Product Quantity Description

Total Page:16

File Type:pdf, Size:1020Kb

Product Quantity Description ﺟﺎﻣﻌﺔ اﻟﻌﻠﻮم واﻟﺘﻜﻨﻮﻟﻮﺟﻴﺎ اﻷردﻧﻴﺔ / داﺋﺮة اﻟﻌﻄﺎءات اﻟﻤﺮآﺰﻳﺔ ﻋﻄﺎء رﻗـــــــــــــــــــــــــــــــــــــــــــــــــــــــــﻢ ( 2010/66) ﺗﺠﻬﻴﺰ ﻣﺨﺘﺒﺮ Virtual Reality Lab ﻓﻲ آﻠﻴﺔ اﻟﻌﻤﺎرة واﻟﺘﺼﻤﻴﻢ Product Quantity Description 5DT HMD 800 -26 3D 1 The 5DT HMD 800 Series of Head Mounted Display offers the user affordable quality, high resolution (SVGA), a crisp image and superior sound quality packaged in a sleek, comfortable and extremely light headmount design. The 5DT HMD provides for user configurable immersion levels. Other features are adjustable top/back ratchets, a mounting base for head trackers and a flip-up mode for reality checks. The 5DT HMD 800-26 comes in either a 2D or 3D version with a 26° field of view. The 5DT 800-40 is 3D only with a 40° field of view. Features Affordable quality Adjustable top/back ratchets Lightweight Cable organizer Mounting base for head trackers Crisp SVGA image Extreme comfort Flip-up mode for reality check High quality headphones Technical Specifications Resolution: 800x600 per display Field-of-View: 26° or 40° Diagonal Display Technology: LCOS or OLED Stereo Vision: 2D & 3D Versions Availible Stereo Mode: Frame Sequential Stereo Weight: Approximetely 600g Headphones: Senheiser HD25 (16Hz-22kHz) DG5-Vhand Glove USB, 2 Practical and economic, the all new DG5-VHand Right Hand Glove is a professional and multipurpose Data Glove. A complete 3 axes (roll, pitch and yaw) accelerometer which accurately measures the movements of the hand and the controller board are integrated into the glove. Five accurate bend sensors are also integrated to sample even the smallest finger movements. The combination of a high resolution with a low price makes the DG5-VHand Glove a perfect solution to expand and integrate your virtual reality project, telerobotic application and motion capture task, or anything you can think it is possible to do with a data glove. SPECIFICATIONS · Very Low Cost · 5 proprietary flex sensors—for high stability · 3 degrees of integrated tracking · Innovative Look · High resolution - 10 bit, 1024 position per finger · Platform independant USB or Wireless Bluetooth Interface · Complete C++ SDK with program samples · Bundled software (Control Panel, Mouse Emulation, Sound Glove) · High update rate · On-board processor (20 Mhz) · Updatable firmware · PDA support (for off-line MOCAP applications) PACKAGE INCLUDES: · Glove with the sensors · Embeded Control board · Embeded Tracker · Manual · USB cable or USB/Bluetooth cable · CD ROM containing the drivers and the software suite DG5-Vhand Glove USB, 2 Same as above Left Hand DG5-VHand Glove Wireless 2 Same as above – wireless - Bluetooth - Bluetooth, Right Handed DG5-VHand Glove Wireless 2 Same as above – wireless - Bluetooth - Bluetooth, Left Handed Head Tracker – TrackIR 5 1 Premium head tracking!: Hyper accurate, fully adjustable, and only three square inches in size—TrackIR 5 is the one head tracker that discriminating gamers crave. Take advantage of our 6 DOF head tracking technology, which links your actual movement in three- dimensional space to your in-game view! Your increased situational awareness will make you the most feared competitor around. In dogfights, you'll be impossible to shake. In white- knuckle races, you'll be impossible to pass. In tactical combat, you'll be impossible to flank. Moving Your Head Changes the View: Experience real time 3D view control in video games and simulations just by moving your head! The only true 6DOF head tracking system of its kind. TrackIR takes your PC game or application to astonishing new levels of realism and immersion! Degrees of Freedom: There are only 6 ways you can move around in 3D space. There are 3 ways to lean, and 3 ways to rotate. The technical term for all of these movements is "6 Degrees of Freedom" (or "6DOF"). True 6DOF support is one of the main things that puts TrackIR well ahead of any other input device. Customization is the Key: What makes TrackIR much more than joystick or mouse are the ways TrackIR's software lets you customize how your movement will be processed for each of the 6 Degrees of Freedom. You can make your left/right rotation very fast, so you can turn 180 degrees in your game by just moving an inch in real life. You can then make your up/down rotation very slow, perhaps because you're in a car and there's nothing of interest to look up or down at. You Want 6DOF Control, Even For a 2DOF Game: TrackIR tells your game exactly where your head is, in 3D space. Not all games take full advantage of this input, because there wasn't an easy and cheap way to control your game in 3D space before TrackIR. But since TrackIR knows exactly what you're doing, it will be easier to control the game. For example, leaning to the right won't be mistaken for turning your head. That's the benefit of separately tracking all of the "6 Degrees Of Freedom" in which you can move. GyroTRack Pro 1 Specifications: . 3-DOF: Roll, Pitch and Yaw . Sensor Size: 1 x 1 x 2 inches . Receiver: RF - Uses USB port: normal mouse function is unchanged, permitting input with existing mouse. Operating Distance from Screen: Up to 100 feet with no line-of-sight requirement. Input Power: 6 Volts . Computer Interface: USB Features: . For desk and portable computers; Indoor and outdoor operation . Directly powered from battery pack 5DT Data Glove 14 Ultr 4 The 5DT Data Glove 5 Ultra is designed to satisfy right the stringent requirements of modern Motion Capture and Animation Professionals. It offers comfort, ease of use, a small form factor and multiple application drivers. The high data quality, low cross-correlation and high data rate make it ideal for realistic realtime animation. The 5DT Data Glove 5 Ultra measures finger flexure (1 sensor per finger) of the user's hand. The system interfaces with the computer via a USB cable. A Serial Port (RS 232 - platform independent) option is availible through the 5DT Data Glove Ultra Serial Interface Kit. It features 8-bit flexure resolution, extreme comfort, low drift and an open architecture. The optional Wireless Glove Kit interfaces with the computer via Bluetooth technology (up to 20m distance) for high speed connectivity for up to 8 hours on a single battery. Right- and left-handed models are available. One size fits many (stretch lycra). SPECIFICATIONS Bend Sensing Method: Fully enclosed fiber optic bend sensors Number of Sensors: (one per finger) and the orientation (pitch and roll) of the user's hand Resolution: 8-bits (256 positions/finger) Output Interface: USB 1.1 Minimum 75hz sampling rate Integrated pitch and roll sensor Glove fitting: RH & LH versions; "One size fits many" Calibration Routine: Open & close hand; each user Software Bundled: Windows 32 bit DLL w/installation routines Mouse emulation, Raw Data Viewer, polygonal graphic hand model Joystick Emulation Sample 16 & 32 bit DOS program C++ source code Power Supply: Via USB Interface 5DT Data Glove 14 Ultr Left 4 The 5DT Data Glove 5 Ultra is designed to satisfy the stringent requirements of modern Motion Capture and Animation Professionals. It offers comfort, ease of use, a small form factor and multiple application drivers. The high data quality, low cross-correlation and high data rate make it ideal for realistic realtime animation. The 5DT Data Glove 5 Ultra measures finger flexure (1 sensor per finger) of the user's hand. The system interfaces with the computer via a USB cable. A Serial Port (RS 232 - platform independent) option is availible through the 5DT Data Glove Ultra Serial Interface Kit. It features 8-bit flexure resolution, extreme comfort, low drift and an open architecture. The optional Wireless Glove Kit interfaces with the computer via Bluetooth technology (up to 20m distance) for high speed connectivity for up to 8 hours on a single battery. Right- and left-handed models are available. One size fits many (stretch lycra). SPECIFICATIONS Bend Sensing Method: Fully enclosed fiber optic bend sensors Number of Sensors: (one per finger) and the orientation (pitch and roll) of the user's hand Resolution: 8-bits (256 positions/finger) Output Interface: USB 1.1 Minimum 75hz sampling rate Integrated pitch and roll sensor Glove fitting: RH & LH versions; "One size fits many" Calibration Routine: Open & close hand; each user Software Bundled: Windows 32 bit DLL w/installation routines Mouse emulation, Raw Data Viewer, polygonal graphic hand model Joystick Emulation Sample 16 & 32 bit DOS program C++ source code Power Supply: Via USB Interface I-glasses 920 HR with 2D to 4 The new i-glasses 920HR represents a 3D converter breakthrough in an affordable 3D capable Head Mounted Displays. Weighing only 2.4 ounces, it features a virtual image size of 80” as seen from 5 feet, with the capability of viewing 3D formatted programming in true stereoscopic 3D. It connects to any standard video source (DVD, VCR, MP4 Player) via the included cables, and even has adjustable brightness and contrast features. The i-glasses 920HR will work with any of our 3D DVDs. Connect the optional 2D to 3D Converter and turn any regular 2D DVD or Game Console Game into True 3D! For a truly unique experience add the optional 3D Camcorder System and record your own 3D DVDs to view with the i-glasses 920HR! Specifications: Resolution: 640x480 VGA Virtual Image Size: 80" at 5' Field of View: 35 degrees Input Signal: NTSC/PAL Video Modes: 2D and 3D Stereoscopic Control Functions: Brightness, Contrast and Volume IPD Adjustments: None Required Weight: 2.4 oz. Eye Relief: 25MM Battery Life: 3.5 - 4 hours Power Consumption: 6V Supplied Accessories: Lithium Battery/control box USB Charger Cable Composite Video and Audio Pig Tail Mini-Stereo A/V Pig Tail Stereo Ear Bud type speakers Removable Immersion Visor Remote Control Premium Motion Controller 1 Premium Motion Controller SpaceBall 5000 The SpaceBall 5000 delivers the comfort and efficiency users have come to expect from Virtual Realities motion controllers with even greater performance than the older SpaceBall 4000 FLX Model.
Recommended publications
  • Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life
    Virtual Worlds: Relationship Between Real Life and Experience in Second Life Worlds: Relation Between Real Life and Experience in Second Life (SNA) in OnlineCourses Scott P. Anstadt, Shannon Bradley, Ashley Burnette, and Lesley L. Medley Florida Gulf Coast University, USA Abstract Due to the unique applications of virtual reality in many modern contexts, Second Life (SL) offers inimitable opportunities for research and exploration and experiential learning as part of a distance learning curriculum assignment. A review of current research regarding SL examined real world social influences in online interactions and what the effects on users may be. This aids students in understanding the social constructionist perceptions and worldview of those persons they may serve in social services. This suggests the importance of developing an understanding of the relationship between users’ real life (RL) and their SL. Some research has begun to reveal the effectiveness of telecommunication and computer simulation with certain clients in the fields of mental health and social work, yet there is a lack of sufficient research done within the context of virtual worlds. The current study surveyed users of several educationally and health focused SIMS (simulations) as to what motivates their SL and RL interactions. The data explores associations between users’ RL and their SL in several areas,potentially addressing the future role of educating social work students regarding research methodology in online virtual reality interactions. Implications for social work are discussed including engaging clients using incentives for social participation built into the SL milieu. Keywords: Social work; virtual world; Second Life Virtual Worlds : Relationship Between Real Life and Experience in Second Life Anstadt, Bradley, Burnette, and Medley Introduction Multi-user virtual environments (MUVEs) are perceptual and interactive simulated worlds in which persons might discover lifestyles, traditions, and engagement in interactive conversations in a role-playing medium.
    [Show full text]
  • A Literature Review Abstract Using the Alternate Reality Game (ARG)
    Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification.
    [Show full text]
  • Evaluating Performance Benefits of Head Tracking in Modern Video
    Evaluating Performance Benefits of Head Tracking in Modern Video Games Arun Kulshreshth Joseph J. LaViola Jr. Department of EECS Department of EECS University of Central Florida University of Central Florida 4000 Central Florida Blvd 4000 Central Florida Blvd Orlando, FL 32816, USA Orlando, FL 32816, USA [email protected] [email protected] ABSTRACT PlayStation Move, TrackIR 5) that support 3D spatial in- teraction have been implemented and made available to con- We present a study that investigates user performance ben- sumers. Head tracking is one example of an interaction tech- efits of using head tracking in modern video games. We nique, commonly used in the virtual and augmented reality explored four di↵erent carefully chosen commercial games communities [2, 7, 9], that has potential to be a useful ap- with tasks which can potentially benefit from head tracking. proach for controlling certain gaming tasks. Recent work on For each game, quantitative and qualitative measures were head tracking and video games has shown some potential taken to determine if users performed better and learned for this type of gaming interface. For example, Sko et al. faster in the experimental group (with head tracking) than [10] proposed a taxonomy of head gestures for first person in the control group (without head tracking). A game ex- shooter (FPS) games and showed that some of their tech- pertise pre-questionnaire was used to classify participants niques (peering, zooming, iron-sighting and spinning) are into casual and expert categories to analyze a possible im- useful in games. In addition, previous studies [13, 14] have pact on performance di↵erences.
    [Show full text]
  • Correlating the Effects of Flow and Telepresence in Virtual Worlds: Enhancing Our Understanding of User Behavior in Game-Based Learning
    CITATION: Faiola, A., Newlon, C., Pfaff, M., & Smysolva, O. (2013) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121. (Elsevier) Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning Anthony Faiola a , Christine Newlon a, Mark Pfaff a, Olga Smyslova b a Indiana University, School of Informatics (IUPUI), Indianapolis, IN, USA b Kaiser Permanente, USA ABSTRACT Article history: Recent research on online learning suggests that virtual worlds are becoming an important environment Available online xxxx to observe the experience of flow. From these simulated spaces, researchers may gather a deeper under- standing of cognition in the context of game-based learning. Csikszentmihalyi (1997) describes flow as a Keywords: feeling of increased psychological immersion and energized focus, with outcomes that evoke disregard Flow for external pressures and the loss of time consciousness, issuing in a sense of pleasure. Past studies sug- Telepresence gest that flow is encountered in an array of activities and places, including those in virtual worlds. The Human–computer interaction authors’ posit that flow in virtual worlds, such as Second Life (SL), can be positively associated with Virtual worlds degrees of the cognitive phenomenon of immersion and telepresence. Flow may also contribute to a bet- Gaming Online learning ter attitude and behavior during virtual game-based learning. This study tested three hypotheses related to flow and telepresence, using SL. Findings suggest that both flow and telepresence are experienced in SL and that there is a significant correlation between them.
    [Show full text]
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected]
    University of Texas at El Paso DigitalCommons@UTEP Open Access Theses & Dissertations 2014-01-01 Art and Hyperreality Alfredo Martin-Perez University of Texas at El Paso, [email protected] Follow this and additional works at: https://digitalcommons.utep.edu/open_etd Part of the Philosophy Commons, and the Theory and Criticism Commons Recommended Citation Martin-Perez, Alfredo, "Art and Hyperreality" (2014). Open Access Theses & Dissertations. 1290. https://digitalcommons.utep.edu/open_etd/1290 This is brought to you for free and open access by DigitalCommons@UTEP. It has been accepted for inclusion in Open Access Theses & Dissertations by an authorized administrator of DigitalCommons@UTEP. For more information, please contact [email protected]. HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART ALFREDO MARTIN-PEREZ Department of Philosophy APPROVED: Jules Simon, Ph.D. Mark A. Moffett, Ph.D. Jose De Pierola, Ph.D. ___________________________________________ Charles Ambler, Ph.D. Dean of the Graduate School Copyright © By Alfredo Martin-Perez 2014 HYPERREALITY & ART A RECONSIDERATION OF THE NOTION OF ART by ALFREDO MARTIN-PEREZ Thesis Presented to the Faculty of the Graduate School of The University of Texas at El Paso in Partial Fulfillment of the Requirements for the Degree of MASTER OF ARTS Department of Philosophy THE UNIVERSITY OF TEXAS AT EL PASO December 2014 ACKNOWLEDGMENTS I would like to thank my daughters, Ruby, Perla, and Esmeralda, for their loving emo- tional support during the stressing times while doing this thesis, and throughout my academic work. This humble work is dedicated to my grandchildren. Kimberly, Angel, Danny, Freddy, Desiray, Alyssa, Noe, and Isabel, and to the soon to be born, great-grand daughter Evelyn.
    [Show full text]
  • Téléprésence, Immersion Et Interactions Pour Le Reconstruction
    THÈSE Pour obtenir le grade de DOCTEUR DE L’UNIVERSITÉ DE GRENOBLE Spécialité : Mathématiques et Informatique Arrêté ministériel : 7 août 2006 Présentée par Benjamin PETIT Thèse dirigée par Edmond BOYER et codirigée par Bruno RAFFIN préparée au sein des laboratoires LJK et LIG dans l’école doctorale MSTII Téléprésence, immersion et tel-00584001, version 1 - 7 Apr 2011 tel-00584001, version 1 - 7 interaction pour la reconstruction 3D temps-réel Thèse soutenue publiquement le 21 Février 2011 devant le jury composé de : Mme. Indira, THOUVENIN Enseignant chercheur à l’Université de Technologie de Compiègne, Président Mr. Bruno, ARNALDI Professeur à l’INSA Rennes, Rapporteur Mme. Saida, BOUAKAZ Professeur à l’Université Claude Bernard Lyon 1, Rapporteur Mr. Edmond, BOYER Directeur de recherche à l’INRIA Grenoble, Membre Mr. Bruno, RAFFIN Chargé de recherche à l’INRIA Grenoble, Membre tel-00584001, version 1 - 7 Apr 2011 Remerciements Je voudrais commencer par remercier Edmond et Bruno pour avoir encadrer ma thèse. Ce fut un plaisir de travailler avec vous. Merci également aux membres de mon jury d’avoir accepté de rapporter cette thèse. Merci pour vos commentaires très constructifs. Pendant ma thèse j’ai eu l’occasion de travailler avec différentes personnes. Ces collaborations ont été très enrichissantes. Je voudrais remercier plus spécifiquement Jean-Denis qui m’a aidé à remettre sur pied la plateforme Grimage, Thomas avec qui j’ai passé de longues heures à développer les applications et démonstrations de ma thèse et enfin Hervé pour son excellent support sur la plateforme Grimage. J’aimerais remercier également Clément et Florian pour m’avoir transmis leur savoir sur la plateforme Grimage, Nicolas et Jean-François pour leur aide technique.
    [Show full text]
  • Bachelorscriptie De Waarde Van Virtual Reality in Het Toekomstige Ontwerpproces
    Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas 568847 Student R. Versloot 566305 Afstudeerbegeleiders Bedrijfsbegeleider 1e begeleider ir. J. Janssen ABT ir. T. van Dooren 2e begeleider ing. M.A.A. van Muijden MSc Onderwijsinstelling Hogeschool van Arnhem en Nijmegen Afstudeerbedrijf ABT 29 mei 2018, Velp Bachelorscriptie De waarde van virtual reality in het toekomstige ontwerpproces Auteurs Student T. de Haas Studentnummer 568847 Opleiding Bouwkunde Afstudeerrichting Architectuur Student R. Versloot Studentnummer 566305 Opleiding Bouwkunde Afstudeerrichting Architectuur 29 mei 2018, Velp Voorwoord Bij dezen willen wij graag ABT bedanken voor het bieden van de ruimte en ondersteuning in het bepalen van de richting Dit is de scriptie: De waarde van virtual reality in het van het afstudeeronderzoek. toekomstige ontwerpproces. Het onderzoek is gedaan in het kader van het afstuderen aan de opleiding bouwkunde Nadrukkelijk willen wij graag de bedrijfsbegeleider T. van aan de Hogeschool van Arnhem en Nijmegen en is Dooren bedanken voor het mede mogelijk maken van de uitgevoerd in opdracht van ABT. Dit is een multidisciplinair afstudeerplaats binnen ABT en de prettige samenwerking ingenieursbureau met een breed scala aan projecten, zoals: die van het begin tot eind van het afstuderen heeft terminals, rechtbanken, musea en woon/werk complexen. plaatsgevonden. Wij hebben vaak de gelegenheid gekregen om te sparren, wat tot veel waardevolle input voor de scriptie Van februari tot en met mei zijn wij, Reinder Versloot en Timmo heeft geleid. de Haas, bezig geweest met het opstellen, onderzoeken en uitschrijven van de scriptie. Daarnaast willen wij graag de respondenten van de interviews bedanken.
    [Show full text]
  • Performance in an Alternate Reality Game
    The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries
    [Show full text]
  • A Review of Extended Reality (XR) Technologies for Manufacturing Training
    technologies Article A Review of Extended Reality (XR) Technologies for Manufacturing Training Sanika Doolani * , Callen Wessels, Varun Kanal, Christos Sevastopoulos, Ashish Jaiswal and Harish Nambiappan and Fillia Makedon * Department of Computer Science and Engineering, The University of Texas at Arlington, Arlington, TX 76019, USA; [email protected] (C.W.); [email protected] (V.K.); [email protected] (C.S.); [email protected] (A.J.); [email protected] (H.N.) * Correspondence: [email protected] (S.D.); [email protected] (F.M.) Received: 30 October 2020; Accepted: 5 December 2020; Published: 10 December 2020 Abstract: Recently, the use of extended reality (XR) systems has been on the rise, to tackle various domains such as training, education, safety, etc. With the recent advances in augmented reality (AR), virtual reality (VR) and mixed reality (MR) technologies and ease of availability of high-end, commercially available hardware, the manufacturing industry has seen a rise in the use of advanced XR technologies to train its workforce. While several research publications exist on applications of XR in manufacturing training, a comprehensive review of recent works and applications is lacking to present a clear progress in using such advance technologies. To this end, we present a review of the current state-of-the-art of use of XR technologies in training personnel in the field of manufacturing. First, we put forth the need of XR in manufacturing. We then present several key application domains where XR is being currently applied, notably in maintenance training and in performing assembly task.
    [Show full text]
  • X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums
    applied sciences Article X-Reality Museums: Unifying the Virtual and Real World Towards Realistic Virtual Museums George Margetis 1 , Konstantinos C. Apostolakis 1, Stavroula Ntoa 1, George Papagiannakis 1,2 and Constantine Stephanidis 1,2,* 1 Foundation for Research and Technology Hellas, Institute of Computer Science, N. Plastira 100, Vassilika Vouton, GR-700 13 Heraklion, Greece; [email protected] (G.M.); [email protected] (K.C.A.); [email protected] (S.N.); [email protected] (G.P.) 2 Department of Computer Science, University of Crete, GR-700 13 Heraklion, Greece * Correspondence: [email protected]; Tel.: +30-2810-391-741 Abstract: Culture is a field that is currently entering a revolutionary phase, no longer being a privilege for the few, but expanding to new audiences who are urged to not only passively consume cultural heritage content, but actually participate and assimilate it on their own. In this context, museums have already embraced new technologies as part of their exhibitions, many of them featuring augmented or virtual reality artifacts. The presented work proposes the synthesis of augmented, virtual and mixed reality technologies to provide unified X-Reality experiences in realistic virtual museums, engaging visitors in an interactive and seamless fusion of physical and virtual worlds that will feature virtual agents exhibiting naturalistic behavior. Visitors will be able to interact with the virtual agents, as they would with real world counterparts. The envisioned approach is expected to not only provide refined experiences for museum visitors, but also achieve high quality entertainment combined with more effective knowledge acquisition. Keywords: extended reality; diminished reality; true mediated reality; augmented reality; virtual reality; natural multimodal interaction; unified user experiences; interactive museum exhibits Citation: Margetis, G.; Apostolakis, K.C.; Ntoa, S.; Papagiannakis, G.; Stephanidis, C.
    [Show full text]
  • Flightsim Community Survey 2019
    FlightSim Community Survey 2019 Final Report 1 Copyright Notice © 2020 Navigraph By licensing our work with the CC BY-SA 4.0 license it means that you are more than welcome to copy, remix, transform and build upon the results of this survey and then redistribute it to whomever you want in any way. You only have to give credit back to Navigraph and keep the same license. https://creativecommons.org/licenses/by-sa/4.0/ 2 Preamble This is the annual flightsim community survey, a collaborative effort between partners – developers, companies and organizations in the flightsim domain – coordinated and compiled by Navigraph. This survey is freely distributed for the common good of the flightsim community to guide future projects and attract new pilots. This flightsim community survey is the largest and most comprehensive of its kind. This year 17,800 respondents participated in the survey. This is an 18.6% increase from last year when 15,000 participated. This year’s survey consisted of 93 questions, compared to last year’s 77 questions. However, this year many more of the questions were conditional, allowing us to add new sections and ask in-depth questions only to those respondents for whom it was relevant. New sections this year contained questions specifically aimed at pilots using flight simulator software on mobile devices and helicopter flight simulators. We also added questions on combat simulators, air traffic control and flight planning. Finally, because of the upcoming release of the new Microsoft Flight Simulator 2020, we added questions on this topic as well. Our main objective this year was to recruit more and diverse partners to broaden the reach of the survey to get an even more representative sample of the community.
    [Show full text]