29,820 research outputs found

    A 3D immersive discrete event simulator for enabling prototyping of factory layouts

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    There is an increasing need to eliminate wasted time and money during factory layout design and subsequent construction. It is presently difficult for engineers to foresee if a certain layout is optimal for work and material flows. By exploiting modelling, simulation and visualisation techniques, this paper presents a tool concept called immersive WITNESS that combines the modelling strengths of Discrete Event Simulation (DES) with the 3D visualisation strengths of recent 3D low cost gaming technology to enable decision makers make informed design choices for future factories layouts. The tool enables engineers to receive immediate feedback on their design choices. Our results show that this tool has the potential to reduce rework as well as the associated costs of making physical prototypes

    Virtual Institutes: Between Immersion and Communication

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    In the two expressions "virtual reality" and "virtual community", the term "virtual" has different meanings. A virtual reality is a depiction or, more generally speaking, a sensuous representation of reality that allows - mainly by means of interactivity - to experience various features of reality without actually being in contact with the reality depicted. Therefore, any interactive depiction that is able to imitate reality to such an extent that a high degree of sensory-motor immersion becomes possible is called a virtual reality (Heim 1998, 6f). Since reality is always much more complex than its depiction and full of unpredictable surprises, hardly ever a user has doubts about the difference between the depiction and the thing depicted. Nevertheless, there are good reasons for preferring the imitation to the reality: at least, the imitation is usually not as dangerous as reality sometimes turns out to be. Accordingly, quite different platforms for virtual institutes may be used emphasizing either the immersion aspect or the communication aspect. The decision for a platform depends on the goals pursued with the institute: text-based chat systems allow virtual communities to flourish, single-user VRML scenes convey a highly immersive 3D impression to its users. This is particularly true for virtual institutes realized as a 3D environment, as well as for corresponding virtual communities since 3D environments are adequate for certain tasks only. As an overall framework for the evaluation it is helpful to distinguish three major application areas: research, presentation, and communicative work. The Virtual Institute for Image Science (VIB), which we would like to describe in the following (3) as a case study, is almost exclusively designed for the third task: communicative working. It intends to provide a working space persons can share for joint projects despite being physically separated. Before describing the VIB in more detail we would like to give an overview of virtual institutes between the poles of realistic immersion and of communication in a community (2). The discussion of the case study leads to some more general considerations about the balance virtual institutes must find along that bi-polar dimension (4). In the concluding remarks we focus on the technical tools for virtual communities in 3D presently available

    An Immersive Telepresence System using RGB-D Sensors and Head Mounted Display

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    We present a tele-immersive system that enables people to interact with each other in a virtual world using body gestures in addition to verbal communication. Beyond the obvious applications, including general online conversations and gaming, we hypothesize that our proposed system would be particularly beneficial to education by offering rich visual contents and interactivity. One distinct feature is the integration of egocentric pose recognition that allows participants to use their gestures to demonstrate and manipulate virtual objects simultaneously. This functionality enables the instructor to ef- fectively and efficiently explain and illustrate complex concepts or sophisticated problems in an intuitive manner. The highly interactive and flexible environment can capture and sustain more student attention than the traditional classroom setting and, thus, delivers a compelling experience to the students. Our main focus here is to investigate possible solutions for the system design and implementation and devise strategies for fast, efficient computation suitable for visual data processing and network transmission. We describe the technique and experiments in details and provide quantitative performance results, demonstrating our system can be run comfortably and reliably for different application scenarios. Our preliminary results are promising and demonstrate the potential for more compelling directions in cyberlearning.Comment: IEEE International Symposium on Multimedia 201

    The use of Virtual Reality in Enhancing Interdisciplinary Research and Education

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    Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.Comment: 6 Page

    3D-Stereoscopic Immersive Analytics Projects at Monash University and University of Konstanz

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    Immersive Analytics investigates how novel interaction and display technologies may support analytical reasoning and decision making. The Immersive Analytics initiative of Monash University started early 2014. Over the last few years, a number of projects have been developed or extended in this context to meet the requirements of semi- or full-immersive stereoscopic environments. Different technologies are used for this purpose: CAVE2â„¢ (a 330 degree large-scale visualization environment which can be used for educative and scientific group presentations, analyses and discussions), stereoscopic Powerwalls (miniCAVEs, representing a segment of the CAVE2 and used for development and communication), Fishtanks, and/or HMDs (such as Oculus, VIVE, and mobile HMD approaches). Apart from CAVE2â„¢ all systems are or will be employed on both the Monash University and the University of Konstanz side, especially to investigate collaborative Immersive Analytics. In addition, sensiLab extends most of the previous approaches by involving all senses, 3D visualization is combined with multi-sensory feedback, 3D printing, robotics in a scientific-artistic-creative environment

    Immersive and non immersive 3D virtual city: decision support tool for urban sustainability

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    Sustainable urban planning decisions must not only consider the physical structure of the urban development but the economic, social and environmental factors. Due to the prolonged times scales of major urban development projects the current and future impacts of any decision made must be fully understood. Many key project decisions are made early in the decision making process with decision makers later seeking agreement for proposals once the key decisions have already been made, leaving many stakeholders, especially the general public, feeling marginalised by the process. Many decision support tools have been developed to aid in the decision making process, however many of these are expert orientated, fail to fully address spatial and temporal issues and do not reflect the interconnectivity of the separate domains and their indicators. This paper outlines a platform that combines computer game techniques, modelling of economic, social and environmental indicators to provide an interface that presents a 3D interactive virtual city with sustainability information overlain. Creating a virtual 3D urban area using the latest video game techniques ensures: real-time rendering of the 3D graphics; exploitation of novel techniques of how complex multivariate data is presented to the user; immersion in the 3D urban development, via first person navigation, exploration and manipulation of the environment with consequences updated in real-time. The use of visualisation techniques begins to remove sustainability assessment’s reliance on the existing expert systems which are largely inaccessible to many of the stakeholder groups, especially the general public

    Growing the use of Virtual Worlds in education : an OpenSim perspective

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    The growth in the range of disciplines that Virtual Worlds support for educational purposes is evidenced by recent applications in the fields of cultural heritage, humanitarian aid, space exploration, virtual laboratories in the physical sciences, archaeology, computer science and coastal geography. This growth is due in part to the flexibility of OpenSim, the open source virtual world platform which by adopting Second Life protocols and norms has created a de facto standard for open virtual worlds that is supported by a growing number of third party open source viewers. Yet while this diversity of use-cases is impressive and Virtual Worlds for open learning are highly popular with lecturers and learners alike immersive education remains an essentially niche activity. This paper identifies functional challenges in terms of Management, Network Infrastructure, the Immersive 3D Web and Programmability that must be addressed to enable the wider adoption of Open Virtual Worlds as a routine learning technology platform. We refer to specific use-cases based on OpenSim and abstract generic requirements which should be met to enable the growth in use of Open Virtual Worlds as a mainstream educational facility. A case study of a deployment to support a formal education curriculum and associated informal learning is used to illustrate key points.Postprin
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