Caio Brito, Mozart W. S. Almeida, A. Silva, J. M. Teixeira, V. Teichrieb
Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations, and has become very popular in many applications such as naval engineering, mechanical engineering, movies and games. One of the main methods is the Smoothed Particle Hydrodynamics (SPH). This work has two main goals: to propose a multiphase SPH formulation by extending the work of Silva et al. and to propose a shader based render solution for this kind of simulation. The proposed SPH method was able to simulate multiphase fluids with up to one million particles and the renderer was able to generate visually plausible results up to 60fps.
{"title":"Screen Space Rendering Solution for Multiphase SPH Simulation","authors":"Caio Brito, Mozart W. S. Almeida, A. Silva, J. M. Teixeira, V. Teichrieb","doi":"10.1109/SVR.2017.47","DOIUrl":"https://doi.org/10.1109/SVR.2017.47","url":null,"abstract":"Fluid simulation using meshless methods has increasingly become a robust way to solve mechanics problems that require dealing with large deformations, and has become very popular in many applications such as naval engineering, mechanical engineering, movies and games. One of the main methods is the Smoothed Particle Hydrodynamics (SPH). This work has two main goals: to propose a multiphase SPH formulation by extending the work of Silva et al. and to propose a shader based render solution for this kind of simulation. The proposed SPH method was able to simulate multiphase fluids with up to one million particles and the renderer was able to generate visually plausible results up to 60fps.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133011518","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 results of the inclusion of Virtual Reality in the production line of an Industry Joalheira in the state of Bahia, a case study which was conducted in the elevenmonth period by a Startup consisting of two professional Designers and one Information Technology, between the years of 2008 and 2009. The production flow of this jewelery factory was losses due to continuous communication difficulties. due to the lack of tools to represent and generate simulations of the new products requested in the preproduction (or product design). For driving the research, we observed the impacts of incremental inclusion techniques from simple designs to of virtual reality applications through interventions in the workflow of the Plant, in the provision that "... in the applications of virtual reality, the realization of the imaginary is also importance in view of the difficulties encountered in communicate concepts and ideas.
{"title":"Impacts of the inclusion of Virtual Reality in the Jeweler Manufacturing Process Based on the BIM Concept (Building Information Modeling)","authors":"Antonio Leonardo de Abreu Freire","doi":"10.1109/SVR.2017.55","DOIUrl":"https://doi.org/10.1109/SVR.2017.55","url":null,"abstract":"The results of the inclusion of Virtual Reality in the production line of an Industry Joalheira in the state of Bahia, a case study which was conducted in the elevenmonth period by a Startup consisting of two professional Designers and one Information Technology, between the years of 2008 and 2009. The production flow of this jewelery factory was losses due to continuous communication difficulties. due to the lack of tools to represent and generate simulations of the new products requested in the preproduction (or product design). For driving the research, we observed the impacts of incremental inclusion techniques from simple designs to of virtual reality applications through interventions in the workflow of the Plant, in the provision that \"... in the applications of virtual reality, the realization of the imaginary is also importance in view of the difficulties encountered in communicate concepts and ideas.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114623354","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}
M. Santos, J. M. Teixeira, L. Figueiredo, V. Teichrieb, Cristiano C. Araújo
Analytics is a well-known form of capturing information about the user behavior of an application. Augmented reality applications deal with specific data such as the camera pose, not being supported by popular analytics frameworks. To fill such gap, this work proposes an analytics framework solution for augmented reality applications. It supports both marker-based and markerless augmented reality scenarios, collecting data related to camera pose and time spent by the user on each position. Besides the multiplatform capture tool, the framework provides a data analysis visualization tool capable of highlighting the most visited 3D positions, users main areas of interest over the marker plane, the 3D path performed by the camera and also a recovery of the content viewed by the user based on the collected camera pose information.
{"title":"Analyzing AR Viewing Experience through Analytics Heat Maps for Augmented Content","authors":"M. Santos, J. M. Teixeira, L. Figueiredo, V. Teichrieb, Cristiano C. Araújo","doi":"10.1109/SVR.2017.26","DOIUrl":"https://doi.org/10.1109/SVR.2017.26","url":null,"abstract":"Analytics is a well-known form of capturing information about the user behavior of an application. Augmented reality applications deal with specific data such as the camera pose, not being supported by popular analytics frameworks. To fill such gap, this work proposes an analytics framework solution for augmented reality applications. It supports both marker-based and markerless augmented reality scenarios, collecting data related to camera pose and time spent by the user on each position. Besides the multiplatform capture tool, the framework provides a data analysis visualization tool capable of highlighting the most visited 3D positions, users main areas of interest over the marker plane, the 3D path performed by the camera and also a recovery of the content viewed by the user based on the collected camera pose information.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115374470","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}
S. Silva, F. M. Neto, Rodrigo Monteiro de Lima, Francisco Tailanio de Macedo, Jhonny Robert Sousa Santo, Washington Luis Nicacio Silva
Autism Spectrum Disorder (ASD) is a behavioral syndrome with different etiologies, deeply affecting the process of child development. Children with ASD have some characteristics in common such as the inability to relate to other people, leading to isolation, communication disorders and obsessive concern for what is unchanging. In addition, these people may experience learning difficulties in various contexts, such as school environment and daily activities. Given this scenario, how to raise the level of learning and reduce the isolation trends of autistic children? This paper presents a serious game focused on the teaching-learning of children with autism and attention deficit. Through a mobile device, they can find virtual 3D monsters that will be geographically spread around the world and, from their capture and interaction, learn the contents they offer. In addition, the game will allow interaction through virtual reality and augmented reality, so that the user feels motivated to use the application.
{"title":"Knowledgemon Hunter: A Serious Game with Geolocation to Support Learning of Children with Autism and Learning Difficulties","authors":"S. Silva, F. M. Neto, Rodrigo Monteiro de Lima, Francisco Tailanio de Macedo, Jhonny Robert Sousa Santo, Washington Luis Nicacio Silva","doi":"10.1109/SVR.2017.45","DOIUrl":"https://doi.org/10.1109/SVR.2017.45","url":null,"abstract":"Autism Spectrum Disorder (ASD) is a behavioral syndrome with different etiologies, deeply affecting the process of child development. Children with ASD have some characteristics in common such as the inability to relate to other people, leading to isolation, communication disorders and obsessive concern for what is unchanging. In addition, these people may experience learning difficulties in various contexts, such as school environment and daily activities. Given this scenario, how to raise the level of learning and reduce the isolation trends of autistic children? This paper presents a serious game focused on the teaching-learning of children with autism and attention deficit. Through a mobile device, they can find virtual 3D monsters that will be geographically spread around the world and, from their capture and interaction, learn the contents they offer. In addition, the game will allow interaction through virtual reality and augmented reality, so that the user feels motivated to use the application.","PeriodicalId":371182,"journal":{"name":"2017 19th Symposium on Virtual and Augmented Reality (SVR)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128183198","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}