernetics 10, no 4 (décembre 2022) : 261–66. http://dx.doi.org/10.31776/rtcj.10403.

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The present work focuses on the usage of multi-dimensional 2D interfaces in the form of WIMP models to ensure human-machine interaction of a human operator with a controlled object in an active virtual environment. We demonstrate that 3D representation of information in a virtual reality 3D interface is not enough to ensure effective activity. We identified the connection between the limitations of visual perception and operating in virtual reality with a keyboard and mouse. We have proved solutions to this problem using the methods of classical engineering psychology and ergonomics for the example of creating objects for the virtual museum of The Russian State Scientific Center for Robotics and Technical Cybernetics. We have analyzed the prospects of using multimeric interfaces to control autonomous mobile robots.
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Starner, Thad, Steve Mann, Bradley Rhodes, Jeffrey Levine, Jennifer Healey, Dana Kirsch, Rosalind W. Picard et Alex Pentland. « Augmented Reality through Wearable Computing ». Presence : Teleoperators and Virtual Environments 6, no 4 (août 1997) : 386–98. http://dx.doi.org/10.1162/pres.1997.6.4.386.

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Wearable computing moves computation from the desktop to the user. We are forming a community of networked, wearable-computer users to explore, over a long period, the augmented realities that these systems can provide. By adapting its behavior to the user's changing environment, a body-worn computer can assist the user more intelligently, consistently, and continuously than a desktop system. A text-based augmented reality, the Remembrance Agent, is presented to illustrate this approach. Video cameras are used both to warp the visual input (mediated reality) and to sense the user's world for graphical overlay. With a camera, the computer could track the user's finger to act as the system's mouse; perform face recognition; and detect passive objects to overlay 2.5D and 3D graphics onto the real world. Additional apparatus such as audio systems, infrared beacons for sensing location, and biosensors for learning about the wearer's affect are described. With the use of input from these interface devices and sensors, a long-term goal of this project is to model the user's actions, anticipate his or her needs, and perform a seamless interaction between the virtual and physical environments.
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Hendricks, Benjamin K., Jerome Hartman et Aaron A. Cohen-Gadol. « Cerebrovascular Operative Anatomy : An Immersive 3D and Virtual Reality Description ». Operative Neurosurgery 15, no 6 (15 novembre 2018) : 613–23. http://dx.doi.org/10.1093/ons/opy283.

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Abstract BACKGROUND The innate detail of the cerebrovasculature is a demonstration of the structural complexity exhibited within the nervous system and highlights the challenges intrinsic to surgically influencing this system. Bridging the knowledge gap between the 2-dimentional learning environment and the 3-dimensional (3D) clinical setting is a challenge requiring experience. Computer graphic technology provides an opportunity for the learner to step into a new era of learning via the use of interactive 3D models and virtual reality. OBJECTIVE To create virtually anatomically accurate cerebrovascular models with superior detail and visual appeal. METHODS High-resolution angiographic radiological studies were utilized to create virtual 3D models which were edited for anatomical accuracy and artistry post-processing. RESULTS We have created anatomically realistic and detailed 3D virtual models of the cerebrovascular structures including the arterial and venous systems. The relevant surgical anatomy of the bony and brain structures was also included. In addition, these models were used to illustrate the pathoanatomy of a deep vascular malformation to demonstrate the potential of this technology. These models allow user interactivity in the 3D environment for improved understanding of anatomical relationships. CONCLUSION Advances in computer graphics have invited a new era of education and experiential learning. The authors have created an immersive virtual 3D model of the cerebrovasculature to augment education, research, and clinical applications.
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Lee, Yea Som, et Bong-Soo Sohn. « Immersive Gesture Interfaces for Navigation of 3D Maps in HMD-Based Mobile Virtual Environments ». Mobile Information Systems 2018 (2018) : 1–11. http://dx.doi.org/10.1155/2018/2585797.

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3D maps such as Google Earth and Apple Maps (3D mode), in which users can see and navigate in 3D models of real worlds, are widely available in current mobile and desktop environments. Users usually use a monitor for display and a keyboard/mouse for interaction. Head-mounted displays (HMDs) are currently attracting great attention from industry and consumers because they can provide an immersive virtual reality (VR) experience at an affordable cost. However, conventional keyboard and mouse interfaces decrease the level of immersion because the manipulation method does not resemble actual actions in reality, which often makes the traditional interface method inappropriate for the navigation of 3D maps in virtual environments. From this motivation, we design immersive gesture interfaces for the navigation of 3D maps which are suitable for HMD-based virtual environments. We also describe a simple algorithm to capture and recognize the gestures in real-time using a Kinect depth camera. We evaluated the usability of the proposed gesture interfaces and compared them with conventional keyboard and mouse-based interfaces. Results of the user study indicate that our gesture interfaces are preferable for obtaining a high level of immersion and fun in HMD-based virtual environments.
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Guan, Shanchao, Guian Li et Jiacheng Fang. « Optimization of 3D Virtual Reality Technology in High School Physics Direct-Type Teaching ». Wireless Communications and Mobile Computing 2022 (18 mai 2022) : 1–9. http://dx.doi.org/10.1155/2022/8475594.

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Virtual reality technology is a computer simulation that allows the creation and experience of virtual worlds, using computers to generate a simulated environment into which the user is immersed. Through a theoretical exposition of 3D virtual reality technology, the elements of teaching and learning and virtual reality technology are analyzed in terms of abstract virtual cognition and concrete modeling techniques, and the forms of application of virtual reality technology in high school physics teaching are described, along with associated educational technology theories. The era of core literacy development poses new challenges to basic teaching and requires new teaching methods and approaches to adapt. The development of 3D virtual reality technology has provided new opportunities for teaching reform. Firstly, the unique charm of virtual reality technology itself has deeply attracted many experts and scholars to explore its application in pedagogy. Secondly, the scale and effect of virtual reality technology in pedagogy applications are still far from the ideal goal in people’s mind, and further exploration and research are needed in the theoretical support of educational technology research. Thirdly, in the process of high school basic teaching, on the one hand, basic experiments play a crucial role, and on the other hand, transforming abstract basic principles and concepts into concrete visible and operable teaching methods is also an important direction for its future development. Combined with the development tools and software to build processes and models, the knowledge of electricity and mechanics in high school physics is modeled in 3Ds MAX and Unity3D to provide technical support for the application of virtual reality in high school physics teaching and to promote the reform of high school physics teaching. Based on an in-depth analysis of virtual reality technology in the construction of teaching resources, this paper explores the feasibility of using software systems and hardware facilities of 3D virtual reality technology in high school physics teaching, such as experimental demonstration, geometric modeling, and 3D graphic transformation. It fits the cognitive level of high school students, constructs 3D virtual scenes and virtual object motion trajectory models that meet the requirements of the high school physics curriculum, and promotes the application of virtual reality technology in high school physics teaching and visualizing abstract physics knowledge, with clear student understanding and significant improvement in learning efficiency.
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Blasco Senabre, Josep, Sebastián Varea, Fernando Cotino Vila, Albert Ribera Lacomba et Oreto García Puchol. « Procesos de documentación arqueológica y generación de modelos virtuales ». Virtual Archaeology Review 2, no 3 (15 avril 2011) : 65. http://dx.doi.org/10.4995/var.2011.4607.

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<p>In the present communication we offer some examples that illustrate the methodological corpus applied by our company (Global S.L) in relation with the photogrametrical documentation and the virtual reality in the field of the archaeology. The use of these technologies of computerized documentation offers a great range of possibilities for the graphic documentation of an archaeological excavation, allowing to generate planimetry and pertinent sections and to improve the times in the process of obtaining of information. The possibility of producing 3D models supposes an essential addition to show in a three –dimensional way the current condition of the monument, as well as for its virtual recreation by means of the technologies of virtual reality and increased reality.</p>
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Sala, Nicoletta. « Applications of Virtual Reality Technologies in Architecture and in Engineering ». International Journal of Space Technology Management and Innovation 3, no 2 (juillet 2013) : 78–88. http://dx.doi.org/10.4018/ijstmi.2013070104.

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Virtual reality (VR) is a technology which permits to create virtual objects and 3D virtual worlds which are hosted on the computer’s memories. It is indispensable in critical simulation, for instance in military training, in surgical operation simulation, in creation of environments which could set off phobias (in psychiatry), or in realization of virtual prototypes, for instance in industrial design. The aim of this paper is to present how VR technologies also find excellent application fields in architecture and in engineering. For instance, in the teaching of the basic concepts, in techniques of graphic rebuilding for the building restoration, in realization of virtual visits inside buildings, and in urban generative processes simulated by computer. Another use of the virtual reality is in the introduction of a new kind of architecture: Virtual Architecture, strongly connected to the Information and Communication Technology (ITC) and to the Internet, and in the virtual prototyping which connects engineering and architecture.
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Agnello, F., F. Avella et S. Agnello. « VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE ». ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W9 (31 janvier 2019) : 9–16. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w9-9-2019.

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<p><strong>Abstract.</strong> This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.</p><p>The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, subject to post-processing, preparatory to the development of virtual navigation. The tour scenario includes options in order to make it attractive for the player, such as interactive elements, interfaces and animations.</p>
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Parras-Burgos, Dolores, Daniel G. Fernández-Pacheco, Thomas Polhmann Barbosa, Manuel Soler-Méndez et José Miguel Molina-Martínez. « An Augmented Reality Tool for Teaching Application in the Agronomy Domain ». Applied Sciences 10, no 10 (24 mai 2020) : 3632. http://dx.doi.org/10.3390/app10103632.

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Nowadays, the combination of new technologies and the use of mobile devices opens up a new range of teaching–learning strategies in different agricultural engineering degrees. This article presents an augmented reality tool that allows for improved spatial viewing for students who have certain difficulties with viewing graphic representations of agronomic systems and devices. This tool is known as ARTID (Augmented Reality for Teaching, Innovation and Design) and consists in a free-access mobile application for devices using the Android operating system. The proposed method provides each exploded drawing or overall drawing with a QR code that can be used by students to view their 3D models by augmented reality in their own mobile devices. An evaluation experience was carried out to assess the validity of the tool on different devices and the acceptance and satisfaction level of this kind of resources in subjects of graphic expression in engineering. Finally, an example of application in the agronomic domain is provided by the 3D virtual model of portable ferticontrol equipment that comprises the different structures and tanks, which, if viewed by conventional graphical representations, may entail a certain level of difficulty. Thanks to this tool, reality can be merged with the virtual world to help favour the understanding of certain concepts and to increase student motivation in agronomy studies.
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Li, Xiao Jing, Tong Pan, Ting Ting Liu et Hao Peng Wang. « Research on Remote-Sensing Data Syncretizing of Vegetation-Virtual-Reality-Simulation ». Applied Mechanics and Materials 336-338 (juillet 2013) : 1426–29. http://dx.doi.org/10.4028/www.scientific.net/amm.336-338.1426.

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Discussed the key effects and basic principles of data fusion of remote sensing for realizing plants virtual reality simulation. Focused on researching and presenting the general methods of data fusion of remote sensing, application interfaces, and 3D visual display of virtual plants. Through the research, the visual display of visual plants will be realized with full remote sensing interfaces of real-time transferring and intervening.
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Rahmat, Rahmat. « Augmented Reality untuk Materi Bangun Ruang Menggunakan Unity 3D, Vuforia SDK dan Aplikasi Blender ». JURNAL TIKA 5, no 3 (5 janvier 2021) : 86–92. http://dx.doi.org/10.51179/tika.v5i3.59.

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The development of information and communication technology has an impact on globalization which will affect all aspects of human life, especially in the world of education. This requires educators to make innovation in learning. One of the innovations that following technological developments, namely Augmented Reality (AR). Augmented Reality is a technique of combining real and virtual worlds and is based on 3-Dimensions (3D). The objects used can be 2D or 3D. This research is entitled Augmented Reality for Building Materials using Unity 3D, Vuforia SDK, and Blender Applications. In this research, the application was developed by involving 3 main software, namely vuforia, unity 3D, and Blender. Vuforia is a plugin for a software called unity 3D. Augmented Reality and Unity 3D are two platforms that make it easier for users to produce 3D graphics that will be displayed if the graphic that has been used as a marker is highlighted with a camera from an SP. The results of this study have succeeded in developing applications with building markers using vuforia, unity 3D, and Blender.
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Bermejo, Carlos, Lik Hang Lee, Paul Chojecki, David Przewozny et Pan Hui. « Exploring Button Designs for Mid-air Interaction in Virtual Reality : A Hexa-metric Evaluation of Key Representations and Multi-modal Cues ». Proceedings of the ACM on Human-Computer Interaction 5, EICS (27 mai 2021) : 1–26. http://dx.doi.org/10.1145/3457141.

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The continued advancement in user interfaces comes to the era of virtual reality that requires a better understanding of how users will interact with 3D buttons in mid-air. Although virtual reality owns high levels of expressiveness and demonstrates the ability to simulate the daily objects in the physical environment, the most fundamental issue of designing virtual buttons is surprisingly ignored. To this end, this paper presents four variants of virtual buttons, considering two design dimensions of key representations and multi-modal cues (audio, visual, haptic). We conduct two multi-metric assessments to evaluate the four virtual variants and the baselines of physical variants. Our results indicate that the 3D-lookalike buttons help users with more refined and subtle mid-air interactions (i.e. lesser press depth) when haptic cues are available; while the users with 2D-lookalike buttons unintuitively achieve better keystroke performance than the 3D counterparts. We summarize the findings, and accordingly, suggest the design choices of virtual reality buttons among the two proposed design dimensions.
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Prada, Rui. « Artificial Intelligence test agents for automated testing of Extended Reality (XR) ». Open Access Government 37, no 1 (6 janvier 2023) : 344–45. http://dx.doi.org/10.56367/oag-037-10543.

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Artificial Intelligence test agents for automated testing of Extended Reality (XR) Extended Reality (XR) is an umbrella term for advanced interactive systems such as Virtual Reality (VR), Augmented Reality (AR), Mixed Reality (MR), and systems with advanced 3D User Interfaces. These systems have emerged in various domains, from entertainment and education to combat training and mission-critical applications. XR systems typically involve a representation of a virtual world, are highly interactive and tend to be more immersive than other technologies.
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SHERSTYUK, ANDREI, ANTON TRESKUNOV et BENJAMIN BERG. « SEMI-AUTOMATIC SURFACE SCANNER FOR MEDICAL TANGIBLE USER INTERFACES ». International Journal of Image and Graphics 10, no 02 (avril 2010) : 219–33. http://dx.doi.org/10.1142/s0219467810003743.

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Mixing real and virtual components into one consistent environment often involves creating geometry models of physical objects. Traditional approaches include manual modeling by 3D artists or use of dedicated devices. Both approaches require special skills or special hardware and may be costly.We propose a new method for fast semi-automatic 3D geometry acquisition, based upon unconventional use of motion tracking equipment. The proposed method is intended for quick surface prototyping for Virtual, Augmented and Mixed reality applications (VR/AR/MR), where quality of visualization of scanned objects is not required or is of low priority.
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Makita, Satoshi, Takuya Sasaki et Tatsuhiro Urakawa. « Offline Direct Teaching for a Robotic Manipulator in the Computational Space ». International Journal of Automation Technology 15, no 2 (5 mars 2021) : 197–205. http://dx.doi.org/10.20965/ijat.2021.p0197.

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This paper proposes a robot teaching method using augmented and virtual reality technologies. Robot teaching is essential for robots to accomplish several tasks in industrial production. Although there are various approaches to perform motion planning for robot manipulation, robot teaching is still required for precision and reliability. Online teaching, in which a physical robot moves in the real space to obtain the desired motion, is widely performed because of its ease and reliability. However, actual robot movements are required. In contrast, offline teaching can be accomplished entirely in the computational space, and it requires constructing the robot’s surroundings as computer graphic models. Additionally, planar displays do not provide sufficient information on 3D scenes. Our proposed method can be employed as offline teaching, but the operator can manipulate the robot intuitively using a head-mounted device and the specified controllers in the virtual 3D space. We demonstrate two approaches for robot teaching with augmented and virtual reality technologies and show some experimental results.
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Zanchet, Dinamar José, et Edna Frasson de Souza Montero. « Pig liver sectorization and segmentation and virtual reality depiction ». Acta Cirurgica Brasileira 17, no 6 (2002) : 381–87. http://dx.doi.org/10.1590/s0102-86502002000600005.

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OBJECTIVE: To determine pig liver sectorization and segmentation through the representation of their correlation to portal and hepatic veins, and through the development of virtual reality (VR) animation. METHODS: Twenty models were obtained by injection of portal and hepatic veins from Landrace pig livers with a methyl methacrylate solution, and by corrosion of the hepatic parenchyma with chloride acid 35%. VR animation of one of these models was conducted through graphic software (3D Studio Max 3.0). RESULTS: Constant presence of eight segments and six venous drainage sectors was observed. Pig portal vein bifurcation was not noticed. Hepatic veins were named according to their embryological origin. Correlation between venous system and hepatic parenchyma was established by means of VR animation. CONCLUSION: These models facilitated both the study of pig hepatic sectors and segments, and the proposal of hepatic veins nomenclature. These models have also been used for the development of VR animated models which show the correlation between the hepatic parenchyma and the pig liver venous system as well as the observation of them from several points of view.
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Ou, Yan Qun, Li Zhou et Yu Ping Fang. « Research on B2C Electronic Commerce System Based on X3D/VRML ». Advanced Materials Research 328-330 (septembre 2011) : 1689–92. http://dx.doi.org/10.4028/www.scientific.net/amr.328-330.1689.

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Firstly, the thesis analyzes the basic concepts and features of X3D virtual reality modeling language (VRML), X3D is 3D graphic criterion that is follow on, extensible. Secondly, the thesis presents the application frame of VRML in B2C Electronic Commerce systems. By using the technology of VRML, such as the 3D modeling technology, interactive technology and database access technology combined with ASP, the E-commerce system can connect business and customer. The B2C E-commerce platform based on X3D/VRML technology has the trait of instant, 3d, interactive and verisimilitude, provide enhanced receptivity and interactivity for E-commerce. With the organic integration of E-commerce system and VRML technology, the competitiveness of E-commerce will be improved. Virtual 3D B2C E-commerce system will be the platform for enterprise informatization.
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Georgeta, Haraga, Ghelase Daniela et Daschievici Luiza. « Design and Analysis of a Coffee Table ». International Journal of Computational and Applied Mathematics & ; Computer Science 2 (4 juin 2022) : 29–32. http://dx.doi.org/10.37394/232028.2022.2.6.

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This paper focuses on the design and finite element analysis (FEA) of coffee table with center hole can be used with or without umbrella. Therefore, for a better graphic performance we have used CATIA V5 that allows the 2D/3D solids modeling with geometric constraints. In CATIA, we can simulate the whole very easy thing within a virtual reality (VR) using the applications called „Part Design and Generative Structural Analysis”.
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Liuzzo, M., D. Caraccio, E. Di Maggio et G. Luca. « INTEGRATED SURVEY AND SMART NAVIGATION OF COMPLEX TERRITORIAL MODELS ». International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (25 février 2022) : 323–28. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-323-2022.

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Abstract. The study examines the numerous medieval fortified sites that are in ruins throughout the Sicilian territory. Their landscape and historical value is significant, but they are unfortunately abandoned, not in stable conditions and often no metrically reliable graphic representation exists.The methodology we chose required a combined 3D survey campaign and data processing aimed at obtaining 2D and 3D drawings, as well as a virtual reality application to provide knowledge and virtual fruition of the sites.The entire experimental procedure was optimised to provide multi-scalar readings of the sites under investigation, that include their details, the location, territory, and landscape.The article presents the results of a case study carried out on the Maletto Castle in Sicily (Italy).
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Armiano, Ioana. « Creative Interfaces ». International Journal of Creative Interfaces and Computer Graphics 2, no 1 (janvier 2011) : 42–67. http://dx.doi.org/10.4018/jcicg.2011010104.

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Recent developments in process interaction solutions are helping companies and educational institutions to reduce training costs, enhance visualization, and increase communication. Service personnel can make more informed decisions by allowing a broad range of employees to access data instantly. New 3D interactive technologies incorporated into training applications and learning environments together with the introduction of the one projector 3D solution is rapidly changing the landscape for education. Over the last 10 years, virtual reality applications have been applied in various industries; medical, aircraft computer modeling, training simulations for offshore drilling platforms, product configuration, and 3D visualization solutions for education and R&D. This paper examines emergent visualization technologies, their influence on market growth and on new perceptions of learning and teaching. It describes the interrelationship between technology development, technology providers, product launches, R&D, and the motivation to learn and teach new skills. The paper incorporates social, technological, and global markets growth drives, describing the pull and drag synergy between these forces.
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Li, Zhenxing, Maria Kiiveri, Jussi Rantala et Roope Raisamo. « Evaluation of haptic virtual reality user interfaces for medical marking on 3D models ». International Journal of Human-Computer Studies 147 (mars 2021) : 102561. http://dx.doi.org/10.1016/j.ijhcs.2020.102561.

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Silverstein, Jonathan C., et Fred Dech. « Precisely Exploring Medical Models and Volumes in Collaborative Virtual Reality ». Presence : Teleoperators and Virtual Environments 14, no 1 (février 2005) : 47–59. http://dx.doi.org/10.1162/1054746053890233.

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We describe a virtual-reality widget library and two medical applications built on the widget library. These two applications, education using surface models and radiological volume visualization, make use of collaborative interaction techniques. These techniques support a high degree of precision with respect to manipulation of data and data parameters. The 3D widgets instantiated in these applications are synchronized between clients in order to facilitate the high degree of interactivity necessary for productive investigation of shared medical models and volume data. We discuss challenges that face the investigator in an immersive 3D environment as opposed to that of a 2D desktop environment. We describe how these differences have led us to criteria for development of the shared 3D Virtual Reality (VR) graphical user interfaces (GUIs) used in the biomedical applications presented. We review our educational validations already conducted for the surface model exploration application and preview our future work toward a single advanced biomedical collaboration environment.
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Anghel, Ion, J. Dusica Pesic, Silviu Codescu, Daniela Popescu, Valeriu Panaitescu et Octavian Lalu. « 3D Fire Dynamic Scenario for Training Systems Based on Immersive Virtual Reality for Firefighters ». Applied Mechanics and Materials 809-810 (novembre 2015) : 793–98. http://dx.doi.org/10.4028/www.scientific.net/amm.809-810.793.

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Understanding fire behaviour indicators is very important, especially taking into account their integration in the primary fire evaluation process as part of the dynamic and continuous evaluation of risks to which people are exposed to. Construction fires are always characterised by certain critical behaviour factors such as smoke, air currents, heat and flames. Classical training methods for firefighters are practical exercises that are expensive and risky. The aim of the present article is to briefly present a new training method consisting of a dynamic 3D system based on immersive virtual reality. This paper presents results based on the characteristics and thermal values of the flashover in a case study. The phenomenon are simulated by using the Fire Dynamics Simulator, a computer program developed on a complex mathematical apparatus that can generate multiple output data (indicators such as temperatures, gas concentrations, speeds etc.). Results are validated by experimental tests in a testing metal facility from the Police Academy “A. I. Cuza”, Bucharest. The 3D graphic results offered by the simulation highlights the conditions and parameters to which the firefighters involved in putting-out a fire, in the presented training scenario, would be exposed.
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Domingues, Christophe, Samir Otmane et Malik Mallem. « 3DUI-EF : Towards a Framework for Easy Empirical Evaluation of 3D User Interfaces and Interaction Techniques ». International Journal of Virtual Reality 9, no 1 (1 janvier 2010) : 73–80. http://dx.doi.org/10.20870/ijvr.2010.9.1.2764.

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Designing usable and effective 3D User Interfaces and 3D Interaction Techniques is very challenging for Virtual Reality system developers and human factors specialists. Indeed, time consuming empirical evaluation is necessary to have an idea about the goodness of the 3D User Interface (3DUI) and the 3D Interaction Technique (3DIT) at the end of their development lifecycle. This may induce a huge loss of time if the result appears not to be satisfying in the end. Moreover, 3DUI evaluation is much more complex than 2D User Interfaces evaluation which is due to heterogeneous Virtual Reality (VR) devices and 3DIT. The aim of this work is to provide a framework allowing developers and experimenters to quickly evaluate 3DUIs and 3DITs during the design and the development lifecycle. The proposed framework is divided into two tools. The first one enables to create an evaluation protocol based on a knowledge database using two data mining algorithms, the "C4.5" to avoid from impossible combinations between devices and indicators and the "Spv Assoc Tree" to build a decision tree between indicators and factors. The second tool of the framework is an Evaluation Virtual Environment (EVE) to perform the evaluation according the protocol created with the first tool.
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Sun, Bo Wen, Bin Shen, Wen Wu Chen, Yan Peng Zhang et Jia Qi Lin. « VEET : 3D Virtual Electrical Experimental Tool Supporting Multi-Modal User Interfaces and Platforms ». Advanced Materials Research 981 (juillet 2014) : 196–99. http://dx.doi.org/10.4028/www.scientific.net/amr.981.196.

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This paper introduces a practical and cross-platform virtual electrical experimental tool (VEET) based on an off the shelf game engine called Unity3D which is powerful and flexible to develop Virtual and Augmented Reality (VR/AR) applications. Taking the electrical experiments of technological university as examples, the well designed virtual experimental system has the characteristics of lifelike three dimensional (3D) experimental environments, AR interactive interface on mobile devices, intelligent detecting mechanism and cross-platform. We described VEET’?s flexible design and demonstrate its use in teaching where 120 students from three classes conducted electrical experiments with it. The experiments in VEET were presented on desktop, mobile and web browser using low cost common devices (personal computer, android handheld device, Chrome browser). Evaluating the main performance parameters, the well practicability was confirmed.
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Štefanovič, Juraj, et Frank Schindler. « Education Support by Research in Local Transportation History ». Creative and Knowledge Society 6, no 1 (1 juillet 2016) : 1–12. http://dx.doi.org/10.1515/cks-2016-0006.

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Abstract Aim of the article is to present our research dealing with virtual reality modeling and education activities. It involves a chain of development steps: taking pictures of objects, collecting information, creation of 3D models and panoramas, setting up the interactive virtual reality environment along with educational support and testing the user experience with students. Methodology/methods of work: the creation of 3D models and panoramas is done by taking pictures of real objects and using them as textures. The education materials are created as interactive presentations and the usability testing of these presentations should be planned. Scientific goal is to measure the quality of interaction by this education support in order to derive rules testing effectiveness of support, interactive applications and presentations. Findings: 3D models and other educational support materials may be created voluntarily by teachers. The open source library for many different models should be created by whole community provided suitable interfaces of modeling tools will be arranged. Conclusions: Complex educational and interactive materials including virtual reality and panoramas are satisfactory when combined with easy 3D models that are made from taken pictures, which could be made by teachers themselves and/or open communities by existing cameras.
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Clark, Logan D., et Sara L. Riggs. « Investigating the Use of Movement Kinematics to Assess Perceptual Ambiguity in Virtual Reality ». Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no 1 (novembre 2019) : 2318–22. http://dx.doi.org/10.1177/1071181319631156.

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With the emergence of 3D direct-selection interfaces in virtual reality (VR) displays, specialized metrics may be needed to assess the efficiency of these complex interactions. Kinematic movement trajectory analysis, an established technique in experimental psychology, may provide a useful framework for quantifying meaningful patterns of user interaction using the 3D position data recorded by most VR displays. We explored this possibility by investigating the effectiveness of a kinematic approach for identifying ambiguous interface elements in VR by detecting movements initiated toward incorrect target locations (termed “misfires”). Twenty-three participants selected 96 target objects of varying perceptual ambiguity presented in a simple VR environment with limited depth cues. Movement trajectories were recorded and evaluated using a-priori criteria to identify discontinuities consistent with misfire movements. Misfires were observed on 31.6% of trials and occurred significantly more often for movements to perceptually ambiguous targets. The findings of this study suggest that kinematic measures may be useful for quantifying patterns of user interaction in direct-selection VR interfaces.
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Bowman, Doug A., Jian Chen, Chadwick A. Wingrave, John Lucas, Andrew Ray, Nicholas F. Polys, Qing Li et al. « New Directions in 3D User Interfaces ». International Journal of Virtual Reality 5, no 2 (1 janvier 2006) : 3–14. http://dx.doi.org/10.20870/ijvr.2006.5.2.2683.

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Three-dimensional user interfaces (3D UIs) support user tasks in many non-traditional interactive systems such as virtual environments and augmented reality. Although 3D UI researchers have been successful in identifying basic user tasks and interaction metaphors, evaluating the usability of 3D interaction techniques, and improving the usability of many applications, 3D UI research now stands at a crossroads. Very few fundamentally new techniques and metaphors for 3D interaction have been discovered in recent years, yet the usability of 3D UIs in many real-world applications is still not at a desirable level. What directions should 3D UI researchers next explore to improve this situation? In this paper, we make some observations about the history of 3D UIs and the current state-of-the-art. Using this evidence, in addition to our own experience, we argue that 3D UI researchers should approach this problem using some new research approaches, which cluster around the concepts of specificity, flavors, implementation, and emerging technologies. We illustrate and discuss some of these new directions using case studies of research projects undertaken in our group. These explorations indicate the promise of these directions for further increasing our understanding of 3D interaction and 3D UI design, and for ensuring the usability of 3D UIs in future applications
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Robinett, Warren, et Richard Holloway. « The Visual Display Transformation for Virtual Reality ». Presence : Teleoperators and Virtual Environments 4, no 1 (janvier 1995) : 1–23. http://dx.doi.org/10.1162/pres.1995.4.1.1.

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The visual display transformation for virtual reality (VR) systems is typically much more complex than the standard viewing transformation discussed in the literature for conventional computer graphics. The process can be represented as a series of transformations, some of which contain parameters that must match the physical configuration of the system hardware and the user's body. Because of the number and complexity of the transformations, a systematic approach and a thorough understanding of the mathematical models involved are essential. This paper presents a complete model for the visual display transformation for a VR system; that is, the series of transformations used to map points from object coordinates to screen coordinates. Virtual objects are typically defined in an object-centered coordinate system (CS), but must be displayed using the screen-centered CSs of the two screens of a head-mounted display (HMD). This particular algorithm for the VR display computation allows multiple users to independently change position, orientation, and scale within the virtual world, allows users to pick up and move virtual objects, uses the measurements from a head tracker to immerse the user in the virtual world, provides an adjustable eye separation for generating two stereoscopic images, uses the off-center perspective projection required by many HMDs, and compensates for the optical distortion introduced by the lenses in an HMD. The implementation of this framework as the core of the UNC VR software is described, and the values of the UNC display parameters are given. We also introduce the vector-quaternion-scalar (VQS) representation for transformations between 3D coordinate systems, which is specifically tailored to the needs of a VR system. The transformations and CSs presented comprise a complete framework for generating the computer-graphic imagery required in a typical VR system. The model presented here is deliberately abstract in order to be general purpose; thus, issues of system design and visual perception are not addressed. While the mathematical techniques involved are already well known, there are enough parameters and pitfalls that a detailed description of the entire process should be a useful tool for someone interested in implementing a VR system.
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Biondi, Elena, et Alessandro Bovero. « The virtual journey through history : from projects to building phases of one of the most famous baroque Royal Palace in the UNESCO’s World Heritage List ». Virtual Archaeology Review 4, no 8 (20 novembre 2015) : 109. http://dx.doi.org/10.4995/var.2013.4333.

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<p>In this paper we present an experience designed to introduce virtual reality and computer graphic modeling as representing tools in all phases of interpretation, analysis, reconstruction and communication of archaeological and historical researches on Venaria Reale Complex. Ten three-dimensional CG reconstructions represent exterior shapes of the Complex corresponding its five major building phases: the relationship between the old town centre, the Royal Complex and its Gardens has been consistently the result of an unified vision. The virtual pass into the history of that site since seventeenth century to the present has been realized with careful virtual camera flight through 3D reconstructions. The main purpose for the final video was to highlight the most significant elements that mark urban and architectural evolutions.</p>
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Speicher, Maximilian, Katy Lewis et Michael Nebeling. « Designers, the Stage Is Yours ! Medium-Fidelity Prototyping of Augmented & ; Virtual Reality Interfaces with 360theater ». Proceedings of the ACM on Human-Computer Interaction 5, EICS (27 mai 2021) : 1–25. http://dx.doi.org/10.1145/3461727.

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While augmented and virtual reality technologies are becoming mainstream, it is still technically challenging and time-consuming to create new applications. Many designers draw from traditional low-fidelity prototyping methods that do not lend themselves well to designing in 3D. Developers use high-end programming frameworks such as Unity and Unreal which require significant hardware/software setups and coding skills. We see a gap in the medium-fidelity range where there is an opportunity for new tools to leverage the advantages of 360° content for AR/VR prototyping. Existing tools, however, have only limited support for 3D geometry, spatial and proxemic interactions, puppeteering, and storytelling. We present 360theater, a new method and a tool for rapid prototyping of AR/VR experiences, which takes dioramas into the virtual realm by enhancing 360° video capture with 3D geometry and simulating spatial interactions via Wizard of Oz. Our comparative evaluation of techniques with novice and experienced AR/VR designers shows that 360theater can close the gap and achieve a higher fidelity and more realistic AR/VR prototypes than comparable methods.
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