Abstract
This study explores the application of VR technology and LiDAR scanning in creating accurate 3D models for various objects. The research investigates the factors influencing scan quality, including material properties, shapes, sizes, and environmental lighting conditions. Through a series of experiments, we demonstrate that objects made of fabric and wood yield the best results, while reflective and transparent surfaces present significant challenges. The findings highlight the potential of VR and simulation technologies in enhancing user experiences and offer insights for future applications in education, e-commerce, and industry. This work aims to contribute to the growing field of immersive technology, facilitating improved interactions between users and digital environments.
Introduction
In the Fourth Industrial Revolution, the information technology sector has surged, profoundly impacting the socio-economic development of humanity. Today, information technology is applied across a multitude of fields, including manufacturing, business, education, healthcare, culture, and entertainment. Recognizing the significance of this sector, Dr. Tran Dinh Thien, Director of the Vietnam Institute of Economics, stated, “Vietnam should start building a foundation for accessing the Fourth Industrial Revolution through information technology. IT must serve as the infrastructure of infrastructure, enabling the adoption of initiatives that translate into tangible economic benefits.” Currently, the government, policymakers, and decision-makers are acutely aware of the necessity to begin with a technological foundation. The demand for information technology has evolved into practical needs across governmental bodies, enterprises, and the public, rather than being merely a trend. One critical area of application is the use of VR simulation technology to enhance the interaction between humans and computers. This advancement aims to simplify and humanize communication, thereby improving user experiences and bridging the gap between technology and reality. The widespread application of simulation technology is poised to drive growth across various industries. For instance, in education, enhanced simulation technologies can transform content delivery and teaching methodologies, enabling students to engage with dynamic 3D models instead of traditional textbooks. In e-commerce, customers can experience products realistically, akin to in-store browsing, saving time and travel costs while increasing product accessibility. Given these compelling reasons, I have chosen the topic “Application of VR Technology in Simulation,” utilizing LiDAR technology on iPhones to accurately replicate real-world objects.
Proposed Method
Step 1: Scan around the object and export the data.
Step 2: Edit the exported data using applications like MeshLab and 3Ds Max.
Step 3: Export the file in OBJ format for simulation or STL format for creating a physical model of the object..
The 3D Scanner App is an iOS application that utilizes the LiDAR sensor of Apple devices, specifically the iPhone 12 Pro, 12 Pro Max, and iPad Pro. This app enables users to capture objects and environments in 3D. Users can transform their mobile devices into a 3D scanner, converting any object or space into a 3D model that can be easily saved and shared.
When recognition begins, the camera will be set up to capture data and perform image filtering to reduce noise and smooth the images. MediaPipe is then used to extract data, specifically the coordinates of the key landmarks of the body. The acquired data consists of features in the (x, y, z) coordinate system. The real-valued coordinates will be converted to integer data (x, y), while the depth coordinate z will not be utilized in this study. The data will be labeled if in training mode or passed to testing mode to produce recognition results if in testing mode.
Results
The results obtained depend on various factors, such as the material, shape, and size of the object. Additionally, the scanning outcome is influenced by environmental lighting conditions. Objects with shiny, reflective, black, or transparent surfaces are more challenging to scan, as the light emitted by the scanner can be distorted when interacting with these types of surfaces. In contrast, objects made of fabric or wood yield the best scanning results. Scanning in brightly lit environments can also negatively affect the quality of the results.
Conclusions
This study highlights the significant potential of VR technology and LiDAR scanning in accurately representing real-world objects in a digital format. The findings indicate that the quality of scans is heavily influenced by various factors, including the material and surface properties of the objects, as well as environmental conditions. By identifying the best practices for effective scanning, this research lays the groundwork for future applications in diverse fields such as education, e-commerce, and design. As technology continues to advance, the integration of VR and simulation will enhance user experiences, making interactions with digital environments more intuitive and immersive. Future research should focus on developing adaptive algorithms that can improve scanning accuracy across a wider range of materials and conditions, further bridging the gap between the physical and virtual worlds.
References
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