205,884 research outputs found

    Live Sports Virtual Reality Broadcasts: Copyright and Other Protections

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    As virtual reality rapidly progresses, broadcasts are able to increasingly mimic the experience of actually attending a game. As the technology advances and the viewer can freely move about the game and virtual reality can simulate the in-stadium attendance, the virtual reality broadcast nears the point where the broadcast is indistinguishable from the underlying game. Thus, novel copyright protection issues arise regarding the ability to protect the experience through copyright. Although normal broadcasts may be copyrighted, virtual reality broadcasts of live sports could lack protection under the Copyright Act because the elements of originality, authorship, and fixation are harder to satisfy for this type of work. If the elements that formerly protected broadcasts through copyright no longer apply, the virtual reality broadcast of the game will lose copyright protection. The virtual reality broadcaster can receive protection for the work in several ways, such as (1) by broadcaster-made modifications to the transmitted broadcast, (2) through misappropriation claims, or (3) by inserting contract terms. These additional steps maintain the ability of virtual reality broadcasters to disseminate works without fear the work will not be protectable by the law

    Leveraging the Affordances of Virtual Reality Systems within K-12 Education: Responding to Future Innovations

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    It is estimated that by 2021, revenue from virtual reality systems could reach two hundred and fifteen billion dollars (Reyes, 2017). The leading investors in virtual reality systems include some of the largest technology companies: Facebook, Google, and Microsoft. This increased revenue spending has influenced and continues to influence improvements in virtual reality systems. As these new advances emerge, it is imperative that policymakers, educators and instructional designers consider the fusion of pedagogy and technology when using virtual reality systems

    Feeling crowded yet?: Crowd simulations for VR

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    With advances in virtual reality technology and its multiple applications, the need for believable, immersive virtual environments is increasing. Even though current computer graphics methods allow us to develop highly realistic virtual worlds, the main element failing to enhance presence is autonomous groups of human inhabitants. A great number of crowd simulation techniques have emerged in the last decade, but critical details in the crowd's movements and appearance do not meet the standards necessary to convince VR participants that they are present in a real crowd. In this paper, we review recent advances in the creation of immersive virtual crowds and discuss areas that require further work to turn these simulations into more fully immersive and believable experiences.Peer ReviewedPostprint (author's final draft

    Virtual reality: aplikasi teknologi untuk peningkatan kunjungan wisatawan

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    The development of Indonesia's tourist destinations when supported by technological advances. With a destination, technology can be known and visited. One influence of technology is a virtual reality in the context of destinations. Virtual reality is a technology that allows users to interact with the environment in a virtual world that is simulated by a computer, so users feel they are in that environment. Focus on consumer behavior in choosing tourist destinations associated with virtual reality. Specifically, the research objective is to determine the effect of presence in virtual reality, on perceived enjoyment, attitude toward Virtual reality, and intention to visit destinations. The study population was tourists in East Java, with a purposive sampling method. Samples were asked to play virtual reality in destinations that had never been visited, then they answered questionnaires related to their experiences using virtual reality. The analysis tool uses SEM-PLS. The results show five proposed hypotheses, four hypotheses were accepted and one hypothesis was rejected. Presence influences perceive enjoyment, but presence does not affect attitudes toward virtual reality. Perceive enjoyment influences attitudes toward virtual reality and intention to visit tourist destinations. Attitudes toward virtual reality affect the intention to visit tourist attraction

    Putting the "reality" in virtual reality: new advances through game engine technology

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    During the past four years, a number of projects have begun to realise the cost-effectiveness of using software and hardware designed for the purposes of the computer game industry in production of academically acceptable and archaeologically accurate 3D virtual realities. However, these tools present advantages for academic reconstruction beyond simply reducing costs. Computer game virtual realities are enhanced by sound, changing daylight conditions, environmental effects, realistic physics and, most importantly, are populated by a number of different inhabitants. This paper argues that archaeological virtual reality must continue to follow in the footsteps of game designers, taking advantage of the unique opportunities presented by game engines and continuing to increase the immersive effect and functional utility of scientific reconstructions. To this end, continued work on the recreation of a single house from the ancient city of Pompeii is presented, demonstrating the unique advantages of computer game engines and tools

    Cluster Juggler - PC cluster virtual reality

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    Interactive computer graphics are being used as a routine tool in many disciplines, and there is a growing demand to move these interactive tools into immersive environments as technology advances. Immersive environments (or virtual reality) require highly specialized equipment and skilled technical people to develop the applications and operate the systems. These requirements prevent the widespread acceptance of visual reality in research and industrial communities. Our work aims to bring virtual reality to a level that allows these groups with basic technical computer skills and limited resources to use this technology. To reach this goal, this work focuses on taking advantage of recent advances in commodity hardware and low-end graphics systems to create a development framework for virtual reality applications. To achieve this, we have designed a software system that enables a cluster of PCs or low-end workstations to replace a large shared-memory computer as the driving system for complex virtual reality environments. This software system, Cluster Juggler, is implemented as an extension to the virtual reality software VR Juggler. We have tested our software on a cluster VR system to ensure the performance is adequate for running VR applications. Using actual VR applications, we compared the performance of our cluster system with the performance of a VR system driven by a specialized shared-memory computer and found comparable results between the two. With Cluster Juggler we provide the ability for developers with basic technical experience to develop and run virtual reality applications on commodity hardware. In doing so, we aim to make virtual reality more accessible and affordable to all areas of research.

    Immersion and Presence in Virtual Reality to Alleviate Anxiety Disorder

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    Mediated communication has become essential as the current development of technology advances. Virtual reality as an audiovisual technology with the ability to simulate a virtual environment similar to the environment in the real world plays a vital role in mediating communication. On the other hand, nowadays, issues about mental health, especially anxiety disorder, spread vastly and become a public concern. This paper aims to see how virtual reality as a medium of communication can reduce anxiety disorders by creating ambient co-presence. The method used was meta-synthesis with a meta-aggregation approach to get comprehensive results. The research found that two main factors exist in virtual reality, namely immersion and presence, which are important factors in mediated communication. These two factors can create ambient co-presence, so they can be applied to reduce mental illness, namely anxiety disorder

    Sosialisasi Manfaat Teknologi Virtual Augmented dan Virtual Reality Bagi Peningkatan Bidang Manajemen Pendidikan

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    This Community Service (PKM) aims to advance information technology so that later students who are studying at SMKN 3 Bengkulu Tengah will get additional insight into computer science in the field of information technology such as Virtual Reality and Virtual Augmented which in everyday terms do not let many students gaptek (stuttering technology) in order to play a more role in world competition outside the school walls. The benefits of PKM activities are aimed at SMKN 3 Bengkulu Tengah students who are expected to be able to utilize and apply them to other fields of science related to the science they are studying. The results and conclusions of this PKM are that this PKM activity has educated and provided knowledge of Virtual Augmented and Virtual Reality Technology and its role in the world of education. So that students of SMKN 3 Bengkulu Tengah can better prepare themselves to become a creative, innovative and inspiring young generation in the face of technological advances

    Dimensions Of Identity

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    Imagination and fantasy environments created by writers and artists have always drawn people into their worlds. Advances in technology have blurred the lines between reality and imagination. My interest has always been to question the validity of these worlds and their cultures and to transcend the evolving virtual dimension by fusing it with what we perceive to be reality

    Immersive brain entrainment in virtual worlds: actualizing meditative states

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    Virtual Reality with associated hardware and software advances is becoming a viable tool in neuroscience and similar fields. Technology has been harnessed to modify a user’s state of mind for some time through different approaches. Combining this background with merged reality systems, it is possible to develop intelligent tools which can manipulate brain states and enhance training mechanisms
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