Joyfoot's Cyber System: A Virtual Landscape Walking Interface Device for Virtual Reality Applications

Author(s):  
S. Barrera ◽  
H. Takahashi ◽  
M. Nakajima
2020 ◽  
Vol 4 (3) ◽  
pp. 35
Author(s):  
Xavier Brioso ◽  
Diego Fuentes Hurtado

El Lean Project Delivery System (LPDS) es un sistema que implementa principios y herramientas Lean en todo el ciclo de vida de un proyecto de construcción. El LPDS es adaptativo pues es flexible para especificar las entradas y salidas de los procesos y tiene la libertad de elegir herramientas, técnicas y tecnologías acorde a las últimas tendencias. El propósito principal de este artículo es presentar un marco de generación de valor a través de la adaptación del LPDS al proceso de revisión de un plan de estudios. Este trabajo adapta el modelo del LPDS al proyecto de elaboración o actualización de un plan de estudios de la especialidad de ingeniería civil, incorporando BIM, realidad virtual y fotogrametría a lo largo de las asignaturas del área de gestión de la construcción. Se incluyen herramientas blandas y competencias tecnológicas que potencian la empleabilidad del egresado. Como estudio de caso se presenta la aplicación del modelo en la Pontificia Universidad Católica del Perú.ABSTRACTLean Project Delivery System (LPDS) is a system that implements Lean principles and tools throughout the life cycle of a construction project. The LPDS is adaptive because it's flexible enough to specify the inputs and outputs of each process and allows the freedom to choose tools, techniques and technologies according to the latest trends. The main purpose of this paper is to present a value-generation framework through the adaptation of the LPDS to the Undergraduate Degree Plan process. This work adapts the LPDS model to the current project, elaboration or updating of the civil engineering curriculum, incorporating BIM, virtual reality and photogrammetry in the construction management area subjects. Soft tools and technological skills are included, and as such, enhancing the employability of the undergraduate. As a case study, the application of the model is presented at the Pontifical Catholic University of Peru.


Symmetry ◽  
2019 ◽  
Vol 11 (4) ◽  
pp. 490
Author(s):  
Jinmo Kim

This paper proposes a maze terrain authoring system with which a user can automatically calculate various and complex maze patterns to compose maze terrains in an easier and more intuitive structure. Using the maze terrain information calculated by using the proposed authoring system, a 3D maze terrain is generated quickly and effectively, and through this, the user’s visual realism in an immersive virtual reality is increased to provide a new presence. The proposed maze terrain authoring system consists of three core functions: a function that automatically generates a grid maze of various sizes and patterns based on a maze generation algorithm; a function that calculates a circular maze in an intuitive structure; and a function that transforms a sketch-based maze by using an image-processing algorithm. Through the authoring system consisting of these functions, various maze terrains from uniform mazes to irregular mazes can be generated effectively. This study produces maze terrains of various concepts directly by using maze information calculated through the authoring system. In addition, through experiments, this study analyzes the efficiency in an immersive virtual reality and the presence through visual realism. In this process, the suitability of the authoring system is also analyzed in combination with a survey.


Author(s):  
Erik Viirre ◽  
Zsolt Lorant ◽  
Mark Draper ◽  
Thomas A. Furness

Author(s):  
Yumi Umesawa ◽  
Kouki Doi ◽  
Hiroshi Fujimoto ◽  
◽  
◽  
...  

If kinesthetic sensation can be generated using artificial means, we can experience dynamic sensations in the virtual reality space. Subsequently, it can be used as an instruction tool for rehabilitation. By means of kinesthetic illusion, it is possible to create kinesthetic sensation. In this study, we developed an interface device that creates kinesthetic illusions by inducing vibrations in muscle tendons that coordinate dual joint movements. First, we produced a vibrating device using four vibrators. The rotation of motors moving eccentric weights generated the vibrations. Each motor was independently controlled using specially developed software. Second, we produced vibrator fixation structures, which firmly attached the vibrators to the muscle tendons. Using these structures, the vibrators were maintained in position and allowed to transmit forces to the muscle tendons. Furthermore, we conducted an experiment to evaluate the performance of the kinesthetic illusion device. Accordingly, we created the kinesthetic illusion of drawing figures on a horizontal surface by inducing vibrations in muscle tendons that contribute to dual joint movements. The results demonstrated that, by using this device, it was possible to induce kinesthetic illusions of dual joint movements.


Author(s):  
Yuko Sano ◽  
Naoki Wake ◽  
Akimichi Ichinose ◽  
Michihiro Osumi ◽  
Reishi Oya ◽  
...  

Sensors ◽  
2021 ◽  
Vol 21 (16) ◽  
pp. 5462
Author(s):  
Kun-Chan Lan ◽  
Che-Wei Li ◽  
Yushing Cheung

Many studies have shown that slow breathing training is beneficial for human health. However, several factors might discourage beginners from continuing their training. For example, a long training period is generally required for benefit realization, and there is no real-time feedback to trainees to adjust their breathing control strategy. To raise the user’s interest in breathing exercise training, a virtual reality system with multimodal biofeedback is proposed in this work. In our system, a realistic human model of the trainee is provided in virtual reality (VR). At the same time, abdominal movements are sensed, and the breathing rate can be visualized. Being aware of the breathing rate, the trainee can regulate his or her breathing to achieve a slower breathing rate. An additional source of tactile feedback is combined with visual feedback to provide a more immersive experience for the trainees. Finally, the user’s satisfaction with the proposed system is reported through questionnaires. Most of the users find it enjoyable to use such a system for mediation training.


Author(s):  
Krzysztof Walczak

In this chapter, a virtual museum exhibition system, called ARCO, is presented. ARCO enables museum staff to create, manage and display virtual exhibitions of museum artifacts in rich 3D and multimedia forms. Such exhibitions can be accessed both internally within the museums and remotely over the Internet. Due to the use of a novel approach to building configurable virtual reality applications, called Flex-VR, virtual exhibitions in ARCO can be easily and quickly built by museum staff, even if they do not have experience in 3D design and programming. The chapter provides an overview of the ARCO system, a description of the virtual exhibition design process and examples of virtual exhibitions built with ARCO.


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