Search results for "Reality"
showing 10 items of 662 documents
Bringing Building Data on Construction Site for Virtual Renovation Works
2013
Déjà sur HAL mais sans le fichier pdf; In this study we aimed at evaluating the benefit of managing a digital mock-up for renovation operations in an ancient building. Focusing on thermal efficiency, the renovation proposal dealt with the great windows. We compared three methodologies dedicated to the project planning and management We first address the issue of the renovation of old buildings and come up with a workflow that connects the digital building to its lifecycle; then we focus on an instance of onsite handling of such data, in an augmented reality context, by elaborating the notion of “BIM in situ” as described in the papers of [3] as well as in [4]. Results reveal that handling B…
Lisätty todellisuus vähittäiskaupan markkinointiviestinnässä
2017
Lisätty todellisuus eli AR (englanniksi augmented reality) lisää todellisuuteen virtuaalisen elementin. Vähittäiskaupan markkinointiviestinnässä lisättyä todellisuutta on käytetty useiden vuosien ajan vahvistamaan brändikokemusta. Lisätty todellisuus mahdollistaa mukaansatempaavan markkinoinnin ja lisää asiakkaiden uskollisuutta. Lisättyä todellisuutta voi hyödyntää neljän paradigman kautta, jotka ovat aktiiviset painotuotteet ja pakkaukset, virtuaalipeilit, virtuaali-ikkunat ja paikannusta käyttävät AR-sovellukset. Lisätyn todellisuuden sisältö, käyttäjät, kohdeyleisö, sivulliset ja taustatekijät ovat viisi asiaa, joiden pohjalta suunnitellaan optimaalinen AR-kampanja. Esimerkiksi vaatteid…
AUGMENTED REALITY
2011
Already used in very specific areas such as in military and medical or academic research, in 2009 thanks to improved technology, augmented reality is to reach wider audiences and as information campaigns, advertising-augmented published in newspapers or on the network, and through a growing number of applications for mobile phones, particularly iPhone. "The Augmented Reality on the desktop computer is based on the use of markers, or ARtags, and stylized drawings, which are shown to the webcam, are recognized by the PC, and which are overlaid in real-time multimedia content: video, audio , 3D objects, etc.. Normally, applications of augmented reality are based on Adobe Flash technology and t…
Audiovisual time-to-collision estimation for accelerating vehicles: The acoustic signature of electric vehicles impairs pedestrians' judgments
2022
To avoid collisions, pedestrians intending to cross a road need to accurately estimate the time-to-collision (TTC) of an approaching vehicle. For TTC estimation, auditory information can be considered particularly relevant when the approaching vehicle accelerates. The sound of vehicles with internal combustion engine (ICEVs) provides characteristic auditory information about the acceleration state (increasing speed and engine load). However, for electric vehicles (EVs), the acoustic signature during acceleration is less salient. Although the auditory detection of EVs has been studied extensively, there is no research on potential effects of the altered acoustic signature of EVs on TTC estim…
An Augmented Reality System for the Treatment of Acrophobia: The Sense of Presence Using Immersive Photography
2006
This paper describes an augmented reality (AR) system for the treatment of acrophobia. First, the technical characteristics of the original prototype are described. Second, the capacity of the immersive photography used in the AR system to provoke sense of presence in users is tested. Forty-one participants without fear of heights walked around a staircase in both a real environment and an immersive photography environment. Immediately after their experience, participants were given the SUS questionnaire to assess their subjective sense of presence. The users' scores in the immersive photography were very high. Results indicate that the acrophobic context can be useful for the treatment of…
Immersive Versus Non-immersive Experience: Exploring the Feasibility of Memory Assessment Through 360° Technology
2019
Episodic memory is essential to effectively perform a number of daily activities, as it enables individuals to consciously recall experiences within their spatial and temporal environments. Virtual Reality (VR) serves as an efficacious instrument to assess cognitive functions like attention and memory. Previous studies have adopted computer-simulated VR to assess memory, which realized greater benefits compared to traditional procedures (paper and pencil). One of the most recent trends of immersive VR experiences is the 360° technology. In order to evaluate its capabilities, this study aims to compare memory performance through two tasks: immersive task and non-immersive task. These tasks d…
Oltre l'adattamento? Narrazioni espanse: intermedialità, transmedialità, virtualità
2020
The volume hosts essays and interventions discussing the theories of adaptation in the arts.
Virtual reality system for planning minimally invasive neurosurgery
2008
Object The authors report on their experience with a 3D virtual reality system for planning minimally invasive neurosurgical procedures. Methods Between October 2002 and April 2006, the authors used the Dextroscope (Volume Interactions, Ltd.) to plan neurosurgical procedures in 106 patients, including 100 with intracranial and 6 with spinal lesions. The planning was performed 1 to 3 days preoperatively, and in 12 cases, 3D prints of the planning procedure were taken into the operating room. A questionnaire was completed by the neurosurgeon after the planning procedure. Results After a short period of acclimatization, the system proved easy to operate and is currently used routinely for pre…
Body image avoidance affects interpersonal distance perception: A virtual environment experiment.
2019
OBJECTIVE Eating disorders have a considerable influence on social contacts. The avoidance towards the own body may result in the avoidance of others. Previous research has found a preference for larger interaction distances in individuals with eating disorders (ED) as compared to control participants (CG). We aimed to replicate these findings and to investigate whether the body weight of the interactant moderates the effect. METHOD We recruited a female sample with mixed ED subtypes (n = 21) and a female CG (n = 28). Participants were immersed in a virtual environment and engaged in a number of fictitious social interactions. They approached a virtual person until a comfortable distance fo…
Assessing the Relationship Between Attitudinal and Perceptual Component of Body Image Disturbance Using Virtual Reality
2018
Body image disturbance (BID) affects quality of life even in the absence of clinically diagnosable eating pathology, and numerous studies have shown its crucial role in the emergence and maintenance of eating disorders. This study aimed at exploring attitudinal and perceptual components of BID using a novel virtual reality (VR)-based paradigm. A community sample of women (N = 27) recreated in VR their perceived body in both an allocentric (third-person view) and egocentric (first-person view) perspective. Specifically, women were able to choose between a wide range of three-dimensional bodies spanning body mass index 12.5-42.5 kg/m2. Attitudinal indexes of BID (body dissatisfaction, body un…