Product Design Prototyping in Consumer Grade Virtual Reality an Assessment of the Feasibility of Consumer Grade VR, AR and MR for Product Design Prototyping
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Reddit Download Tilt Brush Torrent Reddit Download Tilt Brush Torrent
reddit download tilt brush torrent Reddit download tilt brush torrent. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67ad4a488c0684c8 • Your IP : 188.246.226.140 • Performance & security by Cloudflare. the Crack games. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack Full PC Game CODEX Torrent Free Download 2021. Tilt Brush Crack stars, lights, and even fire will help you unleash your inner artist. Your room serves as a blank canvas for you to paint on. Your imagination is your palette. The options are limitless. To some, it may appear that the tilt brush has come to an end. Patrick Hackett, co-creator of Tilt Brush, said of his decision, “It’s immortality to me.” Hackett resigned from the firm earlier this month. Encourage them to move on with the project in a way that is convenient for them. The app will remain available in all stores Tilt Brush IGG-Game, where it is currently available for download. -
PROGRAMS for LIBRARIES Alastore.Ala.Org
32 VIRTUAL, AUGMENTED, & MIXED REALITY PROGRAMS FOR LIBRARIES edited by ELLYSSA KROSKI CHICAGO | 2021 alastore.ala.org ELLYSSA KROSKI is the director of Information Technology and Marketing at the New York Law Institute as well as an award-winning editor and author of sixty books including Law Librarianship in the Age of AI for which she won AALL’s 2020 Joseph L. Andrews Legal Literature Award. She is a librarian, an adjunct faculty member at Drexel University and San Jose State University, and an international conference speaker. She received the 2017 Library Hi Tech Award from the ALA/LITA for her long-term contributions in the area of Library and Information Science technology and its application. She can be found at www.amazon.com/author/ellyssa. © 2021 by the American Library Association Extensive effort has gone into ensuring the reliability of the information in this book; however, the publisher makes no warranty, express or implied, with respect to the material contained herein. ISBNs 978-0-8389-4948-1 (paper) Library of Congress Cataloging-in-Publication Data Names: Kroski, Ellyssa, editor. Title: 32 virtual, augmented, and mixed reality programs for libraries / edited by Ellyssa Kroski. Other titles: Thirty-two virtual, augmented, and mixed reality programs for libraries Description: Chicago : ALA Editions, 2021. | Includes bibliographical references and index. | Summary: “Ranging from gaming activities utilizing VR headsets to augmented reality tours, exhibits, immersive experiences, and STEM educational programs, the program ideas in this guide include events for every size and type of academic, public, and school library” —Provided by publisher. Identifiers: LCCN 2021004662 | ISBN 9780838949481 (paperback) Subjects: LCSH: Virtual reality—Library applications—United States. -
This Vuze Camera Project Is Taken from Peter Simcoe's Forthcoming
This Vuze camera project is taken from Peter Simcoe’s forthcoming 360 Video Handbook, available early 2018. To keep up to date with the progress and release of this book, see simcoe.co.uk/book or register your interest by emailing him at [email protected]. “The 360 Video Handbook is really a milestone for me, not only as a 360 video producer, but also as a graphic designer, traditional video producer, photographer and even musician. The experiments with Vuze camera and other 360 cameras over the last 2 years, combined with 23 years experience of creating traditional video, photography and design, led me to believe I have something to contribute to the 360 community. This book contains my own personal wish-list of project examples, frequently asked questions and technical knowledge I would have wanted to know when I began my 360 video journey and as a result is a document containing the experience, advice and inspiration I have to offer. It is also the coffee table book I always wanted to write – something easily accessible in different ways, from quick inspirational photo galleries through to detailed discussion and case studies. I aimed to create a visually stimulating book with intrinsic design value combined with solid technical considerations. I hope people enjoy reading it.” - Peter Simcoe www.simcoe.co.uk www.twitter.com/simcoemedia www.youtube.com/simcoemedia Note: The images in this document demonstrate the inclusion of the background created with Google Tilt Brush and Google Blocks. Full details of this are included in the 360 Video Handbook In Detail: 3D 360 Music Video I recently completed project involving the use of a Vuze camera, Oculus Rift, Google Tilt Brush and Google Blocks. -
Using Augmented and Virtual Reality in the Early Childhood Curriculum
Using Augmented and Virtual Reality in the Early Childhood Curriculum Augmented Reality (AR) and Virtual Reality (VR) technologies have much to offer the early childhood classroom. AR apps enable virtual objects and artefacts to be layered over the physical environment, whilst VR fully immerses the user in a virtual world. In this document, we explore some of the research undertaken by researchers in the DigiLitEY Cost Action, and examine the ways in which AR and VR might be used in early years classrooms. Marsh and Yamada-Rice (in press), drawing on their studies of children’s use of AR and VR apps (Marsh et al., 2015; Yamada-Rice et al., 2017), outlined five key principles which should underpin the use of AR and VR in the classroom. These are discussed throughout this document. Principle 1: The use of AR and VR needs to lead to learning experiences that are rich,meaningful and build on the affordances of the technology. Whilst AR and VR can create ‘Wow!’ moments, their use should be designed to develop learning in meaningful ways. This is best done if the activities are embedded in classroom projects. For example, in the MakEY project, which involves DigiLitEY researchers from several countries, VR was one element in a rich and varied set of activities based on the Moomins, characters developed by a Finnish author, Tove Jansson. The children watched a professional puppet show based on the Moomin stories and then created their own illuminated shoebox puppet theatres, writing playscripts to be used with these. The children also created their own clay models of the characters. -
Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input
PaintSpace: Exploring the Concept of Painting on a 3D Canvas Using Virtual Reality and 3D Input Benjamin Madany Advisor: Robert Signorile Boston College Abstract 3D technology has seen a wide range of innovations, from 3D graphics and modeling to 3D printing. Among the most recent of these innovations are immersive virtual reality and 3D input. These have allowed for the creation of unique, 3D experiences, and they also present the opportunity for a wide variety of applications whose purposes range from entertainment to educational or medical use. One possibility is an extension of 3D modeling that utilizes these recent technologies to present a 3D canvas to an artist. Applications such as Google’s Tilt Brush explore this concept of drawing in 3D space. As the ability to draw in such space is novel, development of such a tool presents several challenges. This thesis explores the process of building a 3D painting application. I first present the key challenges encountered during development. Then, I detail various solutions and options related to these challenges. Next, I examine the capabilities and state of my application, and finally, I compare it to other available applications. 1. Development Challenges In designing PaintSpace, there were several key challenges that needed to be addressed. These included the following major issues: the combined input method and handling, how to convert from the received input to meaningful artifacts, and what sort of user interface and additional controls are required for this application. For each major challenge, there were various possibilities to consider. Additionally, some choices caused entirely different questions to arise. -
Exploring the New Conventions of VR Experience
Finding the Message: Exploring the New Conventions of VR Experience Thesis Presented By Yangli Liu To The Department of Art + Design In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art Northeastern University Boston, Massachusetts August, 2019 Finding the Message: Exploring the New Conventions of VR Experience By Yangli Liu ABSTRACT OF THESIS In Partial Fulfillment of the Requirements for the Degree of Master of Fine Arts in Interdisciplinary Art in the Graduate School of the College of Arts, Media and Design of Northeastern University August, 2019 2 Abstract Since 2014, a new wave of Virtual Reality (VR) development has been on the rise, calling for more artists to utilize this new technology in creating art works. However, there is still room for improvement in both the technology itself and its application in art creations. Firstly, the lack of clear definitions in VR results in many problems. Usually, the term ‘VR creators’ is used to address all of VR game producers, 360 filmmakers, and VR experience designers. This prevents the ‘creators’ from clearly defining the realm of their roles, thus the communication between them becomes less efficient. This inefficiency in turn prohibits the establishment of design patterns, forcing artists to acquire technical skills. This, in most cases, intensifies the difficulty of transdisciplinary collaborations, which are usually seen in big-budget projects promoted by big companies or famous studios. Due to the hybrid nature of this new medium, the outcome of the artwork is hard to predict. Participants’ experiences can vary widely based on their decoding performance. -
Nevada Ready 21 Year 2 Implementation Report
Nevada Ready 21 Year 2 Implementation Report Presented to the Nevada Commission on Educational Technology June 5, 2017 Nevada Ready 21 Year 2 Report Executive Summary .............................................................................................................................................. iii Introduction ........................................................................................................................................................... 1 Tales of 21st Century Learning ............................................................................................................................... 2 Project-Based Learning...................................................................................................................2 Special Education Students ............................................................................................................2 English Language Acquisition ..........................................................................................................2 Critical Thinking, Communication, Collaboration, Creativity ............................................................3 st Profiles of 21 Century Teaching and Learning .................................................................................... 3 Affordances of Being a 1:1 School .......................................................................................................................... 5 Investing in Sustainable Impact ............................................................................................................................ -
Mid-Air Drawing of Curves on 3D Surfaces in Virtual Reality
Mid-Air Drawing of Curves on 3D Surfaces in Virtual Reality RAHUL ARORA, University of Toronto, Canada KARAN SINGH, University of Toronto, Canada (a) (b) (c) (d) (e) Fig. 1. Drawing curves mid-air that lie precisely on the surface of a virtual 3D object in AR/VR is difficult (a). Projecting mid-air 3D strokes (black) onto 3D objects is an under-constrained problem with many seemingly reasonable solutions (b). We analyze this fundamental AR/VR problem of 3D stroke projection, define and characterize multiple novel projection techniques (c), and test the two most promising approaches—spraycan shown in blue and mimicry shown in red in (b)–(d)—using a quantitative study with 20 users (d). The user-preferred mimicry technique attempts to mimic the 3D mid-air stroke as closely as possible when projecting onto the virtual object. We showcase the importance of drawing curves on 3D surfaces, and the utility of our novel mimicry approach, using multiple artistic and functional applications (e) such as interactive shape segmentation (top) and texture painting (bottom). Complex 3D curves can be created by directly drawing mid-air in immersive where its uses include: object selection, annotation, and segmenta- environments (Augmented and Virtual Realities). Drawing mid-air strokes tion [Heckel et al. 2013; Jung et al. 2002; Meng et al. 2011]; 3D curve precisely on the surface of a 3D virtual object, however, is difficult; neces- and surface design [Igarashi et al. 1999; Nealen et al. 2007]; strokes sitating a projection of the mid-air stroke onto the user “intended” surface for 3D model texturing or painterly rendering [Kalnins et al. -
Modelado Virtual Piloto Bloque 12 – Cuc 1
MODELADO VIRTUAL PILOTO BLOQUE 12 – CUC 1 IMPLEMENTACIÓN DE LA METODOLOGÍA BIM EN EL SECTOR DE LA CONSTRUCCIÓN PARA EL MODELADO VIRTUAL PILOTO DEL BLOQUE 12 DE LA UNIVERSIDAD DE LA COSTA LEANDER OSNEIDER PACHECO VARGAS JAIRO RAFAEL ROMERO SILVA TRABAJO DE GRADO PARA OBTENER EL TÍTULO DE INGENIERO CIVIL TUTOR: Ing. MICHEL JOHANA MURILLO ACOSTA COTUTOR: Arq. DALMIRO RAFAEL GARCÍA ESTRADA UNIVERSIDAD DE LA COSTA DEPARTAMENTO DE CIVIL Y AMBIENTAL INGENIERÍA CIVIL BARRANQUILLA, ATLÁNTICO 2019 MODELADO VIRTUAL PILOTO BLOQUE 12 – CUC 2 IMPLEMENTACIÓN DE LA METODOLOGÍA BIM EN EL SECTOR DE LA CONSTRUCCIÓN PARA EL MODELADO VIRTUAL PILOTO DEL BLOQUE 12 DE LA UNIVERSIDAD DE LA COSTA LEANDER OSNEIDER PACHECO VARGAS JAIRO RAFAEL ROMERO SILVA TRABAJO DE GRADO PARA OBTENER EL TÍTULO DE INGENIERO CIVIL UNIVERSIDAD DE LA COSTA DEPARTAMENTO DE CIVIL Y AMBIENTAL INGENIERÍA CIVIL BARRANQUILLA, ATLÁNTICO 2019 MODELADO VIRTUAL PILOTO BLOQUE 12 – CUC 3 Nota de aceptación _____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _____________________________ _______________________________________ Firma del presidente del jurado _______________________________________ Firma del jurado ______________________________________ Firma del jurado Barranquilla, Atlántico, 2019 MODELADO VIRTUAL PILOTO BLOQUE 12 – CUC 4 Dedicatoria A Dios Por haberme dado la sabiduría, perseverancia, ganas y sobre todo salud para trabajar día a día y llegar a este punto logrando mis objetivos propuestos. A mi Madre Sandra Vargas Por su apoyo incondicional, por siempre ser mi bastón para seguir adelante, por cada uno de sus valores, porque estos fueron fundamentales al momento de lograr este objetivo. A mi Padre Roger Pacheco Por el ejemplo de aquella persona trabajadora, disciplinada, responsable y perseverante, que me ha infundado siempre desde pequeño, por su motivación hacer una persona de bien y por su gran amor y compresión. -
VR Or Not VR - No Longer a Question?
VR or Not VR - No Longer a Question? Wolfgang Dokonal1, Michael Knight2, Ernst Dengg3 1,3TU Graz 2University of Liverpool 1,3{dokonal|dengg}@tugraz.at [email protected] Virtual Reality (VR) software has developed to the point where, for the architect who is averagely technically adept, it can be incorporated into the design process with reasonable effort and costs. For VR to be an effective design tool, it must add value to the design process and should give insights and opportunities not available by other methods.Previous research by the authors reported on the results of an international student workshop which focused both on the workflow (to prepare the architectural models for the new VR systems) and the spatial perception that users experienced. In this paper, we continue to explore the question: "Can low cost VR be an effective addition to the architects' design toolbox, or does it still remain a "far-fetched, high-tech expensive folly?"To do this we are working with a larger group of students, a more developed workflow and we are also expanding this to architects in practice. We will be assessing both the practicality of integrating VR into the design workflow and the spatial perception of the designer when interacting with the model. We are experimenting with additional interface tools. Keywords: Virtual Reality, Google Cardboard, Low Cost Interfaces INTRODUCTION still unclear - at least outside of academia and the 2016 has the potential to become a turning point Global companies. There has been a considerable for architects in the use of VR and/or Augmented amount of research done which is concerned with Reality (AR) in the design process. -
Use of the HTC Vive in Post-Stroke Upper Limb Rehabilitation Amber
ABSTRACT Validating Creativity: Use of the HTC Vive in Post-Stroke Upper Limb Rehabilitation Amber Schulze Director: Jonathan Rylander, Ph.D. Physical therapists often creatively use virtual reality (VR) gaming systems in rehabilitation for patients with neurological deficits. However, therapists need to be aware of what games are applicable to their patient population, as well as how the virtual environment affects patients’ perception of their motion. This study investigated how the game Google Tilt Brush, a 3D painting environment offered on the HTC Vive, could be applied in post-stroke upper limb rehabilitation, and explored limitations of the system through measuring reach distance of healthy subjects. Nine healthy subjects were recruited and asked to perform various reaching and drawing tasks while data on their movement was gathered using a Vicon motion capture system. The data showed that while in simple reaching tasks individual subjects may alter their reach distance by up to 3 cm in the virtual environment, across all subjects there is not a statistically significant change. Moreover, in more complicated drawing tasks, participants could reliably reach to particular points, but most participants missed the exact target by several centimeters. Overall, it seems that the HTC Vive and Google Tilt Brush can be utilized in post-stroke upper limb rehabilitation if therapists monitor patients to ensure they are accomplishing the desired movement. APPROVED BY DIRECTOR OF THE HONORS THESIS: Dr. Jonathan Rylander, Mechanical Engineering -
Cahier D'expériences
CANOPÉ Réseau Canopé Établissement public national à caractère administratif 1, avenue du Futuroscope régi par les articles D 314-70 Bâtiment @4 et suivants du Code Téléport 1 CS 80158 86961 de l’éducation R&D FUTUROSCOPE Cedex Siret : 180 043 010 014 85 © Réseau Canopé, 2018 Cahier d’expériences : la réalité virtuelle dans les classes Cahier_experiences_Realite_virtuelle dans les classes_couv.indd 1-2 10/07/2018 08:38 Directeur de publication Jean-Marie Panazol Coordination de projet Jean-Michel Perron Directeur artistique Samuel Baluret Conception graphique DES SIGNES, le studio Muchir et Desclouds Mise en pages Michaël Barbay Impression Jouve 53100 Mayenne © Réseau Canopé, 2018 Cahier_experiences_Realite_virtuelle dans les classes_couv.indd 3-4 10/07/2018 08:38 CAHIER D’EXPÉRIENCES : LA RÉALITÉ VIRTUELLE DANS LES CLASSES Document recueilli par le Groupe de Travail GTnum7 « Immersion et Virtualité » Juin 2018 Cahiers_Experiences_Realite_Virtuelle.indd 1 10/07/2018 08:35 2 Titre rapport DRDUNE Cahiers_Experiences_Realite_Virtuelle.indd 2 10/07/2018 08:35 sommaire INTRODUCTION 5 1. USAGE PÉDAGOGIQUE DE LA RÉALITÉ VIRTUELLE EN COURS DE FRANÇAIS 7 2. LA CELLULE, UNITÉ DU VIVANT 17 3. RÉALITÉ VIRTUELLE EN BASKET-BALL 25 4. RÉALITÉ IMMERGÉE DANS LE CADRE DU CONCOURS BATISSIEL 35 5. PARCOURS AVENIR ET RÉALITÉ VIRTUELLE 43 6. ÉTUDE D’USAGE. RETOURS DES ÉLÈVES SUR UNE EXPÉRIENCE IMMERSIVE DE RÉALITÉ VIRTUELLE : CAS DE THE ENEMY 51 7. LITTÉRATURE ET RÉALITÉ VIRTUELLE : FATOU RAMA 61 8. RÉALISATION D’UN SALON DES MÉTIERS EN RÉALITÉ VIRTUELLE 67