240 research outputs found

    Visualisation of semantic architectural information within a game engine environment

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    Because of the importance of graphics and information within the domain of architecture, engineering and construction (AEC), an appropriate combination of visualisation technology and information management technology is of utter importance in the development of appropriately supporting design and construction applications. We therefore started an investigation of two of the newest developments in these domains, namely game engine technology and semantic web technology. This paper documents part of this research, containing a review and comparison of the most prominent game engines and documenting our architectural semantic web. A short test-case illustrates how both can be combined to enhance information visualisation for architectural design and construction

    Rapid Prototyping for Virtual Environments

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    Development of Virtual Environment (VE) applications is challenging where application developers are required to have expertise in the target VE technologies along with the problem domain expertise. New VE technologies impose a significant learning curve to even the most experienced VE developer. The proposed solution relies on synthesis to automate the migration of a VE application to a new unfamiliar VE platform/technology. To solve the problem, the Common Scene Definition Framework (CSDF) is developed, that serves as a superset/model representation of the target virtual world. Input modules are developed to populate the framework with the capabilities of the virtual world imported from VRML 2.0 and X3D formats. The synthesis capability is built into the framework to synthesize the virtual world into a subset of VRML 2.0, VRML 1.0, X3D, Java3D, JavaFX, JavaME, and OpenGL technologies, which may reside on different platforms. Interfaces are designed to keep the framework extensible to different and new VE formats/technologies. The framework demonstrated the ability to quickly synthesize a working prototype of the input virtual environment in different VE formats

    Augmented reality based educational tool on Live Solar System (LSS)

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    Augmented Reality (AR) has its own potential in the education field, because AR can provide a seamless interaction between real and virtual objects. Hence, it draws many researchers’ interest in recent years on applying AR in the education field.This paper intends to give an overview of AR and the workflow of AR application.Besides, this paper also highlights the methodology of developing Live Solar System (LSS) based on the iterative prototype software engineering life cycle model, and the LSS overview which can be divided into software and hardware components

    Using virtual reality and 3D industrial numerical models for immersive interactive checklists

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    At the different stages of the PLM, companies develop numerous checklist-based procedures involving prototype inspection and testing. Besides, techniques from CAD, 3D imaging, animation and virtual reality now form a mature set of tools for industrial applications. The work presented in this article develops a unique framework for immersive checklist-based project reviews that applies to all steps of the PLM. It combines immersive navigation in the checklist, virtual experiments when needed and multimedia update of the checklist. It provides a generic tool, independent of the considered checklist, relies on the integration of various VR tools and concepts, in a modular way, and uses an original gesture recognition. Feasibility experiments are presented, validating the benefits of the approach

    An Integrated Simulation Design With Three-Dimensional Motions and a Hydraulic Stewart Simulator

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    This paper presents an integrated design process and tests of a Stewart simulator with a virtual visualization tool, which uses Virtools to create and generate three-dimensional motions. An inverse kinematic algorithm is written to convert each visualized motion to the displacements of six cylinders in a Stewart motion simulator. Information of the displacements is then transferred through the User Datagram Protocol (UDP) to a personal computer which has the LabVIEW software. An NI USB-6251 data acquisition device is applied to interact with the LabVIEW program and the Stewart hydraulic simulator. The approach presented in this paper to function an old Stewart hydraulic simulator can also be applied to other simulators

    Virtual Domotic Systems: a 3D Interaction Technique to Control Virtual Building Devices Using Residential Gateways

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    Residential gateways are systems based on different control technologies that provide a unified way of communication for various devices and appliances present in homes and buildings (sensors, control systems, electronic devices, etc.). The massive introduction of residential gateways in the market is often hindered by the lack of intuitive configuration and visualization interfaces. Moreover, users frequently obtain very limited feedback about the status of the building after the actions carried out by the residential gateway, what reduces the confidence in such systems. This paper presents a Virtual Domotic System (VDS), an innovative solution to provide a Virtual Reality interface to manage residential gateways. VDS comprises three main blocks. The first of them is the residential gateway and the associated control devices of the building. The second element is an advanced 3D Virtual Environment that reliably represents the building, the state of control devices and the environmental characteristics (such as lighting or temperature). Finally, the system includes the software that enables the communication and synchronization between the virtual environment and the control technologies and appliances of the building. The VDS introduces a new 3D interaction technique, where the inputs that modify and configure the 3D virtual environment come directly from the sensors and actuators installed in the buildin

    Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality

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    Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data
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