Download Mobile Movie The Marine 3 In Hindi !!TOP!!
Download Mobile Movie The Marine 3 In Hindi
Following the development of consumer virtual reality (VR) devices using smartphones and tablets, the demand for mobile VR contents in various fields such as games, movies, and education has increased. Recently, user-created VR contents have been rapidly increasing with the advancement in low-cost image or video-capturing equipment for mobile VR. However, VR contents that use images or videos suffer from limitations with the lack of interactivity by only providing passive information; thus, the contents cannot draw active involvement of users. In education, we know that VR encourages learners to become more active through immersive experience . Learning with real-time interactions provides learners instant results and helps in the decision making to reach their goals. To achieve a higher level of immersion and maximize educational effects, more engaging interactions between the learners and mobile VR contents are essential.
This paper presents a novel authoring framework for mobile VR contents using 360 photographs or videos. To create engaging interactions in the surrounding scenes, we introduce a multilayer representation where each layer can have different interaction types or properties such as deformable objects, moving objects, and water simulation. On the basis of the proposed representation, we develop play-based learning scenarios on a mobile VR platform for education in marine biology and conduct a user study on the interactivity and immersion of the scenarios. The overall pipeline of our play-based learning is shown in Figure 1.
In our education scenarios for marine biology, interactive image deformation is used to create animation for some objects such as seaweeds and starfish based on transformation of the vertices of a 2D mesh on a particular layer. The resulting visual quality depends on the geometric resolution of the mesh, but mobile devices with limited computational power reduce the maximum achievable quality. Moreover, computationally expensive deformation techniques cause increased latency when the user interacts with the objects within a mobile VR environment. Therefore, we adopt a force-based approach to deform a mesh on a spherical surface, as shown in Figure 3.
In our virtual marine contents, realistic simulation of the water surface is an essential method to increase immersion. Real-time performance of the simulation is also required to work with various user interactions in the mobile-based VR environment. To satisfy these requirements, we adopt a physics-based approach to simulate water surface waves by deforming a 2D ocean mesh and implementing it on a graphics processing unit (GPU) hardware. The dynamic behavior of the water surface, such as the ripple effects, is governed by the following 2D wave equation:
For active participant learning, we present play-based learning for education in marine biology. The learning scenarios are designed and implemented as mobile VR environment and allow the users to interact with the immersive mobile VR contents. A low-cost approach to user-created VR contents makes the mobile VR environment potentially learner-centered education to enable learners to create active participant VR contents. The main features of our learning scenarios include viewer-directed immersive form, adding layers for interactivity, achieving play-based learning, and engaging contents for active involvement and immersion.
We have developed an interactive and immersive 360 content-authoring framework for marine biology education. The developed framework is suitable for many students to study using low-cost mobile VR devices because the developed contents can be installed in smartphones or standalone VR equipment. For active participations, we presented user-created forms using additional layers, realistic image-based interactions utilizing elements in the given images, and more immersive contents using animated objects, videos, and 3D audio effects. We conducted a user study to verify the interactivity and immersion of our education scenarios using different levels of experience. As a result, we found that more experience elements improve the immersion of users and make them become more active.
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