Realidad Virtual Inmersiva En Facebook Spaces: Análisis Del Grado De Interacción Oral Y Copresencia En Un Curso Online De Español Como Lengua Extranjera

Total Page:16

File Type:pdf, Size:1020Kb

Realidad Virtual Inmersiva En Facebook Spaces: Análisis Del Grado De Interacción Oral Y Copresencia En Un Curso Online De Español Como Lengua Extranjera UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE EDUCACIÓN TESIS DOCTORAL Realidad virtual inmersiva en Facebook Spaces: análisis del grado de interacción oral y copresencia en un curso online de español como lengua extranjera MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Borja Herrera López Directoras Isabel García Parejo Sabela Melchor-Couto Madrid © Borja Herrera López, 2020 UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE EDUCACIÓN TESIS DOCTORAL Realidad virtual inmersiva en Facebook Spaces: análisis del grado de interacción oral y copresencia en un curso online de español como lengua extranjera MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Borja Herrera López DIRECTORAS Dra. Isabel García Parejo Dra. Sabela Melchor-Couto UNIVERSIDAD COMPLUTENSE DE MADRID FACULTAD DE EDUCACIÓN DEPARTAMENTO DE DIDÁCTICA DE LAS LENGUAS, ARTES Y EDUCACIÓN FÍSICA TESIS DOCTORAL Realidad virtual inmersiva en Facebook Spaces: análisis del grado de interacción oral y copresencia en un curso online de español como lengua extranjera MEMORIA PARA OPTAR AL GRADO DE DOCTOR PRESENTADA POR Borja Herrera López DIRECTORAS Dra. Isabel García Parejo Dra. Sabela Melchor-Couto Madrid, 2020 Agradecimientos Quiero agradecer a todas las personas que de alguna u otra manera me han acompañado durante el largo proceso de elaboración de esta tesis. De manera especial a mi familia, por creer siempre en mí. A Sabela Melchor-Couto e Isabel García Parejo que, sin conocerme de nada, aceptaron tutorizarme. Y a ti, Marina, parte de este trabajo es también tuyo. Tabla de contenidos Lista de tablas ........................................................................................................................................ iv Lista de figuras ........................................................................................................................................ v Lista de extractos ................................................................................................................................. viii Lista de siglas y acrónimos ..................................................................................................................... x Resumen ................................................................................................................................................ xii INTRODUCCIÓN ................................................................................................................................ 1 1. Interés de la investigación: realidad virtual inmersiva y educación ................................................ 3 1.1. Investigaciones previas sobre RVI y enseñanza de lenguas .................................................... 4 1.2. Uso potencial de la RVI en los cursos de español como lengua extranjera ............................. 5 1.3. Generalización de dispositivos de HMD ................................................................................. 6 2. Propósito y objetivos de la investigación ........................................................................................ 8 3. Estructura de la tesis ........................................................................................................................ 9 PRIMERA PARTE: MARCO TEÓRICO ....................................................................................... 12 CAPÍTULO 1: EDUCACIÓN A DISTANCIA, UNDE VINISTI, QUO VADIS? ............................................... 12 1.1. El concepto de educación a distancia .................................................................................... 13 1.1.1. Precisiones terminológicas ............................................................................................ 13 1.1.2. Caracterizaciones de la educación a distancia ............................................................... 16 1.2. Génesis y evolución de la educación a distancia ................................................................... 22 1.2.1. Perspectiva basada en la innovación tecnológica .......................................................... 22 1.2.2. Perspectiva pedagógica .................................................................................................. 27 1.2.3. Perspectiva teórica: de la era industrial a la postindustrial ............................................ 30 1.3. La educación a distancia en el siglo XXI: la educación online ............................................. 37 1.3.1. Sistemas de comunicación mediada por ordenador ....................................................... 40 1.3.1.1. Sistemas asincrónicos ............................................................................................. 41 1.3.1.2. Sistemas sincrónicos ............................................................................................... 48 1.3.1.3. Otros sistemas ......................................................................................................... 54 1.4. Resumen ................................................................................................................................ 57 CAPÍTULO 2: LA ENSEÑANZA DE IDIOMAS EXTRANJEROS ................................................................ 59 2.1. Evolución metodológica ........................................................................................................ 59 2.1.1. De los enfoques tradicionales al enfoque comunicativo ................................................ 60 2.1.2. La enseñanza comunicativa: origen y presente .............................................................. 62 2.2. La enseñanza de idiomas a distancia ..................................................................................... 66 2.2.1. Desde sus inicios hasta la llegada de internet ................................................................ 67 2.2.2. La enseñanza de idiomas a distancia en el siglo XXI .................................................... 71 2.2.2.1. La Enseñanza de Idiomas Asistida por Ordenador ................................................. 71 2.2.2.2. Formatos en la enseñanza de idiomas a distancia ................................................... 75 2.3. Resumen ................................................................................................................................ 78 CAPÍTULO 3: EL CONCEPTO DE PRESENCIA ....................................................................................... 80 3.1. Tipos de presencia ................................................................................................................. 80 3.2. Copresencia ........................................................................................................................... 87 3.3. Telepresencia espacial ........................................................................................................... 91 3.4. Resumen ................................................................................................................................ 95 i CAPÍTULO 4: LA REALIDAD VIRTUAL INMERSIVA ............................................................................ 96 4.1. Aclaraciones terminológicas ................................................................................................. 96 4.1.1. Realidad virtual: definición y taxonomía ....................................................................... 96 4.1.2. La realidad virtual y las otras realidades ........................................................................ 99 4.2. Head Mounted Display: la tecnología de realidad virtual inmersiva................................... 102 4.2.1. De los orígenes a los dispositivos actuales .................................................................. 102 4.2.2. Dispositivos actuales: tipología y características ......................................................... 112 4.3. Taxonomía de aplicaciones de RVI para la enseñanza de segundas lenguas. ..................... 118 4.3.1. Aplicaciones de teleconferencia .................................................................................. 119 4.3.2. Mundos virtuales.......................................................................................................... 122 4.3.3. Simuladores situacionales ............................................................................................ 123 4.4. Facebook Spaces ................................................................................................................. 124 4.5. Resumen .............................................................................................................................. 129 SEGUNDA PARTE: ESTUDIO EMPÍRICO SOBRE LAS INTERACCIONES DE UN CURSO DE ESPAÑOL EN ENTORNOS MEDIADOS A TRAVÉS DE HMD Y VIDEOCÁMARA .... 131 CAPÍTULO 5: DISEÑO DE LA INVESTIGACIÓN .................................................................................. 131 5.1. Motivación y objetivos ........................................................................................................ 131 5.2. Hipótesis .............................................................................................................................. 133 5.3. Participantes ........................................................................................................................ 134 5.3.1. Diseño inicial y proceso de selección .......................................................................... 134 5.3.2. Muestra .......................................................................................................................
Recommended publications
  • TV in VR Changho Choi, Peter Langner, Praveen Reddy, Satender Saroha, Sunil Srinivasan, Naveen Suryavamsh
    TV in VR Changho Choi, Peter Langner, Praveen Reddy, Satender Saroha, Sunil Srinivasan, Naveen Suryavamsh Introduction The evolution of storytelling has gone through various phases. Earliest known methods were through plain text. Plays and theatres were used to bring some of these stories to life but for the most part, artists relied on their audience to imagine the fictional worlds they were describing. Illustrations were a nice addition to help visualize an artist's perception. With the advent of cinema in the early 1900’s starting with silent films to the current summer blockbusters with their CGI, 3D and surround sound – viewers are transported into these imaginary worlds – to experience these worlds just as the creators of this content envisioned it. Virtual reality, with its ability to provide an immersive medium with a sense of presence and depth is the next frontier of storytelling. Seminal events in history ­ Moon landing in 1969 When Neil Armstrong and Buzz Aldrin took the first steps on the moon ­ it captured the imagination of the world. The culmination of a grand vision and the accompanying technological breakthroughs brought about an event that transfixed generations to come. As it happened in the 1969, the enabling technology for experiencing this event was the trusted radio or through grainy broadcasts of television anchors describing the events as they were described to them! Super Bowl 49 As the Seattle Seahawks stood a yard away from winning the Super Bowl in 2015, 115 million people watched on NBC in the United States alone. In front of their big screen TVs and every possible option explained to them by the commentators, the casual and the rabid football fan alike watched as the Seahawks lost due to a confluence of events.
    [Show full text]
  • Virtual Reality – Mittendrin Statt Nur Dabei Thomas P
    Virtual Reality – Mittendrin statt nur dabei Thomas P. Kersten Labor für Ph t grammetrie & Laserscanning VDI‐Mitgliederevent, Hamburg, 3. Dezember 2020 Inhalt der Präsentation Einführung Definitionen & Geschichte Workflow Datenerfassung & ‐modellierung Game Engine & Virtual Reality System Implementierung der VR‐Applikation Anwendungen Fazit & Ausblick Labor für Ph t grammetrie & Laserscanning 1. Einführung Die neue Realität –Virtual Reality (VR) hat das Potenzial, die Art zu verändern, wie wir die Welt wahrnehmen – überall und für jeden Labor für Ph t grammetrie & Laserscanning 1. Einführung Zeitreise in die Vergangenheit mit VR! Labor für Ph t grammetrie & Laserscanning Labor für Ph t grammetrie & Laserscanning 1. Einführung Visit new worlds with VR you could not image before Labor für Ph t grammetrie & Laserscanning 1. Einführung Sinnestäuschung Labor für Ph t grammetrie & Laserscanning 1. Einführung Virtual Reality – zunehmende Bedeutung in zahlreichen Fachdisziplinen VR – starke Verbreitung im Konsumermarkt durch preisgünstige Systeme 3D‐Welten für Jedermann/‐frau Aufgaben für Geodäsie, Photogrammetrie und benachbarte Fächer? Virtual Reality –neue Visualisierungstechnologie für 3D‐Geodaten? Was brauchen wir für immersive VR‐Erlebnisse? 3D‐Daten Game Engine Virtual Reality System Labor für Ph t grammetrie & Laserscanning 2. Definitionen & Geschichte Als virtuelle Realität (VR) wird die Darstellung und gleichzeitige Wahrnehmung der Wirklichkeit und ihrer physikalischen Eigenschaften in einer in Echtzeit computer‐
    [Show full text]
  • The Virtual Reality Renaissance Is Here, but Are We Ready? 2.2K SHARES WHAT's THIS?
    MUST READS SOCIAL MEDIA TECH BUSINESS ENTERTAINMENT US & WORLD WATERCOOLER JOBS MORE The Virtual Reality Renaissance Is Here, But Are We Ready? 2.2k SHARES WHAT'S THIS? IMAGE: MASHABLE, BOB AL-GREENE BY LANCE ULANOFF / 2014-04-20 21:19:32 UTC This piece is part of Mashable Spotlight, which presents in-depth looks at the people, concepts and issues shaping our digital world. I'm flapping my wings. Not hard, but slowly and smoothly. At 25 feet across, my wingspan is so great I don't need to exert much energy to achieve lift. In the distance, I see an island under an azure sky. This is my home. Off to my west, the sun is setting and the sky glows with warm, orange light. Spotting movement in the ocean below, I bend my body slightly to the left and begin a gentle dive. As I approach the shore, I spot my prey splashing in the shallows. I lean back, keeping my wings fully extended so I can glide just above the water. I'm right over the fish. I pull in my wings, bend forward sharply and dive into the water. I emerge with a fish in my mouth. Success. Better yet, I did all this without ever leaving the ground or getting wet. Lance Ulanoff trying out the American Museum of Natural History's Pterosaur flight simulator. IMAGE: MASHABLE This is virtual reality, or at least the American Museum of Natural History’s (AMNH) brand of semi-immersive virtual reality. With a large projection screen, Microsoft Kinect V1 and a gaming PC, the setup lets you control the flight of a virtual pterosaur by standing in front of the Kinect sensor, flapping your arms and bending.
    [Show full text]
  • Etymology and Terminology
    The Journal of ZEPHYRUS ISSN: 0514-7336 VIRTUAL REALITY PAPER PRESENTATION PREPARED BY PRADEEISH.P K.S.R COLLEGE OF TECHNOLOGY, K.S.R KALIVI NAGAR THIRUCHENGODU PINCODE - 637215 Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment. VR has been defined as "...a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body"[1] or as an "immersive, interactive experience generated by a computer".[2] A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones. Advanced haptic systems in the 2010s may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA).
    [Show full text]
  • Virtual Reality’ Paradigm
    San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2017 Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm Chastin Gammage San Jose State University, [email protected] Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Game Design Commons, and the Graphics and Human Computer Interfaces Commons Recommended Citation Chastin Gammage. "Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm" ART 108: Introduction to Games Studies (2017). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. Chastin Gammage Professor James Morgan CS 108: Introduction to Game Studies 15 December 2017 Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm Although many consider Virtual Reality to be a relatively new concept, it is more appropriately defined as a long-standing ideology subject to continuous transformation and several varying iterations throughout time depending on the advents in technology. Peter Stearns, a renown modern historian, once wrote an article sharing a similar historically oriented disposition claiming that "the past causes the present, and so the future. Anytime we try to know how something happened… we have to look for the factors that took shape earlier… only through studying history (a proper historical analysis) can we begin to comprehend the factors changing the field so rapidly." In essence, understanding the historical legacy associated with virtual reality is a critical first step in developing a solid foundation on the topic as a whole.
    [Show full text]
  • Augmented Reality
    10/02/2018 MAV - V1 - February 2018 1 • What is MAV - mixed, augmented and virtual reality. • Brief history of virtual and augmented reality. • Benefits of mixed reality in education. • Some examples of where MAV is being used in CQUniversity. • Future directions for MAV in CQUniversity. • Some easy ways to implement MAV in the classroom. • Hands on with some virtual and augmented reality. 10/02/2018 MAV - V1 - February 2018 2 MAV - mixed, augmented and virtual reality • Augmented Reality - direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. • Virtual Reality - immersive multimedia or computer- simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. • Mixed Reality - is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. 10/02/2018 MAV - V1 - February 2018 3 10/02/2018 MAV - V1 - February 2018 4 • 360 Video – immersive video recordings of a real-world scene, where the view in every direction is recorded at the same time. • During playback the viewer has control of the viewing direction and can also be used with virtual reality devices; e.g. Google Cardboard. 10/02/2018 MAV - V1 - February 2018 5 • Although considered an “emerging technology” the use of virtual and augmented reality can be traced back as far as 1838. 10/02/2018 MAV - V1 - February 2018 6 • 1838 – Stereoscopic photos & viewers • In 1838 Charles Wheatstone’s research demonstrated that the brain processes the different two-dimensional images from each eye into a single object of three dimensions.
    [Show full text]
  • La Dimensión Sensorial En Modelos Arquitectónicos Virtuales
    LA DIMENSIÓN SENSORIAL EN MODELOS ARQUITECTÓNICOS VIRTUALES Mario Rodríguez González 2 La Dimensión Sensorial en Modelados Arquitectónicos Virtuales Estudiante Mario Rodríguez González Tutor Héctor Navarro Departamento de Composición Arquitectónica Aula 8 TFG Coordinador Jose Miguel Fernández Güell Departamento de Urbanismo y Ordenación del Territorio Adjunto Luis Javier Sánchez Aparicio Departamento de Construcción y Tecnología Arquitectónicas Universidad Politécnica de Madrid Escuela Técnica Superior de Arquitectura de Madrid Curso 2019/2020. Cuatrimestre de Primavera Madrid, 8 de junio de 2020 Contenidos 3 ÍNDICE 0. Resumen / Palabras Clave 1. Objetivos / Metodología / Estado de la cuestión 2. Introducción 2.1. Evolución de la comunicación de la arquitectura 2.1.1. Del dibujo tradicional al modelo digital 2.2. Sinergia entre arquitectura y otras disciplinas 2.2.1. Aproximación a la industria del videojuego 2.2.2. El software digital como medio de vinculación 2.3. Percepción sensorial según Juhani Pallasmaa 2.3.1. Arquitectura real y arquitectura virtual 3. Nuevos interfaces para la comunicación de la arquitectura 4. Capacidad sensorial en inmersiones digitales 4.1. La percepción de los sentidos: de Rudolf Steiner a Juhani Pallasmaa 4.2. Los sentidos de la percepción humana aplicados en el entorno digital 4.2.1. Los sentidos corporales • Tacto • Vital • Movimiento • Equilibrio 4.2.2. Los sentidos emocionales • Térmico • Gusto • Olfato • Vista 4.2.3. Los sentidos cognitivos • Oído • Lenguaje • Pensamiento Ajeno • Ego 5. Conclusiones 6. Fuentes 6.1. Bibliografía y recursos digitales 6.2. Procedencia de las lustraciones 4 La Dimensión Sensorial en Modelados Arquitectónicos Virtuales Abstract / Key Words 5 0. RESUMEN El presente trabajo de investigación tiene como objeto tomar las va- riables analíticas desarrolladas por Juhani Pallasmaa para extrapolarlas y analizarlas en arquitecturas virtuales en lugar de en arquitecturas reales, tomando como base de clasificación la desarrollada por Rudolf Steiner.
    [Show full text]
  • Medical Procedural Training in Virtual Reality
    Medical Procedural Training in Virtual Reality Tarald Gåsbakk Håvard Snarby Master of Science in Computer Science Submission date: June 2017 Supervisor: Frank Lindseth, IDI Norwegian University of Science and Technology Department of Computer Science TDT4900 Master’s Thesis Spring 2017 Medical Procedural Training in Virtual Reality Tarald Gåsbakk Håvard Snarby Coordinator: Frank Lindseth Co-coordinator: Ekaterina Prasolova-Førland Co-coordinator: Aslak Steinsbekk June 25, 2017 Abstract Virtual reality tools have seen a large increase in interest over the last few years. Educators have been early adopters of such tools, and research have shown that students enjoy training in a virtual world using virtual reality devices. New tools for interacting with the virtual world, like the controllers offered by virtual reality products like HTC Vive and Oculus Rift opens for more immersive applications. In addition, the usage of real world medical imaging in virtual applications is a good way to further peak the users interest and involvement. This thesis explores the possibilities such hardware and data usage opens for a procedural training application in virtual reality, and the research question was worded as follows: Which functionality are required to create an application using general purpose virtual reality equipment for medical procedural training supported by imaging data. In order to answer, an application where users are guided through a neurosurgical pre operation phase was implemented, and tested on two occasions. A video presenting the core functionality may be found here https://goo.gl/5djsSd. The feedback and observations from user tests showed that users were quickly able to interact sufficiently in the virtual environment.
    [Show full text]
  • Market, Technology and Standard Requirements of VR Table of Contents 1 Introduction
    Study Session 11 (SS11): VR/AR/MR Technology Market, Technology and Standard Requirements of VR table of contents 1 Introduction .......................................................................................................................... ‐ 1 ‐ 2 Overview of VR technology ................................................................................................... ‐ 2 ‐ 2.1 What is VR ................................................................................................................................... ‐ 2 ‐ 2.2 What included in VR research domain?........................................................................................ ‐ 2 ‐ 2.3 Customer Requirements .............................................................................................................. ‐ 3 ‐ 3 Market of VR equipment ....................................................................................................... ‐ 4 ‐ 3.1 Market in China ........................................................................................................................... ‐ 4 ‐ 3.2 Market in U.S. ............................................................................................................................. ‐ 4 ‐ 3.3 Market in Europe ......................................................................................................................... ‐ 4 ‐ 3.4 Market in Japan ........................................................................................................................... ‐ 5 ‐ 4
    [Show full text]
  • Opinnäytetyö Jessimaunula 2.Pdf (1.683Mt)
    VIRTUAALITODELLISUUDEN HYÖDYNTÄMINEN AMERIKKALAISEN JALKAPALLON OPETUSYMPÄRISTÖNÄ LAB-AMMATTIKORKEAKOULU Insinööri (AMK) Tieto- ja viestintätekniikka Syksy 2020 Jessi Maunula Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Maunula, Jessi Opinnäytetyö, AMK Syksy 2020 Sivumäärä 33 Työn nimi Virtuaalitodellisuuden hyödyntäminen amerikkalaisen jalkapallon opetusympä- ristönä Tutkinto Insinööri (AMK) Tiivistelmä Opinnäytetyössä tutkittiin virtuaalitodellisuuden soveltuvuutta amerikkalaisen jalkapal- lon valmennuksen työkaluna. Tarkoituksena oli tutkia, soveltuuko virtuaalitodellisuus urheilun opetusympäristönä yhdessä fyysisten harjoitteiden kanssa. Opinnäytetyön tilaajana oli Jefu Store. Työn teoriaosuudessa tutustuttiin virtuaalitodellisuuden määritelmään, historiaan ja toimintaperiaatteeseen. Työssä tutustuttiin erilaisiin virtuaalilaseihin ja virtuaalitodelli- suuden käyttökohteisiin. Opinnäytetyössä avataan myös amerikkalaisen jalkapallon periaatteita ja sitä, miksi virtuaaliselle oppimisympäristölle olisi käyttöä. Opinnäyte- työssä käydään läpi yleisesti myös sitä, miten ihminen oppii asioita ja kuinka motori- nen oppiminen tapahtuu. Opinnäytetyössä toteutettiin virtuaalinen oppimisympäristösovellus amerikkalaisen jal- kapallon pelinrakentajille heittopelien opiskeluun Unreal Engine 4 -pelimoottorilla. Kohdealustaksi valikoitui Oculus Quest -virtuaalilasit. Sovellusta kehitettiin yhteis- työssä paikallisen amerikkalaisen jalkapalloseuran Hämeenlinna Tigersin toimijoiden kanssa puolistrukturoituna haastatteluna. Haastattelussa selvisi
    [Show full text]
  • Realidad-Virtual-2016-V1.Pdf
    Juan Barambones Realidad Virtual 2016 Intro. Hace un año publiqué por primera vez es- mos, con posicionamiento incluido y sin te libro-guía con el fin de integrar en un úni- cables. La eliminación de los cables, una co documento un resumen de todo lo el reducción de peso, y sobre todo un precio ecosistema que se va generando alrede- ajustado, será un paso importante para la dor de la Realidad Virtual. Durante la prepa- adopción masiva de esta de esta tecnolo- ración de la segunda edición, he visto có- gía. mo en este último año, el interés por esta tecnología ha ido creciendo de forma expo- Las cámaras 360 también han experimen- nencial, y seguramente lo siga haciendo tado un gran auge, después de que mu- en el futuro. chas empresas pequeñas hayan sacado con esfuerzo sus productos, otras más Los grandes actores de la Realidad Virtual grandes como Samsung, o LG han hecho han movido ficha, y con los tres dispositi- lo propio en un mercado que cada vez se vos más importantes ya en el mercado, es ha vuelto más competitivo. cuestión de tiempo que la Realidad Virtual se haga un hueco en nuestras casas. Se Sin duda son momentos apasionantes, úni- puede decir que 2016 es el año 0, a partir cos, los que estamos viviendo en el nuevo de aquí será cuestión de tiempo que se ex- renacer de la Realidad Virtual. Aproveché- tienda. moslo para crear experiencias y aplicacio- nes que cambien el mundo, podemos ser Los proyectos recientemente presentados mejores personas con la Realidad Virtual.
    [Show full text]
  • Programový Modul Pro Zobrazení Mračna Bodů Ve Virtuální Realitě Software Module for Point Clouds Display in Virtual Reality
    VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ Fakulta elektrotechniky a komunikačních technologií BAKALÁŘSKÁ PRÁCE Brno, 2018 Martin Bařinka VYSOKÉ UČENÍ TECHNICKÉ V BRNĚ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA ELEKTROTECHNIKY A KOMUNIKAČNÍCH TECHNOLOGIÍ FACULTY OF ELECTRICAL ENGINEERING AND COMMUNICATION ÚSTAV AUTOMATIZACE A MĚŘICÍ TECHNIKY DEPARTMENT OF CONTROL AND INSTRUMENTATION PROGRAMOVÝ MODUL PRO ZOBRAZENÍ MRAČNA BODŮ VE VIRTUÁLNÍ REALITĚ SOFTWARE MODULE FOR POINT CLOUDS DISPLAY IN VIRTUAL REALITY BAKALÁŘSKÁ PRÁCE BACHELOR'S THESIS AUTOR PRÁCE Martin Bařinka AUTHOR VEDOUCÍ PRÁCE prof. Ing. Luděk Žalud, Ph.D. SUPERVISOR BRNO 2018 ABSTRAKT Cílem této bakalářské práce je vývoj aplikace pro vykreslování multispektrálních mračen bodů, meshů a průhledných meshů ve virtuální realitě. Vstupní data mohou pocházet z různých typů skenerů. Tato práce popisuje druhy zařízení pro zobrazení virtuální reality, obsahuje základní data o historii virtuální reality a porovnává populární formáty pro ukládání 3D modelů. Jsou zde popsány metody zobrazování dat a jejich optimalizace. Popisuje program, jeho funkce a ovládání. Je provedena analýza a vyhodnocení efektů jednotlivých optimalizací vykreslování za definovaných podmínek. KLÍČOVÁ SLOVA Virtuální realita, vykreslování, multispektrální data, mračno bodů, mesh, průhledný mesh, OpenGL, OpenVR. ABSTRACT Goal of this bachelor’s thesis is development of application for rendering multispectral pointclouds, meshes and transparent meshes. Input data can be generated by different types of scaners. This thesis describes types of equipment for virtual reality display. There are basic data about virtual reality history, compares popular formats for 3D model storage. Thesis describes program features and contains user guide. Finally there is analysis and evaluation of each optimalisation at defined conditions. KEYWORDS Virtual reality, multispectral data, rendering, pointcloud, mesh, transparent mesh, OpenGL, OpenVR.
    [Show full text]