Hybridizing Real and Virtual Worlds: A Workflow-Based Approach Using 3D Scanners and Printers
Resumo
Extended Reality (XR) is an immersive technology that integrates physical and digital environments. XR applications are being increasingly adopted across various sectors, including education, healthcare, entertainment, and industry. These applications leverage diverse interaction modalities, including gestures, voice commands, haptic feedback, and motion-based interfaces, allowing users to manipulate virtual objects, navigate simulated environments, and interact with digital content. The choice of interaction depends directly on factors such as the level of immersion, available technological resources, and the physical conditions of the environment. To achieve a convincing sense of immersion, virtual objects and environments must exhibit visual and geometric properties consistent with the physical world. This work in progress investigates an integrated model that combines tools and techniques for digitizing real objects and manufacturing their virtual counterparts. The research assesses both the quality of the generated models and their suitability for use in immersive XR environments. The proposed workflow comprises two independent initial stages: (i) the virtualization of physical objects and (ii) the manufacturing of objects represented in the Metaverse.Referências
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Alhakamy, A. (2024). Extended reality (xr) toward building immersive solutions: the key to unlocking industry 4.0. ACM Computing Surveys, 56(9):1–38.
Dangxiao, W., Yuan, G., Shiyi, L., Weiliang, X., Jing, X., et al. (2019). Haptic display for virtual reality: progress and challenges. Virtual Reality & Intelligent Hardware, 1(2):136–162.
De Paolis, L. T. and De Luca, V. (2022). The effects of touchless interaction on usability and sense of presence in a virtual environment. Virtual Reality, 26(4):1551–1571.
Javaid, M., Haleem, A., and Suman, R. (2023). Digital twin applications toward industry 4.0: A review. Cognitive Robotics, 3:71–92.
Kašela, A., Korečko, Š., and Sobota, B. (2021). Extended reality in youth education: a literature review. In 2021 19th International Conference on Emerging eLearning Technologies and Applications (ICETA), pages 169–174. IEEE.
Mizuho, T., Narumi, T., and Kuzuoka, H. (2023). Effects of the visual fidelity of virtual environments on presence, context-dependent forgetting, and source-monitoring error. IEEE Transactions on Visualization and Computer Graphics, 29(5):2607–2614.
Najm, A., Banakou, D., and Michael-Grigoriou, D. (2024). Development of a modular adjustable wearable haptic device for xr applications. In Virtual Worlds, volume 3, pages 436–458. MDPI.
Shi, Y., Zhao, L., Lu, X., Hoang, T., and Wang, M. (2022). Grasping 3d objects with virtual hand in vr environment. In Proceedings of the 18th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, pages 1–8.
Sra, M. (2023). Enhancing the sense of presence in virtual reality. IEEE computer graphics and applications, 43(4):90–96.
Turchet, L., Hamilton, R., and Çamci, A. (2021). Music in extended realities. IEEE Access, 9:15810–15832.
Vermeulen, Y., Van Damme, S., Van Wallendael, G., De Turck, F., and Vega, M. T. (2023). Haptic interactions for extended reality. In 2023 IEEE International Conference on Consumer Electronics (ICCE), pages 1–6. IEEE.
Wee, C., Yap, K. M., and Lim, W. N. (2021). Haptic interfaces for virtual reality: Challenges and research directions. IEEE access, 9:112145–112162.
Wölfel, M., Hepperle, D., Purps, C. F., Deuchler, J., and Hettmann, W. (2021). Entering a new dimension in virtual reality research: an overview of existing toolkits, their features and challenges. In 2021 International Conference on Cyberworlds (CW), pages 180–187. IEEE.
Zhang, J., Lu, V., and Khanduja, V. (2023). The impact of extended reality on surgery: a scoping review. International orthopaedics, 47(3):611–621.
Zhou, M. and Aburumman, N. (2024). Grasping objects in immersive virtual reality environments: Challenges and current techniques. In 2024 10th International Conference on Virtual Reality (ICVR), pages 190–197. IEEE.
Publicado
30/09/2025
Como Citar
FRANCO, Guilherme C.; NASCIMENTO, Hugo A. D.; SALLES, Laurita R.; G. FILHO, Arlindo R.; CARVALHO, Sergio T.; BERRETTA, Luciana O..
Hybridizing Real and Virtual Worlds: A Workflow-Based Approach Using 3D Scanners and Printers. In: WORKSHOP DE TRABALHOS EM ANDAMENTO - SIMPÓSIO DE REALIDADE VIRTUAL E AUMENTADA (SVR), 27. , 2025, Salvador/BA.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 241-247.
DOI: https://doi.org/10.5753/svr_estendido.2025.15761.
