ABSTRACT
A seismic simulator based on a 3-degrees-of-freedom (3-DOF) motion base is presented in an immersive augmented reality (AR) environment to provide effective earthquake response training. To mimic an environment similar to that of an actual earthquake, the proposed system provides users with precisely synchronized visual and motion haptic feedback. The motion haptic feedback is designed using a 3-DOF motor-based actuator to generate a momentum similar to an actual earthquake. In addition, scenario-based seismic content was designed for effective visualization in an AR setting to create a more immersive environment that provides a response training program for earthquakes beyond simple experience.
A seismic simulator based on a 3-degrees-of-freedom (3-DOF) motion base is presented in an immersive augmented reality (AR) environment to provide practical earthquake response training. To mimic an environment similar to that of an actual earthquake, the proposed system provides users with precisely synchronized visual and motion haptic feedback. The motion haptic feedback is designed using a 3-DOF motor-based actuator to generate a momentum similar to an actual earthquake. In addition, scenario-based seismic content was designed for effective visualization in an AR setting to create a more immersive environment that provides a response training program for earthquakes beyond simple experience.
Supplemental Material
- Carvalho, J. C. M., & Ceccarelli, M., “Seismic motion simulation based on Cassino Parallel Manipulator,” Journal of the Brazilian Society of Mechanical Sciences, 24-3 (2002), pp. 213-219. https://dx.doi.org/10.1590/S0100-73862002000300010Google ScholarCross Ref
- G. Jaswanth, G. Sumanth, M. Ganesh and A. K. Dash, "Modal analysis of a 6 D.O.F seismic simulator," 2017 IEEE International Conference on Power, Control, Signals and Instrumentation Engineering (ICPCSI), Chennai, India, 2017, pp. 373-376, doi: 10.1109/ICPCSI.2017.8392318.Google Scholar
- T. Yamamoto and S. Mizuno, "Development of an earthquake simulator on a smartphone," 2018 International Workshop on Advanced Image Technology (IWAIT), Chiang Mai, Thailand, 2018, pp. 1-4, doi: 10.1109/IWAIT.2018.8369681.Google Scholar
- H. Son, H. Gil, S. Byeon, S.-Y. Kim, and J. R. Kim, “Realwalk: Feeling ground surfaces while walking in virtual reality,” in Proc. Extended Abstr. CHI Conf. Human Factors Comput. Syst., 2018, Paper D400.Google ScholarDigital Library
- D. M.-Maradiaga, E. Raci, M. Lüönd, G. Meixner., “Control of a Three Degree-Of-Freedom Motion Platform with a Real Vehicle,” IFAC-PapersOnLine, 52-19 (2019), pp. 7-12. https://doi.org/10.1016/j.ifacol.2019.12.074Google ScholarCross Ref
- Pan C-T, Sun P-Y, Li H-J, Hsieh C-H, Hoe Z-Y, Shiue Y-L., “Development of Multi-Axis Crank Linkage Motion System for Synchronized Flight Simulation with VR Immersion,” Applied Sciences. 2021; 11(8):3596. https://doi.org/10.3390/app11083596Google ScholarCross Ref
- Chang, E., Kim, H., & Yoo, B., “Virtual Reality Sickness: A Review of Causes and Measurements,” International Journal of Human–Computer Interaction, 36, 1658 - 1682.Google Scholar
- IRIS: Earthquake Station Monitor. Retrieved from https://www.iris.edu/app/station_monitor/Google Scholar
Recommendations
A mixed reality telepresence system with limited DOF motion base and immersive display
ACE '09: Proceedings of the International Conference on Advances in Computer Entertainment TechnologyThis paper describes a mixed reality (MR) telepresence system for a ride to provide users with a highly realistic sensation. To make a realistic scene in a virtual environment, it is necessary to combine visual information with a reproduction of the ...
Motion in augmented reality games: an engine for creating plausible physical interactions in augmented reality games
The next generation of Augmented Reality (AR) games will require real and virtual objects to coexist in motion in immersive game environments. This will require the illusion that real and virtual objects interact physically together in a plausible way. ...
Haptics in Augmented Reality
ICMCS '99: Proceedings of the IEEE International Conference on Multimedia Computing and Systems - Volume 2An augmented reality system merges synthetic sensory information into a user's perception of a three-dimensional environment. An important performance goal for an augmented reality system is that the user perceives a single seamless environment. In most ...
Comments