236,437 research outputs found

    Building Huys Hengelo in VRML

    Get PDF
    In this paper we report about our attempts to rebuild a historical building, ‘Huys Hengelo’, its interior, a farm built next to it and other parts of its environment (including a draw-bridge and a gate) using the Virtual Reality Modeling Language (VRML). This castle building played an important role in the history of its region. The main issues we deal with in this paper are: the unreliability of available sources − forcing us to show alternatives rather than ‘the building as it was’, the possibility to allow users to make changes and to experiment with different geographies, animations showing how parts of the wooden buildings were constructed during that time, the interface with the user and, as the project started as a student project on the request of some local historians and architects, some of our experiences with the co-operation between them and computer science students and researchers

    Development of a Collaborative Design Tool for Structural Analysis in an Immersive Virtual Environment

    Get PDF
    This paper contains the results of an on-going collaborative research effort by the departments of Architecture and Computer Science of Virginia Polytechnic Institute and State University, U.S.A., to develop a computer visualization application for the structural analysis of building structures. The VIRTUAL-SAP computer program is being developed by linking PC-SAP4 (Structural Analysis Program), and virtual environment software developed using the SVE (Simple Virtual Environment) library. VIRTUAL-SAP is intended for use as a collaborative design tool to facilitate the interaction between the architect, engineer, and contractor by providing an environment that they can walk-through and observe the consequences of design alterations. Therefore, this software can be used as an interactive computer-aided analysis of building systems

    Using the Proteus virtual environment to train future IT professionals

    Get PDF
    Abstract. Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article

    The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

    Get PDF
    The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change
    corecore