12,161 research outputs found
MetaSpace II: Object and full-body tracking for interaction and navigation in social VR
MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple
users can not only see and hear but also interact with each other, grasp and
manipulate objects, walk around in space, and get tactile feedback. MS2 allows
walking in physical space by tracking each user's skeleton in real-time and
allows users to feel by employing passive haptics i.e., when users touch or
manipulate an object in the virtual world, they simultaneously also touch or
manipulate a corresponding object in the physical world. To enable these
elements in VR, MS2 creates a correspondence in spatial layout and object
placement by building the virtual world on top of a 3D scan of the real world.
Through the association between the real and virtual world, users are able to
walk freely while wearing a head-mounted device, avoid obstacles like walls and
furniture, and interact with people and objects. Most current virtual reality
(VR) environments are designed for a single user experience where interactions
with virtual objects are mediated by hand-held input devices or hand gestures.
Additionally, users are only shown a representation of their hands in VR
floating in front of the camera as seen from a first person perspective. We
believe, representing each user as a full-body avatar that is controlled by
natural movements of the person in the real world (see Figure 1d), can greatly
enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video:
http://living.media.mit.edu/projects/metaspace-ii
Cloud-Based Collaborative 3D Modeling to Train Engineers for the Industry 4.0
In the present study, Autodesk Fusion 360 software (which includes the A360 environment) is used to train engineering students for the demands of the industry 4.0. Fusion 360 is a tool that unifies product lifecycle management (PLM) applications and 3D-modeling software (PDLM—product design and life management). The main objective of the research is to deepen the students’ perception of the use of a PDLM application and its dependence on three categorical variables: PLM previous knowledge, individual practices and collaborative engineering perception. Therefore, a collaborative graphic simulation of an engineering project is proposed in the engineering graphics subject at the University of La Laguna with 65 engineering undergraduate students. A scale to measure the perception of the use of PDLM is designed, applied and validated. Subsequently, descriptive analyses, contingency graphical analyses and non-parametric analysis of variance are performed. The results indicate a high overall reception of this type of experience and that it helps them understand how professionals work in collaborative environments. It is concluded that it is possible to respond to the demand of the industry needs in future engineers through training programs of collaborative 3D modeling environments
Designing mobile augmented reality art applications:addressing the views of the galleries and the artists
The utilization of mobile augmented reality to display gallery artworks or museum content in novel ways is a well-established concept in the augmented reality research community. However, the focus of these systems is generally technologically driven or only addresses the end user and not the views of the gallery or the original artist. In this paper we discuss the design and development of the mobile application ?Taking the Artwork Home?, which allows people to digitally curate their own augmented reality art exhibitions in their own homes by digitally ?replacing? the pictures they have on their walls with content from the Peter Scott Gallery in Lancaster. In particular, we present the insights gained from a research through design methodology that allowed us to consider how the views of the gallery and artists impacted on the system design and therefore the user experience. Thus the final artifact is the result of an iterative evaluation process with over 100 users representing a broad range of demographics and continues to be evaluated/enhanced by observing its operation ?in the wild?. Further, we consider the effect the project has had on gallery practices to enable both augmented reality designers, and galleries and museums to maximize the potential application of the technology when working together on such project
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