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1

Chhikara, Vanshika. "IMMERSIVE ANALYTICS." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem33585.

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Immersive Analytics focuses on the benefits and challenges of using immersive environments for data analysis, and developing designs to improve efficiency. Although immersive technologies are widely available, practical solutions have not gained widespread acceptance in real- world applications. Research in this field focuses on abstract 3D visualization, immersive environments, paper sampling and use case evaluation. 03 Related Works • Brooks early review of VR applications found it effective in specific domains like flight simulators, automotive engineering, and astronaut training. • Van Dam
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Sadeghi, Amir H., Wouter Bakhuis, Frank Van Schaagen, et al. "Immersive 3D virtual reality imaging in planning minimally invasive and complex adult cardiac surgery." European Heart Journal - Digital Health 1, no. 1 (2020): 62–70. http://dx.doi.org/10.1093/ehjdh/ztaa011.

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Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothorac
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Medeiros, Daniel, Felipe Carvalho, Lucas Teixeira, Priscilla Braz, Alberto Raposo, and Ismael Santos. "Proposal and evaluation of a tablet-based tool for 3D virtual environments." Journal on Interactive Systems 4, no. 2 (2014): 1. http://dx.doi.org/10.5753/jis.2013.633.

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The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction dev
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Avola, Danilo, Luigi Cinque, and Daniele Pannone. "Design of a 3D Platform for Immersive Neurocognitive Rehabilitation." Information 11, no. 3 (2020): 134. http://dx.doi.org/10.3390/info11030134.

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In recent years, advancements in human–computer interaction (HCI) have enabled the development of versatile immersive devices, including Head-Mounted Displays (HMDs). These devices are usually used for entertainment activities as video-gaming or augmented/virtual reality applications for tourist or learning purposes. Actually, HMDs, together with the design of ad-hoc exercises, can also be used to support rehabilitation tasks, including neurocognitive rehabilitation due to strokes, traumatic brain injuries, or brain surgeries. In this paper, a tool for immersive neurocognitive rehabilitation i
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Papadopoulou, A., D. Kontos, and A. Georgopoulos. "DEVELOPING A VR TOOL FOR 3D ARCHITECTURAL MEASUREMENTS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (February 25, 2022): 421–27. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-421-2022.

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Abstract. Virtual Reality technology has already matured and is capable of offering impressive immersive experiences. AT the same time head mounted devices (HMD) are also offering many possibilities along with the game engine environments. So far, all these impressive technologies have been implemented to increase the popularity of on-line visits and serious games development, as far as their application in the domain of Cultural Heritage is concerned. In this paper we present the development of a set of VR tools, which enable the user to perform accurate measurements within the immersive envi
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Byrd, B., M. Warren, J. Fenwick, and P. Bridge. "Development of a novel 3D immersive visualisation tool for manual image matching." Journal of Radiotherapy in Practice 18, no. 4 (2019): 318–22. http://dx.doi.org/10.1017/s1460396919000219.

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AbstractAim:The novel Volumetric Image Matching Environment for Radiotherapy (VIMER) was developed to allow users to view both computed tomography (CT) and cone-beam CT (CBCT) datasets within the same 3D model in virtual reality (VR) space. Stereoscopic visualisation of both datasets combined with custom slicing tools and complete freedom in motion enables alternative inspection and matching of the datasets for image-guided radiotherapy (IGRT).Material and methods:A qualitative study was conducted to explore the challenges and benefits of VIMER with respect to image registration. Following tra
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Li, Yuxuan, Hua Luo, and Yiren Zhou. "Design and Implementation of Virtual Campus Roaming System Based on Unity3d." Journal of Physics: Conference Series 2173, no. 1 (2022): 012038. http://dx.doi.org/10.1088/1742-6596/2173/1/012038.

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Abstract With the rapid development of Internet technology and the maturity of 5g technology, virtual reality gradually appears in the public vision, and its involved fields are also expanding. Using virtual reality technology and head mounted display, users’ immersion and authenticity can be improved to the greatest extent. In this paper, an immersive virtual campus roaming system is realized by using 3ds Max tool to create a model, unity 3D tool to build a scene, c# language to write human-computer interaction script, and action one headset device to take Nanchang Institute of technology as
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Subramaniyam, Bala, Dharshan Shylesh, Jaganathan Ramasamy, and Navin Kumar. "A Virtual Reality Tool for Accuracy Assessment of 3D Models in an Immersive Virtual Environment." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences X-4-2024 (October 18, 2024): 333–40. http://dx.doi.org/10.5194/isprs-annals-x-4-2024-333-2024.

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Abstract. Accurate validation and assessment techniques are essential for ensuring the reliability of spatial reconstructions derived from photogrammetry, enabling well-informed decision-making across diverse domains. This study presents a Virtual Reality (VR) based accuracy assessment tool tailored for evaluating the accuracy and quality of 3D models generated by Unmanned Aerial Vehicles (UAVs). Leveraging the Unity game engine platform, our workflow entails three key steps: aligning real-world coordinates with an arbitrary Unity coordinate system, transforming the positions of Ground Control
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Hakeem, Abeer, Hind Bitar, and Ayman Alfahid. "ALHK: Integrating 3D Holograms and Gesture Interaction for Elementary Education." Inteligencia Artificial 28, no. 75 (2024): 30–45. http://dx.doi.org/10.4114/intartif.vol28iss75pp30-45.

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The integration of technology in elementary education offers innovative ways to enhance learning. One such advancement is the use of three-dimensional holograms (3DH), which provide immersive displays that merge seamlessly with the learner’s environment, creating a dynamic and engaging atmosphere. Educators have found that 3D visual tools significantly improve student comprehension, with 94.4% agreeing in a preliminary study. However, using interactive 3D holography alone has limitations, such as the inability for students to physically touch or manipulate holographic objects. To address this,
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Chastenay, Pierre. "Digital Planetariums as New Tools for Conceptual Change." Communicating Astronomy with the Public Journal 17, no. 2 (2023): 21–23. https://doi.org/10.5281/zenodo.14986650.

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Misconceptions in astronomy arise because of our unique, geocentric perspective on the night sky and astronomical phenomena. However, astronomy is quintessentially a “spatial” science, and three-dimensional visualisation is necessary for understanding most of its core concepts. Since the traditional optomechanical planetarium offers the same geocentric point of view on the sky, it might generate similar misconceptions in visitors. The new digital planetarium, which projects on the dome a realistic and accurate rendition of the cosmos in 3D, allows us to break free from 2D represent
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Guindy, Mary, Attila Barsi, Peter A. Kara, Vamsi K. Adhikarla, Tibor Balogh, and Aniko Simon. "Camera Animation for Immersive Light Field Imaging." Electronics 11, no. 17 (2022): 2689. http://dx.doi.org/10.3390/electronics11172689.

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Among novel capture and visualization technologies, light field has made significant progress in the current decade, bringing closer its emergence in everyday use cases. Unlike many other forms of 3D displays and devices, light field visualization does not depend on any viewing equipment. Regarding its potential use cases, light field is applicable to both cinematic and interactive contents. Such contents often rely on camera animation, which is a frequent tool for the creation and presentation of 2D contents. However, while common 3D camera animation is often rather straightforward, light fie
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Holly, Michael, Carina Weichselbraun, Florian Wohlmuth, et al. "VRChances: An Immersive Virtual Reality Experience to Support Teenagers in Their Career Decisions." Multimodal Technologies and Interaction 8, no. 9 (2024): 78. http://dx.doi.org/10.3390/mti8090078.

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In this paper, we present a tool that offers young people virtual career guidance through an immersive virtual reality (VR) experience. While virtual environments provide an effective way to explore different experiences, VR offers users immersive interactions with simulated 3D environments. This allows the realistic exploration of different job fields in a virtual environment without being physically present. The study investigates the extent to which performing occupational tasks in a virtual environment influences the career perceptions of young adults and whether it enhances their understa
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Fatima, Ishrath, and Kavitha Sooda. "Advancing Product Showcase Based on Virtual Reality." International Journal of Research 10, no. 9 (2023): 85–96. https://doi.org/10.5281/zenodo.8323422.

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In recent years, the usage of Virtual reality technology has opened up exciting new possibilities for showcasing products in immersive and engaging ways. By creating a virtual environment that showcases the features and benefits of a product, businesses can create a memorable and impactful experience for potential customers, investors, and other stakeholders. Traditional product displays are limited in their ability to convey a product's full potential. In contrast, VR product showcases offer immersive experiences that enable customers to interact with products in realistic virtual environ
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Astaneh Asl, Bita, and Carrie Sturts Dossick. "Immersive VR versus BIM for AEC Team Collaboration in Remote 3D Coordination Processes." Buildings 12, no. 10 (2022): 1548. http://dx.doi.org/10.3390/buildings12101548.

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Building Information Modeling (BIM) and Virtual Reality (VR) are both tools for collaboration and communication, yet questions still exist as to how and in what ways these tools support technical communication and team decision-making. This paper presents the results of an experimental research study that examined multidisciplinary Architecture, Engineering, and Construction (AEC) team collaboration efficiency in remote asynchronous and synchronous communication methods for 3D coordination processes by comparing BIM and immersive VR both with markup tools. Team collaboration efficiency was mea
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Fanini, Bruno, and Giorgio Gosti. "A New Generation of Collaborative Immersive Analytics on the Web: Open-Source Services to Capture, Process and Inspect Users’ Sessions in 3D Environments." Future Internet 16, no. 5 (2024): 147. http://dx.doi.org/10.3390/fi16050147.

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Recording large amounts of users’ sessions performed through 3D applications may provide crucial insights into interaction patterns. Such data can be captured from interactive experiences in public exhibits, remote motion tracking equipment, immersive XR devices, lab installations or online web applications. Immersive analytics (IA) deals with the benefits and challenges of using immersive environments for data analysis and related design solutions to improve the quality and efficiency of the analysis process. Today, web technologies allow us to craft complex applications accessible through co
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Lütjens, Mona, Thomas Kersten, Boris Dorschel, and Felix Tschirschwitz. "Virtual Reality in Cartography: Immersive 3D Visualization of the Arctic Clyde Inlet (Canada) Using Digital Elevation Models and Bathymetric Data." Multimodal Technologies and Interaction 3, no. 1 (2019): 9. http://dx.doi.org/10.3390/mti3010009.

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Due to rapid technological development, virtual reality (VR) is becoming an accessible and important tool for many applications in science, industry, and economy. Being immersed in a 3D environment offers numerous advantages especially for the presentation of geographical data that is usually depicted in 2D maps or pseudo 3D models on the monitor screen. This study investigated advantages, limitations, and possible applications for immersive and intuitive 3D terrain visualizations in VR. Additionally, in view of ever-increasing data volumes, this study developed a workflow to present large sca
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Orghidan, Radu, Mihaela Gordan, Marius Danciu, and Aurel Vlaicu. "A Prototype for the Creation and Interactive Visualization of 3D Human Face Models." Advanced Engineering Forum 8-9 (June 2013): 45–54. http://dx.doi.org/10.4028/www.scientific.net/aef.8-9.45.

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This paper presents a complete solution for the creation and manipulation of the 3D representationof a human face model using off the shelf components. First, the 3D model is obtained bymeans of a structured light system that is calibrated using only the vanishing points extracted from asimple planar surface. Then, an immersive interaction technique is used to manipulate the 3D model.The interaction tool is located in 3D space using a fuzzy technique with the advantages of a lowmemory usage, real-time operation and low positioning errors as compared to classical solutions. Experimentalresults
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Wiriasto, Giri Wahyu, Misbahuddin, A. Sjamsjiar Rachman, et al. "Study on the Development of a Virtual Reality Application for Skeletal Anatomy Learning Using Rapid Application Development (RAD)." Jurnal Penelitian Pendidikan IPA 10, no. 8 (2024): 5726–33. http://dx.doi.org/10.29303/jppipa.v10i8.8722.

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The use of innovative multimedia technology continues to evolve and has now become a primary technology tool in education. Currently, the utilization of virtual reality (VR) technology is being used as an immersive medium for learning, especially in the field of medicine. Immersive technology is presented in 3D visualization, approaching real and relevant objects in medical education as an alternative to traditional teaching aids such as cadavers. In this research, an exploration of the VR environment was conducted in a case study of the skeletal system using 3D skull bone objects. The explora
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Shojaei, Alireza, Saeed Rokooei, Amirsaman Mahdavian, Lee Carson, and George Ford. "Using immersive video technology for construction management content delivery: a pilot study." Journal of Information Technology in Construction 26 (November 4, 2021): 886–901. http://dx.doi.org/10.36680/j.itcon.2021.047.

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Construction management is considered a hands-on field of study which requires good spatial and visual cognitive ability. Virtual reality and other innovative immersive technologies have been used to facilitate experiential learning and to improve students’ spatial cognitive abilities. Virtual environments have been criticized due to the gamified look of the environment. Static panorama pictures have been previously used to bring a better sense of reality and immersion at the same time in construction education. However, they cannot provide a continuous experience, and the sense of presence (i
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Ruiz, Maria, Idoia Mujika, Arantza Arregi, et al. "EDUKA: Design and development of an intelligent tutor and author tool for the personalised generation of itineraries and training activities in inmersive 3D and 360° educational environments." International Journal of Production Management and Engineering 11, no. 1 (2023): 31–42. http://dx.doi.org/10.4995/ijpme.2023.18013.

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Nowadays, Virtual and Augmented Reality have begun to be integrated in the educational field for the creation of immersive learning environments. This research presents the results of a project called “EDUKA: Intelligent tutor and author tool for the personalised generation of itineraries and training activities in immersive 3D and 360º educational environments”, funded by the Basque Government (BG) (Economic Development, Sustainability and Environment Department). The project started in April 2018 and was completed in December 2020. Nowadays, an improved version is being developed in a projec
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Pagar, Nilima. "CollegeAR Pathway: Enhancing College Exploration with Machine Learning and Virtual Reality." INTERNATIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 04 (2025): 1–9. https://doi.org/10.55041/ijsrem45891.

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Abstract - The CollegeAR Pathway project is an innovative solution aimed at simplifying the college selection process for students. This tool uses machine learning to provide personalized college recommendations based on a student’s academic profile and preferences. In addition to recommendations, the platform integrates immersive virtual tours of suggested colleges, allowing students to explore campuses remotely. The system is designed to enhance decision- making by offering an interactive, data-driven approach to college selection. The project combines machine learning models, 3D/360-degree
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Gonsalves, Jesleena. "Blender as an Alternative to Architectural Apps." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (2024): 1–11. http://dx.doi.org/10.55041/ijsrem29069.

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Blender, a 3D modeling and animation software, holds significant potential as a vital tool in architecture due to its varied capabilities. This abstract elaborates on the relevance of Blender in architectural practice and research. The paper highlights Blender's capacity to facilitate architectural visualization, design iteration, and virtual prototyping. It iterates on how Blender empowers architects to create immersive, photorealistic renderings, aiding in communication with clients and stakeholders. Moreover, the abstract delves into Blender's role in exploring innovative architectural conc
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Fleury, Sylvain, Benjamin Poussard, Philippe Blanchard, Laurent Dupont, Peter Meister Broekema, and Simon Richir. "Innovative Process for Furniture Design: Contributions of 3D Scan and Virtual Reality." Computer-Aided Design and Applications 19, no. 5 (2022): 868–78. https://doi.org/10.14733/cadaps.2022.868-878.

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Technological development offers new opportunities that could change design processes. The present study explores the possibilities of technologies like virtual reality and 3D scan in the furniture design process. For this purpose, a co-creation process with help of new technologies was carried out from initial ideation to 3D modelling. Each tool has been characterized in terms of user experience measured by a questionnaire. This research validates a design process of furniture based on immersive technology and provides some recommendations for the implementation and improvement of this proces
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Surya, R., K. Akila, and K. M. Senthilkumar. "Virtual Laboratory in Mixed Reality with 3D Modelling for Sustainable Design." Applied Mechanics and Materials 920 (March 5, 2024): 149–54. http://dx.doi.org/10.4028/p-cuybj4.

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Immersive experiences through Mixed Reality (MR) are revolutionizing the way people connect and interact with each other and things around them. MR is the umbrella term that binds all spatial computing technologies which blends real and virtual environments. It holds the potential to provide things beyond imagination while simultaneously making deeper and more meaningful engagement possible. A new engineer to be equipped with the know-how of an OP (Operational Procedure) of machinery, this virtual laboratory helps to know the intricate details of the machinery and tools. The virtual laboratory
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Kliestik, Tomas, Pavol Kral, Martin Bugaj, and Pavol Durana. "Generative artificial intelligence of things systems, multisensory immersive extended reality technologies, and algorithmic big data simulation and modelling tools in digital twin industrial metaverse." Equilibrium. Quarterly Journal of Economics and Economic Policy 19, no. 2 (2024): 429–61. http://dx.doi.org/10.24136/eq.3108.

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Research background: Multi-modal synthetic data fusion and analysis, simulation and modelling technologies, and virtual environmental and location sensors shape the industrial metaverse. Visual digital twins, smart manufacturing and sensory data mining techniques, 3D digital twin simulation modelling and predictive maintenance tools, big data and mobile location analytics, and cloud-connected and spatial computing devices further immersive virtual spaces, decentralized 3D digital worlds, synthetic reality spaces, and the industrial metaverse. Purpose of the article: We aim to show that big dat
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Hussein, Sara M., Andrew F. Emanuels, Luciano César P. C. Leonel, et al. "Facial Anatomy Teaching for Aesthetic Surgery: Using 3-dimensional Photogrammetry and Immersive Virtual Reality." Plastic and Reconstructive Surgery - Global Open 13, no. 7 (2025): e6972. https://doi.org/10.1097/gox.0000000000006972.

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Summary: Anatomy is a critical component of surgical training; however, traditional resources—such as Netter’s Surgical Anatomy, Gray’s Anatomy, and anatomy applications—often fall short in delivering surgically relevant, 3-dimensional (3D) perspectives of facial anatomy. Although cadaveric dissection remains a valuable teaching tool, its accessibility is limited by cost, ethical concerns, and the lack of structured curricula, making it less feasible for ongoing surgical education. To address these limitations, this article introduced a novel educational approach that integrates 3D photogramme
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Bairamian, David, Shinuo Liu, and Behzad Eftekhar. "Virtual Reality Angiogram vs 3-Dimensional Printed Angiogram as an Educational tool—A Comparative Study." Neurosurgery 85, no. 2 (2019): E343—E349. http://dx.doi.org/10.1093/neuros/nyz003.

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Abstract BACKGROUND Three-dimensional (3D) visualization of the neurovascular structures has helped preoperative surgical planning. 3D printed models and virtual reality (VR) devices are 2 options to improve 3D stereovision and stereoscopic depth perception of cerebrovascular anatomy for aneurysm surgery. OBJECTIVE To investigate and compare the practicality and potential of 3D printed and VR models in a neurosurgical education context. METHODS The VR angiogram was introduced through the development and testing of a VR smartphone app. Ten neurosurgical trainees from Australia and New Zealand p
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Dr., S. Dharchana, and Aishwarya Ramesh Ms. "Virtual Reality as a Tool for Enhanced Industrial Product Demonstration: A Study on Pump Selection." International Journal of Current Research and Techniques 15, no. 2 (2025): 50820–25. https://doi.org/10.5281/zenodo.15529329.

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This research explores the integration of Virtual Reality (VR) technology in industrial product selection, particularly in the pump manufacturing sector. Traditional product selection methods are often time-consuming and lack interactivity. VR offers a transformative alternative by allowing consumers to engage with 3D models and simulate product operations in immersive environments. This study investigates how VR affects consumer understanding, purchasing confidence, and decision-making behavior in industrial contexts. The findings highlight VR's potential to enhance product marketing, improve
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Feodorovici, Philipp, Philipp Schnorr, Benedetta Bedetti, Donatas Zalepugas, Joachim Schmidt, and Jan C. Arensmeyer. "Collaborative Virtual Reality Real-Time 3D Image Editing for Chest Wall Resections and Reconstruction Planning." Innovations: Technology and Techniques in Cardiothoracic and Vascular Surgery 18, no. 6 (2023): 525–30. http://dx.doi.org/10.1177/15569845231217072.

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The integration of extended reality (XR) technologies into health care procedures presents transformative opportunities, particularly in surgical processes. This study delves into the utilization of virtual reality (VR) for preoperative planning related to chest wall resections in thoracic surgery. Leveraging the capabilities of 3-dimensional (3D) imaging, real-time visualization, and collaborative VR environments, surgeons gain enhanced anatomical insights and can develop predictive surgical strategies. Two clinical cases highlighted the effectiveness of this approach, showcasing the potentia
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Weißmann, Marco, Dennis Edler, Julian Keil, and Frank Dickmann. "Creating an Interactive Urban Traffic System for the Simulation of Different Traffic Scenarios." Applied Sciences 13, no. 10 (2023): 6020. http://dx.doi.org/10.3390/app13106020.

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The social and political efforts to fight climate change have contributed to a re-thinking of traffic systems, especially in urban areas under constant transformation. To simulate and visualize planning scenarios of urban traffic systems in a realistic way, the possibilities of virtual 3D environments have regularly been used. The modern potentials of (immersive) virtual reality, however, still require exploration, evaluation, and further development. Using the game engine Unity, an immersive virtual environment was developed to visualize and experience dynamic traffic conditions of a highly d
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Yanbastieva-Petrova, L. "BEYOND THE TEXTBOOK: EXPLORING THE EFFECTS OF MOZABOOK'S 3D SCENES ON READING INSTRUCTION IN THE EFL CLASSROOM." Scientific heritage, no. 150 (December 11, 2024): 30–35. https://doi.org/10.5281/zenodo.14378584.

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Developing reading skills has always been regarded as a foundation of both academic achievement and personal growth. However, with the advancement of technology, there has been a change in the way people engage with information – it is frequently perceived visually and audibly rather than through written texts. Young people’s reading and learning habits have changed and they often consider studying from traditional paper textbooks as something old-fashioned and boring. Therefore, teachers should meaningfully integrate digital resources and interactive technologies in lessons in ord
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Impey, Christopher, and Alexander Danehy. "Exploring the frontiers of space in 3D: Immersive virtual reality for astronomy outreach." Communicating Astronomy with the Public Journal 16, no. 1 (2022): 28–36. https://doi.org/10.5281/zenodo.14949715.

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An immersive, virtual exhibit of large telescopes and space missions is described. The exhibit aims to overcome the difficulty members of the public have in appreciating the scale and complexity of modern astronomical research facilities. Using detailed 3D models, ground- and space-based telescopes that are impossible to visit in person can be explored by moving through a virtual space. The exhibit was created using Unreal Engine, a tool developed by Epic Games. Users wear Oculus Quest virtual reality headsets and traverse the 3D exhibit using Xbox game controllers. CAD models were gathered fr
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PARTHIBAN, Mr S. "An Innovation in Virtual Art : Designing An Interactive 3D Museum Gallery." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 09, no. 02 (2025): 1–9. https://doi.org/10.55041/ijsrem41669.

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The development of this project focuses on creating an interactive web-based 3D art gallery powered by Three.js and WebGL, offering a cutting-edge platform for virtual exhibitions, museums, and educational experiences. By leveraging advanced 3D rendering techniques and real-time interactivity, the platform provides an immersive and dynamic environment for exploring digital art. Users can navigate through realistic virtual spaces enriched with dynamic lighting, detailed textures, and interactive elements that enhance engagement.A key aspect of this platform is its adaptability, featuring custom
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McDuff, Joseph Kevin, Armin Karimi, and Zahra Gharineiat. "Enhancing Spatial Awareness and Collaboration: A Guide to VR-Ready Survey Data Transformation." ISPRS International Journal of Geo-Information 14, no. 2 (2025): 59. https://doi.org/10.3390/ijgi14020059.

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Surveying and spatial science are experiencing a paradigm shift from traditional data outputs to more immersive and interactive formats, driven by the rise in Virtual Reality (VR). This study addresses the challenge of transforming UAV (Unmanned Aerial Vehicle)-acquired photogrammetry data into VR-compatible surfaces while preserving the accuracy and quality crucial to professional surveying. The study leverages Blender, an open-source 3D creation tool, to develop a procedural guide for creating VR-ready models from high-quality survey data. The case study focuses on silos located in Yelarbon,
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Soto-Martin, Ovidia, Alba Fuentes-Porto, and Jorge Martin-Gutierrez. "A Digital Reconstruction of a Historical Building and Virtual Reintegration of Mural Paintings to Create an Interactive and Immersive Experience in Virtual Reality." Applied Sciences 10, no. 2 (2020): 597. http://dx.doi.org/10.3390/app10020597.

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Nowadays, virtual reality technologies and immersive virtual reality (VR) apps allow people to view, explore, engage with and learn about historic monuments and buildings, historic sites, and even historic scenes. To preserve our cultural heritage for future generations. it is essential that damaged and dilapidated historic artefacts are accurately documented, and that steps are taken to improve user experiences in the areas of virtual visits, science and education. This paper describes an approach to reconstruct and restore historic buildings and mural paintings. The work process uses digital
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Guanuche, Adriana, Wilman Paucar, William Oñate, and Gustavo Caiza. "Immersive Haptic Technology to Support English Language Learning Based on Metacognitive Strategies." Applied Sciences 15, no. 2 (2025): 665. https://doi.org/10.3390/app15020665.

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One of the most widely used strategies for learning support is the use of Information and Communication Technologies (ICTs), due to the variety of applications and benefits they provide in the educational field. This article describes the design and implementation of an immersive application supported by Senso gloves and 3D environments for learning English as a second language in Ecuador. The following steps should be considered for the app design: (1) the creation of a classroom with characteristics similar to a real classroom and different buttons to navigate through the scenarios; (2) the
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Zaatar, Muriel T. "Exploring the Virtual Frontier: The Impact of Virtual Reality on Undergraduate Biology Education at the American University in Dubai." International Journal of Information and Education Technology 14, no. 5 (2024): 675–80. http://dx.doi.org/10.18178/ijiet.2024.14.5.2092.

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Virtual Reality (VR) technology is revolutionizing education, providing unique opportunities for immersive and interactive learning. This study explores the potential of VR to enhance undergraduate biology education—a pioneering endeavor within the United Arab Emirates (UAE). This research follows a structured three-stage approach which includes: pre-assessments, immersive VR experiences, and postassessments that evaluate the impact of VR on students’ knowledge and skills. This is complemented by a Likert-scale comprehensive learning survey designed to assess the students’ level of engagement
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Sun, Shaoming, Tianwei Xu, and Juxiang Zhou. "The Design and Implementation of Computer Hardware Assembling Virtual Laboratory in the VR Environment." MATEC Web of Conferences 232 (2018): 01051. http://dx.doi.org/10.1051/matecconf/201823201051.

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In solving the problems of slowly updated laboratory equipment, heavy hardware wastage and potential danger in the course of traditional computer hardware assembling experiment, this article proposes a design and concrete implementation of virtual laboratory for computer hardware assembling based on immersive VR environment. Adopt 3Ds Max and Unity3d software to create 3D models and build the scene, and Mojing SDK as the VR display effect and the tool of interactive interface, the article achieved the design and implementation of virtual laboratory application in mobile devices. Current virtua
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Virtanen, Juho-Pekka, Kaisa Jaalama, Tuulia Puustinen, Arttu Julin, Juha Hyyppä, and Hannu Hyyppä. "Near Real-Time Semantic View Analysis of 3D City Models in Web Browser." ISPRS International Journal of Geo-Information 10, no. 3 (2021): 138. http://dx.doi.org/10.3390/ijgi10030138.

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3D city models and their browser-based applications have become an increasingly applied tool in the cities. One of their applications is the analysis views and visibility, applicable to property valuation and evaluation of urban green infrastructure. We present a near real-time semantic view analysis relying on a 3D city model, implemented in a web browser. The analysis is tested in two alternative use cases: property valuation and evaluation of the urban green infrastructure. The results describe the elements visible from a given location, and can also be applied to object type specific analy
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Spengler, Alex, Kailey Pascoe, Cliff Kapono, Haunani Kane, and John Burns. "MEGA Vision: Integrating Reef Photogrammetry Data into Immersive Mixed Reality Experiences." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVIII-2-2024 (June 11, 2024): 409–14. http://dx.doi.org/10.5194/isprs-archives-xlviii-2-2024-409-2024.

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Abstract. Coral reefs and submerged cultural heritage sites are integral to supporting marine biodiversity, preserving human history, providing ecosystem services, and understanding drivers of ecosystem health and function. Despite the importance of these submerged underwater habitats, accessibility to these environments remains limited to specialized professionals. The MEGA Vision mixed reality application integrates photogrammetry-derived data products with augmented reality (AR) technologies to transcend this barrier, offering an immersive and educational platform for the broader public. Us
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Walmsley, A., and T. P. Kersten. "LOW-COST DEVELOPMENT OF AN INTERACTIVE, IMMERSIVE VIRTUAL REALITY EXPERIENCE OF THE HISTORIC CITY MODEL STADE 1620." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W17 (November 29, 2019): 405–11. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w17-405-2019.

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Abstract. As virtual reality and 3D documentation and modelling technologies become increasingly powerful and affordable tools for architecture, planning, and cultural heritage preservation and communication, it has become increasingly important to develop low-cost methodologies for the creation of 3D immersive virtual environments and interactive experiences. Doing so makes this technology more viable for institutions such as museums and other cultural institutions, who often work within strict budgets. In this paper, we describe a workflow used to build an interactive, immersive virtual real
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Fierro, Guillermo Gándara, and Ana Gabriela Rodríguez Mendoza. "Motivation for Learning in Virtual Environments." Journal of Social Science Studies 10, no. 1 (2023): 98. http://dx.doi.org/10.5296/jsss.v10i1.20895.

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The use of state-of-art immersive technologies enhanced undergraduate students’ motivation to learn. The main variables for the comparative analysis are the opinions of surveyed students for three academic terms and the perception of motivation as an engine for learning. The data used for this article comes from undergraduate students at a Mexican university, Tecnológico de Monterrey, during January 2019 up to June 2020. The virtual activity designed for fostering motivation for is called: Welcome to Ur, Mesopotamia. The activity consists of a recreation of the ancient city of Ur using 3D anim
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Kaźmierczak, Rafał, Robert Skowroński, Cezary Kowalczyk, and Grzegorz Grunwald. "Creating Interactive Scenes in 3D Educational Games: Using Narrative and Technology to Explore History and Culture." Applied Sciences 14, no. 11 (2024): 4795. http://dx.doi.org/10.3390/app14114795.

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Three-dimensional games are an indispensable tool in education and cultural transmission, offering users immersive experiences that facilitate learning through engagement and direct experience. The aim of this study was to design and implement an advanced cutscene sequencer in Unity 3D, targeted at educational and cultural games, to assist game developers in producing cinematic interludes, which are a key narrative element in games. The project methodology encompassed a detailed process of planning, design, and implementation. This involved the comprehensive use of various tools, including Uni
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Gumonan, Kenn Migan Vincent, and Aleta Fabregas. "ASIAVR: Asian Studies Virtual Reality Game a Learning Tool." International Journal of Computing Sciences Research 5, no. 1 (2021): 475–88. http://dx.doi.org/10.25147/ijcsr.2017.001.1.53.

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Purpose–The study aims to develop an application that will serve as an alternative learning tool for learning Asian Studies. The delivery of lessons into a virtual reality game dependson the pace of students. The developed application comprises several more features that enable users to get valuable information from an immersive environment.Method–The researchers used Rapid Application Development (RAD) in developing the application. It follows phases such as requirement planning, user design, construction, and cutover. Two sets of questionnaires were developed, one for the teachers and anothe
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Pérez, Gabriel, Xavier F. Rodríguez, Josep María Burgués, Marc Solé, and Julià Coma. "3D immersive learning in architecture and construction areas = Aprendizaje inmersivo 3D en el campo de la arquitectura y construcción." Advances in Building Education 4, no. 2 (2020): 9. http://dx.doi.org/10.20868/abe.2020.2.4460.

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Beyond of BIM technology consolidation, the incorporation of virtual reality in the field of architecture and construction implies a new breakthrough which implies several advantages both at professional and academic levels. With the aim to measure the potential of this technology, a set of immersive activities were performed at the University of Lleida in the degree of Technical Architecture and Buildings. From the results, it could be observed the great ease of students in learning the use of virtual reality tools and the great potential of these solutions not only in learning architecture a
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Pinter, Logan, and Mohammad Faridul Haque Siddiqui. "Enhancing Calculus Learning through Interactive VR and AR Technologies: A Study on Immersive Educational Tools." Multimodal Technologies and Interaction 8, no. 3 (2024): 19. http://dx.doi.org/10.3390/mti8030019.

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In the realm of collegiate education, calculus can be quite challenging for students. Many students struggle to visualize abstract concepts, as mathematics often moves into strict arithmetic rather than geometric understanding. Our study presents an innovative solution to this problem: an immersive, interactive VR graphing tool capable of standard 2D graphs, solids of revolution, and a series of visualizations deemed potentially useful to struggling students. This tool was developed within the Unity 3D engine, and while interaction and expression parsing rely on existing libraries, core functi
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Krajčovič, Martin, Marián Matys, Gabriela Gabajová, and Dávid Komačka. "Utilization of Immersive Virtual Reality as an Interactive Method of Assignment Presentation." Electronics 13, no. 8 (2024): 1430. http://dx.doi.org/10.3390/electronics13081430.

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Virtual reality is a technology with many possible uses and ways to improve various processes, including the presentation of results. This paper deals with the utilization of virtual reality as a tool for assignment presentation. During the classes of manufacturing and assembly systems design, the conventional form of presentation was replaced with immersive virtual reality, where the students would present their work while wearing the virtual reality headset and walking around the 3D model of their design. The main goal was to test whether this approach had a positive impact on the students’
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Sancho, Jaime, Pallab Sutradhar, Gonzalo Rosa, et al. "GoRG: Towards a GPU-Accelerated Multiview Hyperspectral Depth Estimation Tool for Medical Applications." Sensors 21, no. 12 (2021): 4091. http://dx.doi.org/10.3390/s21124091.

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HyperSpectral (HS) images have been successfully used for brain tumor boundary detection during resection operations. Nowadays, these classification maps coexist with other technologies such as MRI or IOUS that improve a neurosurgeon’s action, with their incorporation being a neurosurgeon’s task. The project in which this work is framed generates an unified and more accurate 3D immersive model using HS, MRI, and IOUS information. To do so, the HS images need to include 3D information and it needs to be generated in real-time operating room conditions, around a few seconds. This work presents G
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Hiramatsu, Masaaki, Naohiro Takanashi, S. Asagiri, Shiro K. Kawagoe, Stella G. Amano, and Kazuhisa Kamegai. "Virtual ALMA Tour in VRChat: A Whole New Experience." Communicating Astronomy with the Public Journal 15, no. 2 (2021): 18–27. https://doi.org/10.5281/zenodo.14981389.

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Many forefront observatories are located in remote areas and are difficult to visit, and the global pandemic made visits even harder. Several virtual tours have been executed on YouTube or Facebook Live, however, it is difficult to feel a sense of immersion and these are far from the actual experience of visiting a site. To solve this problem, we pursued an astronomy outreach event on the virtual reality social platform VRChat. To provide an experience similar to visiting the site, we performed a virtual tour of the ALMA Observatory in VRChat guided by an ALMA staff member. 47 guests participa
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Kundan Khandare, Shashikant V. Athawale. "Developing Virtual Reality Apps to Enhance Tourism." Proceeding International Conference on Science and Engineering 11, no. 1 (2023): 65–68. http://dx.doi.org/10.52783/cienceng.v11i1.91.

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In the tourism sector, virtual reality has been used to develop a one-of-a-kind, immersive experiences that give visitors a sense of being there in person. The user is immersed in a three-dimensional experience thanks to virtual reality. Users engage with 3D worlds instead of just seeing a screen in front of them. Virtual reality can be utilized in the travel business to capture tourist places in a distinctive and immersive way. These virtual travel experiences try to replicate the genuine destination as closely as they can. The use of virtual reality (VR) in tourism is currently widespread. P
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