70 resultados para Panoramic projections. Virtual Environments. Navigation in 3D environments. Virtual Reality

em Deakin Research Online - Australia


Relevância:

100.00% 100.00%

Publicador:

Resumo:

This work presents a framework for multimedia journaling,maintaining strong relationships between the document and embedded media. This enables media archives that are robust to changes in software environments, such as changes in web-sharing services, proprietary file formats and enables portability across operating system. We develop a journaling application using an existing multimedia framework, and show the power of the paradigm with specific case studies.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

We propose a framework for visual and haptic collaboration in 3D shared virtual spaces. Virtual objects can de declared as shared objects which visual and physical properties are rendered synchronously on each client computer. We introduce virtual tools which are shared objects associated with interactive and haptic devices. We implement the proposed ideas as new pilot versions of BS Collaborate server and BS Contact VRML/X3D viewer. In our collaborative framework, two pipelines-visual and haptic-complement each other to provide a simple and efficient solution to problem requiring collaboration in shared virtual spaces on the Web. We discuss two implementation frameworks based on the strong and thin server concepts.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Concentrates on reducing the processing time to enhance the visual component of the experience in virtual reality. Investigates the use of two co-processing cards, each with their own microprocessor providing parallel processing to the host computer. Concludes that the frame rates of a single computer running the virtual reality system could be improved by up to 35% by the use of parallel processing.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Product assembly is one of the most studied processes in modern manufacturing. In recent years a number of computer-based virtual reality systems have been proposed, developed and adopted by the manufacturing industries. Such systems have major advantages over conventional training practices for product assembly. Significant cost savings can be realized due to shorter training-scenario development times and reuse of existing engineering math models. In addition, the time span from the product design to full production can be shortened due to non-reliance on actual components and subsystems for training. Such training systems are effective if the knowledge required to be transferred is just process sequence such as assembly sequence. However, knowledge transfer for procedural and cognitive learning as well as skills development is very limited, due to the lack of user interactivity and immersion.

This talk will focus on a research technology platform where haptics and virtual reality are integrated to create an effective environment for production assembly operators’ training. In this system virtual reality provides the grounds for realistic visualization, as well as immersion, whereas haptics enforces physical constraints within the virtual world generating the feelings of realistic interaction, making it accessible for formal learning and better understanding during task performance.

The developed research technology platform imitates real physical training scenarios by providing comprehensive user interaction, constrained within the physical limitations of the real world. Through the utilization of a haptics device, providing realistic force feedback, users are able to engage in product assembly training with a stronger sense of ‘reality’.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

This paper addresses the problems associated with interaction in immersive virtual reality and makes recommendations as to how best to deal with these problems, thereby producing a usable virtual reality interactive environment. Immersive virtual reality means that the users are immersed or contained inside the environment in which they are working. For example, they are able to turn their heads and look around, as well as use their bodies to control the system.

The work in progress involves a study of various virtual reality input devices, some designed and implemented as part of the project. Additionally, the paper describes a simple framework for separation of the interaction and application parts of a virtual reality system in order to facilitate an object oriented approach to the implementation of the recommendations, and to the building of future virtual reality applications which incorporate these ideas.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Practical experience in porting a large virtual reality system from C/C++ to Java indicates that porting this type of real-time application is both feasible, and has several merits. The ability to transfer objects in space and time allows useful facilities such as distributed agent support and persistence to be added. Reflection and type comparisons allow flexible manipulations of objects of different types at run-time. Native calls and native code compilation reduce or remove the overhead of interpreting code.Problems encountered include difficulty in achieving cross-platform code portability, limitations of the networking libraries in Java, and clumsy coding practices forced by the language.

Relevância:

100.00% 100.00%

Publicador:

Relevância:

100.00% 100.00%

Publicador:

Resumo:

In this paper, we discuss an approach to localisation of a moving object in 3D space. The method used to track this object is angle only measurements obtained via radar elements strategically placed within the X, Y and Z planes. In addition, computer simulations are conducted to verify the theoretical assertions presented with respect to the application employing an Extended Kalman Filter.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Micro-robotic cell injection is typically performed manually by a trainedbio-operator, and success rates are often low. To enhance bio-operator performance during real-time cell injection, our earlier work introduced a haptically-enabled micro-robotic cell injection system. The system employed haptic virtual fixtures to provide haptic guidance according to articular performance metrics. This paper extends the work by replicating the system within a virtual reality (VR) environment for bio-operator training. Using the virtual environment, the bio-operator is able to control the virtual injection process in the same way they would with the physical haptic micro-robotic cell injection system, while benefiting from the enhanced visualisation capabilities offered by the 3D VR environment. The system is achieved using cost-effective components offering training at much lower cost than using the physical system.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

There has been increased research interest in the use of active video games (in which players physically interact with images onscreen) as a means to promote physical activity in children. The aim of this review was to assess active video games as a means of increasing energy expenditure and physical activity behavior in children. Studies were obtained from computerized searches of multiple electronic bibliographic databases. The last search was conducted in December 2008. Eleven studies focused on the quantification of the energy cost associated with playing active video games, and eight studies focused on the utility of active video games as an intervention to increase physical activity in children. Compared with traditional nonactive video games, active video games elicited greater energy expenditure, which was similar in intensity to mild to moderate intensity physical activity. The intervention studies indicate that active video games may have the potential to increase free-living physical activity and improve body composition in children; however, methodological limitations prevent definitive conclusions. Future research should focus on larger, methodologically sound intervention trials to provide definitive answers as to whether this technology is effective in promoting long-term physical activity in children.

Relevância:

100.00% 100.00%

Publicador:

Resumo:

Location information acquisition is crucial for many wireless sensor network (WSN) applications. While existing localization approaches mainly focus on 2D plane, the emerging 3D localization brings WSNs closer to reality with much enhanced accuracy. Two types of 3D localization algorithms are mainly used in localization application: the range-based localization and the range-free localization. The range-based localization algorithm has strict requirements on hardware and therefore is costly to implement in practice. The range-free localization algorithm reduces the hardware cost but at the expense of low localization accuracy. On addressing the shortage of both algorithms, in this paper, we develop a novel hybrid localization scheme, which utilizes the range-based attribute RSSI and the range-free attribute hopsize, to achieve accurate yet low-cost 3D localization. As anchor node deployment strategy plays an important role in improving the localization accuracy, an anchor node configuration scheme is also developed in this work by utilizing the MIS (maximal independent set) of a network. With proper anchor node configuration and propagation model selection, using simulations, we show that our proposed algorithm improves the localization accuracy by 38.9% compared with 3D DV-HOP and 52.7% compared with 3D centroid.