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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 et al. highlighted VR applications for SciVis, benefiting archaeology and medical fields. • Laha and Bowman reviewed VR techniques for visualizing volume data, highlighting the need for controlled experiments to explore individual components of immersion. • Reda et al. summarized research for hybrid reality environments like the CAVE2, emphasizing the possibility of collaborative data analysis. • Brath collected evidence that 3D visualizations offer advantages beyond 2D, focusing on immersive displays. 05 Result • Overall, immersive analytics can lead to better data comprehension, better decision-making, more engagement and teamwork, effective big data exploration, creative data visualization methods, non-technical users' empowerment, and applications in a variety of fields. • These results add to the increasing importance of immersive analytics as an efficient tool for decision support and data analysis. Introduction • To facilitate data-driven analytical reasoning, immersive analytics leverages interactive technology like as virtual reality glasses, big flat screen displays, and even the internet of things. • Immersion refers to an experience that creates a genuine sense of presence in a virtual environment. • A person experiences a shift in awareness from their immediate real environment to another reality. • Immersion analytics is still a relatively new field that has mostly been studied in use cases and workshops. • The notion remains extremely difficult, even within the small community of immersive analytics practitioners. Methodology 4.1 Immersive environments • The study focuses on immersive environments leading to a mixed reality experience. • Abstract 3D visualizations must be presented in a mixed or VR environment where hardware and user interact closely. 4.2 Abstract 3D visualizations • Data that lacks a physical representation or intrinsic spatial organization is referred to as abstract data. • In visualization, abstraction is obtained by using colors and shapes that are not directly associated with the object. 4.3 Paper sampling • Paper sampling in immersive analytics refers to the process of selecting and gathering relevant research papers and publications related to immersive analytics. Conclusion and future scope • In conclusion, immersive analytics has the potential to completely transform how we work with data by facilitating deeper understanding, better decision-making, and improved teamwork. • Immersion analytics will develop further and contribute significantly to data analysis and decision support in the future by tackling issues and seizing opportunities in technological innovation, domain-specific applications, ethical issues, and user experience design.
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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 cardiothoracic surgery. In addition, essentials to set up and implement a VR platform are described. Methods Six patients who underwent cardiac surgery at the Erasmus Medical Center, Rotterdam, The Netherlands, between March 2020 and August 2020, were included, based on request by the surgeon and availability of computed tomography images. After 3D VR rendering and 3D segmentation of specific structures, the reconstruction was analysed via a head mount display. All participating surgeons (n = 5) filled out a questionnaire to evaluate the use of VR as preoperative planning tool for surgery. Conclusion Our study demonstrates that immersive 3D VR visualization of anatomy might be beneficial as a supplementary preoperative planning tool for cardiothoracic surgery, and further research on this topic may be considered to implement this innovative tool in daily clinical practice. Lay summary Over the past decades, surgery on the heart and vessels is becoming more and more complex, necessitating more precise and accurate preoperative planning. Nowadays, operative planning is feasible on flat, two-dimensional computer screens, however, requiring a lot of spatial and three-dimensional (3D) thinking of the surgeon. Since immersive 3D virtual reality (VR) is an upcoming imaging technique with promising results in other fields of surgery, we aimed in this study to explore the additional value of this technique in heart surgery. Our surgeons planned six different heart operations by visualizing computed tomography scans with a dedicated VR headset, enabling them to visualize the patient’s anatomy in an immersive and 3D environment. The outcomes of this preliminary study are positive, with a much more reality-like simulation for the surgeon. In such, VR could potentially be beneficial as a preoperative planning tool for complex heart surgery.
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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 devices with four or more degrees of freedom and a common keyboard and mouse for tasks that are naturally non-immersive, such as symbolic input (e.g., text or number input). This article proposes a new tablet-based device that can perform all these major tasks in an immersive environment. It also presents a study case of the use of the device and some user tests.
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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 is presented. The tool allows therapists to create and set 3D rooms to simulate home environments in which patients can perform tasks of their everyday life (e.g., find a key, set a table, do numerical exercises). The tool allows therapists to implement the different exercises on the basis of a random mechanism by which different parameters (e.g., objects position, task complexity) can change over time, thus stimulating the problem-solving skills of patients. The latter aspect plays a key role in neurocognitive rehabilitation. Experiments obtained on 35 real patients and comparative evaluations, conducted by five therapists, of the proposed tool with respect to the traditional neurocognitive rehabilitation methods highlight remarkable results in terms of motivation, acceptance, and usability as well as recovery of lost skills.
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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 environment. In this way we believe that these tools will be very helpful and appeal to experts in need of these measurements, as they can perform them in the laboratory instead of visiting the object itself. This toolbox includes measuring the coordinates of single points in 3D space, measuring three-dimensional distances and performing horizontal or vertical cross sections. The first two have been already presented previously (Kontos & Georgopoulos 2020) and this paper focuses on the evaluation of the performance of the toolbox in determining cross sections. The development of the tool is explained in detail and the resulting cross sections of the 3D model of the Holy Aedicule are compared to real measurements performed geodetically. The promising results are discussed and evaluated.
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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 training and use of the software, an interview session was conducted with a sample group of six university staff members with clinical experience in image matching.Results:User discomfort and frustration stemmed from unfamiliarity with the drastically different input tools and matching interface. As the primary advantage, the users reported match inspection efficiency when presented with the 3D volumetric renderings of the planning and secondary CBCT datasets.Findings:This study provided initial evidence for the achievable benefits and limitations to consider when implementing a 3D voxel-based dataset comparison VR tool including a need for extensive training and the minimal interruption to IGRT workflow. Key advantages include efficient 3D anatomical interpretation and the capability for volumetric matching.
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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 an example.
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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 Points (GCPs) from field survey to the arbitrary system using a reference GCP, and marking observed points on the 3D models. Absolute and Relative Root Mean Square Errors (RMSE), Mean Errors (ME), and Standard Deviation of errors (SD) are computed within the virtual environment via the game object transform properties. The error distributions around each GCP are visually depicted using Unity game engine components for enhanced interaction and comprehension. The efficacy of the tool is validated through experimentation on four 3D models generated from varying camera angles during UAV data capture. The tool provides the opportunity to directly interact with the 3D models and visualize the errors, which is quite distinct from traditional methods. Using the developed tool, results were obtained to indicate that configurations employing camera angles of 60° + 75º exhibit notable performance in terms of relative and absolute accuracy.
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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, Active Learning with Holo-Kid (ALHK) is introduced as a desktop application for elementary school students (grades 1 to 6). ALHK combines Leap Motion technology’s precision with interactive 3D holography to overcome these limitations. The combination allows students to interact with virtual objects in a more immersive and realistic manner. Holograms provide visual representation, while Leap Motion enables precise gesture recognition and hand tracking, resulting in a seamless and intuitive user experience. Initial evaluations demonstrate improved student engagement and comprehension. Future iterations aim to enhance scalability by incorporating features like custom object upload, multi-user interaction, and broader age applicability. ALHK shows promise as a tool for creating an immersive and intuitive learning environment using 3D holograms and interactive technology in elementary education.
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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 representations and transforms the planetarium theatre into a virtual spacecraft, affording different perspectives on astronomical phenomena. This new planetarium thus becomes an extraordinary tool to foster conceptual change in visitors. Recent research in astronomy education about using the digital planetarium to teach basic astronomy concepts, like the diurnal cycle, phases of the Moon, and seasons, has shown the advantages of this new tool, compared with 2D visuals and traditional classroom instruction. More research needs to be done to better understand how to use the digital planetarium in communicating astronomy with the public, especially to present concepts with a strong spatial component, but the future is promising!
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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 field visualization has certain constraints that must be considered before implementing any variation of such techniques. In this paper, we introduce our work on camera animation for light field visualization. Different types of conventional camera animation were applied to light field contents, which produced an interactive simulation. The simulation was visualized and assessed on a real light field display, the results of which are presented and discussed in this paper. Additionally, we tested different forms of realistic physical camera motion in our study, and based on our findings, we propose multiple metrics for the quality evaluation of light field visualization in the investigated context and for the assessment of plausibility.
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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 understanding of professions. In particular, the study focuses on users’ expectations of an electrician’s profession. In total, 23 teenagers and eight application experts were involved to assess the teenager’s expectations and the potential of the career guidance tool.
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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 environments. This can foster engagement, enhance understanding, and break down geographical barriers. As a result, VR product showcases can be a valuable tool for businesses to differentiate themselves from their competitors, educate customers about their products, and connect with customers on a global scale. This paper describes the methods used to create an immersive and realistic VR experience using C#, Blender, and Unity 3D. C# was used to develop the backend code for the experience, Blender was used to create the 3D models and textures, and Unity 3D was used to bring everything together and create the VR experience. The methods used in this paper were able to optimize the performance, latency, user interaction, spatial audio, interactive 3D models, high-quality visuals, real-time collaboration, and performance optimization of the VR experience.
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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 measured by Shared Understanding, a psychological method based on Mental Models. The findings revealed that the immersive experience in VR and its markup tool capabilities, which enabled users to draw in a 360-degree environment, supported team communication more than the BIM markup tool features, which allowed only one user to draw on a shared 2D screenshot of the model. However, efficient team collaboration in VR required the members to properly guide each other in the 360-degree environment; otherwise, some members were not able to follow the conversations.
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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 common browsers, and APIs like WebXR allow us to interact with and explore virtual 3D environments using immersive devices. These technologies can be used to access rich, immersive spaces but present new challenges related to performance, network bottlenecks and interface design. WebXR IA tools are still quite new in the literature: they present several challenges and leave quite unexplored the possibility of synchronous collaborative inspection. The opportunity to share the virtual space with remote analysts in fact improves sense-making tasks and offers new ways to discuss interaction patterns together, while inspecting captured records or data aggregates. Furthermore, with proper collaborative approaches, analysts are able to share machine learning (ML) pipelines and constructively discuss the outcomes and insights through tailored data visualization, directly inside immersive 3D spaces, using a web browser. Under the H2IOSC project, we present the first results of an open-source pipeline involving tools and services aimed at capturing, processing and inspecting interactive sessions collaboratively in WebXR with other analysts. The modular pipeline can be easily deployed in research infrastructures (RIs), remote dedicated hubs or local scenarios. The developed WebXR immersive analytics tool specifically offers advanced features for volumetric data inspection, query, annotation and discovery, alongside spatial interfaces. We assess the pipeline through users’ sessions captured during two remote public exhibits, by a WebXR application presenting generative AI content to visitors. We deployed the pipeline to assess the different services and to better understand how people interact with generative AI environments. The obtained results can be easily adopted for a multitude of case studies, interactive applications, remote equipment or online applications, to support or accelerate the detection of interaction patterns among remote analysts collaborating in the same 3D space.
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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 scale terrain datasets in VR for current mid-end computers. The developed immersive VR application depicts the Arctic fjord Clyde Inlet in its 160 km × 80 km dimensions at 5 m spatial resolution. Techniques, such as level of detail algorithms, tiling, and level streaming, were applied to run the more than one gigabyte large dataset at an acceptable frame rate. The immersive VR application offered the possibility to explore the terrain with or without water surface by various modes of locomotion. Terrain textures could also be altered and measurements conducted to receive necessary information for further terrain analysis. The potential of VR was assessed in a user survey of persons from six different professions.
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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 including accuracy evaluation of the reconstruction and of the interaction tool arepresented. The resulting system can find applications in expression based human-computer interaction,virtual assisted cosmetic surgery, as well as in the teleconferencing, being in line with the currenttrends of intelligent user interfaces.
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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 exploration involved tasks such as preparing the 3D skull bone object data assets in the 3D development environment, exporting data assets to the 3D-VR environment, and configuring aspects related to visualization and object control based on visual C#. So far, documentation of the 3D-VR application development environment and the trial results of the case study object development on the Unity platform have been produced. Additionally, documentation of the interface design application using Rapid Application Development (RAD) has also been generated. The Android-based VR application has functioned well in accommodating the skull object, designed with 3 layers of the skeletal system adjusted to their respective depths. The skull consists of 22 components, including cranium.
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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 (immersion) is not ideal either. Immersive videos such as 360-degree videos can address this shortfall by providing a continuous experience and a better sense of presence. The use of this technology in construction education field is very limited. As a result, this study investigated a pilot experiment where a combination of 360, 180 3D, and flat videos was incorporated as an educational instrument in delivering construction management content. The content was recorded using different configurations from different body postures to further investigate the optimal way of utilizing this technology for content delivery. The content of the videos was focused on construction means and methods. Students reviewed the content using head-mounted display devices and laptop screens and answered a survey designed to capture their perception and experience of using this technology as an educational tool in the construction management field. The results show a positive perception toward using immersive videos in construction education. Furthermore, the students preferred the head-mounted display as their favorite delivery method. As a result, the prospect of incorporating immersive videos to enhance construction management education is promising.
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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 project called IKASNEED, also supported by the BG. The aim of the study was to develop research around a set of latest generation technologies that offer interdependence to educational centres for the adoption, development and integration of Virtual Reality (VR), Augmented Reality (AR) and immersive content technologies in their study plans.
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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 virtual tour technologies, and user-friendly interfaces. By combining predictive algorithms with immersive virtual tours, the system helps students make well-informed decisions about their college applications. The project’s scope includes reducing the stress and time associated with campus visits while enhancing decision-making through personalized suggestions and interactive exploration of campuses. Key Words: Innovative solution, personalized college recommendations,3D/360-degree virtual tour technologies, user-friendly interfaces.
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22

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 concepts through parametric modeling, simulation, and experimentation. Keywords: 3D Modeling, Animation, Rendering, Texturing, Rigging, UV Mapping
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23

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 process.
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24

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 combines the use of MR technologies, such as augmented reality (AR) and virtual reality (VR), with advanced 3D modeling tools. This virtual laboratory has the potential to revolutionize the sustainable design process by providing an immersive and flexible platform for experimentation, analysis, and collaboration. This project focuses on helping the user to visualize the machine (i.e., Single Drum Piston) and its functionalities through an immersive experience and understand the visual empathy of it. Through 3D Modelling technology, Plane detection and algorithms written with C# script we built this solution with the incorporation of Autodesk Maya and Unity Game Engine. The built solution can be experienced immersive by viewing it through a mobile placed in a headset (Aryzon Headset). This MR experience provides realistic virtual presentations which eases learning of complex modules while analytics ensure understanding of outcomes. It can empower designers and researchers to explore innovative design solutions, optimize resource utilization, and ultimately contribute to the development of more sustainable built environments. This can be incorporated in various other fields like automobile manufacturing, machine industries, construction tool manufacturing, real estate buildings & landscapes, home appliances and furniture, interior design, medical institution, and educational institutions.
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25

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 data computing and extended cognitive systems, 3D computer vision-based production and cognitive neuro-engineering technologies, and synthetic data interoperability improve artificial intelligence-based digital twin industrial metaverse and hyper-immersive simulated environments. Geolocation data mining and tracking tools, image processing computational and robot motion algorithms, and digital twin and virtual immersive technologies shape the economic and business management of extended reality environments and the industrial metaverse. Methods: Quality tools: AMSTAR, BIBOT, CASP, Catchii, R package and Shiny app citationchaser, DistillerSR, JBI SUMARI, Litstream, Nested Knowledge, Rayyan, and Systematic Review Accelerator. Search period: April 2024. Search terms: “digital twin industrial metaverse” + “artificial Intelligence of Things systems”, “multisensory immersive extended reality technologies”, and “algorithmic big data simulation and modelling tools”. Selected sources: 114 out of 336. Published research inspected: 2022–2024. PRISMA was the reporting quality assessment tool. Dimensions and VOSviewer were deployed as data visualization tools. Findings & value added: Simulated augmented reality and multi-sensory tracking technologies, explainable artificial intelligence-based decision support and cloud-based robotic cooperation systems, and ambient intelligence and deep learning-based predictive analytics modelling tools are instrumental in augmented reality environments and in the industrial metaverse. The economic and business management of the industrial metaverse necessitates connected enterprise production and big data computing systems, simulation and modelling technologies, and virtual reality-embedded digital twins.
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26

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 photogrammetry and virtual reality technology into the surgical anatomy curriculum for craniofacial and aesthetic surgery. Six fresh cadaveric specimens were meticulously dissected by a plastic surgeon to illustrate the intricate layered anatomy of the face and neck. At each stage of the dissection, a photogrammetry technique was used to capture 360-degree images using 5 digital single-lens reflex cameras alongside a 3D handheld camera. This approach not only ensured high-quality imaging but also facilitated the creation of detailed, lifelike virtual 3D models, enhancing the understanding of facial and neck anatomy within a surgical context. Additionally, we present some technical refinements of the 3D volume renderings to capture precise anatomical details during our dissections. Preliminary results from the use of this technology in anatomy courses and workshops indicated trainee engagement, a clearer grasp of the spatial anatomical relationships, and greater confidence in applying this knowledge to hands-on surgical procedures.
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27

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 participated in a 2-part interactive exercise using 3 3D printed and VR angiogram models followed by a questionnaire about their experience. In a separate exercise to investigate the learning curve effect on VR angiogram application, a qualified neurosurgeon was subjected to 15 exercises involving manipulating VR angiograms models. RESULTS VR angiogram outperformed 3D printed model in terms of resolution. It had statistically significant advantage in ability to zoom, resolution, ease of manipulation, model durability, and educational potential. VR angiogram had a higher questionnaire total score than 3D models. The 3D printed models had a statistically significant advantage in depth perception and ease of manipulation. The results were independent of trainee year level, sequence of the tests, or anatomy. CONCLUSION In selected cases with challenging cerebrovascular anatomy where stereoscopic depth perception is helpful, VR angiogram should be considered as a viable alternative to the 3D printed models for neurosurgical training and preoperative planning. An immersive virtual environment offers excellent resolution and ability to zoom, potentiating it as an untapped educational tool.
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28

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 buyer experience, and streamline complex technical evaluations, especially among younger, tech-savvy professionals.
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29

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 potential for personalized and intricate surgical planning. The setup provides an immersive, dynamic representation of real patient data, enabling collaboration among teams from separate locations. While VR offers enhanced interactive and visualization capabilities, preliminary evidence suggests it may support more refined preoperative strategies, potentially influence postoperative outcomes, and optimize resource management. However, its comparative advantage over traditional methods needs further empirical validation. Emphasizing the potential of XR, this exploration suggests its broad implications in thoracic surgery, especially when dealing with complex cases requiring multidisciplinary collaboration in the immersive virtual space, often referred to as the metaverse. This innovative approach necessitates further examination, marking a shift toward future surgical preparations. In this article, we sought to demonstrate the technique of an immersive real-time volume-rendered collaborative VR-planning tool using exemplary case studies in chest wall surgery.
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30

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 dense urban area. The case study is based on the characteristic model of a Central European city (not a representation of a real city), which brings together the specific considerations of urban traffic, such as mirroring the complex interplay of pedestrians as well as individual and public transport. This contribution has an applied methodological focus and considers possibilities as well as difficulties in the design of a reliably running (open-end) traffic system. The applied tool for the creation of a modular and customizable traffic system in Unity resulted in a traffic system that is capable of reacting to the individual behavior of the user (including the individualized motion of the avatar), without leading to accidents or uncorrectable traffic jams. Therefore, the tool used could be a valuable option for any developer of immersive virtual environments in Unity to equip these immersive virtual environments with a traffic system, without the use of additional third-party software.
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31

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 order to engage their students’ attention and to equip them with the necessary literacy and digital literacy skills. This study explores the potential of 3D scenes as a tool for enhancing reading skills and language comprehension in English as a Foreign Language (EFL) classrooms. Conducted with 8th-grade students (A2-B1 proficiency level), the research integrates interactive 3D scenes, such as a virtual exploration of Stonehenge, into reading-focused lessons. The methodology combines immersive technology with traditional reading tasks, encouraging engagement and contextual understanding. Data collected through a questionnaire reveal students' attitudes toward 3D-enhanced learning, highlighting its benefits in vocabulary acquisition, contextual comprehension, and overall motivation. Findings suggest that 3D scenes create an immersive learning environment that bridges visual and textual content, offering a dynamic approach to language education.
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32

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 from open access sources and with the help of the staff of major observatories. The first version of the exhibit highlights telescopes and planetary missions with major involvement of the University of Arizona, but it can be customised to include any major telescope or space mission. Visitors can experience the 6.5-meter MMT, the twin 8.4-meter LBT, the 24.5-meter GMT, the 25-metre Very Large Array radio dish, NASA’s Hubble Space Telescope and James Webb Space Telescope, the Phoenix Mars lander, and the OSIRIS-REx spacecraft alongside a 3D model of the asteroid Bennu. The exhibit was successfully debuted at an outreach event hosted by the University of Arizona in Washington, DC.
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33

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 customizable layouts, scalable frameworks, and responsive designs that ensure seamless performance across various devices. Optimized WebGL rendering enables high-performance visuals while maintaining smooth navigation, making the experience accessible to a wide audience. Additionally, the integration of interactive annotations, multimedia content, and VR compatibility transforms the way art is experienced, allowing for deeper engagement and storytelling within virtual exhibitions.This platform aims to bridge the gap between traditional and digital art spaces, providing artists, curators, and educators with an innovative tool for showcasing and preserving artworks in a digital medium. By redefining the interaction between art and technology, the project introduces a next-generation solution for the evolving landscape of art appreciation and exhibition in the digital era. Keywords - 3D Art Gallery, Virtual Exhibition, WebGL, Three.js, Immersive Experience, Interactive Visualization, VR Compatibility, Digital Art.
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34

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, Southeast Queensland, Australia. UAV mapping is utilised to gather the data necessary for 3D modelling with a few minor alterations in the photo capturing angle and processing. Key findings reveal that while Blender excels as a visualisation tool, it struggles with geospatial precision, particularly when handling large numbers coming from coordinate systems, leading to rounding errors seen within the VR model. Blender’s strength lies in creating immersive experiences for public engagement but is constrained by its lack of capability to hold survey metadata, hindering its applicability for professional survey-grade outputs. The results highlight the need for further development into possible Blender plugins that integrate geospatial accuracy with VR outputs. This study underscores the potential of VR to enhance how survey data are visualised, offering opportunities for future innovations in both the technical and creative aspects of the surveying profession.
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35

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 models that are then inserted into an interactive and immersive VR environment. Windows-Mixed Reality is used to visualize the said VR environment. The work method was applied at a United Nations Educational, Scientific and Cultural Organisation (UNESCO) World Heritage Site in Tenerife (Canary Islands, Spain), thereby creating a virtual three dimensional (3D) rendering of the architectural structures of the St Augustine Church in La Laguna and its murals. A combination of topography and terrestrial photogrammetry was used to reconstruct its architectural features, and the digital imaging tool DStretch® to recover its murals. The resulting 3D model was then inserted into an immersive and interactive VR environment created using the cross-platform game engine Unity. One of the greatest challenges of this project revolved around recovering the dilapidated and virtually nonexistent mural paintings using DStretch®. However, the final result is an immersive and interactive VR environment containing architectural and artistic information created within the video game engine Unity, which thereby allows the user to explore, observe and interact with a cultural heritage site in real time.
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36

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 creation of a virtual environment where text, images, examples, and audio are added according to the grammatical topic; (3) the creation of a dynamic environment for assessment in which multiple choice questions are interacted with, followed by automatic grading with direct feedback. The results showed that the interaction between the physical and virtual environment through navigation tests with the glove in different 3D environments achieved a complete activation and navigation rate. Teachers showed a clear interest in using the application in their classes as an additional teaching tool to complement the English language teaching process, given that it can increase motivation and memorization in students, as it is an easy-to-use application, and the 3D environments designed are attractive, which would make classes more dynamic. In addition, the availability of the application at any place and time represents a support for the current academic community as it adapts to the needs of today’s world.
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37

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 and satisfaction. Using VR, students navigate a detailed 3D model of the human body and its organs and findings suggest that immersive VR holds substantial promise as an educational tool in UAE undergraduate biology education. Pre-assessments and post-assessments demonstrated a statistically significant improvement in biology assessment scores, indicating enhanced comprehension of complex concepts after a single VR session. Furthermore, the learning survey results suggest high levels of student engagement and satisfaction in the VR environment. The introduction of VR technology into undergraduate biology education is innovative, shedding light on its untapped potential. This study provides insights into the broader applicability of immersive VR in science education and its potential to transform learning experiences, benefiting both students and educators.
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38

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 virtual laboratories based on Virtools can only run in Windows environment, and this design overcomes such limitation. In addition, with rich scenes and tutorial, this design combines the head-mounted display and somatosensory controller to greatly promote the immersion and interactivity, thus enhancing the interests of students. This is a new trail to improve the traditional experimental teaching effect.
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39

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 analysis, such as green view index estimation, with the main benefit being the freedom of choosing the point-of-view obtained with the 3D model. Several promising development directions can be identified based on the current implementation and experiment results, including the integration of the semantic view analysis with virtual reality immersive visualization or 3D city model application development platforms.
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40

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. Using high-resolution imagery from SCUBA expeditions, the app presents users with realistic and spatially accurate 3D reconstructions of coral reefs and submerged archaeological artifacts within an interactive interface developed through Unity and Vuforia. The applications’ instructional design includes multimedia elements for enhancing user comprehension of marine and historical sciences. This mixed reality tool exemplifies the convergence of scientific data visualization and public engagement, offering a unique educational tool that demystifies the complexities of marine ecosystems and maritime history, thereby fostering a deeper appreciation and stewardship of underwater environments. By enabling accessible, interactive, and immersive experiences, the application has the potential to revolutionize the way we interact with and contribute to marine sciences, aligning technology with conservation and research efforts to cultivate a more informed and environmentally conscious public.
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41

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 reality experience around a virtual city model of the town of Stade (Germany) in the year 1620. This virtual city model is based on a physical 3D model of the town, exhibited in the Stade town hall. The workflow begins with the digitization of this model using digital photogrammetry, followed by the subsequent low- and high-polygon modelling of the individual architectural assets in Autodesk Maya, texture mapping in Substance Painter and finally visualisation within Unreal Engine 4. The results of this workflow are a detailed 3D historical environment with a high degree of realism and in which interactivity can easily be added. In addition, the workflow takes a highly iterative approach that allows the performance of the virtual environments in the game engine to be monitored at each stage of the process, and that allows adjustments to be made quickly. To increase the potential of the virtual environment as a tool for education and communication, interactive elements and simple game mechanics are currently being integrated.
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42

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 animation and virtual reality goggles. Each student was able to travel back on time and explore by foot the streets, temples, and palaces of the Mesopotamian city. The courses where the educational experiences took place, "Sustainable Cities and Communities" and "Citizenship and Democracy" reported higher satisfaction and motivation to learn that those courses that did not use the virtual tool. The use of technological tools helped students to have better understanding of the academic content. The students reported feeling motivated to learn more about political history due to the immersive learning activity.
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43

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 Unity 3D for game development, C# for scripting, Visual Studio for integrated development, Git for version control, Blender for 3D modeling, Substance Painter for texturing, and Audacity for audio editing. These tools collectively facilitated the development of a robust cutscene sequencer system designed to create engaging and dynamic narrative scenes. The project’s results indicate that the use of an advanced sequencer can significantly impact the efficiency and creativity of the game and educational material creation process, offering developers the opportunity to explore practically unlimited viewing perspectives. This tool enables the creation of rich and diverse visual experiences, which is crucial for engaging and educating players.
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44

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 another for the students. Then, testing and evaluation were conducted through purposive sampling to select the respondents.Results–The application was overall rated as 3.56 which is verbally interpreted as very good. The result was based on the system evaluation using ISO 9126 in terms of functionality, usability, content, reliability, and performance. 476Conclusion–The developed application meets the objectives to provide an alternative learning tool for learning Asian Studies. The application is well commended and accepted by the end-users to provide an interactive and immersive environment for students to learn at their own pace. Recommendations–Further enhancement of the audio, gameplay, and graphics of the tool. Schools should take into consideration the adoption of the Asian Studies Virtual Reality as a good alternative tool for their teachers and students to teach and learn Asian Studies. The use of more 3D objects relevant to the given information to enhance game experience may be considered.A databank for the quiz questions that will be loaded into the game should also be considered.Research Implications–The integration of modern technology in education has been a vital part of the learning process, especially when technological resources are available. Development and adaptation of this application will promote an alternative way of independent learning among students and will give them a better understanding of Asian Studies at their own pace.
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45

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 and construction but also as a professional working tool, especially for the design phases.ResumenMás allá de la consolidación de la tecnología BIM, la incorporación de la realidad virtual en el campo de la arquitectura y la construcción implica un nuevo avance que conlleva varias ventajas tanto a nivel profesional como académico. Con el objetivo de medir el potencial de esta tecnología, se realizaron un conjunto de actividades inmersivas en el grado de Arquitectura Técnica y Edificación de la Universidad de Lleida. A partir de los resultados, se pudo observar la gran facilidad de los estudiantes para aprender el uso de herramientas de realidad virtual y el gran potencial de estas soluciones no solo en el aprendizaje de arquitectura y construcción, sino también como una herramienta de trabajo profesional, especialmente para las fases de diseño.
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46

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 functionalities were developed independently. As a pilot study, it includes qualitative information from a survey of students currently or previously enrolled in Calculus II/III courses, revealing its potential effectiveness. This survey primarily aims to determine the tool’s viability in future endeavors. The positive response suggests the tool’s immediate usefulness and its promising future in educational settings, prompting further exploration and consideration for adaptation into an Augmented Reality (AR) environment.
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47

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’ motivation and engagement in the presentation creation and presenting itself. To test this approach, a small case study took place at the Department of Industrial Engineering, Faculty of Mechanical Engineering at the University of Žilina. In conclusion, the overall responses to this experiment were positive; the majority of the students felt more comfortable while presenting and more motivated to put more effort into their preparation. Wearing a virtual reality headset caused the students not to have to directly face the audience, giving them more confidence while presenting. Additionally, the novelty of the virtual reality technology made the students more engaged in showing their work. There is a plan to integrate the virtual reality presentation as the stable part of this assignment.
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48

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 Graph cuts Reference depth estimation in GPU (GoRG), a GPU-accelerated multiview depth estimation tool for HS images also able to process YUV images in less than 5.5 s on average. Compared to a high-quality SoA algorithm, MPEG DERS, GoRG YUV obtain quality losses of −0.93 dB, −0.6 dB, and −1.96% for WS-PSNR, IV-PSNR, and VMAF, respectively, using a video synthesis processing chain. For HS test images, GoRG obtains an average RMSE of 7.5 cm, with most of its errors in the background, needing around 850 ms to process one frame and view. These results demonstrate the feasibility of using GoRG during a tumor resection operation.
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49

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 participated in the tour. The post-event survey showed that the overall lecture and guided tour were very positively accepted by the participants. Respondents answered that the communication in the VRChat was more intensive than in other online outreach events or on-site public talks. The ratio of respondents who answered that they were able to communicate well with the guide was higher for those who used head mounted displays than for those who participated in other ways. 40 answered that the tour increased their interest in astronomy, and this did not show a clear difference depending on how they participated. In the free descriptions in the responses, there were noticeable mentions of the physical sensations received from the realistic 3D space, which left a positive and strong impression on the participants. The responses show that VRChat has the potential to be a strong tool for astronomy communication in the pandemic and post-pandemic eras.
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50

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. People enjoy travelling and learning about new locations, and thanks to virtual reality (VR), they can now learn about and experience a place without actually being there. VR is a fantastic tool with many dimensions and applications. This paper focuses on the implementation of Virtual Reality in the real world through the use of various devices , sensors.
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