WorldWideScience

Sample records for 3d virtual reality

  1. 3D Virtual Reality Check: Learner Engagement and Constructivist Theory

    Science.gov (United States)

    Bair, Richard A.

    2013-01-01

    The inclusion of three-dimensional (3D) virtual tools has created a need to communicate the engagement of 3D tools and specify learning gains that educators and the institutions, which are funding 3D tools, can expect. A review of literature demonstrates that specific models and theories for 3D Virtual Reality (VR) learning do not exist "per…

  2. Dynamic 3D echocardiography in virtual reality.

    NARCIS (Netherlands)

    A.E. van den Bosch (Annemien); A.H.J. Koning (Anton); F.J. Meijboom (Folkert); J.S. McGhie (Jackie); M.L. Simoons (Maarten); P.J. van der Spek (Peter); A.J.J.C. Bogers (Ad)

    2005-01-01

    textabstractBACKGROUND: This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. METHODS: Three-dimensional echocardiographic d

  3. Augmented Reality vs Virtual Reality for 3D Object Manipulation.

    Science.gov (United States)

    Krichenbauer, Max; Yamamoto, Goshiro; Taketomi, Takafumi; Sandor, Christian; Kato, Hirokazu

    2017-01-25

    Virtual Reality (VR) Head-Mounted Displays (HMDs) are on the verge of becoming commodity hardware available to the average user and feasible to use as a tool for 3D work. Some HMDs include front-facing cameras, enabling Augmented Reality (AR) functionality. Apart from avoiding collisions with the environment, interaction with virtual objects may also be affected by seeing the real environment. However, whether these effects are positive or negative has not yet been studied extensively. For most tasks it is unknown whether AR has any advantage over VR. In this work we present the results of a user study in which we compared user performance measured in task completion time on a 9 degrees of freedom object selection and transformation task performed either in AR or VR, both with a 3D input device and a mouse. Our results show faster task completion time in AR over VR. When using a 3D input device, a purely VR environment increased task completion time by 22.5% on average compared to AR (p < 0:024). Surprisingly, a similar effect occurred when using a mouse: users were about 17.3% slower in VR than in AR (p < 0:04). Mouse and 3D input device produced similar task completion times in each condition (AR or VR) respectively. We further found no differences in reported comfort.

  4. 3D Vision in a Virtual Reality Robotics Environment

    OpenAIRE

    Schütz, Christian L.; Natonek, Emerico; Baur, Charles; Hügli, Heinz

    2009-01-01

    Virtual reality robotics (VRR) needs sensing feedback from the real environment. To show how advanced 3D vision provides new perspectives to fulfill these needs, this paper presents an architecture and system that integrates hybrid 3D vision and VRR and reports about experiments and results. The first section discusses the advantages of virtual reality in robotics, the potential of a 3D vision system in VRR and the contribution of a knowledge database, robust control and the combination of in...

  5. Embryonic staging using a 3D virtual reality system

    NARCIS (Netherlands)

    C.M. Verwoerd-Dikkeboom (Christine); A.H.J. Koning (Anton); P.J. van der Spek (Peter); N. Exalto (Niek); R.P.M. Steegers-Theunissen (Régine)

    2008-01-01

    textabstractBACKGROUND: The aim of this study was to demonstrate that Carnegie Stages could be assigned to embryos visualized with a 3D virtual reality system. METHODS: We analysed 48 3D ultrasound scans of 19 IVF/ICSI pregnancies at 7-10 weeks' gestation. These datasets were visualized as 3D 'holog

  6. Dynamic 3D echocardiography in virtual reality

    Directory of Open Access Journals (Sweden)

    Simoons Maarten L

    2005-12-01

    Full Text Available Abstract Background This pilot study was performed to evaluate whether virtual reality is applicable for three-dimensional echocardiography and if three-dimensional echocardiographic 'holograms' have the potential to become a clinically useful tool. Methods Three-dimensional echocardiographic data sets from 2 normal subjects and from 4 patients with a mitral valve pathological condition were included in the study. The three-dimensional data sets were acquired with the Philips Sonos 7500 echo-system and transferred to the BARCO (Barco N.V., Kortrijk, Belgium I-space. Ten independent observers assessed the 6 three-dimensional data sets with and without mitral valve pathology. After 10 minutes' instruction in the I-Space, all of the observers could use the virtual pointer that is necessary to create cut planes in the hologram. Results The 10 independent observers correctly assessed the normal and pathological mitral valve in the holograms (analysis time approximately 10 minutes. Conclusion this report shows that dynamic holographic imaging of three-dimensional echocardiographic data is feasible. However, the applicability and use-fullness of this technology in clinical practice is still limited.

  7. A virtual reality 3D jigsaw for teaching anatomy.

    Science.gov (United States)

    Ruthenbeck, G S; Carati, C J; Gibbins, I L; Reynolds, K J

    2008-01-01

    Virtual Reality has some advantages over traditional teaching and learning media. Here we describe a VR Jigsaw which uses a novel interface to facilitate learning the anatomy of the skull. A small trial was performed which indicates that the software succeeds at engaging students and suggests that their comprehension of complex 3D structures was improved.

  8. 3D Servicescape Model: Atmospheric Qualities of Virtual Reality Retailing

    Directory of Open Access Journals (Sweden)

    Aasim Munir Dad

    2016-02-01

    Full Text Available The purpose of this paper is to provide a 3D servicescape conceptual model which explores the potential effect of 3D virtual reality retail stores’ environment on shoppers' behaviour. Extensive review of literature within two different domains, namely: servicescape models, and retail atmospherics, was carried out in order to propose a conceptual model. Further, eight detailed interviews were conducted to confirm the stimulus dimension of the conceptual model. A 3D servicescape conceptual model is offered on the basis of stimulus-organism-dimension, which proposes that a 3D virtual reality retail (VRR store environment consists of physical, social, socially symbolic and natural dimensions. These dimensions are proposed to affect shoppers’ behaviour through the mediating variables of emotions (pleasure and arousal. An interrelationship between pleasure and arousal, as mediating variables, is also proposed. This research opens a number of new avenues for further research through the proposed model of shoppers’ behaviour in a VRR store environment. Further, a systematic taxonomy development of VRR store environment is attempted through this proposed model that may prove to be an important step in theory building. A comprehensive 3D service scape model along with a large number of propositions is made to define a 3D VRR store environment.

  9. Interactive Scientific Visualization in 3D Virtual Reality Model

    Directory of Open Access Journals (Sweden)

    Filip Popovski

    2016-11-01

    Full Text Available Scientific visualization in technology of virtual reality is a graphical representation of virtual environment in the form of images or animation that can be displayed with various devices such as Head Mounted Display (HMD or monitors that can view threedimensional world. Research in real time is a desirable capability for scientific visualization and virtual reality in which we are immersed and make the research process easier. In this scientific paper the interaction between the user and objects in the virtual environment аrе in real time which gives a sense of reality to the user. Also, Quest3D VR software package is used and the movement of the user through the virtual environment, the impossibility to walk through solid objects, methods for grabbing objects and their displacement are programmed and all interactions between them will be possible. At the end some critical analysis were made on all of these techniques on various computer systems and excellent results were obtained.

  10. Organizational Learning Goes Virtual?: A Study of Employees' Learning Achievement in Stereoscopic 3D Virtual Reality

    Science.gov (United States)

    Lau, Kung Wong

    2015-01-01

    Purpose: This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or…

  11. Virtual reality 3D headset based on DMD light modulators

    Energy Technology Data Exchange (ETDEWEB)

    Bernacki, Bruce E.; Evans, Allan; Tang, Edward

    2014-06-13

    We present the design of an immersion-type 3D headset suitable for virtual reality applications based upon digital micro-mirror devices (DMD). Our approach leverages silicon micro mirrors offering 720p resolution displays in a small form-factor. Supporting chip sets allow rapid integration of these devices into wearable displays with high resolution and low power consumption. Applications include night driving, piloting of UAVs, fusion of multiple sensors for pilots, training, vision diagnostics and consumer gaming. Our design is described in which light from the DMD is imaged to infinity and the user’s own eye lens forms a real image on the user’s retina.

  12. Sensorized Garment Augmented 3D Pervasive Virtual Reality System

    Science.gov (United States)

    Gulrez, Tauseef; Tognetti, Alessandro; de Rossi, Danilo

    Virtual reality (VR) technology has matured to a point where humans can navigate in virtual scenes; however, providing them with a comfortable fully immersive role in VR remains a challenge. Currently available sensing solutions do not provide ease of deployment, particularly in the seated position due to sensor placement restrictions over the body, and optic-sensing requires a restricted indoor environment to track body movements. Here we present a 52-sensor laden garment interfaced with VR, which offers both portability and unencumbered user movement in a VR environment. This chapter addresses the systems engineering aspects of our pervasive computing solution of the interactive sensorized 3D VR and presents the initial results and future research directions. Participants navigated in a virtual art gallery using natural body movements that were detected by their wearable sensor shirt and then mapped the signals to electrical control signals responsible for VR scene navigation. The initial results are positive, and offer many opportunities for use in computationally intelligentman-machine multimedia control.

  13. PAST AND FUTURE APPLICATIONS OF 3-D (VIRTUAL REALITY TECHNOLOGY

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2014-11-01

    Full Text Available Virtual Reality (virtual environment technology, VET has been widely available for twenty years. In that time, the benefits of using virtual environments (VEs have become clear in many areas of application, including assessment and training, education, rehabilitation and psychological research in spatial cognition. The flexibility, reproducibility and adaptability of VEs are especially important, particularly in the training and testing of navigational and way-finding skills. Transfer of training between real and virtual environments has been found to be reliable. However, input device usage can compromise spatial information acquisition from VEs, and distances in VEs are invariably underestimated. The present review traces the evolution of VET, anticipates future areas in which developments are likely to occur, and highlights areas in which research is needed to optimise usage.

  14. Dental impressions using 3D digital scanners: virtual becomes reality.

    Science.gov (United States)

    Birnbaum, Nathan S; Aaronson, Heidi B

    2008-10-01

    The technologies that have made the use of three-dimensional (3D) digital scanners an integral part of many industries for decades have been improved and refined for application to dentistry. Since the introduction of the first dental impressioning digital scanner in the 1980s, development engineers at a number of companies have enhanced the technologies and created in-office scanners that are increasingly user-friendly and able to produce precisely fitting dental restorations. These systems are capable of capturing 3D virtual images of tooth preparations, from which restorations may be fabricated directly (ie, CAD/CAM systems) or fabricated indirectly (ie, dedicated impression scanning systems for the creation of accurate master models). The use of these products is increasing rapidly around the world and presents a paradigm shift in the way in which dental impressions are made. Several of the leading 3D dental digital scanning systems are presented and discussed in this article.

  15. Virtual reality and 3D animation in forensic visualization.

    Science.gov (United States)

    Ma, Minhua; Zheng, Huiru; Lallie, Harjinder

    2010-09-01

    Computer-generated three-dimensional (3D) animation is an ideal media to accurately visualize crime or accident scenes to the viewers and in the courtrooms. Based upon factual data, forensic animations can reproduce the scene and demonstrate the activity at various points in time. The use of computer animation techniques to reconstruct crime scenes is beginning to replace the traditional illustrations, photographs, and verbal descriptions, and is becoming popular in today's forensics. This article integrates work in the areas of 3D graphics, computer vision, motion tracking, natural language processing, and forensic computing, to investigate the state-of-the-art in forensic visualization. It identifies and reviews areas where new applications of 3D digital technologies and artificial intelligence could be used to enhance particular phases of forensic visualization to create 3D models and animations automatically and quickly. Having discussed the relationships between major crime types and level-of-detail in corresponding forensic animations, we recognized that high level-of-detail animation involving human characters, which is appropriate for many major crime types but has had limited use in courtrooms, could be useful for crime investigation.

  16. Anesthesiology training using 3D imaging and virtual reality

    Science.gov (United States)

    Blezek, Daniel J.; Robb, Richard A.; Camp, Jon J.; Nauss, Lee A.

    1996-04-01

    Current training for regional nerve block procedures by anesthesiology residents requires expert supervision and the use of cadavers; both of which are relatively expensive commodities in today's cost-conscious medical environment. We are developing methods to augment and eventually replace these training procedures with real-time and realistic computer visualizations and manipulations of the anatomical structures involved in anesthesiology procedures, such as nerve plexus injections (e.g., celiac blocks). The initial work is focused on visualizations: both static images and rotational renderings. From the initial results, a coherent paradigm for virtual patient and scene representation will be developed.

  17. From reality to virtual reality: 3D object imaging techniques and algorithms

    Science.gov (United States)

    Sitnik, Robert; Kujawinska, Malgorzata

    2003-10-01

    General concept of 3D data processing path, which enables to introduce information about shape and texture of real 3D objects into complex virtual worlds, is presented. Minimal requirements for input data, in the most common case coming in the form of cloud of (x,y,z) co-ordinate points from 3D shape measurement systems, are specified with special emphasis on implementation of multidirectional data and texture information. The algorithms for data pre-processing like filtering, smoothing and simplification are introduced. The techniques for merging of directional data into single virtual object are also employed. The algorithm for triangulation of merged cloud of points to form virtual object accepted by multimedia environments is presented. The various techniques of texture creation and mapping are introduced. All steps are illustrated by measurement and processing of a representative 3D object for art applications.

  18. Prototyping Novel Instruments for Fetal Surgery through Virtual Reality Simulation and 3D Printing

    OpenAIRE

    2015-01-01

    Designing novel medical devices is a complex matter. Involving clinicians as early as possible into the development process is of crucial importance; it helps to shorten the development cycle and increases the likelihood of later acceptance by clinicians. In this paper we show how through a combination of 3D printing and Virtual Reality simulation it is possible to involve clinicians in a very early stage, yet receive concrete quantitative and qualitative information that can shift the design...

  19. A Simplified Model for Generating 3D Realistic Sound in the Multimedia and Virtual Reality Systems

    Institute of Scientific and Technical Information of China (English)

    赵Yu; 何志均; 等

    1996-01-01

    It is a key feature to embed 3D realistic sound effect in the future multimedia and virtual reality systems.Recent research on acoustics and psychoacoustics reveals the important cues for sound localization and sound perception.One promising approach to generate 3D realistic sound effect uses two earphones by simulating the sound waveforms from sound source to eardrum.This paper summarizes two methods for generating 3D realistic sound and points out their inherent drawbacks.To overcome these drawbacks we propose a simplified model to generate 3D realistic sound at any positions in the horizontal plane based on the results of sound perception and localization.Experimental results show that the model is correct and efficient.

  20. Mackay campus of environmental education and digital cultural construction: the application of 3D virtual reality

    Science.gov (United States)

    Chien, Shao-Chi; Chung, Yu-Wei; Lin, Yi-Hsuan; Huang, Jun-Yi; Chang, Jhih-Ting; He, Cai-Ying; Cheng, Yi-Wen

    2012-04-01

    This study uses 3D virtual reality technology to create the "Mackay campus of the environmental education and digital cultural 3D navigation system" for local historical sites in the Tamsui (Hoba) area, in hopes of providing tourism information and navigation through historical sites using a 3D navigation system. We used Auto CAD, Sketch Up, and SpaceEyes 3D software to construct the virtual reality scenes and create the school's historical sites, such as the House of Reverends, the House of Maidens, the Residence of Mackay, and the Education Hall. We used this technology to complete the environmental education and digital cultural Mackay campus . The platform we established can indeed achieve the desired function of providing tourism information and historical site navigation. The interactive multimedia style and the presentation of the information will allow users to obtain a direct information response. In addition to showing the external appearances of buildings, the navigation platform can also allow users to enter the buildings to view lifelike scenes and textual information related to the historical sites. The historical sites are designed according to their actual size, which gives users a more realistic feel. In terms of the navigation route, the navigation system does not force users along a fixed route, but instead allows users to freely control the route they would like to take to view the historical sites on the platform.

  1. New Algorithm for 3D Facial Model Reconstruction and Its Application in Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    Rong-Hua Liang; Zhi-Geng Pan; Chun Chen

    2004-01-01

    3D human face model reconstruction is essential to the generation of facial animations that is widely used in the field of virtual reality(VR).The main issues of 3D facial model reconstruction based on images by vision technologies are in twofold: one is to select and match the corresponding features of face from two images with minimal interaction and the other is to generate the realistic-looking human face model.In this paper,a new algorithm for realistic-looking face reconstruction is presented based on stereo vision.Firstly,a pattern is printed and attached to a planar surface for camera calibration,and corners generation and corners matching between two images are performed by integrating modified image pyramid Lucas-Kanade(PLK)algorithm and local adjustment algorithm,and then 3D coordinates of corners are obtained by 3D reconstruction.Individual face model is generated by the deformation of general 3D model and interpolation of the features.Finally,realisticlooking human face model is obtained after texture mapping and eyes modeling.In addition,some application examples in the field of VR are given.Experimental result shows that the proposed algorithm is robust and the 3D model is photo-realistic.

  2. 3D Visualization of Cultural Heritage Artefacts with Virtual Reality devices

    Science.gov (United States)

    Gonizzi Barsanti, S.; Caruso, G.; Micoli, L. L.; Covarrubias Rodriguez, M.; Guidi, G.

    2015-08-01

    Although 3D models are useful to preserve the information about historical artefacts, the potential of these digital contents are not fully accomplished until they are not used to interactively communicate their significance to non-specialists. Starting from this consideration, a new way to provide museum visitors with more information was investigated. The research is aimed at valorising and making more accessible the Egyptian funeral objects exhibited in the Sforza Castle in Milan. The results of the research will be used for the renewal of the current exhibition, at the Archaeological Museum in Milan, by making it more attractive. A 3D virtual interactive scenario regarding the "path of the dead", an important ritual in ancient Egypt, was realized to augment the experience and the comprehension of the public through interactivity. Four important artefacts were considered for this scope: two ushabty, a wooden sarcophagus and a heart scarab. The scenario was realized by integrating low-cost Virtual Reality technologies, as the Oculus Rift DK2 and the Leap Motion controller, and implementing a specific software by using Unity. The 3D models were implemented by adding responsive points of interest in relation to important symbols or features of the artefact. This allows highlighting single parts of the artefact in order to better identify the hieroglyphs and provide their translation. The paper describes the process for optimizing the 3D models, the implementation of the interactive scenario and the results of some test that have been carried out in the lab.

  3. EEG-based asynchronous BCI control of a car in 3D virtual reality environments

    Institute of Scientific and Technical Information of China (English)

    ZHAO QiBin; ZHANG LiQing; CICHOCKI Andrzej

    2009-01-01

    Brain computer interface (BCl) aims at creating new communication channels without depending on brain's normal output channels of peripheral nerves and muscles.However,natural and sophisticated interactions manner between brain and computer still remain challenging.In this paper,we investigate how the duration of event-related desynchronization/synchronization (ERD/ERS) caused by motor im-agery (MI) can be modulated and used as an additional control parameter beyond simple binary deci-sions.Furthermore,using the non-time-locked properties of sustained (de)synchronization,we have developed an asynchronous BCl system for driving a car in 3D virtual reality environment (VRE) based on cumulative incremental control strategy.The extensive real time experiments confirmed that our new approach is able to drive smoothly a virtual car within challenging VRE only by the MI tasks with-out involving any muscular activities.

  4. Load Assembly of the Ignitor Machine with 3D Interactive Virtual Reality

    Science.gov (United States)

    Migliori, S.; Pierattini, S.

    2003-10-01

    The main purpose of this work is to assist the Ignitor team in every phase of the project using the new Virtual Reality Technology (VR). Through the VR it is possible to see, plan and test the machine assembly sequence and the total layout. We are also planning to simulate in VR the remote handling systems. The complexity of the system requires a large and powerful graphical device. The ENEA?s "Advanced Visualization Technology" team has implemented a repository file data structure integrated with the CATIA drawing cams from the designer of Ignitor. The 3D virtual mockup software is used to view and analyze all objects that compose the mockup and also to analyze the correct assembly sequences. The ENEA?s 3D immersive system and software are fully integrated in the ENEA?s supercomputing GRID infrastructure. At any time all members of the Ignitor Project can view the status of the mockup in 3D (draft and/or final objects) through the net. During the conference examples of the assembly sequence and load assembly structure will be presented.

  5. Design and fabrication of concave-convex lens for head mounted virtual reality 3D glasses

    Science.gov (United States)

    Deng, Zhaoyang; Cheng, Dewen; Hu, Yuan; Huang, Yifan; Wang, Yongtian

    2015-08-01

    As a kind of light-weighted and convenient tool to achieve stereoscopic vision, virtual reality glasses are gaining more popularity nowadays. For these glasses, molded plastic lenses are often adopted to handle both the imaging property and the cost of massive production. However, the as-built performance of the glass depends on both the optical design and the injection molding process, and maintaining the profile of the lens during injection molding process presents particular challenges. In this paper, optical design is combined with processing simulation analysis to obtain a design result suitable for injection molding. Based on the design and analysis results, different experiments are done using high-quality equipment to optimize the process parameters of injection molding. Finally, a single concave-convex lens is designed with a field-of-view of 90° for the virtual reality 3D glasses. The as-built profile error of the glass lens is controlled within 5μm, which indicates that the designed shape of the lens is fairly realized and the designed optical performance can thus be achieved.

  6. Real time virtual reality 3D animation and control system for nuclear service robotics

    Energy Technology Data Exchange (ETDEWEB)

    Petrosky, L.J. [Westinghouse Electric Corporation (United States)

    1998-07-01

    The ROSACAD robotic control system developed by Westinghouse Electric Corporation provides a robot operator with real time 3D virtual reality animation of the robot in its environment and provides on-line look ahead collision avoidance. The operator interface is ideal for systems that use teleoperation, or those in which the robot's work envelope is congested with many obstacles. The operations software uses object-oriented coding, which allows easy extension to new applications and is specifically design to integrate teleoperation interpersed with autonomous sequences. Any robot and environment can he modeled through the use of the ROBCAD solid modeling software, including the presence of moving obstacles. ROSACAD is a generic interface and control system that has beer applied in many diverse robotic systems ranging from nuclear steam generator service arms to pipe crawlers. (authors)

  7. Design and implementation of a 3D ocean virtual reality and visualization engine

    Science.gov (United States)

    Chen, Ge; Li, Bo; Tian, Fenglin; Ji, Pengbo; Li, Wenqing

    2012-12-01

    In this study, a 3D virtual reality and visualization engine for rendering the ocean, named VV-Ocean, is designed for marine applications. The design goals of VV-Ocean aim at high fidelity simulation of ocean environment, visualization of massive and multidimensional marine data, and imitation of marine lives. VV-Ocean is composed of five modules, i.e. memory management module, resources management module, scene management module, rendering process management module and interaction management module. There are three core functions in VV-Ocean: reconstructing vivid virtual ocean scenes, visualizing real data dynamically in real time, imitating and simulating marine lives intuitively. Based on VV-Ocean, we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface. Environment factors such as ocean current and wind field have been considered in this simulation. On this platform oil spilling process can be abstracted as movements of abundant oil particles. The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering. VV-Ocean can be widely used in ocean applications such as demonstrating marine operations, facilitating maritime communications, developing ocean games, reducing marine hazards, forecasting the weather over oceans, serving marine tourism, and so on. Finally, further technological improvements of VV-Ocean are discussed.

  8. Design and Implementation of a 3D Ocean Virtual Reality and Visualization Engine

    Institute of Scientific and Technical Information of China (English)

    CHEN Ge; LI Bo; TIAN Fenglin; JI Pengbo; LI Wenqing

    2012-01-01

    In this study,a 3D virtual reality and visualization engine for rendering the ocean,named VV-Ocean,is designed for marine applications.The design goals of VV-Ocean aim at high fidelity simulation of ocean environment,visualization of massive and multidimensional marine data,and imitation of marine lives.VV-Ocean is composed of five modules,i.e.memory management module,resources management module,scene management module,rendering process management module and interaction management module.There are three core functions in VV-Ocean:reconstructing vivid virtual ocean scenes,visualizing real data dynamically in real time,imitating and simulating marine lives intuitively.Based on VV-Ocean,we establish a sea-land integration platform which can reproduce drifting and diffusion processes of oil spilling from sea bottom to surface.Environment factors such as ocean current and wind field have been considered in this simulation.On this platform oil spilling process can be abstracted as movements of abundant oil particles.The result shows that oil particles blend with water well and the platform meets the requirement for real-time and interactive rendering.VV-Ocean can be widely used in ocean applications such as demonstrating marine operations,facilitating maritime communications,developing ocean games,reducing marine hazards,forecasting the weather over oceans,serving marine tourism,and so on.Finally,further technological improvements of VV-Ocean are discussed.

  9. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect

    NARCIS (Netherlands)

    G. Bol-Raap (Goris); A.H.J. Koning (Anton); T.V. Scohy (Thierry); A.D.J. ten Harkel (Arend); F.J. Meijboom (Folkert); A.P. Kappetein (Arie Pieter); P.J. van der Spek (Peter); A.J.J.C. Bogers (Ad)

    2007-01-01

    textabstractBackground. This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D) echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD). Methods. 12 da

  10. Assessing the precision of gaze following using a stereoscopic 3D virtual reality setting.

    Science.gov (United States)

    Atabaki, Artin; Marciniak, Karolina; Dicke, Peter W; Thier, Peter

    2015-07-01

    Despite the ecological importance of gaze following, little is known about the underlying neuronal processes, which allow us to extract gaze direction from the geometric features of the eye and head of a conspecific. In order to understand the neuronal mechanisms underlying this ability, a careful description of the capacity and the limitations of gaze following at the behavioral level is needed. Previous studies of gaze following, which relied on naturalistic settings have the disadvantage of allowing only very limited control of potentially relevant visual features guiding gaze following, such as the contrast of iris and sclera, the shape of the eyelids and--in the case of photographs--they lack depth. Hence, in order to get full control of potentially relevant features we decided to study gaze following of human observers guided by the gaze of a human avatar seen stereoscopically. To this end we established a stereoscopic 3D virtual reality setup, in which we tested human subjects' abilities to detect at which target a human avatar was looking at. Following the gaze of the avatar showed all the features of the gaze following of a natural person, namely a substantial degree of precision associated with a consistent pattern of systematic deviations from the target. Poor stereo vision affected performance surprisingly little (only in certain experimental conditions). Only gaze following guided by targets at larger downward eccentricities exhibited a differential effect of the presence or absence of accompanying movements of the avatar's eyelids and eyebrows.

  11. Virtual reality approach for 3D large model browsing on web site

    Institute of Scientific and Technical Information of China (English)

    2005-01-01

    Using virtual reality for interactive design gives a designer an intuitive vision of a design and allows the designer to achieve a viable, optimal solution in a timely manner. The article discusses the process of making the Virtual Reality System of the Humble Administrator's Garden. Translating building data to the Virtual Reality Modeling Language (VRML) is by far unsatisfactory. This creates a challenge for computer designers to do optimization to meet requirements. Five different approaches to optimize models have been presented in this paper. The other methods are to optimize VRML and to reduce the file size. This is done by keeping polygon counts to a minimum and by applying such techniques as object culling and level-of-detail switching.

  12. The Input-Interface of Webcam Applied in 3D Virtual Reality Systems

    Science.gov (United States)

    Sun, Huey-Min; Cheng, Wen-Lin

    2009-01-01

    Our research explores a virtual reality application based on Web camera (Webcam) input-interface. The interface can replace with the mouse to control direction intention of a user by the method of frame difference. We divide a frame into nine grids from Webcam and make use of the background registration to compute the moving object. In order to…

  13. Virtual Reality Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — FUNCTION: Performs basic and applied research in interactive 3D computer graphics, including visual analytics, virtual environments, and augmented reality (AR). The...

  14. Exploring 3-D Virtual Reality Technology for Spatial Ability and Chemistry Achievement

    Science.gov (United States)

    Merchant, Z.; Goetz, E. T.; Keeney-Kennicutt, W.; Cifuentes, L.; Kwok, O.; Davis, T. J.

    2013-01-01

    We investigated the potential of Second Life® (SL), a three-dimensional (3-D) virtual world, to enhance undergraduate students' learning of a vital chemistry concept. A quasi-experimental pre-posttest control group design was used to conduct the study. A total of 387 participants completed three assignment activities either in SL or using…

  15. Using virtual reality technology and hand tracking technology to create software for training surgical skills in 3D game

    Science.gov (United States)

    Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.

    2015-11-01

    The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.

  16. 3D graphics, virtual reality, and motion-onset visual evoked potentials in neurogaming.

    Science.gov (United States)

    Beveridge, R; Wilson, S; Coyle, D

    2016-01-01

    A brain-computer interface (BCI) offers movement-free control of a computer application and is achieved by reading and translating the cortical activity of the brain into semantic control signals. Motion-onset visual evoked potentials (mVEP) are neural potentials employed in BCIs and occur when motion-related stimuli are attended visually. mVEP dynamics are correlated with the position and timing of the moving stimuli. To investigate the feasibility of utilizing the mVEP paradigm with video games of various graphical complexities including those of commercial quality, we conducted three studies over four separate sessions comparing the performance of classifying five mVEP responses with variations in graphical complexity and style, in-game distractions, and display parameters surrounding mVEP stimuli. To investigate the feasibility of utilizing contemporary presentation modalities in neurogaming, one of the studies compared mVEP classification performance when stimuli were presented using the oculus rift virtual reality headset. Results from 31 independent subjects were analyzed offline. The results show classification performances ranging up to 90% with variations in conditions in graphical complexity having limited effect on mVEP performance; thus, demonstrating the feasibility of using the mVEP paradigm within BCI-based neurogaming.

  17. Three-dimensional immersive virtual reality for studying cellular compartments in 3D models from EM preparations of neural tissues

    KAUST Repository

    Cali, Corrado

    2015-07-14

    Advances for application of electron microscopy to serial imaging are opening doors to new ways of analyzing cellular structure. New and improved algorithms and workflows for manual and semiautomated segmentation allow to observe the spatial arrangement of the smallest cellular features with unprecedented detail in full three-dimensions (3D). From larger samples, higher complexity models can be generated; however, they pose new challenges to data management and analysis. Here, we review some currently available solutions and present our approach in detail. We use the fully immersive virtual reality (VR) environment CAVE (cave automatic virtual environment), a room where we are able to project a cellular reconstruction and visualize in 3D, to step into a world created with Blender, a free, fully customizable 3D modeling software with NeuroMorph plug-ins for visualization and analysis of electron microscopy (EM) preparations of brain tissue. Our workflow allows for full and fast reconstructions of volumes of brain neuropil using ilastik, a software tool for semiautomated segmentation of EM stacks. With this visualization environment, we can walk into the model containing neuronal and astrocytic processes to study the spatial distribution of glycogen granules, a major energy source that is selectively stored in astrocytes. The use of CAVE was key to observe a nonrandom distribution of glycogen, and led us to develop tools to quantitatively analyze glycogen clustering and proximity to other subcellular features. This article is protected by copyright. All rights reserved.

  18. Virtual reality 3D echocardiography in the assessment of tricuspid valve function after surgical closure of ventricular septal defect

    Directory of Open Access Journals (Sweden)

    Kappetein A Pieter

    2007-02-01

    Full Text Available Abstract Background This study was done to investigate the potential additional role of virtual reality, using three-dimensional (3D echocardiographic holograms, in the postoperative assessment of tricuspid valve function after surgical closure of ventricular septal defect (VSD. Methods 12 data sets from intraoperative epicardial echocardiographic studies in 5 operations (patient age at operation 3 weeks to 4 years and bodyweight at operation 3.8 to 17.2 kg after surgical closure of VSD were included in the study. The data sets were analysed as two-dimensional (2D images on the screen of the ultrasound system as well as holograms in an I-space virtual reality (VR system. The 2D images were assessed for tricuspid valve function. In the I-Space, a 6 degrees-of-freedom controller was used to create the necessary projectory positions and cutting planes in the hologram. The holograms were used for additional assessment of tricuspid valve leaflet mobility. Results All data sets could be used for 2D as well as holographic analysis. In all data sets the area of interest could be identified. The 2D analysis showed no tricuspid valve stenosis or regurgitation. Leaflet mobility was considered normal. In the virtual reality of the I-Space, all data sets allowed to assess the tricuspid leaflet level in a single holographic representation. In 3 holograms the septal leaflet showed restricted mobility that was not appreciated in the 2D echocardiogram. In 4 data sets the posterior leaflet and the tricuspid papillary apparatus were not completely included. Conclusion This report shows that dynamic holographic imaging of intraoperative postoperative echocardiographic data regarding tricuspid valve function after VSD closure is feasible. Holographic analysis allows for additional tricuspid valve leaflet mobility analysis. The large size of the probe, in relation to small size of the patient, may preclude a complete data set. At the moment the requirement of an I

  19. Virtual reality

    OpenAIRE

    Zheng, JM; Chan, KW; Gibson, I.

    1998-01-01

    Virtual reality is still in its infancy. However, many contemporary applications already have proven virtual reality to be indispensable to everyday life. For instance, the technology of virtual product design and manufacturing makes the new products better and cheaper. The applications of VR in medicine allow doctors to diagnose a disease more accurately. Without a doubt, it has and will foster more innovative research and applications. High-resolution, low-lag and low-price systems will be ...

  20. 3D Elevation Program—Virtual USA in 3D

    Science.gov (United States)

    Lukas, Vicki; Stoker, J.M.

    2016-04-14

    The U.S. Geological Survey (USGS) 3D Elevation Program (3DEP) uses a laser system called ‘lidar’ (light detection and ranging) to create a virtual reality map of the Nation that is very accurate. 3D maps have many uses with new uses being discovered all the time.  

  1. Networked 3D Virtual Museum System

    Institute of Scientific and Technical Information of China (English)

    2003-01-01

    Virtual heritage has become increasingly important in the conservation, preservation, and interpretation of our cultural and natural history. Moreover, rapid advances in digital technologies in recent years offer virtual heritage new direction. This paper introduces our approach toward a networked 3D virtual museum system, especially, how to model, manage, present virtual heritages and furthermore how to use computer network for the share of virtual heritage in the networked virtual environment. This paper first addresses a 3D acquisition and processing technique for virtual heritage modeling and shows some illustrative examples. Then, this paper describes a management of virtual heritage assets that are composed by various rich media. This paper introduces our schemes to present the virtual heritages, which include 3D virtual heritage browser system, CAVE system, and immersive VR theater. Finally, this paper presents the new direction of networked 3D virtual museum of which main idea is remote guide of the virtual heritage using the mixed reality technique.

  2. An investigation of 3D images of the simultaneous-lightness-contrast illusion using a virtual-reality technique

    Directory of Open Access Journals (Sweden)

    Menshikova, G.Ya.

    2013-09-01

    Full Text Available This article investigates the problem of lightness perception. To clarify the role of depth in lightness perception two current models—the albedo hypothesis and the coplanar-ratio hypothesis—are discussed. To compare them the strength of the simultaneous-lightnesscontrast (SLC illusion was investigated as a function of three-dimensional (3D configurations of the test and background squares. In accordance with both hypotheses the changes in the depth arrangements of the test and background squares should result in changes in the illusory effect. However, the reasons for and the directions of these changes should be different. Five different types of 3D configurations were created in which the test squares were tilted at different angles to the background squares. A virtual-reality technique was used to present stereo pairs of different 3D configurations. Thirty-seven observers took part in the experiment. The method of constant stimuli was used to obtain psychometric functions. The displacements of these functions for 3D configurations in comparison with the 2D configuration allowed the estimation of illusion strength. The analysis of individual values of illusion strength revealed two groups of subjects. For the first group (38% of all participants the strength changed insignificantly depending on the 3D configurations. For the second group (62% of all participants significant differences were obtained for those configurations in which the test and background squares were perceived as differently illuminated. The changes in the SLC illusion strength for the second group were consistent with predictions made by the albedo hypothesis. Thus, it seems that the perceived illumination of a surface should be considered the main parameter for lightness estimations in 3D scenes.

  3. Virtual reality for engineering

    CERN Document Server

    De Gennaro, Silvano; CERN. Geneva

    1996-01-01

    Virtual Reality for Engineers. Virtual Reality is a very powerful visualization technique for 3D data, which can bring enormous benefits to engineering design. CAD models can be exported to a VR application and used as "Virtual Prototypes". Virtual Prototypes are an ideal replacement for wooden models as they can be generated automatically from most CAD products. They are totally reliable, they can be updated in a matter of minutes, and they allow designers to explore them from inside, on a one-to-one scale and using a 3D-stereo vision. Navigation can be performed using a number of instinctive tools, such as joysticks, spaceballs, VR helmets and 3D mice. The lectures will cover today's Virtual Reality products and methods, and describe how to transform CAD models into Virtual Prototypes. A "hands on" VR experience featuring the LHC detectors models can be organized for people interested.

  4. Diseño de un Modelo 3D del Politécnico Colombiano Jaime Isaza Cadavid con Realidad Virtual Design of a 3D Model with Virtual Reality of the Colombian Polytechnic Institute Jaime Isaza Cadavid

    Directory of Open Access Journals (Sweden)

    Sandra P Mateus

    2012-01-01

    Full Text Available Este trabajo muestra el desarrollo de un Entorno Virtual de la Sede Poblado del Politécnico Colombiano Jaime Isaza Cadavid, utilizando técnicas de realidad virtual. Esto con el fin de obtener un modelo de la planta física de la Institución que proyecte su imagen, a través de una interfaz gráfica amigable basada en tecnología 3D. El trabajo fue realizado en las siguientes etapas: i caracterización de la planta física y diseño del modelo virtual, par lo que se seleccionaron 3DMax y Maya de Autodesk entre varias herramientas de modelado 3D y Unity como motor gráfico; ii creación de mapas UV; y iii proceso de texturización. Los resultados del entorno virtual desarrollado permiten al usuario navegar por la institución e interactuar con los diferentes espacios como si estuviera en un videojuego.This work shows the development of a Virtual Environment of the campus Poblado of the Colombian Polytechnic Jaime Isaza Cadavid, using virtual reality techniques. This with the aim of obtaining a model of the physical plant of the institution to project its image through a friendly graphical interface based on 3D technology. The work was developed following three main steps: i characterization of the physical and virtual design of the model, for which 3DMax and Maya of Autodesk were selected among the several tools for 3D modeling and Unity as graphics engine; ii creation of UV mapping; and iii texturing process. The results of the proposed virtual environment allow the user to navigate around the institution and interact with the different spaces as done with a video-game.

  5. 3D chromosome rendering from Hi-C data using virtual reality

    Science.gov (United States)

    Zhu, Yixin; Selvaraj, Siddarth; Weber, Philip; Fang, Jennifer; Schulze, Jürgen P.; Ren, Bing

    2015-01-01

    Most genome browsers display DNA linearly, using single-dimensional depictions that are useful to examine certain epigenetic mechanisms such as DNA methylation. However, these representations are insufficient to visualize intrachromosomal interactions and relationships between distal genome features. Relationships between DNA regions may be difficult to decipher or missed entirely if those regions are distant in one dimension but could be spatially proximal when mapped to three-dimensional space. For example, the visualization of enhancers folding over genes is only fully expressed in three-dimensional space. Thus, to accurately understand DNA behavior during gene expression, a means to model chromosomes is essential. Using coordinates generated from Hi-C interaction frequency data, we have created interactive 3D models of whole chromosome structures and its respective domains. We have also rendered information on genomic features such as genes, CTCF binding sites, and enhancers. The goal of this article is to present the procedure, findings, and conclusions of our models and renderings.

  6. Virtual Reality.

    Science.gov (United States)

    Newby, Gregory B.

    1993-01-01

    Discusses the current state of the art in virtual reality (VR), its historical background, and future possibilities. Highlights include applications in medicine, art and entertainment, science, business, and telerobotics; and VR for information science, including graphical display of bibliographic data, libraries and books, and cyberspace.…

  7. A New Approach to Improve Cognition, Muscle Strength, and Postural Balance in Community-Dwelling Elderly with a 3-D Virtual Reality Kayak Program.

    Science.gov (United States)

    Park, Junhyuck; Yim, JongEun

    2016-01-01

    Aging is usually accompanied with deterioration of physical abilities, such as muscular strength, sensory sensitivity, and functional capacity. Recently, intervention methods with virtual reality have been introduced, providing an enjoyable therapy for elderly. The aim of this study was to investigate whether a 3-D virtual reality kayak program could improve the cognitive function, muscle strength, and balance of community-dwelling elderly. Importantly, kayaking involves most of the upper body musculature and needs the balance control. Seventy-two participants were randomly allocated into the kayak program group (n = 36) and the control group (n = 36). The two groups were well matched with respect to general characteristics at baseline. The participants in both groups performed a conventional exercise program for 30 min, and then the 3-D virtual reality kayak program was performed in the kayak program group for 20 min, two times a week for 6 weeks. Cognitive function was measured using the Montreal Cognitive Assessment. Muscle strength was measured using the arm curl and handgrip strength tests. Standing and sitting balance was measured using the Good Balance system. The post-test was performed in the same manner as the pre-test; the overall outcomes such as cognitive function (p kayak program group compared to the control group. We propose that the 3-D virtual reality kayak program is a promising intervention method for improving the cognitive function, muscle strength, and balance of elderly.

  8. Transforming Clinical Imaging and 3D Data for Virtual Reality Learning Objects: HTML5 and Mobile Devices Implementation

    Science.gov (United States)

    Trelease, Robert B.; Nieder, Gary L.

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android…

  9. Virtual Reality

    Directory of Open Access Journals (Sweden)

    Bhavana Gupta

    2012-10-01

    Full Text Available An artificial environment created with co mputer hardware and software and presented to the user in such a way that it appears and feels like a real environment. To "enter" a virtual reality, a user does special gloves, earphones, and goggles, all of which receive their input from the computer system. In this way, at least three of the five senses are controlled by the computer. In addition to feeding sensory input to the user, the devices also monitor the user's actions

  10. The use of a low-cost visible light 3D scanner to create virtual reality environment models of actors and objects

    Science.gov (United States)

    Straub, Jeremy

    2015-05-01

    A low-cost 3D scanner has been developed with a parts cost of approximately USD $5,000. This scanner uses visible light sensing to capture both structural as well as texture and color data of a subject. This paper discusses the use of this type of scanner to create 3D models for incorporation into a virtual reality environment. It describes the basic scanning process (which takes under a minute for a single scan), which can be repeated to collect multiple positions, if needed for actor model creation. The efficacy of visible light versus other scanner types is also discussed.

  11. On the Usability and Usefulness of 3d (geo)visualizations - a Focus on Virtual Reality Environments

    Science.gov (United States)

    Çöltekin, A.; Lokka, I.; Zahner, M.

    2016-06-01

    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 for and against the use of 3D visualizations around these three considerations in a concise interdisciplinary literature review.

  12. Quality of Grasping and the Role of Haptics in a 3-D Immersive Virtual Reality Environment in Individuals With Stroke.

    Science.gov (United States)

    Levin, Mindy F; Magdalon, Eliane C; Michaelsen, Stella M; Quevedo, Antonio A F

    2015-11-01

    Reaching and grasping parameters with and without haptic feedback were characterized in people with chronic post-stroke behaviors. Twelve (67 ± 10 years) individuals with chronic stroke and arm/hand paresis (Fugl-Meyer Assessment-Arm: ≥ 46/66 pts) participated. Three dimensional (3-D) temporal and spatial kinematics of reaching and grasping movements to three objects (can: cylindrical grasp; screwdriver: power grasp; pen: precision grasp) in a physical environment (PE) with and without additional haptic feedback and a 3-D virtual environment (VE) with haptic feedback were recorded. Participants reached, grasped and transported physical and virtual objects using similar movement strategies in all conditions. Reaches made in VE were less smooth and slower compared to the PE. Arm and trunk kinematics were similar in both environments and glove conditions. For grasping, stroke subjects preserved aperture scaling to object size but used wider hand apertures with longer delays between times to maximal reaching velocity and maximal grasping aperture. Wearing the glove decreased reaching velocity. Our results in a small group of subjects suggest that providing haptic information in the VE did not affect the validity of reaching and grasping movement. Small disparities in movement parameters between environments may be due to differences in perception of object distance in VE. Reach-to-grasp kinematics to smaller objects may be improved by better 3-D rendering. Comparable kinematics between environments and conditions is encouraging for the incorporation of high quality VEs in rehabilitation programs aimed at improving upper limb recovery.

  13. 3D augmented reality with integral imaging display

    Science.gov (United States)

    Shen, Xin; Hua, Hong; Javidi, Bahram

    2016-06-01

    In this paper, a three-dimensional (3D) integral imaging display for augmented reality is presented. By implementing the pseudoscopic-to-orthoscopic conversion method, elemental image arrays with different capturing parameters can be transferred into the identical format for 3D display. With the proposed merging algorithm, a new set of elemental images for augmented reality display is generated. The newly generated elemental images contain both the virtual objects and real world scene with desired depth information and transparency parameters. The experimental results indicate the feasibility of the proposed 3D augmented reality with integral imaging.

  14. Transforming clinical imaging and 3D data for virtual reality learning objects: HTML5 and mobile devices implementation.

    Science.gov (United States)

    Trelease, Robert B; Nieder, Gary L

    2013-01-01

    Web deployable anatomical simulations or "virtual reality learning objects" can easily be produced with QuickTime VR software, but their use for online and mobile learning is being limited by the declining support for web browser plug-ins for personal computers and unavailability on popular mobile devices like Apple iPad and Android tablets. This article describes complementary methods for creating comparable, multiplatform VR learning objects in the new HTML5 standard format, circumventing platform-specific limitations imposed by the QuickTime VR multimedia file format. Multiple types or "dimensions" of anatomical information can be embedded in such learning objects, supporting different kinds of online learning applications, including interactive atlases, examination questions, and complex, multi-structure presentations. Such HTML5 VR learning objects are usable on new mobile devices that do not support QuickTime VR, as well as on personal computers. Furthermore, HTML5 VR learning objects can be embedded in "ebook" document files, supporting the development of new types of electronic textbooks on mobile devices that are increasingly popular and self-adopted for mobile learning.

  15. 3D Virtual Reality Applied in Tectonic Geomorphic Study of the Gombori Range of Greater Caucasus Mountains

    Science.gov (United States)

    Sukhishvili, Lasha; Javakhishvili, Zurab

    2016-04-01

    Gombori Range represents the southern part of the young Greater Caucasus Mountains and stretches from NW to SE. The range separates Alazani and Iori basins within the eastern Georgian province of Kakheti. The active phase of Caucasian orogeny started in the Pliocene, but according to alluvial sediments of Gombori range (mapped in the Soviet geologic map), we observe its uplift process to be Quaternary event. The highest peak of the Gombori range has an absolute elevation of 1991 m, while its neighboring Alazani valley gains only 400 m. We assume the range has a very fast uplift rate and it could trigger streams flow direction course reverse in Quaternary. To check this preliminary assumptions we are going to use a tectonic and fluvial geomorphic and stratigraphic approaches including paleocurrent analyses and various affordable absolute dating techniques to detect the evidence of river course reverses and date them. For these purposes we have selected river Turdo outcrop. The river itself flows northwards from the Gombori range and nearby region`s main city of Telavi generates 30-40 m high continuous outcrop along 1 km section. Turdo outcrop has very steep walls and requires special climbing skills to work on it. The goal of this particularly study is to avoid time and resource consuming ground survey process of this steep, high and wide outcrop and test 3D aerial and ground base photogrammetric modelling and analyzing approaches in initial stage of the tectonic geomorphic study. Using this type of remote sensing and virtual lab analyses of 3D outcrop model, we roughly delineated stratigraphic layers, selected exact locations for applying various research techniques and planned safe and suitable climbing routes for getting to the investigation sites.

  16. Computer Vision Assisted Virtual Reality Calibration

    Science.gov (United States)

    Kim, W.

    1999-01-01

    A computer vision assisted semi-automatic virtual reality (VR) calibration technology has been developed that can accurately match a virtual environment of graphically simulated three-dimensional (3-D) models to the video images of the real task environment.

  17. Virtual reality exposure therapy

    OpenAIRE

    Rothbaum, BO; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer- generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first control...

  18. Virtual Reality and Public Administration

    Directory of Open Access Journals (Sweden)

    István TÓZSA

    2013-02-01

    Full Text Available This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected breakthrough of usage has not ensued. The virtual reality form of public administration services recommended in this study has the most attractive outlay and the simplest navigation tools if compared to ‘traditional’ Internet based e-government. Thus, in accordance with the worldwide amazingly quick spread of the virtual reality systems of Second Life and 3 D types of entertainment, virtual reality applications in public administration could rely on a wide range of acceptance as well.

  19. Diseño de un Modelo 3D del Politécnico Colombiano Jaime Isaza Cadavid con Realidad Virtual Design of a 3D Model with Virtual Reality of the Colombian Polytechnic Institute Jaime Isaza Cadavid

    OpenAIRE

    Sandra P Mateus; Jorge E Giraldo

    2012-01-01

    Este trabajo muestra el desarrollo de un Entorno Virtual de la Sede Poblado del Politécnico Colombiano Jaime Isaza Cadavid, utilizando técnicas de realidad virtual. Esto con el fin de obtener un modelo de la planta física de la Institución que proyecte su imagen, a través de una interfaz gráfica amigable basada en tecnología 3D. El trabajo fue realizado en las siguientes etapas: i) caracterización de la planta física y diseño del modelo virtual, par lo que se seleccionaron 3DMax y Maya de Aut...

  20. Virtual Reality: An Overview.

    Science.gov (United States)

    Franchi, Jorge

    1994-01-01

    Highlights of this overview of virtual reality include optics; interface devices; virtual worlds; potential applications, including medicine and archaeology; problems, including costs; current research and development; future possibilities; and a listing of vendors and suppliers of virtual reality products. (Contains 11 references.) (LRW)

  1. New weather depiction technology for night vision goggle (NVG) training: 3D virtual/augmented reality scene-weather-atmosphere-target simulation

    Science.gov (United States)

    Folaron, Michelle; Deacutis, Martin; Hegarty, Jennifer; Vollmerhausen, Richard; Schroeder, John; Colby, Frank P.

    2007-04-01

    US Navy and Marine Corps pilots receive Night Vision Goggle (NVG) training as part of their overall training to maintain the superiority of our forces. This training must incorporate realistic targets; backgrounds; and representative atmospheric and weather effects they may encounter under operational conditions. An approach for pilot NVG training is to use the Night Imaging and Threat Evaluation Laboratory (NITE Lab) concept. The NITE Labs utilize a 10' by 10' static terrain model equipped with both natural and cultural lighting that are used to demonstrate various illumination conditions, and visual phenomena which might be experienced when utilizing night vision goggles. With this technology, the military can safely, systematically, and reliably expose pilots to the large number of potentially dangerous environmental conditions that will be experienced in their NVG training flights. A previous SPIE presentation described our work for NAVAIR to add realistic atmospheric and weather effects to the NVG NITE Lab training facility using the NVG - WDT(Weather Depiction Technology) system (Colby, et al.). NVG -WDT consist of a high end multiprocessor server with weather simulation software, and several fixed and goggle mounted Heads Up Displays (HUDs). Atmospheric and weather effects are simulated using state-of-the-art computer codes such as the WRF (Weather Research μ Forecasting) model; and the US Air Force Research Laboratory MODTRAN radiative transport model. Imagery for a variety of natural and man-made obscurations (e.g. rain, clouds, snow, dust, smoke, chemical releases) are being calculated and injected into the scene observed through the NVG via the fixed and goggle mounted HUDs. This paper expands on the work described in the previous presentation and will describe the 3D Virtual/Augmented Reality Scene - Weather - Atmosphere - Target Simulation part of the NVG - WDT. The 3D virtual reality software is a complete simulation system to generate realistic

  2. Virtual reality exposure therapy.

    Science.gov (United States)

    Rothbaum, B O; Hodges, L; Kooper, R

    1997-01-01

    It has been proposed that virtual reality (VR) exposure may be an alternative to standard in vivo exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer-generated virtual environment. Virtual reality exposure is potentially an efficient and cost-effective treatment of anxiety disorders. VR exposure therapy reduced the fear of heights in the first controlled study of virtual reality in treatment of a psychiatric disorder. A case study supported the efficacy of VR exposure therapy for the fear of flying. The potential for virtual reality exposure treatment for these and other disorders is explored, and therapeutic issues surrounding the delivery of VR exposure are discussed.

  3. Virtual Reality Enhanced Instructional Learning

    Science.gov (United States)

    Nachimuthu, K.; Vijayakumari, G.

    2009-01-01

    Virtual Reality (VR) is a creation of virtual 3D world in which one can feel and sense the world as if it is real. It is allowing engineers to design machines and Educationists to design AV [audiovisual] equipment in real time but in 3-dimensional hologram as if the actual material is being made and worked upon. VR allows a least-cost (energy…

  4. Development of Web3 D virtual reality platform and its application in shipping industry%Web3 D虚拟现实平台的开发及在船舶行业中的应用

    Institute of Scientific and Technical Information of China (English)

    王成睿; 万隆君; 徐轶群

    2014-01-01

    This paper compared various implement action methods of Web3D virtual reality technology, then used Java's Swing and I/O programming to develop a software platform which can build a Java 3D virtual reality scene through importing OBJ models. This platform has a simple graphical user interface and can build Web3D virtual reality scene conveniently and quickly. This paper also took ship superstructure as an example and used the platform to build a virtual roaming scene of ship superstructure.%对实现Web3D虚拟现实技术的各种方法进行了比较,然后利用Java的Swing和I/O编程,实现了通过导入OBJ模型生成Java 3D虚拟现实场景的软件平台。该平台具有简易的图形化操作界面,能方便快速地搭建Web3D虚拟现实场景。以某船舶上层建筑为例,利用该平台创建了基于Web的船舶上层建筑虚拟漫游场景。

  5. Construction of 3D Digital Community Based on Virtual Reality Technique%基于虚拟现实技术的3维数字社区建设

    Institute of Scientific and Technical Information of China (English)

    王金平; 王克峰

    2012-01-01

    数字社区是虚拟现实技术与地理信息技术相结合的具体应用。文章结合3维数字社区建设的实例,探讨了基于虚拟实现技术的3维数字社区建设的具体方法和关键技术。%Digital community is a practical application of virtual reality technique combined with geographic information technique. This paper probes into the pivotal techniques and practical methods of constructing 3D digital community based on virtual reality utilizing 3D digital community construction as a practical example.

  6. Virtual reality and virtual bodies

    Science.gov (United States)

    Richards, Catherine; Korba, Larry W.; Shaw, Christopher D.; Green, Mark

    1994-04-01

    There are many ways to produce the sense of `presence' or telepresence in the user of virtual reality. For example attempting to increase the realism of the visual environment is a commonly accepted strategy. In contrast, this paper explores a way for the user to feel present in an unrealistic virtual body. It investigates an unusual approach, proprioceptive illusions. Proprioceptive or body illusions are used to generate and explore the experience of virtuality and presence outside of the normal body limits. These projects are realized in art installations.

  7. Virtual Reality in the Medical Field

    OpenAIRE

    Motomatsu, Haruka

    2014-01-01

    The objective is to analyze the use of the emerging 3D computer technology of VirtualReality in the use of relieving pain in physically impaired conditions such as burn victims,amputees, and phantom limb patients, during therapy and medical procedures. Virtualtechnology generates a three dimensional visual virtual world in which enables interaction.Comparison will be made between the emerging technology of the Virtual Reality and methodsusually used, which are the use of medicine. Medicine ha...

  8. Virtual realities and education

    Directory of Open Access Journals (Sweden)

    Curcio Igor D.D.

    2016-12-01

    Full Text Available The purpose of this article is to highlight the state of the art of virtual reality, augmented reality, mixed reality technologies and their applications in formal education. We also present a selected list of case studies that prove the utility of these technologies in the context of formal education. Furthermore, as byproduct, the mentioned case studies show also that, although the industry is able to develop very advanced virtual environment technologies, their pedagogical implications are strongly related to a well-designed theoretical framework.

  9. Oculus Rift Control of a Mobile Robot : Providing a 3D Virtual Reality Visualization for TeleoperationorHow to Enter a Robots Mind

    OpenAIRE

    2014-01-01

    Robots are about to make their way into society. Whether one speaksabout robots as co-workers in industry, as support in hospitals, in elderlycare, selfdriving cars, or smart toys, the number of robots is growing continuously.Scaled somewhere between remote control and full-autonomy,all robots require supervision in some form. This thesis connects theOculus Rift virtual reality goggles to a mobile robot, aiming at a powerfulvisualization and teleoperation tool for supervision or teleassistanc...

  10. Virtual Reality Musical Instruments

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low-cost technologies have created a wide interest in virtual reality. In the field of computer music, the term “virtual musical instruments” has been used for a long time to describe software simulations, extensions of existing musical instruments......, and ways to control them with new interfaces for musical expression. Virtual reality musical instruments (VRMIs) that include a simulated visual component delivered via a head-mounted display or other forms of immersive visualization have not yet received much attention. In this article, we present a field...

  11. Spacecraft 3D Augmented Reality Mobile App

    Science.gov (United States)

    Hussey, Kevin J.; Doronila, Paul R.; Kumanchik, Brian E.; Chan, Evan G.; Ellison, Douglas J.; Boeck, Andrea; Moore, Justin M.

    2013-01-01

    The Spacecraft 3D application allows users to learn about and interact with iconic NASA missions in a new and immersive way using common mobile devices. Using Augmented Reality (AR) techniques to project 3D renditions of the mission spacecraft into real-world surroundings, users can interact with and learn about Curiosity, GRAIL, Cassini, and Voyager. Additional updates on future missions, animations, and information will be ongoing. Using a printed AR Target and camera on a mobile device, users can get up close with these robotic explorers, see how some move, and learn about these engineering feats, which are used to expand knowledge and understanding about space. The software receives input from the mobile device's camera to recognize the presence of an AR marker in the camera's field of view. It then displays a 3D rendition of the selected spacecraft in the user's physical surroundings, on the mobile device's screen, while it tracks the device's movement in relation to the physical position of the spacecraft's 3D image on the AR marker.

  12. 3D VISUALIZATION FOR VIRTUAL MUSEUM DEVELOPMENT

    Directory of Open Access Journals (Sweden)

    M. Skamantzari

    2016-06-01

    Full Text Available The interest in the development of virtual museums is nowadays rising rapidly. During the last decades there have been numerous efforts concerning the 3D digitization of cultural heritage and the development of virtual museums, digital libraries and serious games. The realistic result has always been the main concern and a real challenge when it comes to 3D modelling of monuments, artifacts and especially sculptures. This paper implements, investigates and evaluates the results of the photogrammetric methods and 3D surveys that were used for the development of a virtual museum. Moreover, the decisions, the actions, the methodology and the main elements that this kind of application should include and take into consideration are described and analysed. It is believed that the outcomes of this application will be useful to researchers who are planning to develop and further improve the attempts made on virtual museums and mass production of 3D models.

  13. A Comparative Analysis of 2D and 3D Tasks for Virtual Reality Therapies Based on Robotic-Assisted Neurorehabilitation for Post-stroke Patients.

    Science.gov (United States)

    Lledó, Luis D; Díez, Jorge A; Bertomeu-Motos, Arturo; Ezquerro, Santiago; Badesa, Francisco J; Sabater-Navarro, José M; García-Aracil, Nicolás

    2016-01-01

    Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length, or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding the success rates

  14. A comparative analysis of 2D and 3D tasks for virtual reality therapies based on robotic-assisted neurorehabilitation for post-stroke patients

    Directory of Open Access Journals (Sweden)

    Luis Daniel Lledó

    2016-08-01

    Full Text Available Post-stroke neurorehabilitation based on virtual therapies are performed completing repetitive exercises shown in visual electronic devices, whose content represents imaginary or daily life tasks. Currently, there are two ways of visualization of these task. 3D virtual environments are used to get a three dimensional space that represents the real world with a high level of detail, whose realism is determinated by the resolucion and fidelity of the objects of the task. Furthermore, 2D virtual environments are used to represent the tasks with a low degree of realism using techniques of bidimensional graphics. However, the type of visualization can influence the quality of perception of the task, affecting the patient's sensorimotor performance. The purpose of this paper was to evaluate if there were differences in patterns of kinematic movements when post-stroke patients performed a reach task viewing a virtual therapeutic game with two different type of visualization of virtual environment: 2D and 3D. Nine post-stroke patients have participated in the study receiving a virtual therapy assisted by PUPArm rehabilitation robot. Horizontal movements of the upper limb were performed to complete the aim of the tasks, which consist in reaching peripheral or perspective targets depending on the virtual environment shown. Various parameter types such as the maximum speed, reaction time, path length or initial movement are analyzed from the data acquired objectively by the robotic device to evaluate the influence of the task visualization. At the end of the study, a usability survey was provided to each patient to analysis his/her satisfaction level. For all patients, the movement trajectories were enhanced when they completed the therapy. This fact suggests that patient's motor recovery was increased. Despite of the similarity in majority of the kinematic parameters, differences in reaction time and path length were higher using the 3D task. Regarding

  15. Virtual 3-D Facial Reconstruction

    Directory of Open Access Journals (Sweden)

    Martin Paul Evison

    2000-06-01

    Full Text Available Facial reconstructions in archaeology allow empathy with people who lived in the past and enjoy considerable popularity with the public. It is a common misconception that facial reconstruction will produce an exact likeness; a resemblance is the best that can be hoped for. Research at Sheffield University is aimed at the development of a computer system for facial reconstruction that will be accurate, rapid, repeatable, accessible and flexible. This research is described and prototypical 3-D facial reconstructions are presented. Interpolation models simulating obesity, ageing and ethnic affiliation are also described. Some strengths and weaknesses in the models, and their potential for application in archaeology are discussed.

  16. The software of the 3D simulation system of a robot based on the virtual reality modeling language%基于虚拟现实语言的机器人三维仿真系统软件

    Institute of Scientific and Technical Information of China (English)

    孙怀安; 杨广平

    2001-01-01

    The application of virtual reality technology (VR) in robotics is in its infant period. Adapted to the characteristics of the virtual reality modeling language (VRML), a 3D simulation model of a robot is analyzed and modeled. Based on the virtual reality modeling language and Java language a 3D robot simulation system is realized which is focused on the simulation of robot kinematics and the continuous track of robot move. Finally, the system is tested to accept data from other terminals on the Internet. A reasonable result of remote control robot simulation is achieved.%结合虚拟现实技术的软件平台VRML语言,对机器人三维仿真模型进行了分析和建模;用VRML语言和JAVA语言编写了一个三维机器人仿真系统,对机器人运动学正问题、运动学逆问题、轨迹规划以及环境状况进行了三维仿真;对遥操作机器人的仿真进行了网络传输模拟,并对遥操作机器人与虚拟现实技术结合的前景进行了展望.

  17. Computer-assisted three-dimensional surgical planning and simulation: 3D virtual osteotomy.

    Science.gov (United States)

    Xia, J; Ip, H H; Samman, N; Wang, D; Kot, C S; Yeung, R W; Tideman, H

    2000-02-01

    A computer-assisted three-dimensional virtual osteotomy system for orthognathic surgery (CAVOS) is presented. The virtual reality workbench is used for surgical planning. The surgeon immerses in a virtual reality environment with stereo eyewear, holds a virtual "scalpel" (3D Mouse) and operates on a "real" patient (3D visualization) to obtain pre-surgical prediction (3D bony segment movements). Virtual surgery on a computer-generated 3D head model is simulated and can be visualized from any arbitrary viewing point in a personal computer system.

  18. Virtual Realization using 3D Password

    Directory of Open Access Journals (Sweden)

    A.B.Gadicha

    2012-03-01

    Full Text Available Current authentication systems suffer from many weaknesses. Textual passwords are commonly used; however, users do not follow their requirements. Users tend to choose meaningful words from dictionaries, which make textual passwords easy to break and vulnerable to dictionary or brute force attacks. Many available graphical passwords have a password space that is less than or equal to the textual password space. Smart cards or tokens can be stolen. Many biometric authentications have been proposed; however, users tend to resist using biometrics because of their intrusiveness and the effect on their privacy. Moreover, biometrics cannot be revoked. In this paper, we present and evaluate our contribution, i.e., the 3D password. The 3D password is a multifactor authentication scheme. To be authenticated, we present a 3D virtual environment where the user navigates and interacts with various objects. The sequence of actions and interactions toward the objects inside the 3D environment constructs the user’s 3D password. The 3D password can combine most existing authentication schemes such as textual passwords, graphical passwords, and various types of biometrics into a 3D virtual environment. The design of the 3D virtual environment and the type of objects selected determine the 3D password key space.

  19. Magical Stories: Blending Virtual Reality and Artificial Intelligence.

    Science.gov (United States)

    McLellan, Hilary

    Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…

  20. Virtual Reality in the Classroom.

    Science.gov (United States)

    Pantelidis, Veronica S.

    1993-01-01

    Considers the concept of virtual reality; reviews its history; describes general uses of virtual reality, including entertainment, medicine, and design applications; discusses classroom uses of virtual reality, including a software program called Virtus WalkThrough for use with a computer monitor; and suggests future possibilities. (34 references)…

  1. Medical applications of virtual reality.

    Science.gov (United States)

    Satava, R M

    1995-06-01

    Medical applications for virtual reality (VR) are just beginning to emerge. These include VR surgical simulators, telepresence surgery, complex medical database visualization, and rehabilitation. These applications are mediated through the computer interface and as such are the embodiment of VR as an integral part of the paradigm shift in the field of medicine. The Green Telepresence Surgery System consists of two components, the surgical workstation and remote worksite. At the remote site there is a 3-D camera system and responsive manipulators with sensory input. At the workstation there is a 3-D monitor and dexterous handles with force feedback. The VR surgical simulator is a stylized recreation of the human abdomen with several essential organs. Using a helmet mounted display and DataGlove, a person can learn anatomy from a new perspective by 'flying' inside and around the organs, or can practice surgical procedures with a scalpel and clamps. Database visualization creates 3-D images of complex medical data for new perspectives in analysis. Rehabilitation medicine permits impaired individuals to explore worlds not otherwise available to them, allows accurate assessment and therapy for their disabilities, and helps architects understand their critical needs in public or personal space. And to support these advanced technologies, the operating room and hospital of the future will be first designed and tested in virtual reality, bringing together the full power of the digital physician.

  2. Application of X3D-based virtual reality technology in the education of organic chemistry%基于X3D的虚拟现实技术在有机化学教学中的应用

    Institute of Scientific and Technical Information of China (English)

    吴占凯; 张力

    2011-01-01

    The article analyzes the concept features and classification of the technology of virtual reality, mainly introduces the animation system and interaction mechanism of virtual reality technology based on X3D specification. In this paper, with an instance of electronic transition in organic chemistry,the article describes the methods and procedures for the development of virtual scene with X3D specification in the hope to provide reference for the follow-up development.%分析了虚拟现实技术的概念特征及分类,重点介绍了基于X3D标准的虚拟现实技术中的动画机制及交互机制.结合有机化学中电子跃迁实例,阐述了运用X3D标准开发虚拟场景的方法与步骤,以期对后续的开发工作起到借鉴作用.

  3. 3D virtual table in anatomy education

    DEFF Research Database (Denmark)

    Dahl, Mads Ronald; Simonsen, Eivind Ortind

    The ‘Anatomage’ is a 3D virtual human anatomy table, with touchscreen functionality, where it is possible to upload CT-scans and digital. Learning the human anatomy terminology requires time, a very good memory, anatomy atlas, books and lectures. Learning the 3 dimensional structure, connections...

  4. 基于虚拟现实的3D演出场馆漫游系统的设计与实现%Design and Implementation on 3D Performance Venues Roaming System Based on Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    胡春花; 陈晓梅

    2014-01-01

    利用3DS Max三维模型软件进行建模,以虚拟现实引擎Virtools为平台进行3D虚拟演出场馆的漫游设计,重点介绍3D建模和Virtools交互功能的实现,通过虚拟角色漫游和摄像机自主路径漫游两种方式在虚拟场馆中漫游,使用户在虚拟世界中即可一览演出场馆的风貌。%By using the 3DS Max modeling software to build the models, based on virtual reality engine Virtools platform. a 3D virtual venues system was designed, mainly introduces the building of 3D model and the realization of Virtools interactive func⁃tion, users can view the feature of the venues in the virtual world through two ways:virtual character roaming and camera inde⁃pendent path roaming.

  5. 3D Virtual Dig: a 3D Application for Teaching Fieldwork in Archaeology

    Directory of Open Access Journals (Sweden)

    Paola Di Giuseppantonio Di Franco

    2012-12-01

    Full Text Available Archaeology is a material, embodied discipline; communicating this experience is critical to student success. In the context of lower-division archaeology courses, the present study examines the efficacy of 3D virtual and 2D archaeological representations of digs. This presentation aims to show a 3D application created to teach the archaeological excavation process to freshmen students. An archaeological environment was virtually re-created in 3D, and inserted in a virtual reality software application that allows users to work with the reconstructed excavation area. The software was tested in class for teaching the basics of archaeological fieldwork. The application interface is user-friendly and especially easy for 21st century students. The study employed a pre-survey, post-test, and post-survey design, used to understand the students' previous familiarity with archaeology, and test their awareness after the use of the application. Their level of knowledge was then compared with that of those students who had accessed written material only. This case-study demonstrates how a digital approach to laboratory work can positively affect student learning. Increased abilities to complete ill-defined problems (characteristic of the high-order thinking in the field, can, in fact, be demonstrated. 3D Virtual reconstruction serves, then, as an important bridge from traditional coursework to fieldwork.

  6. A Review on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Pallavi Halarnkar

    2012-11-01

    Full Text Available Virtual Reality is a major asset and aspect of our future. It is the key to experiencing, feeling and touching the past, present and the future. It is the medium of creating our own world, our own customized reality. It could range from creating a video game to having a virtual stroll around the universe, from walking through our own dream house to experiencing a walk on an alien planet. With virtual reality, we can experience the most intimidating and gruelling situations by playing safe and with a learning perspective. In this review paper, we present our survey about virtual reality: the levels of virtual reality, the components used, the factors affecting the virtual environment, its origin, future and the challenges to overcome in order to obtain an impeccable virtual reality experience.

  7. 三维可视化建模技术在虚拟现实中的应用%Application of 3D Visualization Modeling Technology in Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    陈芬

    2015-01-01

    3D visualization modeling technology is a new technology, with the development of computer and network informa-tion technology, this technology has been widely used in education, industry, scientific research and other fields. Virtual reality tech-nology, which is based on computer and network, will generate and display a very vivid image of three-dimensional vision, hearing and touch. Users can browse and interact in this virtual world. 3D visualization modeling technology paly an important role in the virtual world. Here we will explore the specific analysis of the technology in the application of virtual reality.%三维可视化建模技术是一种新型技术,随着计算机及网络信息技术等的发展,这项技术已经广泛地应用在教育、工业、科研等多个领域。虚拟现实技术借助了计算机及网络等技术特点,将非常生动形象的三维视觉、听觉及触觉等生成并展现了出来,用户能够在这个虚拟的世界中进行浏览与交互,其中的三维可视化建模技术在此起着重要作用,下面我们将具体分析探讨这项技术在虚拟现实中的应用。

  8. 3-D GIS : Virtual London and beyond

    Directory of Open Access Journals (Sweden)

    Michael Batty

    2006-10-01

    Full Text Available In this paper, we outline how we have developed a series of technologies to enable detailed interactive 3-D Geographical Information Systems (GIS based models of cities to be created. Until relatively recently these models have been developed in Computer Aided Design (CAD software more often then in GIS. One of the main reasons was that ‘3-D GIS’ was often only 2.5-D under closer inspection. This is changing, and by straddling both technologies, and integrating others, we show how these models in turn enable planning information, statistics, pollution levels, sea level rises and much more to be visualised and analysed in the context of the 3-D city model. The client for ‘Virtual London’ is the Greater London Authority (GLA and their aim is to develop improved dissemination of planning information, which is explored. We then argue that virtual cities should go well beyond the traditional conceptions of 3-D GIS and CAD into virtual worlds and online design. But we also urge caution in pushing the digital message too far, showing how more conventional tangible media is always necessary in rooting such models in more realistic and familiar representations.

  9. 3D VIRTUAL RECONSTRUCTION OF ARCHAEOLOGICAL MONUMENTS

    OpenAIRE

    2014-01-01

    3D Virtual Models are the future of the representation of the existing and destroyed architectural heritage. The term reconstruction defines the re-building of a monument to its state at the time of its history chosen for that particular representation. In recent years the evolution of the technology, has contributed significantly in many aspects of the field of cultural heritage preservation and recording. Techniques like digital image processing, digital orthophoto production, terrestrial l...

  10. Development of SMATER Virtual Reality Simulator

    Energy Technology Data Exchange (ETDEWEB)

    Chung, Byoung Ha; Chung, B. H.; You, H. Y.; Kim, Y. M.; Park, J. B.; Choi, I. S.; Won, T. W.; Bae, J. B.; Kang, H. K.; Jang, J. M.; Heo, J. W.; Park, M. Y.; Kyun, H. S.; Lee, C. J. [Post Media Ltd., Taejon (Korea, Republic of)

    1997-11-01

    In this research task, we want to develop the most suitable design of Spent Fuel Management Facility and develop 3D simulator for our illustration by applying method as such as graphics, simulation, kinematics, dynamics, and collision detection in virtual reality. Through this, we set the capability of making verification on modifying existing conceptual design as our final objective. 6 tabs., 35 figs. (author)

  11. Virtual reality at work

    Science.gov (United States)

    Brooks, Frederick P., Jr.

    1991-01-01

    The utility of virtual reality computer graphics in telepresence applications is not hard to grasp and promises to be great. When the virtual world is entirely synthetic, as opposed to real but remote, the utility is harder to establish. Vehicle simulators for aircraft, vessels, and motor vehicles are proving their worth every day. Entertainment applications such as Disney World's StarTours are technologically elegant, good fun, and economically viable. Nevertheless, some of us have no real desire to spend our lifework serving the entertainment craze of our sick culture; we want to see this exciting technology put to work in medicine and science. The topics covered include the following: testing a force display for scientific visualization -- molecular docking; and testing a head-mounted display for scientific and medical visualization.

  12. Virtual VMASC: A 3D Game Environment

    Science.gov (United States)

    Manepalli, Suchitra; Shen, Yuzhong; Garcia, Hector M.; Lawsure, Kaleen

    2010-01-01

    The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.

  13. Virtual Reality in Psychology

    Directory of Open Access Journals (Sweden)

    Nigel Foreman

    2009-01-01

    Full Text Available The benefits of using virtual environments (VEs in psychology arise from the fact that movements in virtual space, and accompanying perceptual changes, are treated by the brain in much the same way as those in equivalent real space. The research benefits of using VEs, in areas of psychology such as spatial learning and cognition, include interface flexibility, the reproducibility of virtual experience, and the opportunity for on-line monitoring of performance. Applications of VEs are many and varied, but are especially beneficial where experience can be tailored via augmentation, and where dangerous training situations can be avoided. The use of programmable agents has great future potential in relation to training and interpersonal skill development, also perhaps in clinical diagnosis and therapy. Progress in VE usage in psychological education is limited by cost and availability, though VEs are being used increasingly in classroom and laboratory teaching exercises. Virtual Reality was said to be “an answer waiting for a question”, but questions are being recognized, so that applications of VEs within the behavioural sciences are likely to multiply.

  14. VIRTUAL REALITY HYPNOSIS.

    Science.gov (United States)

    Askay, Shelley Wiechman; Patterson, David R; Sharar, Sam R

    2009-03-01

    Scientific evidence for the viability of hypnosis as a treatment for pain has flourished over the past two decades (Rainville, Duncan, Price, Carrier and Bushnell, 1997; Montgomery, DuHamel and Redd, 2000; Lang and Rosen, 2002; Patterson and Jensen, 2003). However its widespread use has been limited by factors such as the advanced expertise, time and effort required by clinicians to provide hypnosis, and the cognitive effort required by patients to engage in hypnosis.The theory in developing virtual reality hypnosis was to apply three-dimensional, immersive, virtual reality technology to guide the patient through the same steps used when hypnosis is induced through an interpersonal process. Virtual reality replaces many of the stimuli that the patients have to struggle to imagine via verbal cueing from the therapist. The purpose of this paper is to explore how virtual reality may be useful in delivering hypnosis, and to summarize the scientific literature to date. We will also explore various theoretical and methodological issues that can guide future research.In spite of the encouraging scientific and clinical findings, hypnosis for analgesia is not universally used in medical centres. One reason for the slow acceptance is the extensive provider training required in order for hypnosis to be an effective pain management modality. Training in hypnosis is not commonly offered in medical schools or even psychology graduate curricula. Another reason is that hypnosis requires far more time and effort to administer than an analgesic pill or injection. Hypnosis requires training, skill and patience to deliver in medical centres that are often fast-paced and highly demanding of clinician time. Finally, the attention and cognitive effort required for hypnosis may be more than patients in an acute care setting, who may be under the influence of opiates and benzodiazepines, are able to impart. It is a challenge to make hypnosis a standard part of care in this environment

  15. Augmented Virtual Reality Laboratory

    Science.gov (United States)

    Tully-Hanson, Benjamin

    2015-01-01

    Real time motion tracking hardware has for the most part been cost prohibitive for research to regularly take place until recently. With the release of the Microsoft Kinect in November 2010, researchers now have access to a device that for a few hundred dollars is capable of providing redgreenblue (RGB), depth, and skeleton data. It is also capable of tracking multiple people in real time. For its original intended purposes, i.e. gaming, being used with the Xbox 360 and eventually Xbox One, it performs quite well. However, researchers soon found that although the sensor is versatile, it has limitations in real world applications. I was brought aboard this summer by William Little in the Augmented Virtual Reality (AVR) Lab at Kennedy Space Center to find solutions to these limitations.

  16. 3D super-virtual refraction interferometry

    KAUST Repository

    Lu, Kai

    2014-08-05

    Super-virtual refraction interferometry enhances the signal-to-noise ratio of far-offset refractions. However, when applied to 3D cases, traditional 2D SVI suffers because the stationary positions of the source-receiver pairs might be any place along the recording plane, not just along a receiver line. Moreover, the effect of enhancing the SNR can be limited because of the limitations in the number of survey lines, irregular line geometries, and azimuthal range of arrivals. We have developed a 3D SVI method to overcome these problems. By integrating along the source or receiver lines, the cross-correlation or the convolution result of a trace pair with the source or receiver at the stationary position can be calculated without the requirement of knowing the stationary locations. In addition, the amplitudes of the cross-correlation and convolution results are largely strengthened by integration, which is helpful to further enhance the SNR. In this paper, both synthetic and field data examples are presented, demonstrating that the super-virtual refractions generated by our method have accurate traveltimes and much improved SNR.

  17. Rendering of 3D Dynamic Virtual Environments

    CERN Document Server

    Catanese, Salvatore; Fiumara, Giacomo; Pagano, Francesco

    2011-01-01

    In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night infuencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.

  18. The ethnography of virtual reality

    Directory of Open Access Journals (Sweden)

    Gavrilović Ljiljana 1

    2004-01-01

    Full Text Available This paper discusses possible application of ethnographic research in the realm of virtual reality, especially in the relationship between cultures in virtual communities. This represents an entirely new area of ethnographic research and therefore many adjustments in the research design are needed for example, a development of a specific method of data gathering and tools for their verification. A virtual, cyber space is a version of social space more or less synchronous with it, but without the, "real", that is, physical presence of the people who create it. This virtual reality, defined and bounded by virtual space, is in fact real - and though we are not able to observe real, physical parameters of its existence, we can perceive its consequences. In sum, an innovative ethnographic research method is fully applicable for exploring the realm of virtual reality; in order to do so we need to expand, in addition to the new research design and methods, the field of science itself.

  19. A 3D dynamic teaching system of data structure based on virtual reality%基于虚拟现实的数据结构三维动态教学系统

    Institute of Scientific and Technical Information of China (English)

    杨程; 刘涛; 范勇; 陈念年

    2012-01-01

    Focusing on shortcomings of traditional writing on the blackboard teaching and configuration of educational software in intuitiveness and interesting, a 3D dynamic teaching system of data structure was designed and then realized based on virtual reality technology. By using a hybrid software development method based on VC/MFC and OpenGL, practical teaching software which is simple to use and more intuitiveness was developed. Also, multi-thread technology was used to synchronize the current line of code and the steps of the algorithm. After applying the virtual reality technology to the teaching process, the purpose of improving the teaching of data structure and arising students' inspiration of this primary course was achieved.%针对传统板书式教学和组态式教学软件在直观性和趣味性方面的不足,设计并实现了一种基于虚拟现实技术的数据结构三维动态教学系统.系统以VC/MFC+ OpenGL的混合软件开发方式实现,具备简单、直观、易用并且交互性良好的特点,还利用Windows多线程技术实现了算法演示步骤与代码当前执行行的同步关联运行.课堂教学应用表明,达到了改进数据结构课程教学、提高学生学习该课程积极性的目的.

  20. A Collaborative Virtual Environment for Situated Language Learning Using VEC3D

    Science.gov (United States)

    Shih, Ya-Chun; Yang, Mau-Tsuen

    2008-01-01

    A 3D virtually synchronous communication architecture for situated language learning has been designed to foster communicative competence among undergraduate students who have studied English as a foreign language (EFL). We present an innovative approach that offers better e-learning than the previous virtual reality educational applications. The…

  1. Virtual Reality: The Promise of the Future.

    Science.gov (United States)

    Lanier, Jaron

    1992-01-01

    Defines virtual reality and describes the equipment or clothing necessary to achieve the illusion of being in a virtual world. Recent developments with this technology and current virtual reality applications are discussed, including experiential prototyping, telepresence, and educational applications. (MES)

  2. Virtual Realities and the Future of Text.

    Science.gov (United States)

    Marcus, Stephen

    1992-01-01

    Discusses issues surrounding virtual reality and "virtual books." Suggests that those who are exploring the territory of virtual realities are already helping to expand and enrich expectations and visions for integrating technology into reading and writing. (RS)

  3. Convergent validity and sex differences in healthy elderly adults for performance on 3D virtual reality navigation learning and 2D hidden maze tasks.

    Science.gov (United States)

    Tippett, William J; Lee, Jang-Han; Mraz, Richard; Zakzanis, Konstantine K; Snyder, Peter J; Black, Sandra E; Graham, Simon J

    2009-04-01

    This study assessed the convergent validity of a virtual environment (VE) navigation learning task, the Groton Maze Learning Test (GMLT), and selected traditional neuropsychological tests performed in a group of healthy elderly adults (n = 24). The cohort was divided equally between males and females to explore performance variability due to sex differences, which were subsequently characterized and reported as part of the analysis. To facilitate performance comparisons, specific "efficiency" scores were created for both the VE navigation task and the GMLT. Men reached peak performance more rapidly than women during VE navigation and on the GMLT and significantly outperformed women on the first learning trial in the VE. Results suggest reasonable convergent validity across the VE task, GMLT, and selected neuropsychological tests for assessment of spatial memory.

  4. Virtual reality technology and applications

    CERN Document Server

    Mihelj, Matjaž; Beguš, Samo

    2014-01-01

    As virtual reality expands from the imaginary worlds of science fiction and pervades every corner of everyday life, it is becoming increasingly important for students and professionals alike to understand the diverse aspects of this technology. This book aims to provide a comprehensive guide to the theoretical and practical elements of virtual reality, from the mathematical and technological foundations of virtual worlds to the human factors and the applications that enrich our lives: in the fields of medicine, entertainment, education and others. After providing a brief introduction to the topic, the book describes the kinematic and dynamic mathematical models of virtual worlds. It explores the many ways a computer can track and interpret human movement, then progresses through the modalities that make up a virtual world: visual, acoustic and haptic. It explores the interaction between the actual and virtual environments, as well as design principles of the latter. The book closes with an examination of diff...

  5. Virtual Reality and Special Needs

    Directory of Open Access Journals (Sweden)

    Tara L. Jeffs

    2009-01-01

    Full Text Available The use of virtual environments for special needs is as diverse as the field of Special Educationitself and the individuals it serves. Individuals with special needs often face challenges withattention, language, spatial abilities, memory, higher reasoning and knowledge acquisition.Research in the use of Virtual Learning Environments (VLE targets both cognition and behavior(Rizzo, et.al, 2001. Virtual environments encourage interactive learning and provide avariety of opportunities for the learner to have control over the learning process (Pantelidis,1993. Virtual reality technology is an exciting tool that involves a safe and supportive environmentto transfer knowledge between virtual and real worlds. Through such technology,individuals with special needs can look carefully at their own strengths, abilities, and learningpreferences in comparison to the required learning task and expected learning outcome. Thisarticle reviews relevant research that explores the use of virtual reality for individuals withspecial needs.

  6. Poster: Virtual reality interaction using mobile devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-03-01

    In this work we aim to implement and evaluate alternative approaches for interacting with virtual environments on mobile devices for navigation, object selection and manipulation. Interaction with objects in virtual worlds using traditional input such as current state-of-the-art devices is often difficult and could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. We have developed new methods to perform different kinds of interactions using a mobile device (e.g. a smartphone) both as input device, performing selection and manipulation of objects, and as output device, utilizing the screen as an extra view (virtual camera or information display). Our hypothesis is that interaction via mobile devices facilitates simple tasks like the ones described within immersive virtual reality systems. We present here our initial implementation and result. © 2013 IEEE.

  7. The ethnography of virtual reality

    OpenAIRE

    2004-01-01

    This paper discusses possible application of ethnographic research in the realm of virtual reality, especially in the relationship between cultures in virtual communities. This represents an entirely new area of ethnographic research and therefore many adjustments in the research design are needed for example, a development of a specific method of data gathering and tools for their verification. A virtual, cyber space is a version of social space more or less synchronous with it, but without ...

  8. Physics Education in Virtual Reality: An Example

    Directory of Open Access Journals (Sweden)

    Hannes Kaufmann

    2009-01-01

    Full Text Available We present an immersive virtual reality (VR application for physics education. It utilizes a recent physics engine developed for the PC gaming market to simulate physical experiments correctly and accurately. Students are enabled to actively build their own experiments and study them. A variety of tools are provided to analyze forces, mass, paths and other properties of objects before, during and after experiments. Innovative teaching content is presented thatexploits the strengths of the 3D virtual environment. Physics Playground serves as an example of how current technologies can be combined to deliver a new quality in physics education.

  9. A Virtual Tomb for Kelvingrove: Virtual Reality, Archaeology and Education

    Directory of Open Access Journals (Sweden)

    Melissa M. Terras

    1999-11-01

    Full Text Available The use of computers as an educational resource in museums is becoming increasingly popular as more and more institutions realise that multimedia displays are very successful in imparting a broad variety of information. Although three-dimensional reconstructions of sites and structures have been used in archaeology for many years, the majority of museum computer installations have dealt with two-dimensional media because of the costs, equipment and labour involved in producing interactive 3D scenes. The birth of VRML (Virtual Reality Modeling Language has changed the way virtual reality is implemented and viewed. As an internet protocol, VRML can be used on most major platforms and implemented by anyone with a word-processing package, an internet browser, and the relevant plug-in. There is no reason why this new technology cannot be adopted by archaeologists and museums to produce virtual reality models of structures, sites and objects to aid the research of specialists and the education of the public. This project (undertaken at the Humanities Advanced Technology and Information Institute, University of Glasgow, Scotland, between May and October 1998 investigated the practicalities involved in using VRML to create a virtual reality model for use in a public space. A model of the Egyptian tomb of Sen-nedjem was developed for installation in the Egyptian Gallery of the Kelvingrove Museum and Art Gallery, Glasgow, in the hope that the introduction of this computer display would encourage the museum visitor's interest in the gallery's existing artefacts. Creation of the model would also investigate the possibility of using VRML to build accurate archaeological reconstructions cheaply and efficiently using publicly available software and existing archaeological resources. A fully functioning virtual reality model of the tomb of Sen-nedjem has been created, incorporating interactive elements, photorealistic representation, and animation, and this

  10. Research on 3D digital mine management platform based on 3DGIS and virtual reality%基于3DGIS与虚拟现实的三维数字矿山管理平台的研究

    Institute of Scientific and Technical Information of China (English)

    韩超; 王书舟; 邢洪凯

    2014-01-01

    对3DGIS与虚拟现实技术进行了深入研究,研制了三维数字矿山管理平台。该平台真实再现了矿井地理信息、矿体围岩、井巷工程、设备管路,同时将矿山各安全、生产、办公系统进行了整合,将企业井上下作业环境真实再现的同时,为领导及各业务科室信息交流、管理、决策、安全培训等工作提供了有效的支持。%This paper deeply studied the 3DGIS and virtual reality technology , and developed the 3D digital mine management platform. The platform is a true representation of the mine geographic information, surrounding rock, roadway engineering, equipment, pipeline, at the same time integrated the mine safety, production, ofifce system, really represented the work environment of ground and underground, and also provides effective support for department information communication, management, decision, safety training work to the leadership and other business.

  11. Assessing 3D Virtual World Disaster Training Through Adult Learning Theory

    Directory of Open Access Journals (Sweden)

    Lee Taylor-Nelms

    2014-10-01

    Full Text Available As role-play, virtual reality, and simulated environments gain popularity through virtual worlds such as Second Life, the importance of identifying best practices for education and emergency management training becomes necessary. Using a formal needs assessment approach, we examined the extent to which 3D virtual tornado simulation trainings follow the principles of adult learning theory employed by the Federal Emergency Management Agency's (FEMA National Training and Education Division. Through a three-fold methodology of observation, interviews, and reflection on action, 3D virtual world tornado trainings were analyzed for congruence to adult learning theory.

  12. Virtual Reality: The Future of Animated Virtual Instructor, the Technology and Its Emergence to a Productive E-Learning Environment.

    Science.gov (United States)

    Jiman, Juhanita

    This paper discusses the use of Virtual Reality (VR) in e-learning environments where an intelligent three-dimensional (3D) virtual person plays the role of an instructor. With the existence of this virtual instructor, it is hoped that the teaching and learning in the e-environment will be more effective and productive. This virtual 3D animated…

  13. Molecular Rift: Virtual Reality for Drug Designers.

    Science.gov (United States)

    Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas

    2015-11-23

    Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.

  14. Exploring Virtual Reality for Classroom Use: The Virtual Reality and Education Lab at East Carolina University.

    Science.gov (United States)

    Auld, Lawrence W. S.; Pantelidis, Veronica S.

    1994-01-01

    Describes the Virtual Reality and Education Lab (VREL) established at East Carolina University to study the implications of virtual reality for elementary and secondary education. Highlights include virtual reality software evaluation; hardware evaluation; computer-based curriculum objectives which could use virtual reality; and keeping current…

  15. Virtual reality applied to teletesting

    NARCIS (Netherlands)

    Berg, T.W. van den; Smeenk, R.J.M.; Mazy, A.; Jacques, P.; Argüello, L.; Mills, S.

    2003-01-01

    The activity "Virtual Reality applied to Teletesting" is related to a wider European Space Agency (ESA) initiative of cost reduction, in particular the reduction of test costs. Reduction of costs of space related projects have to be performed on test centre operating costs and customer company costs

  16. Immersive virtual reality simulations in nursing education.

    Science.gov (United States)

    Kilmon, Carol A; Brown, Leonard; Ghosh, Sumit; Mikitiuk, Artur

    2010-01-01

    This article explores immersive virtual reality as a potential educational strategy for nursing education and describes an immersive learning experience now being developed for nurses. This pioneering project is a virtual reality application targeting speed and accuracy of nurse response in emergency situations requiring cardiopulmonary resuscitation. Other potential uses and implications for the development of virtual reality learning programs are discussed.

  17. Exploring the educational potential of 3D virtual environments

    OpenAIRE

    Esteve Mon, Francesc Marc; Mercè GISBERT CERVERA

    2013-01-01

    3D virtual environments are advanced technology systems, with some potentialities in the teaching and learning process.In recent years, different institutions have promoted the acquisition of XXI century skills. Competences such as initiative, teamwork, creativity, flexibility or digital literacy.Multi-user virtual environments, sometimes called virtual worlds or 3D simulators, are immersive, interactive, customizable, accessible and programmable systems. This kind of environments allow to de...

  18. Marshall Engineers Use Virtual Reality

    Science.gov (United States)

    1993-01-01

    Virtual Reality (VR) can provide cost effective methods to design and evaluate components and systems for maintenance and refurbishment operations. Marshall Spce Flight Center (MSFC) is begirning to utilize VR for design analysis in the X-34 experimental reusable space vehicle. Analysts at MSFC's Computer Applications and Virtual Environments (CAVE) used Head Mounted Displays (HMD) (pictured), spatial trackers and gesture inputs as a means to animate or inhabit a properly sized virtual human model. These models are used in a VR scenario as a way to determine functionality of space and maintenance requirements for the virtual X-34. The primary functions of the virtual X-34 mockup is to support operations development and design analysis for engine removal, the engine compartment and the aft fuselage. This capability provides general visualization support to engineers and designers at MSFC and to the System Design Freeze Review at Orbital Sciences Corporation (OSC).

  19. Virtual manufacturing in reality

    Science.gov (United States)

    Papstel, Jyri; Saks, Alo

    2000-10-01

    SMEs play an important role in manufacturing industry. But from time to time there is a shortage in resources to complete the particular order in time. Number of systems is introduced to produce digital information in order to support product and process development activities. Main problem is lack of opportunity for direct data transition within design system modules when needed temporary extension of design capacity (virtuality) or to implement integrated concurrent product development principles. The planning experience in the field is weakly used as well. The concept of virtual manufacturing is a supporting idea to solve this problem. At the same time a number of practical problems should be solved like information conformity, data transfer, unified technological concepts acceptation etc. In the present paper the proposed ways to solve the practical problems of virtual manufacturing are described. General objective is to introduce the knowledge-based CAPP system as missing module for Virtual Manufacturing in the selected product domain. Surface-centered planning concept based on STEP- based modeling principles, and knowledge-based process planning methodology will be used to gain the objectives. As a result the planning module supplied by design data with direct access, and supporting advising environment is expected. Mould producing SME would be as test basis.

  20. Reality in Virtual Learning

    DEFF Research Database (Denmark)

    Lindberg, Frank; Pettersson, Michael

    and develop understandings of what it might mean to be a student when learning occurs within a virtual problem based learning landscape. When students are used to the traditional classroom, challenges appear in the twilight zone between two pedagogical practices. How do the students cope with challenges...... that a new virtual program demands, and what paradoxes and ambiguities appear when old learning processes do not work anymore? The present focus reflects an existential-phenomenological point of departure. This perspective is based on the philosophical writings of Søren Kierkegaard and Martin Heidegger (1927....../1996; "Being and Time"), and the successors Hans-Georg Gadamer and Paul Ricoeur. The work is also inspired of the father of culturalism - Jerome Bruner (1996) and Wenger's (1998) community of practice. Thompson (1997) is an inspiration through his initiator of hermeneutical endeavor within consumer research...

  1. The Virtual Reality Conjecture

    CERN Document Server

    Whitworth, Brian

    2011-01-01

    We take our world to be an objective reality, but is it? The assumption that the physical world exists in and of itself has struggled to assimilate the findings of modern physics for some time now. For example, an objective space and time would just "be", but in relativity, space contracts and time dilates. Likewise objective "things" should just inherently exist, but the entities of quantum theory are probability of existence smears, that spread, tunnel, superpose and entangle in physically impossible ways. Cosmology even tells us that our entire physical universe just "popped up", from nowhere, about 14 billion years ago. This is not how an objectively real world should behave! Yet traditional alternatives don't work much better. That the world is just an illusion of the mind doesn't explain its consistent realism and Descartes dualism, that another reality beyond the physical exists, just doubles the existential problem. It is time to consider an option we might normally dismiss out of hand. This essay exp...

  2. Image Based Rendering and Virtual Reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation.......The Presentation concerns with an overview of Image Based Rendering approaches and their use on Virtual Reality, including Virtual Photography and Cinematography, and Mobile Robot Navigation....

  3. [Development of a software for 3D virtual phantom design].

    Science.gov (United States)

    Zou, Lian; Xie, Zhao; Wu, Qi

    2014-02-01

    In this paper, we present a 3D virtual phantom design software, which was developed based on object-oriented programming methodology and dedicated to medical physics research. This software was named Magical Phan tom (MPhantom), which is composed of 3D visual builder module and virtual CT scanner. The users can conveniently construct any complex 3D phantom, and then export the phantom as DICOM 3.0 CT images. MPhantom is a user-friendly and powerful software for 3D phantom configuration, and has passed the real scene's application test. MPhantom will accelerate the Monte Carlo simulation for dose calculation in radiation therapy and X ray imaging reconstruction algorithm research.

  4. Development of visual 3D virtual environment for control software

    Science.gov (United States)

    Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence

    1991-01-01

    Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D

  5. Virtual Reality and Public Administration

    OpenAIRE

    Tózsa, István

    2013-01-01

    This study serves as an introduction to how virtual reality systems could be applied in public administration and what research tasks would be necessary to accomplish a project. E-government solutions began to emerge in public administration approximately a decade ago all over the developed world. Administration service facilities via the Internet did not attract many customers, because of the digital divide. E-government solutions were extended to mobile devices as well, but the expected bre...

  6. Intuitiveness 3D objects Interaction in Augmented Reality Using S-PI Algorithm

    Directory of Open Access Journals (Sweden)

    Ajune Wanis Ismail

    2013-07-01

    Full Text Available Numbers of researchers have developed interaction techniques in Augmented Reality (AR application. Some of them proposed new technique for user interaction with different types of interfaces which could bring great promise for intuitive user interaction with 3D data naturally. This paper will explore the 3D object manipulation performs in single-point interaction (S-PI technique in AR environment. The new interaction algorithm, S-PI technique, is point-based intersection designed to detect the interaction’s behaviors such as translate, rotate, clone and for intuitive 3D object handling. The S-PI technique is proposed with marker-based tracking in order to improve the trade-off between the accuracy and speed in manipulating 3D object in real-time. The method is robust required to ensure both elements of real and virtual can be combined relative to the user’s viewpoints and reduce system lag.  

  7. Mixed reality orthognathic surgical simulation by entity model manipulation and 3D-image display

    Science.gov (United States)

    Shimonagayoshi, Tatsunari; Aoki, Yoshimitsu; Fushima, Kenji; Kobayashi, Masaru

    2005-12-01

    In orthognathic surgery, the framing of 3D-surgical planning that considers the balance between the front and back positions and the symmetry of the jawbone, as well as the dental occlusion of teeth, is essential. In this study, a support system for orthodontic surgery to visualize the changes in the mandible and the occlusal condition and to determine the optimum position in mandibular osteotomy has been developed. By integrating the operating portion of a tooth model that is to determine the optimum occlusal position by manipulating the entity tooth model and the 3D-CT skeletal images (3D image display portion) that are simultaneously displayed in real-time, the determination of the mandibular position and posture in which the improvement of skeletal morphology and occlusal condition is considered, is possible. The realistic operation of the entity model and the virtual 3D image display enabled the construction of a surgical simulation system that involves augmented reality.

  8. A hitchhiker's guide to virtual reality

    CERN Document Server

    McMenemy , Karen

    2007-01-01

    A Hitchhiker's Guide to Virtual Reality brings together under one cover all the aspects of graphics, video, audio, and haptics that have to work together to make virtual reality a reality. Like any good guide, it reveals the practical things you need to know, from the viewpoint of authors who have been there. This two-part guide covers the science, technology, and mathematics of virtual reality and then details its practical implementation. The first part looks at how the interface between human senses and technology works to create virtual reality, with a focus on vision, the most important s

  9. ESL Teacher Training in 3D Virtual Worlds

    Science.gov (United States)

    Kozlova, Iryna; Priven, Dmitri

    2015-01-01

    Although language learning in 3D Virtual Worlds (VWs) has become a focus of recent research, little is known about the knowledge and skills teachers need to acquire to provide effective task-based instruction in 3D VWs and the type of teacher training that best prepares instructors for such an endeavor. This study employs a situated learning…

  10. Virtual Reality with Haptic Application

    Institute of Scientific and Technical Information of China (English)

    李益明; 吕慧强; 孔繁胜

    2004-01-01

    Virtual reality (VR) is the use of advanced technologies, including computers and various multimedia peripherals (such as haptic), to produce a simulated environment that users perceive as comparable to real world objects and events. With the aid of specially designed transducers and sensors, users interact with displayed images, moving and manipulating virtual objects, and performing other actions in a way that engenders a feeling of actual presence (immersion) in the simulated environment. Haptic interfaces provide carefully controlled force feedback to the fingers of the user so that they feel as though they are touching objects in the virtual landscape. This article presented an overview to the concepts of VR focusing on haptics in a variety of interfaces and applications.

  11. Three-dimensional scene capturing for the virtual reality display

    Science.gov (United States)

    Dong, Jingsheng; Sang, Xinzhu; Guo, Nan; Chen, Duo; Yan, Binbin; Wang, Kuiru; Dou, Wenhua; Xiao, Liquan

    2016-10-01

    A virtual reality shooting and display system based on multiple degrees of freedom camera is designed and demonstrated. Three-dimensional scene display and the wide angle display can be achieved easily and quickly through the construction with the proposed system. The range of the viewing scene can be broaden with the image stitching process, and the display in the demonstrated system can achieve the effect of wide angle for applications of image mosaic. In the meantime, the system can realize 3D scene display, which can effectively reduce the complexity of the 3D scene generation, and provide a foundation for adding interactive characteristics for the 3D scene in the future. The system includes an adjustable bracket, computer software, and a virtual reality device. Multiple degrees of freedom of the adjustable bracket are developed to obtain 3D scene source images and mosaic source images easily. 5 degrees of freedom are realized, including rotation, lifting, translation, convergence and pitching. To realize the generation and display of three-dimensional scenes, two cameras are adjusted into a parallel state. With the process of image distortion eliminating and calibration, the image is transferred to the virtual reality device for display. In order to realize wide angle display, the cameras are adjusted into "V" type. The preprocessing includes image matching and fusion to realize image stitching. The mosaic image is transferred for virtual reality display with its image reading and display functions. The wide angle 3D scene display is realized by adjusting different states.

  12. Generation of 3D Virtual Geographic Environment Based on Laser Scanning Technique

    Institute of Scientific and Technical Information of China (English)

    DU Jie; CHEN Xiaoyong; FumioYamazaki

    2003-01-01

    This paper demonstrates an experiment on the generation of 3D virtual geographic environment on the basis of experimental flight laser scanning data by a set of algorithms and methods that were developed to automatically interpret range images for extracting geo-spatial features and then to reconstruct geo-objects. The algorithms and methods for the interpretation and modeling of laser scanner data include triangulated-irregular-network (TIN)-based range image interpolation ; mathematical-morphology(MM)-based range image filtering,feature extraction and range image segmentation, feature generalization and optimization, 3D objects reconstruction and modeling; computergraphics (CG)-based visualization and animation of geographic virtual reality environment.

  13. Game-Like Language Learning in 3-D Virtual Environments

    Science.gov (United States)

    Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David

    2013-01-01

    This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…

  14. An Image—Based Virtual Reality Prototype System

    Institute of Scientific and Technical Information of China (English)

    蔡勇; 王平安; 等

    1998-01-01

    The most important goal of virtual reality is to create a virtual world computers where users are allowed to view the environment and control the virtual objects interactively.Traditionally,virtual reality systems use 3D computer graphics to model and render a virtual environment in real time.However,this approach usually requires laborious modeling and expensive special-purpose rendering hardware.Image-based rendering is a new approach in composing a virtual environment in which a set of panoramic images is used to compose the virtual environment and walking in the space is accomplished by “hopping”to different panoramic points.This paper introduces an experimental image-based VR system.The techniques utilized in the system,in particular the authoring and interactive control tools of the system,are described in detail.

  15. Virtual reality: Avatars in human spaceflight training

    Science.gov (United States)

    Osterlund, Jeffrey; Lawrence, Brad

    2012-02-01

    With the advancements in high spatial and temporal resolution graphics, along with advancements in 3D display capabilities to model, simulate, and analyze human-to-machine interfaces and interactions, the world of virtual environments is being used to develop everything from gaming, movie special affects and animations to the design of automobiles. The use of multiple object motion capture technology and digital human tools in aerospace has demonstrated to be a more cost effective alternative to the cost of physical prototypes, provides a more efficient, flexible and responsive environment to changes in the design and training, and provides early human factors considerations concerning the operation of a complex launch vehicle or spacecraft. United Space Alliance (USA) has deployed this technique and tool under Research and Development (R&D) activities on both spacecraft assembly and ground processing operations design and training on the Orion Crew Module. USA utilizes specialized products that were chosen based on functionality, including software and fixed based hardware (e.g., infrared and visible red cameras), along with cyber gloves to ensure fine motor dexterity of the hands. The key findings of the R&D were: mock-ups should be built to not obstruct cameras from markers being tracked; a mock-up toolkit be assembled to facilitate dynamic design changes; markers should be placed in accurate positions on humans and flight hardware to help with tracking; 3D models used in the virtual environment be striped of non-essential data; high computational capable workstations are required to handle the large model data sets; and Technology Interchange Meetings with vendors and other industries also utilizing virtual reality applications need to occur on a continual basis enabling USA to maintain its leading edge within this technology. Parameters of interest and benefit in human spaceflight simulation training that utilizes virtual reality technologies are to

  16. Integration of the virtual 3D model of a control system with the virtual controller

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2015-11-01

    Nowadays the design process includes simulation analysis of different components of a constructed object. It involves the need for integration of different virtual object to simulate the whole investigated technical system. The paper presents the issues related to the integration of a virtual 3D model of a chosen control system of with a virtual controller. The goal of integration is to verify the operation of an adopted object of in accordance with the established control program. The object of the simulation work is the drive system of a tunneling machine for trenchless work. In the first stage of work was created an interactive visualization of functioning of the 3D virtual model of a tunneling machine. For this purpose, the software of the VR (Virtual Reality) class was applied. In the elaborated interactive application were created adequate procedures allowing controlling the drive system of a translatory motion, a rotary motion and the drive system of a manipulator. Additionally was created the procedure of turning on and off the output crushing head, mounted on the last element of the manipulator. In the elaborated interactive application have been established procedures for receiving input data from external software, on the basis of the dynamic data exchange (DDE), which allow controlling actuators of particular control systems of the considered machine. In the next stage of work, the program on a virtual driver, in the ladder diagram (LD) language, was created. The control program was developed on the basis of the adopted work cycle of the tunneling machine. The element integrating the virtual model of the tunneling machine for trenchless work with the virtual controller is the application written in a high level language (Visual Basic). In the developed application was created procedures responsible for collecting data from the running, in a simulation mode, virtual controller and transferring them to the interactive application, in which is verified the

  17. Exploring the educational potential of 3D virtual environments

    Directory of Open Access Journals (Sweden)

    Francesc Marc ESTEVE MON

    2013-12-01

    Full Text Available 3D virtual environments are advanced technology systems, with some potentialities in the teaching and learning process.In recent years, different institutions have promoted the acquisition of XXI century skills. Competences such as initiative, teamwork, creativity, flexibility or digital literacy.Multi-user virtual environments, sometimes called virtual worlds or 3D simulators, are immersive, interactive, customizable, accessible and programmable systems. This kind of environments allow to design educational complex activities to develop these key competences. For this purpose it’s necessary to set an appropriate teaching strategy to put this knowledge and skills into action, and design suitable mechanisms for registration and systematization. This paper analyzes the potential of these environments and presents two experiences in 3D virtual environments: (1 to develop teamwork and self-management skills, and (2 to assess digital literacy in preservice teachers.

  18. 3D modeling for the generation of virtual heritage

    Directory of Open Access Journals (Sweden)

    Francisco Díaz Gómez

    2015-10-01

    Full Text Available The present article is focused on the generation of virtual 3D contents from cultural heritage. Its main structure is divided in two well-defined blocks: the first one focused in the generation of 3D models, analyzing the most used technologies of 3D measuring in the cultural heritage, the most important software applications for the management of the 3D models obtained and the generation of the target contents; and a second block for exposing two case studies showing potential of these technologies, previously shown, for approaching the cultural heritage to both the general public and researchers, due to the development of the information and communication technologies.

  19. Virtual Reality for Materials Design Laboratory

    Data.gov (United States)

    Federal Laboratory Consortium — The purpose is to research and develop materials through applied virtual reality to enable interactive "materials-by-design." Extensive theoretical and computational...

  20. Virtual reality concepts and technologies

    CERN Document Server

    Fuchs, Philippe

    2011-01-01

    A manual for both designers and users, comprehensively presenting the current state of experts' knowledge on virtual reality (VR) in computer science, mechanics, optics, acoustics, physiology, psychology, ergonomics, ethics, and related area. Designed as a reference book and design guide to help the reader develop a VR project, it presents the reader with the importance of the user's needs and various aspects of the human computer interface (HCI). It further treats technical aspects of VR, hardware and software implementations, and details on the sensory and psycho-sensory interfaces. Providin

  1. New Desktop Virtual Reality Technology in Technical Education

    Science.gov (United States)

    Ausburn, Lynna J.; Ausburn, Floyd B.

    2008-01-01

    Virtual reality (VR) that immerses users in a 3D environment through use of headwear, body suits, and data gloves has demonstrated effectiveness in technical and professional education. Immersive VR is highly engaging and appealing to technically skilled young Net Generation learners. However, technical difficulty and very high costs have kept…

  2. ATLASrift - a Virtual Reality application

    CERN Document Server

    INSPIRE-00225336; Moyse, Edward; Bianchi, Riccardo Maria

    2015-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists - for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice - OculusRift VR system, the development environment - UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/virtual p...

  3. ARLearn: augmented reality meets augmented virtuality

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland; Kalz, Marco; Van Ulzen, Patricia; Specht, Marcus

    2012-01-01

    Ternier, S., Klemke, R., Kalz, M., Van Ulzen, P., & Specht, M. (2012). ARLearn: augmented reality meets augmented virtuality [Special issue]. Journal of Universal Computer Science - Technology for learning across physical and virtual spaces, 18(15), 2143-2164.

  4. 3D interactive augmented reality-enhanced digital learning systems for mobile devices

    Science.gov (United States)

    Feng, Kai-Ten; Tseng, Po-Hsuan; Chiu, Pei-Shuan; Yang, Jia-Lin; Chiu, Chun-Jie

    2013-03-01

    With enhanced processing capability of mobile platforms, augmented reality (AR) has been considered a promising technology for achieving enhanced user experiences (UX). Augmented reality is to impose virtual information, e.g., videos and images, onto a live-view digital display. UX on real-world environment via the display can be e ectively enhanced with the adoption of interactive AR technology. Enhancement on UX can be bene cial for digital learning systems. There are existing research works based on AR targeting for the design of e-learning systems. However, none of these work focuses on providing three-dimensional (3-D) object modeling for en- hanced UX based on interactive AR techniques. In this paper, the 3-D interactive augmented reality-enhanced learning (IARL) systems will be proposed to provide enhanced UX for digital learning. The proposed IARL systems consist of two major components, including the markerless pattern recognition (MPR) for 3-D models and velocity-based object tracking (VOT) algorithms. Realistic implementation of proposed IARL system is conducted on Android-based mobile platforms. UX on digital learning can be greatly improved with the adoption of proposed IARL systems.

  5. Intelligent web agents for a 3D virtual community

    Science.gov (United States)

    Dave, T. M.; Zhang, Yanqing; Owen, G. S. S.; Sunderraman, Rajshekhar

    2003-08-01

    In this paper, we propose an Avatar-based intelligent agent technique for 3D Web based Virtual Communities based on distributed artificial intelligence, intelligent agent techniques, and databases and knowledge bases in a digital library. One of the goals of this joint NSF (IIS-9980130) and ACM SIGGRAPH Education Committee (ASEC) project is to create a virtual community of educators and students who have a common interest in comptuer graphics, visualization, and interactive techniqeus. In this virtual community (ASEC World) Avatars will represent the educators, students, and other visitors to the world. Intelligent agents represented as specially dressed Avatars will be available to assist the visitors to ASEC World. The basic Web client-server architecture of the intelligent knowledge-based avatars is given. Importantly, the intelligent Web agent software system for the 3D virtual community is implemented successfully.

  6. Visualizing Compound Rotations with Virtual Reality

    Science.gov (United States)

    Flanders, Megan; Kavanagh, Richard C.

    2013-01-01

    Mental rotations are among the most difficult of all spatial tasks to perform, and even those with high levels of spatial ability can struggle to visualize the result of compound rotations. This pilot study investigates the use of the virtual reality-based Rotation Tool, created using the Virtual Reality Modeling Language (VRML) together with…

  7. A virtual reality platform for assessment and rehabilitation of neglect using a kinect.

    Science.gov (United States)

    Cipresso, Pietro; Serino, Silvia; Pedroli, Elisa; Gaggioli, Andrea; Riva, Giuseppe

    2014-01-01

    Unilateral Spatial Neglect (USN) is normally assessed with paper-and-pencil tests. Virtual reality can be an effective neuropsychological tool for a more ecological and functional assessment and rehabilitation of neglect. We developed a 3D Virtual Reality platform - NeuroVirtual 3D - for the assessment and rehabilitation of cognitive deficits, in particular for USN. Within the virtual environments it is possible to interact with virtual objects and execute specific exercises using a Microsoft Kinect. Through the analysis of different grasping tasks it is possible to evaluate in an ecological way the patients' ability to find and handle objects in both sides of the virtual space.

  8. Virtual reality excursions with programs in C

    CERN Document Server

    Watkins, Christopher D

    1994-01-01

    Virtual Reality Excursions with Programs in C provides the history, theory, principles and an account of the milestones in the development of virtual reality technology.The book is organized into five chapters. The first chapter explores the applications in the vast field of virtual reality. The second chapter presents a brief history of the field and its founders. Chapter 3 discusses human perception and how it works. Some interesting notes and much of the hot debate in the field are covered in Chapter 4. The fifth chapter describes many of the complexities involved in implementing virtual en

  9. Cognitive Aspects of Collaboration in 3d Virtual Environments

    Science.gov (United States)

    Juřík, V.; Herman, L.; Kubíček, P.; Stachoň, Z.; Šašinka, Č.

    2016-06-01

    Human-computer interaction has entered the 3D era. The most important models representing spatial information — maps — are transferred into 3D versions regarding the specific content to be displayed. Virtual worlds (VW) become promising area of interest because of possibility to dynamically modify content and multi-user cooperation when solving tasks regardless to physical presence. They can be used for sharing and elaborating information via virtual images or avatars. Attractiveness of VWs is emphasized also by possibility to measure operators' actions and complex strategies. Collaboration in 3D environments is the crucial issue in many areas where the visualizations are important for the group cooperation. Within the specific 3D user interface the operators' ability to manipulate the displayed content is explored regarding such phenomena as situation awareness, cognitive workload and human error. For such purpose, the VWs offer a great number of tools for measuring the operators' responses as recording virtual movement or spots of interest in the visual field. Study focuses on the methodological issues of measuring the usability of 3D VWs and comparing them with the existing principles of 2D maps. We explore operators' strategies to reach and interpret information regarding the specific type of visualization and different level of immersion.

  10. A survey on virtual reality

    Institute of Scientific and Technical Information of China (English)

    ZHAO QinPing

    2009-01-01

    Virtual reality (VR) Is a scientific method and technology created during the exploration of the nature by human beings to understand,simulate,and better adapt and use the nature.Based on the analysis on the whole process of VR,this paper presents different categories of VR problems and a type of theoretical expression,and abstracts three kinds of scientific and technical problems in VR field.On the basis of foresaid content,this paper also studies current major research objectives,research results and development trend of VR in the aspects of VR modeling method,VR representation technology,human-machine interaction and devices,VR development suites and supporting infrastructure,as well as VR applications.Finally,several theoretical and technical problems that need to be further studied and solved are addressed.

  11. ATLASrift - a Virtual Reality application

    CERN Document Server

    Vukotic, Ilija; The ATLAS collaboration

    2016-01-01

    We present ATLASrift - a Virtual Reality application that provides an interactive, immersive visit to ATLAS experiment. We envision it being used in two different ways: first as an educational and outreach tool - for schools, universities, museums and interested individuals, and secondly as an event viewer for ATLAS physicists – for them it will provide a much better spatial awareness of an event, track and jet directions, occupancies and interactions with detector structures. Using it, one can learn about the experiment as a whole, visit individual sub-detectors, view real interactions, or take a scripted walkthrough explaining questions physicists are trying to answer. We briefly describe our platform of choice – OculusRift VR system, the development environment – UnrealEngine, and, in detail, the numerous technically demanding requirements that had to be fulfilled in order to provide a comfortable user experience. Plans for future versions include making the experience social by adding multi-user/vir...

  12. Shaping 3-D Volumes in Immersive Virtual Environments

    DEFF Research Database (Denmark)

    Stenholt, Rasmus

    Shaping 3-D volumes is an important part of many interactions in immersive virtual environments. The range of possible applications is wide. For instance, the ability to select objects in virtual environments is very often based on defin- ing and controlling a selection volume. This is especially...... true, if the intention is to select multiple objects. Another important application area is the manipula- tion of objects through the use of controllable handles, or widgets. Such widgets are often associated with a bounding volume around the object to be manipu- lated. Such techniques are both well...... of efficiently and precisely defining a 3-D box is a fundamental one to investigate. The first paper does this by analysing the practical task of defining a 3-D box as the equivalent task of defining its degrees- of-freedom. This analysis leads to the introduction of a new way of shaping a box from just three...

  13. Measuring Knowledge Acquisition in 3D Virtual Learning Environments.

    Science.gov (United States)

    Nunes, Eunice P dos Santos; Roque, Licínio G; Nunes, Fatima de Lourdes dos Santos

    2016-01-01

    Virtual environments can contribute to the effective learning of various subjects for people of all ages. Consequently, they assist in reducing the cost of maintaining physical structures of teaching, such as laboratories and classrooms. However, the measurement of how learners acquire knowledge in such environments is still incipient in the literature. This article presents a method to evaluate the knowledge acquisition in 3D virtual learning environments (3D VLEs) by using the learner's interactions in the VLE. Three experiments were conducted that demonstrate the viability of using this method and its computational implementation. The results suggest that it is possible to automatically assess learning in predetermined contexts and that some types of user interactions in 3D VLEs are correlated with the user's learning differential.

  14. An Onboard ISS Virtual Reality Trainer

    Science.gov (United States)

    Miralles, Evelyn

    2013-01-01

    Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT

  15. 基于虚拟现实技术的三维旗袍辅助教学系统的设计与实现%Design and Realization of 3D Cheong-sam Auxiliary Teach-ing System Based on Virtual Reality Technology

    Institute of Scientific and Technical Information of China (English)

    胡婧

    2014-01-01

    The application of digital 3D visualization technology and virtual interactive techniques has developed rapidly nowa-days, especially its outstanding performance on costume de-signing (such as clothing display, 3D fitting) etc.in recent years. However its application on the clothing teaching, espe-cially the teaching of cheongsam is rare. At present, using vir-tual reality technology, traditional cheongsam can be combined perfectly with modern technology, which can emit digitizing light. This paper studies the application of 3D virtual technolo-gy on assistant teaching of cheongsam. It aims to realize the 3D virtual interactive teaching of cheongsam, change the tradi-tional teaching methods, improve the quality and efficiency of teaching and supply the learning platform for cheongsam en-thusiasts.%数字三维可视化技术和虚拟交互技术的应用如今迅猛发展,特别是在服装设计方面,例如服装虚拟展示、3D试衣等研究近年来都有突出表现,但是在服装教学,特别是民族服装---旗袍的教学应用上甚为少见。借助虚拟现实技术,可以让传统旗袍与现代技术完美结合,散发出数字化的光芒。该文利用3D虚拟现实技术实现三维虚拟互动旗袍教学,改变传统的教学手段,提升教学质量与效率,并为旗袍爱好者提供学习平台。

  16. 3D-Virtualization of a Conveyor Machine

    OpenAIRE

    Taipalus, Joonas

    2016-01-01

    The purpose of this thesis was to create a virtually working 3D-model of a conveyor machine. The topic and the machine were provided by Siemens. Siemens will use this virtual model to ease their education, as it is not necessary to have the real equipment nearby. The first model was made in Solid Edge, and then transported to Siemens NX and MCD –software. The PLC-program was made in Siemens TIA portal. The connection between TIA portal and MCD was made with an OPC-server. The theory part of t...

  17. Virtual reality training improves balance function

    Institute of Scientific and Technical Information of China (English)

    Yurong Mao; Peiming Chen; Le Li; Dongfeng Huang

    2014-01-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a com-puter and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These ifndings suggest that virtual reality training can acti-vate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  18. Virtual reality training improves balance function.

    Science.gov (United States)

    Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng

    2014-09-01

    Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.

  19. Controlling Social Stress in Virtual Reality Environments

    OpenAIRE

    Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Paul G M Emmelkamp; Neerincx, Mark A.; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual r...

  20. Controlling social stress in virtual reality environments

    OpenAIRE

    Hartanto, D.; Kampmann, I.L.; Morina, N; Emmelkamp, P.G.M.; Neerincx, M.A.; Brinkman, W.P.

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual r...

  1. 3D Virtual Glove for Data Logging and Pick and Place Robot

    Directory of Open Access Journals (Sweden)

    Prasanna Muley

    2014-03-01

    Full Text Available Traditional interaction devices such as mouse and keyboard do not adapt very well to 3D environments, since they were not ergonomically designed for it [1]. The user may be standing or in movement and these devices were projected to work on desks. To solve such problems it has been designed a Accelerometer based 3D virtual glove which can be used in various robotic applications [1]. In this project it can be designed a Pick and Place robot which will follow the 3D glove worn by the user. User can design UP, DOWN, LEFT, RIGHT, PICK and PLACE actions via wireless glove. Moreover, in the current interaction model for immersive environments, which is based on wands and 3D mice, a change of context is necessary every time to execute a non-immersive task. These constant context changes from immersive to 2D desktops introduce a rupture in the user interaction with the application [3]. The objective of this work is to develop a device that maps a touch interface in a virtual reality immersive environment. In order to interact in3D virtual reality immersive environments a wireless glove (v-Glove was created, which has two main functionalities: tracking the position of the user’s index finger and vibrate the fingertip when it reaches an area mapped in the interaction space to simulate a touch feeling. Quantitative and qualitative analysis were performed with users to evaluate the v-Glove, comparing it with a gyroscopic 3D mouse [2]. This project is ideally suited for critical applications such as Gas plants, Chemical Plants, Nuclear reactors and for hazardous applications such as Coal mines, Sulphur mines, under sea tunnels Oil mints etc

  2. Multi-scale representations of virtual 3D city models

    OpenAIRE

    Glander, Tassilo

    2013-01-01

    Virtual 3D city and landscape models are the main subject investigated in this thesis. They digitally represent urban space and have many applications in different domains, e.g., simulation, cadastral management, and city planning. Visualization is an elementary component of these applications. Photo-realistic visualization with an increasingly high degree of detail leads to fundamental problems for comprehensible visualization. A large number of highly detailed and textured objects within a ...

  3. Handbook for evaluation studies in virtual reality

    DEFF Research Database (Denmark)

    Livatino, Salvatore; Koeffel, Christina

    2006-01-01

    Virtual reality (VR) applications are spreading and attract industries since VR technologies are becoming more affordable, powerful and robust. VR applications inherently call for human-computer interaction, which in turn calls for system and usability evaluations, typically through measurement...

  4. 基于UDK的虚拟现实技术在三维虚拟数字校园中的应用与研究%Research and application of virtual reality technology in UDK based on 3D virtual digital campus

    Institute of Scientific and Technical Information of China (English)

    王涛

    2014-01-01

    数字化校园虚拟漫游系统是数字化校园建设计划的核心平台。本文首先对目前主流的虚拟可视化开发工具作了介绍,并结合当今最流行的游戏引擎UDK(Unreal Development Kit)和三维设计软件3ads Max的虚拟现实技术问题进行了研究,以无锡城市职业技术学院校区为原型,运用三维设计软件3ads Max仿真技术建立了的虚拟校园三维模型。采用游戏引擎UDK(Unreal Development Kit)与SQL server后台数据库连接、实景拍摄与虚拟建筑相结合的方式,设计并实现了实时三维虚拟校园漫游系统的路径自动漫游、自主漫游、楼宇查询和鹰眼鸟瞰等功能。设计并实际运用结果表明,使用三维场景中烘焙贴图的制作运用UDK引擎技术改进的场景优化技术,系统运行效率得以很好的提高,甚至在普通PC机上实时运行时也很流畅和稳定。%The virtual roaming system of digital campus is the core platform of digital campus construction. This essay mainly introduces the mainstream development tool of virtual visualization and studies the problems of virtual reality technology, combined with today's most popular game engine UDK (Unreal Development Kit) and 3ads Max. The essay takes the Wuxi City College of Vocational Technology as the prototype and use the simulation technology of 3Ds Max to build a 3D model of virtual campus. Through the connection of game engine UDK (Unreal Development Kit) with database of SQL server and photographing combined with virtual architecture, it designs and realizes several functions of roaming systems of real time 3D viral campus, such as the function of automatically roaming path, the function of autonomous navigation, the function of building inquiry and the function of hawkeyed bird view. The results of designs and application represent the use of the baking and mapping technology of 3D scene and the improved scene optimization technology of UDK engine can

  5. Using Virtual Reality For Outreach Purposes in Planetology

    Science.gov (United States)

    Civet, François; Le Mouélic, Stéphane; Le Menn, Erwan; Beaunay, Stéphanie

    2016-10-01

    2016 has been a year marked by a technological breakthrough : the availability for the first time to the general public of technologically mature virtual reality devices. Virtual Reality consists in visually immerging a user in a 3D environment reproduced either from real and/or imaginary data, with the possibility to move and eventually interact with the different elements. In planetology, most of the places will remain inaccessible to the public for a while, but a fleet of dedicated spacecraft's such as orbiters, landers and rovers allow the possibility to virtually reconstruct the environments, using image processing, cartography and photogrammetry. Virtual reality can then bridge the gap to virtually "send" any user into the place and enjoy the exploration.We are investigating several type of devices to render orbital or ground based data of planetological interest, mostly from Mars. The most simple system consists of a "cardboard" headset, on which the user can simply use his cellphone as the screen. A more comfortable experience is obtained with more complex systems such as the HTC vive or Oculus Rift headsets, which include a tracking system important to minimize motion sickness. The third environment that we have developed is based on the CAVE concept, were four 3D video projectors are used to project on three 2x3m walls plus the ground. These systems can be used for scientific data analysis, but also prove to be perfectly suited for outreach and education purposes.

  6. Visualization of Vector Field by Virtual Reality

    Science.gov (United States)

    Kageyama, A.; Tamura, Y.; Sato, T.

    A visualization software program is developed in order to analyze three dimensional vector fields by means of today's advanced virtual reality technology. This program enables simulation researchers to interactively visualize stream lines, tracer particle motions, isosurfaces, etc.~with stereo view. The program accepts any kind of vector fields on structured mesh as an input data. A virtual reality hardware system, on which the program operates, and details of the program are described.

  7. Virtual Reality: immersed in the structural world

    OpenAIRE

    McCabe, Aimee; McPolin, Daniel

    2015-01-01

    Virtual reality is a rapidly emerging technology, driven by the computer gaming industry. The maturity of the concept, combined with modern hardware, is delivering an experience which offers a useful commercial tool for industry and educators. This article discusses the uses of virtual reality within structural engineering and provides an understanding of how it can be incorporated easily and efficiently for design purposes and beyond.

  8. [Virtual reality therapy in anxiety disorders].

    Science.gov (United States)

    Mitrousia, V; Giotakos, O

    2016-01-01

    During the last decade a number of studies have been conducted in order to examine if virtual reality exposure therapy can be an alternative form of therapy for the treatment of mental disorders and particularly for the treatment of anxiety disorders. Imaginal exposure therapy, which is one of the components of Cognitive Behavioral Therapy, cannot be easily applied to all patients and in cases like those virtual reality can be used as an alternative or a supportive psychotherapeutic technique. Most studies using virtual reality have focused on anxiety disorders, mainly in specific phobias, but some extend to other disorders such as eating disorders, drug dependence, pain control and palliative care and rehabilitation. Main characteristics of virtual reality therapy are: "interaction", "immersion", and "presence". High levels of "immersion" and "presence" are associated with increased response to exposure therapy in virtual environments, as well as better therapeutic outcomes and sustained therapeutic gains. Typical devices that are used in order patient's immersion to be achieved are the Head-Mounted Displays (HMD), which are only for individual use, and the computer automatic virtual environment (CAVE), which is a multiuser. Virtual reality therapy's disadvantages lie in the difficulties that arise due to the demanded specialized technology skills, devices' cost and side effects. Therapists' training is necessary in order for them to be able to manipulate the software and the hardware and to adjust it to each case's needs. Devices' cost is high but as technology continuously improves it constantly decreases. Immersion during virtual reality therapy can induce mild and temporary side effects such as nausea, dizziness or headache. Until today, however, experience shows that virtual reality offers several advantages. Patient's avoidance to be exposed in phobic stimuli is reduced via the use of virtual reality since the patient is exposed to them as many times as he

  9. Superquadric Based Hierarchical Reconstruction for Virtualizing Free Form Objects from 3D Data

    Institute of Scientific and Technical Information of China (English)

    LIU Weibin; YUAN Baozong

    2001-01-01

    The superquadric description is usedin modeling the virtual objects in AVR (from ActualReality to Virtual Reality).However,due to the in-trinsic property,the superquadric and its deforma-tion extensions (DSQ) are not flexible enough to de-scribe precisely the complex objects with asymmetryand free form surface.To solve the problem,a hierar-chical reconstruction approach in AVR for virtualizingthe objects with superquadric based models from 3Ddata is developed.Firstly,an initial approximation isproduced by a superquadric fit to the 3D data.Then,the crude superquadric fit is refined by fitting theresidue (distance map) with global and local DirectManipulation of Free-Form Deformation (DMFFD).The key elements of the hierarchical method,includ-ing superquadric fit to 3D data,mathematical detailsand the recursive-fitting algorithm for DMFFD,com-putation of distance maps,adaptive refinement anddecimation of polygon mesh under DMFFD,are pro-posed.An implementation example of hierarchicalreconstruction is presented.The proposed approachis shown competent and efficient for virtualizing thecomplex objects into virtual environment.

  10. Beyond Virtual Replicas: 3D Modeling and Maltese Prehistoric Architecture

    Directory of Open Access Journals (Sweden)

    Filippo Stanco

    2013-01-01

    Full Text Available In the past decade, computer graphics have become strategic for the development of projects aimed at the interpretation of archaeological evidence and the dissemination of scientific results to the public. Among all the solutions available, the use of 3D models is particularly relevant for the reconstruction of poorly preserved sites and monuments destroyed by natural causes or human actions. These digital replicas are, at the same time, a virtual environment that can be used as a tool for the interpretative hypotheses of archaeologists and as an effective medium for a visual description of the cultural heritage. In this paper, the innovative methodology and aims and outcomes of a virtual reconstruction of the Borg in-Nadur megalithic temple, carried out by Archeomatica Project of the University of Catania, are offered as a case study for a virtual archaeology of prehistoric Malta.

  11. Data Visualization Using Immersive Virtual Reality Tools

    Science.gov (United States)

    Cioc, Alexandru; Djorgovski, S. G.; Donalek, C.; Lawler, E.; Sauer, F.; Longo, G.

    2013-01-01

    The growing complexity of scientific data poses serious challenges for an effective visualization. Data sets, e.g., catalogs of objects detected in sky surveys, can have a very high dimensionality, ~ 100 - 1000. Visualizing such hyper-dimensional data parameter spaces is essentially impossible, but there are ways of visualizing up to ~ 10 dimensions in a pseudo-3D display. We have been experimenting with the emerging technologies of immersive virtual reality (VR) as a platform for a scientific, interactive, collaborative data visualization. Our initial experiments used the virtual world of Second Life, and more recently VR worlds based on its open source code, OpenSimulator. There we can visualize up to ~ 100,000 data points in ~ 7 - 8 dimensions (3 spatial and others encoded as shapes, colors, sizes, etc.), in an immersive virtual space where scientists can interact with their data and with each other. We are now developing a more scalable visualization environment using the popular (practically an emerging standard) Unity 3D Game Engine, coded using C#, JavaScript, and the Unity Scripting Language. This visualization tool can be used through a standard web browser, or a standalone browser of its own. Rather than merely plotting data points, the application creates interactive three-dimensional objects of various shapes, colors, and sizes, and of course the XYZ positions, encoding various dimensions of the parameter space, that can be associated interactively. Multiple users can navigate through this data space simultaneously, either with their own, independent vantage points, or with a shared view. At this stage ~ 100,000 data points can be easily visualized within seconds on a simple laptop. The displayed data points can contain linked information; e.g., upon a clicking on a data point, a webpage with additional information can be rendered within the 3D world. A range of functionalities has been already deployed, and more are being added. We expect to make this

  12. Virtual reality - det det er virkelig allerede en realitet

    DEFF Research Database (Denmark)

    Andersen, Tem Frank

    2016-01-01

    Allerede tilbage i 1980’erne kunne forskningen i medier og informationsteknologier fremvise de første prototyper på 3D virtual reality. Man kan spekulere længe over, hvad der egentligt motiverede forskningen på det tidspunkt. En motivation kunne være den ingeniørmæssige: Er det muligt at skabe en...

  13. Virtual environment interaction through 3D audio by blind children.

    Science.gov (United States)

    Sánchez, J; Lumbreras, M

    1999-01-01

    Interactive software is actively used for learning, cognition, and entertainment purposes. Educational entertainment software is not very popular among blind children because most computer games and electronic toys have interfaces that are only accessible through visual cues. This work applies the concept of interactive hyperstories to blind children. Hyperstories are implemented in a 3D acoustic virtual world. In past studies we have conceptualized a model to design hyperstories. This study illustrates the feasibility of the model. It also provides an introduction to researchers to the field of entertainment software for blind children. As a result, we have designed and field tested AudioDoom, a virtual environment interacted through 3D Audio by blind children. AudioDoom is also a software that enables testing nontrivial interfaces and cognitive tasks with blind children. We explored the construction of cognitive spatial structures in the minds of blind children through audio-based entertainment and spatial sound navigable experiences. Children playing AudioDoom were exposed to first person experiences by exploring highly interactive virtual worlds through the use of 3D aural representations of the space. This experience was structured in several cognitive tasks where they had to build concrete models of their spatial representations constructed through the interaction with AudioDoom by using Legotrade mark blocks. We analyze our preliminary results after testing AudioDoom with Chilean children from a school for blind children. We discuss issues such as interactivity in software without visual cues, the representation of spatial sound navigable experiences, and entertainment software such as computer games for blind children. We also evaluate the feasibility to construct virtual environments through the design of dynamic learning materials with audio cues.

  14. Virtual Training System for Hydraulic Pump Cart Based on Virtual Reality

    Directory of Open Access Journals (Sweden)

    Wusha Huang

    2013-08-01

    Full Text Available This paper dissertates the application of Virtual Reality Technology in the training process. Virtual training system has more advantages than traditional training system. The design of virtual training system based on PTC DIVISION Mockup software, position tracker and 3-D mouse is proposed. The system is divided into two parts: directing part and operating part. Collision detection is discussed to improve the sense of reality in the virtual environment .This system is applied to the training process of hydraulic pump cart’s assembly and disassembly. More immersive training effect is obtained in this system. The goal of reducing training costs and improving the efficiency of training can be achieved in the virtual training system.  

  15. Presence in Virtual Reality Exposure Therapy Systems

    NARCIS (Netherlands)

    Ling, Y.

    2014-01-01

    Experiencing anxiety is essential for virtual reality exposure therapy (VRET) to be effective in curing patients suffering from anxiety disorders. However, some patients drop out in VRET due to the lack of feeling anxiety. Presence - which refers to the feeling of being in the virtual environment -

  16. Virtual Reality: A New Learning Environment.

    Science.gov (United States)

    Ferrington, Gary; Loge, Kenneth

    1992-01-01

    Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…

  17. Controlling social stress in virtual reality environments

    NARCIS (Netherlands)

    Hartanto, D.; Kampmann, I.L.; Morina, N.; Emmelkamp, P.G.M.; Neerincx, M.A.; Brinkman, W.P.

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: t

  18. From Actual Reality to Virtual Reality-AVR Theory, Techniques and Application

    Institute of Scientific and Technical Information of China (English)

    LIU Weibin; ZHANG Chao; YUAN Baozong

    2001-01-01

    In this paper, the basic theory and core techniques of AVR (from Actual Reality to Virtual Reality) have been expounded. AVR is a development of VR technique. In AVR, the virtual objects in virtual environment are modeled directly from the shape information of their counterparts in real world based on computer graphics and computer vision techniques, which provides the virtual environment with a higher level realism and preciseness. In order to achieve the integration of computer vision and computer graphics, superquadric based (SQ-based) model as the universal description of virtual objects is chosen and PAMVISION (Part-based Multiple-layer Visual Information Organization Model) model providing a general framework for vision recognition and reconstruction in AVR modeling is developed. As the core techniques of AVR, two approaches for virtualizing the real objects from either 2D images or 3D data are im plemented. As an application of AVR, an interactive 3D superquadric based modeling software package is developed for creating virtual environment.

  19. Virtual reality and hallucination: a technoetic perspective

    Science.gov (United States)

    Slattery, Diana R.

    2008-02-01

    Virtual Reality (VR), especially in a technologically focused discourse, is defined by a class of hardware and software, among them head-mounted displays (HMDs), navigation and pointing devices; and stereoscopic imaging. This presentation examines the experiential aspect of VR. Putting "virtual" in front of "reality" modifies the ontological status of a class of experience-that of "reality." Reality has also been modified [by artists, new media theorists, technologists and philosophers] as augmented, mixed, simulated, artificial, layered, and enhanced. Modifications of reality are closely tied to modifications of perception. Media theorist Roy Ascott creates a model of three "VR's": Verifiable Reality, Virtual Reality, and Vegetal (entheogenically induced) Reality. The ways in which we shift our perceptual assumptions, create and verify illusions, and enter "the willing suspension of disbelief" that allows us entry into imaginal worlds is central to the experience of VR worlds, whether those worlds are explicitly representational (robotic manipulations by VR) or explicitly imaginal (VR artistic creations). The early rhetoric surrounding VR was interwoven with psychedelics, a perception amplified by Timothy Leary's presence on the historic SIGGRAPH panel, and the Wall Street Journal's tag of VR as "electronic LSD." This paper discusses the connections-philosophical, social-historical, and psychological-perceptual between these two domains.

  20. Research on 3D virtual campus scene modeling based on 3ds Max and VRML

    Science.gov (United States)

    Kang, Chuanli; Zhou, Yanliu; Liang, Xianyue

    2015-12-01

    With the rapid development of modem technology, the digital information management and the virtual reality simulation technology has become a research hotspot. Virtual campus 3D model can not only express the real world objects of natural, real and vivid, and can expand the campus of the reality of time and space dimension, the combination of school environment and information. This paper mainly uses 3ds Max technology to create three-dimensional model of building and on campus buildings, special land etc. And then, the dynamic interactive function is realized by programming the object model in 3ds Max by VRML .This research focus on virtual campus scene modeling technology and VRML Scene Design, and the scene design process in a variety of real-time processing technology optimization strategy. This paper guarantees texture map image quality and improve the running speed of image texture mapping. According to the features and architecture of Guilin University of Technology, 3ds Max, AutoCAD and VRML were used to model the different objects of the virtual campus. Finally, the result of virtual campus scene is summarized.

  1. Research on key techniques of virtual reality applied in mining industry

    Institute of Scientific and Technical Information of China (English)

    LIAO Jun; LU Guo-bin

    2009-01-01

    Based on the applications of virtual reality technology in many fields, introduced the virtual reality technical basic concept, structure type, related technique development, etc., tallied up applications of virtual reality technique in the present mining industry, inquired into core techniques related software and hardware, especially the optimization in the setup of various 3D models technique, and carried out a virtual scene to travel extensively in real-time by stereoscopic manifestation technique and so on. Then it brought forward the solution of virtual reality technique with software and hardware to the mining industry that can satisfy the demand of different aspects and levers. Finally, it show a fine prospect of virtual reality technique applied in the mining industry.

  2. Comparing 3D virtual methods for hemimandibular body reconstruction.

    Science.gov (United States)

    Benazzi, Stefano; Fiorenza, Luca; Kozakowski, Stephanie; Kullmer, Ottmar

    2011-07-01

    Reconstruction of fractured, distorted, or missing parts in human skeleton presents an equal challenge in the fields of paleoanthropology, bioarcheology, forensics, and medicine. This is particularly important within the disciplines such as orthodontics and surgery, when dealing with mandibular defects due to tumors, developmental abnormalities, or trauma. In such cases, proper restorations of both form (for esthetic purposes) and function (restoration of articulation, occlusion, and mastication) are required. Several digital approaches based on three-dimensional (3D) digital modeling, computer-aided design (CAD)/computer-aided manufacturing techniques, and more recently geometric morphometric methods have been used to solve this problem. Nevertheless, comparisons among their outcomes are rarely provided. In this contribution, three methods for hemimandibular body reconstruction have been tested. Two bone defects were virtually simulated in a 3D digital model of a human hemimandible. Accordingly, 3D digital scaffolds were obtained using the mirror copy of the unaffected hemimandible (Method 1), the thin plate spline (TPS) interpolation (Method 2), and the combination between TPS and CAD techniques (Method 3). The mirror copy of the unaffected hemimandible does not provide a suitable solution for bone restoration. The combination between TPS interpolation and CAD techniques (Method 3) produces an almost perfect-fitting 3D digital model that can be used for biocompatible custom-made scaffolds generated by rapid prototyping technologies.

  3. Enhanced LOD Concepts for Virtual 3d City Models

    Science.gov (United States)

    Benner, J.; Geiger, A.; Gröger, G.; Häfele, K.-H.; Löwner, M.-O.

    2013-09-01

    Virtual 3D city models contain digital three dimensional representations of city objects like buildings, streets or technical infrastructure. Because size and complexity of these models continuously grow, a Level of Detail (LoD) concept effectively supporting the partitioning of a complete model into alternative models of different complexity and providing metadata, addressing informational content, complexity and quality of each alternative model is indispensable. After a short overview on various LoD concepts, this paper discusses the existing LoD concept of the CityGML standard for 3D city models and identifies a number of deficits. Based on this analysis, an alternative concept is developed and illustrated with several examples. It differentiates between first, a Geometric Level of Detail (GLoD) and a Semantic Level of Detail (SLoD), and second between the interior building and its exterior shell. Finally, a possible implementation of the new concept is demonstrated by means of an UML model.

  4. Augmented reality system for oral surgery using 3D auto stereoscopic visualization.

    Science.gov (United States)

    Tran, Huy Hoang; Suenaga, Hideyuki; Kuwana, Kenta; Masamune, Ken; Dohi, Takeyoshi; Nakajima, Susumu; Liao, Hongen

    2011-01-01

    We present an augmented reality system for oral and maxillofacial surgery in this paper. Instead of being displayed on a separated screen, three-dimensional (3D) virtual presentations of osseous structures and soft tissues are projected onto the patient's body, providing surgeons with exact knowledge of depth information of high risk tissues inside the bone. We employ a 3D integral imaging technique which produce motion parallax in both horizontal and vertical direction over a wide viewing area in this study. In addition, surgeons are able to check the progress of the operation in real-time through an intuitive 3D based interface which is content-rich, hardware accelerated. These features prevent surgeons from penetrating into high risk areas and thus help improve the quality of the operation. Operational tasks such as hole drilling, screw fixation were performed using our system and showed an overall positional error of less than 1 mm. Feasibility of our system was also verified with a human volunteer experiment.

  5. The Skin Deformation of a 3D Virtual Human

    Institute of Scientific and Technical Information of China (English)

    Xiao-Jing Zhou; Zheng-Xu Zhao

    2009-01-01

    This paper presents a skin deformation algorithm for creating 3D characters or virtual human models. The algorithm can be applied to rigid deformation, joint dependent localized deformation, skeleton driven deformation, cross contour deformation, and free-form deformation (FFD). These deformations are computed and demonstrated with examples and the algorithm is applied to overcome the difficulties in mechanically simulating the motion of the human body by club-shape models. The techniques described in this article enables the reconstruction of dynamic human models that can be used in defining and representing the geometrical and kinematical characteristics of human motion.

  6. Augmented Reality Imaging System: 3D Viewing of a Breast Cancer

    Science.gov (United States)

    Douglas, David B.; Boone, John M.; Petricoin, Emanuel; Liotta, Lance; Wilson, Eugene

    2016-01-01

    Objective To display images of breast cancer from a dedicated breast CT using Depth 3-Dimensional (D3D) augmented reality. Methods A case of breast cancer imaged using contrast-enhanced breast CT (Computed Tomography) was viewed with the augmented reality imaging, which uses a head display unit (HDU) and joystick control interface. Results The augmented reality system demonstrated 3D viewing of the breast mass with head position tracking, stereoscopic depth perception, focal point convergence and the use of a 3D cursor and joy-stick enabled fly through with visualization of the spiculations extending from the breast cancer. Conclusion The augmented reality system provided 3D visualization of the breast cancer with depth perception and visualization of the mass's spiculations. The augmented reality system should be further researched to determine the utility in clinical practice. PMID:27774517

  7. Mobile Virtual Reality : A Solution for Big Data Visualization

    Science.gov (United States)

    Marshall, E.; Seichter, N. D.; D'sa, A.; Werner, L. A.; Yuen, D. A.

    2015-12-01

    Pursuits in geological sciences and other branches of quantitative sciences often require data visualization frameworks that are in continual need of improvement and new ideas. Virtual reality is a medium of visualization that has large audiences originally designed for gaming purposes; Virtual reality can be captured in Cave-like environment but they are unwieldy and expensive to maintain. Recent efforts by major companies such as Facebook have focussed more on a large market , The Oculus is the first of such kind of mobile devices The operating system Unity makes it possible for us to convert the data files into a mesh of isosurfaces and be rendered into 3D. A user is immersed inside of the virtual reality and is able to move within and around the data using arrow keys and other steering devices, similar to those employed in XBox.. With introductions of products like the Oculus Rift and Holo Lens combined with ever increasing mobile computing strength, mobile virtual reality data visualization can be implemented for better analysis of 3D geological and mineralogical data sets. As more new products like the Surface Pro 4 and other high power yet very mobile computers are introduced to the market, the RAM and graphics card capacity necessary to run these models is more available, opening doors to this new reality. The computing requirements needed to run these models are a mere 8 GB of RAM and 2 GHz of CPU speed, which many mobile computers are starting to exceed. Using Unity 3D software to create a virtual environment containing a visual representation of the data, any data set converted into FBX or OBJ format which can be traversed by wearing the Oculus Rift device. This new method for analysis in conjunction with 3D scanning has potential applications in many fields, including the analysis of precious stones or jewelry. Using hologram technology to capture in high-resolution the 3D shape, color, and imperfections of minerals and stones, detailed review and

  8. Development of a Virtual Museum Including a 4d Presentation of Building History in Virtual Reality

    Science.gov (United States)

    Kersten, T. P.; Tschirschwitz, F.; Deggim, S.

    2017-02-01

    In the last two decades the definition of the term "virtual museum" changed due to rapid technological developments. Using today's available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum "Alt-Segeberger Bürgerhaus", a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.

  9. Virtual Reality and its Implementation in Transport Ergonomics

    Directory of Open Access Journals (Sweden)

    Jasna Jurum-Kipke

    2007-03-01

    Full Text Available The experience of our environment is based on the informationthat reach us by means of our sensory organs, andwhich are subsequently processed in our brains. Digital interpretationimplemented to mathematical models of the studiedsubjects brings us to the so-called virtual reality that allows us toreplace some natural human senses, in this case the visualones, by computer-generated infonnation. The procedure is expandedto three-dimensional (3D scanning i. e. searching ofthe special form of the obse1ved subject/object, then digital recordingof the space point cloud (pixels which correspond tothe item, then vectorisation of the fonn, rendering and finallyanimation. In this way, by watching the display, the impressionof the virtual environment can be generated in the human perception.Moreover, in this way the human model can be realizedin a characteristic way in such a virtual space. The implementationof this virtual reality, in accordance with the possibilitiesthat it provides, has been the subject of very intensive researchin the world, and in Croatia as well. The work presentssome possibilities of applying virtual reality in the field of ergonomicanalysis of the collision process of two vehicles.

  10. Simulation of Emergency Evacuation in Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    REN Aizhu; CHEN Chi; LUO Yuan

    2008-01-01

    A virtual reality system was developed to simulate emergency evacuations during fires.The spreading of the flame and smoke in the virtual fire was modeled based on numerical fire simulations,so that the conditions are similar to real life.A multi-grid,multi-base-state database model was used to overcome the disadvantages of traditional smoke spreading simulations.Textured images and particle systems provide visualization of the flame and smoke.The system immerses the user in a virtual environment with detailed interactions between the users and the virtual environment.The system can show which evacuation methods are effective for building safety evaluations.

  11. Effects of Different Types of 3D Rest Frames on Reducing Cybersickness in a Virtual Environment

    Directory of Open Access Journals (Sweden)

    KyungHun Han

    2011-10-01

    Full Text Available A virtual environment (VE presents several kinds of sensory stimuli for creating a virtual reality. Some sensory stimuli presented in the VE have been reported to provoke cybersickness, which is caused by conflicts between sensory stimuli, especially conflicts between visual and vestibular sensations. Application of a rest frame has been known to be effective on reducing cybersickness by alleviating sensory conflict. The form and the way rest frames are presented in 3D VEs have different effects on reducing cybersickness. In this study, two different types of 3D rest frames were created. For verifying the rest frames' effects in reducing cybersickness, twenty subjects were exposed to two different rest frame conditions and a non-rest frame condition after an interval of three days in 3D VE. We observed the characteristic changes in the physiology of cybersickness in terms of autonomic regulation. Psychophysiological signals including EEG, EGG, and HRV were recorded and a simulator sickness questionnaire (SSQ was used for measuring the intensity of the sickness before and after the exposure to the different conditions. In the results, the SSQ was reduced significantly in the rest frame conditions. Psychophysiological responses changed significantly in the rest frame conditions compared to the non-rest frame condition. The results suggest that the rest frame conditions have condition-specific effects on reducing cybersickness by differentially alleviating aspects of visual and vestibular sensory conflicts in 3D VE.

  12. Virtual Reality: A State-of-the-Art Survey

    Institute of Scientific and Technical Information of China (English)

    Ning-Ning Zhou; Yu-Long Deng

    2009-01-01

    This paper presents a survey on virtual reality systems and provides an in-depth understanding toward the notion of immersion, according to the semantic meanings of the terms "virtual" and "reality". The paper analyses the structure and functions of a virtual reality system and takes the three dimensional display as the immersive medium to identify the key issues for construction of virtual environments. The paper also reviews the development of virtual reality technology and introduces new image processing techniques into the design of virtual reality systems and virtual environments.

  13. 3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP

    Science.gov (United States)

    Cetin, Aydin; Guler, Inan

    2011-01-01

    Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…

  14. På rejse med Virtual Reality i billedkunst

    DEFF Research Database (Denmark)

    Majgaard, Gunver; Lyk, Patricia

    2015-01-01

    , de skulle have. Fokus. I artiklen er der særligt fokus på hvordan læringscentrede designprocesser og Virtual Reality tilsammen kan understøtte erfaringslæring. Konklusion. Eleverne fik en større forståelse af teknologi og kreative designprocesser ved at fungere som informanter og designpartnere i...... designforløbet. Eleverne fik igennem design af de fysiske modeller og besøget i Virtual Reality formidlet to oplevelser af deres modeller, som styrkede grundlaget for erfaringsbaseret læring. Erfaringsbaseret læring kombinerer oplevelse, refleksion, abstraktion og aktiv eksperimenteren i en proces, som...

  15. A Standalone Markerless 3D Tracker for Handheld Augmented Reality

    CERN Document Server

    Lima, Joao Paulo; Kelner, Judith

    2009-01-01

    This paper presents an implementation of a markerless tracking technique targeted to the Windows Mobile Pocket PC platform. The primary aim of this work is to allow the development of standalone augmented reality applications for handheld devices based on natural feature tracking. In order to achieve this goal, a subset of two computer vision libraries was ported to the Pocket PC platform. They were also adapted to use fixed point math, with the purpose of improving the overall performance of the routines. The port of these libraries opens up the possibility of having other computer vision tasks being executed on mobile platforms. A model based tracking approach that relies on edge information was adopted. Since it does not require a high processing power, it is suitable for constrained devices such as handhelds. The OpenGL ES graphics library was used to perform computer vision tasks, taking advantage of existing graphics hardware acceleration. An augmented reality application was created using the implement...

  16. ESSE: Engineering Super Simulation Emulation for Virtual Reality Systems Environment

    Energy Technology Data Exchange (ETDEWEB)

    Suh, Kune Y. [Seoul National Univ., Seoul (Korea, Republic of); Yeon, Choul W. [PHILOSOPHIA, Inc., Seoul (Korea, Republic of)

    2008-04-15

    The trademark 4{sup +}D Technology{sup TM} based Engineering Super Simulation Emulation (ESSE) is introduced. ESSE resorting to three-dimensional (3D) Virtual Reality (VR) technology pledges to provide with an interactive real-time motion, sound and tactile and other forms of feedback in the man machine systems environment. In particular, the 3D Virtual Engineering Neo cybernetic Unit Soft Power (VENUS) adds a physics engine to the VR platform so as to materialize a physical atmosphere. A close cooperation system and prompt information share are crucial, thereby increasing the necessity of centralized information system and electronic cooperation system. VENUS is further deemed to contribute towards public acceptance of nuclear power in general, and safety in particular. For instance, visualization of nuclear systems can familiarize the public in answering their questions and alleviating misunderstandings on nuclear power plants answering their questions and alleviating misunderstandings on nuclear power plants (NPPs) in general, and performance, security and safety in particular. An in-house flagship project Systemic Three-dimensional Engine Platform Prototype Engineering (STEPPE) endeavors to develop the Systemic Three-dimensional Engine Platform (STEP) for a variety of VR applications. STEP is home to a level system providing the whole visible scene of virtual engineering of man machine system environment. The system is linked with video monitoring that provides a 3D Computer Graphics (CG) visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators easy access to visualization of major events. The database linked system provides easy access to relevant blueprints. The character system enables the operators to access the virtual systems by using their virtual characters. Virtually Engineered NPP Informative systems by using their virtual characters. Virtually Engineered NPP

  17. Second Life, a 3-D Animated Virtual World: An Alternative Platform for (Art) Education

    Science.gov (United States)

    Han, Hsiao-Cheng

    2011-01-01

    3-D animated virtual worlds are no longer only for gaming. With the advance of technology, animated virtual worlds not only are found on every computer, but also connect users with the internet. Today, virtual worlds are created not only by companies, but also through the collaboration of users. Online 3-D animated virtual worlds provide a new…

  18. Virtual 3D tumor marking-exact intraoperative coordinate mapping improve post-operative radiotherapy

    Directory of Open Access Journals (Sweden)

    Essig Harald

    2011-11-01

    Full Text Available Abstract The quality of the interdisciplinary interface in oncological treatment between surgery, pathology and radiotherapy is mainly dependent on reliable anatomical three-dimensional (3D allocation of specimen and their context sensitive interpretation which defines further treatment protocols. Computer-assisted preoperative planning (CAPP allows for outlining macroscopical tumor size and margins. A new technique facilitates the 3D virtual marking and mapping of frozen sections and resection margins or important surgical intraoperative information. These data could be stored in DICOM format (Digital Imaging and Communication in Medicine in terms of augmented reality and transferred to communicate patient's specific tumor information (invasion to vessels and nerves, non-resectable tumor to oncologists, radiotherapists and pathologists.

  19. Virtual reality application in agriculture field

    Science.gov (United States)

    Hu, Weixi; Pan, Zhigeng; Guo, Xinyu; Zhao, Chunjiang

    2004-03-01

    The recent study of agriculture has faced more and more time-consuming problems and digitalizing problems. In order to solve these problems, we raise our proposal of creating a new virtual agriculture system using the technologies of the virtual reality and artificial intelligence. In this paper, we will not only introduce the composition and the control mechanism of this new agriculture system, but also prove its promising future. We will also discuss the wide application fields of this new system.

  20. A Virtual Environment Using Virtual Reality and Artificial Neural Network

    OpenAIRE

    Abdul Rahaman Wahab Sait; Mohammad Nazim Raza

    2011-01-01

    In this paper we describe a model, which gives a virtual environment to a group of people who uses it. The model is integrated with an Immersible Virtual Reality (IVR) design with an Artificial Neural Network (ANN) interface which runs on internet. A user who wants to participate in the virtual environment should have the hybrid IVR and ANN model with internet connection. IVR is the advanced technology used in the model to give an experience to the people to feel a virtual environment as a re...

  1. D3D augmented reality imaging system: proof of concept in mammography

    Directory of Open Access Journals (Sweden)

    Douglas DB

    2016-08-01

    Full Text Available David B Douglas,1 Emanuel F Petricoin,2 Lance Liotta,2 Eugene Wilson3 1Department of Radiology, Stanford University, Palo Alto, CA, 2Center for Applied Proteomics and Molecular Medicine, George Mason University, Manassas, VA, 3Department of Radiology, Fort Benning, Columbus, GA, USA Purpose: The purpose of this article is to present images from simulated breast microcalcifications and assess the pattern of the microcalcifications with a technical development called “depth 3-dimensional (D3D augmented reality”. Materials and methods: A computer, head display unit, joystick, D3D augmented reality software, and an in-house script of simulated data of breast microcalcifications in a ductal distribution were used. No patient data was used and no statistical analysis was performed. Results: The D3D augmented reality system demonstrated stereoscopic depth perception by presenting a unique image to each eye, focal point convergence, head position tracking, 3D cursor, and joystick fly-through. Conclusion: The D3D augmented reality imaging system offers image viewing with depth perception and focal point convergence. The D3D augmented reality system should be tested to determine its utility in clinical practice. Keywords: augmented reality, 3D medical imaging, radiology, depth perception

  2. Virtual Reality Interaction Using Mobile Devices

    KAUST Repository

    Aseeri, Sahar A.

    2013-07-01

    With the use of an immersive display system such as CAVE system, the user is able to realize a 3D immersive virtual environment realistically. However, interacting with virtual worlds in CAVE systems using traditional input devices to perform easy operations such as manipulation, object selection, and navigation is often difficult. This difficulty could diminish the immersion and sense of presence when it comes to 3D virtual environment tasks. Our research aims to implement and evaluate alternative approaches of interaction with immersive virtual environments on mobile devices for manipulation and object selection tasks. As many researchers have noted, using a mobile device as an interaction device has a number of advantages, including built-in display, built-in control, and touch screen facility. These advantages facilitate simple tasks within immersive virtual environments. This research proposes new methods using mobile devices like Smart-phones to perform di↵erent kinds of interactions both as an input device, (e.g. performing selection and manipulation of objects) and as an output device (e.g. utilizing the screen as an extra view for a virtual camera or information display). Moreover, we developed a prototype system to demonstrate and informally evaluate these methods. The research conclusion suggests using mobile devices as a 3D-controller. This will be a more intuitive approach to interact within the virtual environment.

  3. Acoustic simulation in realistic 3D virtual scenes

    Science.gov (United States)

    Gozard, Patrick; Le Goff, Alain; Naz, Pierre; Cathala, Thierry; Latger, Jean

    2003-09-01

    The simulation workshop CHORALE developed in collaboration with OKTAL SE company for the French MoD is used by government services and industrial companies for weapon system validation and qualification trials in the infrared domain. The main operational reference for CHORALE is the assessment of the infrared guidance system of the Storm Shadow missile French version, called Scalp. The use of CHORALE workshop is now extended to the acoustic domain. The main objective is the simulation of the detection of moving vehicles in realistic 3D virtual scenes. This article briefly describes the acoustic model in CHORALE. The 3D scene is described by a set of polygons. Each polygon is characterized by its acoustic resistivity or its complex impedance. Sound sources are associated with moving vehicles and are characterized by their spectra and directivities. A microphone sensor is defined by its position, its frequency band and its sensitivity. The purpose of the acoustic simulation is to calculate the incoming acoustic pressure on microphone sensors. CHORALE is based on a generic ray tracing kernel. This kernel possesses original capabilities: computation time is nearly independent on the scene complexity, especially the number of polygons, databases are enhanced with precise physical data, special mechanisms of antialiasing have been developed that enable to manage very accurate details. The ray tracer takes into account the wave geometrical divergence and the atmospheric transmission. The sound wave refraction is simulated and rays cast in the 3D scene are curved according to air temperature gradient. Finally, sound diffraction by edges (hill, wall,...) is also taken into account.

  4. Collaborative architectural design in virtual reality

    NARCIS (Netherlands)

    Hubers, J.C.

    2008-01-01

    In this PhD research a method and software prototype is developed for COLlaborative Architectural Design In VIRtual reality. The method consists of developing versions of a concept for a building and the evaluation of them with criteria. Every team member makes his own versions; otherwise they wou

  5. Surgery, Virtual Reality, and the Future*

    OpenAIRE

    Vosburgh, Kirby G.; Golby, Alexandra; Pieper, Steven D.

    2013-01-01

    MMVR has provided the leading forum for the multidisciplinary interaction and development of the use of Virtual Reality (VR) techniques in medicine, particularly in surgical practice. Here we look back at the foundations of our field, focusing on the use of VR in Surgery and similar interventional procedures, sum up the current status, and describe the challenges and opportunities going forward.

  6. Virtual Reality: theoretical basis, practical applications

    Directory of Open Access Journals (Sweden)

    Philip Barker

    1993-12-01

    Full Text Available Virtual reality (VR is a powerful multimedia visualization technique offering a range of mechanisms by which many new experiences can be made available. This paper deals with the basic nature of VR, the technologies needed to create it, and its potential, especially for helping disabled people. It also offers an overview of some examples of existing VR systems.

  7. Virtual reality simulation in endovascular surgical training.

    LENUS (Irish Health Repository)

    Tsang, J S

    2008-08-01

    Shortened trainingtimes duetothe European Working Time Directive (EWTD) and increased public scrutiny of surgical competency have led to a move away from the traditional apprenticeship model of training. Virtual reality (VR) simulation is a fascinating innovation allowing surgeons to develop without the need to practice on real patients and it may be a solution to achieve competency within a shortened training period.

  8. Evaluation of Virtual Reality Training Using Affect

    Science.gov (United States)

    Tichon, Jennifer

    2012-01-01

    Training designed to support and strengthen higher-order mental abilities now often involves immersion in Virtual Reality (VR) where dangerous real world scenarios can be safely replicated. However, despite the growing popularity of VR to train cognitive skills such as decision-making and situation awareness, methods for evaluating their use rely…

  9. Interaction Methods for Virtual Reality Applications

    Science.gov (United States)

    2006-06-01

    34Echtzeitfähige Kollisionserkennung für Virtual Reality Anwendungen", dissertation at Universität des Saarlandes , 1998. [4] Matthias Buck, "Simulation...interaktiv bewegter Objekte mit Hinderniskontakten", dissertation at Universität des Saarlandes , 1999. [5] http://en.wikipedia.org/wiki/Line

  10. Visualizing Cumulus Clouds in Virtual Reality

    NARCIS (Netherlands)

    Griffith, E.J.

    2010-01-01

    This thesis focuses on interactively visualizing, and ultimately simulating, cumulus clouds both in virtual reality (VR) and with a standard desktop computer. The cumulus clouds in question are found in data sets generated by Large-Eddy Simulations (LES), which are used to simulate a small section o

  11. Virtual reality simulation of basic pulmonary procedures

    DEFF Research Database (Denmark)

    Konge, Lars; Arendrup, Henrik; von Buchwald, Christian

    2011-01-01

    Background: Virtual reality (VR) bronchoscopy simulators have been available for more than a decade, and have been recognized as an important aid in bronchoscopy training. The existing literature has only examined the role of VR simulators in diagnostic bronchoscopy. The aim of this study...

  12. Virtual Reality: Visualization in Three Dimensions.

    Science.gov (United States)

    McLellan, Hilary

    Virtual reality is a newly emerging tool for scientific visualization that makes possible multisensory, three-dimensional modeling of scientific data. While the emphasis is on visualization, the other senses are added to enhance what the scientist can visualize. Researchers are working to extend the sensory range of what can be perceived in…

  13. Surgery, virtual reality, and the future.

    Science.gov (United States)

    Vosburgh, Kirby G; Golby, Alexandra; Pieper, Steven D

    2013-01-01

    MMVR has provided the leading forum for the multidisciplinary interaction and development of the use of Virtual Reality (VR) techniques in medicine, particularly in surgical practice. Here we look back at the foundations of our field, focusing on the use of VR in Surgery and similar interventional procedures, sum up the current status, and describe the challenges and opportunities going forward.

  14. Ensenyament pràctic en 3D: judici virtual

    Directory of Open Access Journals (Sweden)

    Raquel Escutia Romero

    2011-06-01

    Full Text Available Aquest article descriu els resultats de l'aplicació de metaversos com a eina d'ensenyament en l'àmbit jurídic. L'activitat pedagògica realitzada s'ha dut a terme a través de la simulació d'un judici virtual a Second Life. L'enfocament donat a l'exercici del dret en un entorn virtual ha combinat les següents activitats: (1 l'anàlisi jurídica a través de fòrums de discussió, com una activitat obligatòria prèvia al judici. Aquesta tasca inicial es va dur a terme a través de la plataforma d'aprenentatge asincrònica en 2D Moodle (Aula Judicial; (2 el treball col.laboratiu a través de Google Docs per a preparar tots els documents legals pertinents (demanda, contestació i tramitació judicial; i (3 la immersió síncrona en una experiència 3D d'un judici a Second Life.

  15. Controlling social stress in virtual reality environments.

    Directory of Open Access Journals (Sweden)

    Dwi Hartanto

    Full Text Available Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6 = 0.91, p = 0.002; r(6 = 0.76, p = 0.028 and r(6 = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  16. Controlling social stress in virtual reality environments.

    Science.gov (United States)

    Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul

    2014-01-01

    Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.

  17. Building virtual 3D bone fragment models to control diaphyseal fracture reduction

    Science.gov (United States)

    Leloup, Thierry; Schuind, Frederic; Lasudry, Nadine; Van Ham, Philippe

    1999-05-01

    Most fractures of the long bones are displaced and need to be surgically reduced. External fixation is often used but the crucial point of this technique is the control of reduction, which is effected with a brilliance amplifier. This system, giving instantly a x-ray image, has many disadvantages. It implies frequent irradiation to the patient and the surgical team, the visual field is limited, the supplied images are distorted and it only gives 2D information. Consequently, the reduction is occasionally imperfect although intraoperatively it appears acceptable. Using the pains inserted in each fragment as markers and an optical tracker, it is possible to build a virtual 3D model for each principal fragment and to follow its movement during the reduction. This system will supply a 3D image of the fracture in real time and without irradiation. The brilliance amplifier could then be replaced by such a virtual reality system to provide the surgeon with an accurate tool facilitating the reduction of the fracture. The purpose of this work is to show how to build the 3D model for each principal bone fragment.

  18. Virtual Reality Educational Tool for Human Anatomy.

    Science.gov (United States)

    Izard, Santiago González; Juanes Méndez, Juan A; Palomera, Pablo Ruisoto

    2017-05-01

    Virtual Reality is becoming widespread in our society within very different areas, from industry to entertainment. It has many advantages in education as well, since it allows visualizing almost any object or going anywhere in a unique way. We will be focusing on medical education, and more specifically anatomy, where its use is especially interesting because it allows studying any structure of the human body by placing the user inside each one. By allowing virtual immersion in a body structure such as the interior of the cranium, stereoscopic vision goggles make these innovative teaching technologies a powerful tool for training in all areas of health sciences. The aim of this study is to illustrate the teaching potential of applying Virtual Reality in the field of human anatomy, where it can be used as a tool for education in medicine. A Virtual Reality Software was developed as an educational tool. This technological procedure is based entirely on software which will run in stereoscopic goggles to give users the sensation of being in a virtual environment, clearly showing the different bones and foramina which make up the cranium, and accompanied by audio explanations. Throughout the results the structure of the cranium is described in detailed from both inside and out. Importance of an exhaustive morphological knowledge of cranial fossae is further discussed. Application for the design of microsurgery is also commented.

  19. Intelligent Open Data 3D Maps in a Collaborative Virtual World

    Directory of Open Access Journals (Sweden)

    Juho-Pekka Virtanen

    2015-05-01

    Full Text Available Three-dimensional (3D maps have many potential applications, such as navigation and urban planning. In this article, we present the use of a 3D virtual world platform Meshmoon to create intelligent open data 3D maps. A processing method is developed to enable the generation of 3D virtual environments from the open data of the National Land Survey of Finland. The article combines the elements needed in contemporary smart city concepts, such as the connection between attribute information and 3D objects, and the creation of collaborative virtual worlds from open data. By using our 3D virtual world platform, it is possible to create up-to-date, collaborative 3D virtual models, which are automatically updated on all viewers. In the scenes, all users are able to interact with the model, and with each other. With the developed processing methods, the creation of virtual world scenes was partially automated for collaboration activities.

  20. Participatory Gis: Experimentations for a 3d Social Virtual Globe

    Science.gov (United States)

    Brovelli, M. A.; Minghini, M.; Zamboni, G.

    2013-08-01

    The dawn of GeoWeb 2.0, the geographic extension of Web 2.0, has opened new possibilities in terms of online dissemination and sharing of geospatial contents, thus laying the foundations for a fruitful development of Participatory GIS (PGIS). The purpose of the study is to investigate the extension of PGIS applications, which are quite mature in the traditional bi-dimensional framework, up to the third dimension. More in detail, the system should couple a powerful 3D visualization with an increase of public participation by means of a tool allowing data collecting from mobile devices (e.g. smartphones and tablets). The PGIS application, built using the open source NASA World Wind virtual globe, is focussed on the cultural and tourism heritage of Como city, located in Northern Italy. An authentication mechanism was implemented, which allows users to create and manage customized projects through cartographic mash-ups of Web Map Service (WMS) layers. Saved projects populate a catalogue which is available to the entire community. Together with historical maps and the current cartography of the city, the system is also able to manage geo-tagged multimedia data, which come from user field-surveys performed through mobile devices and report POIs (Points Of Interest). Each logged user can then contribute to POIs characterization by adding textual and multimedia information (e.g. images, audios and videos) directly on the globe. All in all, the resulting application allows users to create and share contributions as it usually happens on social platforms, additionally providing a realistic 3D representation enhancing the expressive power of data.

  1. A multi-viewer tiled autostereoscopic virtual reality display

    KAUST Repository

    Kooima, Robert

    2010-01-01

    Recognizing the value of autostereoscopy for 3D displays in public contexts, we pursue the goal of large-scale, high-resolution, immersive virtual reality using lenticular displays. Our contributions include the scalable tiling of lenticular displays to large fields of view and the use of GPU image interleaving and application optimization for real-time performance. In this context, we examine several ways to improve group-viewing by combining user tracking with multi-view displays. Copyright © 2010 by the Association for Computing Machinery, Inc.

  2. A Virtual Environment Using Virtual Reality and Artificial Neural Network

    Directory of Open Access Journals (Sweden)

    Abdul Rahaman Wahab Sait

    2011-12-01

    Full Text Available In this paper we describe a model, which gives a virtual environment to a group of people who uses it. The model is integrated with an Immersible Virtual Reality (IVR design with an Artificial Neural Network (ANN interface which runs on internet. A user who wants to participate in the virtual environment should have the hybrid IVR and ANN model with internet connection. IVR is the advanced technology used in the model to give an experience to the people to feel a virtual environment as a real one and ANN used to give a shape for the characters in the virtual environment (VE. This model actually gives an illusion to the user that as if they are in the real communication environment.

  3. Virtual Reality Design: How Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds

    Directory of Open Access Journals (Sweden)

    Christian Stein

    2016-09-01

    Full Text Available With the upcoming generation of virtual reality HMDs, new virtual worlds, scenarios, and games are created especially for them. These are no longer bound to a remote screen or a relatively static user, but to an HMD as a more immersive device. This article discusses requirements for virtual scenarios implemented in new-generation HMDs to achieve a comfortable user experience. Furthermore, the effects of positional tracking are introduced and the relation between the user’s virtual and physical body is analyzed. The observations made are exemplified by existing software prototypes. They indicate how the term “virtual reality,” with all its loaded connotations, may be reconceptualized to express the peculiarities of HMDs in the context of gaming, entertainment, and virtual experiences.

  4. Implementation of virtual models from sheet metal forming simulation into physical 3D colour models using 3D printing

    Science.gov (United States)

    Junk, S.

    2016-08-01

    Today the methods of numerical simulation of sheet metal forming offer a great diversity of possibilities for optimization in product development and in process design. However, the results from simulation are only available as virtual models. Because there are any forming tools available during the early stages of product development, physical models that could serve to represent the virtual results are therefore lacking. Physical 3D-models can be created using 3D-printing and serve as an illustration and present a better understanding of the simulation results. In this way, the results from the simulation can be made more “comprehensible” within a development team. This paper presents the possibilities of 3D-colour printing with particular consideration of the requirements regarding the implementation of sheet metal forming simulation. Using concrete examples of sheet metal forming, the manufacturing of 3D colour models will be expounded upon on the basis of simulation results.

  5. APLIKASI VIRTUAL TOUR 3D PABRIK PT. X

    Directory of Open Access Journals (Sweden)

    Willy Nugraha Utomo

    2014-01-01

    Full Text Available Company X is a reputable company that has more than 1000 people employees. One of the routines that performed by company X is orientation for new employees, and there is an event that invites them to visit the factory. The location of the main office and the factory is far, so this activity lacks time efficiency. This application aims to facilitate company X in conducting new employee orientation so that the location can be seen in the virtual world. The first thing in the process of making the application is visiting the factory to determine the shape and position of the object, so that the expected results are shown to resemble its original condition. 3d object and its texture are created using Blender application that can be imported into the made application. Collision feature aims to prevent users from penetrating the objects.The position, shape and location of objects contained in the application already resemble the original plant site. The main obstacle in making this application is the creation time, so the detailed map of the plant cannot be completed. The main building, the production building and the warehouse have been made, only small objects contained in the main building have not been contained.

  6. 基于3D虚拟现实技术的风电场全数字化巡检及监测平台%Full digital inspection and monitoring platform for wind farm based on 3D virtual reality technique

    Institute of Scientific and Technical Information of China (English)

    任岩; 闫素英; 万元; 胡边; 龚传利

    2016-01-01

    提出了基于3D虚拟现实技术的风电场全数字化巡检及监测平台的构建方案.该方案利用虚拟现实技术,对风电场全部设备进行3D数字化建模;应用远程通信技术,将风电场运行的状态数据、指标参数引入到巡检与监测平台.在此基础上,设计了系统的硬件结构,构建了信息的有效性检测模型,并建立风电机组的故障失效模式、影响及后果分析模型;结合状态数据、指标参数与分析模型,实现风电场设备故障诊断;同时,将诊断结果提示给工作人员,确保在中控室便能实现风电场的巡检、监测与故障诊断.%The wind farm has the characteristics of multiple units and scattered equipment distribution,which makes that the regular inspection and monitoring of the workload very large and there is a risk of falling from the sky.Therefore,a scheme of building wind farms inspection and monitoring platform based on 3D virtual reality technology is presented in this paper,which makes use of the virtual reality technology to build 3D digital modeling of all equipment in wind farm and applies the remote communication technology to collect the operation state data and the index parameter of the wind farm.Based on all above,the hardware structure of the platform is designed,the information validity detection model is constructed,and the fault failure mode,effect and consequence analysis model of wind turbine is established.By combining operation state data,index parameters and analysis model,the equipment fault diagnosis of the wind farm can be realized,and the diagnosis results can be provided to the staff,all of which makes sure that the inspection,monitoring and fault diagnosis of the wind farm can be finished in the central control room.

  7. The Virtual Tablet: Virtual Reality as a Control System

    Science.gov (United States)

    Chronister, Andrew

    2016-01-01

    In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of

  8. Advances in Robotics and Virtual Reality

    CERN Document Server

    Hassanien, Aboul

    2012-01-01

    A beyond human knowledge and reach, robotics is strongly involved in tackling challenges of new emerging multidisciplinary fields. Together with humans, robots are busy exploring and working on the new generation of ideas and problems whose solution is otherwise impossible to find. The future is near when robots will sense, smell and touch people and their lives. Behind this practical aspect of human-robotics, there is a half a century spanned robotics research, which transformed robotics into a modern science. The Advances in Robotics and Virtual Reality is a compilation of emerging application areas of robotics. The book covers robotics role in medicine, space exploration and also explains the role of virtual reality as a non-destructive test bed which constitutes a premise of further advances towards new challenges in robotics. This book, edited by two famous scientists with the support of an outstanding team of fifteen authors, is a well suited reference for robotics researchers and scholars from related ...

  9. Haptics for Virtual Reality and Teleoperation

    CERN Document Server

    Mihelj, Matjaž

    2012-01-01

    This book covers all topics relevant for the design of haptic interfaces and teleoperation systems. The book provides the basic knowledge required for understanding more complex approaches and more importantly it introduces all issues that must be considered for designing efficient and safe haptic interfaces. Topics covered in this book provide insight into all relevant components of a haptic system. The reader is guided from understanding the virtual reality concept to the final goal of being able to design haptic interfaces for specific tasks such as nanomanipulation.  The introduction chapter positions the haptic interfaces within the virtual reality context. In order to design haptic interfaces that will comply with human capabilities at least basic understanding of human sensors-motor system is required. An overview of this topic is provided in the chapter related to human haptics. The book does not try to introduce the state-of-the-art haptic interface solutions because these tend to change quickly. On...

  10. Feedback from video for virtual reality Navigation

    Energy Technology Data Exchange (ETDEWEB)

    Tsap, L V

    2000-10-27

    Important preconditions for wide acceptance of virtual reality (VR) systems include their comfort, ease and naturalness to use. Most existing trackers super from discomfort-related issues. For example, body-based trackers (hand controllers, joysticks, helmet attachments, etc.) restrict spontaneity and naturalness of motion, while ground-based devices (e.g., hand controllers) limit the workspace by literally binding an operator to the ground. There are similar problems with controls. This paper describes using real-time video with registered depth information (from a commercially available camera) for virtual reality navigation. Camera-based setup can replace cumbersome trackers. The method includes selective depth processing for increased speed, and a robust skin-color segmentation for accounting illumination variations.

  11. High Quality Virtual Reality for Architectural Exhibitions

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2016-01-01

    This paper will summarise the findings from creating and implementing a visually high quality Virtual Reality (VR) experiment as part of an international architecture exhibition. It was the aim to represent the architectural spatial qualities as well as the atmosphere created from combining natural...... and artificial lighting in a prominent not yet built project. The outcome is twofold: Findings concerning the integration of VR in an exhibition space and findings concerning the experience of the virtual space itself. In the exhibition, an important aspect was the unmanned exhibition space, requiring the VR...... and quantitative methods at two different occasions and setups after the exhibition, both showing a high degree of immersion and experience of reality....

  12. [Virtual reality in MR colonography].

    Science.gov (United States)

    Schoenfelder, D; Debatin, J F

    2000-03-01

    Early detection and subsequent removal of colorectal polyps have been shown to constitute an effective approach for decreasing the incidence of colorectal cancer. The lack of an ideal modality for colorectal polyp screening stimulated interest in the development of CT-colonography and MR-colonography. Both techniques allow the colon to be analyzed in a cross-sectional as well as a virtual endoscopic format. Causing no side-effects and not concerning for radiation exposure MR-colonography warrants further consideration. Additional to detecting polyps down to 6 mm in size the inner wall contour and the morphology of the colonic wall itself can be assessed. New developments like fecal tagging will increase patients acceptance comparing to other diagnostic techniques. In search of an ideal modality for polyp screening MR-colonography will become a potent option in the diagnostic arsenal.

  13. The Reality of Virtual Supersymmetry

    CERN Document Server

    Beccaria, M; Verzegnassi, Claudio

    2002-01-01

    We consider the high energy behaviour of the amplitudes for production of leptons, quarks, Higgs bosons, sleptons, squarks, gauge bosons, charginos, neutralinos. We concentrate our discussion on the universal (process independent) logarithmic terms which factorize the Born amplitude and which are typically of the form [a ln(s/m^2)-ln^2(s/m^2)]. We perform a systematic determination of the coefficient "a" for the various final states and we emphasize the striking features which differentiate the SM and the MSSM cases. We show that a comparison with experiments at future colliders should provide a clean way to test the gauge and Higgs structures of the electroweak interactions owing to the presence of sizeable (visible) virtual logarithmic supersymmetric contributions.

  14. Enseñanza práctica en 3D: Juicio virtual Practical Teaching in 3D: Virtual Mock Trials Ensenyament pràctic en 3D: judici virtual

    Directory of Open Access Journals (Sweden)

    Esther Monterroso Casado

    2011-06-01

    Full Text Available Este artículo describe los resultados de la aplicación de metaversos como herramienta de enseñanza en el ámbito jurídico. La actividad pedagógica realizada se ha llevado a cabo a través de la simulación de un juicio virtual en Second Life. El enfoque dado al ejercicio del derecho en un entorno virtual combinó las siguientes actividades: (1 el análisis jurídico a través de foros de discusión, como una actividad obligatoria previa al juicio. Esta tarea inicial se llevó a cabo a través de la plataforma de aprendizaje asincrónica en 2D Moodle (Aula Judicial, (2 el trabajo colaborativo a través de Google Docs para preparar todos los documentos legales pertinentes (demanda, contestación y tramitación judicial, y (3 la inmersión síncrona en una experiencia 3D de un juicio en Second Life.

    This article describes the results of implementing metaverses as teaching tools in the academic field of law. It is based upon a pedagogical activity that was made possible by the use of a virtual reality court session developed in Second Life. Our approach to virtual law practice combined the following set of activities: (1 legal analysis through discussion forums, as a required pre-trial activity. This initial task was implemented trough the asynchronous learning platform Moodle (Aula Judicial; (2 collaborative work through Google Docs as to prepare all the relevant legal paperwork (claim, statement of defense, judicial proceedings; (3 synchronous inmersion in a Second Life trial experience.

    Aquest article descriu els resultats de l'aplicació de metaversos com a eina d'ensenyament en l'àmbit jurídic. L'activitat pedagògica realitzada s'ha dut a terme a través de la simulació d'un judici virtual a Second Life. L'enfocament donat a l'exercici del dret en un entorn virtual ha combinat les següents activitats: (1 l'anàlisi jurídica a través de fòrums de discussió, com una activitat obligatòria prèvia al judici. Aquesta

  15. Virtual Reality and Haptics for Product Assembly

    Directory of Open Access Journals (Sweden)

    Maria Teresa Restivo

    2012-01-01

    Full Text Available Haptics can significantly enhance the user's sense of immersion and interactivity. An industrial application of virtual reality and haptics for product assembly is described in this paper, which provides a new and low-cost approach for product assembly design, assembly task planning and assembly operation training. A demonstration of the system with haptics device interaction was available at the session of exp.at'11.

  16. 3D Virtual Learning Environments for working with young people. A handbook for Teen Educators

    OpenAIRE

    Jäger, Thomas; Stelter, Claudia; Stoyanov, Tinko; Beraducci, Alberto; Fiumana, Franca; Laplaca, Marilena; Barbieri, Marcello; Heiman, Tali; Olenik‐Shemesh, Dorit; Rabin, Eyal; Plichta, Piotr; Sabicka, Edyta; Pyżalski, Jacek; Samnøen, Øystein; Rasmussen, Rune

    2013-01-01

    3D Virtual Learning Environments for working with young people. A handbook for Teen Educators. In this handbook we will examine what 3D virtual worlds are, what evolutionary steps led to their development, what makes them unique and what social impact they have? We will outline what makes 3D virtual worlds interesting for educators, in which ways they can be used for education and where 3D virtual worlds have strengths and limits are. The experiences come are derived from The ABV...

  17. Utilization of virtual reality for reading the superheated emulsion detector

    Energy Technology Data Exchange (ETDEWEB)

    Santos Sobrinho, Jose C.; Santo, Andre C.E.; Pereira, Claudio M.N.A.; Mol, Antonio C.A., E-mail: volksparati@hotmail.com, E-mail: cotelli.andre@gmail.com, E-mail: cmnap@ien.gov.br, E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2013-07-01

    This paper presents a method based on Virtual Reality for reading the Superheated Emulsion Detector (Bubble Detector). The proposed method is an alternative to: automatic counters offered by the manufacturers of detectors, since they have a relatively high cost (acquisition, maintenance and periodic calibration), and visual counting of detectors, since it only has an advantage when there are a small number of bubbles. The method starts with the collection of detector's digital images in order to obtain a sequence of images to create an animation that is displayed with the help of Virtual Reality. To this end, it is modeled, using OpenGL graphics library, a virtual environment for visualizing and manipulating virtual detector. It is made, then a calibration of this virtual environment thus ensuring the correspondence of the model with reality. The reading of the detector (bubbles count) is made visually by the user with the assistance of stereo vision and a 3D cursor to navigation, marking and counting the bubbles. The user views a further auxiliary display that shows the three-dimensional cursor position, the labeled amount of bubbles and the measured dose. After testing, the following results were achieved: better precision in counting the bubbles compared with the 10% reported by the manufacturer of the automatic reader; achieving a low cost tool that requires no calibration constant in the process of maintenance and/or lifetime; minimizing the problem of manual counting for large number of bubbles and ease of use, because can be operated by a common user. (author)

  18. Rehabilitation after Stroke using Immersive User Interfaces in 3D Virtual and Augmented Gaming Environments

    Directory of Open Access Journals (Sweden)

    E. Vogiatzaki

    2015-05-01

    Full Text Available Stroke is one of most common diseases of our modern societies with high socio-economic impact. Hence, rehabilitation approach involving patients in their rehabilitation process while lowering costly involvement of specialised human personnel is needed. This article describes a novel approach, offering an integrated rehabilitation training for stroke patients using a serious gaming approach based on a Unity3D virtual reality engine combined with a range of advanced technologies and immersive user interfaces. It puts patients and caretakers in control of the rehabilitation protocols, while leading physicians are enabled to supervise the progress of the rehabilitation via Personal Health Record. Possibility to perform training in a familiar home environment directly improves the effectiveness of the rehabilitation. The work presented herein has been conducted within the "StrokeBack" project co-funded by the European Commission under the Framework 7 Program in the ICT domain.

  19. ETeach3D: Designing a 3D Virtual Environment for Evaluating the Digital Competence of Preservice Teachers

    Science.gov (United States)

    Esteve-Mon, Francesc M.; Cela-Ranilla, Jose María; Gisbert-Cervera, Mercè

    2016-01-01

    The acquisition of teacher digital competence is a key aspect in the initial training of teachers. However, most existing evaluation instruments do not provide sufficient evidence of this teaching competence. In this study, we describe the design and development process of a three-dimensional (3D) virtual environment for evaluating the teacher…

  20. Virtual reality simulators and training in laparoscopic surgery.

    Science.gov (United States)

    Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos

    2015-01-01

    Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training.

  1. Virtual Facility Layout Design Using Virtual Reality Techniques

    Institute of Scientific and Technical Information of China (English)

    Li; Zhi-Hua; Zhong; Yi-fang

    2003-01-01

    Manufacturing facility layout design has long been recognized as one of the most critical and difficult design tasks in manufacturing industries. Traditional layout methods can not fully solve this complex spatial layout problem. Virtual reality (VR) is a new form of human-computer interaction,which has the potential to support a range of engineering applications. This paper discusses the reasons why manufacturing facility layout design is considered to be an appropriate new area of VR utilization. A VR-based layout design framework is proposed. Th virtual environment construction issues are discussed. An example of the immersive VR application of facility layout is examined.

  2. Virtual Facility Layout Design Using Virtual Reality Techniques

    Institute of Scientific and Technical Information of China (English)

    Li Zhi-hua; Zhong Yi-fang

    2003-01-01

    Manufacturing facility layout design has long been recognized as one of the most critical and difficult design tasks in manufacturing industries. Traditional layout methods can not fully solve this complex spatial layout problem. Virtual reality (VR) is a new form of human-computer interaction, which has the potential to support a range of engineering applications. This paper discusses the reasons why manufacturing facility layout design is considered to be an appropriate new area of VR utilization. A VR-based layout design framework is proposed. The virtual environment construction issues are discussed. An example of the immersive VR application of facility layout is examined.

  3. 3D SURVEY AND AUGMENTED REALITY FOR CULTURAL HERITAGE. THE CASE STUDY OF AURELIAN WALL AT CASTRA PRAETORIA IN ROME

    Directory of Open Access Journals (Sweden)

    M. Canciani

    2016-06-01

    Full Text Available The development of close-range photogrammetry has produced a lot of new possibility to study cultural heritage. 3D data acquired with conventional and low cost cameras can be used to document, investigate the full appearance, materials and conservation status, to help the restoration process and identify intervention priorities. At the same time, with 3D survey a lot of three-dimensional data are collected and analyzed by researchers, but there are a very few possibility of 3D output. The augmented reality is one of this possible output with a very low cost technology but a very interesting result. Using simple mobile technology (for iPad and Android Tablets and shareware software (in the case presented “Augment” it is possible to share and visualize a large number of 3D models with your own device. The case study presented is a part of an architecture graduate thesis, made in Rome at Department of Architecture of Roma Tre University. We have developed a photogrammetric survey to study the Aurelian Wall at Castra Praetoria in Rome. The surveys of 8000 square meters of surface have allowed to identify stratigraphy and construction phases of a complex portion of Aurelian Wall, specially about the Northern door of Castra. During this study, the data coming out of 3D survey (photogrammetric and topographic, are stored and used to create a reverse 3D model, or virtual reconstruction, of the Northern door of Castra. This virtual reconstruction shows the door in the Tiberian period, nowadays it's totally hidden by a curtain wall but, little and significative architectural details allow to know its original feature. The 3D model of the ancient walls has been mapped with the exact type of bricks and mortar, oriented and scaled according to the existing one to use augmented reality. Finally, two kind of application have been developed, one on site, were you can see superimposed the virtual reconstruction on the existing walls using the image

  4. Virtual Reality for Training and Lifelong Learning

    Directory of Open Access Journals (Sweden)

    Daniel Mellet-d'Huart

    2009-01-01

    Full Text Available This article covers the application of virtual reality (VR to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with their main purposes and go into more depth on certain learning areas. Recent developments of virtual environments for training and lifelong learning are analyzed, followed by an analytical viewpoint on design, advocating more explicit paradigmatic considerations and development of generic design methods. These approaches and proposals are aimed at better exploiting the uniqueness of VR and designing more effective virtual environments. Finally, a number of conclusions will be drawn for future technology-enhanced training and for lifelong learning using VR.

  5. Selected Applications of Virtual Reality in Manufacturing

    Science.gov (United States)

    Novak-Marcincin, Jozef

    2011-01-01

    Virtual reality (VR) has become an important and useful tool in science and engineering. VR applications cover a wide range of industrial areas from product design to analysis, from product prototyping to manufacturing. The design and manufacturing of a product can be viewed, evaluated and improved in a virtual environment before its prototype is made, which is an enormous cost saving. Virtual Manufacturing (VM) is the use of computer models and simulations of manufacturing processes to aid in the design and production of manufactured products. VM is the use of manufacturing-based simulations to optimize the design of product and processes for a specific manufacturing goal such as: design for assembly; quality; lean operations; and/or flexibility.

  6. Virtual reality in the operating room of the future.

    Science.gov (United States)

    Müller, W; Grosskopf, S; Hildebrand, A; Malkewitz, R; Ziegler, R

    1997-01-01

    In cooperation with the Max-Delbrück-Centrum/Robert-Rössle-Klinik (MDC/RRK) in Berlin, the Fraunhofer Institute for Computer Graphics is currently designing and developing a scenario for the operating room of the future. The goal of this project is to integrate new analysis, visualization and interaction tools in order to optimize and refine tumor diagnostics and therapy in combination with laser technology and remote stereoscopic video transfer. Hence, a human 3-D reference model is reconstructed using CT, MR, and anatomical cryosection images from the National Library of Medicine's Visible Human Project. Applying segmentation algorithms and surface-polygonization methods a 3-D representation is obtained. In addition, a "fly-through" the virtual patient is realized using 3-D input devices (data glove, tracking system, 6-DOF mouse). In this way, the surgeon can experience really new perspectives of the human anatomy. Moreover, using a virtual cutting plane any cut of the CT volume can be interactively placed and visualized in realtime. In conclusion, this project delivers visions for the application of effective visualization and VR systems. Commonly known as Virtual Prototyping and applied by the automotive industry long ago, this project shows, that the use of VR techniques can also prototype an operating room. After evaluating design and functionality of the virtual operating room, MDC plans to build real ORs in the near future. The use of VR techniques provides a more natural interface for the surgeon in the OR (e.g., controlling interactions by voice input). Besides preoperative planning future work will focus on supporting the surgeon in performing surgical interventions. An optimal synthesis of real and synthetic data, and the inclusion of visual, aural, and tactile senses in virtual environments can meet these requirements. This Augmented Reality could represent the environment for the surgeons of tomorrow.

  7. DJ Sim: a virtual reality DJ simulation game

    Science.gov (United States)

    Tang, Ka Yin; Loke, Mei Hwan; Chin, Ching Ling; Chua, Gim Guan; Chong, Jyh Herng; Manders, Corey; Khan, Ishtiaq Rasool; Yuan, Miaolong; Farbiz, Farzam

    2009-02-01

    This work describes the process of developing a 3D Virtual Reality (VR) DJ simulation game intended to be displayed on a stereoscopic display. Using a DLP projector and shutter glasses, the user of the system plays a game in which he or she is a DJ in a night club. The night club's music is playing, and the DJ is "scratching" in correspondence to this music. Much in the flavor of Guitar Hero or Dance Dance Revolution, a virtual turntable is manipulated to project information about how the user should perform. The user only needs a small set of hand gestures, corresponding to the turntable scratch movements to play the game. As the music plays, a series of moving arrows approaching the DJ's turntable instruct the user as to when and how to perform the scratches.

  8. Intelligent virtual reality in the setting of fuzzy sets

    Science.gov (United States)

    Dockery, John; Littman, David

    1992-01-01

    The authors have previously introduced the concept of virtual reality worlds governed by artificial intelligence. Creation of an intelligent virtual reality was further proposed as a universal interface for the handicapped. This paper extends consideration of intelligent virtual realty to a context in which fuzzy set principles are explored as a major tool for implementing theory in the domain of applications to the disabled.

  9. Virtual Reality: A Dream Come True or a Nightmare.

    Science.gov (United States)

    Cornell, Richard; Bailey, Dan

    Virtual Reality (VR) is a new medium which allows total stimulation of one's senses through human/computer interfaces. VR has applications in training simulators, nano-science, medicine, entertainment, electronic technology, and manufacturing. This paper focuses on some current and potential problems of virtual reality and virtual environments…

  10. Avatars, Affordances, and Interfaces: Virtual Reality Tools for Learning.

    Science.gov (United States)

    McLellan, Hilary

    Virtual reality technology offers the promise of interaction with a computer-based environment that engages visual, auditory, and tactile perception. Three interrelated virtual reality design topics are particularly relevant to visual literacy. The first is the concept of avatars. Avatars are agents that appear in a virtual world representing the…

  11. Online access and sharing of reality-based 3d models

    Directory of Open Access Journals (Sweden)

    Simone Minto

    2014-12-01

    Full Text Available The article presents an investigation on techniques and solutions for publishing reality-based 3D models online. The process starts from a dense point cloud and leads to a reduced textured 3D model accessible on the web with a browser. The work is divided into four phases: (i generation of a polygon mesh model, (ii 3D model segmentation, (iii simplification of the polygonal model (geometry and texture in different levels of detail (LoD and (iv publication on the web. The entire workflow is based on open source software. Comparisons with commercial solutions are also reported.

  12. Virtual reality and consciousness inference in dreaming.

    Science.gov (United States)

    Hobson, J Allan; Hong, Charles C-H; Friston, Karl J

    2014-01-01

    This article explores the notion that the brain is genetically endowed with an innate virtual reality generator that - through experience-dependent plasticity - becomes a generative or predictive model of the world. This model, which is most clearly revealed in rapid eye movement (REM) sleep dreaming, may provide the theater for conscious experience. Functional neuroimaging evidence for brain activations that are time-locked to rapid eye movements (REMs) endorses the view that waking consciousness emerges from REM sleep - and dreaming lays the foundations for waking perception. In this view, the brain is equipped with a virtual model of the world that generates predictions of its sensations. This model is continually updated and entrained by sensory prediction errors in wakefulness to ensure veridical perception, but not in dreaming. In contrast, dreaming plays an essential role in maintaining and enhancing the capacity to model the world by minimizing model complexity and thereby maximizing both statistical and thermodynamic efficiency. This perspective suggests that consciousness corresponds to the embodied process of inference, realized through the generation of virtual realities (in both sleep and wakefulness). In short, our premise or hypothesis is that the waking brain engages with the world to predict the causes of sensations, while in sleep the brain's generative model is actively refined so that it generates more efficient predictions during waking. We review the evidence in support of this hypothesis - evidence that grounds consciousness in biophysical computations whose neuronal and neurochemical infrastructure has been disclosed by sleep research.

  13. Virtual reality simulation mechanism on WWW

    Science.gov (United States)

    Wang, Fei; Feng, Yuncheng; Wei, Youshuang

    2000-06-01

    This paper addresses a fundamental, easy but powerful mechanism of Virtual Reality Simulation system on World Wide Web. The basic idea is to use Virtual Reality Modeling Language (VRML) to build the virtual world, and design a specific simulator to complete the common simulation work and drive the VR animation. According to the achievable mathematics and animation function, two types of this VR Simulation system are founded. The first one is to use VRMLScript or JavaScript to code the specific simulator. This mechanism really can be realized, however, the mathematical operations and the simulation model scale are limited. The other is to apply Java for coding the simulator, then use HTML to combine the VR scene and the simulator in the same WebPage, which can harmonize the VR animation running according to the simulation logic. Because Java is fully mathematics functioned and the Java code modules are entirely reusable, this VR simulation system, which is mainly recommended, can be easily realized on desktop PC and meet the basic interactive requirements of VR Technology without any extra hardware. A VR M/M/1/k Queuing simulation system is given to explain the mechanism. Finally, the overall Integrated Development Environment for this VR simulation system is also discussed.

  14. Effectiveness of Collaborative Learning with 3D Virtual Worlds

    Science.gov (United States)

    Cho, Young Hoan; Lim, Kenneth Y. T.

    2017-01-01

    Virtual worlds have affordances to enhance collaborative learning in authentic contexts. Despite the potential of collaborative learning with a virtual world, few studies investigated whether it is more effective in student achievements than teacher-directed instruction. This study investigated the effectiveness of collaborative problem solving…

  15. Contextual EFL Learning in a 3D Virtual Environment

    Science.gov (United States)

    Lan, Yu-Ju

    2015-01-01

    The purposes of the current study are to develop virtually immersive EFL learning contexts for EFL learners in Taiwan to pre- and review English materials beyond the regular English class schedule. A 2-iteration action research lasting for one semester was conducted to evaluate the effects of virtual contexts on learners' EFL learning. 132…

  16. Virtual and Printed 3D Models for Teaching Crystal Symmetry and Point Groups

    Science.gov (United States)

    Casas, Lluís; Estop, Euge`nia

    2015-01-01

    Both, virtual and printed 3D crystal models can help students and teachers deal with chemical education topics such as symmetry and point groups. In the present paper, two freely downloadable tools (interactive PDF files and a mobile app) are presented as examples of the application of 3D design to study point-symmetry. The use of 3D printing to…

  17. Virtual reality simulation of basic pulmonary procedures

    DEFF Research Database (Denmark)

    Konge, Lars; Arendrup, Henrik; von Buchwald, Christian;

    2011-01-01

    Background: Virtual reality (VR) bronchoscopy simulators have been available for more than a decade, and have been recognized as an important aid in bronchoscopy training. The existing literature has only examined the role of VR simulators in diagnostic bronchoscopy. The aim of this study......, the physicians answered a questionnaire regarding the realism of the simulator. Results: The realism of the anatomy and the appearance of the scope were rated higher than the movement of the scope, feeling of resistance, and performances of bronchoalveolar lavages and biopsies. Overall, the simulator was judged...

  18. Communication in the age of virtual reality

    CERN Document Server

    Biocca, Frank

    2013-01-01

    This volume addresses virtual reality (VR) -- a tantalizing communication medium whose essence challenges our most deeply held notions of what communication is or can be. The editors have gathered an expert team of engineers, social scientists, and cultural theorists for the first extensive treatment of human communication in this exciting medium. The first part introduces the reader to VR's state-of-the-art as well as future trends. In the next section, leading research scientists discuss how knowledge of communication can be used to build more effective and exciting communication applicati

  19. Virtual Reality, 3D Stereo Visualization, and Applications in Robotics

    DEFF Research Database (Denmark)

    Livatino, Salvatore

    2006-01-01

    , while little can be found about the advantages of stereoscopic visualization in mobile robot tele-guide applications. This work investigates stereoscopic robot tele-guide under different conditions, including typical navigation scenarios and the use of synthetic and real images. This work also...

  20. A rapid algorithm for realistic human reaching and its use in a virtual reality system

    Science.gov (United States)

    Aldridge, Ann; Pandya, Abhilash; Goldsby, Michael; Maida, James

    1994-01-01

    The Graphics Analysis Facility (GRAF) at JSC has developed a rapid algorithm for computing realistic human reaching. The algorithm was applied to GRAF's anthropometrically correct human model and used in a 3D computer graphics system and a virtual reality system. The nature of the algorithm and its uses are discussed.

  1. Photographer: Digital Telepresence: Dr Murial Ross's Virtual Reality Application for Neuroscience

    Science.gov (United States)

    1995-01-01

    Photographer: Digital Telepresence: Dr Murial Ross's Virtual Reality Application for Neuroscience Research Biocomputation. To study human disorders of balance and space motion sickness. Shown here is a 3D reconstruction of a nerve ending in inner ear, nature's wiring of balance organs.

  2. Augmented reality intravenous injection simulator based 3D medical imaging for veterinary medicine.

    Science.gov (United States)

    Lee, S; Lee, J; Lee, A; Park, N; Lee, S; Song, S; Seo, A; Lee, H; Kim, J-I; Eom, K

    2013-05-01

    Augmented reality (AR) is a technology which enables users to see the real world, with virtual objects superimposed upon or composited with it. AR simulators have been developed and used in human medicine, but not in veterinary medicine. The aim of this study was to develop an AR intravenous (IV) injection simulator to train veterinary and pre-veterinary students to perform canine venipuncture. Computed tomographic (CT) images of a beagle dog were scanned using a 64-channel multidetector. The CT images were transformed into volumetric data sets using an image segmentation method and were converted into a stereolithography format for creating 3D models. An AR-based interface was developed for an AR simulator for IV injection. Veterinary and pre-veterinary student volunteers were randomly assigned to an AR-trained group or a control group trained using more traditional methods (n = 20/group; n = 8 pre-veterinary students and n = 12 veterinary students in each group) and their proficiency at IV injection technique in live dogs was assessed after training was completed. Students were also asked to complete a questionnaire which was administered after using the simulator. The group that was trained using an AR simulator were more proficient at IV injection technique using real dogs than the control group (P ≤ 0.01). The students agreed that they learned the IV injection technique through the AR simulator. Although the system used in this study needs to be modified before it can be adopted for veterinary educational use, AR simulation has been shown to be a very effective tool for training medical personnel. Using the technology reported here, veterinary AR simulators could be developed for future use in veterinary education.

  3. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Computer software]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  4. ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games

    NARCIS (Netherlands)

    Ternier, Stefaan; Klemke, Roland

    2012-01-01

    Ternier, S., & Klemke, R. (2011). ARLearn and StreetLearn software for virtual reality and augmented reality multi user learning games (Version 1.0) [Software Documentation]. Heerlen, The Netherlands: Open Universiteit in the Netherlands.

  5. Virtual 3D camera' s modeling and roaming control%三维虚拟摄像机的建模及其漫游控制方法

    Institute of Scientific and Technical Information of China (English)

    闫志远; 吴冬梅; 鲍义东; 杜志江

    2013-01-01

    A monocular virtual camera model was described using the vector description method. Based on this, the parameters of a 3D binocular virtual camera and their constraining relations were determined according to the binocular vision theorem, and then a 3D virtual camera model which contains two monocular virtual cameras was proposed. According to the 3D virtual camera model,a roaming control method for binocular virtual cameras was proposed based on robot kinematics to solve problems of viewing angle limitations and 3D imaging distortion caused by the fact that 3D observation parameters are difficult to change in common virtual reality. The experimental results show that the 3D virtual camera model and the roaming control model can be effectively used to observe virtual reality environments and make the parameters adjusted in real time based upon observation demand, which means that the shift from passive virtual 3D to interactive virtual 3D is of great significance to the improvement of 3D observation in virtual reality.%利用矢量描述方法表达了虚拟现实(VR)中的虚拟单目摄像机模型,在此基础上,基于双目视差形成三维视觉的原理确定虚拟现实环境中双目三维摄像的控制参数及其约束关系,进而提出了包含两个单目虚拟摄像机的三维虚拟摄像机整体模型.针对该模型提出了一种基于机器人运动学方法的双目虚拟摄像机漫游控制方法,解决了虚拟现实三维观察参数难以实时改变而导致的视角局限和三维失真等问题.实验表明通过该三维虚拟摄像机可获取高质量三维效果,提出的漫游控制方法通过模型的自动运算和参数补偿可实时主动地获取任意方向的三维景深.这种由被动式虚拟三维向交互性虚拟三维的跨越对改进虚拟现实的沉浸感具有重要意义.

  6. Virtual reality application for simulating and minimizing worker radiation exposure

    Energy Technology Data Exchange (ETDEWEB)

    Kang, Ki Doo [Korea Hydro and Nuclear Power Co., Taejon (Korea, Republic of); Hajek, Brian K. [Ohio State University, columbus (United States); Lee, Yon Sik [Kunsan National University, Kunsan (Korea, Republic of); Shin, Yoo Jin [Kwangwoon University, Seoul (Korea, Republic of)

    2004-07-01

    To plan work and preclude unexpected radiation exposures in a nuclear power plant, a virtual nuclear plant is a good solution. For this, there are prerequisites such as displaying real time radiation exposure data onto an avatar and preventing speed reduction caused by multiple users on the net-based system. The work space is divided into several sections and radiation information is extracted section by section. Based on the simulation algorithm, real time processing is applied to the events and movements of the avatar. Because there are millions of parts in a nuclear power plant, it is almost impossible to model all of them. Several parts of virtual plant have been modeled using 3D internet virtual reality for the model development. Optimum one-click Active-X is applied for the system, which provides easy access to the virtual plant. Connection time on the net is 20-30 sec for initial loading and 3-4 sec for the 2nd and subsequent times.

  7. Virtual Application of Darul Arif Palace from Serdang Sultanate using Virtual Reality

    Science.gov (United States)

    Syahputra, M. F.; Annisa, T.; Rahmat, R. F.; Muchtar, M. A.

    2017-01-01

    Serdang Sultanate is one of Malay Sultanate in Sumatera Utara. In the 18th century, many Malay Aristocrats have developed in Sumatera Utara. Social revolution has happened in 1946, many sultanates were overthrown and member of PKI (Communist Party of Indonesia) did mass killing on members of the sultanate families. As the results of this incident, many cultural and historical heritage destroyed. The integration of heritage preservation and the digital technology has become recent trend. The digital technology is not only able to record, preserve detailed documents and information of heritage completely, but also effectively bring the value-added. In this research, polygonal modelling techniques from 3D modelling technology is used to reconstruct Darul Arif Palace of Serdang Sultanate. After modelling the palace, it will be combined with virtual reality technology to allow user to explore the palace and the environment around the palace. Virtual technology is simulation of real objects in virtual world. The results in this research is that virtual reality application can run using Head-Mounted Display.

  8. 基于Delta3D仿真引擎的深水气田水下生产虚拟现实系统的设计与实现%Design and realization of virtual reality system for production of deep water gas field based on Delta3D simulation engine

    Institute of Scientific and Technical Information of China (English)

    郭宏; 刘太元; 缪青海; 郑利军

    2013-01-01

    根据海洋油气开发的特点,以荔湾3-1深水气田为例,采用Delta3D仿真引擎设计和实现了水下生产虚拟现实系统.该系统采用模块化设计,充分考虑了系统组建的灵活性和后期扩展需求;通过对模型的参数化管理、场景图构建与组织、海洋环境模拟等关键问题的研究,开发设置了2类4种漫游模式,方便地满足了不同用户的浏览需求,从而为相关人员进行技术培训提供了直观形象的辅助平台.%According to the characteristics of offshore oil-gas exploitation, a subsea production virtual reality system was designed and realized by a-dopting Delta3D simulation engine for the case of Liwan3-1 deep water gas field. The VR system was designed in modular in order to achieve flexibilities for future expands. Through the studies on the key problems such as the model parameterization, scene setting and organization, and marine environment simulation, the VR system offers four roaming modes in two kinds which satisfy the requirements of different users. The VR system can be used as a training platform for relevant employees.

  9. Virtual reality and the unfolding of higher dimensions

    Science.gov (United States)

    Aguilera, Julieta C.

    2006-02-01

    As virtual/augmented reality evolves, the need for spaces that are responsive to structures independent from three dimensional spatial constraints, become apparent. The visual medium of computer graphics may also challenge these self imposed constraints. If one can get used to how projections affect 3D objects in two dimensions, it may also be possible to compose a situation in which to get used to the variations that occur while moving through higher dimensions. The presented application is an enveloping landscape of concave and convex forms, which are determined by the orientation and displacement of the user in relation to a grid made of tesseracts (cubes in four dimensions). The interface accepts input from tridimensional and four-dimensional transformations, and smoothly displays such interactions in real-time. The motion of the user becomes the graphic element whereas the higher dimensional grid references to his/her position relative to it. The user learns how motion inputs affect the grid, recognizing a correlation between the input and the transformations. Mapping information to complex grids in virtual reality is valuable for engineers, artists and users in general because navigation can be internalized like a dance pattern, and further engage us to maneuver space in order to know and experience.

  10. Orchestrating learning during implementation of a 3D virtual world

    Science.gov (United States)

    Karakus, Turkan; Baydas, Ozlem; Gunay, Fatma; Coban, Murat; Goktas, Yuksel

    2016-10-01

    There are many issues to be considered when designing virtual worlds for educational purposes. In this study, the term orchestration has acquired a new definition as the moderation of problems encountered during the activity of turning a virtual world into an educational setting for winter sports. A development case showed that community plays a key role in both the emergence of challenges and in the determination of their solutions. The implications of this study showed that activity theory was a useful tool for understanding contextual issues. Therefore, instructional designers first developed relevant tools and community-based solutions. This study attempts to use activity theory in a prescriptive way, though it is known as a descriptive theory. Finally, since virtual world projects have many aspects, the variety of challenges and practical solutions presented in this study will provide practitioners with suggestions on how to overcome problems in future.

  11. A Desktop Virtual Reality Earth Motion System in Astronomy Education

    Science.gov (United States)

    Chen, Chih Hung; Yang, Jie Chi; Shen, Sarah; Jeng, Ming Chang

    2007-01-01

    In this study, a desktop virtual reality earth motion system (DVREMS) is designed and developed to be applied in the classroom. The system is implemented to assist elementary school students to clarify earth motion concepts using virtual reality principles. A study was conducted to observe the influences of the proposed system in learning.…

  12. Designing a Virtual-Reality-Based, Gamelike Math Learning Environment

    Science.gov (United States)

    Xu, Xinhao; Ke, Fengfeng

    2016-01-01

    This exploratory study examined the design issues related to a virtual-reality-based, gamelike learning environment (VRGLE) developed via OpenSimulator, an open-source virtual reality server. The researchers collected qualitative data to examine the VRGLE's usability, playability, and content integration for math learning. They found it important…

  13. Treatment of Complicated Grief Using Virtual Reality: A Case Report

    Science.gov (United States)

    Botella, C.; Osma, J.; Palacios, A. Garcia; Guillen, V.; Banos, R.

    2008-01-01

    This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description…

  14. Virtual reality, augmented reality…I call it i-Reality

    Science.gov (United States)

    2015-01-01

    The new term improved reality (i-Reality) is suggested to include virtual reality (VR) and augmented reality (AR). It refers to a real world that includes improved, enhanced and digitally created features that would offer an advantage on a particular occasion (i.e., a medical act). I-Reality may help us bridge the gap between the high demand for medical providers and the low supply of them by improving the interaction between providers and patients. PMID:28293571

  15. 3 D Virtual Reality Technology-Based Analysis of Zhou Shixiong' s Action of 5/4 Turn to Handstand on Parallel Bars%基于三维虚拟现实技术对周施雄双杠后上转体450°成倒立动作的分析

    Institute of Scientific and Technical Information of China (English)

    周继和; 王帅; 刘艺; 李溪

    2015-01-01

    For the first time in the world, Chinese athlete Zhou Shixiong completed 450° turn to handstand on parallel bars. This article applies 3D video analytic method to collect Zhou Shixiong' s kinematic data in the competi-tion, uses immersive 3D virtual reality technology to reconstruct the obtained kinematics data, and makes kine-matics analysis in the form of three dimensional animation after 360° rotation-reproduced observations. The study shows that although Zhou Shixiong completed this action in the game, it is still not perfect. The main problems include that he stretches hip earlier, and his swing scope is slightly wide in upswing stage. This leads to the result that when he supports his body with one arm, the horizontal distance between his body center of gravity and the supporting point is too wide. As a result, his body tilts and this affects his subsequent handstand action. Besides, his two legs are not fully closed in the swiveling phase.%在世界上,中国运动员周施雄首次完成双杠后上转体450°成倒立动作。本文应用三维录像解析法对周施雄在比赛现场所做的后上转体450°成倒立动作采集运动学数据,利用沉浸式三维虚拟现实技术对获得的运动学数据进行重建,通过360°的旋转再现观察,以三维动画的形式进行运动学分析。研究发现周施雄在比赛中虽然完成了这一动作,但还有待完善。主要问题有上摆阶段伸髋较早、幅度稍大,导致在下一阶段的转体过程中单臂支撑的时候人体重心离支撑点的水平距离偏大,身体产生了倾斜,影响了之后的倒立动作,另外在转体阶段两腿并未完全并拢。

  16. Role of virtual reality simulation in endoscopy training

    Institute of Scientific and Technical Information of China (English)

    Louis; Harpham--Lockyer; Faidon--Marios; Laskaratos; Pasquale; Berlingieri; Owen; Epstein

    2015-01-01

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simula-tors and the long-term benefits of their use are also discussed.

  17. Role of virtual reality simulation in endoscopy training.

    Science.gov (United States)

    Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen

    2015-12-10

    Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed.

  18. Three-dimensional virtual reality surgical planning and simulation workbench for orthognathic surgery.

    Science.gov (United States)

    Xia, J; Samman, N; Yeung, R W; Shen, S G; Wang, D; Ip, H H; Tideman, H

    2000-01-01

    A new integrated computer system, the 3-dimensional (3D) virtual reality surgical planning and simulation workbench for orthognathic surgery (VRSP), is presented. Five major functions are implemented in this system: post-processing and reconstruction of computed tomographic (CT) data, transformation of 3D unique coordinate system geometry, generation of 3D color facial soft tissue models, virtual surgical planning and simulation, and presurgical prediction of soft tissue changes. The basic mensuration functions, such as linear and spatial measurements, are also included. The surgical planning and simulation are based on 3D CT reconstructions, whereas soft tissue prediction is based on an individualized, texture-mapped, color facial soft tissue model. The surgeon "enters" the virtual operatory with virtual reality equipment, "holds" a virtual scalpel, and "operates" on a virtual patient to accomplish actual surgical planning, simulation of the surgical procedure, and prediction of soft tissue changes before surgery. As a final result, a quantitative osteotomy-simulated bone model and predicted color facial model with photorealistic quality can be visualized from any arbitrary viewing point in a personal computer system. This system can be installed in any hospital for daily use.

  19. Mixed Structural Models for 3D Audio in Virtual Environments

    OpenAIRE

    Geronazzo, Michele

    2014-01-01

    In the world of ICT, strategies for innovation and development are increasingly focusing on applications that require spatial representation and real-time interaction with and within 3D media environments. One of the major challenges that such applications have to address is user-centricity, reflecting e.g. on developing complexity-hiding services so that people can personalize their own delivery of services. In these terms, multimodal interfaces represent a key factor for enabling an inclusi...

  20. Intelligent Virtual Reality and its Impact on Spatial Skills and Academic Achievements

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2005-08-01

    Full Text Available It is known that the training of intelligent virtual reality, through the use of computer games, can improve spatial skills especially visualization and enhances academic achievements. Through an experiment of using Tetris software, two objectives were achieved: developing spatial as well as intelligence skills and enhancing academic achievements, focusing on mathematics. This study followed studies dealing with the impact on putting the learner into action in 3d space software. During teaching a transition from 2d to 3d spatial perception and operation occurred. A positive transfer from 3d virtual reality rotation training to structural induction skills, by means of mental imaging, was also achieved. At the same time the motivation for learning was enhanced, without using extrinsic reinforcements. The duration of concentration while using the intelligent software increased gradually up to 60 minutes.

  1. The 'mad scientists': psychoanalysis, dream and virtual reality.

    Science.gov (United States)

    Leclaire, Marie

    2003-04-01

    The author explores the concept of reality-testing as a means of assessing the relationship with reality that prevails in dream and in virtual reality. Based on a model developed by Jean Laplanche, she compares these activities in detail in order to determine their respective independence from the function of reality-testing. By carefully examining the concept of hallucination in the writings of Freud and Daniel Dennett, the author seeks to pinpoint the specific modalities of interaction between perceptions, ideas, wishes and actions that converge in the 'belief' and in the 'sense of reality'. The paper's main thesis consists of the distinction that it draws between immediacy-testing and reality-testing, with the further argument that this distinction not only dissipates the conceptual vagueness that generally surrounds the latter of the two concepts but also that it promotes a more precise analysis of the function of reality in dream and in virtual reality.

  2. Collaborative Virtual 3D Environment for Internet-Accessible Physics Experiments

    Directory of Open Access Journals (Sweden)

    Bettina Scheucher

    2009-08-01

    Full Text Available Abstract—Immersive 3D worlds have increasingly raised the interest of researchers and practitioners for various learning and training settings over the last decade. These virtual worlds can provide multiple communication channels between users and improve presence and awareness in the learning process. Consequently virtual 3D environments facilitate collaborative learning and training scenarios. In this paper we focus on the integration of internet-accessible physics experiments (iLabs combined with the TEALsim 3D simulation toolkit in Project Wonderland, Sun's toolkit for creating collaborative 3D virtual worlds. Within such a collaborative environment these tools provide the opportunity for teachers and students to work together as avatars as they control actual equipment, visualize physical phenomenon generated by the experiment, and discuss the results. In particular we will outline the steps of integration, future goals, as well as the value of a collaboration space in Wonderland's virtual world.

  3. EEG correlates of virtual reality hypnosis.

    Science.gov (United States)

    White, David; Ciorciari, Joseph; Carbis, Colin; Liley, David

    2009-01-01

    The study investigated hypnosis-related electroencephalographic (EEG) coherence and power spectra changes in high and low hypnotizables (Stanford Hypnotic Clinical Scale) induced by a virtual reality hypnosis (VRH) induction system. In this study, the EEG from 17 participants (Mean age = 21.35, SD = 1.58) were compared based on their hypnotizability score. The EEG recording associated with a 2-minute, eyes-closed baseline state was compared to the EEG during a hypnosis-related state. This novel induction system was able to produce EEG findings consistent with previous hypnosis literature. Interactions of significance were found with EEG beta coherence. The high susceptibility group (n = 7) showed decreased coherence, while the low susceptibility group (n = 10) demonstrated an increase in coherence between medial frontal and lateral left prefrontal sites. Methodological and efficacy issues are discussed.

  4. Dissociation in virtual reality: depersonalization and derealization

    Science.gov (United States)

    Garvey, Gregory P.

    2010-01-01

    This paper looks at virtual worlds such as Second Life7 (SL) as possible incubators of dissociation disorders as classified by the Diagnostic and Statistical Manual of Mental Disorders, 4th Edition3 (also known as the DSM-IV). Depersonalization is where "a person feels that he or she has changed in some way or is somehow unreal." Derealization when "the same beliefs are held about one's surroundings." Dissociative Identity Disorder (DID), previously known as multiple personality disorder fits users of Second Life who adopt "in-world" avatars and in effect, enact multiple distinct identities or personalities (known as alter egos or alters). Select questions from the Structured Clinical Interview for Depersonalization (SCI-DER)8 will be discussed as they might apply to the user's experience in Second Life. Finally I would like to consider the hypothesis that rather than a pathological disorder, dissociation is a normal response to the "artificial reality" of Second Life.

  5. Introduction to Virtual Reality in Education

    Directory of Open Access Journals (Sweden)

    Chris Dede

    2009-01-01

    Full Text Available As an emerging technology for learning, virtual reality (VR dates back four decades, to earlywork by Ivan Sutherland in the late 1960s. At long last, interactive media are emerging thatoffer the promise of VR in everyday settings. Quasi-VR already is commonplace in 2-1/2-Dvirtual environments like Second Life and in massively multiplayer online role-playing games(e.g., World of Warcraft. Realizing the potential of VR for education, however, is much morecomplex than simply making its interface practical and affordable. Learning applications arenot like fire, a wonderful technology that provides a benefit from merely standing in its vicinity.In education, technologies achieve their power indirectly, as catalysts for deeper content,more engaging activities, more active forms of learning and instruction, and richer types ofassessment.

  6. Serious games for screening pre-dementia conditions: from virtuality to reality? A pilot project.

    Science.gov (United States)

    Zucchella, Chiara; Sinforiani, Elena; Tassorelli, Cristina; Cavallini, Elena; Tost-Pardell, Daniela; Grau, Sergi; Pazzi, Stefania; Puricelli, Stefano; Bernini, Sara; Bottiroli, Sara; Vecchi, Tomaso; Sandrini, Giorgio; Nappi, Giuseppe

    2014-01-01

    Conventional cognitive assessment is based on a pencil-and-paper neuropsychological evaluation, which is time consuming, expensive and requires the involvement of several professionals. Information and communication technology could be exploited to allow the development of tools that are easy to use, reduce the amount of data processing, and provide controllable test conditions. Serious games (SGs) have the potential to be new and effective tools in the management and treatment of cognitive impairments Serious games for screening pre-dementia conditions: from virtuality to reality? A pilot project in the elderly. Moreover, by adopting SGs in 3D virtual reality settings, cognitive functions might be evaluated using tasks that simulate daily activities, increasing the "ecological validity" of the assessment. In this commentary we report our experience in the creation of the Smart Aging platform, a 3D SGand virtual environment-based platform for the early identification and characterization of mild cognitive impairment.

  7. Spilling the beans on java 3D: a tool for the virtual anatomist.

    Science.gov (United States)

    Guttmann, G D

    1999-04-15

    The computing world has just provided the anatomist with another tool: Java 3D, within the Java 2 platform. On December 9, 1998, Sun Microsystems released Java 2. Java 3D classes are now included in the jar (Java Archive) archives of the extensions directory of Java 2. Java 3D is also a part of the Java Media Suite of APIs (Application Programming Interfaces). But what is Java? How does Java 3D work? How do you view Java 3D objects? A brief introduction to the concepts of Java and object-oriented programming is provided. Also, there is a short description of the tools of Java 3D and of the Java 3D viewer. Thus, the virtual anatomist has another set of computer tools to use for modeling various aspects of anatomy, such as embryological development. Also, the virtual anatomist will be able to assist the surgeon with virtual surgery using the tools found in Java 3D. Java 3D will be able to fulfill gaps, such as the lack of platform independence, interactivity, and manipulability of 3D images, currently existing in many anatomical computer-aided learning programs.

  8. A virtual reality scenario for all seasons: the virtual classroom.

    Science.gov (United States)

    Rizzo, Albert A; Bowerly, Todd; Buckwalter, J Galen; Klimchuk, Dean; Mitura, Roman; Parsons, Thomas D

    2006-01-01

    Treatment and rehabilitation of the cognitive, psychological, and motor sequelae of central nervous system dysfunction often relies on assessment instruments to inform diagnosis and to track changes in clinical status. Typically, these assessments employ paper-and-pencil psychometrics, hands-on analog/computer tests, and rating of behavior within the context of real-world functional environments. Virtual reality offers the option to produce and distribute identical "standard" simulation environments in which performance can be measured and rehabilitated. Within such digital scenarios, normative data can be accumulated for performance comparisons needed for assessment/diagnosis and for treatment/rehabilitation purposes. In this manner, reusable archetypic virtual environments constructed for one purpose can also be applied for applications addressing other clinical targets. This article will provide a review of such a retooling approach using a virtual classroom simulation that was originally developed as a controlled stimulus environment in which attention processes could be systematically assessed in children with attention-deficit/hyperactivity disorder. This system is now being applied to other clinical targets including the development of tests that address other cognitive functions, eye movement under distraction conditions, social anxiety disorder, and the creation of an earthquake safety training application for children with developmental and learning disabilities.

  9. COMBINATION OF VIRTUAL TOURS, 3D MODEL AND DIGITAL DATA IN A 3D ARCHAEOLOGICAL KNOWLEDGE AND INFORMATION SYSTEM

    Directory of Open Access Journals (Sweden)

    M. Koehl

    2012-08-01

    Full Text Available The site of the Engelbourg ruined castle in Thann, Alsace, France, has been for some years the object of all the attention of the city, which is the owner, and also of partners like historians and archaeologists who are in charge of its study. The valuation of the site is one of the main objective, as well as its conservation and its knowledge. The aim of this project is to use the environment of the virtual tour viewer as new base for an Archaeological Knowledge and Information System (AKIS. With available development tools we add functionalities in particular through diverse scripts that convert the viewer into a real 3D interface. By beginning with a first virtual tour that contains about fifteen panoramic images, the site of about 150 times 150 meters can be completely documented by offering the user a real interactivity and that makes visualization very concrete, almost lively. After the choice of pertinent points of view, panoramic images were realized. For the documentation, other sets of images were acquired at various seasons and climate conditions, which allow documenting the site in different environments and states of vegetation. The final virtual tour was deducted from them. The initial 3D model of the castle, which is virtual too, was also joined in the form of panoramic images for completing the understanding of the site. A variety of types of hotspots were used to connect the whole digital documentation to the site, including videos (as reports during the acquisition phases, during the restoration works, during the excavations, etc., digital georeferenced documents (archaeological reports on the various constituent elements of the castle, interpretation of the excavations and the searches, description of the sets of collected objects, etc.. The completely personalized interface of the system allows either to switch from a panoramic image to another one, which is the classic case of the virtual tours, or to go from a panoramic

  10. Combination of Virtual Tours, 3d Model and Digital Data in a 3d Archaeological Knowledge and Information System

    Science.gov (United States)

    Koehl, M.; Brigand, N.

    2012-08-01

    The site of the Engelbourg ruined castle in Thann, Alsace, France, has been for some years the object of all the attention of the city, which is the owner, and also of partners like historians and archaeologists who are in charge of its study. The valuation of the site is one of the main objective, as well as its conservation and its knowledge. The aim of this project is to use the environment of the virtual tour viewer as new base for an Archaeological Knowledge and Information System (AKIS). With available development tools we add functionalities in particular through diverse scripts that convert the viewer into a real 3D interface. By beginning with a first virtual tour that contains about fifteen panoramic images, the site of about 150 times 150 meters can be completely documented by offering the user a real interactivity and that makes visualization very concrete, almost lively. After the choice of pertinent points of view, panoramic images were realized. For the documentation, other sets of images were acquired at various seasons and climate conditions, which allow documenting the site in different environments and states of vegetation. The final virtual tour was deducted from them. The initial 3D model of the castle, which is virtual too, was also joined in the form of panoramic images for completing the understanding of the site. A variety of types of hotspots were used to connect the whole digital documentation to the site, including videos (as reports during the acquisition phases, during the restoration works, during the excavations, etc.), digital georeferenced documents (archaeological reports on the various constituent elements of the castle, interpretation of the excavations and the searches, description of the sets of collected objects, etc.). The completely personalized interface of the system allows either to switch from a panoramic image to another one, which is the classic case of the virtual tours, or to go from a panoramic photographic image

  11. Virtual reality, augmented reality, and robotics applied to digestive operative procedures: from in vivo animal preclinical studies to clinical use

    Science.gov (United States)

    Soler, Luc; Marescaux, Jacques

    2006-04-01

    Technological innovations of the 20 th century provided medicine and surgery with new tools, among which virtual reality and robotics belong to the most revolutionary ones. Our work aims at setting up new techniques for detection, 3D delineation and 4D time follow-up of small abdominal lesions from standard mecial images (CT scsan, MRI). It also aims at developing innovative systems making tumor resection or treatment easier with the use of augmented reality and robotized systems, increasing gesture precision. It also permits a realtime great distance connection between practitioners so they can share a same 3D reconstructed patient and interact on a same patient, virtually before the intervention and for real during the surgical procedure thanks to a telesurgical robot. In preclinical studies, our first results obtained from a micro-CT scanner show that these technologies provide an efficient and precise 3D modeling of anatomical and pathological structures of rats and mice. In clinical studies, our first results show the possibility to improve the therapeutic choice thanks to a better detection and and representation of the patient before performing the surgical gesture. They also show the efficiency of augmented reality that provides virtual transparency of the patient in real time during the operative procedure. In the near future, through the exploitation of these systems, surgeons will program and check on the virtual patient clone an optimal procedure without errors, which will be replayed on the real patient by the robot under surgeon control. This medical dream is today about to become reality.

  12. A Parameterizable Framework for Replicated Experiments in Virtual 3D Environments

    Science.gov (United States)

    Biella, Daniel; Luther, Wolfram

    This paper reports on a parameterizable 3D framework that provides 3D content developers with an initial spatial starting configuration, metaphorical connectors for accessing exhibits or interactive 3D learning objects or experiments, and other optional 3D extensions, such as a multimedia room, a gallery, username identification tools and an avatar selection room. The framework is implemented in X3D and uses a Web-based content management system. It has been successfully used for an interactive virtual museum for key historical experiments and in two additional interactive e-learning implementations: an African arts museum and a virtual science centre. It can be shown that, by reusing the framework, the production costs for the latter two implementations can be significantly reduced and content designers can focus on developing educational content instead of producing cost-intensive out-of-focus 3D objects.

  13. Using voice input and audio feedback to enhance the reality of a virtual experience

    Energy Technology Data Exchange (ETDEWEB)

    Miner, N.E.

    1994-04-01

    Virtual Reality (VR) is a rapidly emerging technology which allows participants to experience a virtual environment through stimulation of the participant`s senses. Intuitive and natural interactions with the virtual world help to create a realistic experience. Typically, a participant is immersed in a virtual environment through the use of a 3-D viewer. Realistic, computer-generated environment models and accurate tracking of a participant`s view are important factors for adding realism to a virtual experience. Stimulating a participant`s sense of sound and providing a natural form of communication for interacting with the virtual world are equally important. This paper discusses the advantages and importance of incorporating voice recognition and audio feedback capabilities into a virtual world experience. Various approaches and levels of complexity are discussed. Examples of the use of voice and sound are presented through the description of a research application developed in the VR laboratory at Sandia National Laboratories.

  14. Preoperative Planning Using 3D Reconstructions and Virtual Endoscopy for Location of the Frontal Sinus

    Directory of Open Access Journals (Sweden)

    Abreu, João Paulo Saraiva

    2011-01-01

    Full Text Available Introduction: Computed tomography (TC generated tridimensional (3D reconstructions allow the observation of cavities and anatomic structures of our body with detail. In our specialty there have been attempts to carry out virtual endoscopies and laryngoscopies. However, such application has been practically abandoned due to its complexity and need for computers with high power of graphic processing. Objective: To demonstrate the production of 3D reconstructions from CTs of patients in personal computers, with a free specific program and compare them to the surgery actual endoscopic images. Method: Prospective study in which the CTs proper files of 10 patients were reconstructed with the program Intage Realia, version 2009, 0, 0, 702 (KGT Inc., Japan. The reconstructions were carried out before the surgeries and a virtual endoscopy was made to assess the recess and frontal sinus region. After this study, the surgery was digitally performed and stored. The actual endoscopic images of the recess and frontal sinus region were compared to the virtual images. Results: The 3D reconstruction and virtual endoscopy were made in 10 patients submitted to the surgery. The virtual images had a large resemblance with the actual surgical images. Conclusion: With relatively simple tools and personal computer, we demonstrated the possibility to generate 3D reconstructions and virtual endoscopies. The preoperative knowledge of the frontal sinus natural draining path location may generate benefits during the performance of surgeries. However, more studies must be developed for the evaluation of the real roles of such 3D reconstructions and virtual endoscopies.

  15. The Arnolfini Portrait in 3d: Creating Virtual World of a Painting with Inconsistent Perspective

    NARCIS (Netherlands)

    Jansen, P.H.; Ruttkay, Z.M.; Arnold, D. B.; Ferko, A.

    2007-01-01

    We report on creating a 3d virtual reconstruction of the scene shown in "The Arnolfini Portrait" by Jan van Eyck. This early Renaissance painting, if painted faithfully, should confirm to one-point perspective, however it has several vanishing points instead of one. Hence our 3d reconstruction had t

  16. Simulating hemispatial neglect with virtual reality

    Directory of Open Access Journals (Sweden)

    Yoshizawa Makoto

    2007-07-01

    Full Text Available Abstract Background Hemispatial neglect is a cognitive disorder defined as a lack of attention for stimuli contra-lateral to the brain lesion. The assessment is traditionally done with basic pencil and paper tests and the rehabilitation programs are generally not well adapted. We propose a virtual reality system featuring an eye-tracking device for a better characterization of the neglect that will lead to new rehabilitation techniques. Methods This paper presents a comparison of eye-gaze patterns of healthy subjects, patients and healthy simulated patients on a virtual line bisection test. The task was also executed with a reduced visual field condition hoping that fewer stimuli would limit the neglect. Results We found that patients and healthy simulated patients had similar eye-gaze patterns. However, while the reduced visual field condition had no effect on the healthy simulated patients, it actually had a negative impact on the patients. We discuss the reasons for these differences and how they relate to the limitations of the neglect simulation. Conclusion We argue that with some improvements the technique could be used to determine the potential of new rehabilitation techniques and also help the rehabilitation staff or the patient's relatives to better understand the neglect condition.

  17. Tactile display for virtual 3D shape rendering

    CERN Document Server

    Mansutti, Alessandro; Bordegoni, Monica; Cugini, Umberto

    2017-01-01

    This book describes a novel system for the simultaneous visual and tactile rendering of product shapes which allows designers to simultaneously touch and see new product shapes during the conceptual phase of product development. This system offers important advantages, including potential cost and time savings, compared with the standard product design process in which digital 3D models and physical prototypes are often repeatedly modified until an optimal design is achieved. The system consists of a tactile display that is able to represent, within a real environment, the shape of a product. Designers can explore the rendered surface by touching curves lying on the product shape, selecting those curves that can be considered style features and evaluating their aesthetic quality. In order to physically represent these selected curves, a flexible surface is modeled by means of servo-actuated modules controlling a physical deforming strip. The tactile display is designed so as to be portable, low cost, modular,...

  18. Virtual, augmented reality and serious games for healthcare

    CERN Document Server

    Jain, Lakhmi; Anderson, Paul

    2014-01-01

    There is a tremendous interest among researchers for the development of virtual, augmented reality and games technologies due to their widespread applications in medicine and healthcare. To date the major applications of these technologies include medical simulation, telemedicine, medical and healthcare training, pain control, visualisation aid for surgery, rehabilitation in cases such as stroke, phobia, and trauma therapies. Many recent studies have identified the benefits of using Virtual Reality, Augmented Reality, or serious games in a variety of medical applications.   This research volume on Virtual, Augmented Reality and Serious Games for Healthcare 1 offers an insightful introduction to the theories, development and applications of virtual, augmented reality and digital games technologies in medical and clinical settings and healthcare in general. It is divided into six sections: section one presents a selection of applications in medical education and healthcare management; Section two relates to th...

  19. Exploring Urban Environments Using Virtual and Augmented Reality

    Directory of Open Access Journals (Sweden)

    Stelios Papakonstantinou

    2007-02-01

    Full Text Available In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location and orientation of the user, while the augmented reality interface uses computer vision techniques to capture patterns from the real environment and overlay additional way-finding information, aligned with real imagery, in real-time. The knowledge obtained from the evaluation of the virtual reality navigational experience has been used to inform the design of the augmented reality interface. Initial results of the user testing of the experimental augmented reality system for navigation are presented.

  20. Virtual reality: using the virtual world to improve quality of life in the real world.

    Science.gov (United States)

    Anderson, P L; Rothbaum, B O; Hodges, L

    2001-01-01

    Mental health professionals are increasingly integrating advances in technology to improve the health of those in their care (American Psychological Association, 2000). The authors describe the immersive properties of virtual reality and its importance for clinical purposes and then review the literature describing current clinical applications of virtual reality (VR) and research documenting its efficacy. Virtual reality has been used in the treatment of specific phobias, posttraumatic stress disorder, eating disorders, and pain management.

  1. Implementing virtual reality interfaces for the geosciences

    Energy Technology Data Exchange (ETDEWEB)

    Bethel, W.; Jacobsen, J. [Lawrence Berkeley National Laboratory, CA (United States); Austin, A.; Lederer, M. [BP Exploration, Houston, TX (United States); Little, T. [Landmark Graphics Corp., Houston, TX (United States)

    1996-06-01

    For the past few years, a multidisciplinary team of computer and earth scientists at Lawrence Berkeley National Laboratory has been exploring the use of advanced user interfaces, commonly called {open_quotes}Virtual Reality{close_quotes} (VR), coupled with visualization and scientific computing software. Working closely with industry, these efforts have resulted in an environment in which VR technology is coupled with existing visualization and computational tools. VR technology may be thought of as a user interface. It is useful to think of a spectrum, ranging the gamut from command-line interfaces to completely immersive environments. In the former, one uses the keyboard to enter three or six-dimensional parameters. In the latter, three or six-dimensional information is provided by trackers contained either in hand-held devices or attached to the user in some fashion, e.g. attached to a head-mounted display. Rich, extensible and often complex languages are a vehicle whereby the user controls parameters to manipulate object position and location in a virtual world, but the keyboard is the obstacle in that typing is cumbersome, error-prone and typically slow. In the latter, the user can interact with these parameters by means of motor skills which are highly developed. Two specific geoscience application areas will be highlighted. In the first, we have used VR technology to manipulate three-dimensional input parameters, such as the spatial location of injection or production wells in a reservoir simulator. In the second, we demonstrate how VR technology has been used to manipulate visualization tools, such as a tool for computing streamlines via manipulation of a {open_quotes}rake.{close_quotes} The rake is presented to the user in the form of a {open_quotes}virtual well{close_quotes} icon, and provides parameters used by the streamlines algorithm.

  2. ENGEMBANGAN VIRTUAL CLASS UNTUK PEMBELAJARAN AUGMENTED REALITY BERBASIS ANDROID

    Directory of Open Access Journals (Sweden)

    Rifiana Arief

    2015-02-01

    Full Text Available ABSTRACT Augmanted Reality for android handphone has been a trend among collage students of computer department who join New Media course. To develop this application, the knowladge about visual presentation theory and case study of Augmanted Reality on android phoneneed to be conducted. Learning media through virtual class can facilitate the students’ needs in learning and developing Augmanted Reality. The method of this study in developing virtual class for Augmented Reality learning were: a having preparation to arrange learning unit, b analyzing and developing the content of learning materials, c designing storyboard or scenario of the virtual class, d making website of virtual class, e implementing the website as facility of online learning for Augmanted Reality. The available facilities in virtual class were to check learning units, to choose and download the material in the forms of e-book and presentation slides, to open the relevant website link for material enrichment as well as students’ practice with pre-test and post-test for measuring students’ understanding. By implementing virtual class for Augmanted Reality learning based Android, it is expected to provide alternative learning strategies for students that are interesting and easy to understand. The students are expected to be able to utilize this facility optimally in order to achieve the purposes of learning process and graduates’ competence. Keywords: VirtualClass, Augmented Reality (AR

  3. Spatial integration of boundaries in a 3D virtual environment.

    Science.gov (United States)

    Bouchekioua, Youcef; Miller, Holly C; Craddock, Paul; Blaisdell, Aaron P; Molet, Mikael

    2013-10-01

    Prior research, using two- and three-dimensional environments, has found that when both human and nonhuman animals independently acquire two associations between landmarks with a common landmark (e.g., LM1-LM2 and LM2-LM3), each with its own spatial relationship, they behave as if the two unique LMs have a known spatial relationship despite their never having been paired. Seemingly, they have integrated the two associations to create a third association with its own spatial relationship (LM1-LM3). Using sensory preconditioning (Experiment 1) and second-order conditioning (Experiment 2) procedures, we found that human participants integrated information about the boundaries of pathways to locate a goal within a three-dimensional virtual environment in the absence of any relevant landmarks. Spatial integration depended on the participant experiencing a common boundary feature with which to link the pathways. These results suggest that the principles of associative learning also apply to the boundaries of an environment.

  4. Computer-assisted three-dimensional surgical planning: 3D virtual articulator: technical note.

    Science.gov (United States)

    Ghanai, S; Marmulla, R; Wiechnik, J; Mühling, J; Kotrikova, B

    2010-01-01

    This study presents a computer-assisted planning system for dysgnathia treatment. It describes the process of information gathering using a virtual articulator and how the splints are constructed for orthognathic surgery. The deviation of the virtually planned splints is shown in six cases on the basis of conventionally planned cases. In all cases the plaster models were prepared and scanned using a 3D laser scanner. Successive lateral and posterior-anterior cephalometric images were used for reconstruction before surgery. By identifying specific points on the X-rays and marking them on the virtual models, it was possible to enhance the 2D images to create a realistic 3D environment and to perform virtual repositioning of the jaw. A hexapod was used to transfer the virtual planning to the real splints. Preliminary results showed that conventional repositioning could be replicated using the virtual articulator.

  5. Applications of Panoramic Images: from 720° Panorama to Interior 3d Models of Augmented Reality

    Science.gov (United States)

    Lee, I.-C.; Tsai, F.

    2015-05-01

    A series of panoramic images are usually used to generate a 720° panorama image. Although panoramic images are typically used for establishing tour guiding systems, in this research, we demonstrate the potential of using panoramic images acquired from multiple sites to create not only 720° panorama, but also three-dimensional (3D) point clouds and 3D indoor models. Since 3D modeling is one of the goals of this research, the location of the panoramic sites needed to be carefully planned in order to maintain a robust result for close-range photogrammetry. After the images are acquired, panoramic images are processed into 720° panoramas, and these panoramas which can be used directly as panorama guiding systems or other applications. In addition to these straightforward applications, interior orientation parameters can also be estimated while generating 720° panorama. These parameters are focal length, principle point, and lens radial distortion. The panoramic images can then be processed with closerange photogrammetry procedures to extract the exterior orientation parameters and generate 3D point clouds. In this research, VisaulSFM, a structure from motion software is used to estimate the exterior orientation, and CMVS toolkit is used to generate 3D point clouds. Next, the 3D point clouds are used as references to create building interior models. In this research, Trimble Sketchup was used to build the model, and the 3D point cloud was added to the determining of locations of building objects using plane finding procedure. In the texturing process, the panorama images are used as the data source for creating model textures. This 3D indoor model was used as an Augmented Reality model replacing a guide map or a floor plan commonly used in an on-line touring guide system. The 3D indoor model generating procedure has been utilized in two research projects: a cultural heritage site at Kinmen, and Taipei Main Station pedestrian zone guidance and navigation system. The

  6. Development and application of visual support module for remote operator in 3D virtual environment

    Energy Technology Data Exchange (ETDEWEB)

    Choi, Kyung Hyun; Cho, Soo Jeong; Yang, Kyung Boo [Cheju Nat. Univ., Jeju (Korea, Republic of); Bae, Chang Hyun [Pusan Nat. Univ., Busan (Korea, Republic of)

    2006-02-15

    In this research, the 3D graphic environment was developed for remote operation, and included the visual support module. The real operation environment was built by employing a experiment robot, and also the identical virtual model was developed. The well-designed virtual models can be used to retrieve the necessary conditions for developing the devices and processes. The integration of 3D virtual models, the experimental operation environment, and the visual support module was used for evaluating the operation efficiency and accuracy by applying different methods such as only monitor image and with visual support module.

  7. Between the Real and the Virtual: 3D visualization in the Cultural Heritage domain - expectations and prospects

    Directory of Open Access Journals (Sweden)

    Sorin Hermon

    2011-05-01

    Full Text Available The paper discusses two uses of 3D Visualization and Virtual Reality (hereafter VR of Cultural Heritage (CH assets: a less used one, in the archaeological / historical research and a more frequent one, as a communication medium in CH museums. While technological effort has been mainly invested in improving the “accuracy” of VR (determined as how truthfully it reproduces the “CH reality”, issues related to scientific requirements, (data transparency, separation between “real” and “virtual”, etc., are largely neglected, or at least not directly related to the 3D outcome, which may explain why, after more than twenty years of producing VR models, they are still rarely used in the archaeological research. The paper will present a proposal for developing VR tools as such as to be meaningful CH research tools as well as a methodology for designing VR outcomes to be used as a communication medium in CH museums.

  8. A computer-based training system combining virtual reality and multimedia

    Energy Technology Data Exchange (ETDEWEB)

    Stansfield, S.A.

    1993-04-28

    Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment: The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.

  9. Understanding Human Perception of Building Categories in Virtual 3d Cities - a User Study

    Science.gov (United States)

    Tutzauer, P.; Becker, S.; Niese, T.; Deussen, O.; Fritsch, D.

    2016-06-01

    Virtual 3D cities are becoming increasingly important as a means of visually communicating diverse urban-related information. To get a deeper understanding of a human's cognitive experience of virtual 3D cities, this paper presents a user study on the human ability to perceive building categories (e.g. residential home, office building, building with shops etc.) from geometric 3D building representations. The study reveals various dependencies between geometric properties of the 3D representations and the perceptibility of the building categories. Knowledge about which geometries are relevant, helpful or obstructive for perceiving a specific building category is derived. The importance and usability of such knowledge is demonstrated based on a perception-guided 3D building abstraction process.

  10. Use of Virtual Reality for Space Flight

    Science.gov (United States)

    Harm, Deborah; Taylor, L. C.; Reschke, M. F.

    2011-01-01

    Virtual environments offer unique training opportunities, particularly for training astronauts and preadapting them to the novel sensory conditions of microgravity. Two unresolved human factors issues in virtual reality (VR) systems are: 1) potential "cybersickness", and 2) maladaptive sensorimotor performance following exposure to VR systems. Interestingly, these aftereffects are often quite similar to adaptive sensorimotor responses observed in astronauts during and/or following space flight. Active exploratory behavior in a new environment, with resulting feedback and the formation of new associations between sensory inputs and response outputs, promotes appropriate perception and motor control in the new environment. Thus, people adapt to consistent, sustained alterations of sensory input such as those produced by microgravity. Our research examining the effects of repeated exposures to a full field of view dome VR system showed that motion sickness and initial decrements in eye movement and postural control were greatly diminished following three exposures. These results suggest that repeated transitions between VR and the normal environment preflight might be a useful countermeasure for neurosensory and sensorimotor effects of space flight. The range of VR applications is enormous, extending from ground-based VR training for extravehicular activities at NASA, to medical and educational uses. It seems reasonable to suggest that other space related uses of VR should be investigated. For example, 1) use of head-mounted VR on orbit to rehearse/practice upcoming operational activities, and 2) ground-based VR training for emergency egress procedures. We propose that by combining VR designed for operational activities preflight, along with an appropriate schedule to facilitate sensorimotor adaptation and improve spatial orientation would potentially accomplish two important goals for astronauts and cosmonauts, preflight sensorimotor adaption and enhanced operational

  11. COMPUTER LEARNING SIMULATOR WITH VIRTUAL REALITY FOR OPHTHALMOLOGY

    Directory of Open Access Journals (Sweden)

    Valeria V. Gribova

    2013-01-01

    Full Text Available A toolset of a medical computer learning simulator for ophthalmology with virtual reality and its implementation are considered in the paper. The simulator is oriented for professional skills training for students of medical universities. 

  12. A new approach towards image based virtual 3D city modeling by using close range photogrammetry

    Science.gov (United States)

    Singh, S. P.; Jain, K.; Mandla, V. R.

    2014-05-01

    3D city model is a digital representation of the Earth's surface and it's related objects such as building, tree, vegetation, and some manmade feature belonging to urban area. The demand of 3D city modeling is increasing day to day for various engineering and non-engineering applications. Generally three main image based approaches are using for virtual 3D city models generation. In first approach, researchers used Sketch based modeling, second method is Procedural grammar based modeling and third approach is Close range photogrammetry based modeling. Literature study shows that till date, there is no complete solution available to create complete 3D city model by using images. These image based methods also have limitations This paper gives a new approach towards image based virtual 3D city modeling by using close range photogrammetry. This approach is divided into three sections. First, data acquisition process, second is 3D data processing, and third is data combination process. In data acquisition process, a multi-camera setup developed and used for video recording of an area. Image frames created from video data. Minimum required and suitable video image frame selected for 3D processing. In second section, based on close range photogrammetric principles and computer vision techniques, 3D model of area created. In third section, this 3D model exported to adding and merging of other pieces of large area. Scaling and alignment of 3D model was done. After applying the texturing and rendering on this model, a final photo-realistic textured 3D model created. This 3D model transferred into walk-through model or in movie form. Most of the processing steps are automatic. So this method is cost effective and less laborious. Accuracy of this model is good. For this research work, study area is the campus of department of civil engineering, Indian Institute of Technology, Roorkee. This campus acts as a prototype for city. Aerial photography is restricted in many country

  13. Measuring performance in virtual reality phacoemulsification surgery

    Science.gov (United States)

    Söderberg, Per; Laurell, Carl-Gustaf; Simawi, Wamidh; Skarman, Eva; Nordh, Leif; Nordqvist, Per

    2008-02-01

    We have developed a virtual reality (VR) simulator for phacoemulsification surgery. The current work aimed at developing a relative performance index that characterizes the performance of an individual trainee. We recorded measurements of 28 response variables during three iterated surgical sessions in 9 experienced cataract surgeons, separately for the sculpting phase and the evacuation phase of phacoemulsification surgery and compared their outcome to that of a reference group of naive trainees. We defined an individual overall performance index, an individual class specific performance index and an individual variable specific performance index. We found that on an average the experienced surgeons performed at a lower level than a reference group of naive trainees but that this was particularly attributed to a few surgeons. When their overall performance index was further analyzed as class specific performance index and variable specific performance index it was found that the low level performance was attributed to a behavior that is acceptable for an experienced surgeon but not for a naive trainee. It was concluded that relative performance indices should use a reference group that corresponds to the measured individual since the definition of optimal surgery may vary among trainee groups depending on their level of experience.

  14. Really, Really Real...Almost——Virtual Reality

    Institute of Scientific and Technical Information of China (English)

    杨仲言

    1995-01-01

    Shana Collier, 17, is running fast; a hungry pterodactyl is on her trail. She ducks behind a giant pillar and waves her arms to ward off the predator. but it’s too late. One more teen becomes prehistoric pet food. Sound like a bad dream? Actually, it’s Dactyl Nightmare, a new arcade game that employs the technology of virtual reality(VR).Virtual reality uses

  15. Virtual reality musical instruments: Guidelines for multisensory interaction design

    DEFF Research Database (Denmark)

    Serafin, Stefania; Erkut, Cumhur; Kojs, Juraj

    2016-01-01

    The rapid development and availability of low cost technologies has created a wide interest in virtual reality (VR), but how to design and evaluate multisensory interactions in VR remains as a challenge. In this paper, we focus on virtual reality musical instruments, present an overview of our...... design and evaluation guidelines, and examine historical case studies. Our main contribution is to inform the design and evaluation of the future VRMIs and consider the challenges....

  16. Exploring Urban Environments Using Virtual and Augmented Reality

    OpenAIRE

    Liarokapis, Fotis; Brujic-Okretic, Vesna; Papakonstantinou, Stelios

    2006-01-01

    In this paper, we propose the use of specific system architecture, based on mobile device, for navigation in urban environments. The aim of this work is to assess how virtual and augmented reality interface paradigms can provide enhanced location based services using real-time techniques in the context of these two different technologies. The virtual reality interface is based on faithful graphical representation of the localities of interest, coupled with sensory information on the location ...

  17. Math world: A game-based 3D Virtual Learning Environment (3D VLE) for second graders

    CERN Document Server

    Maitem, Jean; Rabago, Lorena; Tanguilig, Bartolome

    2012-01-01

    This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE) to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured in terms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement th...

  18. Math World: A Game-Based 3D Virtual Learning Environment (3D VLE for Second Graders

    Directory of Open Access Journals (Sweden)

    Jean Maitem

    2012-03-01

    Full Text Available This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured interms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement the conventional approaches of teaching.

  19. Math World: A Game-Based 3D Virtual Learning Environment (3D VLE for Second Graders

    Directory of Open Access Journals (Sweden)

    Jean Maitem

    2012-02-01

    Full Text Available This paper intends to introduce a game-based 3D Virtual Learning Environment (VLE to second graders. The impetus arose from the need to make learning in mathematics more effective and interesting through multimedia. Applied in a game, the basic mathematical operations such as addition, subtraction, multiplication, and division are expected to performed by learners as they represent themselves as avatars while they immerse in a quest of digital objects in the VLE called Math World. Educational attributes such as mentality change, emotional fulfillment, knowledge enhancement, thinking skills development, and bodily coordination are evaluated to ensure learning effectiveness. Also, game playability measured in terms of game plays, story, mechanics and interface usability are examined for its educative design. With an aggregate of these enhanced indices, results attest that objectives were met while making mathematics an interesting, motivating and enjoyable subject, hence VLE a significant tool to complement the conventional approaches of teaching.

  20. Moving from Virtual Reality Exposure-Based Therapy to Augmented Reality Exposure-Based Therapy: A Review

    OpenAIRE

    2014-01-01

    This paper reviews the move from virtual reality exposure-based therapy to augmented reality exposure-based therapy (ARET). Unlike virtual reality (VR), which entails a complete virtual environment (VE), augmented reality (AR) limits itself to producing certain virtual elements to then merge them into the view of the physical world. Although, the general public may only have become aware of AR in the last few years, AR type applications have been around since beginning of the twentieth centur...

  1. Visualization of three-dimensional ultra-high resolution OCT in virtual reality.

    Science.gov (United States)

    Schulze, Jürgen P; Schulze-Döbold, Claudia; Erginay, Ali; Tadayoni, Ramin

    2013-01-01

    Three-dimensional reconstruction of optical coherence tomography (OCT) images is a modern technique that helps interpret the images and understand the underlying disease. However, the 3D reconstruction displayed on commercial devices is of limited quality: images are shown on 2D screens and it is difficult or impossible to adjust the view point and capture the data set from a meaningful perspective. We did a preliminary study to evaluate the applicability of a novel, 3D TV-based virtual reality system with interactive volume rendering software to clinical diagnostics and present a workflow, which can incorporate virtual reality technology at various levels of immersion into the daily medical practice, from interactive VR systems to printed media.

  2. Role of virtual reality for cerebral palsy management.

    Science.gov (United States)

    Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy

    2014-08-01

    Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments.

  3. Virtual reality: A human centered tool for improving Manufacturing

    CERN Document Server

    Bennis, Fouad; Dépincé, Philippe

    2007-01-01

    Manufacturing is using Virtual Reality tools to enhance the product life cycle. Their definitions are still in flux and it is necessary to define their connections. Thus, firstly, we will introduce more closely some definitions where we will find that, if the Virtual manufacturing concepts originate from machining operations and evolve in this manufacturing area, there exist a lot of applications in different fields such as casting, forging, sheet metalworking and robotics (mechanisms). From the recent projects in Europe or in USA, we notice that the human perception or the simulation of mannequin is more and more needed in both fields. In this context, we have isolated some applications as ergonomic studies, assembly and maintenance simulation, design or training where the virtual reality tools can be applied. Thus, we find out a family of applications where the virtual reality tools give the engineers the main role in the optimization process. We will illustrate our paper by several examples where virtual r...

  4. Augmented Reality Platforms for Virtual Fitting Rooms

    Directory of Open Access Journals (Sweden)

    Ioannis Pachoulakis

    2012-08-01

    Full Text Available Multi-sensor body scanners combined with new algorithms and social media technologies have started a revolutionary shift away from the classic desktop paradigm and into the direction of intuitive, “natural interaction” where people interface with the technological world through hand gestures, speech and body language. This article reviews recent examples of Virtual Fitting Rooms (VFRs and supporting technologies which facilitate the shopping experience by letting customers to try-on apparel and/or mixand-match accessories without being physically present in the retail shop. These platforms are not only powerful decision tools for the on-line shopper, but also contribute to the fun factor of in-store shopping. Using depth scanning techniques, VFRs can create accurate 3D models of shoppers and meaningfully query retail digital catalogs, filter out non-fitting items and allow customers assess the styling and matching aspects in real time. In addition, omnipresent social networking features allow sending photos or videos of the shopper wearing the apparel for quick feedback. The quality of service provided by current VFRs is sufficiently high to boost sales but also minimize returns due to improper fit.

  5. Augmented Reality Platforms for Virtual Fitting Rooms

    Directory of Open Access Journals (Sweden)

    Ioannis Pachoulakis

    2012-09-01

    Full Text Available Multi-sensor body scanners combined with new algorithms and social media technologies have started a revolutionary shift away from the classic desktop paradigm and into the direction of intuitive, “natural interaction” where people interface with the technological world through hand gestures, speech and body language. This article reviews recent examples of Virtual Fitting Rooms (VFRs and supporting technologies which facilitate the shopping experience by letting customers to try-on apparel and/or mixand-match accessories without being physically present in the retail shop. These platforms are not only powerful decision tools for the on-line shopper, but also contribute to the fun factor of in-store shopping. Using depth scanning techniques, VFRs can create accurate 3D models of shoppers and meaningfully query retail digital catalogs, filter out non-fitting items and allow customers assess the styling andmatching aspects in real time. In addition, omnipresent social networking features allow sending photos or videos of the shopper wearing the apparel for quick feedback. The quality of service provided by current VFRs is sufficiently high to boost sales but also minimize returns due to improper fit.

  6. The Usability of Online Geographic Virtual Reality for Urban Planning

    Science.gov (United States)

    Zhang, S.; Moore, A. B.

    2013-08-01

    Virtual reality (VR) technology is starting to become widely and freely available (for example the online OpenSimulator tool), with potential for use in 3D urban planning and design tasks but still needing rigorous assessment to establish this. A previous study consulted with a small group of urban professionals, who concluded in a satisfaction usability test that online VR had potential value as a usable 3D communication and remote marketing tool but acknowledged that visual quality and geographic accuracy were obstacles to overcome. This research takes the investigation a significant step further to also examine the usability aspects of efficiency (how quickly tasks are completed) and effectiveness (how successfully tasks are completed), relating to OpenSimulator in an urban planning situation. The comparative study pits a three-dimensional VR model (with increased graphic fidelity and geographic content to address the feedback of the previous study) of a subdivision design (in a Dunedin suburb) against 3D models built with GIS (ArcGIS) and CAD (BricsCAD) tools, two types of software environment well established in urban professional practice. Urban professionals participated in the study by attempting to perform timed tasks correctly in each of the environments before being asked questions about the technologies involved and their perceived importance to their professional work. The results reinforce the positive feedback for VR of the previous study, with the graphical and geographic data issues being somewhat addressed (though participants stressed the need for accurate and precise object and terrain modification capabilities in VR). Ease-ofuse and associated fastest task completion speed were significant positive outcomes to emerge from the comparison with GIS and CAD, pointing to a strong future for VR in an urban planning context.

  7. Special Section: New Ways to Detect Colon Cancer 3-D virtual screening now being used

    Science.gov (United States)

    ... organ, like the colon—and view it in virtual reality." Later, he and his team used it with anatomically detailed, three-dimensional representations of a cadaver (dead body) from the National Library of Medicine's Visible Human project (www.nlm.nih.gov). By ...

  8. Optimizing Real-Time Performance of 3D Virtual Mining Environment with MultiGen Creator

    Institute of Scientific and Technical Information of China (English)

    WANGWei-chen; JIANGXiao-hong; HANKe-qi; HANWen-ji

    2004-01-01

    System optimization plays a crucial role in developing VR system after 3D modeling, affecting the system's Immersion and Interaction performance enormously. In this article, several key techniques of optimizing a virtual mining system were discussed: optimizing 3D models to keep the polygon number in VR system within target hardware's processing ability;optimizing texture database to save texture memory with perfect visual effect; optimizing database hierarchy structure to accelerate model retrieval; and optimizing LOD hierarchy structure to speed up rendering~

  9. Intelligent Virtual Agent: Creating a Multi-modal 3D Avatar Interface

    OpenAIRE

    Dunne, Mark; Mac Namee, Brian; Kelleher, John

    2009-01-01

    Human-computer interactions can be greatly enhanced by the use of 3D avatars, representing both human users and computer systems in 3D virtual spaces. This allows the human user to interface with the computer system in a natural and intuitive human-to-human dialog (human face-to-face conversation). Hence, continuing to blur the boundaries between the real and virtual worlds. This proposed avatar system will go a step further and will use a camera to track the user’s head and eye movements dur...

  10. Using Immersive Virtual Reality for Electrical Substation Training

    Science.gov (United States)

    Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana

    2015-01-01

    Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…

  11. Self-Characterstics and Sound in Immersive Virtual Reality

    DEFF Research Database (Denmark)

    Sikström, Erik; Götzen, Amalia De; Serafin, Stefania

    This experiment aimed to investigate whether a user controlling a full body avatar via real time motion tracking in an immersive virtual reality setup, would estimate the weight of the virtual avatar differently if the footstep sounds are manipulated using three different audio filter settings...

  12. Disguising Rotational Gain for Redirected Walking in Virtual Reality

    DEFF Research Database (Denmark)

    Paludan, Anders Glud; Elbaek, Jacob; Mortensen, Mathias Helmuth

    2016-01-01

    In virtual reality environments that allow users to walk freely, the area of the virtual environment (VE) is constrained to the size of the tracking area. By using redirection techniques, this problem can be partially circumvented; one of the techniques involves rotating the user more or less...

  13. Virtual Reality as a Tool in the Education

    Science.gov (United States)

    Piovesan, Sandra Dutra; Passerino, Liliana Maria; Pereira, Adriana Soares

    2012-01-01

    The virtual reality is being more and more used in the education, enabling the student to find out, to explore and to build his own knowledge. This paper presents an Educational Software for presence or distance education, for subjects of Formal Language, where the student can manipulate virtually the target that must be explored, analyzed and…

  14. Virtual surgical planning and 3D printing in repeat calvarial vault reconstruction for craniosynostosis: technical note.

    Science.gov (United States)

    LoPresti, Melissa; Daniels, Bradley; Buchanan, Edward P; Monson, Laura; Lam, Sandi

    2017-02-03

    Repeat surgery for restenosis after initial nonsyndromic craniosynostosis intervention is sometimes needed. Calvarial vault reconstruction through a healed surgical bed adds a level of intraoperative complexity and may benefit from preoperative and intraoperative definitions of biometric and aesthetic norms. Computer-assisted design and manufacturing using 3D imaging allows the precise formulation of operative plans in anticipation of surgical intervention. 3D printing turns virtual plans into anatomical replicas, templates, or customized implants by using a variety of materials. The authors present a technical note illustrating the use of this technology: a repeat calvarial vault reconstruction that was planned and executed using computer-assisted design and 3D printed intraoperative guides.

  15. Advancements in related technologies bring virtual reality to GIS

    Science.gov (United States)

    Erikson, Craig; Hundley, Wade

    1996-06-01

    Because of technological limitations, commercial software vendors have been unable to develop a real time 3-D visualization and data analysis package that could be widely used by the remote sensing and GIS community. REcent advancements in the areas of 3-D hardware, virtual environment research,and software standards have allowed for the development of a low cost virtual environment package for the first time. Products such as VirtualGIS will allow users to not only visualize their data in 3-D, but also do their analysis in 3-D. This and other virtual environment products may pave the path to high growth and acceptance by the general public for ImagingGIS software solutions.

  16. Informatics in radiology: Intuitive user interface for 3D image manipulation using augmented reality and a smartphone as a remote control.

    Science.gov (United States)

    Nakata, Norio; Suzuki, Naoki; Hattori, Asaki; Hirai, Naoya; Miyamoto, Yukio; Fukuda, Kunihiko

    2012-01-01

    Although widely used as a pointing device on personal computers (PCs), the mouse was originally designed for control of two-dimensional (2D) cursor movement and is not suited to complex three-dimensional (3D) image manipulation. Augmented reality (AR) is a field of computer science that involves combining the physical world and an interactive 3D virtual world; it represents a new 3D user interface (UI) paradigm. A system for 3D and four-dimensional (4D) image manipulation has been developed that uses optical tracking AR integrated with a smartphone remote control. The smartphone is placed in a hard case (jacket) with a 2D printed fiducial marker for AR on the back. It is connected to a conventional PC with an embedded Web camera by means of WiFi. The touch screen UI of the smartphone is then used as a remote control for 3D and 4D image manipulation. Using this system, the radiologist can easily manipulate 3D and 4D images from computed tomography and magnetic resonance imaging in an AR environment with high-quality image resolution. Pilot assessment of this system suggests that radiologists will be able to manipulate 3D and 4D images in the reading room in the near future. Supplemental material available at http://radiographics.rsna.org/lookup/suppl/doi:10.1148/rg.324115086/-/DC1.

  17. Spatial augmented reality merging real and virtual worlds

    CERN Document Server

    Bimber, Oliver

    2005-01-01

    Like virtual reality, augmented reality is becoming an emerging platform in new application areas for museums, edutainment, home entertainment, research, industry, and the art communities using novel approaches which have taken augmented reality beyond traditional eye-worn or hand-held displays. In this book, the authors discuss spatial augmented reality approaches that exploit optical elements, video projectors, holograms, radio frequency tags, and tracking technology, as well as interactive rendering algorithms and calibration techniques in order to embed synthetic supplements into the real

  18. APPROACH TO CONSTRUCTING 3D VIRTUAL SCENE OF IRRIGATION AREA USING MULTI-SOURCE DATA

    Directory of Open Access Journals (Sweden)

    S. Cheng

    2015-10-01

    Full Text Available For an irrigation area that is often complicated by various 3D artificial ground features and natural environment, disadvantages of traditional 2D GIS in spatial data representation, management, query, analysis and visualization is becoming more and more evident. Building a more realistic 3D virtual scene is thus especially urgent for irrigation area managers and decision makers, so that they can carry out various irrigational operations lively and intuitively. Based on previous researchers' achievements, a simple, practical and cost-effective approach was proposed in this study, by adopting3D geographic information system (3D GIS, remote sensing (RS technology. Based on multi-source data such as Google Earth (GE high-resolution remote sensing image, ASTER G-DEM, hydrological facility maps and so on, 3D terrain model and ground feature models were created interactively. Both of the models were then rendered with texture data and integrated under ArcGIS platform. A vivid, realistic 3D virtual scene of irrigation area that has a good visual effect and possesses primary GIS functions about data query and analysis was constructed.Yet, there is still a long way to go for establishing a true 3D GIS for the irrigation are: issues of this study were deeply discussed and future research direction was pointed out in the end of the paper.

  19. Evaluating Virtual Reality and Augmented Reality Training for Industrial Maintenance and Assembly Tasks

    Science.gov (United States)

    Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco

    2015-01-01

    The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…

  20. Controlled interaction: strategies for using virtual reality to study perception.

    Science.gov (United States)

    Durgin, Frank H; Li, Zhi

    2010-05-01

    Immersive virtual reality systems employing head-mounted displays offer great promise for the investigation of perception and action, but there are well-documented limitations to most virtual reality systems. In the present article, we suggest strategies for studying perception/action interactions that try to depend on both scale-invariant metrics (such as power function exponents) and careful consideration of the requirements of the interactions under investigation. New data concerning the effect of pincushion distortion on the perception of surface orientation are presented, as well as data documenting the perception of dynamic distortions associated with head movements with uncorrected optics. A review of several successful uses of virtual reality to study the interaction of perception and action emphasizes scale-free analysis strategies that can achieve theoretical goals while minimizing assumptions about the accuracy of virtual simulations.

  1. Applications and a Three-dimensional Desktop Environment for an Immersive Virtual Reality System

    CERN Document Server

    Kageyama, Akira

    2013-01-01

    We developed an application launcher called Multiverse for scientific visualizations in a CAVE-type virtual reality (VR) system. Multiverse can be regarded as a type of three-dimensional (3D) desktop environment. In Multiverse, a user in a CAVE room can browse multiple visualization applications with 3D icons and explore movies that float in the air. Touching one of the movies causes "teleportation" into the application's VR space. After analyzing the simulation data using the application, the user can jump back into Multiverse's VR desktop environment in the CAVE.

  2. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects

    OpenAIRE

    Tetsworth Kevin; Block Steve; Glatt Vaida

    2017-01-01

    3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illu...

  3. A Virtual Reality Simulator Prototype for Learning and Assessing Phaco-sculpting Skills

    Science.gov (United States)

    Choi, Kup-Sze

    This paper presents a virtual reality based simulator prototype for learning phacoemulsification in cataract surgery, with focus on the skills required for making a cross-shape trench in cataractous lens by an ultrasound probe during the phaco-sculpting procedure. An immersive virtual environment is created with 3D models of the lens and surgical tools. Haptic device is also used as 3D user interface. Phaco-sculpting is simulated by interactively deleting the constituting tetrahedrons of the lens model. Collisions between the virtual probe and the lens are effectively identified by partitioning the space containing the lens hierarchically with an octree. The simulator can be programmed to collect real-time quantitative user data for reviewing and assessing trainee's performance in an objective manner. A game-based learning environment can be created on top of the simulator by incorporating gaming elements based on the quantifiable performance metrics.

  4. WebVR——Web Virtual Reality Engine Based on P2P network

    Directory of Open Access Journals (Sweden)

    zhihan LV

    2011-07-01

    Full Text Available WebVR, a multi-user online virtual reality engine, is introduced. The main contributions are mapping the geographical space and virtual space to the P2P overlay network space, and dividing the three spaces by quad-tree method. The geocoding is identified with Hash value, which is used to index the user list, terrain data, and the model object data. Sharing of data through improved Kademlia network model is designed and implemented. In this model, XOR algorithm is used to calculate the distance of the virtual space. The model greatly improves the hit rate of 3D geographic data search under P2P overlay network. Some data preprocessing methods have been adopted to accelerate the data transfer. 3D Global data is used for testing the engine. The test result indicates that, without considering the client bandwidth limit, the more users, the faster loading.

  5. Supporting Distributed Team Working in 3D Virtual Worlds: A Case Study in Second Life

    Science.gov (United States)

    Minocha, Shailey; Morse, David R.

    2010-01-01

    Purpose: The purpose of this paper is to report on a study into how a three-dimensional (3D) virtual world (Second Life) can facilitate socialisation and team working among students working on a team project at a distance. This models the situation in many commercial sectors where work is increasingly being conducted across time zones and between…

  6. Student performance and appreciation using 3D vs. 2D vision in a virtual learning environment

    NARCIS (Netherlands)

    de Boer, I.R.; Wesselink, P.R.; Vervoorn, J.M.

    2016-01-01

    Aim The aim of this study was to investigate the differences in the performance and appreciation of students working in a virtual learning environment with two (2D)- or three (3D)-dimensional vision. Material and methods One hundred and twenty-four randomly divided first-year dental students perform

  7. 3D Adaptive Virtual Exhibit for the University of Denver Digital Collections

    Directory of Open Access Journals (Sweden)

    Shea-Tinn Yeh

    2015-07-01

    Full Text Available While the gaming industry has taken the world by storm with its three-dimensional (3D user interfaces, current digital collection exhibits presented by museums, historical societies, and libraries are still limited to a two-dimensional (2D interface display. Why can’t digital collections take advantage of this 3D interface advancement? The prototype discussed in this paper presents to the visitor a 3D virtual exhibit containing a set of digital objects from the University of Denver Libraries’ digital image collections, giving visitors an immersive experience when viewing the collections. In particular, the interface is adaptive to the visitor’s browsing behaviors and alters the selection and display of the objects throughout the exhibit to encourage serendipitous discovery. Social media features were also integrated to allow visitors to share items of interest and to create a sense of virtual community.

  8. 3D virtual reconstruction of the Pleistocene cheetah skull from the Tangshan, Nanjing, China

    Institute of Scientific and Technical Information of China (English)

    DONG Wei; HOU Xinwen; LIU Jinyi; FANG Yingsan; JIN Changzhu; ZHU Qizhi

    2007-01-01

    The development of computer tomography and image processing has made it possible to establish virtual 3D reconstruction and non-invasive dissection of fossil specimens. We used these methods to reconstruct a virtual 3D skull of a Pleistocene cheetah skull from the Tuozi cave, Tangshan, Nanjing, and virtually dissected it for anatomic studies, and measured the volumes of different parts of the endocranium. The endocranium of the cheetah skull has showed that its frontal sinus is beehive-like, the frontal lobe of cerebra is relatively large but the temporal lobe is relatively small, its cerebral sulcus and gyrus are more complicated than those of the domestic cat, similar to those of the domestic dog, but simpler than those of giant panda, pig, cattle and horse. The technology of virtual 3D reconstruction and non-invasive dissection of fossil specimens can extend the morphological study from the exterior to the interior, and it can also help to study fragile specimens and virtually backup rare and precious specimens.

  9. Optometric Measurements Predict Performance but not Comfort on a Virtual Object Placement Task with a Stereoscopic 3D Display

    Science.gov (United States)

    2014-09-16

    with a Stereoscopic 3D Display John P. McIntire*, Steven T. Wright**, Lawrence K. Harrington***, Paul R. Havig*, Scott N. J. Watamaniuk****, and...SUBTITLE Optometric Measurements Predict Performance but not Comfort on a Virtual Object Placement Task with a Stereoscopic 3D Display 5a. CONTRACT...tested on a simple virtual object precision placement task while viewing a stereoscopic 3D (S3D) display. Inclusion criteria included uncorrected or

  10. Alleviating travel anxiety through virtual reality and narrated video technology.

    Science.gov (United States)

    Ahn, J C; Lee, O

    2013-01-01

    This study presents an empirical evidence of benefit of narrative video clips in embedded virtual reality websites of hotels for relieving travel anxiety. Even though it was proven that virtual reality functions do provide some relief in travel anxiety, a stronger virtual reality website can be built when narrative video clips that show video clips with narration about important aspects of the hotel. We posit that these important aspects are 1. Escape route and 2. Surrounding neighborhood information, which are derived from the existing research on anxiety disorder as well as travel anxiety. Thus we created a video clip that showed and narrated about the escape route from the hotel room, another video clip that showed and narrated about surrounding neighborhood. We then conducted experiments with this enhanced virtual reality website of a hotel by having human subjects play with the website and fill out a questionnaire. The result confirms our hypothesis that there is a statistically significant relationship between the degree of travel anxiety and psychological relief caused by the use of embedded virtual reality functions with narrative video clips of a hotel website (Tab. 2, Fig. 3, Ref. 26).

  11. Valorisation of Cultural Heritage Through Virtual Visit and Augmented Reality: the Case of the Abbey of Epau (france)

    Science.gov (United States)

    Simonetto, E.; Froment, C.; Labergerie, E.; Ferré, G.; Séchet, B.; Chédorge, H.; Cali, J.; Polidori, L.

    2013-07-01

    Terrestrial Laser Scanning (TLS), 3-D modeling and its Web visualization are the three key steps needed to perform storage and grant-free and wide access to cultural heritage, as highlighted in many recent examples. The goal of this study is to set up 3-D Web resources for "virtually" visiting the exterior of the Abbaye de l'Epau, an old French abbey which has both a rich history and delicate architecture. The virtuality is considered in two ways: the flowing navigation in a virtual reality environment around the abbey and a game activity using augmented reality. First of all, the data acquisition consists in GPS and tacheometry survey, terrestrial laser scanning and photography acquisition. After data pre-processing, the meshed and textured 3-D model is generated using 3-D Reshaper commercial software. The virtual reality visit and augmented reality animation are then created using Unity software. This work shows the interest of such tools in bringing out the regional cultural heritage and making it attractive to the public.

  12. Implementing Virtual Reality Technology as an Effective Web Based Kiosk: Darulaman's Teacher Training College Tour (Ipda Vr Tour)

    Science.gov (United States)

    Fadzil, Azman

    2006-01-01

    At present, the development of Virtual Reality (VR) technology is expanding due to the importance and needs to use the 3D elements and 360 degrees panorama in expressing a clearer picture to consumers in various fields such as education, military, medicine, entertainment and so on. The web based VR kiosk project in Darulaman's Teacher Training…

  13. 3D Interactions between Virtual Worlds and Real Life in an E-Learning Community

    Directory of Open Access Journals (Sweden)

    Ulrike Lucke

    2011-01-01

    Full Text Available Virtual worlds became an appealing and fascinating component of today's internet. In particular, the number of educational providers that see a potential for E-Learning in such new platforms increases. Unfortunately, most of the environments and processes implemented up to now do not exceed a virtual modelling of real-world scenarios. In particular, this paper shows that Second Life can be more than just another learning platform. A flexible and bidirectional link between the reality and the virtual world enables synchronous and seamless interaction between users and devices across both worlds. The primary advantages of this interconnection are a spatial extension of face-to-face and online learning scenarios and a closer relationship between virtual learners and the real world.

  14. Virtual reality exposure in the treatment of social phobia.

    Science.gov (United States)

    Klinger, Evelyne; Légeron, Patrick; Roy, Stéphane; Chemin, Isabelle; Lauer, Françoise; Nugues, Pierre

    2004-01-01

    Social phobia is one of the most frequent psychiatric disorders and is accessible to two forms of scientifically validated treatments: anti-depressant drugs and cognitive-behavioral therapies. Graded exposure to feared social situations (either in vivo or by imagining the situations) is fundamental to obtain an improvement of the anxious symptoms. Virtual reality (VR) may be an alternative to these standard exposure techniques and seems to bring significant advantages by allowing exposures to numerous and varied situations. Moreover studies have shown that human subjects are appropriately sensitive to virtual environments. This chapter reports the definition of a VR-based clinical protocol and a study to treat social phobia using virtual reality techniques. The virtual environments used in the treatment reproduce four situations that social phobics feel the most threatening: performance, intimacy, scrutiny and assertiveness. With the help of the therapist, the patient learns adapted cognitions and behaviors when coping with social situations, with the aim of reducing her or his anxiety in the corresponding real life situations. Some studies have been carried out using virtual reality in the treatment of fear of public speaking, which is only a small part of the symptomatology of most of social phobic patients. The novelty of our work is to address a larger group of situations that the phobic patients experience with high anxiety. In our protocol, the efficacy of the virtual reality treatment is compared to well established and well validated group cognitive-behavioral treatment.

  15. Virtual cardiotomy based on 3-D MRI for preoperative planning in congenital heart disease

    Energy Technology Data Exchange (ETDEWEB)

    Soerensen, Thomas Sangild [University of Aarhus, Department of Computer Science, Aarhus N (Denmark); University of Aarhus, Institute of Clinical Medicine, Aarhus (Denmark); Beerbaum, Philipp; Razavi, Reza; Greil, Gerald Franz [King' s College London School of Medicine, Division of Imaging Sciences, London (United Kingdom); Guy' s and St. Thomas' Hospital, Department of Paediatric Cardiology, London (United Kingdom); Mosegaard, Jesper [Alexandra Institute, Aarhus (Denmark); Rasmusson, Allan [University of Aarhus, Department of Computer Science, Aarhus N (Denmark); Schaeffter, Tobias [King' s College London School of Medicine, Division of Imaging Sciences, London (United Kingdom); Austin, Conal [Guy' s and St. Thomas' Hospital, Department of Cardiothoracic Surgery, London (United Kingdom)

    2008-12-15

    Patient-specific preoperative planning in complex congenital heart disease may be greatly facilitated by virtual cardiotomy. Surgeons can perform an unlimited number of surgical incisions on a virtual 3-D reconstruction to evaluate the feasibility of different surgical strategies. To quantitatively evaluate the quality of the underlying imaging data and the accuracy of the corresponding segmentation, and to qualitatively evaluate the feasibility of virtual cardiotomy. A whole-heart MRI sequence was applied in 42 children with congenital heart disease (age 3{+-}3 years, weight 13{+-}9 kg, heart rate 96{+-} 21 bpm). Image quality was graded 1-4 (diagnostic image quality {>=}2) by two independent blinded observers. In patients with diagnostic image quality the segmentation quality was also graded 1-4 (4 no discrepancies, 1 misleading error). The average image quality score was 2.7 - sufficient for virtual reconstruction in 35 of 38 patients (92%) older than 1 month. Segmentation time was 59{+-}10 min (average quality score 3.5). Virtual cardiotomy was performed in 19 patients. Accurate virtual reconstructions of patient-specific cardiac anatomy can be produced in less than 1 h from 3-D MRI. The presented work thus introduces a new, clinically feasible noninvasive technique for improved preoperative planning in complex cases of congenital heart disease. (orig.)

  16. Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments

    Science.gov (United States)

    Portalés, Cristina; Lerma, José Luis; Navarro, Santiago

    2010-01-01

    Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.

  17. Comparative analysis of video processing and 3D rendering for cloud video games using different virtualization technologies

    Science.gov (United States)

    Bada, Adedayo; Alcaraz-Calero, Jose M.; Wang, Qi; Grecos, Christos

    2014-05-01

    This paper describes a comprehensive empirical performance evaluation of 3D video processing employing the physical/virtual architecture implemented in a cloud environment. Different virtualization technologies, virtual video cards and various 3D benchmarks tools have been utilized in order to analyse the optimal performance in the context of 3D online gaming applications. This study highlights 3D video rendering performance under each type of hypervisors, and other factors including network I/O, disk I/O and memory usage. Comparisons of these factors under well-known virtual display technologies such as VNC, Spice and Virtual 3D adaptors reveal the strengths and weaknesses of the various hypervisors with respect to 3D video rendering and streaming.

  18. Integration of immersive virtual reality in Communication Degrees

    Directory of Open Access Journals (Sweden)

    Dr. Ubaldo Cuesta Cambra

    2016-07-01

    Full Text Available The European Higher Education Area promotes the integration of new technologies in didactic innovation and it aims to improve skills. It has been requested by students at the Complutense University of Madrid, who have a digital native profile or millennial. This article is a study about implementation of immersive virtual reality in the practical part of the subjects related to business communication. Specifically, it applied in the subject Crisis Communication. The methodology is a survey and three focus groups for professors and students. The conclusions say that the implementation of immersive virtual reality improves the expectations and interest of students. It also improves the skills acquired and the practical part of the subjects of communication improve employment of students of the Degree, which is one of their main causes of dissatisfaction. The full implementation of mobile telephony suggests using virtual reality devices adapted to them rather than “caves” (C.A.V.E. or consoles.

  19. Could virtual reality be effective in treating children with phobias?

    Science.gov (United States)

    Bouchard, Stéphane

    2011-02-01

    The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by numerous outcome studies. Similar research for children is lagging behind. The outcome studies on the use of virtual reality to treat anxiety disorders in children currently address only specific phobias, and all of the available trials are reviewed in this article. Despite the limited number of studies, results are very encouraging for the treatment of school and spider phobias. A study with adolescents suggests that, at least for social anxiety, exposure stimuli would be more effective if they were developed specifically for younger populations. Virtual reality may not increase children's motivation towards therapy unless their fearful apprehension is addressed before initiating the treatment.

  20. A new possibility in thoracoscopic virtual reality simulation training

    DEFF Research Database (Denmark)

    Jensen, Katrine; Bjerrum, Flemming; Hansen, Henrik Jessen;

    2015-01-01

    OBJECTIVES: The aims of this study were to develop virtual reality simulation software for video-assisted thoracic surgery (VATS) lobectomy, to explore the opinions of thoracic surgeons concerning the VATS lobectomy simulator and to test the validity of the simulator metrics. METHODS: Experienced...... VATS surgeons worked with computer specialists to develop a VATS lobectomy software for a virtual reality simulator. Thoracic surgeons with different degrees of experience in VATS were enrolled at the 22nd meeting of the European Society of Thoracic Surgeons (ESTS) held in Copenhagen in June 2014...... content validity. Metrics were compared between the three groups. RESULTS: We succeeded in developing the first version of a virtual reality VATS lobectomy simulator. A total of 103 thoracic surgeons completed the simulated lobectomy and were distributed as follows: novices n = 32, intermediates n = 45...

  1. 3d virtual object tracking and registration based on marker tecnology for AR apps

    OpenAIRE

    Ibern Ortega, Lidia

    2017-01-01

    Augmented Reality is a technology based on image processing and computer graphics employed to merge a real world with virtual images. The system provides the user a real-time video feed with overlapped information generated by a computer based system taking into account the content of the video, the location and orientation of the user. This Master Thesis provides the background information and state of the art of AR systems. It focuses on the system composition and the difficulties found in ...

  2. vPresent: A cloud based 3D virtual presentation environment for interactive product customization

    Science.gov (United States)

    Nan, Xiaoming; Guo, Fei; He, Yifeng; Guan, Ling

    2013-09-01

    In modern society, many companies offer product customization services to their customers. There are two major issues in providing customized products. First, product manufacturers need to effectively present their products to the customers who may be located in any geographical area. Second, customers need to be able to provide their feedbacks on the product in real-time. However, the traditional presentation approaches cannot effectively convey sufficient information for the product or efficiently adjust product design according to customers' real-time feedbacks. In order to address these issues, we propose vPresent , a cloud based 3D virtual presentation environment, in this paper. In vPresent, the product expert can show the 3D virtual product to the remote customers and dynamically customize the product based on customers' feedbacks, while customers can provide their opinions in real time when they are viewing a vivid 3D visualization of the product. Since the proposed vPresent is a cloud based system, the customers are able to access the customized virtual products from anywhere at any time, via desktop, laptop, or even smart phone. The proposed vPresent is expected to effectively deliver 3D visual information to customers and provide an interactive design platform for the development of customized products.

  3. Visualizing Mars Using Virtual Reality: A State of the Art Mapping Technique Used on Mars Pathfinder

    Science.gov (United States)

    Stoker, C.; Zbinden, E.; Blackmon, T.; Nguyen, L.

    1999-01-01

    We describe an interactive terrain visualization system which rapidly generates and interactively displays photorealistic three-dimensional (3-D) models produced from stereo images. This product, first demonstrated in Mars Pathfinder, is interactive, 3-D, and can be viewed in an immersive display which qualifies it for the name Virtual Reality (VR). The use of this technology on Mars Pathfinder was the first use of VR for geologic analysis. A primary benefit of using VR to display geologic information is that it provides an improved perception of depth and spatial layout of the remote site. The VR aspect of the display allows an operator to move freely in the environment, unconstrained by the physical limitations of the perspective from which the data were acquired. Virtual Reality offers a way to archive and retrieve information in a way that is intuitively obvious. Combining VR models with stereo display systems can give the user a sense of presence at the remote location. The capability, to interactively perform measurements from within the VR model offers unprecedented ease in performing operations that are normally time consuming and difficult using other techniques. Thus, Virtual Reality can be a powerful a cartographic tool. Additional information is contained in the original extended abstract.

  4. Future directions for the development of virtual reality within an automotive manufacturer.

    Science.gov (United States)

    Lawson, Glyn; Salanitri, Davide; Waterfield, Brian

    2016-03-01

    Virtual Reality (VR) can reduce time and costs, and lead to increases in quality, in the development of a product. Given the pressure on car companies to reduce time-to-market and to continually improve quality, the automotive industry has championed the use of VR across a number of applications, including design, manufacturing, and training. This paper describes interviews with 11 engineers and employees of allied disciplines from an automotive manufacturer about their current physical and virtual properties and processes. The results guided a review of research findings and scientific advances from the academic literature, which formed the basis of recommendations for future developments of VR technologies and applications. These include: develop a greater range of virtual contexts; use multi-sensory simulation; address perceived differences between virtual and real cars; improve motion capture capabilities; implement networked 3D technology; and use VR for market research.

  5. 3D-e-Chem-VM: Structural Cheminformatics Research Infrastructure in a Freely Available Virtual Machine

    Science.gov (United States)

    2017-01-01

    3D-e-Chem-VM is an open source, freely available Virtual Machine (http://3d-e-chem.github.io/3D-e-Chem-VM/) that integrates cheminformatics and bioinformatics tools for the analysis of protein–ligand interaction data. 3D-e-Chem-VM consists of software libraries, and database and workflow tools that can analyze and combine small molecule and protein structural information in a graphical programming environment. New chemical and biological data analytics tools and workflows have been developed for the efficient exploitation of structural and pharmacological protein–ligand interaction data from proteomewide databases (e.g., ChEMBLdb and PDB), as well as customized information systems focused on, e.g., G protein-coupled receptors (GPCRdb) and protein kinases (KLIFS). The integrated structural cheminformatics research infrastructure compiled in the 3D-e-Chem-VM enables the design of new approaches in virtual ligand screening (Chemdb4VS), ligand-based metabolism prediction (SyGMa), and structure-based protein binding site comparison and bioisosteric replacement for ligand design (KRIPOdb). PMID:28125221

  6. 3D-e-Chem-VM: Structural Cheminformatics Research Infrastructure in a Freely Available Virtual Machine.

    Science.gov (United States)

    McGuire, Ross; Verhoeven, Stefan; Vass, Márton; Vriend, Gerrit; de Esch, Iwan J P; Lusher, Scott J; Leurs, Rob; Ridder, Lars; Kooistra, Albert J; Ritschel, Tina; de Graaf, Chris

    2017-02-14

    3D-e-Chem-VM is an open source, freely available Virtual Machine ( http://3d-e-chem.github.io/3D-e-Chem-VM/ ) that integrates cheminformatics and bioinformatics tools for the analysis of protein-ligand interaction data. 3D-e-Chem-VM consists of software libraries, and database and workflow tools that can analyze and combine small molecule and protein structural information in a graphical programming environment. New chemical and biological data analytics tools and workflows have been developed for the efficient exploitation of structural and pharmacological protein-ligand interaction data from proteomewide databases (e.g., ChEMBLdb and PDB), as well as customized information systems focused on, e.g., G protein-coupled receptors (GPCRdb) and protein kinases (KLIFS). The integrated structural cheminformatics research infrastructure compiled in the 3D-e-Chem-VM enables the design of new approaches in virtual ligand screening (Chemdb4VS), ligand-based metabolism prediction (SyGMa), and structure-based protein binding site comparison and bioisosteric replacement for ligand design (KRIPOdb).

  7. Exploring Learning through Audience Interaction in Virtual Reality Dome Theaters

    Science.gov (United States)

    Apostolellis, Panagiotis; Daradoumis, Thanasis

    Informal learning in public spaces like museums, science centers and planetariums is increasingly popular during the last years. Recent advancements in large-scale displays allowed contemporary technology-enhanced museums to get equipped with digital domes, some with real-time capabilities like Virtual Reality systems. By conducting extensive literature review we have come to the conclusion that little to no research has been carried out on the leaning outcomes that the combination of VR and audience interaction can provide in the immersive environments of dome theaters. Thus, we propose that audience collaboration in immersive virtual reality environments presents a promising approach to support effective learning in groups of school aged children.

  8. Virtual Charter Schools: Realities and Unknowns

    Science.gov (United States)

    Torre, Daniela

    2013-01-01

    Virtual charter schools have emerged over the last decade as an increasingly popular alternative to traditional public schooling. Unlike their face-to-face counterparts, virtual charter schools educate students through blended or entirely online curricula. They present a host of new policy issues that should be scrutinized in order to ensure that…

  9. Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback

    Science.gov (United States)

    Margolis, Todd; DeFanti, Thomas A.; Dawe, Greg; Prudhomme, Andrew; Schulze, Jurgen P.; Cutchin, Steve

    2011-03-01

    Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user's hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally 'touching' the object's angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.

  10. Low cost heads-up virtual reality (HUVR) with optical tracking and haptic feedback

    KAUST Repository

    Margolis, Todd

    2011-01-23

    Researchers at the University of California, San Diego, have created a new, relatively low-cost augmented reality system that enables users to touch the virtual environment they are immersed in. The Heads-Up Virtual Reality device (HUVR) couples a consumer 3D HD flat screen TV with a half-silvered mirror to project any graphic image onto the user\\'s hands and into the space surrounding them. With his or her head position optically tracked to generate the correct perspective view, the user maneuvers a force-feedback (haptic) device to interact with the 3D image, literally \\'touching\\' the object\\'s angles and contours as if it was a tangible physical object. HUVR can be used for training and education in structural and mechanical engineering, archaeology and medicine as well as other tasks that require hand-eye coordination. One of the most unique characteristics of HUVR is that a user can place their hands inside of the virtual environment without occluding the 3D image. Built using open-source software and consumer level hardware, HUVR offers users a tactile experience in an immersive environment that is functional, affordable and scalable.

  11. Virtual Reality: An Efficient Way in GIS Classroom Teaching

    Directory of Open Access Journals (Sweden)

    Jiangfan Feng

    2013-01-01

    Full Text Available Although geographic information system (GIS education has been spread widely, it becomes increasingly apparent that two-dimensional maps cannot be precisely present multidimensional and dynamic spatial phenomena. It seems that merging GIS and Virtual Reality (VR is a way to deal with these issues in terms of GIS classroom teaching. Virtual learning environment is the simulation of teaching method, thinking model, cognition manner and control means in the actual learning environment. This paper introduces virtual reality technology and the necessity of applying in GIS education and instruction, which explain the basic method and achieving a way of VR technology applying in the GIS classroom teaching with the instance of VR. The purpose of this paper is to analyze the application of virtual realistic learning environment for GIS education and establish a classroom teaching model accordingly.

  12. Application of Virtual Reality in a Learning Experience

    Directory of Open Access Journals (Sweden)

    Victor U. Obrist

    2016-02-01

    Full Text Available The project is an application that allows users to interact in a virtual environment via a web interface, in which models are in three dimensions to simulate different activities. The application focuses on education with virtual reality technology, enriching the student's perception through the interaction with objects in an artificial world, facilitating their learning. A website was designed for this purpose, on which the application can be executed directly in the web browser with the help of a plugin or downloaded and run as a native application. The user navigates in the virtual environment containing a three-dimensional replica of one of the laboratories of the Polytechnic School N.U.E.. The tests consisted of running the model and laboratory simulations. The results obtained from forms show that the use of virtual reality is valid, accepted and helps understanding the context of the simulations.

  13. Preoperative surgical planning and simulation of complex cranial base tumors in virtual reality

    Institute of Scientific and Technical Information of China (English)

    YI Zhi-qiang; LI Liang; MO Da-peng; ZHANG Jia-yong; ZHANG Yang; BAO Sheng-de

    2008-01-01

    @@ The extremely complex anatomic relationships among bone,tumor,blood vessels and cranial nerves remains a big challenge for cranial base tumor surgery.Therefore.a good understanding of the patient specific anatomy and a preoperative planning are helpful and crocial for the neurosurgeons.Three dimensional (3-D) visualization of various imaging techniques have been widely explored to enhance the comprehension of volumetric data for surgical planning.1 We used the Destroscope Virtual Reality (VR) System (Singapore,Volume Interaction Pte Ltd,software:RadioDexterTM 1.0) to optimize preoperative plan in the complex cranial base tumors.This system uses patient-specific,coregistered,fused radiology data sets that may be viewed stereoscopically and can be manipulated in a virtual reality environment.This article describes our experience with the Destroscope VR system in preoperative surgical planning and simulation for 5 patients with complex cranial base tumors and evaluates the clinical usefulness of this system.

  14. Wind and warmth in virtual reality: implementation and evaluation

    OpenAIRE

    Hülsmann, Felix; Fröhlich, Julia; Mattar, Nikita; Wachsmuth, Ipke

    2014-01-01

    One possibility to make virtual worlds more immersive is to address as many human senses as possible. This paper presents the development of a system for creating wind and warmth simulations in Virtual Reality (VR). Therefore, suitable hardware and an implemented software model are described. Technical evaluations of the hardware and of the software components demonstrate the usability of the system in VR Applications. Furthermore, a user study underlines users’ acceptance and indicates a pos...

  15. Virtual Reality: An Emerging Tool to Treat Pain

    Science.gov (United States)

    2010-04-01

    of pain the next day, leading to nocebo hyperalgesia , the functional opposite of the placebo effect (Colloca et al., 2007). 4.0 IMMERSIVE VIRTUAL...symptoms in soldiers with polytrauma: unique aspects of blast exposure. Pain Med. 2009;10:447-55. Colloca L, Benedetti F: Nocebo hyperalgesia : How... thermal pain-related brain activity with virtual reality: evidence from fMRI. Neuroreport. 2004;15:1245-1248. Hoffman HG, Richards TL, Van Oostrom T

  16. The efficacy of virtual reality simulation training in laparoscopy

    DEFF Research Database (Denmark)

    Larsen, Christian Rifbjerg; Oestergaard, Jeanett; Ottesen, Bent S

    2012-01-01

    Background. Virtual reality (VR) simulators for surgical training might possess the properties needed for basic training in laparoscopy. Evidence for training efficacy of VR has been investigated by research of varying quality over the past decade. Objective. To review randomized controlled trials...... medical subject headings (MeSh) terms: Laparoscopy/standards, Computing methodologies, Programmed instruction, Surgical procedures, Operative, and the following free text terms: Virtual real* OR simulat* AND Laparoscop* OR train* Limits: Controlled trials. Study eligibility criteria. All randomized...

  17. How 3D Interaction Metaphors Affect User Experience in Collaborative Virtual Environment

    Directory of Open Access Journals (Sweden)

    Hamid Hrimech

    2011-01-01

    Full Text Available In this paper we presents the results of our experimental study which aims to understand the impact of three interaction 3D metaphors (ray casting, GoGo, and virtual hand on the user experience in a semi-immersive collaborative virtual environment (the Braccetto System. For each session, participants are grouped in twos to reconstruct a puzzle by an assemblage of cubes. The puzzle to reconstruct corresponds to a gradient of colors. We found that there is a significant difference in the user experience by changing the interaction metaphor on the copresence, awareness, involvement, collaborative effort, satisfaction usability, and preference. These findings provide a basis for designing 3D navigation techniques in a CVE.

  18. Versatile, immersive, creative and dynamic virtual 3-D healthcare learning environments: a review of the literature.

    Science.gov (United States)

    Hansen, Margaret M

    2008-09-01

    The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.

  19. 3D augmented reality for improving social acceptance and public participation in wind farms planning

    Science.gov (United States)

    Grassi, S.; Klein, T. M.

    2016-09-01

    Wind energy is one of the most important source of renewable energy characterized by a significant growth in the last decades and giving a more and more relevant contribution to the energy supply. One of the main disadvantages of a faster integration of wind energy into the energy mix is related to the visual impact of wind turbines on the landscape. In addition, the siting of new massive infrastructures has the potential to threaten a community's well-being if new projects are perceived being unfair. The public perception of the impact of wind turbines on the landscape is also crucial for their acceptance. The implementation of wind energy projects is hampered often because of a lack of planning or communication tools enabling a more transparent and efficient interaction between all stakeholders involved in the projects (i.e. developers, local communities and administrations, NGOs, etc.). Concerning the visual assessment of wind farms, a critical gap lies in effective visualization tools to improve the public perception of alternative wind turbines layouts. In this paper, we describe the advantages of a 3D dynamical and interactive visualization platform for an augmented reality to support wind energy planners in order to enhance the social acceptance of new wind energy projects.

  20. 3-D-eChem VM: Cheminformatics Research Infrastructure in a Downloadable Virtual Machine

    OpenAIRE

    Verhoeven, Stefan; Vass, Marton; de Esch, Iwan; Leurs, Rob; Lusher, Scott; Vriend, Gerrrit; Ritschel, Tina; de Graaf, Chris; McGuire, Ross

    2016-01-01

    3D-e-Chem VM is a freely available Virtual Machine (VM) encompassing tools, databases & workflows, including new resources developed for ligand binding site comparisons and GPCR research. The VM contains a fully functional cheminformatics infrastructure consisting of a chemistry enabled relational database system (PostgreSQL + RDKit) with a data analytics workflow tool (KNIME) and additional cheminformatics capabilities. Tools, workflows and reference data sets are made available. The wid...

  1. Educational Uses of Virtual Reality Technology.

    Science.gov (United States)

    1998-01-01

    Educational Objectives and Felder and Silverman’s classification of learning styles [Bell and Fogler , 1995]. Currently, the Vicher worlds target levels...and after exposure to Vicher, and also provided some general information about the virtual experience [Bell and Fogler , 1995]. User responses after...virtual world and then completed evaluation forms [Bell and Fogler , 1996]. While students’ analyses continue to be studied, initial findings are

  2. The cognitive apprenticeship theory for the teaching of mathematics in an online 3D virtual environment

    Science.gov (United States)

    Bouta, Hara; Paraskeva, Fotini

    2013-03-01

    Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective. To this end, we propose a pedagogical framework based on the cognitive apprenticeship for deriving principles and guidelines to inform the design, development and use of a 3D virtual environment. This study examines how the use of a 3D virtual world facilitates the teaching of mathematics in primary education by combining design principles and guidelines based on the Cognitive Apprenticeship Theory and the teaching methods that this theory introduces. We focus specifically on 5th and 6th grade students' engagement (behavioral, affective and cognitive) while learning fractional concepts over a period of two class sessions. Quantitative and qualitative analyses indicate considerable improvement in the engagement of the students who participated in the experiment. This paper presents the findings regarding students' cognitive engagement in the process of comprehending basic fractional concepts - notoriously hard for students to master. The findings are encouraging and suggestions are made for further research.

  3. [A new concept in digestive surgery: the computer assisted surgical procedure, from virtual reality to telemanipulation].

    Science.gov (United States)

    Marescaux, J; Clément, J M; Nord, M; Russier, Y; Tassetti, V; Mutter, D; Cotin, S; Ayache, N

    1997-11-01

    Surgical simulation increasingly appears to be an essential aspect of tomorrow's surgery. The development of a hepatic surgery simulator is an advanced concept calling for a new writing system which will transform the medical world: virtual reality. Virtual reality extends the perception of our five senses by representing more than the real state of things by the means of computer sciences and robotics. It consists of three concepts: immersion, navigation and interaction. Three reasons have led us to develop this simulator: the first is to provide the surgeon with a comprehensive visualisation of the organ. The second reason is to allow for planning and surgical simulation that could be compared with the detailed flight-plan for a commercial jet pilot. The third lies in the fact that virtual reality is an integrated part of the concept of computer assisted surgical procedure. The project consists of a sophisticated simulator which has to include five requirements: visual fidelity, interactivity, physical properties, physiological properties, sensory input and output. In this report we will describe how to get a realistic 3D model of the liver from bi-dimensional 2D medical images for anatomical and surgical training. The introduction of a tumor and the consequent planning and virtual resection is also described, as are force feedback and real-time interaction.

  4. Architecture of web services in the enhancement of real-time 3D video virtualization in cloud environment

    Science.gov (United States)

    Bada, Adedayo; Wang, Qi; Alcaraz-Calero, Jose M.; Grecos, Christos

    2016-04-01

    This paper proposes a new approach to improving the application of 3D video rendering and streaming by jointly exploring and optimizing both cloud-based virtualization and web-based delivery. The proposed web service architecture firstly establishes a software virtualization layer based on QEMU (Quick Emulator), an open-source virtualization software that has been able to virtualize system components except for 3D rendering, which is still in its infancy. The architecture then explores the cloud environment to boost the speed of the rendering at the QEMU software virtualization layer. The capabilities and inherent limitations of Virgil 3D, which is one of the most advanced 3D virtual Graphics Processing Unit (GPU) available, are analyzed through benchmarking experiments and integrated into the architecture to further speed up the rendering. Experimental results are reported and analyzed to demonstrate the benefits of the proposed approach.

  5. Usability evaluation of low-cost virtual reality hand and arm rehabilitation games

    OpenAIRE

    Na Jin Seo, PhD; Jayashree Arun Kumar, MS; Pilwon Hur, PhD; Vincent Crocher, PhD; Binal Motawar, PT, MS; Kishor Lakshminarayanan, MS

    2016-01-01

    The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quali...

  6. Virtual 3D bladder reconstruction for augmented medical records from white light cystoscopy (Conference Presentation)

    Science.gov (United States)

    Lurie, Kristen L.; Zlatev, Dimitar V.; Angst, Roland; Liao, Joseph C.; Ellerbee, Audrey K.

    2016-02-01

    Bladder cancer has a high recurrence rate that necessitates lifelong surveillance to detect mucosal lesions. Examination with white light cystoscopy (WLC), the standard of care, is inherently subjective and data storage limited to clinical notes, diagrams, and still images. A visual history of the bladder wall can enhance clinical and surgical management. To address this clinical need, we developed a tool to transform in vivo WLC videos into virtual 3-dimensional (3D) bladder models using advanced computer vision techniques. WLC videos from rigid cystoscopies (1280 x 720 pixels) were recorded at 30 Hz followed by immediate camera calibration to control for image distortions. Video data were fed into an automated structure-from-motion algorithm that generated a 3D point cloud followed by a 3D mesh to approximate the bladder surface. The highest quality cystoscopic images were projected onto the approximated bladder surface to generate a virtual 3D bladder reconstruction. In intraoperative WLC videos from 36 patients undergoing transurethral resection of suspected bladder tumors, optimal reconstruction was achieved from frames depicting well-focused vasculature, when the bladder was maintained at constant volume with minimal debris, and when regions of the bladder wall were imaged multiple times. A significant innovation of this work is the ability to perform the reconstruction using video from a clinical procedure collected with standard equipment, thereby facilitating rapid clinical translation, application to other forms of endoscopy and new opportunities for longitudinal studies of cancer recurrence.

  7. Elderly Healthcare Monitoring Using an Avatar-Based 3D Virtual Environment

    Directory of Open Access Journals (Sweden)

    Matti Pouke

    2013-12-01

    Full Text Available Homecare systems for elderly people are becoming increasingly important due to both economic reasons as well as patients’ preferences. Sensor-based surveillance technologies are an expected future trend, but research so far has devoted little attention to the User Interface (UI design of such systems and the user-centric design approach. In this paper, we explore the possibilities of an avatar-based 3D visualization system, which exploits wearable sensors and human activity simulations. We present a technical prototype and the evaluation of alternative concept designs for UIs based on a 3D virtual world. The evaluation was conducted with homecare providers through focus groups and an online survey. Our results show firstly that systems taking advantage of 3D virtual world visualization techniques have potential especially due to the privacy preserving and simplified information presentation style, and secondly that simple representations and glancability should be emphasized in the design. The identified key use cases highlight that avatar-based 3D presentations can be helpful if they provide an overview as well as details on demand.

  8. 3D Virtual Worlds as Art Media and Exhibition Arenas: Students' Responses and Challenges in Contemporary Art Education

    Science.gov (United States)

    Lu, Lilly

    2013-01-01

    3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most…

  9. 3D Virtual Worlds as Art Media and Exhibition Arenas: Students' Responses and Challenges in Contemporary Art Education

    Science.gov (United States)

    Lu, Lilly

    2013-01-01

    3D virtual worlds (3D VWs) are considered one of the emerging learning spaces of the 21st century; however, few empirical studies have investigated educational applications and student learning aspects in art education. This study focused on students' responses to and challenges with 3D VWs in both aspects. The findings show that most participants…

  10. A dialogue agent for navigation support in virtual reality

    NARCIS (Netherlands)

    Luin, van J.; Akker, op den H.J.A.; Nijholt, A.; Jacko, J.; Sears, A.

    2001-01-01

    We describe our work on designing a natural language accessible navigation agent for a virtual reality (VR) environment. The agent is part of an agent framework, which means that it can communicate with other agents. Its navigation task consists of guiding the visitors in the environment and to answ

  11. Language Learning in Virtual Reality Environments: Past, Present, and Future

    Science.gov (United States)

    Lin, Tsun-Ju; Lan, Yu-Ju

    2015-01-01

    This study investigated the research trends in language learning in a virtual reality environment by conducting a content analysis of findings published in the literature from 2004 to 2013 in four top ranked computer-assisted language learning journals: "Language Learning & Technology," "CALICO Journal," "Computer…

  12. Role-Playing a Legend in Virtual Reality.

    Science.gov (United States)

    Ge, Xun; Lee, Jack; Yamashiro, Kelly A.

    2003-01-01

    Reports a case study of thirteen college students engaging in a role-play activity of a Maui legend in a virtual reality environment. Immersed in the authentic cultural environment, the students not only interacted with the environment and each other, but recreated the legend based on their interpretation of the culture. (CAK)

  13. The Potential Role of Virtual Reality in Environmental Education.

    Science.gov (United States)

    Taylor, Gregory L.; Disinger, John F.

    1997-01-01

    Investigates the acceptability and possible role of virtual reality (VR) in environmental education. Among the principal findings were that the sample population of environmental educators indicated an acceptance of VR as a teaching tool. VR applications that allow students to have an experience not available in the physical world were perceived…

  14. Virtual Reality: Teaching Tool of the Twenty-First Century?

    Science.gov (United States)

    Hoffman, Helene; Vu, Dzung

    1997-01-01

    Virtual reality-based procedural and surgical simulations promise to revolutionize medical training. A wide range of simulations representing diverse content areas and varied implementation strategies are under development or in early use. The new systems will make broad-based training experiences available for students at all levels without risks…

  15. Virtual Reality and Cyberspace: From Science Fiction to Science Fact.

    Science.gov (United States)

    Stone, Robert J.

    1991-01-01

    Traces the history of virtual reality (VR), or cyberspace, and describes some of the research and development efforts currently being carried out in the United Kingdom, Europe, and the United States. Applications of VR in interactive computer-aided design (CAD), the military, leisure activities, spaceflight, teleconferencing, and medicine are…

  16. Exploration through Virtual Reality: Encounters with the Target Culture

    Science.gov (United States)

    O'Brien, Mary Grantham; Levy, Richard M.

    2008-01-01

    This paper presents the results of a study on the use of a virtual reality (VR) world in a German language classroom. After participating in a lesson on the use of commands, students experienced the language and culture through navigation in a VR world. It is argued that this new medium allows for students to be immersed in the target culture and…

  17. VirtualTable: a projection augmented reality game

    DEFF Research Database (Denmark)

    Dal Corso, Alessandro; Olsen, Mikkel Damgaard; Steenstrup, Kasper Hornbak

    2015-01-01

    VirtualTable is a projection augmented reality installation where users are engaged in an interactive tower defense game. The installation runs continuously and is designed to attract people to a table, which the game is projected onto. Any number of players can join the game for an optional period...

  18. The Future of Virtual Reality in the Classroom

    Science.gov (United States)

    Vance, Amelia

    2016-01-01

    As state boards of education and other state policymakers consider the future of schools, sorting fad technology from technology that accelerates learning is key. Virtual reality (VR) is one such technology with promise that seems unlikely to fizzle. Hailed as potentially transformative for education and still in the early stages of application,…

  19. Virtual Reality in Psychological, Medical and Pedagogical Applications

    Science.gov (United States)

    Eichenberg, Christiane, Ed.

    2012-01-01

    This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…

  20. Reduced Mimicry to Virtual Reality Avatars in Autism Spectrum Disorder

    Science.gov (United States)

    Forbes, Paul A. G.; Pan, Xueni; de C. Hamilton, Antonia F.

    2016-01-01

    Mimicry involves unconsciously copying the actions of others. Increasing evidence suggests that autistic people can copy the goal of an observed action but show differences in their mimicry. We investigated mimicry in autism spectrum disorder (ASD) within a two-dimensional virtual reality environment. Participants played an imitation game with a…

  1. A Virtual Reality Dance Training System Using Motion Capture Technology

    Science.gov (United States)

    Chan, J. C. P.; Leung, H.; Tang, J. K. T.; Komura, T.

    2011-01-01

    In this paper, a new dance training system based on the motion capture and virtual reality (VR) technologies is proposed. Our system is inspired by the traditional way to learn new movements-imitating the teacher's movements and listening to the teacher's feedback. A prototype of our proposed system is implemented, in which a student can imitate…

  2. Teaching Marketing through a Micro-Economy in Virtual Reality

    Science.gov (United States)

    Drake-Bridges, Erin; Strelzoff, Andrew; Sulbaran, Tulio

    2011-01-01

    Teaching retailing principles to students is a challenge because although real-world wholesale and retail decision making very heavily depends on dynamic conditions, classroom exercises are limited to abstract discussions and role-playing. This article describes two interlocking class projects taught using the virtual reality of secondlife.com,…

  3. Virtual Reality in the Teaching of the Technical Drawing.

    Science.gov (United States)

    Gomez, Luis Alberto; Lemos, David; Carlos de Souza, Antonio; Speck, Henderson Jose

    This paper proposes the use of the Virtual Reality Modeling Language (VRML) language for teaching technical drawing projections. Three dimensional models and exercises are left to students over the Internet substituting the old wood models in the classroom. An introduction to the VRML language is presented. A detailed description on how models are…

  4. Feasibility of Virtual Reality Environments for Adolescent Social Anxiety Disorder

    Science.gov (United States)

    Parrish, Danielle E.; Oxhandler, Holly K.; Duron, Jacuelynn F.; Swank, Paul; Bordnick, Patrick

    2016-01-01

    Purpose: This study assessed the feasibility of virtual reality (VR) exposure as an assessment and treatment modality for youth with social anxiety disorder (SAD). Methods: Forty-one adolescents, 20 of which were identified as having SAD, were recruited from a community sample. Youth with and without SAD were exposed to two social virtual…

  5. Conveying Architectural Form and Space with Virtual Reality

    DEFF Research Database (Denmark)

    Kreutzberg, Anette

    2015-01-01

    The purpose of this study was to explore the user experience of non-specialists viewing and navigating in an architectural native (Revit) BIM model in Virtual Reality (VR) with a head mounted display (HMD). The perceived sense of presence as well as the quality of vision and total VR experience...

  6. Virtual reality training versus blended learning of laparoscopic cholecystectomy

    DEFF Research Database (Denmark)

    Nickel, Felix; Brzoska, Julia Anja; Gondan, Matthias;

    2015-01-01

    Objective: This study compared virtual reality (VR) training with low cost blended learning (BL) in a structured training program. Background: Training of laparoscopic skills outside the operating room is mandatory to reduce operative times and risks. Methods: Laparoscopy-naïve medical students...

  7. Innovative virtual reality measurements for embryonic growth and development

    NARCIS (Netherlands)

    C.M. Verwoerd-Dikkeboom (Christine); A.H.J. Koning (Anton); W.C.J. Hop (Wim); P.J. van der Spek (Peter); N. Exalto (Niek); R.P.M. Steegers-Theunissen (Régine)

    2010-01-01

    textabstractBackground Innovative imaging techniques, using up-to-date ultrasonic equipment, necessitate specific biometry. The aim of our study was to test the possibility of detailed human embryonic biometry using a virtual reality (VR) technique. Methods In a longitudinal study, three-dimensional

  8. The Application of Virtual Reality Technology to Ear Microsurgery

    Institute of Scientific and Technical Information of China (English)

    谢叻; 戴培东; 张天宇; 周印; 魏安顺; 王克强; 金德才; 李树峰; 王正敏

    2004-01-01

    The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article,medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.

  9. Virtual Boutique: a 3D modeling and content-based management approach to e-commerce

    Science.gov (United States)

    Paquet, Eric; El-Hakim, Sabry F.

    2000-12-01

    The Virtual Boutique is made out of three modules: the decor, the market and the search engine. The decor is the physical space occupied by the Virtual Boutique. It can reproduce any existing boutique. For this purpose, photogrammetry is used. A set of pictures of a real boutique or space is taken and a virtual 3D representation of this space is calculated from them. Calculations are performed with software developed at NRC. This representation consists of meshes and texture maps. The camera used in the acquisition process determines the resolution of the texture maps. Decorative elements are added like painting, computer generated objects and scanned objects. The objects are scanned with laser scanner developed at NRC. This scanner allows simultaneous acquisition of range and color information based on white laser beam triangulation. The second module, the market, is made out of all the merchandises and the manipulators, which are used to manipulate and compare the objects. The third module, the search engine, can search the inventory based on an object shown by the customer in order to retrieve similar objects base don shape and color. The items of interest are displayed in the boutique by reconfiguring the market space, which mean that the boutique can be continuously customized according to the customer's needs. The Virtual Boutique is entirely written in Java 3D and can run in mono and stereo mode and has been optimized in order to allow high quality rendering.

  10. CT virtual endoscopy and 3D stereoscopic visualisation in the evaluation of coronary stenting.

    Science.gov (United States)

    Sun, Z; Lawrence-Brown

    2009-10-01

    The aim of this case report is to present the additional value provided by CT virtual endoscopy and 3D stereoscopic visualisation when compared with 2D visualisations in the assessment of coronary stenting. A 64-year old patient was treated with left coronary stenting 8 years ago and recently followed up with multidetector row CT angiography. An in-stent restenosis of the left coronary artery was suspected based on 2D axial and multiplanar reformatted images. 3D virtual endoscopy was generated to demonstrate the smooth intraluminal surface of coronary artery wall, and there was no evidence of restenosis or intraluminal irregularity. Virtual fly-through of the coronary artery was produced to examine the entire length of the coronary artery with the aim of demonstrating the intraluminal changes following placement of the coronary stent. In addition, stereoscopic views were generated to show the relationship between coronary artery branches and the coronary stent. In comparison with traditional 2D visualisations, virtual endoscopy was useful for assessment of the intraluminal appearance of the coronary artery wall following coronary stent implantation, while stereoscopic visualisation improved observers' understanding of the complex cardiac structures. Thus, both methods could be used as a complementary tool in cardiac imaging.

  11. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    Directory of Open Access Journals (Sweden)

    Moses O. Onyesolu

    2013-10-01

    Full Text Available learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR. VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtual reality system on a desktop by deploying Visual Basic.NET, Java and Macromedia Flash. This simulated environment enhanced students’ understanding by providing a degree of reality unattainable in a traditional two-dimensional interface, creating a sensory-rich interactive learning environment.

  12. Education about Hallucinations Using an Internet Virtual Reality System: A Qualitative Survey

    Science.gov (United States)

    Yellowlees, Peter M.; Cook, James N.

    2006-01-01

    Objective: The authors evaluate an Internet virtual reality technology as an education tool about the hallucinations of psychosis. Method: This is a pilot project using Second Life, an Internet-based virtual reality system, in which a virtual reality environment was constructed to simulate the auditory and visual hallucinations of two patients…

  13. The Potential of Using Virtual Reality Technology in Physical Activity Settings

    Science.gov (United States)

    Pasco, Denis

    2013-01-01

    In recent years, virtual reality technology has been successfully used for learning purposes. The purposes of the article are to examine current research on the role of virtual reality in physical activity settings and discuss potential application of using virtual reality technology to enhance learning in physical education. The article starts…

  14. Using Virtual Reality Environment to Improve Joint Attention Associated with Pervasive Developmental Disorder

    Science.gov (United States)

    Cheng, Yufang; Huang, Ruowen

    2012-01-01

    The focus of this study is using data glove to practice Joint attention skill in virtual reality environment for people with pervasive developmental disorder (PDD). The virtual reality environment provides a safe environment for PDD people. Especially, when they made errors during practice in virtual reality environment, there is no suffering or…

  15. Who am I - and if so, where? An experiment on personality in online virtual realities

    NARCIS (Netherlands)

    Aas, B.G.; Meyerbröker, K.; Emmelkamp, P.M.G.

    2010-01-01

    Virtual realities form a new technical platform, raising scientific questions about the human mind, communication and identity. There is hardly any scientific research on the influence of a virtual reality on the identity perception and the personality of a user of these virtual realities. The prese

  16. Real-time computer-generated integral imaging and 3D image calibration for augmented reality surgical navigation.

    Science.gov (United States)

    Wang, Junchen; Suenaga, Hideyuki; Liao, Hongen; Hoshi, Kazuto; Yang, Liangjing; Kobayashi, Etsuko; Sakuma, Ichiro

    2015-03-01

    Autostereoscopic 3D image overlay for augmented reality (AR) based surgical navigation has been studied and reported many times. For the purpose of surgical overlay, the 3D image is expected to have the same geometric shape as the original organ, and can be transformed to a specified location for image overlay. However, how to generate a 3D image with high geometric fidelity and quantitative evaluation of 3D image's geometric accuracy have not been addressed. This paper proposes a graphics processing unit (GPU) based computer-generated integral imaging pipeline for real-time autostereoscopic 3D display, and an automatic closed-loop 3D image calibration paradigm for displaying undistorted 3D images. Based on the proposed methods, a novel AR device for 3D image surgical overlay is presented, which mainly consists of a 3D display, an AR window, a stereo camera for 3D measurement, and a workstation for information processing. The evaluation on the 3D image rendering performance with 2560×1600 elemental image resolution shows the rendering speeds of 50-60 frames per second (fps) for surface models, and 5-8 fps for large medical volumes. The evaluation of the undistorted 3D image after the calibration yields sub-millimeter geometric accuracy. A phantom experiment simulating oral and maxillofacial surgery was also performed to evaluate the proposed AR overlay device in terms of the image registration accuracy, 3D image overlay accuracy, and the visual effects of the overlay. The experimental results show satisfactory image registration and image overlay accuracy, and confirm the system usability.

  17. Real decisions in virtual worlds : Team collaboration and decision making in 3D virtual environments

    NARCIS (Netherlands)

    Schouten, A.P.; van den Hooff, B.; Feldberg, F.

    2015-01-01

    This study investigates how three-dimensional virtual environments (3DVEs) support shared understanding and group decision making. Based on media synchronicity theory, we pose that the shared environment and avatar-based interaction allowed by 3DVEs aid convergence processes in teams working on a de

  18. The role of presence in virtual reality exposure therapy.

    Science.gov (United States)

    Price, Matthew; Anderson, Page

    2007-01-01

    A growing body of literature suggests that virtual reality is a successful tool for exposure therapy in the treatment of anxiety disorders. Virtual reality (VR) researchers posit the construct of presence, defined as the interpretation of an artificial stimulus as if it were real, to be a presumed factor that enables anxiety to be felt during virtual reality exposure therapy (VRE). However, a handful of empirical studies on the relation between presence and anxiety in VRE have yielded mixed findings. The current study tested the following hypotheses about the relation between presence and anxiety in VRE with a clinical sample of fearful flyers: (1) presence is related to in-session anxiety; (2) presence mediates the extent that pre-existing (pre-treatment) anxiety is experienced during exposure with VR; (3) presence is positively related to the amount of phobic elements included within the virtual environment; (4) presence is related to treatment outcome. Results supported presence as a factor that contributes to the experience of anxiety in the virtual environment as well as a relation between presence and the phobic elements, but did not support a relation between presence and treatment outcome. The study suggests that presence may be a necessary but insufficient requirement for successful VRE.

  19. Water-friendly virtual reality pain control during wound care.

    Science.gov (United States)

    Hoffman, Hunter G; Patterson, David R; Magula, Jeff; Carrougher, Gretchen J; Zeltzer, Karen; Dagadakis, Stephen; Sharar, Sam R

    2004-02-01

    Recent research suggests that entering an immersive virtual environment can serve as a powerful nonpharmacologic analgesic for severe burn pain. The present case study describes an attempt to use water-friendly virtual reality (VR) technology with a burn patient undergoing wound care in a hydrotherapy tub. The patient was a 40-year-old male with 19% total body surface area deep flame/flash burns to his legs, neck, back, and buttocks. The virtual reality treatment decreased the patient's sensory and affective pain ratings and decreased the amount of time spent thinking about his pain during wound care. We believe that VR analgesia works by drawing attention away from the wound care, leaving less attention available to process incoming pain signals. The water-friendly VR helmet dramatically increases the number of patients with severe burns that could potentially be treated with VR (see http://www.vrpain.com).

  20. The assessment of virtual reality for human anatomy instruction

    Science.gov (United States)

    Benn, Karen P.

    1994-01-01

    This research project seeks to meet the objective of science training by developing, assessing, and validating virtual reality as a human anatomy training medium. In ideal situations, anatomic models, computer-based instruction, and cadaver dissection are utilized to augment the traditional methods of instruction. At many institutions, lack of financial resources limits anatomy instruction to textbooks and lectures. However, human anatomy is three dimensional, unlike the one dimensional depiction found in textbooks and the two dimensional depiction found on the computer. Virtual reality is a breakthrough technology that allows one to step through the computer screen into a three dimensional world. This technology offers many opportunities to enhance science education. Therefore, a virtual testing environment of the abdominopelvic region of a human cadaver was created to study the placement of body parts within the nine anatomical divisions of the abdominopelvic region and the four abdominal quadrants.

  1. The use of virtual reality in acrophobia research and treatment.

    Science.gov (United States)

    Coelho, Carlos M; Waters, Allison M; Hine, Trevor J; Wallis, Guy

    2009-06-01

    Acrophobia, or fear of heights, is a widespread and debilitating anxiety disorder affecting perhaps 1 in 20 adults. Virtual reality (VR) technology has been used in the psychological treatment of acrophobia since 1995, and has come to dominate the treatment of numerous anxiety disorders. It is now known that virtual reality exposure therapy (VRET) regimens are highly effective for acrophobia treatment. This paper reviews current theoretical understanding of acrophobia as well as the evolution of its common treatments from the traditional exposure therapies to the most recent virtually guided ones. In particular, the review focuses on recent innovations in the use of VR technology and discusses the benefits it may offer for examining the underlying causes of the disorder, allowing for the systematic assessment of interrelated factors such as the visual, vestibular and postural control systems.

  2. Blood Pool Segmentation Results in Superior Virtual Cardiac Models than Myocardial Segmentation for 3D Printing.

    Science.gov (United States)

    Farooqi, Kanwal M; Lengua, Carlos Gonzalez; Weinberg, Alan D; Nielsen, James C; Sanz, Javier

    2016-08-01

    The method of cardiac magnetic resonance (CMR) three-dimensional (3D) image acquisition and post-processing which should be used to create optimal virtual models for 3D printing has not been studied systematically. Patients (n = 19) who had undergone CMR including both 3D balanced steady-state free precession (bSSFP) imaging and contrast-enhanced magnetic resonance angiography (MRA) were retrospectively identified. Post-processing for the creation of virtual 3D models involved using both myocardial (MS) and blood pool (BP) segmentation, resulting in four groups: Group 1-bSSFP/MS, Group 2-bSSFP/BP, Group 3-MRA/MS and Group 4-MRA/BP. The models created were assessed by two raters for overall quality (1-poor; 2-good; 3-excellent) and ability to identify predefined vessels (1-5: superior vena cava, inferior vena cava, main pulmonary artery, ascending aorta and at least one pulmonary vein). A total of 76 virtual models were created from 19 patient CMR datasets. The mean overall quality scores for Raters 1/2 were 1.63 ± 0.50/1.26 ± 0.45 for Group 1, 2.12 ± 0.50/2.26 ± 0.73 for Group 2, 1.74 ± 0.56/1.53 ± 0.61 for Group 3 and 2.26 ± 0.65/2.68 ± 0.48 for Group 4. The numbers of identified vessels for Raters 1/2 were 4.11 ± 1.32/4.05 ± 1.31 for Group 1, 4.90 ± 0.46/4.95 ± 0.23 for Group 2, 4.32 ± 1.00/4.47 ± 0.84 for Group 3 and 4.74 ± 0.56/4.63 ± 0.49 for Group 4. Models created using BP segmentation (Groups 2 and 4) received significantly higher ratings than those created using MS for both overall quality and number of vessels visualized (p printed on desktop 3D printers with good quality and accurate representation of the virtual 3D models. We recommend using BP segmentation with either MRA or bSSFP source datasets to create virtual 3D models for 3D printing. Desktop 3D printers can offer good quality printed models with accurate representation of anatomic detail.

  3. Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes.

    Science.gov (United States)

    Boulos, Maged N Kamel; Robinson, Larry R

    2009-10-22

    Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system.

  4. Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes

    Directory of Open Access Journals (Sweden)

    Robinson Larry R

    2009-10-01

    Full Text Available Abstract Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis. However, when a person views a conventional 2-D (two-dimensional image representation of a 3-D (three-dimensional scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center in setting up a low-cost, full-colour stereoscopic 3-D system.

  5. Web GIS in practice VII: stereoscopic 3-D solutions for online maps and virtual globes

    Science.gov (United States)

    Boulos, Maged N.K.; Robinson, Larry R.

    2009-01-01

    Because our pupils are about 6.5 cm apart, each eye views a scene from a different angle and sends a unique image to the visual cortex, which then merges the images from both eyes into a single picture. The slight difference between the right and left images allows the brain to properly perceive the 'third dimension' or depth in a scene (stereopsis). However, when a person views a conventional 2-D (two-dimensional) image representation of a 3-D (three-dimensional) scene on a conventional computer screen, each eye receives essentially the same information. Depth in such cases can only be approximately inferred from visual clues in the image, such as perspective, as only one image is offered to both eyes. The goal of stereoscopic 3-D displays is to project a slightly different image into each eye to achieve a much truer and realistic perception of depth, of different scene planes, and of object relief. This paper presents a brief review of a number of stereoscopic 3-D hardware and software solutions for creating and displaying online maps and virtual globes (such as Google Earth) in "true 3D", with costs ranging from almost free to multi-thousand pounds sterling. A practical account is also given of the experience of the USGS BRD UMESC (United States Geological Survey's Biological Resources Division, Upper Midwest Environmental Sciences Center) in setting up a low-cost, full-colour stereoscopic 3-D system.

  6. Dynamic WIFI-Based Indoor Positioning in 3D Virtual World

    Science.gov (United States)

    Chan, S.; Sohn, G.; Wang, L.; Lee, W.

    2013-11-01

    A web-based system based on the 3DTown project was proposed using Google Earth plug-in that brings information from indoor positioning devices and real-time sensors into an integrated 3D indoor and outdoor virtual world to visualize the dynamics of urban life within the 3D context of a city. We addressed limitation of the 3DTown project with particular emphasis on video surveillance camera used for indoor tracking purposes. The proposed solution was to utilize wireless local area network (WLAN) WiFi as a replacement technology for localizing objects of interest due to the wide spread availability and large coverage area of WiFi in indoor building spaces. Indoor positioning was performed using WiFi without modifying existing building infrastructure or introducing additional access points (AP)s. A hybrid probabilistic approach was used for indoor positioning based on previously recorded WiFi fingerprint database in the Petrie Science and Engineering building at York University. In addition, we have developed a 3D building modeling module that allows for efficient reconstruction of outdoor building models to be integrated with indoor building models; a sensor module for receiving, distributing, and visualizing real-time sensor data; and a web-based visualization module for users to explore the dynamic urban life in a virtual world. In order to solve the problems in the implementation of the proposed system, we introduce approaches for integration of indoor building models with indoor positioning data, as well as real-time sensor information and visualization on the web-based system. In this paper we report the preliminary results of our prototype system, demonstrating the system's capability for implementing a dynamic 3D indoor and outdoor virtual world that is composed of discrete modules connected through pre-determined communication protocols.

  7. Virtual Reality Research at TNO-FEL

    NARCIS (Netherlands)

    Jense, G.J.; Kuijper, F.

    1992-01-01

    Virtual environmens(VE) technology is expected to make a big impact on future training and simulation systems. Direct stimulation of human senses (eyesight, auditory, tactile) and new paradigms for user input will improve the realism of simulations and thereby the effectiveness of training and simul

  8. Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology

    Directory of Open Access Journals (Sweden)

    Mantovani Fabrizia

    2004-12-01

    Full Text Available Abstract Virtual Reality (VR offers a blend of attractive attributes for rehabilitation. The most exploited is its ability to create a 3D simulation of reality that can be explored by patients under the supervision of a therapist. In fact, VR can be defined as an advanced communication interface based on interactive 3D visualization, able to collect and integrate different inputs and data sets in a single real-like experience. However, "treatment is not just fixing what is broken; it is nurturing what is best" (Seligman & Csikszentmihalyi. For rehabilitators, this statement supports the growing interest in the influence of positive psychological state on objective health care outcomes. This paper introduces a bio-cultural theory of presence linking the state of optimal experience defined as "flow" to a virtual reality experience. This suggests the possibility of using VR for a new breed of rehabilitative applications focused on a strategy defined as transformation of flow. In this view, VR can be used to trigger a broad empowerment process within the flow experience induced by a high sense of presence. The link between its experiential and simulative capabilities may transform VR into the ultimate rehabilitative device. Nevertheless, further research is required to explore more in depth the link between cognitive processes, motor activities, presence and flow.

  9. Computer Based Training: Field Deployable Trainer and Shared Virtual Reality

    Science.gov (United States)

    Mullen, Terence J.

    1997-01-01

    Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share

  10. The use of strain gauge platform and virtual reality tool for patient stability examination

    Science.gov (United States)

    Walendziuk, Wojciech; Wysk, Lukasz; Skoczylas, Marcin

    2016-09-01

    Virtual reality is one of the fastest growing information technologies. This paper is only a prelude to a larger study on the use of virtual reality tools in analysing bony labyrinth and sense of balance. Problems with the functioning of these areas of the body are a controversial topic in debate among specialists. The result of still unresolved imbalance treatments is a constant number of people reporting this type of ailment. Considering above, authors created a system and application that contains a model of virtual environment, and a tool for the modification of the obstacles in 3D space. Preliminary studies of patients from a test group aged 22-49 years were also carried out, in which behaviour and sense of balance in relation to the horizontal curvature of the virtual world around patient has been analysed. Experiments carried out on a test group showed that the shape of the curve and the virtual world space and age of patient has a major impact on a sense of balance. The data obtained can be linked with actual disorders of bony labyrinth and human behaviour at the time of their occurrence. Another important achievement that will be the subject of further work is possible use a modified version of the software for rehabilitation purposes.

  11. Design Virtual Reality Scene Roam for Tour Animations Base on VRML and Java

    Science.gov (United States)

    Cao, Zaihui; hu, Zhongyan

    Virtual reality has been involved in a wide range of academic and commercial applications. It can give users a natural feeling of the environment by creating realistic virtual worlds. Implementing a virtual tour through a model of a tourist area on the web has become fashionable. In this paper, we present a web-based application that allows a user to, walk through, see, and interact with a fully three-dimensional model of the tourist area. Issues regarding navigation and disorientation areaddressed and we suggest a combination of the metro map and an intuitive navigation system. Finally we present a prototype which implements our ideas. The application of VR techniques integrates the visualization and animation of the three dimensional modelling to landscape analysis. The use of the VRML format produces the possibility to obtain some views of the 3D model and to explore it in real time. It is an important goal for the spatial information sciences.

  12. Envisioning the future of home care: applications of immersive virtual reality.

    Science.gov (United States)

    Brennan, Patricia Flatley; Arnott Smith, Catherine; Ponto, Kevin; Radwin, Robert; Kreutz, Kendra

    2013-01-01

    Accelerating the design of technologies to support health in the home requires 1) better understanding of how the household context shapes consumer health behaviors and (2) the opportunity to afford engineers, designers, and health professionals the chance to systematically study the home environment. We developed the Living Environments Laboratory (LEL) with a fully immersive, six-sided virtual reality CAVE to enable recreation of a broad range of household environments. We have successfully developed a virtual apartment, including a kitchen, living space, and bathroom. Over 2000 people have visited the LEL CAVE. Participants use an electronic wand to activate common household affordances such as opening a refrigerator door or lifting a cup. Challenges currently being explored include creating natural gesture to interface with virtual objects, developing robust, simple procedures to capture actual living environments and rendering them in a 3D visualization, and devising systematic stable terminologies to characterize home environments.

  13. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects

    Directory of Open Access Journals (Sweden)

    Tetsworth Kevin

    2017-01-01

    Full Text Available 3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illustrates the potential indications of this innovative technique using 3D printed titanium truss cages in conjunction with the Masquelet technique. These implants are custom designed during a virtual surgical planning session with the combined input of an orthopaedic surgeon, an orthopaedic engineering professional and a biomedical design engineer. The ability to 3D model an identical replica of the original intact bone in a virtual procedure is of vital importance when attempting to precisely reconstruct normal anatomy during the actual procedure. Additionally, other important factors must be considered during the planning procedure, such as the three-dimensional configuration of the implant. Meticulous design is necessary to allow for successful implantation through the planned surgical exposure, while being aware of the constraints imposed by local anatomy and prior implants. This review will attempt to synthesize the current state of the art as well as discuss our personal experience using this promising technique. It will address implant design considerations including the mechanical, anatomical and functional aspects unique to each case.

  14. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects.

    Science.gov (United States)

    Tetsworth, Kevin; Block, Steve; Glatt, Vaida

    2017-01-01

    3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illustrates the potential indications of this innovative technique using 3D printed titanium truss cages in conjunction with the Masquelet technique. These implants are custom designed during a virtual surgical planning session with the combined input of an orthopaedic surgeon, an orthopaedic engineering professional and a biomedical design engineer. The ability to 3D model an identical replica of the original intact bone in a virtual procedure is of vital importance when attempting to precisely reconstruct normal anatomy during the actual procedure. Additionally, other important factors must be considered during the planning procedure, such as the three-dimensional configuration of the implant. Meticulous design is necessary to allow for successful implantation through the planned surgical exposure, while being aware of the constraints imposed by local anatomy and prior implants. This review will attempt to synthesize the current state of the art as well as discuss our personal experience using this promising technique. It will address implant design considerations including the mechanical, anatomical and functional aspects unique to each case.

  15. Putting 3D modelling and 3D printing into practice: virtual surgery and preoperative planning to reconstruct complex post-traumatic skeletal deformities and defects

    Science.gov (United States)

    Tetsworth, Kevin; Block, Steve; Glatt, Vaida

    2017-01-01

    3D printing technology has revolutionized and gradually transformed manufacturing across a broad spectrum of industries, including healthcare. Nowhere is this more apparent than in orthopaedics with many surgeons already incorporating aspects of 3D modelling and virtual procedures into their routine clinical practice. As a more extreme application, patient-specific 3D printed titanium truss cages represent a novel approach for managing the challenge of segmental bone defects. This review illustrates the potential indications of this innovative technique using 3D printed titanium truss cages in conjunction with the Masquelet technique. These implants are custom designed during a virtual surgical planning session with the combined input of an orthopaedic surgeon, an orthopaedic engineering professional and a biomedical design engineer. The ability to 3D model an identical replica of the original intact bone in a virtual procedure is of vital importance when attempting to precisely reconstruct normal anatomy during the actual procedure. Additionally, other important factors must be considered during the planning procedure, such as the three-dimensional configuration of the implant. Meticulous design is necessary to allow for successful implantation through the planned surgical exposure, while being aware of the constraints imposed by local anatomy and prior implants. This review will attempt to synthesize the current state of the art as well as discuss our personal experience using this promising technique. It will address implant design considerations including the mechanical, anatomical and functional aspects unique to each case. PMID:28220752

  16. Discussion on the application of virtual reality technology in digital museum display under Unity3D%探讨Unity3D下数字博物馆展示中虚拟现实技术的运用分析

    Institute of Scientific and Technical Information of China (English)

    刘展海; 刘展航; 禤桂勇; 何伟

    2016-01-01

    Unity3D原本是一个游戏引擎,是建立在多平台基础之上的综合性的游戏开发工具,具有专业化的特点。但是在发展的过程中,逐渐发现Unity3D这一虚拟技术还可以应用在其他领域中,并且具有十分明显的效果。例如数字博物馆中的应用就是其中之一,本文重点对数字博物馆中虚拟现实技术的应用进行了分析,希望为今后的相关工作提供帮助。%This paper focuses on the application of virtual reality technology in digital museum analysis, and hope to provide help for the relevant work in the future.

  17. HERRAMIENTAS EN 3D PARA EL MODELADO DE ESCENARIOS VIRTUALES BASADOS EN LOGO. ESTADO DEL ARTE

    Directory of Open Access Journals (Sweden)

    Luz Santamaría Granados

    2009-01-01

    Full Text Available Este artículo revisa la comprobada fundamentación pedagógica de LOGO (Papert, 2003 que a su vez ofrece interesantes estrategias de motivación para los niños, en aspectos tales como el desarrollo de habilidades espaciales a través de su propia exploración de mundos virtuales. La metodología original fue propuesta por Seymour Papert para escenarios en dos dimensiones (2D. Por lo tanto, se analiza la posibilidad de integrar las ventajas pedagógicas de LOGO con una interfaz gráfica en tres dimensiones (3D, al aprovechar la tecnología contemplada en los estándares del consorcio Web3D. Además menciona los componentes X3D que permiten el uso de avatares (humanoides para facilitar la interacción de los usuarios en mundos virtuales dinámicos, al disponer de personajes adicionales al de la tortuga de LOGO.

  18. Facial emotional recognition in schizophrenia: preliminary results of the virtual reality program for facial emotional recognition

    Directory of Open Access Journals (Sweden)

    Teresa Souto

    2013-01-01

    Full Text Available BACKGROUND: Significant deficits in emotional recognition and social perception characterize patients with schizophrenia and have direct negative impact both in inter-personal relationships and in social functioning. Virtual reality, as a methodological resource, might have a high potential for assessment and training skills in people suffering from mental illness. OBJECTIVES: To present preliminary results of a facial emotional recognition assessment designed for patients with schizophrenia, using 3D avatars and virtual reality. METHODS: Presentation of 3D avatars which reproduce images developed with the FaceGen® software and integrated in a three-dimensional virtual environment. Each avatar was presented to a group of 12 patients with schizophrenia and a reference group of 12 subjects without psychiatric pathology. RESULTS: The results show that the facial emotions of happiness and anger are better recognized by both groups and that the major difficulties arise in fear and disgust recognition. Frontal alpha electroencephalography variations were found during the presentation of anger and disgust stimuli among patients with schizophrenia. DISCUSSION: The developed program evaluation module can be of surplus value both for patient and therapist, providing the task execution in a non anxiogenic environment, however similar to the actual experience.

  19. Therapeutic Media: Treating PTSD with Virtual Reality Exposure Therapy

    Directory of Open Access Journals (Sweden)

    Kathrin Friedrich

    2016-09-01

    Full Text Available Applying head-mounted displays (HMDs and virtual reality scenarios in virtual reality exposure therapy (VRET promises to alleviate combat-related post-traumatic stress disorders (among others. Its basic premise is that, through virtual scenarios, patients may re-engage immersively with situations that provoke anxiety, thereby reducing fear and psychosomatic stress. In this context, HMDs and visualizations should be considered not merely as devices for entertainment purposes or tools for achieving pragmatic objectives but also as a means to instruct and guide patients’ imagination and visual perception in triggering traumatic experiences. Under what perceptual and therapeutic conditions is virtual therapy to be considered effective? Who is the “ideal” patient for such therapy regimes, both in terms of his/her therapeutic indications and his/her perceptual readiness to engage with VR scenarios? In short, how are “treatable” patients conceptualized by and within virtual therapy? From a media-theory perspective, this essay critically explores various aspects of the VRET application Bravemind in order to shed light on conditions of virtual exposure therapy and conceptions of subjectivity and traumatic experience that are embodied and replicated by such HMD-based technology.

  20. 一种基于 Unity3D 的移动增强现实自动导览方法%An Automatic Navigation Method of Mobile Augmented Reality Based on Unity3D

    Institute of Scientific and Technical Information of China (English)

    罗永东; 张淑军

    2015-01-01

    Augmented reality(AR) based on mobile terminal is one of the current hot fields in mobile applications and human-computer interaction .The common AR techniques mostly adopt simple template matching methods to identify mark-ers which are inaccurate and easily influenced by the change of light or occlusion ,and often lead to tracking failure .An auto-matic navigation method of mobile AR is proposed based on Unity3D in this paper .Firstly ,3D models of the scene are con-structed using Unity3D and features points of the markers are detected and tracked by Vuforia engine .Then ,according to the relative positions and angles of different markers ,the 3D models can be rendered and animations or videos are played on the visual screen .Virtual buttons are used for virtual-reality interaction .Experimental results show that this method can switch seamlessly augmented reality effects during the terminal moving process and have good robustness to illumination change and occlusion .It can be applied for automatic navigation of indoor and outdoor environments including schools ,exhi-bitions ,tourist spots ,etc .%基于移动终端的增强现实是当前移动应用和人机交互领域备受关注的热点之一,现有的增强现实开发技术多采用简单的模板匹配方式进行标识物的识别,准确率较低,受光照和遮挡的影响较大,常导致跟踪失败。该文提出了一种基于 Unity3D 的移动增强现实自动导览方法,利用 Unity3D 对场景进行三维建模,由 Vuforia 引擎检测和跟踪标识物特征点,根据不同标识物的相对位置和姿态在视平面上绘制对应的3D 模型、设置动画、播放视频,采用虚拟按钮方式进行虚实交互。实验结果表明,该方法能够在终端连续移动过程中无缝切换虚实叠加的效果,对光照变化和遮挡处理的鲁棒性较好,可用于校园、展会、旅游景点等室内外环境的自动导览。

  1. BCI inside a virtual reality classroom: a potential training tool for attention

    DEFF Research Database (Denmark)

    Rohani, Darius Adam; Puthusserypady, Sadasivan

    2015-01-01

    the brain. A particular brain signal, the P300 potential, can be measured about 300 ms after a voluntary cognitive involvement to external stimuli. By utilizing the P300 potential, we have designed a BCI- assisted exercising tool targeting attention enhancement within an immersive 3D virtual reality (VR...... (SVM) classifier has been used to automatically detect the P300 potential. Results : Six subjects have participated in the preliminary experiment to test the prototype system, and an average error rate below 0.30 have been achieved, which is noteworthy considering the simplicity of the scheme...

  2. INTERACTIVITY INFLUENCES THE MAGNITUDE OF VIRTUAL REALITY ANALGESIA.

    Science.gov (United States)

    Wender, Regina; Hoffman, Hunter G; Hunner, Harley H; Seibel, Eric J; Patterson, David R; Sharar, Sam R

    2009-01-01

    Despite medication with opioids and other powerful pharmacologic pain medications, most patients rate their pain during severe burn wound care as severe to excruciating. Excessive pain is a widespread medical problem in a wide range of patient populations. Immersive virtual reality (VR) distraction may help reduce pain associated with medical procedures. Recent research manipulating immersiveness has shown that a high tech VR helmet reduces pain more effectively than a low tech VR helmet. The present study explores the effect of interactivity on the analgesic effectiveness of virtual reality. Using a double blind design, in the present study, twenty-one volunteers were randomly assigned to one of two groups, and received a thermal pain stimulus during either interactive VR, or during non-interactive VR. Subjects in both groups individually glided through the virtual world, but one group could look around and interact with the environment using the trackball, whereas participants in the other group had no trackball. Afterwards, each participant provided subjective 0-10 ratings of cognitive, sensory and affective components of pain, and the amount of fun during the pain stimulus. Compared to the non-interactive VR group, participants in the interactive VR group showed 75% more reduction in pain unpleasantness (p virtual reality.

  3. Novel Web-based Education Platforms for Information Communication utilizing Gamification, Virtual and Immersive Reality

    Science.gov (United States)

    Demir, I.

    2015-12-01

    Recent developments in internet technologies make it possible to manage and visualize large data on the web. Novel visualization techniques and interactive user interfaces allow users to create realistic environments, and interact with data to gain insight from simulations and environmental observations. This presentation showcase information communication interfaces, games, and virtual and immersive reality applications for supporting teaching and learning of concepts in atmospheric and hydrological sciences. The information communication platforms utilizes latest web technologies and allow accessing and visualizing large scale data on the web. The simulation system is a web-based 3D interactive learning environment for teaching hydrological and atmospheric processes and concepts. The simulation systems provides a visually striking platform with realistic terrain and weather information, and water simulation. The web-based simulation system provides an environment for students to learn about the earth science processes, and effects of development and human activity on the terrain. Users can access the system in three visualization modes including virtual reality, augmented reality, and immersive reality using heads-up display. The system provides various scenarios customized to fit the age and education level of various users.

  4. Interactive Virtual Community Based on Web3D%基于Web3D的交互式虚拟社区

    Institute of Scientific and Technical Information of China (English)

    李远鑫; 蒋海鸥; 徐亦飞; 徐芝琦

    2011-01-01

    当前主流的网络虚拟社区存在缺乏实时性、交互能力不强等问题.为此,结合混合现实教学环境的思想,以Wonderland项目为基础,构建具有Web3D交互能力的WonderSCUT三维虚拟社区平台.该平台能给用户提供强烈的沉浸感,并具有良好的双向交互性、可扩展性以及安全可靠性.实验结果表明,该平台符合Web3D交互方式的发展趋势,具有较强的研究和应用价值.%The major network virtual communities only provide limit means of interactions and cannot satisfy the real-time communication requirement. With the concept of mixed reality teaching and learning environment, a powerful 3D virtual reality community platform with Web3D interactivity, WonderSCUT, is developed, which is based on project Wonderland. WonderSCUT supports a rich family of communication methods,resulting strong immersion and effective interaction. WonderSCUT also provides good scalability and strong security. Experimental results show the advantage of this platform. WonderSCUT meets the trend of Web3D interactivity, and is promising for both research and application.

  5. GE3D: A Virtual Campus for Technology-Enhanced Distance Learning

    Directory of Open Access Journals (Sweden)

    Jean Grieu

    2010-09-01

    Full Text Available A lot of learning systems platforms are used all over the world. But these conventional E-learning platforms aim at students who are used to work on their own. Our students are young (19 years old – 22 years old, and in their first year at the university. Following extensive interviews with our students, we have designed GE3D, an E-learning platform, according to their expectations and our criteria. In this paper, we describe the students’ demands, resulting from the interviews. Then, we describe our virtual campus. Even if our platform uses some elements coming from the 3D games world, it is always a pedagogical tool. Using this technology, we developed a 3D representation of the real world. GE3D is a multi-users tool, with a synchronous technology, an intuitive interface for end-users and an embedded Intelligent Tutoring System to support learners. We also describe the process of a lecture on the Programmable Logic Controllers (PLC’s in this new universe.

  6. Visualization of large scale geologically related data in virtual 3D scenes with OpenGL

    Science.gov (United States)

    Seng, Dewen; Liang, Xi; Wang, Hongxia; Yue, Guoying

    2007-11-01

    This paper demonstrates a method for three-dimensional (3D) reconstruction and visualization of large scale multidimensional surficial, geological and mine planning data with the programmable visualization environment OpenGL. A simulation system developed by the authors is presented for importing, filtering and visualizing of multidimensional geologically related data. The approach for the visual simulation of complicated mining engineering environment implemented in the system is described in detail. Aspects like presentations of multidimensional data with spatial dependence, navigation in the surficial and geological frame of reference and in time, interaction techniques are presented. The system supports real 3D landscape representations. Furthermore, the system provides many visualization methods for rendering multidimensional data within virtual 3D scenes and combines them with several navigation techniques. Real data derived from an iron mine in Wuhan City of China demonstrates the effectiveness and efficiency of the system. A case study with the results and benefits achieved by using real 3D representations and navigations of the system is given.

  7. Exploring 3D GPU-accelerated graph visualization with time-traveling virtual camera

    Directory of Open Access Journals (Sweden)

    Peter Kapec

    2013-04-01

    Full Text Available Graph visualization is an ongoing research area with many open problems. Graphs are often visualized in 2D space and recently also 3D visualizations emerge. However, the added third dimension adds additional problems that make the graph comprehension more difficult. In this paper we focus on navigating and exploring 3D graph visualizations. We present our approach for the automation of virtual camera movement for better graph exploration. This camera movement is enhanced with experimental exploration recording and play-back that allows to fork exploration paths at any time and to switch between them. We also present how graph layout can be accelerated with GPU in combination with scene graph structures. These features were added into our graph visualization system that we use for software visualization. We present several visualizations of the structure and the evolution of software systems.

  8. Going Virtual… or Not: Development and Testing of a 3D Virtual Astronomy Environment

    Science.gov (United States)

    Ruzhitskaya, L.; Speck, A.; Ding, N.; Baldridge, S.; Witzig, S.; Laffey, J.

    2013-04-01

    We present our preliminary results of a pilot study of students' knowledge transfer of an astronomy concept into a new environment. We also share our discoveries on what aspects of a 3D environment students consider being motivational and discouraging for their learning. This study was conducted among 64 non-science major students enrolled in an astronomy laboratory course. During the course, students learned the concept and applications of Kepler's laws using a 2D interactive environment. Later in the semester, the students were placed in a 3D environment in which they were asked to conduct observations and to answers a set of questions pertaining to the Kepler's laws of planetary motion. In this study, we were interested in observing scrutinizing and assessing students' behavior: from choices that they made while creating their avatars (virtual representations) to tools they choose to use, to their navigational patterns, to their levels of discourse in the environment. These helped us to identify what features of the 3D environment our participants found to be helpful and interesting and what tools created unnecessary clutter and distraction. The students' social behavior patterns in the virtual environment together with their answers to the questions helped us to determine how well they understood Kepler's laws, how well they could transfer the concepts to a new situation, and at what point a motivational tool such as a 3D environment becomes a disruption to the constructive learning. Our founding confirmed that students construct deeper knowledge of a concept when they are fully immersed in the environment.

  9. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.

    Science.gov (United States)

    Mateu, Juan; Lasala, María José; Alamán, Xavier

    2015-08-31

    In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  10. Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit

    Directory of Open Access Journals (Sweden)

    Juan Mateu

    2015-08-01

    Full Text Available In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.

  11. Spiroimidazolidinone NPC1L1 inhibitors. 1: Discovery by 3D-similarity-based virtual screening.

    Science.gov (United States)

    McMasters, Daniel R; Garcia-Calvo, Margarita; Maiorov, Vladimir; McCann, Margaret E; Meurer, Roger D; Bull, Herbert G; Lisnock, Jeanmarie; Howell, Kobporn L; Devita, Robert J

    2009-06-01

    A series of spiroimidazolidinone NPC1L1 inhibitors was discovered by virtual screening of the Merck corporate sample repository using 3D-similarity-based screening. Selection of 330 compounds for testing in an in vitro NPC1L1 binding assay yielded six hits in six distinct chemical series. Follow-up 2D similarity searching yielded several sub- to low-micromolar leads; among these was spiroimidazolidinone 10, with an IC(50) of 2.5 microM. Compound 10 provided a useful scaffold to initiate a medicinal chemistry campaign.

  12. Conceptualización proceso-producto de una bicicleta, en entornos virtuales 3D.

    OpenAIRE

    Juárez Pérez, Raquel

    2016-01-01

    Este proyecto consiste en la conceptualización proceso-producto de un cuadro de bicicleta, con un modelado 3D en entornos virtuales. Se pretende diseñar un cuadro de bicicleta con una serie de mejoras especificadas a continuación. Dicho diseño se estudiará ergonómicamente y se discutirá su viabilidad de acuerdo a los objetivos marcados y se propondrá un segundo diseño con todas las mejoras pertinentes. El diseño del cuadro se propondrá para una bicicleta de paseo enfocada a ...

  13. Integration of the virtual model of a Stewart platform with the avatar of a vehicle in a virtual reality

    Science.gov (United States)

    Herbuś, K.; Ociepka, P.

    2016-08-01

    The development of methods of computer aided design and engineering allows conducting virtual tests, among others concerning motion simulation of technical means. The paper presents a method of integrating an object in the form of a virtual model of a Stewart platform with an avatar of a vehicle moving in a virtual environment. The area of the problem includes issues related to the problem of fidelity of mapping the work of the analyzed technical mean. The main object of investigations is a 3D model of a Stewart platform, which is a subsystem of the simulator designated for driving learning for disabled persons. The analyzed model of the platform, prepared for motion simulation, was created in the “Motion Simulation” module of a CAD/CAE class system Siemens PLM NX. Whereas the virtual environment, in which the moves the avatar of the passenger car, was elaborated in a VR class system EON Studio. The element integrating both of the mentioned software environments is a developed application that reads information from the virtual reality (VR) concerning the current position of the car avatar. Then, basing on the accepted algorithm, it sends control signals to respective joints of the model of the Stewart platform (CAD).

  14. Fast generation of virtual X-ray images for reconstruction of 3D anatomy.

    Science.gov (United States)

    Ehlke, Moritz; Ramm, Heiko; Lamecker, Hans; Hege, Hans-Christian; Zachow, Stefan

    2013-12-01

    We propose a novel GPU-based approach to render virtual X-ray projections of deformable tetrahedral meshes. These meshes represent the shape and the internal density distribution of a particular anatomical structure and are derived from statistical shape and intensity models (SSIMs). We apply our method to improve the geometric reconstruction of 3D anatomy (e.g. pelvic bone) from 2D X-ray images. For that purpose, shape and density of a tetrahedral mesh are varied and virtual X-ray projections are generated within an optimization process until the similarity between the computed virtual X-ray and the respective anatomy depicted in a given clinical X-ray is maximized. The OpenGL implementation presented in this work deforms and projects tetrahedral meshes of high resolution (200.000+ tetrahedra) at interactive rates. It generates virtual X-rays that accurately depict the density distribution of an anatomy of interest. Compared to existing methods that accumulate X-ray attenuation in deformable meshes, our novel approach significantly boosts the deformation/projection performance. The proposed projection algorithm scales better with respect to mesh resolution and complexity of the density distribution, and the combined deformation and projection on the GPU scales better with respect to the number of deformation parameters. The gain in performance allows for a larger number of cycles in the optimization process. Consequently, it reduces the risk of being stuck in a local optimum. We believe that our approach will improve treatments in orthopedics, where 3D anatomical information is essential.

  15. The Use of 3d Virtual Learning Environments in Training Foreign Language Pre-Service Teachers

    Directory of Open Access Journals (Sweden)

    Tuncer CAN

    2015-10-01

    Full Text Available The recent developments in computer and Internet technologies and in three dimensional modelling necessitates the new approaches and methods in the education field and brings new opportunities to the higher education. The Internet and virtual learning environments have changed the learning opportunities by diversifying the learning options not only in general education but also in the field of foreign language for teachers, curriculum designers and students. Many higher education institutions are employing one of the most widely used virtual worlds the Second Life Platform and are conducting classes on their virtual campuses, and organize meetings, seminars and conferences. In this study, it has been aimed to devise and implement learning applications on the 3D Second Life Platform for the prospective foreign language preservice teachers of Istanbul University, Hasan Ali Yücel Faculty of Education, English Language Teaching Department. The study will report a research Project on Second Life aiming at introducing foreign language pre-service teachers with 3D Virtual Learning Environments and enabling them to use this environment for language teaching at Istanbul University, Hasan Ali Yucel Faculty of Education, English Language Teaching Department. In the scope of the Project, “Comparative Education” class has been conducted both face to face and in World. The method of the study is descriptive. Furthermore, a mixed model, where qualitative and quantitative research techniques have analyzed, has been used. Thus, triangulation of the data has been aimed. In the study, a description of the project, methodology, results and student work will be given.

  16. Immersive virtual reality and environmental noise assessment: An innovative audio–visual approach

    Energy Technology Data Exchange (ETDEWEB)

    Ruotolo, Francesco, E-mail: francesco.ruotolo@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Maffei, Luigi, E-mail: luigi.maffei@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Di Gabriele, Maria, E-mail: maria.digabriele@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Iachini, Tina, E-mail: santa.iachini@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Masullo, Massimiliano, E-mail: massimiliano.masullo@unina2.it [Department of Architecture and Industrial Design, Second University of Naples, Abazia di S. Lorenzo, 81031, Aversa (Italy); Ruggiero, Gennaro, E-mail: gennaro.ruggiero@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Senese, Vincenzo Paolo, E-mail: vincenzopaolo.senese@unina2.it [Laboratory of Cognitive Science and Immersive Virtual Reality, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy); Psychometric Laboratory, Department of Psychology, Second University of Naples, Viale Ellittico, 31, 81100, Caserta (Italy)

    2013-07-15

    Several international studies have shown that traffic noise has a negative impact on people's health and that people's annoyance does not depend only on noise energetic levels, but rather on multi-perceptual factors. The combination of virtual reality technology and audio rendering techniques allow us to experiment a new approach for environmental noise assessment that can help to investigate in advance the potential negative effects of noise associated with a specific project and that in turn can help designers to make educated decisions. In the present study, the audio–visual impact of a new motorway project on people has been assessed by means of immersive virtual reality technology. In particular, participants were exposed to 3D reconstructions of an actual landscape without the projected motorway (ante operam condition), and of the same landscape with the projected motorway (post operam condition). Furthermore, individuals' reactions to noise were assessed by means of objective cognitive measures (short term verbal memory and executive functions) and subjective evaluations (noise and visual annoyance). Overall, the results showed that the introduction of a projected motorway in the environment can have immediate detrimental effects of people's well-being depending on the distance from the noise source. In particular, noise due to the new infrastructure seems to exert a negative influence on short term verbal memory and to increase both visual and noise annoyance. The theoretical and practical implications of these findings are discussed. -- Highlights: ► Impact of traffic noise on people's well-being depends on multi-perceptual factors. ► A multisensory virtual reality technology is used to simulate a projected motorway. ► Effects on short-term memory and auditory and visual subjective annoyance were found. ► The closer the distance from the motorway the stronger was the effect. ► Multisensory virtual reality methodologies

  17. Application of Virtual, Augmented, and Mixed Reality to Urology.

    Science.gov (United States)

    Hamacher, Alaric; Kim, Su Jin; Cho, Sung Tae; Pardeshi, Sunil; Lee, Seung Hyun; Eun, Sung-Jong; Whangbo, Taeg Keun

    2016-09-01

    Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected.

  18. Application of Virtual, Augmented, and Mixed Reality to Urology

    Science.gov (United States)

    2016-01-01

    Recent developments in virtual, augmented, and mixed reality have introduced a considerable number of new devices into the consumer market. This momentum is also affecting the medical and health care sector. Although many of the theoretical and practical foundations of virtual reality (VR) were already researched and experienced in the 1980s, the vastly improved features of displays, sensors, interactivity, and computing power currently available in devices offer a new field of applications to the medical sector and also to urology in particular. The purpose of this review article is to review the extent to which VR technology has already influenced certain aspects of medicine, the applications that are currently in use in urology, and the future development trends that could be expected. PMID:27706017

  19. Towards a Transcription System of Sign Language for 3D Virtual Agents

    Science.gov (United States)

    Do Amaral, Wanessa Machado; de Martino, José Mario

    Accessibility is a growing concern in computer science. Since virtual information is mostly presented visually, it may seem that access for deaf people is not an issue. However, for prelingually deaf individuals, those who were deaf since before acquiring and formally learn a language, written information is often of limited accessibility than if presented in signing. Further, for this community, signing is their language of choice, and reading text in a spoken language is akin to using a foreign language. Sign language uses gestures and facial expressions and is widely used by deaf communities. To enabling efficient production of signed content on virtual environment, it is necessary to make written records of signs. Transcription systems have been developed to describe sign languages in written form, but these systems have limitations. Since they were not originally designed with computer animation in mind, in general, the recognition and reproduction of signs in these systems is an easy task only to those who deeply know the system. The aim of this work is to develop a transcription system to provide signed content in virtual environment. To animate a virtual avatar, a transcription system requires explicit enough information, such as movement speed, signs concatenation, sequence of each hold-and-movement and facial expressions, trying to articulate close to reality. Although many important studies in sign languages have been published, the transcription problem remains a challenge. Thus, a notation to describe, store and play signed content in virtual environments offers a multidisciplinary study and research tool, which may help linguistic studies to understand the sign languages structure and grammar.

  20. [3D-TECHNOLOGIES AS A CORE ELEMENT OF PLANNING AND IMPLEMENTATION OF VIRTUAL AND ACTUAL RENAL SURGERY].

    Science.gov (United States)

    Glybochko, P V; Aljaev, Ju G; Bezrukov, E A; Sirota, E S; Proskura, A V

    2015-01-01

    The purpose of this article is to demonstrate the role of modern computer technologies in performing virtual and actual renal tumor surgery. Currently 3D modeling makes it possible to clearly define strategy and tactics of an individual patient treatment.

  1. See-through techniques for referential awareness in collaborative virtual reality

    OpenAIRE

    Argelaguet Sanz, Fernando; Kulik, Alexander; Kunert, André; Andújar Gran, Carlos Antonio; Froehlich, Bernd

    2011-01-01

    Multi-user virtual reality systems enable natural collaboration in share virtual worlds. Users can talk to each other, gesture and point into the virtual scenery as if it were real. As in reality, refer ring to objects by pointing results often in a situation whereon objects are occluded from the other users’ viewpoints. While in reality this problem can only be solved by adapting the viewing position, specialized individual views of the shared virtual scene enable various other so...

  2. Fostering Learning Through Interprofessional Virtual Reality Simulation Development.

    Science.gov (United States)

    Nicely, Stephanie; Farra, Sharon

    2015-01-01

    This article presents a unique strategy for improving didactic learning and clinical skill while simultaneously fostering interprofessional collaboration and communication. Senior-level nursing students collaborated with students enrolled in the Department of Interactive Media Studies to design a virtual reality simulation based upon disaster management and triage techniques. Collaborative creation of the simulation proved to be a strategy for enhancing students' knowledge of and skill in disaster management and triage while impacting attitudes about interprofessional communication and teamwork.

  3. Virtual and Mixed Reality in Telerobotics: A Survey

    OpenAIRE

    Tzafestas, Costas S.

    2006-01-01

    This chapter has reviewed fundamental concepts and technologies of the general interdisciplinary field described usually by a combination of the terms: Virtual, Augmented or Mixed Reality systems, with the emphasis being on their applications in robot teleoperation. We have first analysed the basics of VR and AR systems, which have shown a great progress of research and development activities during the last decade, demonstrating a constantly increasing repertoire of useful practical applicat...

  4. Pedagogy: Instructivism to Socio-Constructivism through Virtual Reality

    OpenAIRE

    2013-01-01

    learning theories evolved with time, beginning with instructivism, constructivism, to social constructivism. These theories no doubt were applied in education and they had their effects on learners. Technology advanced, created a paradigm shift by creating new ways of teaching and learning as found in virtual reality (VR). VR provided creative ways in which students learn, provides opportunity to achieve learning goals by presenting artificial environments. We developed and simulated a virtua...

  5. Designing an Augmented Reality Board Games with children: The BattleBoard 3D experience

    DEFF Research Database (Denmark)

    Grønbæk, Kaj; Kristensen, Sune; Andersen, Troels L.

    2004-01-01

    This paper discusses the design of Battleboard 3D (BB3D) which is an ARToolkit based game prototype, featuring the use of LEGO bricks for the physical and digital pieces. BB3D is a novel type of an AR game augmenting traditional board games with features from computer games. The initial experiments...... and warriors. Based on qualitative experiments with children, we discuss central design issues for future AR board games....

  6. Virtual reality in rhinology-a new dimension of clinical experience.

    Science.gov (United States)

    Klapan, Ivica; Raos, Pero; Galeta, Tomislav; Kubat, Goranka

    2016-07-01

    There is often a need to more precisely identify the extent of pathology and the fine elements of intracranial anatomic features during the diagnostic process and during many operations in the nose, sinus, orbit, and skull base region. In two case reports, we describe the methods used in the diagnostic workup and surgical therapy in the nose and paranasal sinus region. Besides baseline x-ray, multislice computed tomography, and magnetic resonance imaging, operative field imaging was performed via a rapid prototyping model, virtual endoscopy, and 3-D imaging. Different head tissues were visualized in different colors, showing their anatomic interrelations and the extent of pathologic tissue within the operative field. This approach has not yet been used as a standard preoperative or intraoperative procedure in otorhinolaryngology. In this way, we tried to understand the new, visualized "world of anatomic relations within the patient's head" by creating an impression of perception (virtual perception) of the given position of all elements in a particular anatomic region of the head, which does not exist in the real world (virtual world). This approach was aimed at upgrading the diagnostic workup and surgical therapy by ensuring a faster, safer and, above all, simpler operative procedure. In conclusion, any ENT specialist can provide virtual reality support in implementing surgical procedures, with additional control of risks and within the limits of normal tissue, without additional trauma to the surrounding tissue in the anatomic region. At the same time, the virtual reality support provides an impression of the virtual world as the specialist navigates through it and manipulates virtual objects.

  7. Mixed reality virtual pets to reduce childhood obesity.

    Science.gov (United States)

    Johnsen, Kyle; Ahn, Sun Joo; Moore, James; Brown, Scott; Robertson, Thomas P; Marable, Amanda; Basu, Aryabrata

    2014-04-01

    Novel approaches are needed to reduce the high rates of childhood obesity in the developed world. While multifactorial in cause, a major factor is an increasingly sedentary lifestyle of children. Our research shows that a mixed reality system that is of interest to children can be a powerful motivator of healthy activity. We designed and constructed a mixed reality system that allowed children to exercise, play with, and train a virtual pet using their own physical activity as input. The health, happiness, and intelligence of each virtual pet grew as its associated child owner exercised more, reached goals, and interacted with their pet. We report results of a research study involving 61 children from a local summer camp that shows a large increase in recorded and observed activity, alongside observational evidence that the virtual pet was responsible for that change. These results, and the ease at which the system integrated into the camp environment, demonstrate the practical potential to impact the exercise behaviors of children with mixed reality.

  8. Virtual reality therapy: an effective treatment for phobias.

    Science.gov (United States)

    North, M M; North, S M; Coble, J R

    1998-01-01

    Behavioral therapy techniques for treating phobias often includes graded exposure of the patient to anxiety-producing stimuli (Systematic Desensitization). However, in utilizing systematic desensitization, research reviews demonstrate that many patients appear to have difficulty in applying imaginative techniques. This chapter describes the Virtual Reality Therapy (VRT), a new therapeutical approach that can be used to overcome some of the difficulties inherent in the traditional treatment of phobias. VRT, like current imaginal and in vivo modalities, can generate stimuli that could be utilized in desensitization therapy. Like systematic desensitization therapy, VRT can provide stimuli for patients who have difficulty in imagining scenes and/or are too phobic to experience real situations. As far as we know, the idea of using virtual reality technology to combat psychological disorders was first conceived within the Human-Computer Interaction Group at Clark Atlanta University in November 1992. Since then, we have successfully conducted the first known pilot experiments in the use of virtual reality technologies in the treatment of specific phobias: fear of flying, fear of heights, fear of being in certain situations (such as a dark barn, an enclosed bridge over a river, and in the presence of an animal [a black cat] in a dark room), and fear of public speaking. The results of these experiments are described.

  9. E-learning en mundos virtuales 3D. Una experiencia educativa en Second Life

    Directory of Open Access Journals (Sweden)

    Teresa C. Rodríguez García

    2011-05-01

    Full Text Available Normal 0 21 El diseño de actividades educativas en entornos inmersivos (mundos virtuales 3D es una perspectiva emergente en el ámbito de la práctica y la investigación de la comunidad e-learning. Una de las propuestas que apoyan esta línea de trabajo es que el entorno inmersivo, con su capacidad de interacción en tiempo real y de sensación de presencialidad, aporta una dimensión social al proceso de enseñanza-aprendizaje on line similar al producido en la educación presencial lo que enriquece, dinamiza y mejora el conjunto de la propuesta educativa a distancia. En este trabajo presentamos el diseño y aplicación de una estrategia educativa on line, de nivel universitario, realizada en un mundo virtual 3D (Second Life con dos objetivos esenciales: explorar si una actividad de aprendizaje inmersiva era eficaz para mejorar la comunicación alumno-profesor y alumno-alumno y establecer la posible eficacia de este tipo de e-actividades como elemento de mejora de la experiencia educativa del estudiante on line.

  10. 3D virtual human atria: A computational platform for studying clinical atrial fibrillation.

    Science.gov (United States)

    Aslanidi, Oleg V; Colman, Michael A; Stott, Jonathan; Dobrzynski, Halina; Boyett, Mark R; Holden, Arun V; Zhang, Henggui

    2011-10-01

    Despite a vast amount of experimental and clinical data on the underlying ionic, cellular and tissue substrates, the mechanisms of common atrial arrhythmias (such as atrial fibrillation, AF) arising from the functional interactions at the whole atria level remain unclear. Computational modelling provides a quantitative framework for integrating such multi-scale data and understanding the arrhythmogenic behaviour that emerges from the collective spatio-temporal dynamics in all parts of the heart. In this study, we have developed a multi-scale hierarchy of biophysically detailed computational models for the human atria--the 3D virtual human atria. Primarily, diffusion tensor MRI reconstruction of the tissue geometry and fibre orientation in the human sinoatrial node (SAN) and surrounding atrial muscle was integrated into the 3D model of the whole atria dissected from the Visible Human dataset. The anatomical models were combined with the heterogeneous atrial action potential (AP) models, and used to simulate the AP conduction in the human atria under various conditions: SAN pacemaking and atrial activation in the normal rhythm, break-down of regular AP wave-fronts during rapid atrial pacing, and the genesis of multiple re-entrant wavelets characteristic of AF. Contributions of different properties of the tissue to mechanisms of the normal rhythm and arrhythmogenesis were investigated. Primarily, the simulations showed that tissue heterogeneity caused the break-down of the normal AP wave-fronts at rapid pacing rates, which initiated a pair of re-entrant spiral waves; and tissue anisotropy resulted in a further break-down of the spiral waves into multiple meandering wavelets characteristic of AF. The 3D virtual atria model itself was incorporated into the torso model to simulate the body surface ECG patterns in the normal and arrhythmic conditions. Therefore, a state-of-the-art computational platform has been developed, which can be used for studying multi

  11. Utilising a Collaborative Macro-Script to Enhance Student Engagement: A Mixed Method Study in a 3D Virtual Environment

    Science.gov (United States)

    Bouta, Hara; Retalis, Symeon; Paraskeva, Fotini

    2012-01-01

    This study examines the effect of using an online 3D virtual environment in teaching Mathematics in Primary Education. In particular, it explores the extent to which student engagement--behavioral, affective and cognitive--is fostered by such tools in order to enhance collaborative learning. For the study we used a purpose-created 3D virtual…

  12. Laboratory-based x-ray phase-contrast tomography enables 3D virtual histology

    Science.gov (United States)

    Töpperwien, Mareike; Krenkel, Martin; Quade, Felix; Salditt, Tim

    2016-09-01

    Due to the large penetration depth and small wavelength hard x-rays offer a unique potential for 3D biomedical and biological imaging, combining capabilities of high resolution and large sample volume. However, in classical absorption-based computed tomography, soft tissue only shows a weak contrast, limiting the actual resolution. With the advent of phase-contrast methods, the much stronger phase shift induced by the sample can now be exploited. For high resolution, free space propagation behind the sample is particularly well suited to make the phase shift visible. Contrast formation is based on the self-interference of the transmitted beam, resulting in object-induced intensity modulations in the detector plane. As this method requires a sufficiently high degree of spatial coherence, it was since long perceived as a synchrotron-based imaging technique. In this contribution we show that by combination of high brightness liquid-metal jet microfocus sources and suitable sample preparation techniques, as well as optimized geometry, detection and phase retrieval, excellent three-dimensional image quality can be obtained, revealing the anatomy of a cobweb spider in high detail. This opens up new opportunities for 3D virtual histology of small organisms. Importantly, the image quality is finally augmented to a level accessible to automatic 3D segmentation.

  13. Scalable, high-performance 3D imaging software platform: system architecture and application to virtual colonoscopy.

    Science.gov (United States)

    Yoshida, Hiroyuki; Wu, Yin; Cai, Wenli; Brett, Bevin

    2012-01-01

    One of the key challenges in three-dimensional (3D) medical imaging is to enable the fast turn-around time, which is often required for interactive or real-time response. This inevitably requires not only high computational power but also high memory bandwidth due to the massive amount of data that need to be processed. In this work, we have developed a software platform that is designed to support high-performance 3D medical image processing for a wide range of applications using increasingly available and affordable commodity computing systems: multi-core, clusters, and cloud computing systems. To achieve scalable, high-performance computing, our platform (1) employs size-adaptive, distributable block volumes as a core data structure for efficient parallelization of a wide range of 3D image processing algorithms; (2) supports task scheduling for efficient load distribution and balancing; and (3) consists of a layered parallel software libraries that allow a wide range of medical applications to share the same functionalities. We evaluated the performance of our platform by applying it to an electronic cleansing system in virtual colonoscopy, with initial experimental results showing a 10 times performance improvement on an 8-core workstation over the original sequential implementation of the system.

  14. Distributed Virtual Reality: System Concepts for Cooperative Training and Commanding in Virtual Worlds

    Directory of Open Access Journals (Sweden)

    Eckhard Freund

    2003-02-01

    Full Text Available The general aim of the development of virtual reality technology for automation applications at the IRF is to provide the framework for Projective Virtual Reality which allows users to "project" their actions in the virtual world into the real world primarily by means of robots but also by other means of automation. The framework is based on a new task-oriented approach which builds on the "task deduction" capabilities of a newly developed virtual reality system and a task planning component. The advantage of this new approach is that robots which work at great distances from the control station can be controlled as easily and intuitively as robots that work right next to the control station. Robot control technology now provides the user in the virtual world with a "prolonged arm" into the physical environment, thus paving the way for a new quality of userfriendly man machine interfaces for automation applications. Lately, this work has been enhanced by a new structure that allows to distribute the virtual reality application over multiple computers. With this new step, it is now possible for multiple users to work together in the same virtual room, although they may physically be thousands of miles apart. They only need an Internet or ISDN connection to share this new experience. Last but not least, the distribution technology has been further developed to not just allow users to cooperate but to be able to run the virtual world on many synchronized PCs so that a panorama projection or even a cave can be run with 10 synchronized PCs instead of high-end workstations, thus cutting down the costs for such a visualization environment drastically and allowing for a new range of applications.

  15. Augmented reality navigation with automatic marker-free image registration using 3-D image overlay for dental surgery.

    Science.gov (United States)

    Wang, Junchen; Suenaga, Hideyuki; Hoshi, Kazuto; Yang, Liangjing; Kobayashi, Etsuko; Sakuma, Ichiro; Liao, Hongen

    2014-04-01

    Computer-assisted oral and maxillofacial surgery (OMS) has been rapidly evolving since the last decade. State-of-the-art surgical navigation in OMS still suffers from bulky tracking sensors, troublesome image registration procedures, patient movement, loss of depth perception in visual guidance, and low navigation accuracy. We present an augmented reality navigation system with automatic marker-free image registration using 3-D image overlay and stereo tracking for dental surgery. A customized stereo camera is designed to track both the patient and instrument. Image registration is performed by patient tracking and real-time 3-D contour matching, without requiring any fiducial and reference markers. Real-time autostereoscopic 3-D imaging is implemented with the help of a consumer-level graphics processing unit. The resulting 3-D image of the patient's anatomy is overlaid on the surgical site by a half-silvered mirror using image registration and IP-camera registration to guide the surgeon by exposing hidden critical structures. The 3-D image of the surgical instrument is also overlaid over the real one for an augmented display. The 3-D images present both stereo and motion parallax from which depth perception can be obtained. Experiments were performed to evaluate various aspects of the system; the overall image overlay error of the proposed system was 0.71 mm.

  16. The use of virtual reality exposure in the treatment of anxiety disorders.

    Science.gov (United States)

    Rothbaum, B O; Hodges, L F

    1999-10-01

    One possible alternative to standard in vivo exposure may be virtual reality exposure. Virtual reality integrates real-time computer graphics, body tracking devices, visual displays, and other sensory input devices to immerse a participant in a computer-generated virtual environment. Virtual reality exposure (VRE) is potentially an efficient and cost-effective treatment of anxiety disorders. VRE therapy has been successful in reducing the fear of heights in the first known controlled study of virtual reality in the treatment of a psychological disorder. Outcome was assessed on measures of anxiety, avoidance, attitudes, and distress. Significant group differences were found on all measures such that the VRE group was significantly improved at posttreatment but the control group was unchanged. The efficacy of virtual reality exposure therapy was also supported for the fear of flying in a case study. The potential for virtual reality exposure treatment for these and other disorders is explored.

  17. Science Letters: Dynamic concision for three-dimensional reconstruction of human organ built with virtual reality modelling language (VRML)

    Institute of Scientific and Technical Information of China (English)

    YU Zheng-yang; ZHENG Shu-sen; CHEN Lei-ting; HE Xiao-qian; WANG Jian-jun

    2005-01-01

    This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body intemal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before.3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging.

  18. Virtual reality at nuclear issues : a review study

    Energy Technology Data Exchange (ETDEWEB)

    Silva, Marcio Henrique da; Legey, Ana Paula; Mol, Antonio Carlos de A., E-mail: marciohenrique@lmp.ufrj.br, E-mail: ana.legey@pq.cnpq.br, E-mail: mol@ien.gov.br [Instituto de Engenharia Nuclear (IEN/CNEN-RJ), Rio de Janeiro, RJ (Brazil)

    2015-07-01

    Recently, several applications using concepts related to virtual reality has been proposed to help on solving issues of great interest in Nuclear Engineering. Among them are power plant's control rooms simulators; measurement of the estimated radiation dose in a nuclear power plant; use of game engines to create virtual environments to support evacuation planning of buildings and circulation in areas subjected to radiation; development of a man - machine interface based on speech recognition; virtual control tables for simulation of nuclear power plants; evacuation plans support; security teams training and evaluation of physical protection barriers; ergonomic evaluation of control rooms, and other ones. Many of these applications are developed at Instituto de Engenharia Nuclear (IEN), having their results published in form of articles in periodicals and conferences. This article presents a review of some of these studies showing the evolution in the use of these concepts, describing some of its results and showing prospects for future applications that can make use of virtual reality technology. (author)

  19. Theoretical Bases for Using Virtual Reality in Education

    Directory of Open Access Journals (Sweden)

    Chwen Jen Chen

    2009-01-01

    Full Text Available This article elaborates on how the technical capabilities of virtual reality support the constructivistlearning principles. It introduces VRID, a model for instructional design and developmentthat offers explicit guidance on how to produce an educational virtual environment. Thedefine phase of VRID consists of three main tasks: forming a participatory team, analyzing theappropriateness of employing virtual reality technology to tackle a known learning problem,and performing a feasibility study. The design phase of VRID comprises the macro-strategythat provides guidance on the selection, sequencing, and organization of the subject-mattertopics that are to be presented, and the micro-strategy that provides strategies for effectivepresentation of the learning contents. The development phase includes all the necessary tasksto implement the outcome of the design phase. Among the tasks for this development phaseinclude determining the developmental platform, developing the various components of theeducational virtual environment, performing specialist evaluation as well as conducting oneto-one learner evaluation. Conducting a small group evaluation and performing an effectivenessevaluation study are the two important tasks of the evaluation phase.

  20. Perancangan Dan Implementasi Teknologi Virtual Reality Modelling Language 3 Dimensi Pada Pengenalan Perangkat Keras Komputer Berbasis Website

    OpenAIRE

    Zaskia Wiedya Sahardevi; Oky Dwi Nurhayati; Kurniawan Teguh Martono

    2015-01-01

    The purpose of this research is to design and implement the technology of Virtual Reality Modeling Language (VRML) 3D) on the introduction of computer hardware websites based. Steps design of multimedia applications for learning media computer hardware is done by performing data collection, literature review, analysis and system design followed by implementation and testing of the system. In this research using a black-box test method, where the acknowledgment is made to test the success of t...

  1. The dynamics of student learning within a high school virtual reality design class

    Science.gov (United States)

    Morales, Teresa M.

    This mixed method study investigated knowledge and skill development of high school students in a project-based VR design class, in which 3-D projects were developed within a student-centered, student-directed environment. This investigation focused on student content learning, and problem solving. Additionally the social dynamics of the class and the role of peer mentoring were examined to determine how these factors influenced student behavior and learning. Finally, parent and teachers perceptions of the influence of the class were examined. The participants included freshmen through senior students, parents, teachers and the high school principal. Student interviews and classroom observations were used to collect data from students, while teachers and parents completed surveys. The results of this study suggested that this application of virtual reality (VR) learning environment promoted the development of; meaningful cognitive experiences, creativity, leadership, global socialization, problem solving and a deeper understanding of academic content. Further theoretical implications for 3-D virtual reality technology are exceedingly promising, and warrant additional research and development as an instructional tool for practical use.

  2. Virtual reality environments for post-stroke arm rehabilitation

    Directory of Open Access Journals (Sweden)

    Beaudoin Christian

    2007-06-01

    Full Text Available Abstract Introduction Optimal practice and feedback elements are essential requirements for maximal motor recovery in patients with motor deficits due to central nervous system lesions. Methods A virtual environment (VE was created that incorporates practice and feedback elements necessary for maximal motor recovery. It permits varied and challenging practice in a motivating environment that provides salient feedback. Results The VE gives the user knowledge of results feedback about motor behavior and knowledge of performance feedback about the quality of pointing movements made in a virtual elevator. Movement distances are related to length of body segments. Conclusion We describe an immersive and interactive experimental protocol developed in a virtual reality environment using the CAREN system. The VE can be used as a training environment for the upper limb in patients with motor impairments.

  3. House Tour the World Analysis to Virtual Tourism of 3D%宅游天下——3D虚拟旅游发展探析

    Institute of Scientific and Technical Information of China (English)

    姚婷

    2011-01-01

    20世纪90年代中后期,Williamsand Hohson首次提出虚拟现实技术必然对旅游业产生影响,旅游业将步入一个新的信息时代——信息旅游时代,也称之为虚拟旅游时代。而随着技术与观念的逐步成熟,3D虚拟旅游发展迅速。本文意在通过分析3D虚拟旅游的现状、运营与盈利模式,来探讨3D虚拟旅游的今后发展方向。%In the late 1990s, Williams and Hohson first proposed the virtual reality technology will inevitably have an impact on tourism, Tourism industry will enter a new information agc - travel time information, also known as virtual travel times.With the gradual development of technology and ideas,3Dvirtual tourism is developing rapidly. This paper is intended to analyze the status of 3D virtual tour, operations and profit model, to explore the 3D virtual tour of the future direction of development.

  4. 3D workflow for HDR image capture of projection systems and objects for CAVE virtual environments authoring with wireless touch-sensitive devices

    Science.gov (United States)

    Prusten, Mark J.; McIntyre, Michelle; Landis, Marvin

    2006-02-01

    A 3D workflow pipeline is presented for High Dynamic Range (HDR) image capture of projected scenes or objects for presentation in CAVE virtual environments. The methods of HDR digital photography of environments vs. objects are reviewed. Samples of both types of virtual authoring being the actual CAVE environment and a sculpture are shown. A series of software tools are incorporated into a pipeline called CAVEPIPE, allowing for high-resolution objects and scenes to be composited together in natural illumination environments [1] and presented in our CAVE virtual reality environment. We also present a way to enhance the user interface for CAVE environments. The traditional methods of controlling the navigation through virtual environments include: glove, HUD's and 3D mouse devices. By integrating a wireless network that includes both WiFi (IEEE 802.11b/g) and Bluetooth (IEEE 802.15.1) protocols the non-graphical input control device can be eliminated. Therefore wireless devices can be added that would include: PDA's, Smart Phones, TabletPC's, Portable Gaming consoles, and PocketPC's.

  5. An experiment on fear of public speaking in virtual reality.

    Science.gov (United States)

    Pertaub, D P; Slater, M; Barker, C

    2001-01-01

    Can virtual reality exposure therapy be used to treat people with social phobia? To answer this question it is vital to known if people will respond to virtual humans (avatars) in a virtual social setting in the same way they would to real humans. If someone is extremely anxious with real people, will they also be anxious when faced with simulated people, despite knowing that the avatars are computer generated? In [17] we described a small pilot study that placed 10 people before a virtual audience. The purpose was to assess the extent to which social anxiety, specifically fear of public speaking, was induced by the virtual audience and the extent of influence of degree of immersion (head mounted display or desktop monitor. The current paper describes a follow up study conducted with 40 subjects and the results clearly show that not only is social anxiety induced by the audience, but the degree of anxiety experienced is directly related to the type of virtual audience feedback the speaker receives. In particular, a hostile negative audience scenario was found to generate strong affect in speakers, regardless of whether or not they normally suffered from fear of public speaking.

  6. Virtual Reality-based Telesurgery via Teleprogramming Scheme Combined with Semi-autonomous Control.

    Science.gov (United States)

    Zhijiang, Du; Zhiheng, Jia; Minxiu, Kong

    2005-01-01

    Telesurgery systems have long been suffering variable and unpredictable Internet commutation time delay, operation fatigue, and other drawbacks. Based on virtual reality technology, a teleprogramming scheme combined with semi-autonomous control is introduced to guarantee the robustness and efficiency of teleoperation of HIT-RAOS, a robot-assisted orthopedic surgery system. In this system, without considering time delay, the operator can just interact with virtual environment which provides real-time 3D vision, stereophonic sound, and tactile and force feedback imitated by a parallel master manipulator. And several tasks can be managed simultaneously via semi-autonomous control. Finally, the method is experimentally demonstrated on an experiment of locking of intramedullary nails, and is shown to effectively provide stability and performances.

  7. The 3D visualization technology research of submarine pipeline based Horde3D GameEngine

    Science.gov (United States)

    Yao, Guanghui; Ma, Xiushui; Chen, Genlang; Ye, Lingjian

    2013-10-01

    With the development of 3D display and virtual reality technology, its application gets more and more widespread. This paper applies 3D display technology to the monitoring of submarine pipeline. We reconstruct the submarine pipeline and its surrounding submarine terrain in computer using Horde3D graphics rendering engine on the foundation database "submarine pipeline and relative landforms landscape synthesis database" so as to display the virtual scene of submarine pipeline based virtual reality and show the relevant data collected from the monitoring of submarine pipeline.

  8. Virtual Reality for the Psychophysiological Assessment of Phobic Fear: Responses during Virtual Tunnel Driving

    Science.gov (United States)

    Muhlberger, Andreas; Bulthoff, Heinrich H.; Wiedemann, Georg; Pauli, Paul

    2007-01-01

    An overall assessment of phobic fear requires not only a verbal self-report of fear but also an assessment of behavioral and physiological responses. Virtual reality can be used to simulate realistic (phobic) situations and therefore should be useful for inducing emotions in a controlled, standardized way. Verbal and physiological fear reactions…

  9. IMPLEMENTING GAME ENGINE BASED 3D VIRTUAL WALKTHROUGH SYSTEM%基于游戏引擎的三维虚拟漫游系统实现

    Institute of Scientific and Technical Information of China (English)

    邓见光; 袁华强

    2012-01-01

    三维虚拟环境漫游是虚拟现实技术应用的基本方向之一,具有重要的研究意义与应用价值.基于成熟的游戏引擎技术,提出一个具有较强通用性和可扩展性的三维虚拟漫游系统开发框架,并从3D场景快速构建、3D场景实时绘制、高级视觉特效生成和基于物理的场景模拟等四个方面详细介绍了该框架的关键技术实现.通过对系统原型的测试表明,采用该开发框架所构建的三维虚拟漫游系统可在一般的普通主流PC机上达到较好的性能和表现效果.%3D virtual walkthrough system is a fundamental direction of the application of virtual reality technology, and has great importance in computer science research and application value. In this paper, we propose a development framework for 3D walkthrough systems based on mature game engine technique with high universality and scalability. We present a detailed introduction on the implementation of the framework's key techniques from four aspects; the 3D scene fast construction, the 3D scene real-time rendering, the generation of advanced special effects, as well as the physics-based scene simulation. Tests on the prototype of this system show that the 3D virtual walkthrough system constructed with this development framework is able to achieve preferable performance and representation effect in common mainstream PCs.

  10. The Application of Virtual Reality Technology and Augmented Reality Technology%虚拟现实技术与增强现实技术的应用

    Institute of Scientific and Technical Information of China (English)

    马卫

    2016-01-01

    Taking the virtual human of Teresa Deng concert and Li Gu Yi singing together ‘own’ in 30 years ago as examples, the characteristics and application of virtual reality technology, 3D front-projected holographic display, augmented reality technology was introduced, thus attempted to discover the mystery star ‘Resurrection’.%以邓丽君虚拟人演唱会和李谷一与30年前“自己”同台演唱为例,介绍虚拟现实技术、3D全息投影、增强现实技术的特点与应用,揭开明星“复活”之谜。

  11. Building a 3D Virtual Liver: Methods for Simulating Blood Flow and Hepatic Clearance on 3D Structures

    Science.gov (United States)

    Rezania, Vahid; Tuszynski, Jack

    2016-01-01

    In this paper, we develop a spatio-temporal modeling approach to describe blood and drug flow, as well as drug uptake and elimination, on an approximation of the liver. Extending on previously developed computational approaches, we generate an approximation of a liver, which consists of a portal and hepatic vein vasculature structure, embedded in the surrounding liver tissue. The vasculature is generated via constrained constructive optimization, and then converted to a spatial grid of a selected grid size. Estimates for surrounding upscaled lobule tissue properties are then presented appropriate to the same grid size. Simulation of fluid flow and drug metabolism (hepatic clearance) are completed using discretized forms of the relevant convective-diffusive-reactive partial differential equations for these processes. This results in a single stage, uniformly consistent method to simulate equations for blood and drug flow, as well as drug metabolism, on a 3D structure representative of a liver. PMID:27649537

  12. A real-time 3D end-to-end augmented reality system (and its representation transformations)

    Science.gov (United States)

    Tytgat, Donny; Aerts, Maarten; De Busser, Jeroen; Lievens, Sammy; Rondao Alface, Patrice; Macq, Jean-Francois

    2016-09-01

    The new generation of HMDs coming to the market is expected to enable many new applications that allow free viewpoint experiences with captured video objects. Current applications usually rely on 3D content that is manually created or captured in an offline manner. In contrast, this paper focuses on augmented reality applications that use live captured 3D objects while maintaining free viewpoint interaction. We present a system that allows live dynamic 3D objects (e.g. a person who is talking) to be captured in real-time. Real-time performance is achieved by traversing a number of representation formats and exploiting their specific benefits. For instance, depth images are maintained for fast neighborhood retrieval and occlusion determination, while implicit surfaces are used to facilitate multi-source aggregation for both geometry and texture. The result is a 3D reconstruction system that outputs multi-textured triangle meshes at real-time rates. An end-to-end system is presented that captures and reconstructs live 3D data and allows for this data to be used on a networked (AR) device. For allocating the different functional blocks onto the available physical devices, a number of alternatives are proposed considering the available computational power and bandwidth for each of the components. As we will show, the representation format can play an important role in this functional allocation and allows for a flexible system that can support a highly heterogeneous infrastructure.

  13. The study of the extraction of 3-D informations

    Energy Technology Data Exchange (ETDEWEB)

    Kim, Min Ki [Korea Univ., Seoul (Korea); Kim, Jin Hun; Kim, Hui Yung; Lee, Gi Sik; Lee, Yung Shin [Sokyung Univ., Seoul (Korea)

    1998-04-01

    To extract three dimensional information in 3 dimensional real world two methods are applied (stereo image method, virtual reality environment method). 1. Stereo image method. From the paris of stereo image matching methods are applied to find the corresponding points in the two images. To solve the problem various methods are applied 2. Virtual reality environment method. As an alternate method to extract 3-D information, virtual reality environment is use. It is very useful to fine 6 DOF for a some given target points in 3-D space. We considered the accuracies and reliability of the 3-D informations. 34 figs., 4 tabs. (Author)

  14. Accuracy and reproducibility of virtual cutting guides and 3D-navigation for osteotomies of the mandible and maxilla

    Science.gov (United States)

    Bernstein, Jonathan M.; Daly, Michael J.; Chan, Harley; Qiu, Jimmy; Goldstein, David; Muhanna, Nidal; de Almeida, John R.; Irish, Jonathan C.

    2017-01-01

    Background We set out to determine the accuracy of 3D-navigated mandibular and maxillary osteotomies with the ultimate aim to integrate virtual cutting guides and 3D-navigation into ablative and reconstructive head and neck surgery. Methods Four surgeons (two attending, two clinical fellows) completed 224 unnavigated and 224 3D-navigated osteotomies on anatomical models according to preoperative 3D plans. The osteotomized bones were scanned and analyzed. Results Median distance from the virtual plan was 2.1 mm unnavigated (IQR 2.6 mm, ≥3 mm in 33%) and 1.2 mm 3D-navigated (IQR 1.1 mm, ≥3 mm in 6%) (Pfree bone flap reconstruction and clinical use. PMID:28249001

  15. Image-based Virtual Exhibit and Its Extension to 3D

    Institute of Scientific and Technical Information of China (English)

    Ming-Min Zhang; Zhi-Geng Pan; Li-Feng Ren; Peng Wang

    2007-01-01

    In this paper we introduce an image-based virtual exhibition system especially for clothing product. It can provide a powerful material substitution function, which is very useful for customization clothing-built. A novel color substitution algorithm and two texture morphing methods are designed to ensure realistic substitution result. To extend it to 3D, we need to do the model reconstruction based on photos. Thus we present an improved method for modeling human body. It deforms a generic model with shape details extracted from pictures to generate a new model. Our method begins with model image generation followed by silhouette extraction and segmentation. Then it builds a mapping between pixels inside every pair of silhouette segments in the model image and in the picture. Our mapping algorithm is based on a slice space representation that conforms to the natural features of human body.

  16. Collaborative Integration of Classic Applications in Virtual Reality Environments

    Directory of Open Access Journals (Sweden)

    Andreas Kopecki

    2011-10-01

    Full Text Available When working collaboratively with others, it is often difficult to bring existing applications into the collaboration process. In this paper, an approach is shown how to enable different applications to work collaboratively. It enables a user to do three things: First, the ability to work collaboratively with the application of choice, selecting those applications that fit the need of the scenario best, and the user is comfortable to employ. Second, the user can work in the environment he chooses, even if the application is not specifically designed for this environment like Virtual Reality Environments or mobile devices. Third, the technology presented makes it possible to mesh applications to gain new functionalities not found in the original applications by connecting those applications and making them interoperable. Taking a Virtual Reality Environment and a standard office application, the use and fitness of this approach is shown. It should be specifically noted that the work underlying this paper is not specifically on multimodal usage of Virtual Environments, although it is used that way here, but rather showing a concept of meshing application capabilities to implement “Meta-Applications” that offer functionality beyond their original design.

  17. Fire training in a virtual-reality environment

    Science.gov (United States)

    Freund, Eckhard; Rossmann, Jurgen; Bucken, Arno

    2005-03-01

    Although fire is very common in our daily environment - as a source of energy at home or as a tool in industry - most people cannot estimate the danger of a conflagration. Therefore it is important to train people in combating fire. Beneath training with propane simulators or real fires and real extinguishers, fire training can be performed in virtual reality, which means a pollution-free and fast way of training. In this paper we describe how to enhance a virtual-reality environment with a real-time fire simulation and visualisation in order to establish a realistic emergency-training system. The presented approach supports extinguishing of the virtual fire including recordable performance data as needed in teletraining environments. We will show how to get realistic impressions of fire using advanced particle-simulation and how to use the advantages of particles to trigger states in a modified cellular automata used for the simulation of fire-behaviour. Using particle systems that interact with cellular automata it is possible to simulate a developing, spreading fire and its reaction on different extinguishing agents like water, CO2 or oxygen. The methods proposed in this paper have been implemented and successfully tested on Cosimir, a commercial robot-and VR-simulation-system.

  18. Augmented versus virtual reality laparoscopic simulation : What is the difference? A comparison of the ProMIS augmented reality laparoscopic simulator versus LapSim virtual reality laparoscopic simulator

    NARCIS (Netherlands)

    Botden, Sanne M. B. I.; Buzink, Sonja N.; Schijven, Marlies P.; Jakimowicz, Jack J.

    2007-01-01

    Background: Virtual reality (VR) is an emerging new modality for laparoscopic skills training; however, most simulators lack realistic haptic feedback. Augmented reality (AR) is a new laparoscopic simulation system offering a combination of physical objects and VR simulation. Laparoscopic instrument

  19. Comparing Virtual Reality Exposure Therapy to Prolonged Exposure in the Treatment of Soldiers with PTSD

    Science.gov (United States)

    2014-06-01

    Hodges LF: The use of virtual reality exposure in the treatment of anxiety disorders . Behav Modif 1999; 23(4):507-25 4. Difede J, Cukor J, Ivy P, Giosan C...RD: Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder . J Clin Psychiatry 2001; 62(8):617-22 3. Rothbaum BO...Hoffman H: The Application of Virtual Reality to the Treatment of PTSD Following the WTC Attack, in Psychobiology of Posttraumatic Stress Disorders

  20. Combinatorial Pharmacophore-Based 3D-QSAR Analysis and Virtual Screening of FGFR1 Inhibitors

    Directory of Open Access Journals (Sweden)

    Nannan Zhou

    2015-06-01

    Full Text Available The fibroblast growth factor/fibroblast growth factor receptor (FGF/FGFR signaling pathway plays crucial roles in cell proliferation, angiogenesis, migration, and survival. Aberration in FGFRs correlates with several malignancies and disorders. FGFRs have proved to be attractive targets for therapeutic intervention in cancer, and it is of high interest to find FGFR inhibitors with novel scaffolds. In this study, a combinatorial three-dimensional quantitative structure-activity relationship (3D-QSAR model was developed based on previously reported FGFR1 inhibitors with diverse structural skeletons. This model was evaluated for its prediction performance on a diverse test set containing 232 FGFR inhibitors, and it yielded a SD value of 0.75 pIC50 units from measured inhibition affinities and a Pearson’s correlation coefficient R2 of 0.53. This result suggests that the combinatorial 3D-QSAR model could be used to search for new FGFR1 hit structures and predict their potential activity. To further evaluate the performance of the model, a decoy set validation was used to measure the efficiency of the model by calculating EF (enrichment factor. Based on the combinatorial pharmacophore model, a virtual screening against SPECS database was performed. Nineteen novel active compounds were successfully identified, which provide new chemical starting points for further structural optimization of FGFR1 inhibitors.