scholarly journals Spatial Interfaces and Interactive 3D Environments for Immersive Musical Performances

2016 ◽  
Vol 36 (5) ◽  
pp. 82-87 ◽  
Author(s):  
Florent Berthaut ◽  
Martin Hachet
2018 ◽  
pp. 31-63 ◽  
Author(s):  
Lukáš Herman ◽  
Tomáš Řezník ◽  
Zdeněk Stachoň ◽  
Jan Russnák

Various widely available applications such as Google Earth have made interactive 3D visualizations of spatial data popular. While several studies have focused on how users perform when interacting with these with 3D visualizations, it has not been common to record their virtual movements in 3D environments or interactions with 3D maps. We therefore created and tested a new web-based research tool: a 3D Movement and Interaction Recorder (3DmoveR). Its design incorporates findings from the latest 3D visualization research, and is built upon an iterative requirements analysis. It is implemented using open web technologies such as PHP, JavaScript, and the X3DOM library. The main goal of the tool is to record camera position and orientation during a user’s movement within a virtual 3D scene, together with other aspects of their interaction. After building the tool, we performed an experiment to demonstrate its capabilities. This experiment revealed differences between laypersons and experts (cartographers) when working with interactive 3D maps. For example, experts achieved higher numbers of correct answers in some tasks, had shorter response times, followed shorter virtual trajectories, and moved through the environment more smoothly. Interaction-based clustering as well as other ways of visualizing and qualitatively analyzing user interaction were explored.


Author(s):  
Joerg H. Kloss

This chapter discusses the topic of standards for Virtual Worlds with emphasis on their usability as a stable and reliable basis for long-term investments into 3D-E-Commerce. The text explains why standards are important for the success of Virtual Worlds as well as the business in these shared online 3D environments, and what the relevant criteria are to decide for the right technology and/or provider. Although sometimes in the shadow of popular proprietary platforms there are already many different candidates for a Virtual World standard, currently in different states of development. By choosing a 3D platform, E-Commerce providers will decide about their business potential and at the same time strengthen one or another standard in the current technical competition phase. So it is important to get an overview about the current approaches, their advantages and disadvantages as well as the tendencies for the future developments. In this chapter the reader will be sensitized for the issues of standardization, compatibility and interoperability of Virtual Worlds for successful E-Commerce applications. An overview about the current approaches supports the orientation and decision for the different technologies. Some concrete XML-based code examples realized in the international ISO standard for interactive 3D-Graphics X3D demonstrates the practical deployment of highly compatible concepts. An outlook to the further integration of interactive 3D graphics into the Next Generation Web respectively the 3D Internet completes the overview.


Author(s):  
Erik Gaasedelen ◽  
Alex Deakyne ◽  
Tinen Iles ◽  
Paul Iaizzo

The recent and rapid developments of immersive, interactive 3D environments have been critical in advancing interfaces for entertainment, design, and education. For cardiovascular research, our laboratory and others have been able to use such software tools for the construction of heart models from DICOM files. These models can then be printed in hard or soft plastic from a 3D printer. In general, such models are considered useful for surgical planning and education; these modalities are being applied as critical tools in the field of cardiovascular research. Recently, the development of virtual reality (VR) has introduced a new modality for exploring 3D virtual structures with high resolution, high flexibility, and fast turn-around times. Until recently, the adoption of these technologies has been hindered by the high costs of VR goggles and the complexities in their setup. New developments in phone software and hardware, however, have alleviated some of these difficulties by allowing smartphone screens, graphics units, and gyroscopes to provide the necessary technologies for VR. In this way, phones can be placed inside a headset holder and used freely, without being connected to the computer. Here we explore the utility of using this VR setup in the context of internal heart anatomy visualization.


Author(s):  
Barney Dalgarno ◽  
Barry Harper

<span>This paper describes two empirical studies which investigated the importance for spatial learning of view control and object manipulation within 3D environments. A 3D virtual chemistry laboratory was used as the research instrument. Subjects, who were university undergraduate students (34 in the first study and 80 in the second study), undertook tasks in the virtual laboratory and were tested on their spatial knowledge through written tests. The results of the study indicate that view control and object manipulation enhance spatial learning but only if the learner undertakes authentic tasks that require this learning. These results have implications for educational designers making a choice between video or animation and interactive 3D technologies. The results are discussed within the framework of Piaget's theories on active learning and Gibson's ecological theory of perception and action.</span>


2020 ◽  
Vol 10 (4) ◽  
pp. 1517 ◽  
Author(s):  
Alexander P. Walmsley ◽  
Thomas P. Kersten

As virtual reality (VR) and the corresponding 3D documentation and modelling technologies evolve into increasingly powerful and established tools for numerous applications in architecture, monument preservation, conservation/restoration and the presentation of cultural heritage, new methods for creating information-rich interactive 3D environments are increasingly in demand. In this article, we describe the development of an immersive virtual reality application for the Imperial Cathedral in Königslutter, in which 360° panoramic photographs were integrated within the virtual environment as a novel and complementary form of visualization. The Imperial Cathedral (Kaiserdom) of Königslutter is one of the most important examples of Romanesque architecture north of the Alps. The Cathedral had previously been subjected to laser-scanning and recording with 360° panoramic photography by the Photogrammetry & Laser Scanning lab of HafenCity University Hamburg in 2010. With the recent rapid development of consumer VR technology, it was subsequently decided to investigate how these two data sources could be combined within an immersive VR application for tourism and for architectural heritage preservation. A specialised technical workflow was developed to build the virtual environment in Unreal Engine 4 (UE4) and integrate the panorama photographs so as to ensure the seamless integration of these two datasets. A simple mechanic was developed using the native UE4 node-based programming language to switch between these two modes of visualisation.


Sign in / Sign up

Export Citation Format

Share Document