efficient calcium carbonate classifier price in pakistan

efficient calcium carbonate classifier price in pakistan

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VR tools for 3D asset creation and scene management purposes are emerging in greater numbers than ever before, encouraged by the growing use of VR technology. The adoption rate of these VR tools is an indirect indicator of VR interfaces’ benefits, which are not clear when compared to traditional interfaces

Such VR interfaces have a lot of promise for fun and intuitive creation and editing of digital assets. But can they match or surpass the productivity achieved with traditional interfaces that utilize a pointing device and a keyboard? This is a question that has been on my mind throughout my VR research career

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Unfortunately there is little research about the immersive VR interfaces’ advantages over traditional interfaces. This hasn’t stopped companies from adding VR interfaces to their existing software, or creating new VR applications for tasks that in the past have been mainly performed using more traditional input devices

Oculus Medium is an example of the latter. Basically it is Zbrush in VR: a sculpting application for creating 3D models. Unlike Medium, conventional sculpting applications like Zbrush and Mudbox rely on traditional interfaces, and are heavily used in a professional capacity

VR editors in game engines are another example of using VR interfaces for existing tasks. 3D asset creation and management functionality has been recently added to Unreal Engine and Unity. Below video demonstrates Unreal Engine’s VR editor:

Similar VR editor for scene management is available also for Unity. The Unreal and Unity VR editors are intended to be used via motion controllers, and both include 3D widgets and basic 3D interaction techniques such as navigation, as well as creating and manipulating objects

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For now, Unreal VR editor seems to be slightly more advanced, as it contains snapping, mesh editing tools, and the ability to paint textures on mesh objects. I have personally experimented with such features in the past, by creating an immersive 3D user interface for Blender

So far I don’t see anything in the aforementioned VR editors, which couldn’t be done with a more traditional graphical user interface, which is also likely to be more productive. In the context of game development suites and 3D animation & modeling, I can imagine VR interfaces being faster only in tasks that do not require great accuracy: quick and dirty placement of objects, 3D sculpting, and animation blocking. More intelligent snapping tools could help this situation in the future

VR headsets offer 3D stereo and head tracking. These features provide better spatial perception when compared to 2D displays. There is plenty of research that supports this notion. VR interfaces also have the potential to be more intuitive or even more fun than traditional interfaces, since they are better suited for mimicking real world interaction. Furthermore, VR interfaces are more suitable for exergaming purposes

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On the other hand, 2D mice have better pointer accuracy and ergonomics  than VR controllers, because the user hand rests on a table and motion is restricted to a 2D plane. Current VR controllers are often held in mid-air, which elicits fatigue and strain

More accurate pointing allows faster object selection using a smaller motion range, which helps traditional interfaces to be more efficient. Another factor contributing to the efficiency of traditional interfaces, is the use of keyboard. A keyboard has dozens of buttons that can all be mapped to different actions. Conversely, VR controllers have only a few buttons and much fewer button press combinations

If you have any doubts about current VR interfaces being less productive in the terms of performed tasks, then I invite you to observe a professional 3D modeler or a professional gamer using a traditional input devices:

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Researchers have created and will continue to create studies that compare task performance (e.g. 3d modeling tasks) between traditional interfaces and VR interfaces. Ultimately it is the adoption rate of VR interfaces by professionals that determines their usefulness compared to traditional interfaces. Therefore we ought to observe if and at what capacity professionals use VR interfaces in applications like Unity, Unreal, and Medium

Will professional 3D artists start to prefer something like Oculus Medium over Zbrush or Mudbox? Only time will tell. I reckon that there are certain tasks where the use of VR interfaces could become popular (EDIT: for example creating the overall base mesh with a VR tool, while doing detailed sculpting and retopo with traditional tools), whereas majority of work in Unreal, Unity, and 3D animation & modeling software will remain to be performed with traditional input devices. Mouse and keyboard are here to stay for the foreseeable future

There are no guarantees that VR interfaces would be rapidly adopted by professionals in a domain like 3D modeling; plenty of work still remains to be done in the design, software, and hardware aspects of VR interfaces

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In this article I have used the term “traditional interfaces” as an abbreviation for graphical user interfaces that utilize a 2D monitor, pointing device, and keyboard. I avoided using the term WIMP (windows, icons, menus, pointer) interfaces, because its definition is unclear about the inclusion of keyboard shortcuts

Similarly, I used the term “VR interface” to mean 3D user interfaces that utilize an immersive display (head-mounted display or CAVE) and 3D input devices. Since my points also apply to augmented reality – a subset of mixed reality (MR) – I could have replaced “VR interfaces” with the term “MR interfaces”, if we consider VR to be a subset of MR. The latter notion is slightly misleading, because MR was originally defined as “…anywhere between the extrema of the virtuality continuum.” In other words, VR aims to provide completely artificial reality and not a mix of real and artificial

Recently, a new term called “extended reality” (XR) has emerged, which is intended to cover the whole reality-virtuality continuum. When it comes to including VR under the XR umbrella, it’s debatable whether extending reality with artificial is any more appropriate than mixing the two. In summary, practitioners could benefit if user interface terminology was more refined

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Recently I created a slightly updated version of RUIS that supports Perception Neuron. It’s a Unity 5.6 project, which you can download here: https://drive.google.com/open?id=0B0dcx4DSNNn0R012YXItTm5NVXc

EDIT: There was a bug in one of the newly added scripts that made the head & HMD direction matching (and yaw drift correction) work only half of the time. The bug can be fixed by replacing line 124 in RUISYawDriftCorrector.cs from driftVector = Quaternion.Euler(0, -Vector3.Angle(driftingForward, driftlessForward), 0) * Vector3.forward; to driftVector = Quaternion.Euler(0, ((Vector3.Cross(driftingForward, driftlessForward).y < 0)?-1:1) * Vector3.Angle(driftingForward, driftlessForward), 0) * Vector3.forward;

Please note that for now this is an unofficial release, and the Download page still links to the old RUIS 1.10 file, which doesn't have Perception Neuron support. A new, official RUIS release will come out later this year

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The project contains a new example scene (RUISViveNeuron), which allows you to use Perception Neuron with HTC Vive. It has some nice features like automatic yaw drift correction. Furthermore, you can also use Kinect and other sensors together with the Perception Neuron, as long as Vive is set as the "master coordinate system"

A new version of RUIS is available at our download page. It finally adds support for Oculus Rift CV1 and HTC Vive, while requiring Unity 5.4. All head-mounted displays and motion controllers (including Oculus Touch) that support OpenVR can now be used in RUIS. They can also be calibrated to operate in the same coordinate system with Kinect

This is the first time since the Oculus Rift DK1 and its extended mode that it is again possible with RUIS for Unity to render simultaneously to a head-mounted display and other displays, including CAVE setups:

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If you’re rendering on other displays besides head-mounted displays in RUIS, you should be aware that Unity has a bug with custom projection matrices, which messes up shadows. Unity 5.5 will apparently get rid of the bug. Until then, there is a quick fix available however

The next version of RUIS for Unity will include a simple OpenVR calibration process that allows you to match the coordinate systems of an OpenVR device and a custom tracking system of your choice (e.g. OptiTrack mocap setup). My aim is to enable developers to easily use head-mounted displays with their own (possibly high-end) full-body mocap systems, thus enabling simplified development of first-person avatar experiences

I recently gave a talk titled “Staying Ahead of the Curve in Virtual Reality” at ARTtech Seminar of Assembly computer festival (video embedded at the end of this post). In the talk I discussed some of my own work, and gave an overview on current consumer VR and its near future. In this post I want to focus on the following three considerations for VR developers that I laid out in the finale of the talk:

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Ask yourself, why does your application need to utilize VR? Are you using VR just as a gimmick? Games and other applications do not get magically better just by converting them into VR. The use of VR is a no-brainer in certain types of games and entertainment where additional immersion and depth cues are important. But that is not the case for all games (2D games being the most obvious ones), let alone business software

Take into account that currently the added immersion of head-mounted displays come at the cost of ergonomics; the user has to wear a heavy, sweaty headset that induces vergence-accommodation conflict and suffers from a low resolution. Over time all these issues will be alleviated and even removed altogether, but people will still be using 2D displays far into the foreseeable future. The added value from the use of VR must outweigh its costs for your application

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