4,831 research outputs found

    Insomnia : the affordance of hybrid media in visualising a sleep disorder

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    The integration of visual and numerical abstraction in contemporary audio-visual communication has become increasingly prevalent. This increase reflects the evolution of computational machines from simple data processors. Computation and interface have augmented our senses and converged algorithmic logic with cultural techniques to form hybrid channels of communication. These channels are fluid and mutable, allowing creatives to explore and disseminate knowledge through iterative media practice. Insomnia is an auto-ethnographic case study that examines the affordance of merging Brain-Computer Interfaces (BCIs) and node- based programming software (TouchDesigner), as a hybrid media system (McMullan, 2020). As a system, Insomnia compiles my archived brain activity data and processes it through a custom designed generative visualisation interface. Documenting and ‘processing’ a sleep disorder is filtered through key concepts of media archaeology, cultural techniques, and practice-led research allowing Insomnia to inform discussion of the affordance of hybrid media. Insomnia is presented as a virtual exhibition with a supporting exegesis. The methodology and outcomes of the project form a framework that bridges science communication and creative practice and points to continued development for interactive installation design

    Visualization of AI Systems in Virtual Reality: A Comprehensive Review

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    This study provides a comprehensive review of the utilization of Virtual Reality (VR) for visualizing Artificial Intelligence (AI) systems, drawing on 18 selected studies. The results illuminate a complex interplay of tools, methods, and approaches, notably the prominence of VR engines like Unreal Engine and Unity. However, despite these tools, a universal solution for effective AI visualization remains elusive, reflecting the unique strengths and limitations of each technique. We observed the application of VR for AI visualization across multiple domains, despite challenges such as high data complexity and cognitive load. Moreover, it briefly discusses the emerging ethical considerations pertaining to the broad integration of these technologies. Despite these challenges, the field shows significant potential, emphasizing the need for dedicated research efforts to unlock the full potential of these immersive technologies. This review, therefore, outlines a roadmap for future research, encouraging innovation in visualization techniques, addressing identified challenges, and considering the ethical implications of VR and AI convergence.Comment: 19 page

    Mobile support in CSCW applications and groupware development frameworks

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    Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today. CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices

    Enhancing BIM Methodology with VR Technology

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    Building information modeling (BIM) is defined as the process of generating, storing, managing, exchanging, and sharing building information. In the construction industry, the processes and technologies that support BIM are constantly evolving, making the BIM even more attractive. A current topic that requires attention is the integration of BIM with virtual reality (VR) where the user visualizes a virtual world and can interact with it. By adding VR, the BIM solution can address retrieving and presenting information and increasing efficiency on communication and problem solving in an interactive and collaborative project. The objective of this chapter is to report the improvement of BIM uses with the addition of interactive capacities allowed by VR technology. A bibliographic and software research was made to support the study

    Deep Learning Development Environment in Virtual Reality

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    Virtual reality (VR) offers immersive visualization and intuitive interaction. We leverage VR to enable any biomedical professional to deploy a deep learning (DL) model for image classification. While DL models can be powerful tools for data analysis, they are also challenging to understand and develop. To make deep learning more accessible and intuitive, we have built a virtual reality-based DL development environment. Within our environment, the user can move tangible objects to construct a neural network only using their hands. Our software automatically translates these configurations into a trainable model and then reports its resulting accuracy on a test dataset in real-time. Furthermore, we have enriched the virtual objects with visualizations of the model's components such that users can achieve insight about the DL models that they are developing. With this approach, we bridge the gap between professionals in different fields of expertise while offering a novel perspective for model analysis and data interaction. We further suggest that techniques of development and visualization in deep learning can benefit by integrating virtual reality

    Using AR and VR characters for enhancing user experience in a museum

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    Museums and cultural heritage institutions have used technology to create interactive exhibits and pedagogical tools that help spark visitors’ interests. The rise of Augmented, Virtual and Mixed Reality Systems has further enabled the creation of a new generation of immersive experiences that can engage and educate visitors. These technologies can be used to develop digital characters that can serve as virtual tour guides and improve user engagement by answering questions and forming social bonds with the users. While such tour guides have been deployed as exhibits at many museums, the implementation is usually limited to a single exhibit or a section of the museum space. We believe that visitors will be better served if the virtual guide not only enriches the onsite experience but also provides a take-home experience for users to encourage future visits. This thesis explores the enhancement in user experience that such a system can bring by offering onsite and offsite AR and WebVR technologies to create a virtual tour guide that assists visitors at the Genesee Country Village & Museum through interactive dialog as they explore the historic village on the museum campus

    Engaging the Virtual Landscape: Toward an Experiential Approach to Exploring Place Through a Spatial Experience Engine

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    The utilization of Geographic Information Systems (GIS) and other geospatial technologies in historical inquiry and the humanities has led to a number of projects that are exploring digital representations of past landscapes and places as platforms for synthesizing and representing historical and geographic information. Recent advancements in geovisualization, immersive environments, and virtual reality offer the opportunity to generate digital representations of cultural and physical landscapes, and embed those virtual landscapes with information and knowledge from multiple GIS sources. The development of these technologies and their application to historical research has opened up new opportunities to synthesize historical records from disparate sources, represent these sources spatially in digital form, and to embed the qualitative data into those spatial representations that is often crucial to historical interpretation.;This dissertation explores the design and development of a serious game-based virtual engine, the Spatial Experience Engine (SEE), that provides an immersive and interactive platform for an experiential approach to exploring and understanding place. Through a case study focused on the late nineteenth-century urban landscape of Morgantown, West Virginia, the implementation of the SEE discussed in this dissertation demonstrates a compelling platform for building and exploring complex, virtual landscapes, enhanced with spatialized information and multimedia. The SEE not only provides an alternative approach for scholars exploring the spatial turn in history and a humanistic, experiential analysis of historical places, but its flexibility and extensibility also offer the potential for future implementations to explore a wide range of research questions related to the representation of geographic information within an immersive and interactive virtual landscape

    Coupling of interactive manufacturing operations simulation and immersive virtual reality

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    This paper presents a novel general-purpose simulation analysis application that combines concurrent operations simulation with the advanced data interrogation and user interaction capabilities of immersive virtual reality systems. The application allows for interactive modification of the simulation parameters, while providing the users with the available simulation information by effectively placing the operator in the midst of the environment being simulated. The major contribution of this research is the total integration of the immersive virtual reality environment with the simulation, allowing users in the environment to interactively change the inputs to the simulation as it is running. Implementation and functionality details of the developed application are presented. The experience of using the application to analyze a manufacturing operation in a collaborative scenario is also discussed

    Review of innovative immersive technologies for healthcare applications

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    Immersive technologies, including virtual reality (VR), augmented reality (AR), and mixed reality (MR), can connect people using enhanced data visualizations to better involve stakeholders as integral members of the process. Immersive technologies have started to change the research on multidimensional genomic data analysis for disease diagnostics and treatments. Immersive technologies are highlighted in some research for health and clinical needs, especially for precision medicine innovation. The use of immersive technology for genomic data analysis has recently received attention from the research community. Genomic data analytics research seeks to integrate immersive technologies to build more natural human-computer interactions that allow better perception engagements. Immersive technologies, especially VR, help humans perceive the digital world as real and give learning output with lower performance errors and higher accuracy. However, there are limited reviews about immersive technologies used in healthcare and genomic data analysis with specific digital health applications. This paper contributes a comprehensive review of using immersive technologies for digital health applications, including patient-centric applications, medical domain education, and data analysis, especially genomic data visual analytics. We highlight the evolution of a visual analysis using VR as a case study for how immersive technologies step, can by step, move into the genomic data analysis domain. The discussion and conclusion summarize the current immersive technology applications’ usability, innovation, and future work in the healthcare domain, and digital health data visual analytics
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