3,721 research outputs found

    3D interaction with scientific data : an experimental and perceptual approach

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    Integration of multiple data types in 3-D immersive virtual reality (VR) environments

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    Intelligent sensors have begun to play a key part in the monitoring and maintenance of complex infrastructures. Sensors have the capability not only to provide raw data, but also provide information by indicating the reliability of the measurements. The effect of this added information is a voluminous increase in the total data that is gathered. If an operator is required to perceive the state of a complex system, novel methods must be developed for sifting through enormous data sets. Virtual reality (VR) platforms are proposed as ideal candidates for performing this task-- a virtual world will allow the user to experience a complex system that is gathering a multitude of sensor data and are referred as Integrated Awareness models. This thesis presents techniques for visualizing such multiple data sets, specifically - graphical, measurement and health data inside a 3-D VR environment. The focus of this thesis is to develop pathways to generate the required 3-D models without sacrificing visual fidelity. The tasks include creating the visual representation, integrating multi-sensor measurements, creating user-specific visualizations and a performance evaluation of the completed virtual environment

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Navigating Immersive and Interactive VR Environments With Connected 360° Panoramas

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    Emerging research is expanding the idea of using 360-degree spherical panoramas of real-world environments for use in 360 VR experiences beyond video and image viewing. However, most of these experiences are strictly guided, with few opportunities for interaction or exploration. There is a desire to develop experiences with cohesive virtual environments created with 360 VR that allow for choice in navigation, versus scripted experiences with limited interaction. Unlike standard VR with the freedom of synthetic graphics, there are challenges in designing appropriate user interfaces (UIs) for 360 VR navigation within the limitations of fixed assets. To tackle this gap, we designed RealNodes, a software system that presents an interactive and explorable 360 VR environment. We also developed four visual guidance UIs for 360 VR navigation. The results of a pilot study showed that choice of UI had a significant effect on task completion times, showing one of our methods, Arrow, was best. Arrow also exhibited positive but non-significant trends in average measures with preference, user engagement, and simulator-sickness. RealNodes, the UI designs, and the pilot study results contribute preliminary information that inspire future investigation of how to design effective explorable scenarios in 360 VR and visual guidance metaphors for navigation in applications using 360 VR environments
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