6 research outputs found

    MuseuVR : a cultural heritage application in virtual reality with three-dimensional scanning

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    Novas abordagens de comunicação e de aprendizagem estão surgindo a partir das tecnologias digitais emergentes. Neste contexto, a digitalização 3D, utilizada em conjunto com a realidade virtual, possibilita novas formas de produção e de interação com acervos digitais. Utilizando tais tecnologias, desenvolveu-se um programa em realidade virtual, intitulado de MuseuVR, no qual as obras foram obtidas a partir de técnicas de digitalização tridimensional. Para o manuseio das peças presentes no ambiente digital, criou-se um sistema de interação baseado em gestos corporais (interface natural). Com auxílio do design, tal iniciativa busca gerar inovação, unindo diferentes tecnologias e campos do conhecimento, estimulando, por exemplo, a educação patrimonial com foco no usuário.New approaches into communication and learning fields are emerging from digital technologies. In this context, 3D digitization, used in conjunction with virtual reality, enables new forms of production and interaction with digital collections. Using such technologies, a virtual reality program, entitled MuseuVR, was developed, with three-dimensional scanning techniques. For the handling of the pieces obtained thought 3D scanning, an interaction system based on body gestures (natural interface) was created. With the help of design, this initiative seeks to generate innovation, uniting different technologies and fields of knowledge, stimulating cultural heritage education with a focus on the user experience

    Freehand-Steering Locomotion Techniques for Immersive Virtual Environments: A Comparative Evaluation

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    Virtual reality has achieved significant popularity in recent years, and allowing users to move freely within an immersive virtual world has become an important factor critical to realize. The user’s interactions are generally designed to increase the perceived realism, but the locomotion techniques and how these affect the user’s task performance still represent an open issue, much discussed in the literature. In this article, we evaluate the efficiency and effectiveness of, and user preferences relating to, freehand locomotion techniques designed for an immersive virtual environment performed through hand gestures tracked by a sensor placed in the egocentric position and experienced through a head-mounted display. Three freehand locomotion techniques have been implemented and compared with each other, and with a baseline technique based on a controller, through qualitative and quantitative measures. An extensive user study conducted with 60 subjects shows that the proposed methods have a performance comparable to the use of the controller, further revealing the users’ preference for decoupling the locomotion in sub-tasks, even if this means renouncing precision and adapting the interaction to the possibilities of the tracker sensor

    Threefolded motion perception during immersive walkthroughs

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