925 research outputs found

    Could people with stereo-deficiencies have a rich 3D experience using HMDs?

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    People with stereo-deficiencies usually have problems for the perception of depth using stereo devices. This paper presents a study that involves participants who did not have stereopsis and participants who had stereopsis. The two groups of participants were exposed to a maze navigation task in a 3D environment in two conditions, using a HMD and a large stereo screen. Fifty-nine adults participated in our study. From the results, there were no statistically significant differences for the performance on the task between the participants with stereopsis and those without stereopsis. We found statistically significant differences between the two conditions in favor of the HMD for the two groups of participants. The participants who did not have stereopsis and could not perceive 3D when looking at the Lang 1 Stereotest did have the illusion of depth perception using the HMD. The study suggests that for the people who did not have stereopsis, the head tracking largely influences the 3D experience

    Examining the utility of pinhole-type screens for lightfield display

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    The use of microlens arrays for lightfield display has the drawback of providing images with strong chromatic aliasing. To overcome this problem, pinhole-type lightfield monitors are proposed. This paper is devoted to evaluating the capability for such lightfield monitors to offer the user a convincing 3D experience with images with enough brightness and continuous aspect. Thus, we have designed a psychophysical test specifically adapted for lightfield monitors, which allowed us to confirm the usability of pinhole-type monitors

    Understanding kids in the metaverse

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    The “metaverse” represents the next generation internet, promising richer, more immersive 3D experience and more seamless conversion of physical and digital realities. However, the convergence of physical and digital realities is as daunting as it is exciting for children’s safety, development and wellbeing, since the digital world has not been built with children in mind. We are still playing catch-up with the problems that today’s digital world generates, making children’s present digital experience often risky by design

    Cloud-Based Collaborative 3D Modeling to Train Engineers for the Industry 4.0

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    In the present study, Autodesk Fusion 360 software (which includes the A360 environment) is used to train engineering students for the demands of the industry 4.0. Fusion 360 is a tool that unifies product lifecycle management (PLM) applications and 3D-modeling software (PDLM—product design and life management). The main objective of the research is to deepen the students’ perception of the use of a PDLM application and its dependence on three categorical variables: PLM previous knowledge, individual practices and collaborative engineering perception. Therefore, a collaborative graphic simulation of an engineering project is proposed in the engineering graphics subject at the University of La Laguna with 65 engineering undergraduate students. A scale to measure the perception of the use of PDLM is designed, applied and validated. Subsequently, descriptive analyses, contingency graphical analyses and non-parametric analysis of variance are performed. The results indicate a high overall reception of this type of experience and that it helps them understand how professionals work in collaborative environments. It is concluded that it is possible to respond to the demand of the industry needs in future engineers through training programs of collaborative 3D modeling environments

    Talk your way round: a speech interface to a virtual museum

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    Purpose: To explore the development of a speech interface to a Virtual World and to consider its relevance for disabled users. Method: The system was developed using mainly software that is available at minimal cost. How well the system functioned was assessed by measuring the number of times a group of users with a range of voices had to repeat commands in order for them to be successfully recognised. During an initial session, these users were asked to use the system with no instruction to see how easy this was. Results: Most of the spoken commands had to be repeated less than twice on average for successful recognition. For a set of ‘teleportation’ commands this figure was higher (2.4), but it was clear why this was so and could easily be rectified. The system was easy to use without instruction. Comments on the system were generally positive. Conclusions: While the system has some limitations, a Virtual World with a reasonably reliable speech interface has been developed almost entirely from software which is available at minimal cost. Improvements and further testing are considered. Such a system would clearly improve access to Virtual Reality technologies for those without the skills or physical ability to use a standard keyboard and mouse. It is an example of both Assistive Technology and Universal Design

    Capabilities of technology utilization and technology integration : Impact of 3D technologies on product development process and performance

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    Multi-functional technologies widely influence on organization and often require organizational technology integration capabilities to achieve the total effectiveness. Technology integration capability here implies not only utilizing technologies in the present setting of organizational environment but also reforming organizational process and structure towards total optimization. This paper aims to exam technology integration capabilities among Japanese and Chinese firms through questionnaire surveys regarding impact of 3D technologies on product development process and performance. The results indicated that Japanese companies improved their total performance with process reformation leveraged by 3D technologies; however, among Chinese companies, no significant relationships were observed among 3D technology usage, process reformation and the total performance improvement although they improve the partial performance such as manufacturability by utilizing the technologies. Chinese companies, which have a huge growing market and are on the process of rapidly improving their productivities without strong organizational inertia, could have enough advantage by utilizing technologies to improve the partial performance. On the other hand, Japanese companies, which compete in mature market and have already had highly efficient organizational process, could not find the merits of technology usage without technology integration capabilities. This would be regarded as disadvantage of process-advanced company that they cannot have enough incentive to introduce advanced technology and new entries have a chance to leap-frog the advanced companies in usage of technology in general.

    Virtual twin of levitation system using 3D Experience

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    Grado en Ingeniería en Electrónica Industrial y Automátic

    Good night, sleep tight (remix)

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    Good Night, Sleep Tight is an interactive virtual reality performance created by theatre and digital arts company ZU-UK. It was previewed at Gerry’s Kitchen in July 2017. Combining VR and binaural technologies, participants are put to bed and transported to a dreamscape composed of childhood imagery and aerial cityscapes. This artistic position remixes the audience’s experience and the artistic processes of Good Night, Sleep Tight to proffer a critical engagement with the aesthetics of VR. Theories pertaining to VR and theatre are emerging but not yet fully established. The discourse between technologists and artists is key to understanding how VR is a new artistic medium requiring a language not solely redolent of gaming or theatre. The format of this article reflects ZU-UK’s contention that VR experiences are best designed as collaborations between artists and audiences who construct an imaginary world through interactive media. The seven scenes below concentrate on different aspects of the rehearsal process and the final performance from the perspectives of the ZU-UK directors, VR technologists, and participants. Interspersed throughout the article are fragments from the Good Night, Sleep Tight script and a description of the piece from the reader’s perspective, who acts as ZU-UK’s imaginary audience member
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