Integrated Augmented and Virtual Reality Technologies for Realistic Fire Drill Training.

IF 1.7 4区 计算机科学 Q3 COMPUTER SCIENCE, SOFTWARE ENGINEERING
IEEE Computer Graphics and Applications Pub Date : 2024-03-01 Epub Date: 2024-03-25 DOI:10.1109/MCG.2023.3303028
Hosan Kang, Jinseong Yang, Beom-Seok Ko, Bo-Seong Kim, Oh-Young Song, Soo-Mi Choi
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引用次数: 0

Abstract

In this article, we propose a novel fire drill training system designed specifically to integrate augmented reality (AR) and virtual reality (VR) technologies into a single head-mounted display device to provide realistic as well as safe and diverse experiences. Applying hybrid AR/VR technologies in fire drill training may be beneficial because they can overcome limitations such as space-time constraints, risk factors, training costs, and difficulties in real environments. The proposed system can improve training effectiveness by transforming arbitrary real spaces into real-time, realistic virtual fire situations, and by interacting with tangible training props. Moreover, the system can create intelligent and realistic fire effects in AR by estimating not only the object type but also its physical properties. Our user studies demonstrated the potential of integrated AR/VR for improving training and education.

用于真实消防演习培训的增强现实和虚拟现实集成技术。
在本文中,我们提出了一种新型消防演习培训系统,该系统专门设计用于将增强现实(AR)和虚拟现实(VR)技术集成到单一头戴式显示设备中,以提供逼真、安全和多样化的体验。将 AR/VR 混合技术应用于消防演习培训可能是有益的,因为它们可以克服时空限制、风险因素、培训成本和真实环境中的困难等限制。拟议的系统可将任意的真实空间转化为实时、逼真的虚拟火灾情境,并与有形的培训道具进行互动,从而提高培训效果。此外,该系统不仅能估计物体的类型,还能估计其物理属性,从而在 AR 中创建智能、逼真的火灾效果。我们的用户研究表明,AR/VR 集成系统在改进培训和教育方面具有巨大潜力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications 工程技术-计算机:软件工程
CiteScore
3.20
自引率
5.60%
发文量
160
审稿时长
>12 weeks
期刊介绍: IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics, visualization, virtual and augmented reality, and HCI. From specific algorithms to full system implementations, CG&A offers a unique combination of peer-reviewed feature articles and informal departments. Theme issues guest edited by leading researchers in their fields track the latest developments and trends in computer-generated graphical content, while tutorials and surveys provide a broad overview of interesting and timely topics. Regular departments further explore the core areas of graphics as well as extend into topics such as usability, education, history, and opinion. Each issue, the story of our cover focuses on creative applications of the technology by an artist or designer. Published six times a year, CG&A is indispensable reading for people working at the leading edge of computer-generated graphics technology and its applications in everything from business to the arts.
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