44,773 research outputs found

    Досвід реалізації професійного консультування молоді засобами віртуальної реальності

    Get PDF
    The article is devoted to the description of the practical experience of professional counseling of young people by means of virtual reality. The tasks of development of a mobile application of a mobile application of a virtual tour are given in the specialty 122 "Computer Science". On the basis of the given literature, an analysis of the possibilities of tools for the development of a virtual tour was conducted. The purpose of the work is to develop a mobile application that uses virtual reality technology to carry out the tasks of professional counseling for young people. On the basis of a technical task, analysis of tools for developing a virtual tour, an algorithm for the work of a mobile application for the realization of the tasks of professional counseling of young people by means of virtual reality was developed.Стаття присвячена опису практичного досвіду реалізації професійного консультування молоді засобами віртуальної реальності. Наведені завдання розробки мобільного додатку мобільного додатку віртуального туру за спеціальністю 122 «Комп’ютерні науки». На основі розглянутої літератури проведений аналіз можливостей інструментальних засобів для розробки віртуального туру. Мета роботи полягає в розробці мобільного додатку що використовує технологію віртуальної реальності, для реалізації завдань професійного консультування молоді. На основі технічного завдання, аналізу інструментальних засобів для розробки віртуального туру розроблено алгоритм роботи мобільного додатка для реалізації завдань професійного консультування молоді засобами віртуальної реальності

    Досвід реалізації професійного консультування молоді засобами віртуальної реальності

    Get PDF
    The article is devoted to the description of the practical experience of professional counseling of young people by means of virtual reality. The tasks of development of a mobile application of a mobile application of a virtual tour are given in the specialty 122 "Computer Science". On the basis of the given literature, an analysis of the possibilities of tools for the development of a virtual tour was conducted. The purpose of the work is to develop a mobile application that uses virtual reality technology to carry out the tasks of professional counseling for young people. On the basis of a technical task, analysis of tools for developing a virtual tour, an algorithm for the work of a mobile application for the realization of the tasks of professional counseling of young people by means of virtual reality was developed.Стаття присвячена опису практичного досвіду реалізації професійного консультування молоді засобами віртуальної реальності. Наведені завдання розробки мобільного додатку мобільного додатку віртуального туру за спеціальністю 122 «Комп’ютерні науки». На основі розглянутої літератури проведений аналіз можливостей інструментальних засобів для розробки віртуального туру. Мета роботи полягає в розробці мобільного додатку що використовує технологію віртуальної реальності, для реалізації завдань професійного консультування молоді. На основі технічного завдання, аналізу інструментальних засобів для розробки віртуального туру розроблено алгоритм роботи мобільного додатка для реалізації завдань професійного консультування молоді засобами віртуальної реальності

    PROPOSED METHOD FOR GENERATING AN EFFICIENT MULTI-IMAGE PHOTOGRAMMETRY OF A 3-DIMENSIONAL SPACE

    Get PDF
    In computer graphic and entertainment industry, the advent of 3D-modeling has been a game changer. Since 1990s streams of 3D-contents has been flowing in diverse channels and has especially become game changer in  the movie, animation and video game industry. Such circumstance then gave birth to various new technologies. One of these new advancement enables 3D content creation by using a photograph image or video  footage. This technique accelerates the whole process. Multi-image photogrammetry is one of the emerging technology that has been used in generating 3D-contents in the industries mentioned earlier as well as in other fields such as in archeological survey, tourism, architecture and real estate where the objects is exhibited through various presentation  such as Virtual Tour or Virtual Reality medium. Through the recent influx of off the shelf photogrammetric software, 3D-content creation now has wider proportion of contributors from non-professional. This present a risk in the object that being created as there is no standard method or best practice in creating 3D-object using these software.This research didn’t cover a comprehensive technical details of the technology but rather focuses on the best practice in producing a 3D-content specifically a 3-dimensional space such as a room or an area including objects inside it. The content created is aimed to be realistic and presentable for various usage such as video games, movies, Virtual Reality application, or other multi-media presentation

    An Interactive Mobile Equipment Task-Training with Virtual Reality

    Get PDF
    Improving the quality of equipment training for the Heavy Equipment Operators (HEO) is a critical task in the ever-lasting effort to improve safety and eliminate equipment-related injuries in mining environments. Traditional miner training includes the use of hardcopy documents and video instructions. However, modern mobile and computer technology offers tremendous potential to improve the training process. One major responsibility for the heavy-machine operators is proper machine inspection. Establishing new training methods that utilize modern technologies—such as 360-degree images, videos, and Virtual Reality—and implementing computers for training purposes have a potential to help new operators learn how to conduct proper machine inspections in a more efficient and technically correct way. This technology could potentially provide a higher knowledge retention rate for heavy machine operators. This study utilizes a 360-degree camera, open-source platform WordPress™, and the software Unity3D in order to create materials and tools for the HEOs training, which in turn will help trainees to better understand the pre-shift machine inspection. The outcomes of this research are organized into three major phases: Gathering materials, Computer-Based Task-Training (CBTT) software, and Virtual Reality (VR) application. The 360-degree images/videos, 2D images, and sounds were first gathered, edited, and incorporated into the CBTT and VR applications. The major feature of the CBTT, developed with WordPress™, is its training template with instructions on creating a new training course for the HEOs. The training courses developed for this study cover seven different machines that are widely used in surface mines. Also, the CBTT software is optimized for use on mobile devices (such as smart-phones and tablets). The VR applications for the same machines are developed with one of the most popular game engines - Unity3D. To interact with the virtual world, a trainee can use the Head-Mounted Display (HMD) iii Oculus Rift CV 1, which establishes full immersion while performing the virtual tour of a selected machine. If used without HMD, applications become non-immersive desktop versions and can be controlled by using a mouse and keyboard. The user-friendly interface and multimedia environment are comfortable to handle, flexible, and potentially more convenient to use than paper-based documents. The CBTT and VR applications were developed, tested, and implemented at a surface coal mine in the southern United States

    Virtual reality learning resources in building pathology

    Get PDF
    Building surveying students must be capable of analysing the condition of buildings and their components and, where this falls below an agreed standard, make recommendations for their repair. Hence university courses must provide opportunities for students to learn about the main causes of deterioration. Fieldwork exercises are essential but there are often problems locating appropriate buildings, programming visits to satisfy course timetables and complying with health and safety requirements. Whilst virtual surveys of existing buildings are not considered to be a substitute for real-life educational visits, this paper critically examines the development of a novel building pathology educational resource. Alternative technologies for creating digital panoramas are examined, prior to the development of an interactive case study, which enables students to conduct an on-line survey of a Grade 1 listed 16th Century hunting lodge. 360 degree panoramic scenes are linked with hot spots to create an interactive virtual tour of the building. The paper considers how virtual resources can be embedded within the curriculum, gauges tutor reaction to case study materials and identifies opportunities for the development of a suite of building pathology educational media-rich learning materials

    Teaching Cultural Heritage using Mobile Augmented Reality

    Get PDF
    open2noThe relationship between augmented reality, mobile learning, gamification and non-formal education methods provide a great potential. The AR-CIMUVE Augmented Reality for the Walled Cities of the Veneto is an original project in collaboration with Italia Nostra and other associations which deal with transmitting our cultural heritage and which teach primary and middle school children the cultural and historical importance of the Veneto’s and the surrounding territories’ walled cities. In this learning experience students will explore how our environment has developed across the ages using the mobile devices with the technical back-up of the AR App. This will allow them to see maps, examine data, 3D models and will enable them to judge and improve their skills. From a pedagogical and educational point of view the emphasis is on a constructivist social-cultural approach which helps students to become active citizens more aware of their historical identity.openPetrucco, Corrado; Agostini, DanielePetrucco, Corrado; Agostini, Daniel

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

    Get PDF
    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

    Developing serious games for cultural heritage: a state-of-the-art review

    Get PDF
    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
    corecore