3,105 research outputs found

    Exploring individual user differences in the 2D/3D interaction with medical image data

    Get PDF
    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Modeling and Simulation in Engineering

    Get PDF
    This book provides an open platform to establish and share knowledge developed by scholars, scientists, and engineers from all over the world, about various applications of the modeling and simulation in the design process of products, in various engineering fields. The book consists of 12 chapters arranged in two sections (3D Modeling and Virtual Prototyping), reflecting the multidimensionality of applications related to modeling and simulation. Some of the most recent modeling and simulation techniques, as well as some of the most accurate and sophisticated software in treating complex systems, are applied. All the original contributions in this book are jointed by the basic principle of a successful modeling and simulation process: as complex as necessary, and as simple as possible. The idea is to manipulate the simplifying assumptions in a way that reduces the complexity of the model (in order to make a real-time simulation), but without altering the precision of the results

    Value Creation with Extended Reality Technologies - A Methodological Approach for Holistic Deployments

    Get PDF
    Mit zunehmender RechenkapazitĂ€t und Übertragungsleistung von Informationstechnologien wĂ€chst die Anzahl möglicher Anwendungs-szenarien fĂŒr Extended Reality (XR)-Technologien in Unternehmen. XR-Technologien sind Hardwaresysteme, Softwaretools und Methoden zur Erstellung von Inhalten, um Virtual Reality, Augmented Reality und Mixed Reality zu erzeugen. Mit der Möglichkeit, Nutzern Inhalte auf immersive, interaktive und intelligente Weise zu vermitteln, können XR-Technologien die ProduktivitĂ€t in Unternehmen steigern und Wachstumschancen eröffnen. Obwohl XR-Anwendungen in der Industrie seit mehr als 25 Jahren wissenschaftlich erforscht werden, gelten nach wie vor als unausgereift. Die HauptgrĂŒnde dafĂŒr sind die zugrundeliegende KomplexitĂ€t, die Fokussierung der Forschung auf die Untersuchung spezifische Anwendungsszenarien, die unzu-reichende Wirtschaftlichkeit von Einsatzszenarien und das Fehlen von geeigneten Implementierungsmodellen fĂŒr XR-Technologien. GrundsĂ€tzlich wird der Mehrwert von Technologien durch deren Integration in die Wertschöpfungsarchitektur von GeschĂ€ftsmodellen freigesetzt. Daher wird in dieser Arbeit eine Methodik fĂŒr den Einsatz von XR-Technologien in der Wertschöpfung vorgestellt. Das Hauptziel der Methodik ist es, die Identifikation geeigneter Einsatzszenarien zu ermöglichen und mit einem strukturierten Ablauf die KomplexitĂ€t der Umsetzung zu beherrschen. Um eine ganzheitliche Anwendbarkeit zu ermöglichen, basiert die Methodik auf einem branchen- und ge-schĂ€ftsprozessunabhĂ€ngigen Wertschöpfungsreferenzmodell. Dar-ĂŒber hinaus bezieht sie sich auf eine ganzheitliche Morphologie von XR-Technologien und folgt einer iterativen EinfĂŒhrungssequenz. Das Wertschöpfungsmodell wird durch ein vorliegendes Potential, eine Wertschöpfungskette, ein Wertschöpfungsnetzwerk, physische und digitale Ressourcen sowie einen durch den Einsatz von XR-Technologien realisierten Mehrwert reprĂ€sentiert. XR-Technologien werden durch eine morphologische Struktur mit Anwendungsmerk-malen und erforderlichen technologischen Ressourcen reprĂ€sentiert. Die Umsetzung erfolgt in einer iterativen Sequenz, die fĂŒr den zu-grundeliegenden Kontext anwendbare Methoden der agilen Soft-wareentwicklung beschreibt und relevante Stakeholder berĂŒcksich-tigt. Der Schwerpunkt der Methodik liegt auf einem systematischen Ansatz, der universell anwendbar ist und den Endnutzer und das Ökosystem der betrachteten Wertschöpfung berĂŒcksichtigt. Um die Methodik zu validieren, wird der Einsatz von XR-Technologien in zwei industriellen AnwendungsfĂ€llen unter realen wirtschaftlichen Bedingungen durchgefĂŒhrt. Die AnwendungsfĂ€lle stammen aus unterschiedlichen Branchen, mit unterschiedlichen XR-Technologiemerkmalen sowie unterschiedlichen Formen von Wert-schöpfungsketten, um die universelle Anwendbarkeit der Methodik zu demonstrieren und relevante Herausforderungen bei der Durch-fĂŒhrung eines XR-Technologieeinsatzes aufzuzeigen. Mit Hilfe der vorgestellten Methodik können Unternehmen XR-Technologien zielgerichtet in ihrer Wertschöpfung einsetzen. Sie ermöglicht eine detaillierte Planung der Umsetzung, eine fundierte Auswahl von Anwendungsszenarien, die Bewertung möglicher Her-ausforderungen und Hindernisse sowie die gezielte Einbindung der relevanten Stakeholder. Im Ergebnis wird die Wertschöpfung mit wirtschaftlichem Mehrwert durch XR-Technologien optimiert

    State of the Art of Virtual Reality Simulation Technology and Its Applications in 2005

    Get PDF
    The School of Mining Engineering at the University of New South Wales (UNSW) has been developing immersive, interactive computer-based training simulators for a number of years with research funding provided by Coal Services (CS), the Australian Coal Association Research Program (ACARP) and the Australian Research Council (ARC). The virtual reality(VR) simulators are being developed to improve the effectiveness of training in the Australian coal mining industry with a view to enhancing health and safety. VR theatres have been established at UNSW and at the Newcastle Mines Rescue Station (NMRS).A range of experienced and inexperienced mining personnel has already had the opportunity to train in them. A capability in immersive, interactive virtual reality training has been established and the reaction to the new technology has been positive and confirmed the benefits to be gained in going to the next stage in developing this capability. Given the significant advances in computer technology that have occurred since this research was initiated at UNSW, it was considered wise to undertake a study of the ‘State of the Art of Virtual Reality Simulation Technology and Its Application in 2005’. This should enable nformed decisions to be made on technologies and techniques that could further enhance the simulators and give insight into how the existing VR capability at UNSW can be placed on a sustainable foundation. This Research Overview summarises the findings of the study. It recommends the continued development and testing of the simulators towards a system that presents the users with hi-fidelity imagery and function that is based on 3D models, developed using real mine plans, safety data and manufacturer’s drawings. The simulators should remain modular in design, such that equipment can be updated and added easily over time. Different mine training scenarios and models based on sound educational principles should be developed with major input from experienced mining industry personnel. The simulations that have been developed, that is, Self-Escape, Rib Stability and Sprains and Strains should also continue to be developed and refined. The study has confirmed that such simulations are a powerful visualisation and training tool for enhancing the understanding of mine safety procedures and operations in the coal mining industry. This Scoping Study was undertaken with funding provided from the JCB Health and Safety Trust administered by Coal Services Pty Limited. The support of the Trust and trustees is gratefully acknowledged. The contributors of information are also gratefully acknowledged

    The matrix revisited: A critical assessment of virtual reality technologies for modeling, simulation, and training

    Get PDF
    A convergence of affordable hardware, current events, and decades of research have advanced virtual reality (VR) from the research lab into the commercial marketplace. Since its inception in the 1960s, and over the next three decades, the technology was portrayed as a rarely used, high-end novelty for special applications. Despite the high cost, applications have expanded into defense, education, manufacturing, and medicine. The promise of VR for entertainment arose in the early 1990\u27s and by 2016 several consumer VR platforms were released. With VR now accessible in the home and the isolationist lifestyle adopted due to the COVID-19 global pandemic, VR is now viewed as a potential tool to enhance remote education. Drawing upon over 17 years of experience across numerous VR applications, this dissertation examines the optimal use of VR technologies in the areas of visualization, simulation, training, education, art, and entertainment. It will be demonstrated that VR is well suited for education and training applications, with modest advantages in simulation. Using this context, the case is made that VR can play a pivotal role in the future of education and training in a globally connected world
    • 

    corecore