scholarly journals Guidance in Cinematic Virtual Reality-Taxonomy, Research Status and Challenges

2019 ◽  
Vol 3 (1) ◽  
pp. 19 ◽  
Author(s):  
Sylvia Rothe ◽  
Daniel Buschek ◽  
Heinrich Hußmann

In Cinematic Virtual Reality (CVR), the viewer of an omnidirectional movie can freely choose the viewing direction when watching a movie. Therefore, traditional techniques in filmmaking for guiding the viewers’ attention cannot be adapted directly to CVR. Practices such as panning or changing the frame are no longer defined by the filmmaker; rather it is the viewer who decides where to look. In some stories, it is necessary to show certain details to the viewer, which should not be missed. At the same time, the freedom of the viewer to look around in the scene should not be destroyed. Therefore, techniques are needed which guide the attention of the spectator to visual information in the scene. Attention guiding also has the potential to improve the general viewing experience, since viewers will be less afraid to miss something when watching an omnidirectional movie where attention-guiding techniques have been applied. In recent years, there has been a lot of research about attention guiding in images, movies, virtual reality, augmented reality and also in CVR. We classify these methods and offer a taxonomy for attention-guiding methods. Discussing the different characteristics, we elaborate the advantages and disadvantages, give recommendations for use cases and apply the taxonomy to several examples of guiding methods.

Author(s):  
Vladimir Kuts ◽  
Tauno Otto ◽  
Yevhen Bondarenko ◽  
Fei Yu

Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.


2021 ◽  
Vol 7 (3) ◽  
pp. 53-67
Author(s):  
Zoya I. Konnova ◽  
◽  
Galina V. Semenova ◽  

Modern society requires specialists who are ready to act in a high-tech professional environment. The use of Augmented Reality (AR) and Virtual Reality (VR) technologies is a key direction for the development of the professional sphere in the near future. The relevance of this study is due to the need to introduce these technologies in the field of foreign language education in universities to optimize the process of forming students' professional foreign language competence. The purpose of this article is to study and analyze the existing experience of using educational technologies of augmented and virtual reality in teaching a foreign language in Russia and abroad. Methodology and methods: the lack of a sufficient research base devoted directly to the experience of implementing AR and VR technologies in the process of teaching a foreign language to university students led to the choice of a comprehensive research methodology: theoretical analysis of scientific, pedagogical and methodological literature on the research topic, description and analysis of research results. As a result, the article analyzes the use of augmented and virtual reality technologies in teaching a foreign language, their purpose and functions. The possibility of using these technologies in the educational environment in order to visualize the educational material, supplement it with visual information technologies by reading the QR code with smartphones, tablets and other gadgets, increase motivation and interest in learning is shown. The advantages and disadvantages of augmented and virtual reality technologies are highlighted. It is concluded that educational AR and VR technologies have a huge potential for teaching a foreign language in universities, and many of their shortcomings will be eliminated in the coming years.


Author(s):  
Bhagyashri Pacherkar

Abstract: Augmented Reality is a combination of a real and a computer-generated or virtual world. It is achieved by augmenting computer-generated images on real world. It is of four types namely marker based, marker less, projection based and superimposition based augmented reality. It has many applications in the real world. AR is used in various fields such as medical, education, manufacturing, robotics and entertainment. Augmented reality comes under the field of mixed reality. It can be considered as an inverse reflection of Virtual Reality. They both have certain similarities and differences. This paper gives information about Augmented Reality and how it started. It analyses various types of augmented reality, its applications and its advantages and disadvantages. This paper also gives us knowledge regarding those major threats that augmented reality will face in the near future and about its current and future applications. It gives us a comparison between the two related topics, Augmented reality and Virtual reality. The following paper also helps us know about the effect of Augmented Reality on the human life.


2020 ◽  
Author(s):  
Oleksandr Litorovych ◽  
◽  
Oleh Karyy ◽  

The active development of adaptive-interactive systems, in particular virtual, augmented and mixed reality, in the field of education makes it appropriate to study the possibilities of using these systems directly to train personnel. The reduction of costs and increase of the availability of adaptive-interactive systems, including those that can be used in the training process, encourages their use in a growing number of companies around the world. The aim of the article is to study the usage of modern adaptive-interactive systems in the field of personnel training, such as virtual, augmented and mixed reality, to determine their advantages and disadvantages, as well as prospects for mass implementation of these systems in the practice of personnel training. Different types of virtual reality systems are distinguished, the delimitation of which lies in the plane of ways and modes of their interaction with the user. The research methodology is based on the semantic analysis of the interpretation of different types of adaptive-interactive systems of personnel training and analysis of their usage cases on existing enterprises. The expediency of using virtual and augmented reality technologies as methods of active learning in order to study various subjects is described and examples of personnel training systems using mixed reality are presented. The advantages and disadvantages of using these technologies in staff training are analyzed. Examples of application of adaptive-interactive systems at Ukrainian and foreign enterprises are given. The limited supply of adaptive-interactive systems of personnel training by the developers of such software and hardware indicates a lack of relevant specialists and the unwillingness of domestic enterprises to invest in these systems. At the same time, modern digital technologies such as virtual reality, augmented reality and mixed reality using artificial intelligence provide in practice high efficiency of the educational process in the enterprise by increasing concentration and attention of learners, easiness of information retrieval, providing practical skills, independence and simultaneous safety of employee training. In response, the directions of further researches in implementation of modern technologies of training of the personnel of the enterprises in Ukraine are offered.


2021 ◽  
Author(s):  
David Harborth ◽  
Katharina Kümpers

AbstractNowadays, digitalization has an immense impact on the landscape of jobs. This technological revolution creates new industries and professions, promises greater efficiency and improves the quality of working life. However, emerging technologies such as robotics and artificial intelligence (AI) are reducing human intervention, thus advancing automation and eliminating thousands of jobs and whole occupational images. To prepare employees for the changing demands of work, adequate and timely training of the workforce and real-time support of workers in new positions is necessary. Therefore, it is investigated whether user-oriented technologies, such as augmented reality (AR) and virtual reality (VR) can be applied “on-the-job” for such training and support—also known as intelligence augmentation (IA). To address this problem, this work synthesizes results of a systematic literature review as well as a practically oriented search on augmented reality and virtual reality use cases within the IA context. A total of 150 papers and use cases are analyzed to identify suitable areas of application in which it is possible to enhance employees' capabilities. The results of both, theoretical and practical work, show that VR is primarily used to train employees without prior knowledge, whereas AR is used to expand the scope of competence of individuals in their field of expertise while on the job. Based on these results, a framework is derived which provides practitioners with guidelines as to how AR or VR can support workers at their job so that they can keep up with anticipated skill demands. Furthermore, it shows for which application areas AR or VR can provide workers with sufficient training to learn new job tasks. By that, this research provides practical recommendations in order to accompany the imminent distortions caused by AI and similar technologies and to alleviate associated negative effects on the German labor market.


Author(s):  
Anjali Daisy

Augmented reality (AR) refers to the layering of visual information onto a live picture of your physical surroundings, enhancing the real-world environment in real-time. Both Snapchat and Instagram filters are current examples of augmented reality. Since this technology has shown its ability to catch users, more and more brands are using it to engage current and potential customers. In an environment where almost everyone has a Smartphone, augmented reality seems like an obvious next step since there is no need for the additional hardware. It is generally quite straightforward for people to use, and has a great capacity to enhance the effects of marketing.


Author(s):  
Christopher Brown ◽  
Jamison Hicks ◽  
Christina H. Rinaudo ◽  
Reuben Burch

Practicing engineers associated with military applications performed a literature review to detail the use of augmented reality and virtual reality (AR/VR) related to ergonomic applications across education, aircraft crew stations, and maintenance. This review examines articles based on both breadth of applications for and relevance to ergonomic AR/VR applications. Results of the review were summarized across multiple industries to highlight specific use cases of AR/VR applications. The purpose of this article is to inform ergonomics practitioners of current AR/VR applications addressing ergonomic issues across a selection of three military-related usage areas and to highlight research insights, implementation ideas, and commonalities between applications.


Author(s):  
Orhun Soydan ◽  
Ahmet Benliay

After realizing that multi-storey buildings are contrary to human nature, the importance of natural landscape and green areas around it has been noticed. For this reason, people want to see how their environment will be in the design phase and the importance of project presentations is increasing day by day. Information technologies for spatial thinking, imagination and modelling have gradually started to be included in landscape design processes. The concept of virtual reality, augmented reality and immersive virtual reality are becoming more and more involved in our lives due to reasons such as the size of the devices getting smaller and their prices being relatively accessible to everyone. As an alternative to traditional presentation techniques and two-dimensional presentation techniques on the computer, making presentations in a virtual reality environment can be a stronger factor in people’s perception of the environment. In the study visual sets in basic, intermediate and advanced level of detail for the same landscape design and project site have been created. Each set consists of hand-drawn perspective image, computer aided perspective image, stereoscopic 360-degree VR image and an augmented reality model. In order to evaluate these visual sets, interviews were made with 10 landscape architects who are experts in the subject. As a result of the study, criteria’s for landscape presentations has been discussed and the advantages and disadvantages of landscape design presentations that will be created using virtual and augmented reality have been evaluated.


2021 ◽  
Vol 28 (5) ◽  
pp. 1-27
Author(s):  
Stephen Uzor ◽  
Per Ola Kristensson

Crossing, or goal crossing, has proven useful in various selection scenarios, including pen, mouse, touch, and virtual reality (VR). However, crossing has not been exploited for freehand selection using augmented reality head-mounted displays (AR HMDs). Using the HoloLens, we explore freehand crossing for selection and compare it to the state-of-the-art “gaze and commit” (head gaze) method. We report on three studies investigating freehand crossing in multiple use cases. The first study shows that crossing outperforms head gaze in selection scenarios of varying target arrangements. The second explores crossing, head gaze, and hand pointing in radial menu and dynamic interface scenarios. The third explores crossing as a function carrier for a variety of basic interaction functions in a drawing application. This work builds on existing knowledge on the goal-crossing paradigm by demonstrating its potential as a useful interaction method in 3D AR HMD interfaces.


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