35,734 research outputs found

    PENGGUNAAN TEKNOLOGI VIRTUAL REALITY PADA PERANCANGAN ARSITEKTUR

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    Masuknya teknologi digital pada perancangan arsitektur telah mengubah cara kerja arsitek dan calon arsitek dari konvensional menggunakan kertas, pensil, dan mesin gambar menjadi cara komputerisasi dan digitalisasi. Kehadiran teknologi virtual reality (VR) memberikan alternatif untuk menghasilkan dan mengkomunikasikan sebuah karya desain secara virtual. Penelitian ini menggunakan metode studi kasus untuk meneliti bagaimana penggunaan virtual reality (VR) dalam perancangan arsitektur. Pada studi kasus pertama, ditemukan bahwa negara-negara di Eropa telah memanfaatkan teknologi virtual reality (VR) untuk keperluan pelestarian bangunan bersejarah. Caranya adalah dengan mensimulasikan bangunan bersejarah agar tampak utuh sehingga pengunjung dapat melihat dan menyaksikan secara virtual kemegahan bangunan tersebut pada masa lampau. Pada studi kasus kedua, didapatkan bahwa teknologi virtual reality (VR) membantu mempresentasikan hasil karya kepada klien dan memberikan pengaruh terhadap pandangan klien dalam memahami hasil karya. Kemampuan teknologi virtual reality (VR) mensimulasikan ulang sebuah bangunan dapat meningkatkan proses pembelajaran dan memfasilitasi pemahaman generasi muda di bidang pendidikan. Perkembangan teknologi yang semakin pesat mendorong perubahan dan pembaharuan khususnya di bidang perancangan arsitektur untuk mulai mempelajari dan menerapkan penggunaan teknologi digital. Salah satunya adalah teknologi virtual reality (VR). Pemanfaatan teknologi digital juga akan meningkatkan kreatifitas dan kompetensi arsitek dan calon arsitek di masa yang akan datan

    Virtual Reality (VR) Screenshot

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    The present disclosure describes a method for capturing virtual reality (VR) screenshots of a three-dimensional (3D) scene for a virtual environment. The method is implemented partially on a VR application that is installed on a computing device and partially on a camera rig. The camera rig, housing one or more cameras, is connected to the computing device via a network. The one or more cameras are directed at different angles or at a specific angle to capture the 3D scene from the different angles or the specific angle, respectively. Also, the camera rig is configured to function as a stationary rig or a rotational rig. The one or more cameras capture and locally store a video of the 3D scene. The camera rig then provides the video to the VR application via the network. The VR application includes a video processing system that further includes an interpolation module, a stitching module and a capture correction module. The interpolation module receives the video and calculates motion vectors between related pixels in adjacent frames of the video. The interpolation module removes redundant frames from the video and stores only a key set of frames determined based on the motion vectors. The interpolation module further generates interpolated frames (that are not part of the key set of frames) based on the motion vectors, depending on how much precision is required. The interpolation module then sends the key set of frames, the interpolated frames, and the motion vectors to the stitching module. The stitching module interleaves the interpolated frames into the key set of frames based on the motion vectors to generate a set of stitched frames. The capture correction module adjusts the set of stitched frames to compensate for camera misalignment due to camera pose errors, and the like. The set of stitched frames, after being adjusted by the capture correction module, is used to generate an omnistereo panorama. The omnistereo panorama is used as the VR screenshot for a VR software (for example, a VR game) on a VR store

    The Influence of Virtual Reality on Human Mind

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    Our society is witnessing a rapid development of innovation technologies which allowed to do scientific research in many spheres and, in particular, in virtual reality (VR) and its impact on a human mind and imagination

    Yoga in Virtual Reality (VR)

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    Virtual reality (VR) technology involves computer visualization of a simulated (virtual) environment (e.g., coral reef) presented using a head mounted display (HMD), typically together with accompanying audio (music, sounds, e.g., sea creatures, passing boat). The user may simply view the environment but typically interacts with it in some determined way, e.g., through selection of buttons or hand movements that mimic behaviors appropriate to the virtual environment (e.g., snorkeling in the reef). Research including our own previous studies have already shown that practicing guided meditations using a HMD is associated with positive affect as compared with non-VR meditation. Amidst the COVID-19 pandemic yoga studios were mandated to move their classes into virtual format. However, to our knowledge the application of immersive VR technology to yoga instruction has not yet been explored. This pilot study proposes to investigate the satisfaction and sense of presence experienced during the different online delivery of yoga instruction in 5 formats, specifically: 1) traditional in-person; 2) pre-recorded 360° videos viewed by HMD; 3) pre-recorded 360° videos viewed without HMD (i.e., on standard flatscreen such as laptop or smartphone); 4) live streamed 360° videos viewed with HMD; and 5) live streamed 360° videos viewed without HMD

    Manajemen Nyeri Distraksi Berbasis Virtual Reality (VR)

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    This study aims to analyze the effectiveness of Virtual Reality (VR) as a distraction technique in pain management. The method used in this research is a literature study through online databases: EBSCOhost, PubMed, and Scopus, with free full-text criteria, using English, publications in the last five years, and clinical trial or randomized controlled trial research designs. The results showed that there were 1,012 articles, with six pieces according to the inclusion criteria, which identified the effectiveness of Virtual Reality (VR) in reducing pain, anxiety, vital signs, experiences, levels of satisfaction, and side effects. In conclusion, Virtual Reality (VR) can be a distraction method to reduce pain, anxiety, and patients' vital signs. VR produces a positive and fun experience that is also considered feasible and safe.  Keywords: Distraction, Comfort, Pain, Virtual Realit

    RANCANG BANGUN SIMULASI EDUKASI TATA CARA SHOLAT 5 WAKTU DAN PENGENALAN HURUF HIJAIYAH BERBASIS VIRTUAL REALITY (VR

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    Penelitian ini bertujuan unuk merancang dan membangun Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) agar dapat dimanfaatkan oleh guru mata pelajaran pendidikan agama Islam dalam melakukan proses belajar mengajar. Adapun metode penelitian yang digunakan yaitu metode kualitatif yang bersifat deskriptif dan metode pengumpulaln data yang digunakan dalam penelitian ini yaitu metode observasi, wawancara, dokumentasi, dan studi pustaka serta menggunakan metode Prototype sebagai metode pengembangan perangkat lunak. Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) ini dibangun menggunakan bahasa pemrograman C# dan Photoshop, Blender untuk membuat desain gambar 3 dimensi (3D). Dalam Game Edukasi Tata Cara Sholat 5 Waktu dan Pengenalan Huruf Hijaiyah Berbasis Virtual Reality (VR) nantinya guru mata pelajaran pendidikan agama Islam memiliki wewenang untuk menggunakan metode ini untuk melakukan proses belajar mengajar yang efekti

    Live Captions in Virtual Reality (VR)

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    Few VR applications and games implement captioning of speech and audio cues, which either inhibits or prevents access of their application by deaf or hard of hearing (DHH) users, new language learners, and other caption users. Additionally, little to no guidelines exist on how to implement live captioning on VR headsets and how it may differ from traditional television captioning. To help fill the void of information behind user preferences of different VR captioning styles, we conducted a study with eight DHH participants to test three caption movement behaviors (headlocked, lag, and appear) while watching live-captioned, single-speaker presentations in VR. Participants answered a series of Likert scale and open-ended questions about their experience. Participant preferences were split, but the majority of participants reported feeling comfortable with using live captions in VR and enjoyed the experience. When participants ranked the caption behaviors, there was almost an equal divide between the three types tested. IPQ results indicated each behavior had similar immersion ratings, however participants found headlocked and lag captions more user-friendly than appear captions. We suggest that participants may vary in caption preference depending on how they use captions, and that providing opportunities for caption customization is best

    PENGEMBANGAN MULTIMEDIA 3 DIMENSI SEBAGAI SARANA PRAKTIKUM ELEKTRO MEKANIK DENGAN PROSES MODELLING BERBASIS VIRTUAL REALITY (VR)

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    Virtual Reality (VR) adalah suatu alat atau benda yang berbentuk kacamata yang menciptakan ilusi seolah animasi yang ditampilkan lebih tampak nyata. Yang memiliki tujuan menjadi solusi pengembangan media pengajaran di dunia pendidikan dalam kondisi pandemi Covid-19 yang serba online ini, khususnya untuk mahasiswa / mahasiswi baru Program Studi DIII Teknik Telekomunikasi yang terkena dampak dari pandemi ini. Virtual Reality (VR) ini juga dilengkapi dengan joystick yang berfungsi sebagai alat control atau penggerak dari penggunaan Virtual Reality (VR). Virtual Reality (VR) merupakan suatu output dari proses modelling yang mana proses tersebut dilakukan didalam software blender yang meliputi dari pengumpulan data, modelling, menganimasikan, serta mengcoding dan menghasilkan suatu Link yang nantinya link tersebut dipakai sebagai media yang akan ditampilkan tampak lebih nyata pada alat Virtual Reality (VR). Tujuan utama dari pembuatan alat ini yaitu untuk memudahkan mahasiswa / mahasiswi baru Program Studi DIII Teknik Telekomunikasi sebelum melakukan praktikum elektro mekanik agar sesuai dengan langkah-langkah yang telah dilihat pada Virtual Reality (VR). Kat
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