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Yayın Study and analysis of virtual reality for design and digital sculpture / Tasarım ve dijital heykelcilik için sanal gerçeklik üzerine bir çalışma(Maltepe Üniversitesi, 2019) Felippe, Kauê; Siqueira, Lopes deWith the emergence of virtual reality in the market, especially in the area of games and audiovisual, there is a great interest of the public in knowing and experiencing this technology. Virtual reality is not a new subject, but only after a few years, it was possible to use an HMD (head-mounted display) without causing great discomfort, even in short periods of use, and it has also become visually more interesting. In any case, there is still much to be developed for virtual reality to be even more popular. A good virtual reality application depends not only on the visual simulation (GRAU, 2007), but also on the response of other senses, mainly the touch due to interaction with objects of the scenario, that is, even if we reduce the visual problems to the maximum, still we will have to pay attention to how the user will interact physically with this world, either through controls, hands or objects with spatial recognition. This article presents how some programs developed for virtual reality (VR) work, analyzing the engagement and usability, and what are the advantages and disadvantages, in the view of the user, to use this platform in the professional environment observing the interface and mechanics of the software Google Blocks and Oculus Medium, pointing out in which aspects the three-dimensional applications of traditional computer interface use (keyboard, mouse and monitor) are distinct from their use in RV.