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Journal articles on the topic 'Panoramic virtual reality'

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1

Boukerch, I., B. Takarli, K. Saidi, M. Karich, and M. Meguenni. "DEVELOPMENT OF PANORAMIC VIRTUAL TOURS SYSTEM BASED ON LOW COST DEVICES." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2021 (June 28, 2021): 869–74. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2021-869-2021.

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Abstract. The virtual visit is a simulation of reality that allows virtually changing time or placing. Unlike this, virtual reality offers the possibility to associate the real world with the virtual world, while ensuring interactivity and an improvement in prospecting the reality. One of the most used form of virtual reality is the 360° panoramic imagery and video, currently in the market we can find many providers of panoramic cameras, going from costly professional cameras to the low cost consumer grade cameras. In addition, many software providers offers the virtual tours creation and visu
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Sharma, Alisha, Ryan Nett, and Jonathan Ventura. "Unsupervised Learning of Depth and Ego-Motion from Cylindrical Panoramic Video with Applications for Virtual Reality." International Journal of Semantic Computing 14, no. 03 (2020): 333–56. http://dx.doi.org/10.1142/s1793351x20400139.

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We introduce a convolutional neural network model for unsupervised learning of depth and ego-motion from cylindrical panoramic video. Panoramic depth estimation is an important technology for applications such as virtual reality, 3D modeling, and autonomous robotic navigation. In contrast to previous approaches for applying convolutional neural networks to panoramic imagery, we use the cylindrical panoramic projection which allows for the use of the traditional CNN layers such as convolutional filters and max pooling without modification. Our evaluation of synthetic and real data shows that un
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Zhang, ShiYu, YingHao Dong, Tingting Xie, Xinying Si, and JinZe Li. "Reconstruction of Hanqing Stadium Scenery Based on Virtual Reality Technology." E3S Web of Conferences 290 (2021): 02029. http://dx.doi.org/10.1051/e3sconf/202129002029.

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In order to reproduce the grand look of Hanqing Stadium and restore the most realistic Hanqing Stadium internal layout and structure, a simulation system based on the virtual reality technology for the internal structure layout design of the stadium was designed and developed. Based on the current development trend of virtual reality technology, a three-dimensional dynamic space model was established to restore the real conditions of Hanqing Stadium. By integrating emerging technologies such as panoramic images, panoramic views, and stereo vision into virtual reality technology, the sense of r
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La Salandra, Antonio, Darian Frajberg, and Piero Fraternali. "A virtual reality application for augmented panoramic mountain images." Virtual Reality 24, no. 1 (2019): 123–41. http://dx.doi.org/10.1007/s10055-019-00385-x.

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Wang, Ru Guang, Huai Lin Dong, Min Wen Wu, and Qing Feng Wu. "Research and Design of Digital Museum Based on Virtual Reality." Advanced Materials Research 926-930 (May 2014): 2516–20. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2516.

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Digital museum is an important trend in the development of museums in recent years, and virtual reality technology in the digital museum is one of the most important issues in museum construction and it has broad development prospects. This paper aims to research into two kinds of key virtual reality technologies: image-based 360 degree panoramic display and 3D modeling technology, exploring various kinds of virtual museums based on these two technologies. It discusses the advantages and limitations of the various kinds of VDMs and proposes the design of the Virtual Museum based on 360 - degre
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Jáuregui, David V., and Kenneth R. White. "Implementation of Virtual Reality in Routine Bridge Inspection." Transportation Research Record: Journal of the Transportation Research Board 1827, no. 1 (2003): 29–35. http://dx.doi.org/10.3141/1827-04.

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The innovative use of QuickTime Virtual Reality (QTVR) and panoramic image–creation utilities for recording field observations and measurements during routine bridge inspections is reported. A virtual reality approach provides the ability to document a bridge’s physical condition by using different media types at a significantly higher level of detail than is possible in a written bridge inspection report. Digitally recorded data can be stored on compact disc for easy access before, during, or after an inspection. The development of a QTVR bridge record consists of four major steps: selection
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Ling, Yang, Cheng Yong, and Yun Cheng. "The Key Technology of Virtual Reality System Based on Panoramic View." Applied Mechanics and Materials 130-134 (October 2011): 3123–27. http://dx.doi.org/10.4028/www.scientific.net/amm.130-134.3123.

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Virtual reality technology is the cutting-edge subject of current computer technology and research focus. This paper mainly research the key technologies of virtual reality system based on the panoramic view, including image acquisition, correction, splicing, fusion, re-projection panoramic images such as a set of system solutions. In this paper proposed rough match based Fourier transform and exact match based edge gradient-feature, which can mosaic the two matching images, to save calculation time and improve speed.
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Soyluçiçek, Seza. "Looking through the sphere; Illustration in virtual reality." New Trends and Issues Proceedings on Humanities and Social Sciences 5, no. 6 (2018): 53–59. http://dx.doi.org/10.18844/prosoc.v5i6.3695.

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Illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities, it continues to take place in other places. Especially the usage area of two–three-dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design processes. One of the examples about this situation is 360-degree illustrations that can be designed and displayed on virtual reality (VR) media. VR is an int
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Macedonio, Mary F., Thomas D. Parsons, Raymond A. Digiuseppe, Brenda A. Weiderhold, and Albert A. Rizzo. "Immersiveness and Physiological Arousal within Panoramic Video-Based Virtual Reality." CyberPsychology & Behavior 10, no. 4 (2007): 508–15. http://dx.doi.org/10.1089/cpb.2007.9997.

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Soylucicek, Seza. "Looking through the Sphere; Illustration in virtual reality." Global Journal of Arts Education 9, no. 1 (2019): 22–28. http://dx.doi.org/10.18844/gjae.v9i2.3953.

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Artistic expression ways of Illustration that take place in visual communication design/graphic design changes and develops day by day. Having a rich history, illustration field has developed different visual communication ways and reached a broad usage area. Instead of consisting of just book limning, with various techniques, methods and technological opportunities it continues to take place in other places. Especially the usage area of two-three dimensional illustrations on digital media enlarged, led to different production processes and designers found new display possibilities and design
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Nakagawa, M., K. Akano, T. Kobayashi, and Y. Sekiguchi. "RELATIVE PANORAMIC CAMERA POSITION ESTIMATION FOR IMAGE-BASED VIRTUAL REALITY NETWORKS IN INDOOR ENVIRONMENTS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-2/W4 (September 14, 2017): 349–54. http://dx.doi.org/10.5194/isprs-annals-iv-2-w4-349-2017.

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Image-based virtual reality (VR) is a virtual space generated with panoramic images projected onto a primitive model. In imagebased VR, realistic VR scenes can be generated with lower rendering cost, and network data can be described as relationships among VR scenes. The camera network data are generated manually or by an automated procedure using camera position and rotation data. When panoramic images are acquired in indoor environments, network data should be generated without Global Navigation Satellite Systems (GNSS) positioning data. Thus, we focused on image-based VR generation using a
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Putra, Edson Yahuda, Andria Wahyudi, and Andre Tumilaar. "Virtual Reality 360 Interaktif Wisata Digital Kota Tomohon dengan Tampilan Stereoscopic." CogITo Smart Journal 4, no. 1 (2018): 104. http://dx.doi.org/10.31154/cogito.v4i1.106.104-112.

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Kota Tomohon atau yang dikenal sebagai Kota Bunga adalah salah satu kota di Provinsi Sulawesi Utara yang memiliki potensi wisata yang tinggi. Kota Tomohon memiliki daya Tarik wisatawan sehingga memberi pengaruh penting dalam perkembangan kota. Penyajian informasi yang menarik dan mudah sangat penting untuk wisata di Kota Tomohon. Penyajian informasi yang menarik dapat mendatangkan wisatawan lokal maupun mancanegara. Oleh karena itu, penelitian ini mengembangkan aplikasi smartphone yang dapat memberikan informasi dari objek wisata yang ada di Kota Tomohon dengan teknologi virtual reality. Untuk
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Dijkstra, Jan, Jos van Leeuwen, and Harry Timmermans. "Evaluating Design Alternatives Using Conjoint Experiments in Virtual Reality." Environment and Planning B: Planning and Design 30, no. 3 (2003): 357–67. http://dx.doi.org/10.1068/b12932.

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In this paper the authors describe the design of an experiment based on conjoint measurement that explores the possibility of using the Internet to evaluate design alternatives. These design alternatives are presented as panoramic views, and preferences are measured by asking subjects which alternative they prefer from a choice set of design alternatives. The approach is illustrated by using the design of office spaces as an example.
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Chapman, David, and Andrew Deacon. "Panoramic imaging and virtual reality — filling the gaps between the lines." ISPRS Journal of Photogrammetry and Remote Sensing 53, no. 6 (1998): 311–19. http://dx.doi.org/10.1016/s0924-2716(98)00016-1.

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Howes, Andrew, Gareth E. Miles, Stephen J. Payne, Christabel D. Mitchell, and Anthony J. Davies. "Incidental Memory and Navigation in Panoramic Virtual Reality for Electronic Commerce." Human Factors: The Journal of the Human Factors and Ergonomics Society 43, no. 2 (2001): 239–54. http://dx.doi.org/10.1518/001872001775900869.

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Fu, Yao, Tingting Guo, and Xingfang Zhao. "Intelligent Splicing Method of Virtual Reality Lingnan Cultural Heritage Panorama Based on Automatic Machine Learning." Mobile Information Systems 2021 (August 19, 2021): 1–10. http://dx.doi.org/10.1155/2021/8693436.

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With the increasing expansion of virtual reality application fields and the complexity of application content, the demand for real-time rendering of realistic graphics has increased sharply. This research mainly discusses the intelligent mosaic method of virtual reality Lingnan cultural heritage panorama based on automatic machine learning. In order to effectively make up for the impact of the insufficiency of the collection process on the quality of the final panoramic image of Lingnan cultural heritage, it is necessary to minimize the irregular rotation of the camera and collect images accor
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Lai, Jhe-Syuan, Yu-Chi Peng, Min-Jhen Chang, and Jun-Yi Huang. "Panoramic Mapping with Information Technologies for Supporting Engineering Education: A Preliminary Exploration." ISPRS International Journal of Geo-Information 9, no. 11 (2020): 689. http://dx.doi.org/10.3390/ijgi9110689.

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The present researchers took multistation-based panoramic images and imported the processed images into a virtual tour platform to create webpages and a virtual reality environment. The integrated multimedia platform aims to assist students in a surveying practice course. A questionnaire survey was conducted to evaluate the platform’s usefulness to students, and its design was modified according to respondents’ feedback. Panoramic photos were taken using a full-frame digital single-lens reflex camera with an ultra-wide-angle zoom lens mounted on a panoramic instrument. The camera took photos a
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Walmsley, Alexander P., and Thomas P. Kersten. "The Imperial Cathedral in Königslutter (Germany) as an Immersive Experience in Virtual Reality with Integrated 360° Panoramic Photography." Applied Sciences 10, no. 4 (2020): 1517. http://dx.doi.org/10.3390/app10041517.

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As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a n
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Jeelani, Idris, Kevin Han, and Alex Albert. "Development of virtual reality and stereo-panoramic environments for construction safety training." Engineering, Construction and Architectural Management 27, no. 8 (2020): 1853–76. http://dx.doi.org/10.1108/ecam-07-2019-0391.

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PurposeWorkers and construction professionals are generally not proficient in recognizing and managing safety hazards. Although valuable, traditional training experiences have not sufficiently addressed the issue of poor hazard recognition and management in construction. Since hazard recognition and management are cognitive skills that depend on attention, visual examination and decision-making, performance assessment and feedback in an environment that is realistic and representative of actual working conditions are important. The purpose of this paper is to propose a personalized safety trai
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Hu, Nien-Tsu, Pu-Sheng Tsai, Ter-Feng Wu, Jen-Yang Chen, and Lin Lee. "The environmental navigation using geometric virtual reality." Advances in Mechanical Engineering 10, no. 6 (2018): 168781401878363. http://dx.doi.org/10.1177/1687814018783636.

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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 micr
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Wang, Zheng, Chang Liu, and Bin Song. "Panoramic Display and Planning Simulation of Civil Engineering Project Based on Virtual Reality Technology." Complexity 2020 (October 17, 2020): 1–11. http://dx.doi.org/10.1155/2020/1424757.

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In the traditional civil engineering industry, only abstract theoretical concepts are applied to express complex realistic contents, but this method of information transmission is sometimes very limited for engineering participants, because its expression is not comprehensive and specific and also makes the recipients have difficulty in understanding its information. The rise and development of virtual reality (VR) technology has become a good assistant to overcome this difficulty, providing an extremely effective means for displaying and simulating civil engineering project in real time. This
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Hu, Qingwu, Dengbo Yu, Shaohua Wang, Caiwu Fu, Mingyao Ai, and Wende Wang. "Hybrid three-dimensional representation based on panoramic images and three-dimensional models for a virtual museum: Data collection, model, and visualization." Information Visualization 16, no. 2 (2016): 126–38. http://dx.doi.org/10.1177/1473871616655467.

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As an important part of the public service and educational infrastructures for national culture and heritage culture, a virtual museum presents the user experience of a real museum, with visitors, educators, and tourists interacting with the prepared digital culture contents by a mouse, touch panel, and other augmented reality devices. The goal of virtual museum is to help students and visitors to move around the virtual museum space freely and generate experience and satisfaction from the fruition of cultural heritage anytime, anywhere, and from any device. This study presents a hybrid three-
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Tsoupikova, Daria, Scott Rettberg, Roderick Coover, and Arthur Nishimoto. "Hearts and Minds: The Interrogations Project." Leonardo 50, no. 5 (2017): 513–14. http://dx.doi.org/10.1162/leon_a_01235.

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Hearts and Minds: The Interrogations Project is an interactive virtual reality narrative performance made for the EVL’s CAVE2™ large-scale 320-degree panoramic virtual reality environment that visualizes stories of violence and the post-traumatic stress experienced by ordinary American soldiers who became torturers in the course of serving their country. During the American-led counterinsurgency and counter-terrorism campaigns in Iraq in the years after 11 September 2001, the torture and abuse of detainees was a commonplace tactic.
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Zhao, Chun Lin, Hao Yuan, Jian Gong Wang, and Liang Wang. "Research of Substation Visualization Based on 3D Panoramic and Geometric Modeling Technology." Advanced Materials Research 588-589 (November 2012): 1242–45. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1242.

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By combining three-dimensional panorama technology with geometric modeling technology, the models of the primary and secondary equipment of substations are built to get a three-dimensional (3D) virtual environment. This method makes it easy to view the equipments and improves the integration of substation monitoring information. This paper analyzes and discusses two kinds of solutions which are based on Virtual Reality Modeling Language (VRML) and Open Scene Graph (OSG) together with Qt as the main technologies.
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Prasetyo, Junaedi Adi, Muhammad Dimyati Ayatullah, and Adetya Prananda Putra. "IMPLEMENTASI 3D VIRTUAL TOUR DI SMKN 1 GLAGAH BANYUWANGI." Jurnal Terapan Abdimas 5, no. 1 (2020): 88. http://dx.doi.org/10.25273/jta.v5i1.5069.

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<p><strong><em>Abstract.</em></strong> <em>This community service aims to create an online information media about the web-based school environment at SMK 1 Glagah, located on Jl. Kuntulan No. 1 Banyuwangi, Banjarsari, Glagah District, Banyuwangi by utilizing virtual reality technology. This web-based system is in the form of a Virtual tour with several locations in SMKN 1 Glagah which is a combination of several 360 ° horizontal panoramic images. Implementation of community service is carried out by conducting field surveys, determining the location of poin
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MIYANO, Hideichi. "Virtual Reality Exposure Therapy using 360° Panoramic Movies: A Case Study of Acrophobia." Japanese Journal for Medical Virtual Reality 13, no. 1 (2015): 1–10. http://dx.doi.org/10.7876/jmvr.13.1.

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Yang, Jiachen, Tianlin Liu, Bin Jiang, Houbing Song, and Wen Lu. "3D Panoramic Virtual Reality Video Quality Assessment Based on 3D Convolutional Neural Networks." IEEE Access 6 (2018): 38669–82. http://dx.doi.org/10.1109/access.2018.2854922.

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Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

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Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage z
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Zhang, Liang. "Virtual Design Method of Interior Landscape Based on 3D Vision." Open House International 44, no. 3 (2019): 36–39. http://dx.doi.org/10.1108/ohi-03-2019-b0010.

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To achieve the most intuitive display of interior design effect, the concept, characteristics, expression mode, application scope and basic types of virtual reality display design are expounded from the perspective of three dimension (3d) virtual reality technology, and the advantages and disadvantages of 3d modeling speed and panoramic visualization display are analyzed. The results show that through this research and practice, a series of 3d production techniques for interior design space, such as mapping technology, lighting technology, modeling technology, etc., are summarized. These techn
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Israel, Kai, Christopher Zerres, and Dieter K. Tscheulin. "Presenting hotels in virtual reality: does it influence the booking intention?" Journal of Hospitality and Tourism Technology 10, no. 3 (2019): 443–63. http://dx.doi.org/10.1108/jhtt-03-2018-0020.

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Purpose The purpose of this study is to investigate the effects of telepresence while using a smartphone-based virtual reality system (SBVR) to explore a hotel virtually and to determine the influence of this immersive experience on the booking intention of the potential customer. Design/methodology/approach Within the scope of this study, a conceptual research model was developed which covered utilitarian and hedonic aspects of the user experience of SBVRs and showed their relevance for the booking intention. A virtual reality application was programmed especially for the study, in which the
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Overbeck, Ryan S., Daniel Erickson, Daniel Evangelakos, Matt Pharr, and Paul Debevec. "A system for acquiring, processing, and rendering panoramic light field stills for virtual reality." ACM Transactions on Graphics 37, no. 6 (2019): 1–15. http://dx.doi.org/10.1145/3272127.3275031.

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Zhang, Ruo-Xi, and Le-Min Zhang. "Panoramic visual perception and identification of architectural cityscape elements in a virtual-reality environment." Future Generation Computer Systems 118 (May 2021): 107–17. http://dx.doi.org/10.1016/j.future.2020.12.022.

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Kersten, T. P., F. Tschirschwitz, and S. Deggim. "DEVELOPMENT OF A VIRTUAL MUSEUM INCLUDING A 4D PRESENTATION OF BUILDING HISTORY IN VIRTUAL REALITY." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W3 (February 23, 2017): 361–67. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w3-361-2017.

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In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum edu
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Shah, Syed Hammad Hussain, Kyungjin Han, and Jong Weon Lee. "Real-Time Application for Generating Multiple Experiences from 360° Panoramic Video by Tracking Arbitrary Objects and Viewer’s Orientations." Applied Sciences 10, no. 7 (2020): 2248. http://dx.doi.org/10.3390/app10072248.

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We propose a novel authoring and viewing system for generating multiple experiences with a single 360° video and efficiently transferring these experiences to the user. An immersive video contains much more interesting information within the 360° environment than normal videos. There can be multiple interesting areas within a 360° frame at the same time. Due to the narrow field of view in virtual reality head-mounted displays, a user can only view a limited area of a 360° video. Hence, our system is aimed at generating multiple experiences based on interesting information in different regions
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Khan, Irfan, and Hong Song Soo. "A proposed image stitching method for web-based panoramic virtual reality for Hoseo Cyber Museum." Journal of the Korea Academia-Industrial cooperation Society 14, no. 2 (2013): 893–98. http://dx.doi.org/10.5762/kais.2013.14.2.893.

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Kim, Hyungki, Yuna Kang, and Soonhung Han. "Automatic 3D City Modeling Using a Digital Map and Panoramic Images from a Mobile Mapping System." Mathematical Problems in Engineering 2014 (2014): 1–10. http://dx.doi.org/10.1155/2014/383270.

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Three-dimensional city models are becoming a valuable resource because of their close geospatial, geometrical, and visual relationship with the physical world. However, ground-oriented applications in virtual reality, 3D navigation, and civil engineering require a novel modeling approach, because the existing large-scale 3D city modeling methods do not provide rich visual information at ground level. This paper proposes a new framework for generating 3D city models that satisfy both the visual and the physical requirements for ground-oriented virtual reality applications. To ensure its usabili
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Choi, Kanghyun, Yeo-Jin Yoon, Oh-Young Song, and Soo-Mi Choi. "Interactive and Immersive Learning Using 360° Virtual Reality Contents on Mobile Platforms." Mobile Information Systems 2018 (October 11, 2018): 1–12. http://dx.doi.org/10.1155/2018/2306031.

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Recent advances in mobile virtual reality (VR) devices have paved the way for various VR applications in education. This paper presents a novel authoring framework for mobile VR contents and a play-based learning model for marine biology education. For interactive and immersive mobile VR contents, we develop a multilayer 360° VR representation with image-based interactions such as mesh deformation and water simulation, which enable users to realistically interact with 360° panoramic contents without consuming excessive computational resources. On the basis of this representation, we design and
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Wang, Xinhua, Dayu Li, and Guang Zhang. "Panoramic Stereo Imaging of a Bionic Compound-Eye Based on Binocular Vision." Sensors 21, no. 6 (2021): 1944. http://dx.doi.org/10.3390/s21061944.

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With the rapid development of the virtual reality industry, one of the bottlenecks is the scarcity of video resources. How to capture high-definition panoramic video with depth information and real-time stereo display has become a key technical problem to be solved. In this paper, the optical optimization design scheme of panoramic imaging based on binocular stereo vision is proposed. Combined with the real-time processing algorithm of multi detector mosaic panoramic stereo imaging image, a panoramic stereo real-time imaging system is developed. Firstly, the optical optimization design scheme
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Ao, Y., J. Wang, M. Zhou, R. C. Lindenbergh, and M. Y. Yang. "FULLY CONVOLUTIONAL NETWORKS FOR STREET FURNITURE IDENTIFICATION IN PANORAMA IMAGES." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W13 (June 4, 2019): 13–20. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w13-13-2019.

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<p><strong>Abstract.</strong> Panoramic images are widely used in many scenes, especially in virtual reality and street view capture. However, they are new for street furniture identification which is usually based on mobile laser scanning point cloud data or conventional 2D images. This study proposes to perform semantic segmentation on panoramic images and transformed images to separate light poles and traffic signs from background implemented by pre-trained Fully Convolutional Networks (FCN). FCN is the most important model for deep learning applied on semantic segmentatio
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Cohen, Michael, Noor Alamshah Bolhassan, and Owen Noel Newton Fernando. "A Multiuser Multiperspective Stereographic QTVR Browser Complemented by Java3D Visualizer and Emulator." Presence: Teleoperators and Virtual Environments 16, no. 4 (2007): 414–38. http://dx.doi.org/10.1162/pres.16.4.414.

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To support multiperspective and stereographic image display systems intended for multiuser applications, we have developed two integrated multiuser multiperspective stereographic browsers, respectively featuring IBR-generated egocentric and CG exocentric perspectives. The first one described, “VR4U2C” (‘virtual reality for you to see’), uses Apple's QuickTime VR technology and the Java programming language together with the support of the QuickTime for Java library. This unique QTVR browser allows coordinated display of multiple views of a scene or object, limited only by the size and number o
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Farella, E., F. Menna, E. Nocerino, D. Morabito, F. Remondino, and M. Campi. "KNOWLEDGE AND VALORIZATION OF HISTORICAL SITES THROUGH 3D DOCUMENTATION AND MODELING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 255–62. http://dx.doi.org/10.5194/isprsarchives-xli-b5-255-2016.

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The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i) to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii) to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausily
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Farella, E., F. Menna, E. Nocerino, D. Morabito, F. Remondino, and M. Campi. "KNOWLEDGE AND VALORIZATION OF HISTORICAL SITES THROUGH 3D DOCUMENTATION AND MODELING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLI-B5 (June 15, 2016): 255–62. http://dx.doi.org/10.5194/isprs-archives-xli-b5-255-2016.

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The paper presents the first results of an interdisciplinary project related to the 3D documentation, dissemination, valorization and digital access of archeological sites. Beside the mere 3D documentation aim, the project has two goals: (i) to easily explore and share via web references and results of the interdisciplinary work, including the interpretative process and the final reconstruction of the remains; (ii) to promote and valorize archaeological areas using reality-based 3D data and Virtual Reality devices. This method has been verified on the ruins of the archeological site of Pausily
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Li, Jie, Ling Han, Cong Zhang, Qiyue Li, and Weitao Li. "Adaptive Panoramic Video Multicast Streaming with Limited FoV Feedback." Complexity 2020 (December 18, 2020): 1–14. http://dx.doi.org/10.1155/2020/8832715.

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Virtual reality (VR) provides an immersive 360-degree viewing experience and has been widely used in many areas. However, the transmission of panoramic video usually places a large demand on bandwidth; thus, it is difficult to ensure a reliable quality of experience (QoE) under a limited bandwidth. In this paper, we propose a field-of-view (FoV) prediction methodology based on limited FoV feedback that can fuse the heat map and FoV information to generate a user view. The former is obtained through saliency detection, while the latter is extracted from some user perspectives randomly, and it c
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Allen, David, Rahul R. Divekar, Jaimie Drozdal, et al. "The Rensselaer Mandarin Project — A Cognitive and Immersive Language Learning Environment." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 9845–46. http://dx.doi.org/10.1609/aaai.v33i01.33019845.

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The Rensselaer Mandarin Project enables a group of foreign language students to improve functional understanding, pronunciation and vocabulary in Mandarin Chinese through authentic speaking situations in a virtual visit to China. Students use speech, gestures, and combinations thereof to navigate an immersive, mixed reality, stylized realism game experience through interaction with AI agents, immersive technologies, and game mechanics. The environment was developed in a black box theater equipped with a human-scale 360◦ panoramic screen (140h, 200r), arrays of markerless motion tracking sensor
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de Queiroz, Ricardo Bustamante, Teófilo Dutra, Creto Vidal, and Joaquim Cavalcante-Neto. "A panoramic synthetic vision model for improving collision avoidance in crowd simulation." Journal on Interactive Systems 6, no. 2 (2015): 1. http://dx.doi.org/10.5753/jis.2015.659.

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Crowd Simulation is very important in many virtual reality applications, because it improves the sense of immersion of the users by making the population of agents in the environment to move as real crowds do. Recently, models for simulating crowds, in which each agent is equipped with a synthetic vision system, have shown interesting results regarding the natural manner in which the agents navigate inside the environment thanks to their visual perception. In this article, we propose an upgrade to the agent’s visual system with a panoramic view in order to allow an agent to expand its vision b
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He, Y. R., X. R. Wang, Q. J. Chen, and P. Leng. "DESIGN AND IMPLEMENTATION OF VIRTUAL SIMULATION TEACHING SYSTEM FOR UAV BASED ON WEBGL." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-3/W10 (February 8, 2020): 1239–46. http://dx.doi.org/10.5194/isprs-archives-xlii-3-w10-1239-2020.

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Abstract. With the advent of the 5G era of digital smart city, “UAV + Application” is booming, and there is more and more demand for UAV remote sensing technology. How to cultivate high-tech application talents of UAV has become the primary problem to be solved in the development process of UAV. Based on WebGL technology, this paper combines virtual reality and panoramic technology, and adopts lightweight B/S architecture to develop an open platform for virtual simulation teaching that integrates online display, teaching, practical training, assessment, communication and management of UAV. The
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Hu, Jiyuan, Jiming Guo, Yi Xu, Lv Zhou, Shuai Zhang, and Kunfei Fan. "Differential Ground-Based Radar Interferometry for Slope and Civil Structures Monitoring: Two Case Studies of Landslide and Bridge." Remote Sensing 11, no. 24 (2019): 2887. http://dx.doi.org/10.3390/rs11242887.

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Ground-based radar interferometry, which can be specifically classified as ground-based synthetic aperture radar (GB-SAR) and ground-based real aperture radar (GB-RAR), was applied to monitor the Liusha Peninsula landslide and Baishazhou Yangtze River Bridge. The GB-SAR technique enabled us to obtain the daily displacement evolution of the landslide, with a maximum cumulative displacement of 20 mm in the 13-day observation period. The virtual reality-based panoramic technology (VRP) was introduced to illustrate the displacement evolutions intuitively and facilitate the following web-based pano
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Di, K., J. Liang, and Z. Liu. "CONSTRUCTION OF A 3D MEASURABLE VIRTUAL REALITY ENVIRONMENT BASED ON GROUND PANORAMIC IMAGES AND ORBITAL IMAGERY FOR PLANETARY EXPLORATION APPLICATIONS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XXXVIII-4/W25 (August 31, 2012): 137–41. http://dx.doi.org/10.5194/isprsarchives-xxxviii-4-w25-137-2011.

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Choy, Siu-Ming, Eva Cheng, Richardt H. Wilkinson, Ian Burnett, and Michael W. Austin. "Quality of Experience Comparison of Stereoscopic 3D Videos in Different Projection Devices: Flat Screen, Panoramic Screen and Virtual Reality Headset." IEEE Access 9 (2021): 9584–94. http://dx.doi.org/10.1109/access.2021.3049798.

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Xie, Zheng. "The Symmetries in Film and Television Production Areas Based on Virtual Reality and Internet of Things Technology." Symmetry 12, no. 8 (2020): 1377. http://dx.doi.org/10.3390/sym12081377.

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To enrich the form of film and television production, improve the level of film and television production, and satisfy the film-watching experiences of audiences, based on Virtual Reality (VR) and the Internet of Things (IoT) technology, with the help of S3 Studio Max and Photoshop software, a VR film-watching system is built, which realizes the interaction with users on different devices through somatosensory interaction sensors. In addition, by utilizing Twirling720, the panoramic sound recording is achieved. Through this system, a smart IoT platform between users, films, and devices is buil
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