scholarly journals Developing a Virtual Museum: Experience from the Design and Creation Process

Information ◽  
2021 ◽  
Vol 12 (6) ◽  
pp. 244
Author(s):  
Felipe Besoain ◽  
Liza Jego ◽  
Ismael Gallardo

Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.

Author(s):  
Małgorzata Marzec ◽  
Michał Olech ◽  
Ryszard Klempous ◽  
Jan Nikodem ◽  
Konrad Kluwak

"The work presents an analysis of the application of virtual reality technology in rehabilitation after the occurrence of stroke. The needs in poststroke therapy, as well as the requirements and technological possibilities were investigated, with the result being the creation of the application for post-stroke rehabilitation. Tests on the application, as well as analyzed studies have shown that this way of rehabilitation as an isolated therapy is not enough to improve the condition of patients. The combination of rehabilitation in a virtual and conventional manner provides a positive effect on the improvement of medical patient motor functions based on the surveyed patients."


2013 ◽  
Vol 739 ◽  
pp. 748-753
Author(s):  
Wen Yan Chai ◽  
Gang Fu ◽  
Ti Bai Xiao ◽  
Qiao Yun Sun

As petrochemical production equipment with a high degree of risk, on-site training of operating staff and management has brought a great deal of difficulty. Therefore, this paper introduces our research and development work based on virtual reality technology to construct a virtual environment of petrochemical enterprises for on-site training of operating staff and management. To establish the virtual petrochemical enterprises, we adopted 3DMAX as a modeling tool, the VRP (Virtual Reality Platform) as a virtual reality platform as an operation platform. First of all, we create the various sub-scene of the area of petrochemical plants and do model integration and processing to result in the virtual scene with the virtual reality software. Then, we set interactive interface, allowing users to interact with the platform, which makes operations easier. We built-in virtual cameras and pre-recorded screen video to help play the presentation of the video content automatically, so that without human interaction will require. Finally, the role of script will blend with the real three-dimensional scene, the 2D panel and the daemon in order to obtain the true visual display. Therefore, the developed virtual petrochemical enterprise platform has a good show with its real intuitive.


Computers ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 39 ◽  
Author(s):  
Asko Ellman ◽  
Tarja Tiainen

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.


2013 ◽  
Vol 308 ◽  
pp. 171-174 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Veronika Fečová ◽  
Ludmila Novakova-Marcincinova ◽  
Jozef Torok ◽  
Jozef Barna

The aim of this article was to describe the creation of application for the motion capture technology. The part of this contribution deals with the use of virtual reality technology in the many area of life, but it is focused on the engineering area. The next part describes the used software and magnetic device for this application. The practical parts deals with the creation of this application, it describe this proces and shown the results of this created application and how this application is working in the real time.


Author(s):  
V.V. Selivanov ◽  
P.V. Sorochinsky

The article presents the results of experimental researches of influence of educational virtual reality biological subjects in human thinking. The experimental data show significant positive shifts in the general level of thinking of the subject when answering questions on a specific academic subject, which requires a manifestation of mental activity, and also in characteristics of thinking in solving complicated subject tasks (the predicted level of the sought solution, the character of the analysis through synthesis, the character of the “acceptance-rejection” and other tips). The article also explains some of the mechanisms and regularities of influence of virtual reality on the human thinking. It is noted the complexity of the influence of three-dimensional images of virtual reality, a wide of animation and interactivity. Programs in virtual reality ensure the development of formal-logical thinking due to the establishment by the subject of a high degree of connection between the super-images of VR and the corresponding concepts presented in the text-sound accompaniment. As a result of experimental studies and substantiate the conclusion about the possibilities and prospects of application of virtual reality technology in education are presented in the article.


2021 ◽  
Vol 25 (4) ◽  
pp. 45-56
Author(s):  
Paulina Pietruś ◽  
Magdalena Muszyńska ◽  
Dariusz Szybicki

The use of VR technology in various industries, including in the industry is constantly growing. ABB is one of the first companies to introduce programming using virtual reality to its offer. This system greatly facilitates the work of an engineer, allowing the user to interact with 3D models through virtual reality goggles. The article presents the design and software of a robotic station that enables the creation of movement instructions using virtual reality technology. The review of the existing industrial solutions using VR technology in welding simulators and other industries. A project of a welding station in the RobotStudio environment was presented and built. Software was written using virtual reality and a model of the real tool was made using the 3D printing method. The designed welding station was tested.


2020 ◽  
pp. 1-12
Author(s):  
Chao Feng

The popularization of virtual reality technology has become a brand-new carrier of knowledge and information dissemination and a new tool for art creation and design teaching in Colleges and universities. In this paper, first of all, from the three aspects of the definition and characteristics of virtual reality technology, the integration of virtual reality technology into art design teaching, and the significance of using virtual reality technology in art design teaching, the reform of art creation and design teaching in Colleges and Universities under virtual reality technology is discussed. In order to carry out the application research, this paper then chooses to carry on the simulation modeling teaching of the bamboo forest in the intelligent virtual reality environment, making full use of the intelligent modeling tools, rendering tools and mapping tools to complete the teaching application examples of the art modeling design in Colleges and universities. In the specific teaching of art creation and design in Colleges and universities, the creation and design modeling of individual bamboos, the creation and design modeling of bamboos forest, and the creation and design modeling of different lighting effects and scene rendering are carried out respectively. Finally, from the advantages of intelligent virtual reality technology in art creation and design of colleges and universities, the expansion and promotion of teaching resources, and the synergistic effect of teaching results, we analyze the strategies of art creation and design teaching in Colleges and Universities under the background of intelligent virtual reality technology in detail.


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