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Development of Real 3D Models of Sports Equipment Using Solidworks - Literature review Example

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This literature review "Development of Real 3D Models of Sports Equipment Using Solidworks" presents virtual Reality is a computer-generated simulation of 3D images of a sequence of events or environment displayed on a screen that enables interaction of users…
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Student Name: Tutor: Title: Literature Review Course: Literature Review Introduction Virtual Reality is a computer generated simulation of 3D images of a sequence of events or environment displayed on a screen that enables interaction of users. VR is an experience where a person is surrounded by computer generated 3D presentation and can move around in the virtual world that is generated and view it from various angles, get to it, grab it, as well as reshape it. VR technology is used in the simulation of real world activities using interactive equipment (Vince, 2012). User is restrained to the natural way in interaction with the virtual environment between the virtual environment and participant in order to develop an interactive relationship in real-time productions. It can be compared to the sensory experience. Virtual reality technology has the capacity to shorten training time as well as attain intuitive effect when used in physical education technology. It boosts the innovation ability and self training consciousness of students in the teaching reform (Pfeffer, 2011). The use of virtual reality in creating new sports teaching model depends on the virtual reality technology. It aids students to be more stable, more intuitive, and faster. In virtual environment science simulation, virtual reality requires a suitable technical support. The virtual object refers to the digital space of the real world multidimensional information being mapped to the computer to come up with a virtual space accordingly (Harrison, 2011). Majorly it includes virtual reality realization beyond 3D model construction model driven technology of view synthesis induction and stereo visual tracking objects as the physical space. Time for user operation within the virtual environment can be a major technical limitation of the techniques. Literature Review Virtual Reality systems are developed typically to serve as immersive 3D solving systems, and networked collaborative work environments. The myriads of technologies that facilitate their implementation extend from audio and visual technologies through haptic, tactile and limbic technologies to cognitive, brain and game technologies. Although there are numerous technical papers on successful technology developments, system application and implementation, as well as positive impacts, there some open issues, limitations and bottlenecks and disadvantages like visual side effects, postural instability, sickness, and nausea. Virtual Reality has seen massive revolution in the past thirty years and has grown to be a technology that is mature. Virtual Reality (VR) has also witnessed intense diversification. Consequently various implementations and technologies present that vary from entry-level desktop tools as well as applications to immersive portable means to multi-media, high-end immersive, computer-aided virtual environments (CAVEs). Immersive simulation is founded on the visual degrees of the vision offered to the viewer. Educational use of virtual reality systems has remained somewhat limited. Prototypes of sporting goods often need a combination of flexible and rigid materials that have been integrated into one part. In the past few decades, technological advancements within sport have been developing the benchmark of human limitations. Some are easily understood like graphite improved accuracy, replacement of tennis rackets with fiberglass and development of swimming bodysuits. Game changing developments have happened bringing a new era to technology that lifts the lid of biomechanics and propel amateurs and professional athletes to new heights (Benedettini & Tjahjono, 2008). 3D Modeling as printing technology is being applied to shape and mold footwear for customers in order to come up with personalized design. Advances in game technology has witnessed the research literature move from mere description of how Virtual reality technology can help built environment education to describing the manner in which actual virtual reality applications can be developed and subsequently applied. Literature in the past half a decade has highlighted the manner in which competition in the game-based computer industry offers exciting and new virtual reality game engine technologies (Ji, Pan, & Li, 2003). In spite of the application of VR technology, non-immersive or immersive, an architecture engineering and construction user has to visualize the design and create information in photo realistic three-dimensional interactive images. Virtual reality has to permit multiple individuals interacting in the environment. A simulation game refers to a diverse super-category of video games that are designed to simulate elements of a real or fictional reality. Simulation games try to copy the activities from real life in a game form for various purposes like prediction, analysis, or training. There are no defined goals that are strict in the game and players are given the liberty to control a character freely. Some of the examples include business games, war games, and role play simulation. The first progenitor of simulation games was ‘Fortune Builder’ that was released in the year 1984 on Colecovision. Other games like SimEarth and SimLife were created and have the ability of teaching players the foundation of genetics and global ecosystems (Chen & Yao, 2006). In a study whereby adolescents participated in SimCity 2000, it was found out that the participants had a greater appreciation as well as expectation of their government officials after taking part in the games. Physical education teaching model plays a pivotal role in the sports teaching theory. The manner of applying virtual reality in the construction of a new teaching model of physical education is very crucial. Using the structure of teaching process the mode of teaching of virtual reality technology is the foundation for establishment of cognitive and emotional laws of learning and sports. The focus is that the autonomous learning mode of the students and the emotional body of the mode focus on the traditional sports teaching. The establishment of virtual reality technology in the mode sports teaching can promote individuality of students in the teaching and guide the physical education practice of the student gradually and lifelong (Sherman & Craig, 2003). In the teaching process it makes it possible for students to experience fully in motor learning fun. The student develops habits of interest in comprehending the individuals’ needs. Virtual reality emphasizes on the geometric representation that lack virtual reality technology within the physical behavior model. Realistic perception pertaining to authenticity as well as real-time problem of the virtual influence has to be strengthened further. Background on 3D different soft wares 3D modeling is the process or art of constructing a mathematical representation of the surface of an object to come up with shapes that are recognizable. It can be applied in various applications, like aided design of industrial components, creating virtual characters on screens, or almost everything in a video game. Where the object has to be textured, particularly in a polygonal medium like an OpenGL rendering engine, it has to be unwrapped first, resulting in a 2D image model representation. Over the years there have been numerous powerful game engines released into the market offering chance to independent developers to create game that they have desired for so long. Some of the popular game engines include unreal Engine4, CryEngine, and Unity. These are powerful game engines (Pfeffer, 2011). Unreal refers to a suite of tools for developers which could be used in creation of games as well as virtual reality environments. It is normally for architecture industry and is often used to visualize spaces as well as render architectural models within immersive environments. Unity game engine provides several features and relatively easy understanding of interface. Its advantage is cross platform integration. Games can easily and quickly ported onto iOS, Android, Blackberry, and Windows Phone 8, hence making it a wonderful game engine for mobile games development. The Unity game engine is able to support major 3D applications such as Maya, 3ds, CINEMA 4D, Softimage, blender among others (Sokolowski & Banks, 2009). There is no limitation to the kind of file formats supported by the engine. The release of Unity 4.3 which has native 2D capabilities, supporting 2D physics and sprites, makes it an appropriate game engine to apply in the 2D games development. Whereas the engine is able to support integration of almost any 3D application, it nevertheless suffers in the amount of editing capabilities in the engine editor. The game engine does not have real building or modeling features apart from few primitive shapes hence everything has to be formed in a third party 3D application. It has a huge asset library whereby a wide range of assets can be accessed or purchased (Harrison, 2011). Unity is often linked to mobile games but following the release of Unity 5 as well as the new render system there has been a big increase in the graphical capabilities of the engine. Despite Unreal Engine 4 being a successor of UDK, there are various changes that have been done. A laser scanner refers to a devise that makes use of laser beams in measuring distance of virtually every point from all direction within a given environment. In the assembly, the distance data and the point could be used in construction of 3D models. The methodology boasts of having numerous applications such as architecture, manufacturing, construction, engineering, and environmental assessment (Banks et al, 2001). Open Space Virtual Reality (OSVR) refers to an ecosystem build to set an open standard for Virtual Reality input devices, output and games with the intention of offering the best possible game experience within VR space. The ecosystem is normally supported by those industry leaders who are inclined towards gaming as well as assemble gamers around the world for the purpose of pushing boundaries of the Virtual Reality Gaming (Sherman & Craig, 2003). Using OSVR Hacker Developer Kit as well as software, one is able to come up with a personal VR-Glass design or improve on an existing one. Jaunt Virtual technology offers creative professional a really end-to-end solution for the creation of cinematic Virtual Reality. Having a camera system that is able to the same time to record 3D stereoscopic video from all directions, added with 3D sound-field microphones for recording of sound, the Jaunt technology offers the capacity of reconstructing a complete auditory and visual experience (Feng & He, 2007). Jaunt Virtual Reality technology that is compatible with industry-standard software together with possessing cross-platform ability is setting a new height for immersive content quality. Where asset creation is involved, Blender has been the favourite of many hobbyists and indie game developers. One of the best features of Blender is its modeling tools. Whereas three applications possess the ability of creating the same asset, Blender has a very easy and intuitive understanding of workflow. Blender can be a very great option if one is getting a 3D application only for asset creation. Blender has the full capacity that is found in other 3D applications such as texturing, animation, and rigging. It also possesses a built-in game engine. Game engine make it possible to prototype ideas one on one to 3D application. Blender boost of a massive community of Blender enthusiasts as well as game developers hence one has immense support from various avenues (Vince, 2012). As compared to other 3D programs, Blender comes with no price at all. It is absolutely free 3D application. Subsequently it is popular among smaller game development studios. Solidworks is a major product design solid modeler. It contains a built in render engine known as PhotoWorks. Following the release of PhotoWorks 2, rendering in Solidworks has become easier and more realistic. In many situations Photoworks is the most convenient way to render a model since one does not to leave Solidworks. The use of 3D as well as virtual reality environments in the training methodology permits workforce or students to experience a side of training that is entirely new. This kind of technology breathes life in traditional computer based learning as well as re-awakens the users’ enthusiasm to the technology in a variety of circles outside their area of training (Craig, Sherman, & Will, 2009). Virtual reality technology has many benefits. Virtual reality makes one to view competency of learners, evaluate decisions and see how they successfully deal with the consequences. Advantages and risks of virtual reality Virtual reality creates interactive scenarios that reflect real-life situations. E-learning in virtual reality can be applied in simulation of the manner in which equipment responds when simulated; replicate soft skills and emulation of the manner in which machinery works. Virtual reality applies basic principles in learning to produce fun, memorable and compelling end results. Using entertaining and gaming software, headsets and goggles can place users into imagined worlds making watching a screen into a living experience (Sherman & Craig, 2003). The user is engaged with breathtaking graphics, informative interactive and audio scenarios using 3D virtual environments to offer a sense of being present. Virtual reality helps many people to save materials and money. The simulation of traumatic events can assist military service members to work through in the effects of post-traumatic stress disorder resulting from combat. The desensitizing that is a disadvantage in entertainment or gaming becomes a benefit when VR places service members into actual settings and gradually makes them to tolerate disabling stressors (Sokolowski & Banks, 2009). VR is important in physical rehabilitation and offering patients with opportunities in refining ambulatory or other skills in a clinic setting prior to moving on to real-life equivalent. However some VR headsets come with drawbacks particularly for proprietary closed-face designs. Using them for long periods of time causes fatigue as well as an uncomfortable feeling of enclosure. Supporting and producing VR experiences require demanding extensive programming resources that is beyond the normal entertainment experience. Participants can be affected by motion sickness if the system of viewing does not have proper spatial cues or fails to accommodate the users’ head movements in a proper way. In some circumstances VR can cause desensitizing results which interfere with the ability to react and perceive to real experiences, or encourage the selection of VR over real life (Benedettini & Tjahjono, 2008). In the virtual reality environment users cannot move on their own like in the real world and comprises of very complex technology. Equipment needed for the virtual reality experience is very expensive. References Banks, J., Carson, J., Nelson, B., & Nicol, D. 2001, Discrete-Event System Simulation, Prentice Hall. Benedettini, O. & Tjahjono, B. 2008, Towards an improved tool to facilitate simulation modeling of complex manufacturing systems, International Journal of Advanced Manufacturing Technology 43 (1/2): 191–9 Chen, J., & Yao, S. P. 2006, Application of VRT in Sports Technology Simulation, Chinese Sport Science, 26(3):34-39. Craig, AB., Sherman, W.R., & Will, JD. 2009, Developing Virtual Reality Applications: Foundations of Effective Design, Morgan Kaufmann, New Jersey. Feng, C. C. & He. K. 2007, Design and realization of courseware for teaching glide shot put with application of virtual reality technology, Journal of wuhan institute of physical education, 41(8):70-73. Harrison, A.J. 2011, Throwing and catching movements exhibit post-activation potentiation effects following fatigue, Sports Biomechanics 10 (3): 185–196. Ji Q. G., Pan Z. G., Li X. C. 2003, Overview of the Application of Virtual Reality in Sports Simulation, Journal of computer-aided design & computer graphics, 15(2):1334-1338. Pfeffer, P. 2011, Planet Earth, Our Virtual Reality Game Room, Xlibris Corporation, New York. Sokolowski, J.A. & Banks, C.M. 2009, Principles of Modeling and Simulation, Hoboken, NJ: Wiley. Sherman, W.R. & Craig, A.B. 2003, Understanding Virtual Reality, San Francisco, CA: Morgan Kaufmann. Vince, J. 2012, Essential Virtual Reality fast: How to Understand the Techniques and Potential of Virtual Reality, Springer Science & Business Media, New Mexico. Read More
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