Advanced User Interaction for Web-based Collaborative Virtual Reality

Author(s):  
Marian Hudak ◽  
Stefan Korecko ◽  
Branislav Sobota
2010 ◽  
Vol 450 ◽  
pp. 564-567
Author(s):  
Chiuhsiang Joe Lin ◽  
Shiau Feng Lin ◽  
Rou Wen Wang ◽  
Tien Lung Sun ◽  
Chin Jung Chao ◽  
...  

Virtual Reality (VR) systems have been applied for education, training and entertainment purposes in the areas of military, safety training and flying simulators. In particular, Web-based VR training systems (WBVRTS) have been claimed to have great potential for many applications in training. However, WBVRTS are more complex compared with the traditional training methods which rely on manuals, instructions, and videos. Since VR not only reinforces the visual presentation of the training materials but also provides ways to interact with the training system, it becomes more flexible and possibly more powerful in designing the training system. In this study, we propose a WBVRTS framework based on SRK framework. A combat vehicle maintenance training system was developed into WBVRTS following the framework and structure. The proposed SRK framework for VR training system proved useful in guiding the design and development of the training materials. The study suggests that the design of VR as training tools should be based on user interaction and cognitive theories that support effective learning.


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2007 ◽  
Vol 61 ◽  
pp. 379-391 ◽  
Author(s):  
Ralf A. Kockro ◽  
Axel Stadie ◽  
Eike Schwandt ◽  
Robert Reisch ◽  
Cleopatra Charalampaki ◽  
...  

Author(s):  
Vuthea Chheang ◽  
Patrick Saalfeld ◽  
Fabian Joeres ◽  
Christian Boedecker ◽  
Tobias Huber ◽  
...  

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