Those who work in risky areas need to have proper training which may allow them to know how to behave in case of need. The training needs to mimic risk scenarios, where the individuals may exercise proper procedures. It is also necessary that such individuals get to know the surrounding of their specific work place, so that they can be able to use proper escape routes, even under stress. Virtual Reality, and the related Virtual Environments, have been shown to be quite effective in training applications. Good examples range from Flight Simulators to more recent efforts in various training scenarios. This work introduces a low-cost offshore oil platform training simulation, which allows a user to exploit the synthetic environment through free walking in the environment. The system uses a Nintendo Wii Fit Plus Balance Board to allow a user to walk in the system using natural leg movements. The 3D models of the offshore oil platform are presented in a low-cost CAVE setup in a Collaborative Virtual Environments, which includes avatars that represent other users of the system, both bots and those representing other real users.
那些在危险地区工作的人需要接受适当的培训,这可能使他们知道在需要时如何表现。培训需要模拟风险情景,在那里个人可以行使适当的程序。同样有必要的是,这些人了解他们特定工作场所的周围环境,这样他们就能在压力下使用适当的逃生路线。虚拟现实和相关的虚拟环境已被证明在培训应用中非常有效。从飞行模拟器到最近的各种训练场景,都有很好的例子。本工作介绍了一种低成本的海上石油平台训练模拟,允许用户通过在环境中自由行走来开发合成环境。该系统使用任天堂Wii Fit Plus平衡板,允许用户使用自然的腿部运动在系统中行走。海上石油平台的3D模型是在协作虚拟环境中的低成本CAVE设置中呈现的,其中包括代表系统其他用户的化身,包括机器人和代表其他真实用户的化身。
{"title":"Virtual Walking in a Synthetic World through an Low-Cost Interaction Device","authors":"Carina da Cruz Teixeira, M. Kulberg, J. Oliveira","doi":"10.1109/SVR.2013.30","DOIUrl":"https://doi.org/10.1109/SVR.2013.30","url":null,"abstract":"Those who work in risky areas need to have proper training which may allow them to know how to behave in case of need. The training needs to mimic risk scenarios, where the individuals may exercise proper procedures. It is also necessary that such individuals get to know the surrounding of their specific work place, so that they can be able to use proper escape routes, even under stress. Virtual Reality, and the related Virtual Environments, have been shown to be quite effective in training applications. Good examples range from Flight Simulators to more recent efforts in various training scenarios. This work introduces a low-cost offshore oil platform training simulation, which allows a user to exploit the synthetic environment through free walking in the environment. The system uses a Nintendo Wii Fit Plus Balance Board to allow a user to walk in the system using natural leg movements. The 3D models of the offshore oil platform are presented in a low-cost CAVE setup in a Collaborative Virtual Environments, which includes avatars that represent other users of the system, both bots and those representing other real users.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126903723","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The augmented reality, as an educational tool, does not represent an innovation, but, for PSEN (Pupils with Special Educational Needs) it must be built for does not represent an obstacle, but an inclusive resource and catalyst for the learning process. This paper will describe the strategy used for develop an application based in augmented reality for PSEN.
{"title":"An Approach for Using Augmented Reality to PSEN","authors":"Guilherme Augusto Ferreira, Melise M. V. Paula","doi":"10.1109/SVR.2013.24","DOIUrl":"https://doi.org/10.1109/SVR.2013.24","url":null,"abstract":"The augmented reality, as an educational tool, does not represent an innovation, but, for PSEN (Pupils with Special Educational Needs) it must be built for does not represent an obstacle, but an inclusive resource and catalyst for the learning process. This paper will describe the strategy used for develop an application based in augmented reality for PSEN.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126848700","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ellen S. Correa, Thiago Eustaquio Alves de Oliveira, P. R. Trenhago, J. Oliveira
This paper describes the development of a system for medical training of the pleural puncture protocol, built based on virtual reality techniques and performance analysis of the head mounted display (HMD) in this system. The system includes 3D geometric models for a virtual operating room and the virtual patient's anatomy, and the modules required to promote the training of users. One of the contributions of this work is to analyze the impact of the use of HMD, model xSight 3120, and conventional monitors in learning the procedure of pleural puncture through simulations, considering the items: visual discomfort, time to perform tasks and success and error rates.
{"title":"Performance Analysis of the xSight 3120 HMD in a Pleural Puncture Medical Simulation","authors":"Ellen S. Correa, Thiago Eustaquio Alves de Oliveira, P. R. Trenhago, J. Oliveira","doi":"10.1109/SVR.2013.28","DOIUrl":"https://doi.org/10.1109/SVR.2013.28","url":null,"abstract":"This paper describes the development of a system for medical training of the pleural puncture protocol, built based on virtual reality techniques and performance analysis of the head mounted display (HMD) in this system. The system includes 3D geometric models for a virtual operating room and the virtual patient's anatomy, and the modules required to promote the training of users. One of the contributions of this work is to analyze the impact of the use of HMD, model xSight 3120, and conventional monitors in learning the procedure of pleural puncture through simulations, considering the items: visual discomfort, time to perform tasks and success and error rates.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125755502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The emergence of low cost haptic devices and the evolution of technologies for developing virtual reality environments for web have motivated the development of tools that allow the use of haptic systems together with applications and web browsers. The availability of web haptic systems results on the possibility of multisensory experiences for internet users. This paper analyzes technologies for integrating haptic and web systems, exposing the features of each tool in order to find the best strategy to incorporate virtual touch in Museu3l by using the haptic technology, so that it becomes one of the first virtual museums that makes haptic interaction with a work of art in a web visit possible.
{"title":"New Technologies to Integrate Haptics on Web: Expanding the Museu3I","authors":"Marcilio O. O. Lemos, L. Machado","doi":"10.1109/SVR.2013.21","DOIUrl":"https://doi.org/10.1109/SVR.2013.21","url":null,"abstract":"The emergence of low cost haptic devices and the evolution of technologies for developing virtual reality environments for web have motivated the development of tools that allow the use of haptic systems together with applications and web browsers. The availability of web haptic systems results on the possibility of multisensory experiences for internet users. This paper analyzes technologies for integrating haptic and web systems, exposing the features of each tool in order to find the best strategy to incorporate virtual touch in Museu3l by using the haptic technology, so that it becomes one of the first virtual museums that makes haptic interaction with a work of art in a web visit possible.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"2007 5","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120847768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. C. C. D. Santos, M. Delamaro, Fátima L. S. Nunes
The development of Virtual Reality (VR) is a difficult task, requiring knowledge and understanding of different areas. Furthermore, the Requirements Engineering (RE) has a key role in the development of VR systems, because the requirements of these systems are imposed directly by human senses and abstracted by the ability of the developers to represent the physical and kinematic models of these environments. The aim of this paper is to present the results of a Systematic Literature Review to consolidate existing evidence regarding the use of RE for VR systems and VR contributions to the RE process. We have analyzed 12 primary studies published between 1998 and 2011. The results indicate mainly the deficiency of studies that show the use of the RE process for VR systems, because it is necessary that this process occur in accordance with the technological peculiarities of VR systems.
{"title":"The Relationship between Requirements Engineering and Virtual Reality Systems: A Systematic Literature Review","authors":"A. C. C. D. Santos, M. Delamaro, Fátima L. S. Nunes","doi":"10.1109/SVR.2013.52","DOIUrl":"https://doi.org/10.1109/SVR.2013.52","url":null,"abstract":"The development of Virtual Reality (VR) is a difficult task, requiring knowledge and understanding of different areas. Furthermore, the Requirements Engineering (RE) has a key role in the development of VR systems, because the requirements of these systems are imposed directly by human senses and abstracted by the ability of the developers to represent the physical and kinematic models of these environments. The aim of this paper is to present the results of a Systematic Literature Review to consolidate existing evidence regarding the use of RE for VR systems and VR contributions to the RE process. We have analyzed 12 primary studies published between 1998 and 2011. The results indicate mainly the deficiency of studies that show the use of the RE process for VR systems, because it is necessary that this process occur in accordance with the technological peculiarities of VR systems.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"336 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124725824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The evolution of computational techniques currently used in the multimedia and virtual reality fields enables new educational applications in various domains of human knowledge. One of the challenges presented by this new context is the setting of efficient methods for the evaluation of sensory-motor skills acquisition in three-dimensional virtual environments in medical training. A concept model was defined after the conduction of a systematic review process which showed parameters and evaluation methods used in related work. Initial experimental studies were also conducted proving that data from learners' human trajectories can be captured within a framework of medical training. These studies can also contribute with a conceptual model to be used in the development of an evaluation method for sensory-motor skills acquisition in three-dimensional virtual environments.
{"title":"A Model for the Evaluation of Sensory-Motor Skills Acquisition in Three-Dimensional Virtual Environments","authors":"A. M. D. Anjos, R. Tori, Fátima L. S. Nunes","doi":"10.1109/SVR.2013.51","DOIUrl":"https://doi.org/10.1109/SVR.2013.51","url":null,"abstract":"The evolution of computational techniques currently used in the multimedia and virtual reality fields enables new educational applications in various domains of human knowledge. One of the challenges presented by this new context is the setting of efficient methods for the evaluation of sensory-motor skills acquisition in three-dimensional virtual environments in medical training. A concept model was defined after the conduction of a systematic review process which showed parameters and evaluation methods used in related work. Initial experimental studies were also conducted proving that data from learners' human trajectories can be captured within a framework of medical training. These studies can also contribute with a conceptual model to be used in the development of an evaluation method for sensory-motor skills acquisition in three-dimensional virtual environments.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124743987","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rodrigo Santos, Bernardo Reis, J. M. Teixeira, J. Kelner
This work proposes the use of Quick Response (QR) codes as a mechanism of simultaneous data transmission and also 2D-3D registration for marker-based augmented reality (AR) systems. The decisions regarding the chosen 2D barcode were based on an analysis of the relationship between data size and available transmission time. The developed case study showed to be successful both at the detection of QR codes under perspective distortion and at the transmission of 3D models over the codes for further rendering.
{"title":"Dynamic QR Codes for Augmented Reality","authors":"Rodrigo Santos, Bernardo Reis, J. M. Teixeira, J. Kelner","doi":"10.1109/SVR.2013.56","DOIUrl":"https://doi.org/10.1109/SVR.2013.56","url":null,"abstract":"This work proposes the use of Quick Response (QR) codes as a mechanism of simultaneous data transmission and also 2D-3D registration for marker-based augmented reality (AR) systems. The decisions regarding the chosen 2D barcode were based on an analysis of the relationship between data size and available transmission time. The developed case study showed to be successful both at the detection of QR codes under perspective distortion and at the transmission of 3D models over the codes for further rendering.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"251 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117285508","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Training with simulators based on virtual reality has been the focus of several projects in the last years. In this context, collaborative activities require the use of networks and approaches to join users in a single environment. However, some questions still remain open as a challenge for the design of simulators for teams in medicine: what are the requirements of these simulators? and how to evaluate team activities? These questions are discussed in this paper to provide an architecture for evaluation of teams in collaborative trainings based on virtual reality.
{"title":"Evaluation of Collaborative Activities in Medical Simulators Based on Virtual Reality","authors":"L. S. Machado, R. Moraes","doi":"10.1109/SVR.2013.31","DOIUrl":"https://doi.org/10.1109/SVR.2013.31","url":null,"abstract":"Training with simulators based on virtual reality has been the focus of several projects in the last years. In this context, collaborative activities require the use of networks and approaches to join users in a single environment. However, some questions still remain open as a challenge for the design of simulators for teams in medicine: what are the requirements of these simulators? and how to evaluate team activities? These questions are discussed in this paper to provide an architecture for evaluation of teams in collaborative trainings based on virtual reality.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133544006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Lilian de Oliveira Carneiro, J. B. C. Neto, C. Vidal, T. B. Dutra
In this work, we propose a computer model for simulating and studying crowd evacuation behavior, and apply it to study the evacuation of a soccer stadium. Our model uses 2D cellular automata defined over multiple grids that represent different levels of the simulated environment. A pedestrian moves from a given grid cell to another by analyzing multiple movement options and resolving conflicts with other pedestrians. Validation tests were performed, demonstrating that the proposed model is able to simulate crowd evacuation successfully.
{"title":"Crowd Evacuation Using Cellular Automata: Simulation in a Soccer Stadium","authors":"Lilian de Oliveira Carneiro, J. B. C. Neto, C. Vidal, T. B. Dutra","doi":"10.1109/SVR.2013.29","DOIUrl":"https://doi.org/10.1109/SVR.2013.29","url":null,"abstract":"In this work, we propose a computer model for simulating and studying crowd evacuation behavior, and apply it to study the evacuation of a soccer stadium. Our model uses 2D cellular automata defined over multiple grids that represent different levels of the simulated environment. A pedestrian moves from a given grid cell to another by analyzing multiple movement options and resolving conflicts with other pedestrians. Validation tests were performed, demonstrating that the proposed model is able to simulate crowd evacuation successfully.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114497561","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Roberto Sonnino, Keila Keiko Matsumura, J. Bernardes, L. R. Nakamura, R. Tori
It is possible to predict that sometime in the future, holographic interactive displays will be available as household commodities, requiring new interaction techniques. Fusion4D is our proposal for unencumbered direct manipulation interfaces involving three dimensions in physical space, as well as a fourth data-dependent dimension (such as time-varying information of an object.) A proof-of-concept prototype has been developed and subjected to user testing. The results of the tests indicate that there are some points for improvement, such as the visualization technology, but the system is well accepted by users.
{"title":"Fusion4D: 4D Unencumbered Direct Manipulation and Visualization","authors":"Roberto Sonnino, Keila Keiko Matsumura, J. Bernardes, L. R. Nakamura, R. Tori","doi":"10.1109/SVR.2013.40","DOIUrl":"https://doi.org/10.1109/SVR.2013.40","url":null,"abstract":"It is possible to predict that sometime in the future, holographic interactive displays will be available as household commodities, requiring new interaction techniques. Fusion4D is our proposal for unencumbered direct manipulation interfaces involving three dimensions in physical space, as well as a fourth data-dependent dimension (such as time-varying information of an object.) A proof-of-concept prototype has been developed and subjected to user testing. The results of the tests indicate that there are some points for improvement, such as the visualization technology, but the system is well accepted by users.","PeriodicalId":189272,"journal":{"name":"2013 XV Symposium on Virtual and Augmented Reality","volume":"188 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-05-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132021981","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}