7 research outputs found

    Case study of virtual reality in CNC machine tool exhibition

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    Exhibition and demonstration are generally used in the promotion and sale-assistance of manufactured products. However, the transportation cost of the real goods from the vender factory to the exposition venue is generally expensive for huge and heavy commodity. With the advancement of computing, graphics, mobile apps, and mobile hardware the 3D visibility technology is getting more and more popular to be adopted in visual-assisted communication such as amusement games. Virtual reality (VR) technology has therefore being paid great attention in emulating expensive small and/or huge and heavy equipment. Virtual reality can be characterized as 3D extension with Immersion, Interaction and Imagination. This paper was then be focused on the study of virtual reality in the assistance of CNC machine tool demonstration and exhibition. A commercial CNC machine tool was used in this study to illustrate the effectiveness and usability of using virtual reality for an exhibition. The adopted CNC machine tool is a large and heavy mill-turn machine with the width up to eleven meters and weighted about 35 tons. A head-mounted display (HMD) was attached to the developed VR CNC machine tool for the immersion viewing. A user can see around the 3D scene of the large mill-turn machine and the operation of the virtual CNC machine can be actuated by bare hand. Coolant was added to demonstrate more realistic operation while collision detection function was also added to remind the operator. The developed VR demonstration system has been presented in the 2017 Taipei International Machine Tool Show (TIMTOS 2017). This case study has shown that young engineers and/or students are very impressed by the VR-based demonstration while elder persons could not adapt themselves easily to the VR-based scene because of eyesight issues. However, virtual reality has successfully being adopted and integrated with the CNC machine tool in an international show. Another machine tool on laser-assisted milling machine motion simulation has also been successfully conducted to show the expandability of the VR based technology. One can conclude that VR will be adopted and paid more and more attention in the future in helping CNC machine tool promotion. Further study could be extended to education and training system, and also for the maintenance system, too

    GSGS'18 ::3rd Gamification & Serious Game Symposium : health and silver technologies, architecture and urbanism, economy and ecology, education and training, social and politics

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    The GSGS’18 conference is at the interface between industrial needs and original answers by highlighting the playful perspective to tackle technical, training, ecological, management and communication challenges. Bringing together the strengths of our country, this event provides a solid bridge between academia and industry through the intervention of more than 40 national and international actors. In parallel with the 53 presentations and demos, the public will be invited to participate actively through places of exchange and round tables

    Immersive Journalism as Storytelling

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    "This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.

    Immersive Journalism as Storytelling

    Get PDF
    "This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews, alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ NYTVR application. This book is written for journalism teachers, educators, and students, as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice.

    Desarrollo de un entorno colaborativo en realidad virtual

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    La tecnología de realidad virtual ha ganado en los últimos años una mayor importancia en el mercado, ya que cada vez más compañías ofrecen su alternativa para disfrutar de un entorno virtual. Esto ha provocado la aparición de dispositivos de realidad virtual económicamente asequibles para el usuario medio, lo cual ha aumentado su utilización. Por tanto, es el momento de explorar las oportunidades que ofrece de aplicación y mejora de actividades en distintos contextos. Este trabajo se centra en los entornos colaborativos de visualización e interacción con mapas, tales como los centros coordinadores de emergencias. Estos centros suelen requerir pantallas de gran tamaño, de un coste generalmente elevado, para permitir el trabajo colaborativo del equipo. Se propone el empleo de la tecnología de realidad virtual como alternativa para abaratar los costes, además de permitir la colaboración entre miembros del equipo que estén situados en distintas localizaciones geográficas. La propuesta consiste en desarrollar un entorno colaborativo en realidad virtual de visualización e interacción con mapas, que permita la colaboración con entornos sin realidad virtual. De esta forma, se ofrece la oportunidad de utilizar el sistema como complemento de la tecnología existente. Asimismo, permite estudiar la eficiencia de nuevas formas de interacción en este tipo de sistemas. Para conseguir los objetivos descritos, se lleva a cabo un proyecto de desarrollo de software, en el cual se desarrolla una aplicación basada en realidad virtual en la que varios usuarios puedan comunicarse a través de la interacción con un mapa. Estos usuarios pueden añadir, eliminar y destacar marcadores, además de utilizar un chat de voz para comunicarse entre ellos. Tras la realización de pruebas funcionales y el análisis de los objetivos planteados al inicio del proyecto, se puede concluir en que estos se han cumplido. No obstante, al tratarse de una primera versión, el resultado obtenido puede estar sujeto a cambios futuros, ya sea para ampliar sus funcionalidades o mejorar las ya existentes.Ingeniería Informátic

    Immersive Journalism as Storytelling

    Get PDF
    This book sets out cutting-edge new research and examines future prospects on 360-degree video, virtual reality (VR), and augmented reality (AR) in journalism, analyzing and discussing virtual world experiments from a range of perspectives. Featuring contributions from a diverse range of scholars, Immersive Journalism as Storytelling highlights both the opportunities and the challenges presented by this form of storytelling. The book discusses how immersive journalism has the potential to reach new audiences, change the way stories are told, and provide more interactivity within the news industry. Aside from generating deeper emotional reactions and global perspectives, the book demonstrates how it can also diversify and upskill the news industry. Further contributions address the challenges, examining how immersive storytelling calls for reassessing issues of journalism ethics and truthfulness, transparency, privacy, manipulation, and surveillance, and questioning what it means to cover reality when a story is told in virtual reality. Chapters are grounded in empirical data such as content analyses and expert interviews alongside insightful case studies that discuss Euronews, Nonny de la Peña’s Project Syria, and The New York Times’ VR application NYTVR. This book is written for journalism teachers, educators, and students as well as scholars, politicians, lawmakers, and citizens with an interest in emerging technologies for media practice

    Illuminating Virtual Reality Creative Practice: Three Case Studies in the Context of Australian Art Museums

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    Contemporary immersive virtual reality (VR) technologies present significant potential for artists to expand their creative repertoire, and for art museums to facilitate exhibition delivery and visitor engagement. To date, studies in the field focus predominantly on identifying the affordances and constraints of VR for art museums and examining visitor experience in the virtual context, with little attention paid to artists as creators of VR works and their realities in the creative process. Illuminating artists’ experiences of ideation and creation helps develop insider’s perspectives beyond what can be determined from solely inspecting the finished works or their reception, and understand how the potentiality and novelty of VR are negotiated in practice and translated into meaningful installations. This research seeks to cast light on the creative practice with VR through three selected projects in the context of Australian art museums as case studies, exploring why and how the artists employed VR in their particular situations. Adopting a qualitative research paradigm and naturalistic inquiry approach, each case study follows a two-phase research design, conducting a review of literature that critiques the project and semi-structured interviews with artists in each phase respectively. Thematic analysis is applied to analyse interview data to derive meanings, patterns and embedded ideas from artists’ accounts. Within-case analysis has generated a detailed presentation of each project regarding its context, VR work(s) produced and the creative process. Led by the research questions, cross-case comparative analysis has established a range of themes and sub-themes (as manifestations of the themes in the case studies), which are integrated and presented as a table. These themes concern the affordances of VR valued by the artists that lead to their employment of the technologies, significant factors influencing their creative process, and key considerations underlying their conceptualisation of VR works and adoption of corresponding approaches. This research contributes new knowledge to understanding artist’s practice in making VR installations, by revealing a range of significant and commonly encountered elements characterising the creative practice, and their contextualised manifestations in the particular case projects. The findings provide art practitioners with a set of considerations for future engagement with VR
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