{"id":644,"date":"2018-04-29T12:06:00","date_gmt":"2018-04-29T12:06:00","guid":{"rendered":"http:\/\/osiris.itabc.cnr.it\/scenebaker\/?page_id=644"},"modified":"2022-06-14T18:53:58","modified_gmt":"2022-06-14T18:53:58","slug":"uvr","status":"publish","type":"page","link":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/projects\/uvr\/","title":{"rendered":"\u03bcVR Model"},"content":{"rendered":"\n<p>The <strong>\u03bcVR model<\/strong> (B. Fanini, CNR ISPC) combines&nbsp;<strong>real-walking<\/strong>&nbsp;techniques and an adaptive,&nbsp;<strong>multi-scale<\/strong>&nbsp;gameplay to craft immersive VR (HMD)&nbsp;<em>recontextualization<\/em>&nbsp;applications and 3D puzzles. The model (and applications created on top of it) aims to remove\/minimize motion sickness while fully exploiting the physical tracked area available, combining game state and world scale.<\/p>\n\n\n<p><iframe loading=\"lazy\" title=\"\u03bcVR Model\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/7nNfRxG8_a8?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n\n\n\n<p>You can find the <a rel=\"noopener noreferrer\" href=\"http:\/\/www.mdpi.com\/2414-4088\/2\/2\/20\" target=\"_blank\">published article<\/a>\u00a0(2018) on <em>Multimodal Technologies and Interaction<\/em> journal or here (direct PDF on MTI).<\/p>\n\n\n\n<p>Reference (<em>bibtex<\/em>):<\/p>\n\n\n\n<pre class=\"wp-block-code\"><code>@article{fanini2018uVR,\ntitle={A Novel Immersive VR Game Model for Recontextualization in Virtual Environments: The $\\mu$VR Model},\njournal={Multimodal Technologies and Interaction},\nauthor={Bruno Fanini and Alfonsina Pagano and Daniele Ferdani},\ndoi={10.3390\/mti2020020},\nurl={http:\/\/doi.org\/10.3390\/mti2020020},\nyear={2018}\n}<\/code><\/pre>\n\n\n\n<p>The very first goal of the \u03bcVR Model is to completely remove artificial locomotion techniques (e.g., teleport) by instead exploiting the <em>physical tracked area<\/em> and real walking techniques combined with game state and world scale. Given a collection of <em>k<\/em> items<\/p>\n\n\n\n<p class=\"has-text-align-center\">{ I<sub>1<\/sub>, I<sub>2<\/sub>, I<sub>3<\/sub>, \u2026 I<sub>k&nbsp;<\/sub>}<\/p>\n\n\n\n<p>The model guarantees two major properties, at any given time:<\/p>\n\n\n\n<ol><li>Each unsolved item is <em>reachable<\/em> (i.e.: relies inside the physical area)<\/li><li>Each unsolved item is <em style=\"font-size: inherit; background-color: initial;\">solvable<\/em><span style=\"font-size: inherit; background-color: initial;\"> by user interaction (inside the physical area) <\/span><\/li><\/ol>\n\n\n\n<p>The global unsolved volume <strong>V<\/strong> is defined as the additive expansion of unsolved volumes V<sub>i<\/sub> for each single item in the collection. The <strong><em>\u03bc<\/em> operator<\/strong> is defined as<\/p>\n\n\n\n<p class=\"has-text-align-center\"><em><strong>\u03bc<\/strong><\/em>( s ) \u2192 <em>s&#8217;<\/em><\/p>\n\n\n\n<p>Its role is to compute a specific set of VR parameters in order to satisfy the properties (1) and (2).<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter\"><img decoding=\"async\" loading=\"lazy\" width=\"480\" height=\"270\" src=\"https:\/\/osiris.itabc.cnr.it\/scenebaker\/wp-content\/uploads\/2018\/10\/uvr-cube.gif\" alt=\"\" class=\"wp-image-684\"\/><\/figure><\/div>\n\n\n<h2>How to create a&nbsp;\u03bcVR game level<\/h2>\n\n\n\n<p>Following video is a recorded Unreal Editor session using the \u03bcVR plugin (C++ and blueprints) to easily arrange and create a \u03bcVR level.<\/p>\n\n\n<p><iframe loading=\"lazy\" title=\"\u03bcVR Game Model - Unreal Editor Session\" width=\"1200\" height=\"675\" src=\"https:\/\/www.youtube.com\/embed\/nNtDcRjLDCg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n\n\n\n<p>You can find the open-source (GPL) <strong>plugin for Unreal Engine 4<\/strong> here:<\/p>\n\n\n\n<div class=\"is-layout-flex wp-block-buttons\">\n<div class=\"wp-block-button has-custom-width wp-block-button__width-100 is-style-fill\"><a class=\"wp-block-button__link\" href=\"https:\/\/github.com\/phoenixbf\/uVRmodel\" style=\"border-radius:13px\" target=\"_blank\" rel=\"noreferrer noopener\"><strong><em>\u03bc<\/em><\/strong>VR Model plugin (GitHub)<\/a><\/div>\n<\/div>\n\n\n\n<p class=\"has-text-align-center\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The \u03bcVR model (B. Fanini, CNR ISPC) combines&nbsp;real-walking&nbsp;techniques and an adaptive,&nbsp;multi-scale&nbsp;gameplay to craft immersive VR (HMD)&nbsp;recontextualization&nbsp;applications and 3D puzzles. The model (and applications created on top of it) aims to remove\/minimize motion sickness while fully exploiting the physical tracked area available, combining game state and world scale. You can find the published article\u00a0(2018) on Multimodal &#8230; <a title=\"\u03bcVR Model\" class=\"read-more\" href=\"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/projects\/uvr\/\" aria-label=\"More on \u03bcVR Model\">Read more<\/a><\/p>\n","protected":false},"author":1,"featured_media":744,"parent":91,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":[],"_links":{"self":[{"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/pages\/644"}],"collection":[{"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/comments?post=644"}],"version-history":[{"count":42,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/pages\/644\/revisions"}],"predecessor-version":[{"id":1294,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/pages\/644\/revisions\/1294"}],"up":[{"embeddable":true,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/pages\/91"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/media\/744"}],"wp:attachment":[{"href":"https:\/\/osiris.itabc.cnr.it\/scenebaker\/index.php\/wp-json\/wp\/v2\/media?parent=644"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}