Skip to main content

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 935))

Abstract

As a key technology for the marine visualization, fish swarm simulation plays an important role in the development of marine tourism resources, marine ecotourism and environmental protection, and marine public welfare services. However, the traditional fish swarm simulation methods don’t consider the viewer for marine visualization. The lack of interaction between the fish and the viewer, resulting in viewer cannot reach a deeper marine tourism experience. In this paper, we take marine tourism as an example, the combination of virtual reality technology and tourism, through the establishment of the model of fish swarm, explores and studies the application and future development in VR marine tourism.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 169.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 219.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Kato, M., Mori, Y., Sakaguchi, M.: VR batting training system for timing. J-STAGE (2017)

    Google Scholar 

  2. Tutzauer, P., Becker, S., Haala, N.: Perceptual rules for building enhancements in 3D virtual worlds. De Gruyter (2017)

    Google Scholar 

  3. Takada, R., Onishi, T., Kawata, S., Iwata, H.: The development of the Immersive 3D-VR training system for improving sports vision in spike receive. J-STAGE (2017)

    Google Scholar 

  4. Thomas, L.M., Glowacki, D.R.: Seeing and feeling in VR: bodily perception in the gaps between layered realities. Taylor J. (2018)

    Google Scholar 

  5. Durgin, F.H., Li, Z.: Controlled interaction: strategies for using virtual reality to study perception. PubMed (2010)

    Google Scholar 

  6. Crane, L.: Control a real space robot with VR. Elsevier J. (2018)

    Google Scholar 

  7. Steuer, J.: Defining virtual reality: dimensions determining telepresence. J. Commun. 42, 73–93 (1992)

    Article  Google Scholar 

  8. Bowman, D.A., Koller, D., Hodges, L.F.: Travel in immersive virtual environments: an evaluation of viewpoint motion control techniques. In: IEEE Virtual Reality Conference (1997)

    Google Scholar 

  9. Wei, S.G., Hao, Y., Sun, F., Yang, Z.Y., Zhu, Y.: The research of 3-dimension ocean environment virtual reality technology based on true environment (2006)

    Google Scholar 

  10. Guttentag, D.: Virtual reality: applications and implications for tourism. Tour. Manag. 31, 637–651 (2010)

    Article  Google Scholar 

  11. Berger, H., Dittenbach, M., Merkl, D., Bogdanovych, A., Simeon, S.J., Sierra, C.: Opening new dimensions for e-Tourism. Virtual Real. 11, 75–87 (2007)

    Article  Google Scholar 

  12. Gale, T.: Urban beaches, virtual worlds and ‘the end of tourism’. Mobilities 4, 119–138 (2009)

    Article  Google Scholar 

  13. Parrinello, G.L.: The technological body in tourism research and praxis. Int. Sociol. 16, 205–219 (2001)

    Article  Google Scholar 

  14. Seidel, I., Gartne, M., Froschauer, J., Berger, H., Merkl, D.: Towards a holistic methodology for engineering 3D virtual world applications. International Conference on Information Society (2010)

    Google Scholar 

  15. Sevrani, K., Elmazi, L.: ICT and the changing landscape of tourism distribution- a new dimension of tourism in the global conditions. Revista de Turism: Studii si Cercetari in Turism 6, 22–29 (2008)

    Google Scholar 

  16. Chen, S.E.: Quick time VR: an image-based approach to virtual environment navigation. In: International Conference on Computer Graphics and Interactive Techniques (1995)

    Google Scholar 

  17. Zyda, M.: From visual simulation to virtual reality to games. IEEE Comput. (2005)

    Google Scholar 

  18. Levis, P., Culler, D.E.: Maté: a tiny virtual machine for sensor networks. In: Architectural Support for Programming Languages and Operating Systems (2002)

    Google Scholar 

  19. Abdulrahman, A., Hailes, S.: Supporting trust in virtual communities. In: Hawaii International Conference on System Sciences (2000)

    Google Scholar 

  20. Najafipour, A.A., Heidari, M., Foroozanfar, M.H.: Describing the virtual reality and virtual tourist community: applications and implications for tourism industry. Kuwait Chapter Arab. J. Bus. Manag. Rev. 33, 1–12 (2014)

    Google Scholar 

Download references

Acknowledgements

This work is supported by “Hainan University Education and Teaching Reform Research Project (Project Number: HDJY1978)” and “Hainan University Research Initiation Fund Project (Project Number: KYQD(SK)1709)”.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Hong Yan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Rong, Y., Zhou, S., Fu, P.C., Yan, H. (2019). Fish Swarm Simulation Fs Virtual Ocean Tourism. In: Lee, S., Ismail, R., Choo, H. (eds) Proceedings of the 13th International Conference on Ubiquitous Information Management and Communication (IMCOM) 2019. IMCOM 2019. Advances in Intelligent Systems and Computing, vol 935. Springer, Cham. https://doi.org/10.1007/978-3-030-19063-7_53

Download citation

Publish with us

Policies and ethics