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Real-Time 3-D Reconstruction for Facilitating the Development of Game-based Virtual Laboratories

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Conference

2015 ASEE Annual Conference & Exposition

Location

Seattle, Washington

Publication Date

June 14, 2015

Start Date

June 14, 2015

End Date

June 17, 2015

ISBN

978-0-692-50180-1

ISSN

2153-5965

Conference Session

Innovative Use of Technology I

Tagged Division

Computers in Education

Tagged Topic

Diversity

Page Count

16

Page Numbers

26.1305.1 - 26.1305.16

DOI

10.18260/p.24642

Permanent URL

https://peer.asee.org/24642

Download Count

104

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Paper Authors

biography

Zhou Zhang Stevens Institute of Technology Orcid 16x16 orcid.org/0000-0003-4599-4339

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Ph.D Candidate, Mechanical Engineering Department, Stevens Institute of Technology, Hoboken, NJ, 07030.

Email: zzhang11@stevens.edu

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Mingshao Zhang Stevens Institute of Technology Orcid 16x16 orcid.org/0000-0002-6331-4010

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Yizhe Chang Stevens Institute of Technology, School of Engineering and Science

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Sven K. Esche Stevens Institute of Technology, School of Engineering and Science

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Constantin Chassapis Stevens Institute of Technology, School of Engineering and Science

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Abstract

Real-Time 3D Reconstruction for Facilitating the Development of Game-based Virtual LaboratoriesAbstract Game-based virtual laboratories (GBVLs), as an important implementation of virtual reality, areoften considered to be simulations of real or artificial environments based on 2D/3D graphics, and arebuilt based on a specific game engine. GBVLs are becoming increasingly popular at various levels ofeducation. In addition to designing the story plot and game logic, another essential task during thecreation of GBVLs is to virtualize the real world and insert all of the virtual representations of the realobjects into the GBVLs’ environment. The traditional method for virtualizing real objects is to design themodels of these objects with some CAD software and then convert these models to the model format ofthe GBVL. In creating these models, one needs not only to measure the real objects but also to draw theirfeatures. These processes are tedious and time-consuming, thus considerably limiting the potentialapplication and popularization of GBVLs. This paper introduces a series of novel procedures for creating virtual representations of real objectsbased on 3D reconstruction techniques. During these procedures, one hand-held depth camera is used toscan the real object. Here, the tracing of the pose of the camera is discussed first. Then, the processingmethods for the captured raw data are covered, and based on the processed data, the registration of theshape information of the model is introduced. Subsequently, a method for recognizing the scanned objectis presented. Finally, the generation of the final model file for GBVLs is described. In order to prototypethis method, a GBVL used in an undergraduate course was designed and implemented. Through acomparison between the traditional methods and the proposed procedures, it was demonstrated that theprocedures introduced here significantly speed up the process of creating virtual laboratoryimplementations.

Zhang, Z., & Zhang, M., & Chang, Y., & Esche, S. K., & Chassapis, C. (2015, June), Real-Time 3-D Reconstruction for Facilitating the Development of Game-based Virtual Laboratories Paper presented at 2015 ASEE Annual Conference & Exposition, Seattle, Washington. 10.18260/p.24642

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