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Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018"
Immersive Realities for Learning and Performance “VR, AR, Mixed Reality & More in 2018" An Updated Report from The MASIE Center Author: Bobby Carlton | Foreword: Elliott Masie May 23, 2018 Learning CONSORTIUM masie.com NOVEMBER 4 – 7, 2018 | ORLANDO, FL Lea “VR, AR, Mixed Reality & More in 2018" & More Reality AR, Mixed “VR, Immersive Realities Immersive masie.com for Learning and Performance Learning for r Author: Bobby Carlton | Foreword: Elliott Masie ning Foreword: An Updated Report from The MASIE Center CONSO “Boldly Go... Where the Learner Has Not Gone Before” R TIUM My good friend, actor George Takei, shared with me the excitement that the cast and crew felt when shooting Star Trek back in 1966. They were all excited by the possibility of a virtual and immersive reality. They imagined that they could scan a planet, a person, or an NOVEMBER 4 – 7, 2018 | ORLANDO, FL 2018 | ORLANDO, 4 – 7, NOVEMBER object and simulate, play with, or even destroy it (virtually) while May 23, 2018 being deeply immersed in the experience. And, they knew that someday this fiction would become reality. Ever since, I have been tracking, using, experimenting with, and researching the ever-changing and emerging worlds of virtual reality, augmented reality, mixed reality, and other immersive reality technologies and software. They keep getting better, though they still aren’t totally "there" yet. The challenge is to bridge the gap between their promise and actual use in workplaces to drive learning and performance. The good news is that in the past three years we have made major jumps forward. -
Hyperreality and Virtual Worlds: When the Virtual Is Real
sphera.ucam.edu ISSNe: 2695-5725 ● Número 19 ● Vol.II ● Año 2019 ● pp. 36-58 Hyperreality and virtual worlds: when the virtual is real Paulo M. Barroso, Polytechnic Institute of Viseu (Portugal) [email protected] Received: 12/11/19 ● Accepted: 10/12/19 ● Published: 19/12/19 How to reference this paper: Barroso, Paulo M. (2019). Hyperreality and virtual worlds: when the virtual is real, Sphera Publica, 2(19), 36‐58. Abstract This article questions what is hyperreality and underlines the role of the signs/images fostering the perception of a virtual world. It argues the potentiality of signs as artefacts. Starting from Agamben’s perspective regarding contemporary, the hyperreality is understood as a modern, visual and mass manifestation of the need for simulacra in a non-referential virtual world. How hyperreality, spectacle, simulation, and appearance emerge out of reality? What is authentic or real are issues raised using images and technological devices. The images are popular and amplify the effects of distraction and social alienation. The image is immediately absorbed, spectacular, attractive, a peculiar ready-to-think that eliminates or dilutes the concepts and produces a fast culture. Through a reflexive strategy, this article is conceptual (it has no case study or empirical work) and has the purpose of problematize the experience of hyperreality, which is reshaping and restructuring patterns of social life and social interdependence, and the ways we see, think, feel, act or just mean and interpret the reality. Keywords Hyperreality, image, real, virtual worlds, technology Barroso Hiperrealidad y mundos virtuales Hiperrealidad y mundos virtuales: cuando lo virtual es real Paulo M. -
"Physics Considerations for a Simulated Reality"
Physics considerations for a simulated reality Max Hodak 1 Why build a simulated reality? ined, but that of defining a suitable physics system. We conjecture that there is a relationship between Video games have a powerful natural appeal. Our the depth of a virtual world and the sophistication of physical world imposes harsh constraints: atoms are its underlying physics. difficult to work with compared to bits, and the Any non-trivial universe must contain informa- scarcity of both materials and the capacity to trans- tion, and we can phrase the central problem in world form them leads to a tough environment. By con- design as one of writing down the information that trast, video games can be anything we want them defines a universe; informally, we can state that a to be: players can fly, use magic, or even have their universe without information has zero depth. We can own planet, all the while exercising mental faculties start from a premise that information in any universe in just as satisfying a way as they would in our base is found in two forms: matter and its interactions. reality. As computer processing power continues to improve and the space of games we can build expands, a natural opportunity arises to build simulated real- 2 Naturalness ities that are as engaging and emotionally immersive as our base reality, but with fewer constraints and a Before we think about physics as it is usually under- greater capacity for easier creative expression. stood, let's briefly look at video game \physics" as Video game design is challenging on multiple lev- it exists today. -
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah
Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah To cite this version: Ejder Bastug, Mehdi Bennis, Muriel Médard, Merouane Debbah. Toward Interconnected Virtual Reality: Opportunities, Challenges, and Enablers. IEEE Communications Magazine, Institute of Electrical and Electronics Engineers, 2017, 55 (6), pp.110 - 117. 10.1109/MCOM.2017.1601089. hal-01781856 HAL Id: hal-01781856 https://hal-centralesupelec.archives-ouvertes.fr/hal-01781856 Submitted on 18 Jun 2020 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. Towards Interconnected Virtual Reality: Opportunities, Challenges and Enablers Ejder Ba¸stug˘;⊗, Mehdi Bennisy, Muriel Médard, and Mérouane Debbah⊗;◦ Research Laboratory of Electronics, Massachusetts Institute of Technology, 77 Massachusetts Avenue, Cambridge, MA 02139, USA ⊗Large Networks and Systems Group (LANEAS), CentraleSupélec, Université Paris-Saclay, 3 rue Joliot-Curie, 91192 Gif-sur-Yvette, France yCentre for Wireless Communications, University of Oulu, Finland ◦Mathematical and Algorithmic Sciences Lab, Huawei France R&D, Paris, France {ejder, medard}@mit.edu, [email protected].fi, [email protected] Abstract Just recently, the concept of augmented and virtual reality (AR/VR) over wireless has taken the entire 5G ecosystem by storm spurring an unprecedented interest from both academia, industry and others. -
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. -
Improving the Management of an Air Campaign with Virtual Reality
Improving the Management of an Air Campaign with Virtual Reality JAMES E. HAYWOOD, Major, USAF School of Advanced Airpower Studies THESIS PRESENTED TO THE FACULTY OF THE SCHOOL OF ADVANCED AIRPOWER STUDIES, MAXWELL AIR FORCE BASE, ALABAMA, FOR COMPLETION OF GRADUATION REQUIREMENTS, ACADEMIC YEAR 1994–95. Air University Press Maxwell Air Force Base, Alabama March 1996 Disclaimer The author produced this paper in a Department of Defense school environment in the interest of academic freedom and the advancement of national defense-related concepts. The views expressed in this publication are those of the author and do not reflect the official policy or position of the Department of Defense or the United States government. This publication has been reviewed by security and policy review authorities and is cleared for public release. ii Contents Chapter Page DISCLAIMER . ii ABSTRACT . v ABOUT THE AUTHOR . vii ACKNOWLEDGMENTS . ix 1 INTRODUCTION . 1 Notes . 3 2 THE TECHNOLOGY OF VIRTUAL REALITY . 5 The Human-Computer Interface . 6 Types of Virtual Realities . 7 Virtual Reality Component Technologies . 8 Technological Challenges . 10 Notes . 12 3 BATTLE MANAGEMENT OF AN AIR CAMPAIGN . 15 Structure and Organization for Theater Air Battle Management . 15 Functions of the Air Operations Center . 17 Elements of the Theater Air Control System . 18 Data Required for Air Battle Management . 19 Notes . 21 4 MANAGING AN AIR CAMPAIGN WITH VIRTUAL REALITY . 23 Operational Considerations . 24 Technical Considerations . 30 Notes . 30 5 CONCLUSION . 33 Notes . 34 BIBLIOGRAPHY . 35 iii Illustrations Figure Page 1 Conventional (A) versus VR (B) User Interfaces . 7 2 Air Operations Center Organization . 17 3 Elements of the Theater Air Control System . -
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. -
Virtual Realism: Really Realism Or Only Virtually So? a Comment on D
Virtual Realism: Really Realism or only Virtually so? A Comment on D. J. Chalmers’s Petrus Hispanus Lectures Claus Beisbart University of Bern DOI: 10.2478/disp-2019-0008 BIBLID [0873-626X (2019) 55; pp.297–331] Abstract What is the status of a cat in a virtual reality environment? Is it a real ob- ject? Or part of a fiction? Virtual realism, as defended by D. J. Chalm- ers, takes it to be a virtual object that really exists, that has properties and is involved in real events. His preferred specification of virtual realism identifies the cat with a digital object. The project of this paper is to use a comparison between virtual reality environments and sci- entific computer simulations to critically engage with Chalmers’s posi- tion. I first argue that, if it is sound, his virtual realism should also be applied to objects that figure in scientific computer simulations, e.g. to simulated galaxies. This leads to a slippery slope because it implies an unreasonable proliferation of digital objects. A philosophical analysis of scientific computer simulations suggests an alternative picture: The cat and the galaxies are parts of fictional models for which the computer provides model descriptions. This result motivates a deeper analysis of the way in which Chalmers builds up his realism. I argue that he buys realism too cheap. For instance, he does not really specify what virtual objects are supposed to be. As a result, rhetoric aside, his virtual real- ism isn’t far from a sort of fictionalism. Keywords Computer simulation, model, fictional model, ontology, fictionalism. -
Anderson & Associates Reduces Tunnel Interior Measurement Time
Anderson & Associates Reduces Tunnel Interior Measurement Time by 60% Using Laser Scanners Tunnel & Mining / As-Built Documentation For this project, A&A used a FARO Laser Scanner and ATS Real Reality Tunnel software to model the complete interiors of the tunnels and structures in 60% less time than is traditionally required. “The FARO scanner turned out to be ideal for this project. Its high scanning speed made it possible to complete the job in a fraction of the time required by the conventional method.” The Heartland Corridor is the most ambitious railroad engineering project of the last century. The project required increasing the vertical clearance of 28 tunnels and removing 24 overhead obstructions. Anderson & Associates (A&A) was hired to document the tunnels in order to check final clearances and provide a record for maintenance. Anderson & Associates (www.andassoc.com) is headquartered in Blacksburg, Virginia and has offices in West Virginia and North Carolina as well. A&A is a professional design firm that specializes in civil and environmental engineering, surveying, planning, and landscape architecture. Since 1968, they have served as planners, designers, stewards, and advocates for institutional, municipal, state, industrial, and private sector clients. For this project, A&A used a FARO Laser Scanner and ATS Real Reality Tunnel (RRT) software to model the complete interiors of the tunnels and structures in 60% less time than is traditionally required. “In addition to saving huge amounts of time, laser scanning made it possible to model the complete interior of the tunnel,” said Neil Martin, Project Manager & Associate Vice President Surveying. -
Aesthetiography : the Next Milestone in the Confluence of Media Jayesh S
Aesthetiography : The next Milestone in the Confluence of Media Jayesh S. Pillai, Simon Richir, Colin Schmidt To cite this version: Jayesh S. Pillai, Simon Richir, Colin Schmidt. Aesthetiography : The next Milestone in the Confluence of Media. 18th International conference of the society for philosophy and technology. Technology in the age of Information (SPT), Jul 2013, Lisbon, Portugal. 16 p. hal-01175504 HAL Id: hal-01175504 https://hal.archives-ouvertes.fr/hal-01175504 Submitted on 10 Jul 2015 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. Science Arts & Métiers (SAM) is an open access repository that collects the work of Arts et Métiers ParisTech researchers and makes it freely available over the web where possible. This is an author-deposited version published in: http://sam.ensam.eu Handle ID: .http://hdl.handle.net/10985/9765 To cite this version : Jayesh S. PILLAI, Simon RICHIR, Colin SCHMIDT - Aesthetiography : The next Milestone in the Confluence of Media - In: 18th International conference of the society for philosophy and technology. Technology in the age of Information (SPT), Portugal, 2013-07-04 - Technology in the Age of Information, 18th International conference of the Society for Philosophy and Technology - 2013 Any correspondence concerning this service should be sent to the repository Administrator : [email protected] Aesthetiography: The Next Milestone in the Confluence of Media Jayesh S. -
Self Ascription Paper – “My Reality Tunnel”
Self Ascription Paper – “My Reality Tunnel” Kenneth Kim Student ID #262276 University of Calgary Submitted to: Dr. D. Yee EDER 619.07 – Site Based Decision Making June 18th, 2003 EDER 619.07 – Site Based Decision Making 1 Kenneth Kim – Student # 262276 University of Calgary A parable is a simple story illustrating a moral or religious lesson. "A Parable serves as a laboratory where great things are condensed in a small space" (Turner, 1996). However, it is not as simple as that as the interpretation(s) of the story is really what sets parables from other forms of literary work. It uses common language relying on imagery and ordinary experiences to explain a phenomenon. "At the heart of the parabolic method lies a recognition of the power of language in our lives, to awaken the imagination, to stir the will, to shape our very understanding of reality and to call us into being and response" (Slee, 1985). The purpose of this self-ascription paper is to give my interpretation of Franz Kafka’s ‘A Parable About a Parable’ and relate this to my reality tunnel. Kafka’s parable is about the choices we make from the moral attitudes we hold. We are all born with our Id. The Id is in place to meet our basic needs for survival in our first three years of life. It is often called the pleasure principle, as it demands for immediate satisfaction. The next stage of development involves our Ego. In this stage, we are now aware and understand that other people have needs as well. -
Social Influence on Route Choice in a Virtual Reality Tunnel Fire
Transportation Research Part F 26 (2014) 116–125 Contents lists available at ScienceDirect Transportation Research Part F journal homepage: www.elsevier.com/locate/trf Social influence on route choice in a virtual reality tunnel fire q ⇑ Max Kinateder a, , Enrico Ronchi b,1, Daniel Gromer a, Mathias Müller a, Michael Jost a, Markus Nehfischer a, Andreas Mühlberger a,c, Paul Pauli a a University of Würzburg, Department of Psychology I, Marcusstr. 9-11, D-97072 Würzburg, Germany b Department of Fire Safety Engineering and Systems Safety, Lund University, P.O. Box 118, 22100 Lund, Sweden2 c University of Regensburg, Department of Psychology (Clinical Psychology and Psychotherapy), Universitätsstr. 31, D-93053 Regensburg, Germany article info abstract Article history: Introduction: Evacuation from tunnel fire emergencies requires quick decision-making and Received 20 October 2013 swift action from the tunnel occupants. Social influence (SI) has been identified as an Received in revised form 17 April 2014 important factor in evacuation. Accepted 21 June 2014 Methods: Two experimental groups were immersed into a virtual road tunnel fire. In the SI group participants saw a virtual agent moving on the shortest route to the nearest emer- gency exit. In the control group, participants were alone. Destination and exit choices were Keywords: analyzed using functional analysis and inferential statistics. Fire evacuation Results: SI affected route choice during evacuation but not destination choice: There were Social influence Travel paths no group differences regarding destination choice. Participants in the SI group were more Tunnel fire likely to choose a route similar to the virtual agent. Participants in the control group were Virtual reality more likely to choose a longer route along the tunnel walls.