Apparent Distance in Actual, Three-Dimensional Video-Recorded, and Virtual Reality

2002 ◽  
Vol 95 (2) ◽  
pp. 573-582 ◽  
Author(s):  
Keikichi Hayashibe

This study examined how well reality was reproduced in several conditions of virtual reality, by mutually comparing the perception of distance in actual 3-dimensional space and 3-dimensional video-recorded space. Apparent distances in both indoor and outdoor situations were estimated by 10 adolescents. Analysis showed that relations between apparent distance and physical distance in the actual spaces both in indoor and outdoor situations arc described by 0.95 and 1.01 power exponents, respectively. On the other hand, the underestimations of the apparent distance are shown in the 3-dimensional video-recorded and the virtual reality spaces both in indoor and outdoor situations whose exponents ranged from .53 to .80.

Author(s):  
Hugo I. Medellín-Castillo ◽  
Germánico González-Badillo ◽  
Eder Govea ◽  
Raquel Espinosa-Castañeda ◽  
Enrique Gallegos

The technological growth in the last years have conducted to the development of virtual reality (VR) systems able to immerse the user into a three-dimensional (3D) virtual environment where the user can interact in real time with virtual objects. This interaction is mainly based on visualizing the virtual environment and objects. However, with the recent beginning of haptic systems, the interaction with the virtual world has been extended to also feel, touch and manipulate virtual objects. Virtual reality has been successfully used in the development of applications in different scientific areas ranging from basic sciences, social science, education and entertainment. On the other hand, the use of haptics has increased in the last decade in domains from sciences and engineering to art and entertainment. Despite many developments, there is still relatively little knowledge about the confluence of software, enabling hardware, visual and haptic representations, to enable the conditions that best provide for an immersive sensory environment to convey information about a particular subject domain. In this paper, the state of the art of the research work regarding virtual reality and haptic technologies carried out by the authors in the last years is presented. The aim is to evidence the potential use of these technologies to develop usable systems for analysis and simulation in different areas of knowledge. The development of three different systems in the areas of engineering, medicine and art is presented. In the area of engineering, a system for the planning, evaluation and training of assembly and manufacturing tasks has been developed. The system, named as HAMS (Haptic Assembly and Manufacturing System), is able to simulate assembly tasks of complex components with force feedback provided by the haptic device. On the other hand, in the area of medicine, a surgical simulator for planning and training orthognathic surgeries has been developed. The system, named as VOSS (Virtual Osteotomy Simulator System), allows the realization of virtual osteotomies with force feedback. Finally, in the area of art, an interactive cinema system for blind people has been developed. The system is able to play a 3D virtual movie for the blind user to listen to and touch by means of the haptic device. The development of these applications and the results obtained from these developments are presented and discussed in this paper.


Secreta Artis ◽  
2021 ◽  
pp. 74-82
Author(s):  
Daria Vladimirovna Fomicheva

The present study examines the principles of conveying the third dimension in landscape painting. The author analyzes the recommendations provided in J. Littlejohns’ manual entitled “The Composition of a Landscape” [London, 1931]. J. Littlejohns describes four methods of showing depth in a landscape painting, each illustrated with pictorial composition schemes: 1) portrayal of long roads, which allows one to unveil the plasticity of the land surface; 2) creation of a “route” for the viewer by means of a well-thought-out arrangement of natural landforms; 3) introduction of vertically and horizontally flowing streams of water on different picture planes; 4) depiction of cloud shadows on a distinctly hilly landscape. The author of the article compares the schemes contained in the manual of J. Littlejohns with the works of G. G. Nissky, which enables readers to comprehend and reflect on the compositions of the masterpieces created by a prominent figure in Soviet art; on the other hand, Nissky’s landscape paintings open for a deeper understanding of the meaning and effectiveness of the methods proposed by J. Littlejohns. The outlined composition techniques are certainly relevant for contemporary artists (painters, graphic artists, animators, designers, etc.) as they make it possible to achieve the plastic expressiveness of a three-dimensional space in a twodimensional image.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2020 ◽  
Vol 7 (2) ◽  
pp. 411-430
Author(s):  
Maja Tabea Jerrentrup

Abstract The art of bodypainting that is fairly unknown to a wider public turns the body into a canvas - it is a frequently used phrase in the field of bodypainting that illustrates the challenge it faces: it uses a three-dimensional surface and has to cope with its irregularities, but also with the model’s abilities and characteristics. This paper looks at individuals who are turned into art by bodypainting. Although body painting can be very challenging for them - they have to expose their bodies and to stand still for a long time while getting transformed - models report that they enjoy both the process and the result, even if they are not confident about their own bodies. Among the reasons there are physical aspects like the sensual enjoyment, but also the feeling of being part of something artistic. This is enhanced and preserved through double staging - becoming a threedimentional work of art and then being staged for photography or film clips. This process gives the model the chance to experience their own body in a detached way. On the one hand, bodypainting closely relates to the body and on the other hand, it can help to over-come the body.


Author(s):  
Ben Gorte ◽  
Sisi Zlatanova

The paper presents a very straightforward and effective algorithm to convert a space partitioning, made up of polyhedral objects, into a 3D block of voxels, which is fully occupied, i.e. in which every voxel has a value. In addition to walls, floors, etc. there are 'air' voxels, which in turn may be distinguished as indoor and outdoor air. The method is a 3D extension of a 2D polygon-to-raster conversion algorithm. The input of the algorithm is a set of non-overlapping, closed polyhedra, which can be nested or touching. The air volume is not necessarily represented explicitly as a polyhedron (it can be treated as 'background', leading to the 'default' voxel value). The approach consists of two stages, the first being object (boundary) based, the second scan-line based. In addition to planar faces, other primitives, such as ellipsoids, can be accommodated in the first stage without affecting the second.


Author(s):  
Y. Pang ◽  
E. Scott ◽  
J. D. van Wyk ◽  
Z. Liang

With the growing demands on the performance, cost, and advances in packaging and interconnection technology, three-dimensional (3D) packaging provides higher density packaging. On the other hand, thermal management of the 3D package becomes a very important issue. This paper assesses the various possibilities of integrated thermal management for integrated power electronics modules (IPEMs).


2000 ◽  
Vol 109 (5) ◽  
pp. 505-513 ◽  
Author(s):  
Corey W. Mineck ◽  
Roger Chan ◽  
Niro Tayama ◽  
Ingo R. Titze

The biomechanics of vocal fold abduction and adduction during phonation, respiration, and airway protection are not completely understood. Specifically, the rotational and translational forces on the arytenoid cartilages that result from intrinsic laryngeal muscle contraction have not been fully described. Anatomic data on the lines of action and moment arms for the intrinsic laryngeal muscles are also lacking. This study was conducted to quantify the 3-dimensional orientations and the relative cross-sectional areas of the intrinsic abductor and adductor musculature of the canine larynx. Eight canine larynges were used to evaluate the 3 muscles primarily responsible for vocal fold abduction and adduction: the posterior cricoarytenoid, the lateral cricoarytenoid, and the interarytenoid muscles. Each muscle was exposed and divided into discrete fiber bundles whose coordinate positions were digitized in 3-dimensional space. The mass, length, relative cross-sectional area, and angle of orientation for each muscle bundle were obtained to allow for the calculations of average lines of action and moment arms for each muscle. This mapping of the canine laryngeal abductor and adductor musculature provides important anatomic data for use in laryngeal biomechanical modeling. These data may also be useful in surgical procedures such as arytenoid adduction.


2012 ◽  
Vol 487 ◽  
pp. 568-570
Author(s):  
Zhi Yi Mao

Also known as virtual reality or virtual reality environments virtual environment, is rapidly developing a comprehensive computer and interactive graphics technology, which integrates computer graphics, multimedia, artificial intelligence, multi-sensor, network parallel processing, the use of computer-generated three-dimensional space image synthesis technology to achieve the goal, through visual, hearing, touch, in order to render the graphics and animation, the viewer, "seeing is bright." Virtual reality technology is an integrated building design approach, designed to reduce labor intensity, shorten the design cycle, improve design quality, saving investment. Designers to design the building and engineering units can communicate with each other on the World Wide Web.


2013 ◽  
Vol 671-674 ◽  
pp. 2111-2114
Author(s):  
Yan Ping Feng ◽  
Wei Guo Li ◽  
Li Bing Yang ◽  
Yan Li Gao ◽  
Wen Bin Li

3D laser scanning system is to use laser ranging principle to record intensively the 3D coordinates, reflectivity and texture information on the surface of the target object. It makes a real record of the three-dimensional space, which makes traditional measurement be released from the limit that couldn’t be exceeded in the past, and let the measurement precision up to a new level. At the same time, it has provided extensive researches with better help than ever. This paper mainly discusses the characteristics, working principle, application and future development of the ground 3 dimensional laser scanner.


2001 ◽  
Vol 38 (04) ◽  
pp. 828-840
Author(s):  
Dayue Chen

Scherk's graph is a subgraph of the three-dimensional lattice. It was shown by Markvorsen, McGuinness and Thomassen (1992) that Scherk's graph is transient. Consider the Bernoulli bond percolation in Scherk's graph. We prove that the infinite cluster is transient for p > ½ and is recurrent for p < ½. This implies the well-known result of Grimmett, Kesten and Zhang (1993) on the transience of the infinite cluster of the Bernoulli bond percolation in the three-dimensional lattice for p > ½. On the other hand, Scherk's graph exhibits a new dichotomy in the supercritical region.


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