scholarly journals Using Virtual Reality and Smart Textiles to Assess the Design of Workstations

Author(s):  
Francisco Garcia Rivera ◽  
Erik Brolin ◽  
Anna Syberfeldt ◽  
Dan Högberg ◽  
Aitor Iriondo Pascual ◽  
...  

This paper presents a solution that integrates a smart textiles system with virtual reality to assess the design of workstations from an ergonomics point of view. By using the system, ergonomists, designers, engineers, and operators, can test design proposals of workstations in an immersive virtual environment while they see their ergonomics evaluation results displayed in real-time. The system allows its users to evaluate the ergonomics of the workplace in a pre-production phase. The workstation design can be modified, enabling workstation designers to better understand, test and evaluate how to create successful workstation designs, eventually to be used by the operators in production. This approach uses motion capture together with virtual reality and is aimed to complement and integrate with the use of digital human modelling (DHM) software at virtual stages of the production development process.

2016 ◽  
Vol 22 (2) ◽  
pp. 116-126 ◽  
Author(s):  
Veronika Egger (is-design GmbH)

In a fully immersive virtual environment that modeled the new Vienna Central Station this research project investigated to what extent virtual reality might serve to evaluate the quality of orientation signage. From an information design point of view, two questions were particularly relevant: (1) How applicable are results from a virtual environment to the real world? and (2) Is this type of virtual environment suitable for testing with elderly people and people who are partially sighted? The article describes evaluation methods, limits and strengths of the virtual environment and lessons for real world application of results.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2019 ◽  
Vol 79 ◽  
pp. 1-8 ◽  
Author(s):  
Michael A. Rizzuto ◽  
Michael W.L. Sonne ◽  
Nicolas Vignais ◽  
Peter J. Keir

2019 ◽  
Vol 292 ◽  
pp. 01031 ◽  
Author(s):  
Václav Mach ◽  
Jan Valouch ◽  
Milan Adámek ◽  
Jiří Ševčík

The 3D reconstruction and visualization of crime scenarios, such as criminal assaults, traffic accidents or homicides are defining a new approach with potential for increasing effectiveness within the criminal investigation process. Modern 3D capturing and processing methods are utilized to create an authentic and immersive virtual environment. Nonetheless, an immersion to virtual environment enables different levels of view. Virtual reality immersion views which are proposed and described. These views are specific by reasons of its role within the criminal investigation as well as its technical severity. Moreover, the possible methods for the design of proposed virtual views are analyzed and the next research steps are exposed.


2020 ◽  
Vol 10 (2) ◽  
pp. 486 ◽  
Author(s):  
Andrzej Burghardt ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Paulina Pietruś ◽  
...  

The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for programming a robot implementing the process of cleaning ceramic casting moulds is presented.


2003 ◽  
Vol 12 (4) ◽  
pp. 411-421 ◽  
Author(s):  
Benoit Bideau ◽  
Richard Kulpa ◽  
Stéphane Ménardais ◽  
Laetitia Fradet ◽  
Franck Multon ◽  
...  

Virtual reality offers new tools for human motion understanding. Several applications have been widely used in teleoperation, military training, driving and flying simulators, and so forth. We propose to test if virtual reality is a valid training tool for the game of handball. We focused on the duel between a handball goalkeeper and a thrower. To this end, we defined a pilot experiment divided into two steps: an experiment with real subjects and another one with virtual throwers. The throwers' motions were captured in order to animate their avatar in a reality center. In this paper, we focused on the evaluation of presence when a goalkeeper is confronting these avatars. To this end, we compared the goalkeeper's gestures in the real and in the virtual experiment to determine if virtual reality engendered the same movements for the same throw. Our results show that gestures did not differ between the real and virtual environment. As a consequence, we can say that the virtual environment offered enough realism to initiate natural gestures. Moreover, as in real games, we observed the goalkeeper's anticipation to allow us to use virtual reality in future work as a way to understand the goalkeeper and thrower interactions. The main originality of this work was to measure presence in a sporting application with new evaluation methods based on motion capture.


2021 ◽  
Author(s):  
Jacqueline McIntosh ◽  
Maria Rodgers ◽  
Bruno Marques ◽  
Alysha Gibbard

© Wichmann Verlag, VDE VERLAG GMBH ·. A military lifestyle can have profound impacts on an individual’s health and wellbeing. In-creasingly, new technologies such as the creation of Virtual Reality (VR) are being explored as bridging mechanisms to provide ‘space’ and to aid with other therapies. The overarching research programme investigates the therapeutic and social qualities of landscape and how these can be translated into an immersive virtual environment. There is a specific focus regarding immersive VR environments and how these could be used as a tool to promote positive health, wellbeing, and social connection within the New Zealand Defence Force (NZDF).


Author(s):  
Chris Shaw ◽  
Diane Gromala ◽  
Meehae Song

The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.


2020 ◽  
Vol 20 (1) ◽  
pp. 21-32
Author(s):  
Nicolas Ribeiro ◽  
Camille Sagnier ◽  
Véronique Quaglino ◽  
Yannick Gounden ◽  
Emilie Loup-Escande

Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.


1996 ◽  
Vol 2 (3) ◽  
pp. 1-14
Author(s):  
Jing-Jing Fang ◽  
Douglas E.R. Clark ◽  
John E. L. Simmons

The authors built a pseudo-immersive three-dimensional computer generated virtual environment (VE) as a shell for research in detailed collision detection. The purpose of the virtual world construction described in this paper is to handle engineering applications such as the mechanical assembly and disassembly of complex systems. A virtual space ball is attached to the VE in order to control the motion of virtual objects in that environment. This software interface simulates a real three-dimensional space ball device. The contribution of the pseudo-immersive system removes the absolute necessity for expensive Virtual Reality equipment and software for research work on virtual reality.


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