3,631 research outputs found

    Virtual Reality and Oceanography: Overview, Applications, and Perspective

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    With the ongoing, exponential increase in ocean data from autonomous platforms, satellites, models, and in particular, the growing field of quantitative imaging, there arises a need for scalable and cost-efficient visualization tools to interpret these large volumes of data. With the recent proliferation of consumer grade head-mounted displays, the emerging field of virtual reality (VR) has demonstrated its benefit in numerous disciplines, ranging from medicine to archeology. However, these benefits have not received as much attention in the ocean sciences. Here, we summarize some of the ways that virtual reality has been applied to this field. We highlight a few examples in which we (the authors) demonstrate the utility of VR as a tool for ocean scientists. For oceanic datasets that are well-suited for three-dimensional visualization, virtual reality has the potential to enhance the practice of ocean science

    Preliminary Work on a Virtual Reality Interface for the Guidance of Underwater Robots

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    The need for intervention in underwater environments has increased in recent years but there is still a long way to go before AUVs (Autonomous Underwater Vehicleswill be able to cope with really challenging missions. Nowadays, the solution adopted is mainly based on remote operated vehicle (ROV) technology. These ROVs are controlled from support vessels by using unnecessarily complex human–robot interfaces (HRI). Therefore, it is necessary to reduce the complexity of these systems to make them easier to use and to reduce the stress on the operator. In this paper, and as part of the TWIN roBOTs for the cooperative underwater intervention missions (TWINBOT) project, we present an HRI (Human-Robot Interface) module which includes virtual reality (VR) technology. In fact, this contribution is an improvement on a preliminary study in this field also carried out, by our laboratory. Hence, having made a concerted effort to improve usability, the HRI system designed for robot control tasks presented in this paper is substantially easier to use. In summary, reliability and feasibility of this HRI module have been demonstrated thanks to the usability tests, which include a very complete pilot study, and guarantee much more friendly and intuitive properties in the final HRI-developed module presented here

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    AdvocaSea

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    Plastics and pollution in the ocean pose a tremendous threat to the world’s biodiversity and human life on the planet. However, this issue is characterized by a lack of visibility and urgency. People do not understand the importance of this pollution because they do not sense an immediate or tangible impact on their lives. AdvocaSea is a virtual reality experience that teaches people about plastics in the ocean in a more immersive and engaging way, and by doing so, gives them more motivation and agency to make change in the world. This experience was delivered at Santa Clara’s Senior Design Conference in 2020

    Investigating submerged morphologies by means of the low-budget “GeoDive” method (high resolution for detailed 3D reconstruction and related measurements)

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    Geophysical methods allow to collect geological data on lake and sea bottoms and characterize large areas, even at high depths, but with high costs. Moreover, the most widespread acquisition methods for morpho-bathymetric survey and the related instruments used are almost always ship-, ROV- or AUV-based and consequently they require high budgets. It is known that shallow waters can represent a limit for certain vessels and techniques, preventing the acquisition in the shoreface zone. To overcome the limits, i.e. to survey with high accuracy nearshore shallow waters with a low budget, we tested and tuned the “GeoDive” method that allowed us to survey two test sites, featured by the presence of “block fields” (i.e., accumulations of huge blocks and boulders of gravitational origin) under shallow waters. The “GeoDive” method allowed us to map the submerged morphologies and to acquire high-resolution optical images for further photogrammetric processing. The latter was fundamental to obtain 3D high-resolution models, also with conditions of low visibility. An Action Sport Cam with high definition resolution has been used for video acquisition, in addition to the equipment used during scientific diving. By coupling the processing of underwater-acquired data with the direct surveys performed by underwater SCUBA operators, it was possible to perform some morphological and sedimentological measurements and observations on the experimental targets, with the help of suitable markers

    Introducing Intelligence and Autonomy into Industrial Robots to Address Operations into Dangerous Area

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    The paper addresses the issue to use new generation robotic systems inside industrial facilities in order to complete operations in dangerous area. The new robotic systems are currently adopting the autonomous approach already in use in military sector; however, in this context the intensity of operations and the necessity to interact with high productivity systems introduce different challenges. Despite the problems, it is evident that this approach could provide very interesting improvements in terms of safety for humans especially in relations to dangerous area. For instance, in confined spaces, Oil & Gas or Hot Metal Industry these new autonomous systems could reduce the number of injures and casualties. In addition, these systems could increase the operation efficiency in this complex frameworks as well as the possibility to carry out inspections systematically; in this sense, this could result in improving the overall reliability, productivity and safety of the whole Industrial Plant. Therefore, it is important to consider that these systems could be used to address also security aspects such as access control, however they could result vulnerable to new threats such as the cyber ones and need to be properly designed in terms of single entities, algorithms, infrastructure and architecture. From this point of view, it is evident that Modeling and Simulation represent the main approach to design properly these new systems. In this paper, the authors present the use of autonomous systems introducing advanced capabilities supported by Artificial Intelligence to deal with complex operations in dangerous industrial frameworks. The proposed examples in oil and gas and hot metal industry confirm the potential of these systems and demonstrate as simulation supports their introduction in terms of engineering, testing, installation, ramp up and training

    Augmented Reality for Restoration/Reconstruction of Artefacts with Artistic or Historical Value

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    The artistic or historical value of a structure, such as a monument, a mosaic, a painting or, generally speaking, an artefact, arises from the novelty and the development it represents in a certain field and in a certain time of the human activity. The more faithfully the structure preserves its original status, the greater its artistic and historical value is. For this reason it is fundamental to preserve its original condition, maintaining it as genuine as possible over the time. Nevertheless the preservation of a structure cannot be always possible (for traumatic events as wars can occur), or has not always been realized, simply for negligence, incompetence, or even guilty unwillingness. So, unfortunately, nowadays the status of a not irrelevant number of such structures can range from bad to even catastrophic. In such a frame the current technology furnishes a fundamental help for reconstruction/restoration purposes, so to bring back a structure to its original historical value and condition. Among the modern facilities, new possibilities arise from the Augmented Reality (AR) tools, which combine the virtual reality (VR) settings with real physical materials and instruments. The idea is to realize a virtual reconstruction/restoration before materially acting on the structure itself. In this way main advantages are obtained among which: the manpower and machine power are utilized only in the last phase of the reconstruction; potential damages/abrasions of some parts of the structure are avoided during the cataloguing phase; it is possible to precisely define the forms and dimensions of the eventually missing pieces, etc. Actually the virtual reconstruction/restoration can be even improved taking advantages of the AR, which furnish lots of added informative parameters, which can be even fundamental under specific circumstances. So we want here detail the AR application to restore and reconstruct the structures with artistic and/or historical valu
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