Enabling Acoustic Interactions Between Virtual Sources And Real Objects In Mixed Reality


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Enabling Acoustic Interactions Between Virtual Sources and Real Objects in Mixed Reality


Enabling Acoustic Interactions Between Virtual Sources and Real Objects in Mixed Reality

Author: Andrew J. Ortiz

language: en

Publisher:

Release Date: 2016


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Augmented reality audio (ARA) currently follows a paradigm in which a summing stage mixes the real and virtual soundfields into a single stereo or surround sound audio stream. To date, this approach has been utilized in many mixed and augmented reality systems. While these systems can easily capture interactions, such as acoustic obstructions, between virtual objects and virtual sound sources, this approach does not provide a method for allowing mixed acoustic interactions between virtual sound sources and real objects. Acoustic obstructions, which occur when an object is placed between a sound source and a listener, are an example of an everyday acoustic phenomenon which must be incorporated by a system if it aims to provide a truly realistic sonic experience. In mixed reality environments, the modeling of obstructions between real objects and virtual sources requires several stages. First, the object from the real world must be tracked and modeled in the virtual space. Once a virtual model of the real object has been rendered, the acoustic effects must be simulated using computational methods. One example which demonstrates the need for such a technology is the acoustic obstruction caused when the user's hands move an object between virtual sound sources and the ears in a headphone-based system. This proposed paradigm for mixed reality audio, which enables interactions between real objects and virtual sources, can be implemented in any number of ways. This thesis explores one possible implementation from end-to-end by using an inertial measurement unit (IMU) sensor for positional-tracking and custom scripting within the Unity engine to model the acoustic effects.

Immersive Virtual and Augmented Reality in Healthcare


Immersive Virtual and Augmented Reality in Healthcare

Author: Rajendra Kumar

language: en

Publisher: CRC Press

Release Date: 2023-10-16


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The book acts as a guide, taking the reader into the smart system domain and providing theoretical and practical knowledge along with case studies in smart healthcare. The book uses a blend of interdisciplinary approaches such as IoT, blockchain, augmented reality, and virtual reality for the implementation of cost-effective, real-time, and user-friendly solutions for healthcare problems. Immersive Virtual and Augmented Reality in Healthcare: An IoT and Blockchain Perspective presents the trends, best practices, techniques, developments, sensors, materials, and case studies that are using augmented and virtual reality environments with the state-of-the-art latest technologies like IoT, blockchain, and machine learning in the implementation of healthcare systems. The book focuses on the design and implementation of smart healthcare systems with major challenges to further explore more robust and efficient healthcare solutions in terms of low cost, faster algorithms, more sensitive IoT sensors, faster data communication, and real-time solutions for treatment. It discusses the use of virtual and augmented reality and how it can provide user-friendly and interactive communication within healthcare systems. Illustrated through case studies, the book conveys how different hospitals and healthcare equipment providers can adopt good practices found in the book to improve the performance/productivity of their staff and system. The content is rounded out by providing how IoT, blockchain, and artificial intelligence can provide the framework for designing and/or upgrading traditional healthcare systems by increasing security and data privacy. A valuable resource for engineers working with systems, the healthcare professionals involved in the design and development of healthcare devices and systems, researcher scholars, multidisciplinary scientists, students, and academics who are wishing to explore the use of virtual and augmented reality in new and existing healthcare systems.

Virtual, Augmented and Mixed Reality


Virtual, Augmented and Mixed Reality

Author: Randall Shumaker

language: en

Publisher: Springer

Release Date: 2015-07-20


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This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.