...2007 Conceptual Modeling for Virtual Reality Olga De Troyer, Frederic Kleinermann, Bram Pellens, and Wesley Bille WISE Research Lab Vrije Universiteit Brussel Pleinlaan 2, B-1050 Brussel, Belgium {olga.detroyer,frederic.kleinermann,bram.pellens, Wesley.Bille}@vub.ac.be Abstract This paper explores the opportunities and challenges for Conceptual Modeling in the domain of Virtual Reality (VR). VR applications are becoming more feasible due to better and faster hardware, and due to new technology and faster network connections they also start to appear on the Internet. However, the development of such applications is still a specialized, time-consuming and expensive process. By introducing a Conceptual Modeling phase into the development process of VR applications, a number of the obstacles preventing a quick spread of this type of applications can be removed. However, existing Conceptual Modeling techniques are too limited for modeling a VR application in an appropriate way. The paper will show how Conceptual Modeling can be done for VR and how this may make VR more accessible to non VR-specialists. Furthermore, the paper will explain how Conceptual Modeling embedded in a semantic framework can provide the basis for semantically rich VR application, which may be essential for its success in the future and its use in the context of the Semantic Web. The paper will also point to some open research problems.. Keywords: Semantics. Virtual Reality, Conceptual Modeling, that...
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...TECHNICAL BRIEF 68 A Review of Haptic Feedback in Virtual Reality for Manufacturing Industry Journal of Mechanical Engineering, Vol. ME 40, No. 1, June 2009 Transaction of the Mech. Eng. Div., The Institution of Engineers, Bangladesh A REVIEW OF HAPTIC FEEDBACK IN VIRTUAL REALITY FOR MANUFACTURING INDUSTRY Faieza Abdul Aziz* Department of Mechanical & Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Selangor, Malaysia Maryam Mousavi Department of Mechanical & Manufacturing Engineering, Faculty of Engineering, Universiti Putra Malaysia, 43400 Serdang, Selangor, Malaysia *Corresponding email: faieza@eng.upm.edu.my Abstract: This paper discusses the application of haptic feedback in Virtual Reality to enhance user performance in manufacturing industry. Haptic interfaces have the potential to enhance communication and interaction via the computer enabling affective expressive interpersonal communication and enriching interaction by haptic feedback. The aim of this study was to investigate and develop a better understanding of using haptic feedback in manufacturing. Keywords: Virtual Reality, haptic, manufacturing INTRODUCTION Virtual reality (VR) is a human-computer interface in which a computer system generates a three dimensional, sensory, immersing environment that responds in an interactive way to the behaviour of the user. VR technology can be very helpful in visualizing complicated 3-D models of parts...
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...Virtual Reality Close your eyes and imagine yourself to be on another planet fighting aliens or imagine flying over your favourite city on your personal tour. These situations might never materialise in your real life. But virtual reality provides you with an option to experience the thrill and excitement of something like this happening. While currently only in its infant state, virtual reality could exceedingly alter the future of the human race. Virtual reality can be defined as, “a technology that enables users to enter computer generated worlds and interface with them three dimensionally through sight, sound and touch.” (Nequist, Virtual Reality, 1993). Earlier popular only in video games and entertainment fields, virtual reality has now excelled in many other important fields like medicine, surgery, space programs, military, etc. This technology once properly developed and mastered will do wonders in these fields. Virtual reality helps people in breaking the boundations of their routine life and enters them into a 3-D version of the life they dream about. It is very aptly said “virtual reality is the first step in a grand adventure into the landscape of imagination.” (Biocca, Kim & Levy, Communication in the Age of Virtual Reality). This technology also provides us with interface for trials and errors in hypothetical yet possible in real life situations. For example, the military uses virtual training grounds for training their soldiers, virtual flight simulators...
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...Psychological effects of heavy usage of Virtual Reality Smith is a fourth grader who is all into video games; his goal is to have the latest video game. He lives in his video games. He goes to school every day physically and but mentally he is in his video game world, where he is the king of the racing cars and he is rich enough to buy the whole city. He always skips his homework because he cannot remember what he learned in school. While teachers are teaching, he is playing with his video games in his head and not paying attention in class. Teachers always contact smith’s parents and even parents seem to be helpless, because according to Smith’s parents, he gets very aggravated if they try to take his video games and Smith really gets violent with his siblings and friends. Smith wants to sit in locked room holding the remote controller in his hands where he can control several different cars in a second. He cannot remember anything what he does throughout the day because in his mind he is always in the second world. One day Smith was sitting in living room plying with his video games, suddenly his mom falls off from stairs and broke her arm. Instead of calling for help, Smith continues with his games and when his dad asks what happened he could not tell him exactly what happened. Smith told his dad, he does not remember if he sees mother falling down because all he could see that he is losing the game and he has to get more cars in the race. After that Smith’...
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...Learning Virtually Everything: VR in Education Virtual Reality has been one of this generation’s most promising technologies, with BBC labeling it as one of the most exciting technologies of 2015 as a result of its ubiquity in various different fields ranging from video games, education and even broadcasting. The current generation of virtual reality devices have been influenced by devices of the late 80s and early 90s, with similar head mounted-devices such as Virtuality and the Sega VR-1 headsets being particularly innovative in being able to deliver low latency, stereoscopic immersive experiences, though with the technology at that time these devices were only able to display low resolution, unrealistic graphics that were plagued with performance issues. Their high price tag has also made this technology relatively restrictive, and despite predictions dating back to 1992 stating that virtual reality would become affordable within the next two years, it took over two decades for devices like the technology I will be focusing on in this essay, the Oculus Rift, to largely solve issues pertaining to its graphics, performance and most importantly, the price is expected to be under 300 USD – a far cry from the 76000 USD price tag for a Virtuality system. This can largely be associated to the exponential increase in processing power as a result of Moore’s law, alongside the development of organic light emitting diode (OLED) technology that vastly improves upon contrast and color...
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...How virtual reality work Virtual reality is a 3-dimensional, computer-generated graphic representation of objects or scenes with the aim of giving the viewer an illusionary sense that such objects or scenes exist in reality. Virtual reality has been designed to address one or more of our senses--visual (sight), auditory (hearing), tactile (feel) and olfactory (smell). As of now, computer and electronic scientists and engineers are working on a system that will include the sense of taste. For virtual reality to work, there are three imperatives--a computer, special software and the individual user. There are various input devices to greatly enhance the virtual reality experience and make it work--items such as helmets, glasses, joysticks, mice and wands. These input devices are designed to record and measure electronic signals and convert them into a physical world. In this video, the author-Oliver Kreylos wanted to explain the ways on how our sight respond can generate the change in virtual reality image. This video is divided into four parts, namely: 3D vision, Stereoscopic display, Head tracking and HMD vs CAVE and the author will explain individually how different technique work together with picture. Part I- 3D Vision Humans have two eyes located side-by-side in the front of their head, each eye captures its own view and the two separate images are sent on to the brain for processing. When the two images arrive simultaneously in the back of the brain, they...
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...emergence and development of Virtual Reality leads to the loss of the ‘real reality’ in the future. II. Body A. Virtual Reality (VR) is an artificial three-dimensional environment created by computer technology and presented to the user in such a way that he/she almost accepts it as a real environment (Rajvanshi, 2005). 1. The way VR works a. Virtual reality immersion b. Virtual reality gear 2. Immersion and interactivity a. Requirements of a successful VR experience B. Human beings are endowed from their nature with a rich imagination. 1. Refuge from real life problems a. Imagination utopia b. VR utopia 2. Illusion of comfort created by VR C. Communication between people has been technologically modernized and in the future this tendency will probably continue. 1. Technologically modernized way of communication a. Telephone, internet today b. VR in future 2. Negative impact of technology a. Psychological, physical damages b. ‘Second Life’ influence c. Degradation of students D. Virtual Reality will cause a number of significant changes in people’s life and activity. (Cline, 2005) 1. Influence of technologies on behavior and interpersonal communication 2. Communication between people 3. Migration to virtual space 4. Degradation of mankind III. Conclusion In conclusion it can be said that the development and integration of such new technologies as Virtual Reality into everyday life are...
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...The Reality We Create Anthony Leyba INF103: Computer Literacy Stephanie Webb 27MAY2013 The world around us is becoming smaller, duller and less interesting. At least for the average person the computer screen is where people go to escape the monotony of their unfulfilled lives. Virtual reality seems to be the way of the future. Creating your own world and living a life you could only otherwise dream about. Even providing treatments to the medically impaired virtual reality is a miracle technology with seemingly limitless application. However everything has a price, could this amazing creation have a hidden danger? Why would anyone want to live their real lives that are full of uncertainty, lack of comfort, and no control when they could have everything they have ever desired in a world they create. I believe their are various uses for this technology but without proper restrictions we will lost in the addictive worlds we create for ourselves. When we think of virtual reality we often think of video games and simulated worlds that are used for entertainment or relaxation, but I think that real world application is what makes this technology so remarkable. many companies are incorporating simulated driving so that they may train new vehicle operators without having to worry about damages if a mistake is made. This applies especially to the operation of aircraft where you are traveling at hundreds of miles per hour and have to account for...
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...Company Background First Class Realty (FCR) in Orland Park, IL is an independently owned and operated real estate organization with over 200 sales agents and associate brokers, as well as a 6-person administrative staff. Operating and servicing the real estate needs of South Suburban Chicago, Illinois since 1990, they have the largest amount of real estate agents in the area; and currently service approximately 35% of the market share. Their philosophy is to be loyal to their clients, cooperate ethically with their competitors, and be truthful in their statements and advertisements and to not interfere with the exclusive contracted relationships that other agents have with their clients. In addition, FCR makes a conscious effort to attract and retain the very best of agents by offering the maximum commission plans available in the area; and sharing in company operating fees and overhead costs; all while offering the freedom to agents to operate their business independently with advanced support services. FCR stresses personal development among its agents; training is offered often and strongly encouraged so that everyone can be their best rather in a sales, management or support role. In addition; several discounts and services are available for agents to promote themselves individually as well. Initially, First Class Realty worked only the residential-side of the business, offering real estate listing and sales assistance - marketing single-family and town-homes, condos...
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...Moral and Ethical Implications of Virtual Reality Every endeavor and ambition in life requires some form of decision making. The better we are at making good decisions, the more we can gain a favorable outcome from our endeavors and ambitions. Good decision making requires both moral and ethical fortitude. Virtual Reality (VR) in the psychological sense is an ambition to experience a world free of inhibitions and social judgments. Because this apparition of reality pays no immediate consequences for the mistakes we make in it, moral and ethical guidance is imperative. Does this virtual experience of reality impair ones judgment of actual reality? The ethical and moral questions raised by this phenomenon are very important to preserving our continuous perception of what is real and what isn’t. This section of the research paper is going to explore the moral and ethical equivalents of participating in virtual reality. Questions about impairment of moral and ethical compasses will be answered. Psychological representations and definitions of VR will further enhance our understanding of how VR can be either be a tool for social reform or a danger to moral and ethical aptitude. A Third State of Consciousness Imagination is a very powerful exercise for escaping pain or peril. It fuels creativity and builds hope. It can also unconsciously or consciously be used to exaggerate fear that either imprisons or save us from imminent threats and danger. The human...
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...VR Essay 2. Virtual Reality as Lanier envisioned it has not eventuated, yet the desires he articulated live on. Discuss. To discuss Lanier’s keen views and anticipations regarding Virtual Reality back in the mid 1980s, it would be useful to first cover exactly how far Virtual Reality has progressed up until today. This essay will begin by discussing the history of Virtual Reality and the usage trends. That discussion will then be used to preface a discussion about Lanier’s views that were expressed in A Vintage Virtual Reality Interview. The essay will then finish off by looking at particularly interesting views held by some of today’s futurists and these views will be related back to Lanier’s original exuberant view of Virtual Reality. The idea of Virtual Reality has been around for decades. In fact, Virtual Reality has its roots back before Lanier was even born. Despite the public only becoming aware of Virtual Reality in the early 1990s, all the way back in the mid 1950s, a cinematographer going by the name of Morton Heilig had imagined a theatre experience that would attempt to appeal to every one of the audiences’ senses. He built a single viewing station in 1960, which he called ‘The Sensorama’. The Sensorama featured a stereoscopic display, odour emitters, fans, stereo speakers and a mechanical moving chair. He even invented a head-mounted television display that could show the user television in 3-D. These ideas paved the way to the increasingly immersive experiences...
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...Virtual reality is the science of the future. At this moment in time, we only have things that can partly take us into the virtual world; we have visors and remotes that let us accomplish such things. However, in Ready Player One by Ernest Cline, he makes sure that the future is well equipped with everything that they need to truly be a futuristic society. They are given full haptic suits that allow them to blur the line between reality and video games. Their new reality resides in a place where anyone can be anything. Within that place, gender still exists, but there is no longer a black or white. The grey area in Ready Player One shows how speculative fiction and virtual reality come together to find a way out the cultural entrapment that...
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...Jason Poquiz Michael Lopez Philosophy 100 August 6, 2008 Virtual Reality From Nintendo 64, Gameboys, Gamecubes, Playstation 1, Playstation 2 to the most recent popular Wii and Xbox 360. The world of gaming has become an amazing phenomenon in our daily lives. Gaming has increasingly provides people with entertainment but it also has the ability to connect people around the world. While gaming is purely a hobby for certain people, there are others that only focus on its negativities. As game stations have become amazingly advanced in the last few years, so do their games. Games have amazingly transformed from 2-dimensional images to now complicated concept. Recently, the topic for most of these newly developed games have focused strongly on violence, which is stirring up a commotion about whether this increase in violence is reflected in individual’s aggressiveness. Even though several studies have been made about this growing problem, these studies only prove certain cases are true while most would neglect other important factors like the backgrounds, personalities and interactions of these candidates with other people. While it is true that most games are focusing too much on violence, there are legitimate sources that prove video games are not the reason behind individual’s aggressiveness. Game Revolution's Duke Ferris did a hefty bit of research, foraging through countless studies about violence and video games, reading a number of charts and graphs from...
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...technology, surely you have come across the term Virtual Reality technology. Usually this term often appear when we're reading an article that discusses about the gaming world. However, you must be wondering what is the technology of Virtual Reality? Well, at this time the article I'll invite you guys to get to know closer about the sense of Virtual Reality technologies and also with kegunaanya. What Is It The Technology Of Virtual Reality? Virtual Reality is a latest technology innovations that were developed to enable a person performing an interaction of a graphical object with 3D visualizations or images berhologram. This technology is able to provide a new experience for the user, because...
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...reason for all revolutions of the modern age is different by depending on new mode of perception and sure communication and information technology was most effective factors in the modern revolution. Virtual reality now is the resort for Arab people ,where the virtual reality is the place that people can talk without fear ,can talk in different issues like politics and religions ,that they afraid to talk with it in actual reality(real life). Where in virtual reality we cannot physically reach it. They lived a utopia virtuality or what Paul virilio called “teletopai”, a utopia tele-medaited...
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