659 results on '"Unreal engine"'
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2. Development of a VR-Based Digital Factory Planning Platform for Dynamic 3D Layout Editing
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Riesener, Michael, Schukat, Esben, Curiel-Ramirez, Luis A., Schäfer, Niklas, and Valdez-Heras, Ariana
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- 2024
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3. Data Augmentation Pipeline for Enhanced UAV Surveillance
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Arezoomandan, Solmaz, Klohoker, John, Han, David K., Goos, Gerhard, Series Editor, Hartmanis, Juris, Founding Editor, Bertino, Elisa, Editorial Board Member, Gao, Wen, Editorial Board Member, Steffen, Bernhard, Editorial Board Member, Yung, Moti, Editorial Board Member, Antonacopoulos, Apostolos, editor, Chaudhuri, Subhasis, editor, Chellappa, Rama, editor, Liu, Cheng-Lin, editor, Bhattacharya, Saumik, editor, and Pal, Umapada, editor
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- 2025
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4. Innovative virtual reality solutions for technical training in heavy construction equipment repair and maintenance.
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Istiono, Wirawan and Pratama, Andhika Nugraha Wira
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EQUIPMENT maintenance & repair ,VIRTUAL reality ,BULLDOZERS ,CONSTRUCTION industry - Abstract
The construction industry is significantly impacted by heavy construction equipment, including bulldozers, excavators, and vehicles. This equipment speeds up building, moves supplies, and builds infrastructure. Using heavy construction equipment correctly can boost productivity and shorten project timelines. Due to their complexity and scale, this equipment must be maintained and repaired. Poor maintenance and repair of heavy construction equipment can reduce performance, damage, and even cause accidents. Due to these problems, this study focuses on the design and development of a simulation training application to enhance the technical skills of workers in maintaining and repairing heavy construction equipment using virtual reality (VR) technology, the development of this application will be carried out using Unreal Engine 5 and thereafter tested and implemented at PT Menara Indonesia or M-Knows Consulting, Indonesia. At the end of this study, the design and development of a VR training simulation application for heavy equipment repair has been successfully completed. After testing the VR application and conducting user acceptance tests, it was concluded that the created VR application greatly assists M-Knows Consulting in training workers to perform maintenance and repair on heavy equipment, with a user acceptance rate of 84%. [ABSTRACT FROM AUTHOR]
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- 2025
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5. Study of Production Workflows in Interactive 3D Animation with AI Applications.
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Adriana, Elisa and Song, Balgum
- Abstract
The rapid advancement in technology has led to the creation of interactive media across various fields, including education, entertainment, advertising, film, gaming, and animation. However, interactive animations have not achieved the same level of popularity as interactive films and games, often due to their complex story structures, additional production steps, high costs, and the necessity for expertise in game engines to enable interactivity. This paper examines the use of artificial intelligence (AI) tools, particularly Convai within Unreal Engine, to establish a more efficient workflow and reduce production costs in interactive 3D animation. The study compares traditional manual production methods using Unreal Engine and ChatGPT with AI-enhanced workflows that incorporate Convai. The findings indicate that AI tools significantly reduce production time and simplify the creation of interactive features. However, Convai has limitations in flexibility and precision, particularly when it comes to customizing features and animations. While AI tools are beneficial for beginners and those with limited programming experience in Unreal Engine due to their userfriendly nature, manual workflows provide greater flexibility for complex interactions and customizations. The research concludes that AI has substantial potential to improve the production of interactive 3D animation, although further advancements are necessary to enhance support for character and animation customization. [ABSTRACT FROM AUTHOR]
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- 2024
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6. Bunce Island: Through the Mirror – Epic Games' MetaHumans and the trans-Atlantic slave trade.
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Keefer, Katrina, Burton, Joseph M., Taunton, Rachel L. J., and Muriuki, Wacera W.
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DIGITAL technology ,VIDEO game industry ,VIDEO production & direction ,VIRTUAL reality ,RESEARCH personnel ,SLAVE trade - Abstract
Visualizing the traumatic past is a perennial challenge, particularly for historians of the slave trade. New innovations in digital technologies may offer a transformative framework to address this problem. Epic Games and its Unreal Engine, developed for use in industries such as film and video game production, animation, architectural visualization, and virtual reality simulations, offer one potential avenue to efficiently visualize a challenging past. Epic Games's MetaHuman Creator – high-fidelity digital humans, fully rigged and able to be quickly animated with little more than an iPhone – offer another related means of viscerally recreating the past in ways which offer new insights for researchers and new tools for educators. [ABSTRACT FROM AUTHOR]
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- 2024
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7. Pre-Dam Vltava River Valley—A Case Study of 3D Visualization of Large-Scale GIS Datasets in Unreal Engine.
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Janovský, Michal
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DATA visualization , *ENGINES , *LANDSCAPES , *GEOGRAPHIC information systems - Abstract
This article explores the potential of the Unreal Engine as a tool for creating realistic 3D visualizations of large-scale areas (1000 km2 and more) using GIS datasets. Unlike small-scale visualizations, large-scale visualizations are rare and often not public, which presents significant problems since they present different challenges and require different approaches. This article presents several relevant scientific studies and projects that have successfully used game engines for similar purposes. This case study focuses on the computational techniques used in Unreal Engine for the 3D visualization of GIS data and the potential application of Unreal Engine in large-scale geo-visualizations. It explores the potential for using GIS data within a game engine, including plug-ins that provide additional functionality for working with GIS data, such as the Vitruvio plug-in to implement procedural modeling of buildings. The case study is applied to GIS datasets of the historical Vltava Valley covering an area of 1670 km2 to demonstrate the unique challenges of using Unreal Engine to create realistic visualizations of large-scale historical landscapes. The resulting visualizations are presented. The practical application of this research provides insights into the potential of the Unreal Engine as a tool for creating realistic 3D visualizations of large-scale historical areas. [ABSTRACT FROM AUTHOR]
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- 2024
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8. End-to-end digital twin creation of the archaeological landscape in Uruk-Warka (Iraq)
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Max Haibt
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Digital twin ,world heritage ,3D photogrammetry ,UAV ,unreal engine ,archaeology ,Mathematical geography. Cartography ,GA1-1776 - Abstract
ABSTRACTThis article demonstrates recent technological advancements enabling the creation of digital twins for expansive real-world terrains. Focusing on the archaeological site Uruk-Warka in southern Iraq the German Archaeological Institute deployed the Delta Quad Pro, a winged UAV equipped with vertical take-off and landing capabilities. This UAV captured 32,000 aerial images of the ancient city and its immediate environment. Each image was precisely geotagged using an integrated DGNSS receiver. Utilizing advanced 3D photogrammetry software, we synthesized these images into a single georeferenced model. The outcome was a detailed triangulated mesh, comprising of one billion triangles and 1024 8k-resolution texture files, representing a 40 square kilometers terrain. When rendered in a game-engine and applying the new technologies Nanite and Streaming Virtual Texture, this massive dataset can be visualized in real-time. The result is ‘Uruk-VR,’ a digital twin of the Uruk-Warka archaeological site, most of which has never been investigated. Basic tools have been implemented to annotate features and measure distances within the Uruk-VR. The methodologies showcased here are scalable for creating digital twins of diverse terrains. Uruk-VR's potential extends to research, education and conservation, exemplifying how game engines can seamlessly integrate vast and diverse geospatial data in 3D space.
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- 2024
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9. Development of time-series point cloud data changes and automatic structure recognition system using Unreal Engine
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Kato, Toru, Takahashi, Hiroki, Yamashita, Meguru, Doi, Akio, and Imabuchi, Takashi
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- 2024
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10. Enhancing virtual indoor environment and energy efficiency with real-time BIM and Unreal Engine integration in building lighting design
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Mert İzmirlioğlu and Hatice Sözer
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Unreal Engine ,Daylight simulation ,Immersive virtual reality ,Building energy efficiency ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
The lighting system is one of the fundamental energy systems for buildings. In the traditional approach, designers simulate their predesign on computer-aided software to create a convenient lighting environment, in which users cannot feel the lighting effects and experience the lighting scenarios until the design setup stage.Recently, with the help of the BIM platform and 3D modeling, both design teams and users can evaluate and visually experiment with the project. Users can more easily grasp the details of the project through the 3D model. In this way, the design development process is carried out more efficiently by design teams and users. However, some BIM-based lighting simulation software can only provide static outputs without any interaction between the users and the environment.Further, real-time lighting design with dynamic results will make the design development process efficient, where users will visually feel daylight and artificial light, and experience lighting scenarios with various shading and light control options. This decreases the risk of redesign and revision, which is extremely time-consuming and reduces the efficiency of the lighting design. Therefore, this article proposes a lighting design approach on the integration of BIM and a game engine called Unreal Engine (UE4) for dynamic and user experience- based lighting design.The process flow involves creating a BIM model in Autodesk Revit and exporting it in IFC file format. The IFC file is imported into the Dialux EVO software. At the same time, the BIM Model is converted to the appropriate file format via the Datasmith converter that enables data transformation and is imported into UE4. Once the IES data of the luminaires are imported into UE4, the arrangement of lighting luminaries is done in the model. Illuminance level measurements are carried out with the help of HDR mode. For the verification of the calculation results, the lighting design in UE4 is manually transferred to DialuxEVO and the lighting calculation is carried out for validation of UE4 measurements. Subsequently, the effect of daylight on the illuminance level during sunrise and sunset hours is measured in UE4 for three different days predetermined throughout the year, and the measurements are recorded in a table.In the research, artificial lighting is utilized as a secondary source only when natural daylight is insufficient to achieve maximum daylight utilization. The daylight simulation was conducted under Clear Sky conditions, utilizing a historic building located in the Datça district of the Southern Aegean region of Turkey as a reference. The analysis focused on the sunrise and sunset hours, which are known to have relatively lower levels of available daylight, in order to maximize the use of natural daylight. Results show that between 20% and 24% improvements could be achieved by utilizing real-time evaluation technics.
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- 2025
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11. Using Virtual and Augmented Reality with GIS Data.
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Pavelka Jr., Karel and Landa, Martin
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GEOGRAPHIC information systems , *AUGMENTED reality , *DIGITAL elevation models , *DATA visualization , *DATA management - Abstract
This study explores how combining virtual reality (VR) and augmented reality (AR) with geographic information systems (GIS) revolutionizes data visualization. It traces the historical development of these technologies and highlights key milestones that paved the way for this study's objectives. While existing platforms like Esri's software and Google Earth VR show promise, they lack complete integration for immersive GIS visualization. This gap has led to the need for a dedicated workflow to integrate selected GIS data into a game engine for visualization purposes. This study primarily utilizes QGIS for data preparation and Unreal Engine for immersive visualization. QGIS handles data management, while Unreal Engine offers advanced rendering and interactivity for immersive experiences. To tackle the challenge of handling extensive GIS datasets, this study proposes a workflow involving tiling, digital elevation model generation, and transforming GeoTIFF data into 3D objects. Leveraging QGIS and Three.js streamlines the conversion process for integration into Unreal Engine. The resultant virtual reality application features distinct stations, enabling users to navigate, visualize, compare, and animate GIS data effectively. Each station caters to specific functionalities, ensuring a seamless and informative experience within the VR environment. This study also delves into augmented reality applications, adapting methodologies to address hardware limitations for smoother user experiences. By optimizing textures and implementing augmented reality functionalities through modules Swift, RealityKit, and ARKit, this study extends the immersive GIS experience to iOS devices. In conclusion, this research demonstrates the potential of integrating virtual reality, augmented reality, and GIS, pushing data visualization into new realms. The innovative workflows and applications developed serve as a testament to the evolving landscape of spatial data interpretation and engagement. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Exploring Data for Construction Digital Twins: Building Health and Safety and Progress Monitoring Twins Using the Unreal Gaming Engine.
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Ellul, Claire, Hamilton, Neve, Pieri, Alexandros, and Floros, George
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DIGITAL twins ,LOCATION data ,SUPPLY chain management ,ROAD construction ,WASTE management - Abstract
Although digital twins have been established in manufacturing for a long time, they are only more recently making their way into the urban environment and present a relatively new concept for the construction industry. The concept of a digital twin—a model of the physical environment that has a real-time two-way link between the physical and the digital, with the virtual model changing over time to reflect changes in the real world—lends itself well to the continually changing environment of a construction project. Predictive capabilities built into a twin also have great potential for construction planning—including in supply chain management and waste disposal as well as in the construction process itself. Underpinning this opportunity is location data, which model where something is happening and when and can be used to solve a wide range of problems. In particular, location (the power of where) can integrate diverse data sources and types into a single system, overcoming interoperability challenges that are known to be a barrier to twin implementation. This paper demonstrates the power of location-enabled digital twins in the context of a highway construction project, documenting and addressing data engineering tasks and functionality development to explore the potential of digital twins in the context of two case studies—health and safety and construction monitoring. We develop two demonstrators using data from an existing construction project (building on data and requirements from industry partner Skanska) to build twins that make use of the powers of 4D data presentation offered by the Unreal Gaming Engine and CesiumJS mapping, while software development expertise is sometimes available to construction firms, we specifically explore to what extent the no-code approach available within Unreal can be deployed in this context. Our findings provide evidence to construction companies as to the benefits of digital twins, as well as an understanding of the data engineering and technical skills required to achieve these benefits. The overall results demonstrate the potential for digital twins to unlock and democratise construction data, taking them beyond the niche use of experts and into the boardroom. [ABSTRACT FROM AUTHOR]
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- 2024
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13. Detection and Assessment of Seismic Response of High-Speed Railway Bridges Based on Smartphone Public Participation.
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Liu, Jiaqi, Li, Weijie, Zhao, Chenhao, Jing, Yicheng, Yin, Chao, and Zhao, Xuefeng
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SEISMIC response ,HIGH speed trains ,EMERGENCY management ,EARTHQUAKES ,RAILROAD bridges - Abstract
The seismic response detection and operational safety assessment of high-speed railway (HSR) bridges play a crucial role in ensuring HSR systems' operational safety and reliability. Smartphones have introduced intelligent inspection tools for structural health detection, becoming a new tool for intelligent structural inspection. Combining the public and smartphones is the key to public participation in structural health detection. This study utilizes smartphone-based structural seismic response inspection technology to investigate the framework of public participation in earthquake response inspection and assessment. This system comprises the Smart Bridge Brain (SBB), which integrates data from multiple sources and systems, an assigning mechanism for public participation inspection tasks, and smartphone-based HSR bridge structural seismic response inspection technology. At the same time, the Unreal Engine 5.0 software is used to create a mixed-reality virtual simulation experimental environment to validate the feasibility of this framework. The results indicate that the intelligent optimization of task allocation by the SBB successfully assigns detection tasks to each public participant. Public participants can promptly reach predefined damage structure detection targets and rapidly inspect bridge structural seismic response indicators using smartphones. In addition, this paper also conducts a comprehensive evaluation and analysis of the detection of the work efficiency index (WEI) within the system. Furthermore, optimization strategies for the efficient execution of detection tasks are proposed based on WEI variations influenced by different factors. The system framework is expected to enhance cluster-based HSR bridges' intelligent disaster prevention and mitigation capabilities. [ABSTRACT FROM AUTHOR]
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- 2024
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14. Data Management Framework for Highways: An Unreal Engine-Based Digital Sandbox Platform.
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Lv, Huabing, Wu, Guoqiang, Song, Jianping, Mo, Chunhua, Yao, Guowen, and He, Xuanbo
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ANALYTIC hierarchy process ,ROAD construction ,BUILDING information modeling ,HIGHWAY planning ,DATA management ,GEOGRAPHIC information systems - Abstract
The problems of information isolation, inefficiency, and paper-based data archiving in traditional highway survey and design methods are investigated in this paper. A novel digital sandbox platform framework was developed to promote the efficiency of route design, model data integration, and information sharing. Under the presented framework, an integrated application method for both the Building Information Modeling (BIM) and Geographic Information System (GIS) technologies was designed by using Unreal Engine technology. Firstly, a digital base model was established by integrating multi-disciplinary BIM model data and GIS three-dimensional (3D) multi-scale scene model data. On this basis, using Unreal Engine technology for visualization development, a digital sandbox platform with the data visualization, traffic organization simulation analysis, 3D spatial analysis, component information query, and scene switching functions was developed, which satisfies the 3D visualization and digitalization needs in the current highway planning and design. Additionally, the Analytic Hierarchy Process (AHP) was employed to analyze the impact of digital base model on the development and application of platform modules, including five crucial factors: data accuracy, data representation, multi-source data fusion, data management capability, and scene semantic representation. Finally, the research results indicate that the proposed digital sandbox platform framework provides users with a platform for integrated data management, information sharing, and 3D data visualization, while reducing design time by 30%, total design cost by 12%, and land occupancy rate by 10%. [ABSTRACT FROM AUTHOR]
- Published
- 2024
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15. Gamification for road asset inspection from Mobile Mapping System data.
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Barros-Sobrín, Álvaro, Balado, Jesús, Soilán, Mario, and Mingueza-Bauzá, Enrique
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GAMIFICATION , *POINT cloud , *DATA mapping , *SOFTWARE as a service , *FREEWARE (Computer software) - Abstract
Gamification techniques have been proven effective in various fields such as education and industry. In this paper, we introduce a novel approach that applies gamification techniques to the identification of road assets in Mobile Laser Scanning (MLS) data. Our method utilises three gamification techniques: avatar (vehicle), point cloud segmentation into levels, and scoring. We implemented these techniques in Unreal Engine and evaluated their performance using three real-world case studies. We also compared two ways of point cloud visualisation: mesh-based and point-based. Our results demonstrate that our gamification approach improves the handling and visualisation of point clouds when compared to other free software such as Cloud Compare. Specifically, the point-based visualisation method provides a more accurate representation of the road environment and the input point cloud and is easier to import into Unreal Engine. However, this method requires more computational resources for visualisation. On the other hand, level segmentation ensures a constant frame rate of 60 frames per second. Furthermore, our gamification approach enhances the experience of road asset identification, making it more enjoyable for the user. However, we acknowledge that the quality of the point cloud remains the primary factor affecting the accuracy of asset identification, regardless of the software used. Overall, our proposed gamification approach offers a promising solution for improving the identification of road assets in MLS data and has the potential to be applied to other fields beyond road asset identification. [ABSTRACT FROM AUTHOR]
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- 2024
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16. A Simulation Dataset Generator for Object Detection Research
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Wang, Pengcheng, Wang, Hongjiang, Sun, Yisong, Chinese Institute of Command and Control, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Oneto, Luca, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, and Tan, Kay Chen, Series Editor
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- 2024
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17. Development of an Autonomous Pilotage for a Digital Twin-based Unmanned Surface Vessel in Virtual Reality
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Madusanka, Nuwan Sri, Fan, Yijie, Ahmed, Faheem, Yang, Shaolong, Xiang, Xianbo, Angrisani, Leopoldo, Series Editor, Arteaga, Marco, Series Editor, Chakraborty, Samarjit, Series Editor, Chen, Shanben, Series Editor, Chen, Tan Kay, Series Editor, Dillmann, Rüdiger, Series Editor, Duan, Haibin, Series Editor, Ferrari, Gianluigi, Series Editor, Ferre, Manuel, Series Editor, Jabbari, Faryar, Series Editor, Jia, Limin, Series Editor, Kacprzyk, Janusz, Series Editor, Khamis, Alaa, Series Editor, Kroeger, Torsten, Series Editor, Li, Yong, Series Editor, Liang, Qilian, Series Editor, Martín, Ferran, Series Editor, Ming, Tan Cher, Series Editor, Minker, Wolfgang, Series Editor, Misra, Pradeep, Series Editor, Mukhopadhyay, Subhas, Series Editor, Ning, Cun-Zheng, Series Editor, Nishida, Toyoaki, Series Editor, Oneto, Luca, Series Editor, Panigrahi, Bijaya Ketan, Series Editor, Pascucci, Federica, Series Editor, Qin, Yong, Series Editor, Seng, Gan Woon, Series Editor, Speidel, Joachim, Series Editor, Veiga, Germano, Series Editor, Wu, Haitao, Series Editor, Zamboni, Walter, Series Editor, Tan, Kay Chen, Series Editor, Md. Zain, Zainah, editor, Ismail, Zool Hilmi, editor, Li, Huiping, editor, Xiang, Xianbo, editor, and Karri, Rama Rao, editor
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- 2024
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18. Immersive Technologies in Virtual Heritage for an Innovative Tourist Experience the Case of the Berati Ethnographic Museum
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Ikonomi, Joan, Papa, Dorina, Pisello, Anna Laura, Editorial Board Member, Bibri, Simon Elias, Editorial Board Member, Ahmed Salih, Gasim Hayder, Editorial Board Member, Battisti, Alessandra, Editorial Board Member, Piselli, Cristina, Editorial Board Member, Strauss, Eric J., Editorial Board Member, Matamanda, Abraham, Editorial Board Member, Gallo, Paola, Editorial Board Member, Marçal Dias Castanho, Rui Alexandre, Editorial Board Member, Chica Olmo, Jorge, Editorial Board Member, Bruno, Silvana, Editorial Board Member, He, Baojie, Editorial Board Member, Niglio, Olimpia, Editorial Board Member, Pivac, Tatjana, Editorial Board Member, Olanrewaju, AbdulLateef, Editorial Board Member, Pigliautile, Ilaria, Editorial Board Member, Karunathilake, Hirushie, Editorial Board Member, Fabiani, Claudia, Editorial Board Member, Vujičić, Miroslav, Editorial Board Member, Stankov, Uglješa, Editorial Board Member, Sánchez, Angeles, Editorial Board Member, Jupesta, Joni, Editorial Board Member, Pignatta, Gloria, Editorial Board Member, Shtylla, Saimir, Editorial Board Member, Alberti, Francesco, Editorial Board Member, Buckley, Ayşe Özcan, Editorial Board Member, Mandic, Ante, Editorial Board Member, Ahmed Ibrahim, Sherif, Editorial Board Member, Teba, Tarek, Editorial Board Member, Al-Kassimi, Khaled, Editorial Board Member, Rosso, Federica, Editorial Board Member, Abdalla, Hassan, Editorial Board Member, Trapani, Ferdinando, Editorial Board Member, Magnaye, Dina Cartagena, Editorial Board Member, Chehimi, Mohamed Mehdi, Editorial Board Member, van Hullebusch, Eric, Editorial Board Member, Chaminé, Helder, Editorial Board Member, Della Spina, Lucia, Editorial Board Member, Aelenei, Laura, Editorial Board Member, Parra-López, Eduardo, Editorial Board Member, Ašonja, Aleksandar N., Editorial Board Member, Amer, Mourad, Series Editor, and Elias Bibri, Simon, editor
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- 2024
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19. Visualisierung und Interaktionen in virtuellen Landschaften – Geodaten-Import und Verarbeitung in Game Engines
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Vetter, Mark, Kühne, Olaf, Series Editor, Kinder, Sebastian, Series Editor, Schnur, Olaf, Series Editor, Weber, Florian, editor, Berr, Karsten, editor, and Jenal, Corinna, editor
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- 2024
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20. Virtual Reality Experience Analysis from Point Cloud Data
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Aneiros-Egido, Diego, Balado, Jesús, Tran, Ha, Díaz-Vilariño, Lucía, Cartwright, William, Series Editor, Gartner, Georg, Series Editor, Meng, Liqiu, Series Editor, Peterson, Michael P., Series Editor, Kolbe, Thomas H., editor, Donaubauer, Andreas, editor, and Beil, Christof, editor
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- 2024
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21. Design and Development of an Educational Game Based on Human-Computer Interaction for Solar Terms
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Jin, Haonan, Wang, Hongjuan, Li, Kan, Editor-in-Chief, Li, Qingyong, Associate Editor, Fournier-Viger, Philippe, Series Editor, Hong, Wei-Chiang, Series Editor, Liang, Xun, Series Editor, Wang, Long, Series Editor, Xu, Xuesong, Series Editor, Huang, Fang, editor, Zhan, Zehui, editor, Khan, Intakhab Alam, editor, and Birkök, Mehmet Cüneyt, editor
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- 2024
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22. Monitoring Systems Design with Real Time Interactive 3D and Artificial Intelligence
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Cera, Valeria, Origlia, Antonio, Ribeiro, Diogo, Series Editor, Naser, M. Z., Series Editor, Stouffs, Rudi, Series Editor, Bolpagni, Marzia, Series Editor, Giordano, Andrea, editor, Russo, Michele, editor, and Spallone, Roberta, editor
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- 2024
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23. Визуализация моделей урбанизированных территорий на игровых движках
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Danila Parygin, Vladislav Feklistov, Konstantin Nazarov, Anton Finogeev, and Maxim Akolzin
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городская застройка ,объекты инфраструктуры ,игровые движки ,Unreal Engine ,Archicad ,моделирование факторов среды ,Architecture ,NA1-9428 - Abstract
В статье приведён обзор подходов к решению проблем создания цифровых двойников с использованием графических движков в задачах информационного моделирования. Приводятся результаты сравнения существующих решений на основе движков Unreal Engine и Unity. Описан процесс подготовки исходных данных по комплексу строительных объектов и территории в целом с использованием программ Archicad и Blender, а также технологии Lidar для воссоздания и уточнения специфических объектов пространства. Выделены три этапа подготовки модели к внедрению в приложение, включающие импорт подготовленных моделей объектов, настройку окружения и визуальных эффектов с использованием Lumen и разработку функций внутри модели. Детализирован процесс создания динамического функционала и проработки компонентов модели, реализуемый с использованием возможностей игрового движка Unreal Engine. Сделаны вывод о перспективах применения Unreal Engine для решения архитектурных и инженерных задач.
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- 2024
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24. A Virtual Reality Framework for Human-Driver Interaction Research: Safe and Cost-Effective Data Collection.
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Crosato, Luca, Wei, Chongfeng, Ho, Edmond S. L., Shum, Hubert P. H., and Sun, Yuzhu
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GRAPH neural networks ,ROAD users ,VIRTUAL reality ,HUMAN-robot interaction ,AUTONOMOUS vehicles ,PEDESTRIANS - Abstract
The advancement of automated driving technology has led to new challenges in the interaction between automated vehicles and human road users. However, there is currently no complete theory that explains how human road users interact with vehicles, and studying them in real-world settings is often unsafe and time-consuming. This study proposes a 3D Virtual Reality (VR) framework for studying how pedestrians interact with human-driven vehicles. The framework uses VR technology to collect data in a safe and cost-effective way, and deep learning methods are used to predict pedestrian trajectories. Specifically, graph neural networks have been used to model pedestrian future trajectories and the probability of crossing the road. The results of this study show that the proposed framework can be for collecting high-quality data on pedestrian-vehicle interactions in a safe and efficient manner. The data can then be used to develop new theories of human-vehicle interaction and aid the Autonomous Vehicles research. [ABSTRACT FROM AUTHOR]
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- 2024
- Full Text
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25. DecentraliDrone: A decentralized, fully autonomous drone delivery system for reliable, efficient transport of goods
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A. Sheik Abdullah, Abdul Aziz A.B, and S. Geetha
- Subjects
Reinforcement learning ,OpenCV ,Unreal engine ,Swarm ,MetaShape ,V-SLAM ,Engineering (General). Civil engineering (General) ,TA1-2040 - Abstract
As the world becomes more interconnected and globalized, the demand for efficient and reliable delivery systems is on the rise. To meet this demand, we propose DecentraliDrone, an innovative drone delivery system that utilizes advanced technology to transport goods autonomously and efficiently. Our system is fully decentralized, meaning that it operates without the need for human intervention and relies on a distributed network of drones and devices to function. One of the key features of DecentraliDrone is its autonomy. The system operates without the need for human intervention, enabling it to operate 24/7 and reducing the risk of accidents caused by human error. Additionally, our system is highly scalable, allowing it to adapt to changing demands and expand its delivery capabilities. There are several challenges that must be addressed in order to fully realize the potential of DecentraliDrone. These include developing robust communication protocols, ensuring the safety and security of the system, and addressing regulatory and legal issues related to autonomous delivery systems.
- Published
- 2024
- Full Text
- View/download PDF
26. A hyper-realistic virtual environment for robots training
- Author
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Fareed, Obaid and Anis, M. Irfan
- Published
- 2024
- Full Text
- View/download PDF
27. E-DQN-Based Path Planning Method for Drones in Airsim Simulator under Unknown Environment.
- Author
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Chao, Yixun, Dillmann, Rüdiger, Roennau, Arne, and Xiong, Zhi
- Subjects
- *
GEOGRAPHICAL perception , *VIRTUAL reality , *REINFORCEMENT learning , *BIOLOGICALLY inspired computing - Abstract
To improve the rapidity of path planning for drones in unknown environments, a new bio-inspired path planning method using E-DQN (event-based deep Q-network), referring to introducing event stream to reinforcement learning network, is proposed. Firstly, event data are collected through an airsim simulator for environmental perception, and an auto-encoder is presented to extract data features and generate event weights. Then, event weights are input into DQN (deep Q-network) to choose the action of the next step. Finally, simulation and verification experiments are conducted in a virtual obstacle environment built with an unreal engine and airsim. The experiment results show that the proposed algorithm is adaptable for drones to find the goal in unknown environments and can improve the rapidity of path planning compared with that of commonly used methods. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
28. DecentraliDrone: A decentralized, fully autonomous drone delivery system for reliable, efficient transport of goods.
- Author
-
Sheik Abdullah, A., Aziz A.B, Abdul, and Geetha, S.
- Subjects
DRONE aircraft delivery ,HUMAN error ,SYSTEM safety ,SECURITY systems ,HIGH technology ,REINFORCEMENT learning - Abstract
As the world becomes more interconnected and globalized, the demand for efficient and reliable delivery systems is on the rise. To meet this demand, we propose DecentraliDrone, an innovative drone delivery system that utilizes advanced technology to transport goods autonomously and efficiently. Our system is fully decentralized, meaning that it operates without the need for human intervention and relies on a distributed network of drones and devices to function. One of the key features of DecentraliDrone is its autonomy. The system operates without the need for human intervention, enabling it to operate 24/7 and reducing the risk of accidents caused by human error. Additionally, our system is highly scalable, allowing it to adapt to changing demands and expand its delivery capabilities. There are several challenges that must be addressed in order to fully realize the potential of DecentraliDrone. These include developing robust communication protocols, ensuring the safety and security of the system, and addressing regulatory and legal issues related to autonomous delivery systems. • The system ensures faster, accurate deliveries by eliminating human-operated constraints. • Utilizes Advanced Algorithms for Real-time Danger Detection and Collaborative Decision-making. • The system complies with regulations, integrates safety protocols, and prioritizes energy-efficient operations. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
29. Joining SUMO and Unreal Engine to Create a Bespoke 360 Degree Narrow Passage Driving Simulator
- Author
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Peter Youssef, Katherine Plant, and Ben Waterson
- Subjects
SUMO ,Unreal Engine ,Narrow Passage ,Co-Simulation ,Transportation and communications ,HE1-9990 - Abstract
The use of simulators is widespread in driver behavioural research. The ability of driving simulators to achieve the high levels of behavioural fidelity desired by behavioural researchers is argued to be resultant of the physical fidelity of the simulator. Whilst attempts to maximise the physical fidelity of simulators have often been focused on the hardware capabilities of the simulator, the software of the simulator has been argued to be as important. This is because the software of a simulator controls the intelligence and the heterogeneity of the behaviours of the simulated vehicles, as well as the quality of the graphics of the simulation. Despite the importance of intelligent simulated agents, previous driving simulator studies have tended to simplify the behaviours of simulated vehicles and the scenarios that are presented to participants. This is particularly true of simulator studies investigating the decision-making of drivers at narrow passages, a relatively unregulated but hazardous situation in which two opposing vehicles must negotiate how to safely pass through a road narrowing, in which the interactive nature of the interaction has often been neglected. Following a review of the requirements for a representative narrow passage driving simulator, it is argued that co-simulation, an approach which combines multiple simulator types to create a global simulation, provides the best approach to creating intelligent simulated agents within an immersive environment for narrow passage behavioural research. As such, the development of a simulator for narrow passage behavioural research that combines SUMO and Unreal Engine is described. In particular, the development of a novel narrow passage behavioural model within SUMO that utilises previous behavioural findings is highlighted. To this end, it is argued that this approach facilitates higher levels of behavioural fidelity for narrow passage interaction studies and provides a framework for the investigation of other driver behaviours.
- Published
- 2024
- Full Text
- View/download PDF
30. Modeling of an Automotive Radar Utilizing Grid-DBSCAN and SNR Characteristics of Virtual Objects in Unreal Engine
- Author
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Adibuzzaman Rahi, Chris Cardoza, Sri Sai Teja Vemulapalli, Ehsan Malekipour, Hazim El-Mounayri, Hatem Wasfy, Tamer Wasfy, and Sohel Anwar
- Subjects
Advanced driver assistance system (ADAS) ,unreal engine ,sensor modeling ,radar cross-section (RCS) ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Rigorous testing of automotive sensors for accuracy and precision is essential before finalizing designs and proceeding with mass production. This testing process plays a crucial role in identifying these sensors’ potential shortcomings, which are essential components in the Advanced Driver Assistance Systems (ADAS). A virtual environment for sensor model simulation and testing provides a significant advantage in experimenting with the sensor in a vast array of realistic scenarios, which may be cost-prohibitive in physical testing. Thus, radar sensors, a commonly used sensor in ADAS, have been modeled using various methodologies in virtual environments. However, there is a need for a radar model that is both computationally efficient and accurate under different combinations of radar reflectivity, directivity, and signal-to-noise ratio (SNR). In this study, we propose a model of a Delphi-ESR 2.5 medium-range automotive radar in the Unreal Engine environment that leverages grid-based DBSCAN for point-cloud clustering and radar equations to calculate the SNR of grid points, facilitating object detection and tracking. The proposed model incorporates the reflectivity and directivity concept of Radar Cross-Section (RCS) to emulate the behavior of an actual radar. The sensor model exhibits superior accuracy and low computational requirement, with a mean error rate of 10.8% and an output rate of 8.7 Hz. This approach provides a reliable means of simulating and testing automotive radar sensors in a virtual environment, contributing to the further advancements of the ADAS systems.
- Published
- 2024
- Full Text
- View/download PDF
31. Original portfolio of compositions
- Author
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Rhodes, Christopher, Climent, Ricardo, and Allmendinger, Richard
- Subjects
AR ,Mixed Reality ,MR ,Extended Reality ,XR ,Oculus Quest ,Electromyographic ,Performance ,Guitar ,Violin ,Myo ,Piano ,Augmented Reality ,Oculus Quest 2 ,VR ,Music ,Interactive Composition ,Composition ,Unreal Engine ,Unity ,EMG ,Biometrics ,Game engines ,ML ,Machine Learning ,Interactive Music ,Virtual Reality ,AI ,Artificial Intelligence - Abstract
This portfolio of compositions uses novel biometrics from gestural interfaces called Myo armbands to compose five pieces of electroacoustic music within a continuum of spatial environments, ranging from the real to the virtual. The portfolio achieves this by processing biometric data from the Myo armbands within developed software (using Max 8), applying machine learning to such data (via Wekinator) and mapping predictive outputs to audiovisual materials across the spatial continuum. The results of this approach show how unique compositional affordances can be created when using biometrics within different spatial environments and how implementing machine learning methods can help to create such opportunities. The outcomes are presented via five composed portfolio works, three published papers within the scientific community, and numerous music performances navigating the overlapping areas of music composition and computer science. By using novel biometrics to compose music within a continuum of space, this interdisciplinary research topic contributes original knowledge to both the fields of music composition and computer science (human-computer interaction).
- Published
- 2022
32. Pre-Dam Vltava River Valley—A Case Study of 3D Visualization of Large-Scale GIS Datasets in Unreal Engine
- Author
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Michal Janovský
- Subjects
game engine ,unreal engine ,large-scale landscape visualization ,GIS data ,procedural modeling ,CityEngine ,Geography (General) ,G1-922 - Abstract
This article explores the potential of the Unreal Engine as a tool for creating realistic 3D visualizations of large-scale areas (1000 km2 and more) using GIS datasets. Unlike small-scale visualizations, large-scale visualizations are rare and often not public, which presents significant problems since they present different challenges and require different approaches. This article presents several relevant scientific studies and projects that have successfully used game engines for similar purposes. This case study focuses on the computational techniques used in Unreal Engine for the 3D visualization of GIS data and the potential application of Unreal Engine in large-scale geo-visualizations. It explores the potential for using GIS data within a game engine, including plug-ins that provide additional functionality for working with GIS data, such as the Vitruvio plug-in to implement procedural modeling of buildings. The case study is applied to GIS datasets of the historical Vltava Valley covering an area of 1670 km2 to demonstrate the unique challenges of using Unreal Engine to create realistic visualizations of large-scale historical landscapes. The resulting visualizations are presented. The practical application of this research provides insights into the potential of the Unreal Engine as a tool for creating realistic 3D visualizations of large-scale historical areas.
- Published
- 2024
- Full Text
- View/download PDF
33. Improving Three-Dimensional Building Segmentation on Three-Dimensional City Models through Simulated Data and Contextual Analysis for Building Extraction.
- Author
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Leroux, Frédéric, Germain, Mickaël, Clabaut, Étienne, Bouroubi, Yacine, and St-Pierre, Tony
- Subjects
- *
CONTEXTUAL analysis , *URBAN renewal , *THREE-dimensional modeling , *DIGITAL twins , *DATA analysis , *DIMENSIONAL analysis - Abstract
Digital twins are increasingly gaining popularity as a method for simulating intricate natural and urban environments, with the precise segmentation of 3D objects playing an important role. This study focuses on developing a methodology for extracting buildings from textured 3D meshes, employing the PicassoNet-II semantic segmentation architecture. Additionally, we integrate Markov field-based contextual analysis for post-segmentation assessment and cluster analysis algorithms for building instantiation. Training a model to adapt to diverse datasets necessitates a substantial volume of annotated data, encompassing both real data from Quebec City, Canada, and simulated data from Evermotion and Unreal Engine. The experimental results indicate that incorporating simulated data improves segmentation accuracy, especially for under-represented features, and the DBSCAN algorithm proves effective in extracting isolated buildings. We further show that the model is highly sensible for the method of creating 3D meshes. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
34. End-to-end digital twin creation of the archaeological landscape in Uruk-Warka (Iraq).
- Author
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Haibt, Max
- Abstract
This article demonstrates recent technological advancements enabling the creation of digital twins for expansive real-world terrains. Focusing on the archaeological site Uruk-Warka in southern Iraq the German Archaeological Institute deployed the Delta Quad Pro, a winged UAV equipped with vertical take-off and landing capabilities. This UAV captured 32,000 aerial images of the ancient city and its immediate environment. Each image was precisely geotagged using an integrated DGNSS receiver. Utilizing advanced 3D photogrammetry software, we synthesized these images into a single georeferenced model. The outcome was a detailed triangulated mesh, comprising of one billion triangles and 1024 8k-resolution texture files, representing a 40 square kilometers terrain. When rendered in a game-engine and applying the new technologies Nanite and Streaming Virtual Texture, this massive dataset can be visualized in real-time. The result is 'Uruk-VR,' a digital twin of the Uruk-Warka archaeological site, most of which has never been investigated. Basic tools have been implemented to annotate features and measure distances within the Uruk-VR. The methodologies showcased here are scalable for creating digital twins of diverse terrains. Uruk-VR's potential extends to research, education and conservation, exemplifying how game engines can seamlessly integrate vast and diverse geospatial data in 3D space. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
35. 基于虚幻引擎的红外成像激光对抗模拟系统.
- Author
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钟 强, 何衡湘, 唐 钰, 贾荣华, and 李玲慧
- Abstract
Copyright of Laser Technology is the property of Gai Kan Bian Wei Hui and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
36. Comparative analysis of the performance of Unity and Unreal Engine game engines in 3D games.
- Author
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Abramowicz, Kamil and Borczuk, Przemysław
- Subjects
ENGINE testing ,RANDOM access memory ,CONCORD ,ENGINES ,COMPARATIVE studies - Abstract
Copyright of Journal of Computer Sciences Institute is the property of Lublin University of Technology and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2024
- Full Text
- View/download PDF
37. A Simulation Framework of Unmanned Aerial Vehicles Route Planning Design and Validation for Landslide Monitoring.
- Author
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Xie, Dongmei, Hu, Ruifeng, Wang, Chisheng, Zhu, Chuanhua, Xu, Hui, and Li, Qipei
- Subjects
- *
FLIGHT planning (Aeronautics) , *AIRLINE routes , *LANDSLIDES , *FLIGHT testing , *ONLINE monitoring systems , *DRONE aircraft - Abstract
Unmanned aerial vehicles (UAVs) have emerged as a highly efficient means of monitoring landslide-prone regions, given the growing concern for urban safety and the increasing occurrence of landslides. Designing optimal UAV flight routes is crucial for effective landslide monitoring. However, in real-world scenarios, the testing and validating of flight path planning algorithms incur high cost and safety concerns, making overall flight operations challenging. Therefore, this paper proposes the use of the Unreal Engine simulation framework to design UAV flight path planning specifically for landslide monitoring. It aims to validate the authenticity of the simulated flight paths and the correctness of the algorithms. Under the proposed simulation framework, we then test a novel flight path planning algorithm. The simulation results demonstrate that the model reconstruction obtained using the novel flight path algorithm exhibits more detailed textures, with a 3D model simulation accuracy ranging from 10 to 14 cm. Among them, the RMSE value of the novel flight route algorithm falls within the range of 10 to 11 cm, exhibiting a 2 to 3 cm improvement in accuracy compared to the traditional flight path algorithm. Additionally, it effectively reduces the flight duration by 9.3% under the same flight path compared to conventional methods. The results confirm that the simulation framework developed in this paper meets the requirements for landslide damage monitoring and validates the feasibility and correctness of the UAV flight path planning algorithm. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
38. 基于 UE 的水下机器人动态仿真平台设计与实现.
- Author
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王昆仑, 汪明, 杜晓彬, 赵千川, 郑学汉, and 高鹤
- Abstract
Copyright of Computer Measurement & Control is the property of Magazine Agency of Computer Measurement & Control and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
- Full Text
- View/download PDF
39. Physics-Based Watercraft Simulator in Virtual Reality.
- Author
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Ervin, Kelly, Boone, Jonathan, Smink, Karl, Savant, Gaurav, Martin, Keith, Bak, Spicer, and Clark, Shyla
- Subjects
VIRTUAL reality ,BOATS & boating - Abstract
In this paper, watercraft and ship simulation is summarized, and the way that it can be extended through realistic physics is explored. A hydrodynamic, data-driven, immersive watercraft simulation experience is also introduced, using the Unreal Engine to visualize a Landing Craft Utility (LCU) operation and interaction with near-shore waves in virtual reality (VR). The VR application provides navigation scientists with a better understanding of how coastal waves impact landing operations and channel design. FUNWAVE data generated on the supercomputing resources at the U.S. Army Corps of Engineers (USACE) Engineering Research and Development Center (ERDC) are employed, and using these data, a graphical representation of the domain is created, including the vessel model and a customizable VR bridge to control the vessel within the virtual environment. Several dimension reduction methods are being devised to ensure that the FUNWAVE data can inform the model but keep the application running in real time at an acceptable frame rate for the VR headset. By importing millions of data points output from the FUNWAVE version 3.4 software into Unreal Engine, virtual vessels can be affected by physics-driven data. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
40. Methodology for Real-Time Sensor Measurement Based Augmented Reality Laboratory Experiment in a Wind Tunnel
- Author
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Boettcher, Konrad, Lehr, Christian, Aurich, Daniel, Meyer, Steven, Wolny, Marcel, Hanning, Ingo, Terkowsky, Claudius, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Auer, Michael E., editor, Langmann, Reinhard, editor, and Tsiatsos, Thrasyvoulos, editor
- Published
- 2023
- Full Text
- View/download PDF
41. Exploring the ability of Virtual Set Systems in helping Small Broadcasters entering the Digital Television scene: Addressing the Technical, Licensing, and Operational Challenges of Fatwa TV
- Author
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Koentjoro, Mochammad, Striełkowski, Wadim, Editor-in-Chief, Black, Jessica M., Series Editor, Butterfield, Stephen A., Series Editor, Chang, Chi-Cheng, Series Editor, Cheng, Jiuqing, Series Editor, Dumanig, Francisco Perlas, Series Editor, Al-Mabuk, Radhi, Series Editor, Scheper-Hughes, Nancy, Series Editor, Urban, Mathias, Series Editor, Webb, Stephen, Series Editor, Martyastiadi, Yusup Sigit, editor, Pinasthika, Lalitya Talitha, editor, and Satyagraha, Aditya, editor
- Published
- 2023
- Full Text
- View/download PDF
42. Interactive BIM-Based VR: A Case Study of Doors
- Author
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Chen, Sou-Han, Xue, Fan, di Prisco, Marco, Series Editor, Chen, Sheng-Hong, Series Editor, Vayas, Ioannis, Series Editor, Kumar Shukla, Sanjay, Series Editor, Sharma, Anuj, Series Editor, Kumar, Nagesh, Series Editor, Wang, Chien Ming, Series Editor, Skatulla, Sebastian, editor, and Beushausen, Hans, editor
- Published
- 2023
- Full Text
- View/download PDF
43. Reachability Simulation of Car Dashboard Commands: A Comparison Between Delmia™ v5 and Unreal Engine™ v4
- Author
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Adinolfi, Francesco, Faustini, Verdiana Anna, Terracciano, Andrea, Yalcin, Anil, Califano, Rosaria, Cappetti, Nicola, Naddeo, Alessandro, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Salopek Čubrić, Ivana, editor, Čubrić, Goran, editor, Jambrošić, Kristian, editor, Jurčević Lulić, Tanja, editor, and Sumpor, Davor, editor
- Published
- 2023
- Full Text
- View/download PDF
44. Detection and Assessment of Seismic Response of High-Speed Railway Bridges Based on Smartphone Public Participation
- Author
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Jiaqi Liu, Weijie Li, Chenhao Zhao, Yicheng Jing, Chao Yin, and Xuefeng Zhao
- Subjects
high-speed railway bridge ,smartphones ,earthquake response ,Unreal Engine ,structural health detection ,Building construction ,TH1-9745 - Abstract
The seismic response detection and operational safety assessment of high-speed railway (HSR) bridges play a crucial role in ensuring HSR systems’ operational safety and reliability. Smartphones have introduced intelligent inspection tools for structural health detection, becoming a new tool for intelligent structural inspection. Combining the public and smartphones is the key to public participation in structural health detection. This study utilizes smartphone-based structural seismic response inspection technology to investigate the framework of public participation in earthquake response inspection and assessment. This system comprises the Smart Bridge Brain (SBB), which integrates data from multiple sources and systems, an assigning mechanism for public participation inspection tasks, and smartphone-based HSR bridge structural seismic response inspection technology. At the same time, the Unreal Engine 5.0 software is used to create a mixed-reality virtual simulation experimental environment to validate the feasibility of this framework. The results indicate that the intelligent optimization of task allocation by the SBB successfully assigns detection tasks to each public participant. Public participants can promptly reach predefined damage structure detection targets and rapidly inspect bridge structural seismic response indicators using smartphones. In addition, this paper also conducts a comprehensive evaluation and analysis of the detection of the work efficiency index (WEI) within the system. Furthermore, optimization strategies for the efficient execution of detection tasks are proposed based on WEI variations influenced by different factors. The system framework is expected to enhance cluster-based HSR bridges’ intelligent disaster prevention and mitigation capabilities.
- Published
- 2024
- Full Text
- View/download PDF
45. Exploring Data for Construction Digital Twins: Building Health and Safety and Progress Monitoring Twins Using the Unreal Gaming Engine
- Author
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Claire Ellul, Neve Hamilton, Alexandros Pieri, and George Floros
- Subjects
digital twins ,construction ,gaming engine ,Unreal Engine ,data integration ,Building construction ,TH1-9745 - Abstract
Although digital twins have been established in manufacturing for a long time, they are only more recently making their way into the urban environment and present a relatively new concept for the construction industry. The concept of a digital twin—a model of the physical environment that has a real-time two-way link between the physical and the digital, with the virtual model changing over time to reflect changes in the real world—lends itself well to the continually changing environment of a construction project. Predictive capabilities built into a twin also have great potential for construction planning—including in supply chain management and waste disposal as well as in the construction process itself. Underpinning this opportunity is location data, which model where something is happening and when and can be used to solve a wide range of problems. In particular, location (the power of where) can integrate diverse data sources and types into a single system, overcoming interoperability challenges that are known to be a barrier to twin implementation. This paper demonstrates the power of location-enabled digital twins in the context of a highway construction project, documenting and addressing data engineering tasks and functionality development to explore the potential of digital twins in the context of two case studies—health and safety and construction monitoring. We develop two demonstrators using data from an existing construction project (building on data and requirements from industry partner Skanska) to build twins that make use of the powers of 4D data presentation offered by the Unreal Gaming Engine and CesiumJS mapping, while software development expertise is sometimes available to construction firms, we specifically explore to what extent the no-code approach available within Unreal can be deployed in this context. Our findings provide evidence to construction companies as to the benefits of digital twins, as well as an understanding of the data engineering and technical skills required to achieve these benefits. The overall results demonstrate the potential for digital twins to unlock and democratise construction data, taking them beyond the niche use of experts and into the boardroom.
- Published
- 2024
- Full Text
- View/download PDF
46. Data Management Framework for Highways: An Unreal Engine-Based Digital Sandbox Platform
- Author
-
Huabing Lv, Guoqiang Wu, Jianping Song, Chunhua Mo, Guowen Yao, and Xuanbo He
- Subjects
infrastructure management ,highway ,digital sandbox platform ,Unreal Engine ,BIM and GIS integration ,digital base model ,Building construction ,TH1-9745 - Abstract
The problems of information isolation, inefficiency, and paper-based data archiving in traditional highway survey and design methods are investigated in this paper. A novel digital sandbox platform framework was developed to promote the efficiency of route design, model data integration, and information sharing. Under the presented framework, an integrated application method for both the Building Information Modeling (BIM) and Geographic Information System (GIS) technologies was designed by using Unreal Engine technology. Firstly, a digital base model was established by integrating multi-disciplinary BIM model data and GIS three-dimensional (3D) multi-scale scene model data. On this basis, using Unreal Engine technology for visualization development, a digital sandbox platform with the data visualization, traffic organization simulation analysis, 3D spatial analysis, component information query, and scene switching functions was developed, which satisfies the 3D visualization and digitalization needs in the current highway planning and design. Additionally, the Analytic Hierarchy Process (AHP) was employed to analyze the impact of digital base model on the development and application of platform modules, including five crucial factors: data accuracy, data representation, multi-source data fusion, data management capability, and scene semantic representation. Finally, the research results indicate that the proposed digital sandbox platform framework provides users with a platform for integrated data management, information sharing, and 3D data visualization, while reducing design time by 30%, total design cost by 12%, and land occupancy rate by 10%.
- Published
- 2024
- Full Text
- View/download PDF
47. Teaching virtual production: the challenges of developing a formal curriculum
- Subjects
virtual production ,film education ,Unreal Engine ,Mo-Sys ,LED volume ,skills shortage ,Visual arts ,N1-9211 ,Theory and practice of education ,LB5-3640 - Abstract
In this article, we explore how the recent proliferation of the virtual production stage with its promise of real-time visual effects has not only changed the working environment of the film studio, but also introduced an urgent need for new training and teaching approaches – not only for current and future film students, but also for educators and practitioners. This case study examines a research project involving students from Ravensbourne University London, UK, in collaboration with industry partner Mo-Sys Engineering, a leading manufacturer of virtual production solutions. The complex demands of new, multidisciplinary job roles in virtual production have created a skills shortage in the UK film and television industry. We illustrate the challenges of training not only film students but also educators for a continually changing workplace dominated by disruptive technologies and shifting skill sets.
- Published
- 2023
- Full Text
- View/download PDF
48. Can we benefit from game engines to develop digital twins for planning the deployment of photovoltaics?
- Author
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Christian Skafte Beck Clausen, Zheng Grace Ma, and Bo Nørregaard Jørgensen
- Subjects
Digital twin ,Photovoltaics ,Game engine ,Unreal Engine ,Simulation ,Energy industries. Energy policy. Fuel trade ,HD9502-9502.5 - Abstract
Abstract Digital Twins (DTs) have attracted great attention in the energy sector. Game engines have been suggested to model DTs of their physical counterparts because they provide realistic graphics, lighting-, fluid- and physics engines that simulate the real world. However, the application of game engines to develop DTs for photovoltaics (PVs) has not yet been discussed in the literature. Therefore, this paper assesses the built-in game engine features' ability to support the DT development of PVs with Unreal Engine 5. This paper mainly focuses on visual representation because the surrounding environment significantly impacts PV deployment, and the existing software tools do not allow the study of the environmental factors at the early planning phase of a project’s lifecycle. Furthermore, this paper investigates the position of the sun, shadows and reflections from nearby objects that influence the PVs' power output, and if the built-in light engine can be used for planning the deployment of PVs. The result shows that in-game objects in the environment can be used to affect the simulated PV output estimate over a year. It also indicates that applying Unreal Engine 5 to model PV systems that rely on mirroring real-world behaviour is promising if accurate data is used in the modelling. Real data and mathematical PV models are necessary since Unreal Engine 5’s Lumen subsystem cannot provide realistic solar radiance on PVs for a given location on earth.
- Published
- 2022
- Full Text
- View/download PDF
49. Potentials of game engines for wind power digital twin development: an investigation of the Unreal Engine
- Author
-
Jonas Vedsted Sørensen, Zheng Ma, and Bo Nørregaard Jørgensen
- Subjects
Digital twin ,Wind energy ,Game engine ,Unreal Engine ,Simulation ,Energy industries. Energy policy. Fuel trade ,HD9502-9502.5 - Abstract
Abstract Digital twin technologies have become popular in wind energy for monitoring and what-if scenario investigation. However, developing a digital representation of the wind is challenging, especially due to the digital twin platform constraints. Game engines might be possible to solve this issue, especially since game engines have been used for product design, testing, prototyping, and also digital twins. Therefore, this study investigates the potential of developing a digital twin of wind power in the Unreal game engine. A case study of two types of wind turbines (Vestas V164-8 and Enercon E-126 7.580) and one location (Esbjerg, Denmark) is chosen for this study. The digital twin includes the environment with historical wind data and the visual representation of the wind turbine with a wind power production model and the estimated production in the given wind conditions of the area. The results show that game engines are viable for building entire digital twins where a realistic graphical user interface is required. Unreal Engine 5 provides the tools for modelling the landscape, surrounding water, and lighting. In addition, the Unreal Engine ecosystem provides vast amounts of content, such as 3D assets and game logic plugins, easing the digital twin development. The results prove that digital twins built in Unreal Engine 5 have great potential development of digital twins and user interfaces for communicating with a digital twin. The developed digital twin allows for further extension to benefit future digital twins utilizing wind turbines.
- Published
- 2022
- Full Text
- View/download PDF
50. Teaching virtual production: the challenges of developing a formal curriculum.
- Author
-
Boutellier, Alex and Raptis, Panos
- Subjects
CURRICULUM planning ,WORK environment ,CINEMATOGRAPHY education ,OCCUPATIONAL roles ,DISRUPTIVE innovations - Abstract
In this article, we explore how the recent proliferation of the virtual production stage with its promise of real-time visual effects has not only changed the working environment of the film studio, but also introduced an urgent need for new training and teaching approaches – not only for current and future film students, but also for educators and practitioners. This case study examines a research project involving students from Ravensbourne University London, UK, in collaboration with industry partner Mo-Sys Engineering, a leading manufacturer of virtual production solutions. The complex demands of new, multidisciplinary job roles in virtual production have created a skills shortage in the UK film and television industry. We illustrate the challenges of training not only film students but also educators for a continually changing workplace dominated by disruptive technologies and shifting skill sets. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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