7,252 research outputs found

    Collaborative virtual reality platform for visualizing space data and mission planning

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    This paper presents the system architecture of a collaborative virtual environment in which distributed multidisciplinary teams involved in space exploration activities come together and explore areas of scientific interest of a planet for future missions. The aim is to reduce the current challenges of distributed scientific and engineering meetings that prevent the exploitation of their collaborative potential, as, at present, expertise, tools and datasets are fragmented. This paper investigates the functional characteristics of a software framework that addresses these challenges following the design science research methodology in the context of the space industry and research. An implementation of the proposed architecture and a validation process with end users, based on the execution of different use cases, are described. These use cases cover relevant aspects of real science analysis and operation, including planetary data visualization, as the system aims at being used in future European missions. This validation suggests that the system has the potential to enhance the way space scientists will conduct space science research in the future

    New technologies for urban designers: the VENUE project

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    In this report, we first outline the basic idea of VENUE. This involves developing digital tools froma foundation of geographic information systems (GIS) software which we then apply to urbandesign, a subject area and profession which has little tradition in using such tools. Our project wasto develop two types of tool, namely functional analysis based on embedding models of movementin local environments into GIS based on ideas from the field of space syntax; and secondlyfashioning these ideas in a wider digital context in which the entire range of GIS technologies werebrought to bear at the local scale. By local scale, we mean the representation of urban environmentsfrom about 1: 500 to around 1: 2500

    SUPPORTING MISSION PLANNING WITH A PERSISTENT AUGMENTED ENVIRONMENT

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    Includes supplementary materialIncludes Supplementary MaterialThe Department of the Navy relies on current naval practices such as briefs, chat, and voice reports to provide an overall operational assessment of the fleet. That includes the cyber domain, or battlespace, depicting a single snapshot of a ship’s network equipment and service statuses. However, the information can be outdated and inaccurate, creating confusion among decision-makers in understanding the service and availability of equipment in the cyber domain. We examine the ability of a persistent augmented environment (PAE) and 3D visualization to support communications and cyber network operations, reporting, and resource management decision-making. We designed and developed a PAE prototype and tested the usability of its interface. Our study examined users’ comprehension of 3D visualization of the naval cyber battlespace onboard multiple ships and evaluated the PAE’s ability to assist in effective mission planning at the tactical level. The results are highly encouraging: the participants were able to complete their tasks successfully. They found the interface easy to understand and operate, and the prototype was characterized as a valuable alternative to their current practices. Our research provides close insights into the feasibility and effectiveness of the novel form of data representation and its capability to support faster and improved situational awareness and decision-making in a complex operational technology (OT) environment between diverse communities.Lieutenant, United States NavyLieutenant, United States NavyApproved for public release. Distribution is unlimited

    Collaboration in the Semantic Grid: a Basis for e-Learning

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    The CoAKTinG project aims to advance the state of the art in collaborative mediated spaces for the Semantic Grid. This paper presents an overview of the hypertext and knowledge based tools which have been deployed to augment existing collaborative environments, and the ontology which is used to exchange structure, promote enhanced process tracking, and aid navigation of resources before, after, and while a collaboration occurs. While the primary focus of the project has been supporting e-Science, this paper also explores the similarities and application of CoAKTinG technologies as part of a human-centred design approach to e-Learning

    The Virtual Reality Revolution: The Vision and the Reality

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    Workshop on NASA workstation technology

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    RIACS hosted a workshop which was designed to foster communication among those people within NASA working on workstation related technology, to share technology, and to learn about new developments and futures in the larger university and industrial workstation communities. Herein, the workshop is documented along with its conclusions. It was learned that there is both a large amount of commonality of requirements and a wide variation in the modernness of in-use technology among the represented NASA centers

    Integrating the First Person View and the Third Person View Using a Connected VR-MR System for Pilot Training

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    Virtual reality (VR)-based flight simulator provides pilots the enhanced reality from the first-person view. Mixed reality (MR) technology generates effective 3D graphics. The users who wear the MR headset can walk around the 3D graphics to see all its 360 degrees of vertical and horizontal aspects maintaining the consciousness of real space. A VR flight simulator and an MR application were connected to create the capability of both first-person view and third-person view for a comprehensive pilot training system. This system provided users the capability to monitor the aircraft progress along the planned path from the third-person view as well as how the aircraft pilot follows the desired flight procedures in the cockpit from the first-person view. Six flight instructors provided their feedback after trying the prototype functions. The three flight instructors with more than 1,000 flight hours gave negative feedback whereas the three instructors with less than 1,000 flight hours were more open to the technologies. The effectiveness of MR-based real-time monitoring and post-debriefing system is yet to be clear. However, the test results included the potentials of the prototype for future improvement based on MR technology’s flexibility

    Finally a Case for Collaborative VR?: The Need to Design for Remote Multi-Party Conversations

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    Amid current social distancing measures requiring people to work from home, there has been renewed interest on how to effectively converse and collaborate remotely utilizing currently available technologies. On the surface, VR provides a perfect platform for effective remote communication. It can transfer contextual and environmental cues and facilitate a shared perspective while also allowing people to be virtually co-located. Yet we argue that currently VR is not adequately designed for such a communicative purpose. In this paper, we outline three key barriers to using VR for conversational activity : (1) variability of social immersion, (2) unclear user roles, and (3) the need for effective shared visual reference. Based on this outline, key design topics are discussed through a user experience design perspective for considerations in a future collaborative design framework

    Challenges and Strategies for Educational Virtual Reality

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    Virtual reality (VR) is a rich visualization and analytic platform that furthers the library’s mission of providing access to all forms of information and supporting pedagogy and scholarship across disciplines. Academic libraries are increasingly adopting VR technology for a variety of research and teaching purposes, which include providing enhanced access to digital collections, offering new research tools, and constructing new immersive learning environments for students. This trend suggests that positive technological innovation is flourishing in libraries, but there remains a lack of clear guidance in the library community on how to introduce these technologies in effective ways and make them sustainable within different types of institutions. In June 2018, the University of Oklahoma hosted the second of three forums on the use of 3D and VR for visualization and analysis in academic libraries, as part of the project Developing Library Strategy for 3D and Virtual Reality Collection Development and Reuse(LIB3DVR), funded by a grant from the Institute of Museum and Library Services. This qualitative study invited experts from a range of disciplines and sectors to identify common challenges in the visualization and analysis of 3D data, and the management of VR programs, for the purpose of developing a national library strategy
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