Signature Redacted Center for Real Estate January 11, 2019

Total Page:16

File Type:pdf, Size:1020Kb

Signature Redacted Center for Real Estate January 11, 2019 The Implementation Strategy of Virtual & Augmented Reality for the Real Estate Industry by Kaini Huang B.A., Architecture, 2011 Shanghai University Submitted to the Program in Real Estate Development in Conjunction with the Center for Real Estate in Partial Fulfillment of the Requirements for the Degree of Master of Science in Real Estate Development at the Massachusetts Institute of Technology February, 2019 2019 Kaini Huang All rights reserved The author hereby grants to MIT penrnission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Au thor Signature redacted Center for Real Estate January 11, 2019 Certified by_ Signature redacted Dr. Andrea Marie Chegut Research Scientist, Center for Real Estate Signature redacted Thesis Supervisor Accepted by Professor Dennis Frenchman MASSACHUSETTS INSTITUTE Class of 1922 Professor of Urban Design and Planning, OF TECHNOLOGY Director, Center for Real Estate School of Architecture and Planning FEB 28 2019 LIBRARIES ARCHIVES This page is intentionally left blank -2- The Implementation Strategy of Virtual & Augmented Reality for the Real Estate Industry by Kaini Huang Submitted to the Program in Real Estate Development in Conjunction with the Center for Real Estate on January 11, 2019 in Partial Fulfillment of the Requirements for the Degree of Master of Science in Real Estate Development ABSTRACT Virtual reality and augmented reality (VR/AR) are computer-generated immersive environments that can interact with users. VR/AR have been under development for 180 years, but they have yet to be adopted by the mass-market. During the whole development process, VR/AR's adoption rates have been much lower than other general-purpose technologies at the same point in time. After the popularization failure in the 1990s, VR/AR were brought back to the public by the success of Oculus, a VR startup that was acquired by Facebook in 2014. It was followed by the exploration of various applications of VR/AR to different industries. One industry that could use VR/AR is the real estate sector, due to the needs for inventing and forecasting the appearance and quality of complex projects. The real estate industry's contribution to U.S. Gross Domestic Product was approximately 15% in 2017. A tiny improvement in efficiency may result in a large growth in this industry; therefore, it is important to study the impact that VR/AR could bring to this sector as disruptive technologies. The current status of VR/AR applications show that despite the strengths and opportunities they could bring, there are still some barriers and challenges for real estate industry adoption. To document these difficulties and strategize solutions, qualitative analyses such as market research and case studies were executed in this thesis. The adoption of VR/AR is limited to date because of the high cost of equipment, inadequate hardware, the lack of attractive content and platforms, and the absence of education. It is also limited by the specific real estate industry challenges, including unknown adoption cost, unpredictable risk, inadequate support from software suppliers, vague regulations, conservative company executives, and VR/AR's disruptive impact on organizational structures. Therefore, solutions from market, policy, and academic aspects are needed to accelerate this adoption process. Thesis Supervisor: Dr. Andrea Marie Chegut Title: Research Scientist, Center for Real Estate -3- This page is intentionally left blank -4- Acknowledgment I would like to thank my thesis advisor, Dr. Andrea Marie Chegut first for guiding me through this thesis and sharing her insightful comments with me during the whole process. Andrea gave me the opportunity to work beside her and other amazing colleagues at the MIT Real Estate Innovation Lab, which has brought so much inspiration to me and my thesis. Without Andrea's help, this thesis would not have been possible. I would also like to thank all the interviewees I talked to for giving me the opportunities to learn directly from industry pioneers. Thank you all for the encouragement and informative conversations. Special thanks to Mr. Xue Congyu, founder of Shanghai Evolutional Virtual Artist Interactive Entertainment Technology, whose entrepreneurial spirit inspired me to write about this topic. Thanks to my classmates and friends who are always there for me. You brought so much laughter to my life which backed me throughout this difficult journey at MIT. Last but not least, I would like to thank my family, especially my parents for supporting me mentally and financially to pursue this degree. Thank you for encouraging me to jump out of my comfort zone and embrace a wonderful new world. -5- This page is intentionally left blank -6- Table of Contents Chapter 1: Introduction.......................................................................................................................... 11 - Chapter 2: Introduction to VR/AR..................................................... .......... .......... ......... - 14 - 2.1 Histo of VR/AR .................................................................................................................. - 14- 2.1.1 Stage One - Early Attempts at Dimensions and Immersion (Before the 1960s)........... - 14 - 2.1.2 Stage Two - Early Attempts at Head-mounted Display (HMD) (1960-1970)....... - 15 - 2.1.3 Stage Three -Formation of the Theories and Early Attempts at Applications (1970 -2000).- 16- 2.1.4 Stage Four -Multichannel Applications and Technology Improvement (2012-Present)- 17 - 2.2 Overview of the M arket .................................................................................................. .- 19- 2.2.1 Financing History of VR/AR .................................................................................. .- 20 - 2.2.2 Cycle and Trend of VR/AR M arket ......................................................................... .-22 - 2.3 Challenges to the Supply Side of the VR/AR M arket............................................................ - 26 - 2 .3 .1 P rice ............................................................................................................................... - 2 7 - 2.3.2 Content........................................................................................................................... - 28- 2.3.3 Platform.......................................................................................................................... - 29- 2.3.4 M obility and Portability ................................................................................................. - 30- 2.3.5 Resolution & Refresh Rate ...................................................................................... -31 - 2.3.6 Latency & Virtual Reality Sickness............................................................................... - 32 - 2.3.7 5G Speed........................................................................................................................ - 33 - Chapter 3: Im plementation of VR/AR in the Real Estate Industry........................................................ - 34 - 3.1 M IT Virtual Experience Design Lab (VEDL)....................................................................... - 36 - 36- 3.1.1 Introduction.................................................................................................................... - 37- 3.1.2 Challenges...................................................................................................................... - 3.1.3 Projects........................................................................................................................... 41 - 3.1.4 Lab's Responsibilities and Vision.................................................................................. - 43 - 3.2 Gensler - A Leading Architectural Design Firm .................................................................... - 45 - 45- 3.2.1 Introduction.................................................................................................................... - 3.2.2 Advantage and Challenges............................................................................................. - 47 - 3.2.3 Projects........................................................................................................................... 49 - 3.2.4 Goals and Vision............................................................................................................ 49 - 3.3 Suffolk Smart Lab - A New Technology Focused Department in a Leading Construction Contracting Company ........................................................................................................................ 50 - 3.3.1 Introduction.................................................................................................................... - 50- 3.3.2 Challenges...................................................................................................................... - 51 - -7- 3.3.3 Projects........................................................................................................................... 53 - 3.3.4 V ision............................................................................................................................. 55 - 3.4 Evolutional Virtual Artist Interactive Entertainment Technology Co. - A VR/AR Consulting and Project M anagem ent Platform Provider.....................................................................................
Recommended publications
  • VR Headset Comparison
    VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled
    [Show full text]
  • User Acceptance of Virtual Reality: an Extended Technology Acceptance Model Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery
    User Acceptance of Virtual Reality: An Extended Technology Acceptance Model Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery To cite this version: Camille Sagnier, Emilie Loup-Escande, Domitile Lourdeaux, Indira Thouvenin, Gérard Vallery. User Acceptance of Virtual Reality: An Extended Technology Acceptance Model. International Journal of Human-Computer Interaction, Taylor & Francis, 2020, pp.1-15. 10.1080/10447318.2019.1708612. hal-02446117 HAL Id: hal-02446117 https://hal.archives-ouvertes.fr/hal-02446117 Submitted on 28 Jun 2021 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. User acceptance of virtual reality: an extended technology acceptance model Camille Sagniera*, Emilie Loup-Escandea*, Domitile Lourdeauxb, Indira Thouveninb and Gérard Vallérya a Center for Research on Psychology: Cognition, Psyche and Organizations (CRP-CPO EA 7273), University of Picardy Jules Verne, Amiens, France b Sorbonne universités, Université de Technologie de Compiègne, CNRS UMR 7253 Heudiasyc, Compiègne, France *Corresponding authors, e-mails: [email protected] ; [email protected] 1 User acceptance of virtual reality: an extended technology acceptance model Although virtual reality (VR) has many applications, only few studies have investigated user acceptance of this type of immersive technology.
    [Show full text]
  • Virtual Reality Headsets
    VIRTUAL REALITY HEADSETS LILY CHIANG VR HISTORY • Many companies (Virtuality, Sega, Atari, Sony) jumped on the VR hype in the 1990s; but commercialization flopped because both hardware and software failed to deliver on the promised VR vision. • Any use of the VR devices in the 2000s was limited to the military, aviation, and medical industry for simulation and training. • VR hype resurged after Oculus successful KickStarter campaign; subsequently acquired by Facebook for $2.4 bn. • Investments rushed into the VR industry as major tech firms such as Google, Samsung, and Microsoft and prominent VC firms bet big on the VR revolution. LIST OF VIRTUAL REALITY HEADSET FIRMS Company Name Entered Exited Disposition Company Name Entered Exited Disposition Company Name Entered Exited Disposition LEEP Optics 1979 1998 Bankrupt Meta Altergaze 2014 Ongoing VPL Research 1984 1990 Bankrupt SpaceGlasses 2012 Ongoing Archos VR 2014 Ongoing Division Group Sulon Cortex 2012 Ongoing AirVr 2014 Ongoing LTD 1989 1999 Acquired Epson Moverio Sega VR 1991 1994 Bankrupt BT-200 2012 Ongoing 360Specs 2014 Ongoing Virtuality 1991 1997 Acquired i2i iPal 2012 Ongoing Microsoft VictorMaxx 1992 1998 Bankrupt Star VR 2013 Ongoing Hololens Systems 2015 Ongoing Durovis Dive 2013 Ongoing Razr OSVR 2015 Ongoing Atari Jaguar VR 1993 1996 Discontinued Vrizzmo 2013 Ongoing Virtual I-O 1993 1997 Bankrupt Cmoar 2015 Ongoing CastAR 2013 Ongoing eMagin 1993 Ongoing Dior Eyes VR 2015 Ongoing VRAse 2013 Ongoing Virtual Boy 1994 1995 Discontinued Yay3d VR 2013 Ongoing Impression Pi
    [Show full text]
  • Morton Heilig, Through a Combination of Ingenuity, Determination, and Sheer Stubbornness, Was the First Person to Attempt to Create What We Now Call Virtual Reality
    Morton Hei Iig "The [in em a of the Future" << 2 2 >> (1955) ;!fo11o11 Hdlir;. Sens<muna. Cuuri<S_) oJS1o11 Fi1lur. "Thus, individually and collectively, by thoroughly applying the methodology of art, the cinema of the future will become the first art form to reveal the new scientific world to man in the .full sensual vividness and dynamic vitality of his consciousness." 239 240 Horton Heilig << Morton Heilig, through a combination of ingenuity, determination, and sheer stubbornness, was the first person to attempt to create what we now call virtual reality. In the 1 950s it occurred to him that all the sensory splendor of life could be simulated with "reality machines." Heilig was a Hollywood cinematographer, and it was as an extension of cinema that he thought such a machine might be achieved. With his inclination, albeit amateur, toward the ontological aspirations of science, He ilig proposed that an artist's expressive powers would be enhanced by a scientific understanding of the senses and perception. His premise was sim­ ple but striking for its time: if an artist controlled the multisensory stimulation of the audience, he could provide them with the illusion and sensation of first­ person experience, of actually " being there." Inspired by short-Jived curiosities such as Cinerama and 3-D movies, it oc­ curred to Heilig that a logical extension of cinema would be to immerse the au­ dience in a fabricated world that engaged all the senses. He believed that by expanding cinema to involve not only sight and sound but also taste, touch, and smell, the traditional fourth wal l of film and theater would dissolve, transport­ ing the audience into an inhabitable, virtual world; a kind of "experience theater." Unable to find support in Hollywood for his extraordinary ideas, Heilig moved to Mexico City In 1954, finding himself in a fertile mix of artists, filmmakers, writers, and musicians.
    [Show full text]
  • Audio Challenges in Virtual and Augmented Reality Devices
    Audio challenges in virtual and augmented reality devices Dr. Ivan Tashev Partner Software Architect Audio and Acoustics Research Group Microsoft Research Labs - Redmond In memoriam: Steven L. Grant Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 2 In this talk • Devices for virtual and augmented reality • Binaural recording and playback • Head Related Functions and their personalization • Object-based rendering of spatial audio • Modal-based rendering of spatial audio • Conclusions Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 3 Colleagues and contributors: Hannes Gamper David Johnston Ivan Tashev Mark R. P. Thomas Jens Ahrens Microsoft Research Microsoft Research Microsoft Research Dolby Laboratories Chalmers University, Sweden Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 4 Devices for Augmented and Virtual Reality They both need good spatial audio Sep 15, 2016 IWAENC Audio challenges in virtual and augmented reality devices 5 Augmented vs. Virtual Reality • Augmented reality (AR) is a live 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 • Virtual reality (VR) is a computer technology that replicates an environment, real or imagined, and simulates a user's physical presence in a way that allows the user to interact with it. It artificially creates sensory experience, which can include sight, touch, hearing, etc. Sep
    [Show full text]
  • Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
    Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing.
    [Show full text]
  • Virtual and Augmented Reality
    Virtual and Augmented Reality Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin Virtual and Augmented Reality: An Educational Handbook By Zeynep Tacgin This book first published 2020 Cambridge Scholars Publishing Lady Stephenson Library, Newcastle upon Tyne, NE6 2PA, UK British Library Cataloguing in Publication Data A catalogue record for this book is available from the British Library Copyright © 2020 by Zeynep Tacgin All rights for this book reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording or otherwise, without the prior permission of the copyright owner. ISBN (10): 1-5275-4813-9 ISBN (13): 978-1-5275-4813-8 TABLE OF CONTENTS List of Illustrations ................................................................................... x List of Tables ......................................................................................... xiv Preface ..................................................................................................... xv What is this book about? .................................................... xv What is this book not about? ............................................ xvi Who is this book for? ........................................................ xvii How is this book used? .................................................. xviii The specific contribution of this book ............................. xix Acknowledgements ...........................................................
    [Show full text]
  • Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience?
    2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience? Katharina Margareta Theresa Pohlmann¨ * Louise O’Hare Julia Focker¨ University of Lincoln Nottingham Trent University University of Lincoln Adrian Parke Patrick Dickinson University of the West of Scotland University of Lincoln ABSTRACT experience more VR sickness and sway than their male counter- Gaming using VR headsets is becoming increasingly popular; how- parts [11, 12, 14] and that motion sickness can be decreased with ever, these displays can cause VR sickness. To investigate the effects repeated exposure to a sickness-inducing environment [3,5,8]. Ha- of gender and gamer type on VR sickness motion illusions are used bituation to motion sickness has been shown when an individual is as stimuli, being a novel method of inducing the perception of motion repeatedly exposed to the same sickness-inducing virtual (or real) whilst minimising the “accommodation vergence conflict”. Females environment. However, in our case we are interested whether these and those who do not play action games experienced more severe adaptation effects also occur between different virtual environments. VR sickness symptoms compared to males and experienced action More precisely, whether individuals who spend a large amount of gamers. The interaction of the gender and gamer type revealed that time playing action video games (not using VR headsets) build up prior video gaming experience was beneficial for females, however, habituation effects which translate to VR. Thus, our study investi- for males, it did not show the same positive effects.
    [Show full text]
  • Virtual and Augmented Reality in Marketing
    Virtual and Augmented Reality in Marketing Laura Håkansson Thesis Tietojenkäsittelyn Koulutusohjelma 2018 Authors Group Laura Håkansson HETI15KIM The title of your thesis Number of Virtual and Augmented Reality in Marketing pages and appendices 56 Supervisors Heikki Hietala This thesis serves as an introduction to Virtual and Augmented Reality and explains how these two different technologies can be used in marketing. I work in marketing and have been following the evolvement of both VR and AR for a few years now. I was personally very curious to learn about how these have been implemented in marketing in the past, and what they will look like in the future, and if there are any reoccurring themes, for both VR and AR, that work best with a specific product or service. I spent a year reading the latest news and articles about various VR/AR marketing campaigns, and about the updates on these technologies that kept coming almost monthly. I also participated in different VR/AR-themed events in Helsinki to try out headsets and new AR apps, and to listen to the experts view on the potential of VR and AR. I wanted to create clear guidelines on which technology to use and how, depending on the product or service being marketed, but realized during my research that this was not possible. VR and AR are still in development, but evolving at a very fast pace, and right now it’s important to just bravely test them out without worrying about failing. I give plenty of examples in this thesis that will hopefully encourage marketers to start experimenting now, because we will see some really advanced VR and AR/MR in a few years, and those with the most experience will have great advantage in the marketing field.
    [Show full text]
  • Vr/Ar:5G+Ai 的“杀手级”应用 投资评级 领先大市-A
    Table_BaseI nfo JI SUTable_Title 2019 年 09 月 21 日 行业深度分析 计算机 证券研究报告 VR/AR:5G+AI 的“杀手级”应用 投资评级 领先大市-A 5G+AI 破解 VR/AR 落地瓶颈。VR 在 2014-2016 年间成为全球产业和资本 维持评级 追捧的焦点,然而,应用匮乏、性能表现低于预期等因素导致了一度火热的 Table_First Stock 首选股票 目标价 评级 VR 走向沉寂。从技术上看,出现这一现象的核心原因在于终端高算力小型 化不足、低定位精度带来“眩晕感”、有线传输造成的可不便携性。5G 具备 破解 VR 应用瓶颈的能力,能够为 VR 应用带来高传输和低延迟的表现,并 Table_Char t 有望从内容端打通。同时,AI 算法成熟化将使 AR 逐步走向台前,交互模式 行业表现 300 的变革贯穿了整个 IT 产业的发展史,AR 有望成为新一代交互平台。 计算机 沪深 29% 21% VR/AR 逐步落地,巨头纷纷展开布局。自 VR/AR 概念诞生以来,相关技术 13% 与产品持续迭代,并不断改进。目前,VR/AR 已逐步根据各自产品特点形 5% -3% 成了一定的格局,在自身领域产生了一定分化,其本质则是算力与便携性之 2018-09 2019-01 2019-05 -11% 间存在的调和矛盾,而 5G 技术落地,意味着以上矛盾将迎刃而解。同时, -19% AI 算法的革新,也有望带动产品升级加速。因此,巨头纷纷入局 VR/AR。 数据来源:Wind 资讯 5G+AI 时代,VR/AR 迎来真正春天。5G 和 AI 技术的突破将令 VR/AR 潜能 % 1M 3M 12M 相对收益 1.68 -6.50 -31.84 从现有的技术欠缺中释放出来。VR/AR 软硬件发展迅猛,已具备大众化基 绝对收益 5.75 -3.85 -16.45 础,AR 浪潮的周期已经从移动 AR 软件逐渐发展至移动 AR 硬件,VR 硬件 在经历泡沫破灭后也已经恢复增长,同时国内外科技巨头持续不断的大规模 胡又文 分析师 投入,若干因素形成共振推动 VR/AR 走到爆发式增长的前夜。 SAC 执业证书编号:S1450511050001 [email protected] 021-35082010 VR/AR 各有千秋,相关应用遍地开花。VR 与 AR 立足于解决不同的问题, 相关报告 在硬件与软件产业链上具备一定的区别和联系。目前,VR/AR 相关应用不 金融科技皇冠上的明珠——央行数字货 断得到拓展。VR 在医疗、抢险训练、游戏、视频直播,AR 在游戏、教育、 币“呼之欲出” 2019-09-17 工业、电子商务、医疗等领域均有所建树。同时,相关更多应用场景的拓展 UWB 是 新一 代 iPhone 的重 要创 新 工作在持续进行,VR/AR 加速落地可期。 2019-09-15 华为的矛与盾 2019-09-15 投资建议:我们系统梳理了 A 股涉及 VR/AR 的上市公司以及其从事的业务, 网信办发布《网络生态治理规定》,网络 重点关注歌尔股份、京东方、水晶光电、中科创达、超图软件、恒信东方、 信息内容治理迎来大机遇 2019-09-10 IT 国产化三大主力军梳理 2019-09-08 顺网科技、湖北广电、芒果超媒、完美世界等。 风险提示:行业应用落地不及预期 本报告版权属于安信证券股份有限公司。 1 各项声明请参见报告尾页。 22588888/43348/20190922 08:36 行业深度分析/计算机 内容目录 1.
    [Show full text]
  • A Survey on Simulation Sickness in Virtual Environments
    Preprints (www.preprints.org) | NOT PEER-REVIEWED | Posted: 7 July 2021 doi:10.20944/preprints202107.0167.v1 1 A Survey on Simulation Sickness in Virtual Environments Factors, Design and Best Practices Ananth N. Ramaseri Chandra, Fatima El Jamiy, Hassan Reza School of Electrical Engineering and Computer Science University of North Dakota Grand Forks, ND 58202 Email: ananthnag.ramaserich, [email protected] Abstract—Virtual Reality(VR) is an emerging technology with a broad range of application in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of simulation sickness needs to be minimized. Even with advancements in VR, the usability concerns are barriers for a wide-spread acceptance. Several factors (hardware, software, human) play a part towards a pleasant VR experience. The reviewed scientific articles are mostly part of documents indexed in digital libraries. In this paper, we review the potential factors which cause simulation sickness and minimize the usability of virtual reality systems. We review the best practices from a developer’s perspective and some of the safety measures a user must follow while using the VR systems from existing research. Even after following some of the guidelines and best practices VR environments do not guarantee a pleasant experience for users. Limited research in VR environments towards requirement specification, design and development for maximum usability and adaptability was the main motive for this work. Index Terms—Virtual reality(VR), Virtual environment, Simulation sickness, Head mounted display(HMD), Usability, Design, Guidelines, User F 1 INTRODUCTION its history, and how simulation sickness is a usability issues for virtual reality systems.
    [Show full text]
  • Virtual Reality: Principles and Applications Frédéric Mérienne
    Virtual Reality: Principles and Applications Frédéric Mérienne To cite this version: Frédéric Mérienne. Virtual Reality: Principles and Applications. Encyclopedia of Computer Science and Technology, Taylor and Francis, pp.1-11, 2017, 10.1081/E-ECST2-140000194. hal-01728062 HAL Id: hal-01728062 https://hal.archives-ouvertes.fr/hal-01728062 Submitted on 9 Mar 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Virtual Reality: Principles and Applications Fre´de´ric Merienne Le2i, Arts et Metiers, France Abstract Virtual reality aims at immersing a user in a virtual environment. Dedicated virtual reality technologies of human–computer interaction enable to make the link between the user and a virtual environment in capturing the user’s motion, acting on his senses as well as computing the virtual experience in real-time. The immersion in virtual environment is evaluated through the user’s perception and reaction. Virtual reality is used in a large variety of application domains which need multisensory interaction and navigation facilities. Virtual prototyping is also used in the industry to improve design process. INTRODUCTION digital representation in the design process of the object. The principle and main issues of virtual prototyping are Virtual reality is widely used in different application exposed.
    [Show full text]