738,569 research outputs found
Virtual Audio - Three-Dimensional Audio in Virtual Environments
Three-dimensional interactive audio has a variety ofpotential uses in human-machine interfaces. After lagging seriously
behind the visual components, the importance of sound is now becoming
increas-ingly accepted.
This paper mainly discusses background and techniques to implement
three-dimensional audio in computer interfaces. A case study of a
system for three-dimensional audio, implemented by the author, is
described in great detail. The audio system was moreover integrated
with a virtual reality system and conclusions on user tests and use
of the audio system is presented along with proposals for future work
at the end of the paper.
The thesis begins with a definition of three-dimensional audio and a
survey on the human auditory system to give the reader the needed
knowledge of what three-dimensional audio is and how human auditory
perception works
The tutoring role of mentors working with adults and elderly people with learning disabilities using virtual environments
This article outlines the potential of virtual training environments in the rehabilitation of adults and elderly people with learning disabilities. Before such virtual training environments are developed, tutoring roles for mentors working with adults and elderly people must be investigated. This is because this group of people has far less expectation of and experience with computers than younger people with learning disabilities, for whom virtual training environments have already proved effective. Effective tutoring strategies employed, together with appropriate and well-designed virtual training environments, will be the outcomes of two methods suggested in this article
Flexible virtual environments: Gamifying immersive learning
© Springer International Publishing AG 2017. The availability of Virtual Reality (VR) and Virtual Environment (VE) equipment - with the launch of domestic technologies such as the Oculus Rift, Microsoft Hololens and Sony Playstation VR) - offer new ways to enable interactive immersive experiences [16]. The opportunities these create in learning and training applications are immense: but create new challenges . Meanwhile, current virtual learning environments are typically web or app based technologies, sometimes perceived as having little value added from a user perspective beyond improved User Interfaces to access some content [6]. The challenge is how the human computer interaction features of such VE platforms may be used in education in a way that adds value, especially for computer mediated instruction. This paper will outline some of the issues, and opportunities, as well as some of the open questions about how such technologies can be used effectively in a higher education context, along with a proposed framework for embedding a learning engine within a virtual reality or environment system. Three-dimensional technologies: from work-walls, through CAVES to the latest headsets offer new ways to immerse users in computer generated environments. Immersive learning [1] is increasingly common in training applications, and is beginning to make inroads into formal education. The recent rise in such off-the-shelf technologies means that Augmented Learning becomes a realistic mainstream tool [13]. Much of this use is built in game environments using game engines, where these serious games provide learning effects as an intended consequence of playing
Using virtual worlds for online role-play
The paper explores the use of virtual worlds to support online role-play as a collaborative activity. This paper describes some of the challenges involved in building online role-play environments in a virtual world and presents some of the ideas being explored by the project in the role-play applications being developed. Finally we explore how this can be used within the context of immersive education and 3D collaborative environments
Narrating the past: virtual environments and narrative
This paper explores how traditional narrative language used in film and theatre can be adapted to create interactivity and a greater sense of presence in the virtual heritage environment. It focuses on the fundamental principles of narrative required to create immersion and presence and investigates methods of embedding intangible social histories into these environments. These issues are explored in a case study of Greens Mill in the 1830’s, interweaving the story of the reform bill riots in Nottingham with the life of George Green, mathematician and proprietor of the Mill
Modelling virtual urban environments
In this paper, we explore the way in which virtual reality (VR) systems are being broadened to encompass a wide array of virtual worlds, many of which have immediate applicability to understanding urban issues through geocomputation. Wesketch distinctions between immersive, semi-immersive and remote environments in which single and multiple users interact in a variety of ways. We show how suchenvironments might be modelled in terms of ways of navigating within, processes of decision-making which link users to one another, analytic functions that users have to make sense of the environment, and functions through which users can manipulate, change, or design their world. We illustrate these ideas using four exemplars that we have under construction: a multi-user internet GIS for Londonwith extensive links to 3-d, video, text and related media, an exploration of optimal retail location using a semi-immersive visualisation in which experts can explore such problems, a virtual urban world in which remote users as avatars can manipulate urban designs, and an approach to simulating such virtual worlds through morphological modelling based on the digital record of the entire decision-making process through which such worlds are built
When Windmills Turn Into Giants: The Conundrum of Virtual Places
While many papers may claim that virtual environments have much to gain from architectural and urban planning theory, few seem to specify in any verifiable or falsifiable way, how notions of place and interaction are best combined and developed for specific needs. The following is an attempt to summarize a theory of place for virtual environments and explain both the shortcomings and the advantages of this theory
Movement around real and virtual cluttered environments
Two experiments investigated participants’ ability to search for targets in a cluttered small-scale space. The first experiment was conducted in the real world with two field of view conditions (full vs. restricted), and participants found the task trivial to perform in both. The second experiment used the same search task but was conducted in a desktop virtual environment (VE), and investigated two movement interfaces and two visual scene conditions. Participants restricted to forward only movement performed the search task quicker and more efficiently (visiting fewer targets) than those who used an interface that allowed more flexible movement (forward, backward, left, right, and diagonal). Also, participants using a high fidelity visual scene performed the task significantly quicker and more efficiently than those who used a low fidelity scene. The performance differences between all the conditions decreased with practice, but the performance of the best VE group approached that of the real-world participants. These results indicate the importance of using high fidelity scenes in VEs, and suggest that the use of a simple control system is sufficient for maintaining ones spatial orientation during searching
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