scholarly journals THE SUBMERGED HERITAGE: A VIRTUAL JOURNEY IN OUR SEABED

Author(s):  
V. Barrile ◽  
A. Fotia ◽  
E. Bernardo

<p><strong>Abstract.</strong> On 21 and 22 August 1972, a young diver near the coast of Riace Marina (South Italy) found two bronze statues representing one of the highest moments of the sculptural production and the most important archaeological discovery of the last century: the Riace Bronzes. The Geomatics Laboratory of the Mediterranean University of Reggio Calabria sets a goal to relive and re-propose the experience of a real immersion and the exciting moment of the discovery: an immersive journey in the interest of interactivity in virtual reality. Immersive Virtual Reality tries to combine the real and the virtual world, even involving our senses. In other words, it allows us to enter into the scenery like the virtual reality one, but without being just simple spectators. We become protagonists and we can participate and decide what to do and how to do it. Unity 3D is the multi-platform development environment used. The scenarios and the objects included in the scene from three-dimensional models were realized through photogrammetric techniques (seabed and bronzes). Remote Operated Vehicles (ROVs) have been widely used in recent times by researchers to explore underwater environments, both in shallow and deep water, for different types of studies. The seabed was detected through the aid of an experimental ROV (realized in a broader project of agreement with the IPCF CNR Messina). The use of a grid of known dimensions assisted the ROV’s use in order to correct the effects of distortion effects obtained in water. The proposed app is still being perfected and completed.</p>

2018 ◽  
Vol 10 (6) ◽  
pp. 168781401878363 ◽  
Author(s):  
Nien-Tsu Hu ◽  
Pu-Sheng Tsai ◽  
Ter-Feng Wu ◽  
Jen-Yang Chen ◽  
Lin Lee

This article explores the construction of a geometric virtual reality platform for the environmental navigation. Non-panoramic photos and wearable electronics with Bluetooth wireless transmission functions are used to combine the user’s actions with the virtual reality environment in a first-person virtual reality platform. The 3ds Max animation software is used to create three-dimensional models of real buildings. These models are combined with the landscape models in Unity3d to create a virtual campus scene that matches real landscape. The wearable device included an ATMega168 chip as a microcontroller; it was connected to a three-axis accelerometer, a gyroscope, and a Bluetooth transmitter to detect and transmit various movements of the user. Although the development of the mechatronics, software, and engineering involved in the three-dimensional animation are the main objective, we believe that the methods and techniques can be modified for various purposes. After the system architecture was created and the operations of the platform were verified, wearable devices and virtual reality scenes are concluded to be able to be used together seamlessly.


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.


2021 ◽  
Vol 2 ◽  
Author(s):  
Joakim Vindenes ◽  
Barbara Wasson

Virtual Reality (VR) is a remarkably flexible technology for interventions as it allows the construction of virtual worlds with ontologies radically different from the real world. By embodying users in avatars situated in these virtual environments, researchers can effectively intervene and instill positive change in the form of therapy or education, as well as affect a variety of cognitive changes. Due to the capabilities of VR to mediate both the environments in which we are immersed, as well as our embodied, situated relation toward those environments, VR has become a powerful technology for “changing the self.” As the virtually mediated experience is what renders these interventions effective, frameworks are needed for describing and analyzing the mediations brought by various virtual world designs. As a step toward a broader understanding of how VR mediates experience, we propose a post-phenomenological framework for describing VR mediation. Postphenomenology is a philosophy of technology concerned with empirical data that understand technologies as mediators of human-world relationships. By addressing how mediations occur within VR as a user-environment relation and outside VR as a human-world relation, the framework addresses the various constituents of the virtually mediated experience. We demonstrate the framework's capability for describing VR mediations by presenting the results of an analysis of a selected variety of studies that use various user-environment relations to mediate various human-world relations.


2019 ◽  
Vol 9 (5) ◽  
pp. 449-460 ◽  
Author(s):  
Calum Gordon ◽  
Alba Barbullushi ◽  
Stefano Tombolini ◽  
Federica Margiotta ◽  
Alessia Ciacci ◽  
...  

Aim: Evidence has revealed a relationship between pain and the observation of limb movement, but it is unknown whether different types of movements have diverse modulating effects. In this immersive virtual reality study, we explored the effect of the vision of different virtual arm movements (arm vs wrist) on heat pain threshold of healthy participants. Patients & methods: 40 healthy participants underwent four conditions in virtual reality, while heat pain thresholds were measured. Visuo–tactile stimulation was used to attempt to modulate the feeling of virtual limb ownership while the participants kept their arms still. Results: Effects on pain threshold were present for type of stimulation but not type of movement. Conclusion: The type of observed movement does not appear to influence pain modulation, at least not during acute pain states.


2018 ◽  
Vol 47 (3) ◽  
pp. 292-317 ◽  
Author(s):  
Eileen A. O’Connor ◽  
Terri Worman

Since the advent of Second Life in 2004, immersive virtual-reality (VR) environments have been readily available to educators; more recent open-source environments have reduced costs significantly. This study reports on data gathered from an avatar-based immersive experience where teacher-education students gathered in VR spaces for synchronous meetings, learning how to maneuver within the environment, modify their avatars’ appearances, and develop preliminary three-dimensional building perspectives. Student reports and instructor observations throughout the course and a final student self-evaluation provided insights into both the challenges experienced and effective practices within this immersive VR environment. Overall, students developed significant trust and camaraderie with their colleagues as they went through problem-solving experiences, finding that initial challenges often subsided with the help of course colleagues. Students enjoyed the experience and considered VR applications for their classrooms. The report concludes with general recommendations for the design of productive VR learning environments within many different settings.


Author(s):  
Gennady E. Zhuravlyov

This paper outlines the main Human Factors/Ergonomic tasks to be solved to enhance the safety of the Shelter (Sarcophagus) of the Chernobyl Nuclear Power Plants's destroyed Unit #4 during current maintanance and forthcoming reconstruction as were observed during our visit to this site. The convential Human Factors problems are connected to personnel activities such as: traffic organization, radiation cartography, communications, monitoring of the personnel activity inside the Shelter, protective clothes, instruments, illumination, and ventilation. Macroergonomic problems include: uncertainty, risk to health, and high technical level of instruments and equipment used. Shelter workers have to assimilate many different professions and the scope of their training needs to be very large. Both situational and spatial uncertainties of the Shelter set special training problems. Three dimensional models and virtual reality tools are needed to help in solve these problems. Psychological training should also be conducted. The investigation was performed within the framework of cooperation between Russian an American ergonomists (Parsons et al. 1992).


2007 ◽  
Vol 5 (3) ◽  
pp. 487-506 ◽  
Author(s):  
Luis A. Hernández ◽  
Javier Taibo ◽  
David Blanco ◽  
José A. Iglesias ◽  
Antonio Seoane ◽  
...  

Immersive Virtual Reality Systems have been extensively used during recent years for the exploration of architectonic spaces. This paper describes how the use of transitable immersive virtual reality systems, that is, those that allow the user to physically walk while exploring the virtual world, can greatly empower the experience of perception of space in architecture. The text describes a particular example of one installation of this kind that was developed by the authors and how it was implemented for the interactive experience of the virtual reconstruction of a housing unit on a pre-roman settlement. This installation is open to the public as part of a permanent exhibition and constitutes the final output of the research at this time.


Sign in / Sign up

Export Citation Format

Share Document