Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users-regardless of their programming expertise-can effectively use the tools to create and modify training scenarios in VR.
In this work, we present MAGES 3.0, a novel Virtual Reality (VR)based authoring SDK platform for accelerated surgical training and assessment. The MAGES Software Development Kit (SDK) allows code-free prototyping of any VR psychomotor simulation of medical operations by medical professionals, who urgently need a tool to solve the issue of outdated medical training. Our platform encapsulates the following novel algorithmic techniques: a) collaborative networking layer with Geometric Algebra (GA) interpolation engine b) supervised machine learning analytics module for real-time recommendations and user profiling c) GA deformable cutting and tearing algorithm d) on-the-go configurable soft body simulation for deformable surfaces.
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual Museums of the future to enhance the quality of experience. It emphasises, the fact that a visitor will not be able to tell, at a first glance, if the artefact that he/she is looking at is real or not and it is expected to draw the visitors' interest. True AR is not limited to artefacts but extends even to buildings or life-sized character simulations of statues. It provides the best visual quality possible so that the users will not be able to tell the real objects from the augmented ones. Such applications can be beneficial for future museums, as with True AR, 3D models of various exhibits, monuments, statues, characters and buildings can be reconstructed and presented to the visitors in a realistic and innovative way. We also propose our Virtual Reality Sample application, a True AR playground featuring basic components and tools for generating interactive Virtual Museum applications, alongside a 3D reconstructed character (the priest of Asinou church) facilitating the storyteller of the augmented experience.
Figure 1: (Left) The instructor demonstrates how to properly perform the swab test. (Right) Use of cognitive questions and the reflective mirror contribute to a more effective learning procedure.
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