scholarly journals Reflections on the state of developing virtual environments

2016 ◽  
Vol 15 (2) ◽  
pp. 18-29
Author(s):  
Andrew Ray

Virtual environments (VEs) demonstrate the immense potential computer technology can provide to society. VEs have been created for almost two decades, but standardized tools and procedures for their creation do not exist. Numerous efforts to create tools for creating VEs have come and gone, but there is little consensus among tool creators for establishing a common subset of standard features that developers can expect. Currently, developers use one of many Virtual Reality (VR) toolkits to create a VE. However, VR toolkits are problematic when it comes to interoperability between applications and other VR toolkits. This paper investigates why the development tools are in this state. A discussion on the history of VR toolkits and developer experiences is used to show what developers face when they create a VE. Next, Three Dimensional Interaction Technique (3DIT) toolkits are introduced to show a new way of developing some parts of VEs. Lastly, a vision for the future of VE development that may help improve the next generation of toolkits is presented.

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.


2009 ◽  
Vol 124 (2) ◽  
pp. 119-125 ◽  
Author(s):  
A P George ◽  
R De

AbstractObjective:We aimed to review the history of anatomical dissection, and to examine how modern educational techniques will change the way temporal bone dissection is taught to otolaryngology trainees.Method:Review of the literature using Medline, Embase and PubMed database searches.Results:Temporal bone anatomy has traditionally been taught using cadaveric specimens. However, resources such as three-dimensional reconstructed models and ‘virtual reality’ temporal bone simulators have a place in educating the otolaryngology trainee.Conclusion:We should encourage the use of fresh frozen cadaveric temporal bone specimens for future otologists. Artificial three-dimensional models and virtual reality temporal bone simulators can be used to educate junior trainees, thus conserving the scarce resource of cadaveric bones.


2012 ◽  
Vol 490-495 ◽  
pp. 2333-2336
Author(s):  
Man Yu Zhang ◽  
Wei Min Zhao

Recently, the computer technology, especially computer graphics, networks, multimedia, three dimensional simulation developments, injected virtual reality technology with new vitality, which also give 3D virtual scene a direction. The article mainly discusses technology of virtual building scenery, application in today's independent virtual building scene’s deficiency, and the integration of 3D virtual reality, locality and perspective advantages.


2010 ◽  
pp. 180-193 ◽  
Author(s):  
F. Steinicke ◽  
G. Bruder ◽  
J. Jerald ◽  
H. Frenz

In recent years virtual environments (VEs) have become more and more popular and widespread due to the requirements of numerous application areas in particular in the 3D city visualization domain. Virtual reality (VR) systems, which make use of tracking technologies and stereoscopic projections of three-dimensional synthetic worlds, support better exploration of complex datasets. However, due to the limited interaction space usually provided by the range of the tracking sensors, users can explore only a portion of the virtual environment (VE). Redirected walking allows users to walk through large-scale immersive virtual environments (IVEs) such as virtual city models, while physically remaining in a reasonably small workspace by intentionally injecting scene motion into the IVE. With redirected walking users are guided on physical paths that may differ from the paths they perceive in the virtual world. The authors have conducted experiments in order to quantify how much humans can unknowingly be redirected. In this chapter they present the results of this study and the implications for virtual locomotion user interfaces that allow users to view arbitrary real world locations, before the users actually travel there in a natural environment.


Author(s):  
Graciela Lara López

Currently, virtual reality (VR) is a computer technology that is growing in terms of developments and discoveries. Virtual reality has been introduced in different areas due to the growing interest it has caused in people. The development of applications with virtual reality is increasingly varied, covering activities, tasks, or processes of everyday life in the fields of industry, education, medicine, tourism, art, entertainment, design, and modeling of objects, among others. This chapter will focus on describing the latest advances and developments in virtual reality within the scope of representing reality in the process of locating objects. With the support of virtual environments and intelligent virtual agents, the author has managed to develop a computational model that generates indications in natural language, for the location of objects considering spatial and cognitive aspects of the users.


Author(s):  
Chairi Kiourt ◽  
Anestis Koutsoudis ◽  
Dimitris Kalles

This article focuses on important factors in the creation of enhanced personalised experiences in virtual environments for cultural heritage applications, especially those targeting virtual museums and exhibitions. Some of the most important factors relating to personalised virtual museums that relate to intelligent content and user modelling in virtual environments are being highlighted and discussed. After an extensive review of the current trends in the domain, the article presents a generalised framework for the development of the next generation enhanced VR experiences in personalised virtual museums. This framework, which naturally surfaces from the domain, was put to the test in the development of the DynaMus platform and two case studies based on this platform are referenced and commented to support such an approach. This concept can serve as the general framework for developing enhanced personalised virtual environments for cultural heritage applications.


Author(s):  
Adam S. Coutee ◽  
Bert Bras

Virtual reality allows users to visualize and interact with a three-dimensional world in a computer-generated environment. Haptic technology has allowed enhancement to these environments, adding the sense of touch through force and tactile feedback devices. In the engineering domain, these devices have been implemented in many areas including product design. We have developed a real-time simulation test bed to assess the usefulness of haptic technology for assembly and disassembly planning. In this paper, we present a study conducted to characterize the perception of weight in this virtual environment. Specifically, the experiments performed test the ability of a user to distinguish weight differences between two objects in real and virtual environments. This paper describes the experiments conducted and an analysis of the results.


2005 ◽  
Vol 32 (5) ◽  
pp. 777-785 ◽  
Author(s):  
Ebru Cubukcu ◽  
Jack L Nasar

Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.


2021 ◽  
Author(s):  
◽  
Keegan Hannaway

<p>Behind every site is an unseen history. Before us, countless people have lived their lives through an ever evolving environment. This research examines how a process of uncovering site specific architectural and cultural histories using virtual reality can facilitate for the development of a design intervention that builds upon former histories of the site.  This has been done through a process of digitally unveiling traces of historic architectures, using notions of palimpsest and pentimento.   Palimpsest and pentimento are terms from art and literary studies which are concerned with the physical traces of historic processes left on parchment and canvas, the reworking and adding to a new piece that reflects what was before. Palimpsest as an architectural theory is somewhat related to ideas of historicism in 1980s post-modernist architecture.  This research was undertaken initially through conventional historical research using archival plans and photographs of former buildings on the site. These were obtained from sources such as the Wellington City Council and National Library of New Zealand in order to accurately determine what has previously existed. This history was then visually represented in three-dimensional digital models and overlaid onto a model of the site.  By digitally rebuilding each built intervention, users can occupy each phase separately or simultaneously in a virtual reality environment. This full scaled model enables an accurate visualisation of how the historic architecture really existed. Ideas such as scale, phenomenology, depth, form, and detail can be represented in virtual reality in a way that allows a greater understanding than simple flat images and plans.  This process then leads to a way of developing an architecture based off what made the previous buildings successful. Once Again using virtual reality, this time as a design tool, to root the new building in to its historical context, creating a deeper architectural experience.  Developing this process of using the history of a site as a tool for generating a new architecture allows for a greater meaning of the site, and for a deeper meaning to the architecture.</p>


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