Computational Steering of Interactive and Distributed Virtual Reality Applications

Author(s):  
Stefan Lietsch ◽  
Henning Zabel ◽  
Jan Berssenbruegge

In this paper we present a system that transfers the well-known computational steering paradigm to interactive and distributed Virtual Reality applications. Those are often used in areas like rapid prototyping and all kinds of vehicle simulation. The distribution has many different purposes and affects various subsystems of a VR application. Most of the currently existing systems are very specialized and have a proprietary design for data-exchange and coupling of the components. We propose a more flexible approach by designing a computational steering framework that is well-adapted to the needs of highly interactive and distributed VR systems. Thereby we achieve higher reusability and scalability for the steering component itself as well as the possibility to exchange and compare subsystems. As a proof-of-concept we adapted an existing driving simulator to the proposed computational steering framework and discuss the advantages and difficulties in the second part of the paper.

Author(s):  
Vasily Y. Kharitonov

Distributed virtual reality systems (DVR systems) represent one of the most intensively developing branches of distributed simulation technology to date. Examples of such systems include various human-in-the-loop applications for training, educational and entertainment purposes. Modern DVR systems require sophisticated data exchange mechanisms to provide consistent and at the same time responsive interaction of a large number of heterogeneous components. While many DVR systems have been implemented in the past decade, there is still exists a lack of universal, easily deployable and extensible framework that enables rapid creation of complete systems from scratch. In this work we present the TerraNet framework which is a middleware allowing an application developer to easily implement and deploy medium-sized DVR systems for specific tasks without direct low-level network programming. TerraNet framework provides a high-level application programming interface to create, manage and distribute objects in a shared virtual environment. In paper we discuss overall framework system architecture, its basic features and functionality, as well as possible practical applications.


Sensors ◽  
2020 ◽  
Vol 21 (1) ◽  
pp. 26
Author(s):  
David González-Ortega ◽  
Francisco Javier Díaz-Pernas ◽  
Mario Martínez-Zarzuela ◽  
Míriam Antón-Rodríguez

Driver’s gaze information can be crucial in driving research because of its relation to driver attention. Particularly, the inclusion of gaze data in driving simulators broadens the scope of research studies as they can relate drivers’ gaze patterns to their features and performance. In this paper, we present two gaze region estimation modules integrated in a driving simulator. One uses the 3D Kinect device and another uses the virtual reality Oculus Rift device. The modules are able to detect the region, out of seven in which the driving scene was divided, where a driver is gazing at in every route processed frame. Four methods were implemented and compared for gaze estimation, which learn the relation between gaze displacement and head movement. Two are simpler and based on points that try to capture this relation and two are based on classifiers such as MLP and SVM. Experiments were carried out with 12 users that drove on the same scenario twice, each one with a different visualization display, first with a big screen and later with Oculus Rift. On the whole, Oculus Rift outperformed Kinect as the best hardware for gaze estimation. The Oculus-based gaze region estimation method with the highest performance achieved an accuracy of 97.94%. The information provided by the Oculus Rift module enriches the driving simulator data and makes it possible a multimodal driving performance analysis apart from the immersion and realism obtained with the virtual reality experience provided by Oculus.


Crystals ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 107
Author(s):  
Tao Zhan ◽  
En-Lin Hsiang ◽  
Kun Li ◽  
Shin-Tson Wu

We demonstrate a light efficient virtual reality (VR) near-eye display (NED) design based on a directional display panel and a diffractive deflection film (DDF). The DDF was essentially a high-efficiency Pancharatnam-Berry phase optical element made of liquid crystal polymer. The essence of this design is directing most of the display light into the eyebox. The proposed method is applicable for both catadioptric and dioptric VR lenses. A proof-of-concept experiment was conducted with off-the-shelf optical parts, where the light efficiency was enhanced by more than 2 times.


Author(s):  
A. M. Sharaf

This paper delineates the conceptual algorithms of a driving simulator which is intended for vehicle performance evaluation and to act as a virtual platform for research studies and therefore eliminates the cost and dangerous of field testing. A virtual proving ground for vehicle testing has been devised through which virtual handling, traction and ride tests can be performed. A fully instrumented simulator cabin combining the driver and the vehicle simulation package is developed. Different vehicle configurations are simulated during typical sever manoeuvres which reflects the robustness and fidelity of the devised simulator.


Author(s):  
S. Aihara ◽  
T. Emura ◽  
R. Nomura ◽  
T. Sunada ◽  
M. Kumagai ◽  
...  

Author(s):  
Damiano Perri ◽  
Martina Fortunelli ◽  
Marco Simonetti ◽  
Riccardo Magni ◽  
Jessica Carloni ◽  
...  

In recent years, the need to contain healthcare costs due to the growing public debt of many countries, combined with the need to reduce costly travel by patients unable to move autonomously, have captured the attention of public administrators towards tele-rehabilitation. This trend has been consolidated overwhelmingly following the Covid-19 pandemic, which has made it precarious, difficult and even dangerous for patients to access hospital facilities. We present a platform devoted to the rapid prototyping of Virtual Reality based, cognitive tele-rehabilitation exercises. Patients who experienced injury or pathology need to practice a continuous training in order to recover functional abilities, and the therapist need to monitor the outcomes of such practices. The Virtual Reality exercises are designed on Unity 3D to empower the therapist to set up personalised exercises in a easy way, enabling the patient to receive personalized stimuli, which are crucial for a positive outcome of the practice. Furthermore, the reaction speed of the system is of fundamental importance, as the temporal evolution of the scene must proceed parallel to the patient’s movements, to ensure an effective and efficient therapeutic response. So, we optimized the Virtual Reality application in order to make the loading phase and the startup phase as fast as possible and we have tested the results obtained with many devices: in particular computers and smartphones with different operating systems and hardware. The implemented platform integrates in Nu!Reha system®, a tele-rehabilitation set of services that helps patients to recover cognitive and functional capabilities.


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