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dracobao · 4 months
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Open Brush offers users the ability to create 3D art in a virtual space, making it a powerful tool for artists and VR lovers. I was able to create some artworks of park views such as grass and trees, river and bridge.
While using OpenBrush, I found it’s a community-driven project that benefits from continuous improvements and feature additions contributed by a global community of developers and users​. OpenBrush also supports a wide range of VR hardware, including Meta (Oculus) headsets, and Windows Mixed Reality, making it accessible to more users​​. After finishing artwork made in Open Brush I can export and use it in other applications like Blender or Style Runner, extending its functional scenes for further artwork​​.
Limitations: Even though we’ve got a lot pen choices in Open brush, I still found it in a lack of pens types like 3D brush with natural textures. 
Technical and Performance Issues: Users may experience technical issues such as imported models cannot be exported with the creation artworks in a pack; Open Brush does not support auto attach and 2D surface.
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dracobao · 4 months
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In my mixed reality project post, we managed to have a collaborative use of VR and AI technology. Based on the project we chose, we took some photos of landscapes and views. With a reference to AI-generated video and image, I used the runway to create my background canvas. Since we are not creating an enclosed space, we need some boundaries as a fundamental structure of our space. Normal still images look boring and limited. The AI-generated video based on still photos offers a motion background for my project. Besides, AI motion videos bring more possibilities in terms of individual motion content.
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dracobao · 4 months
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Portable VR and adult content
One significant industry shall be mentioned when talking about the VR device application. The application and development of adult content in portable VR devices have changed how users interact with adult content by providing a more immersive and personal experience.
One of the key advantages of VR in adult content is the enhanced sense of presence and immersion. According to a study by Bailenson et al. (2019), VR can significantly enhance the user's sense of presence, making the experience feel more authentic and engaging compared to traditional 2D screens. This immersive quality is achieved through 360-degree video and interactive environments, allowing users to feel as if they are part of the scene rather than just passive viewers.
This increased accessibility is a major factor in the growing popularity of VR adult content. Users appreciate the convenience of being able to quickly set up and dive into an immersive experience, whether they are at home or traveling.
While the advancements in VR adult content offer exciting contents, they also raise several ethical and social concerns. Privacy is a major issue, as users might be concerned about the security of their personal data and the potential for unauthorised access to their VR experiences. Additionally, the realistic nature of VR experiences can blur the border between fantasy and reality, potentially leading to psychological impacts for some users.
Bailenson, J. et al. (2019). "Presence in Virtual Reality: The Role of Individual Differences". Virtual Reality.
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dracobao · 4 months
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Generative AI and VR
The collaborative application of generative artificial intelligence (AI) and virtual reality (VR) technology has significant potential through various regions. This function promotes innovation and enhances user experiences. There are some examples applied in VisionOS like SkyBox.
Generative AI can be applied to create various aspects of virtual environments, including terrain, architecture, vegetation, etc. By learning from real-world data, it can generate realistic virtual environments, thereby improving the realism and immersion of VR experiences (Reid, 2020).
In the field of education and training, generative AI can create virtual instructors, mentors, or role-playing learning companions. With VR technology, students can interact with these virtual characters in virtual environments, gaining personalised learning experiences and improving learning efficiency and retention (Zhang et al., 2020).
Generative AI, such as OpenBrush, can serve as part of virtual creation tools, assisting users in rapidly generating virtual content. For example, it can generate virtual scenes, characters, or objects, which can then be imported into VR authoring platforms for further editing and customisation (Tao et al., 2020).
Reid, J. (2020). Using artificial intelligence for generating virtual reality experiences: Opportunities and challenges. Journal of Gaming & Virtual Worlds, 12(1), 51–68.
Sung, Y.-T., Lin, C.-Y., & Chang, K.-E. (2021). Personalized learning in virtual reality environments supported by artificial intelligence: A systematic review and meta-analysis. Computers & Education, 169, 104166.
Tao, C., Gavish, N., & Lu, L. (2020). Generative AI for content creation in virtual reality. XRDS: Crossroads, The ACM Magazine for Students, 26(1), 52–57.
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dracobao · 4 months
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VR Devices in Astronaut Ground Training Programs
‘360° VR Spacewalk Experience’——This VR video work was inspired by NASA’s training program, offering immersive simulations of space environments and tasks. While VR devices present several advantages, they also pose challenges that warrant consideration.
One important advantage of VR devices in astronaut training is their ability to provide realistic simulations of space missions. According to NASA's report on VR technology in space training, these simulations allow astronauts to practice tasks such as spacewalks and spacecraft operations in a controlled, safe environment, enhancing their preparedness for real missions.
Moreover, VR devices may offer budget friendly training solutions compared to traditional methods, reducing the need for expensive physical equipment. This affordable approach enables space agencies to allocate resources more efficiently while ensuring comprehensive training for astronauts.
However, VR devices also have limitations. One concern is the potential for simulation sickness, a phenomenon characterised by discomfort or disorientation experienced by some users during VR experiences (Witmer & Singer, 1998). This issue requires optimising VR technology to minimise motion sickness and provide a comfortable training environment for astronauts.
Despite these challenges, VR technology continues to evolve, opening new approaches for application beyond astronaut training. In industries such as medicine and education, VR is used for surgical simulations, immersive learning experiences, and therapeutic interventions (Bogdanovych et al., 2019).
NASA. (2020). Virtual Reality Technology in Space Training. https://www.nasa.gov/feature/virtual-reality-technology-in-space-training
Witmer, B. G., & Singer, M. J. (1998). Measuring Presence in Virtual Environments: A Presence Questionnaire. Presence: Teleoperators and Virtual Environments, 7(3), 225–240. https://doi.org/10.1162/105474698565686
Bogdanovych, A., Trescak, T., Simoff, S., & Si, M. (2019). Virtual Reality Applications in Education, Training, and Therapy. Springer.
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dracobao · 5 months
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VR approach of Landscapes in Sydney
Our idea is based on the concept of ‘Landscape’ which is a construct of what is seen, experienced, learned, and subject-specific models born in the mind (Leser, H 2022). We aim to construct a VR based natural landscape for people to experience such a virtual world.
To achieve such an idea and to polish our virtual world, we are going to use Openbrush, in which we can input our scanning and edit as we want. Since we may not focus on one certain landscape, we have to think about mixing various scanning models.
Said Hayek et al. (2016, p. 100): “The level of immersion into the virtual environment depends on the illusion of reality to the senses of a participant”. Thus, we are going to apply some audio effects, including recorded natural sounds and designed sound effects to enhance the immersion level in our virtual world. Besides an approach of visualising feeling is being evaluated.
Wissen Hayek U, Waltisberg D, Philipp N, Grêt-Regamey A (2016) Exploring issues of immersive virtual landscapes for the support of participatory spatial planning support. Digit Landsc Archit 1:100–108. https://doi.org/10.14627/537612012
Leser, H. Virtuality and Reality of Landscape: Theoretical and Methodological Problems in Their Capture and Representation. KN J. Cartogr. Geogr. Inf. 72, 269–277 (2022). https://doi.org/10.1007/s42489-022-00123-5
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dracobao · 6 months
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The place which has a psychogeographical echo with me is a small forest in Sydney Park. Last year, we filmed our experimental film work CAGE there. I was a psycho-thriller deeply goes into a guy trapped in a place. The day we filmed was a hot day in the burning sunlight. It made us feel like really being trapped there. Especially me as a cinematographer, I was fully rigged by high end camera, carrying it all the day. When I come to this place, reviewing the day I spent here, there is a resonate between us, makes me think.
Since it was our first time using a 360 camera, we went into some difficulties. We couldn’t handhold it because it would capture the user’s head. So I managed to put it on a still photo tripod head, and then I realised that I had to hide somewhere to make sure not to be captured. The Insta 360 app was quite nice so I could control the camera when hiding somewhere far.
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dracobao · 6 months
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Cyberworld in VR: Zero Days VR
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What do you think is successful about the piece?
Based on the documentary, Zero Days VR dives deep into the Stuxnet cyberattack, reviewing its backstory, complex techniques, and its impact on international relations, providing audiences with a comprehensive perspective.
It successfully connects complex technical topics with real-world political, military, and ethical issues, prompting viewers to deeply consider issues such as cybersecurity and our privacy.
The most important thing: It is based on a real story of Stuxnet: the first cyber weapon in the world known to cause real-world physical damage.
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What role does time play in the documentary?
Time plays a crucial role in ‘Zero Days VR’ as it involves the history, design, and impact of Stuxnet as time goes on. As events unfold over time, the development and consequences of the cyberattack evolve, which is essential for audiences to understand the background and progression of the event.
How did the documentary make you feel?
It nicely shows the complexity of the cyber world and cyber warfare. I do feel concerned about the cybersecurity. However, because I’m in some way familiar with cyber warfare and geopolitics, the documentary feels like simply another way of presenting the high stakes of cyber warfare on a human scale.
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What would VR add to this experience if there were a VR version?
Virtual Reality (VR) technology provides a more immersive experience for viewers. In the context of ‘Zero Days,’ VR makes viewers feel more present, as if they were immersed in the scene of cyber warfare, processing datas and image information. VR could also offer a more intuitive, interactive learning experience for viewers. For example, viewers might better understand the workings and attack processes of Stuxnet through simulated demonstrations in a virtual environment, even it’s just in an abstract way.
The documentary seeks to inform audiences about the cyberattack and world of information technology It aims to demonstrate to viewers about the complexities of cyber warfare, cybersecurity issues, and the potential consequences of state-sponsored cyberattacks. Personally, visually speaking, VR doesn’t make it much better, the awareness of risk is the thing we should focus on.
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