Search results for "Virtual Environment"

showing 10 items of 21 documents

Integration of thermal building simulation and VR techniques for sustainable building projects

2013

Déjà présent sur HAL mais sans le fichier pdf; The importance of energy efficiency and integration of advances in building design and VR technology have led this research to focus on thermal simulation results visualized in a virtual environment to optimize building design. This paper combines the principle of integration for thermal calculation and scientific visualization in VR. The method is to use CAD models (extensively used in architectural design) to analyze a building's thermal performance and visualize it, as well as simulating it through VR technology. Interaction between users and objects in a virtual world are certainly through techniques of visualization metaphors. The object o…

Scientific visualization[ INFO.INFO-MO ] Computer Science [cs]/Modeling and SimulationMécanique: Thermique [Sciences de l'ingénieur]Thermal simulationSynthèse d'image et réalité virtuelle [Informatique]Building performance[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Virtual environment[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR]Modélisation et simulation [Informatique][ SPI.MECA.THER ] Engineering Sciences [physics]/Mechanics [physics.med-ph]/Thermics [physics.class-ph][INFO.INFO-MO]Computer Science [cs]/Modeling and Simulation[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR][SPI.MECA.THER]Engineering Sciences [physics]/Mechanics [physics.med-ph]/Thermics [physics.class-ph]Data integration
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The Effects of the Use of Serious Game in Eco-Driving Training

2016

International audience; Serious games present a promising approach to training and learning. The player is engaged in a virtual environment for a purpose beyond pure entertainment, all while having fun. In this paper, we investigate the effects of the use of serious game in eco-driving training. An approach has been developed in order to improve players’ practical skills in terms of eco-driving. This approach is based on the development of a driving simulation based on a serious game, integrating a multisensorial guidance system with metaphors including visual messages (information on fuel consumption, ideal speed area, gearbox management, etc.) and sounds (spatialized sounds, voice message…

Serious gamesSynthèse d'image et réalité virtuelle [Informatique]Computer Networks and CommunicationsComputer scienceDriving simulation020209 energy02 engineering and technologycomputer.software_genre7. Clean energylcsh:QA75.5-76.95eco drivingEntertainment[ INFO.INFO-HC ] Computer Science [cs]/Human-Computer Interaction [cs.HC]Artificial IntelligenceHuman–computer interactionOrder (exchange)0202 electrical engineering electronic engineering information engineering[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]MultimediaComputingMilieux_PERSONALCOMPUTING[ INFO.INFO-GR ] Computer Science [cs]/Graphics [cs.GR][INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Term (time)Interface homme-machine [Informatique]Work (electrical)Hardware and ArchitectureVirtual machineICTinteractive guidance metaphors.Fuel efficiencylcsh:Electronic computers. Computer scienceEco-drivingvirtual environmentGuidance systemEngineering design processcomputerInteractive guidance metaphorsSoftwareInformation SystemsFrontiers in ICT
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Study of 3D sound for an audio-visual interaction in enriched virtual environment

2011

Most of the applications integrating 3D sound in virtual environment are limited to acoustic simulation. The objective of this thesis is to study the added value of 3D sound in the interaction with virtual environment. We developed an audio stimulation technique called "Artificial Spatial Audio Sensation: (ASAS)" based on the creation of audio effects. This technique conveys the sensations of spatialized sound that allows accurate sound source localization in azimuth and in elevation. In order to improve the localization time we also developed a model that integrates Head-Related Transfer Function (HRTF) with the ASAS technique. For the simulation of the depth of spatial sound sources, we d…

Son 3D3D soundEnvironnement VirtuelVirtual EnvironmentHRTFSound Interfaces[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Interfaces sonoresSound Source LocalizationLocalisation de sources sonores
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Contribution of virtual reality to functional rehabilitation

2010

Virtual reality has grown immensely. Practical applications for the use of this technology encompass many fields in both engineering science and human science. In the field of medicine, one of the newest fields to benefit from the advances in VR technology, virtual reality has become a major new therapeutic tool not only in medicine and surgery but also for the treatment of psychological disorders and rehabilitation for impaired person. Our research presented in this thesis aims at developing utilities to aid in functional rehabilitation using virtual reality technology. The main research question of our work concerns the effect of virtual metaphors in learning and training human gestures f…

Time-series data mining.Evaluation d'utilisabilité de l'environnement[ INFO.INFO-TS ] Computer Science [cs]/Signal and Image Processing[INFO.INFO-TS] Computer Science [cs]/Signal and Image Processing[ SPI.SIGNAL ] Engineering Sciences [physics]/Signal and Image processingRééducation motriceVirtual realityHuman motion evaluationRéalité virtuelleEvaluation de mouvement[INFO.INFO-TS]Computer Science [cs]/Signal and Image ProcessingMotor rehabilitationFouille de données chronologiqueEvaluate the usability of virtual environment[SPI.SIGNAL]Engineering Sciences [physics]/Signal and Image processing[SPI.SIGNAL] Engineering Sciences [physics]/Signal and Image processing
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Analysis of virtual helps usage in a virtual environment for learning

2007

[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/EducationVirtual helpLearners activity[ SHS.EDU ] Humanities and Social Sciences/EducationVirtual environment for human learning and education
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Feedback on design and use of a virtual environment for practical lab work

2008

[SHS.EDU]Humanities and Social Sciences/Education[SHS.EDU] Humanities and Social Sciences/Educationdesign[ SHS.EDU ] Humanities and Social Sciences/Educationvirtual environmentuses
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Evidence Against a Correlation Between Ease of Use and Actual Use of a Device in a Walk-in Virtual Environment

2013

Technology acceptance and its use are assumed to be based on the perceived usefulness and ease of use of the technology. We studied one aspect of that by focusing on a possible correlation between the actual use of a device and its perceived ease of use. For studying technology that is new to users, we investigated the use of a locomotion control device in a walk-in virtual environment. We organized a user test in which participants browsed virtual shopping items by walking or by controlling locomotion with a device. Data were gathered in two ways: First, we observed their actual device use, and second, we asked users to evaluate the ease of use of the device. The analysis illustrates that …

empirical studytechnology acceptancevirtual realityvirtual environmentease of use
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Evaluating the Authenticity of Virtual Environments: Comparison of Three Devices

2016

Immersive virtual environments (VEs) have the potential to provide novel cost effective ways for evaluating not only new environments and usability scenarios, but also potential user experiences. To achieve this, VEs must be adequately realistic. The level of perceived authenticity can be ascertained by measuring the levels of immersion people experience in their VE interactions. In this paper the degree of authenticity is measured via anauthenticity indexin relation to three different immersive virtual environment devices. These devices include (1) a headband, (2) 3D glasses, and (3) a head-mounted display (HMD). A quick scale for measuring immersion, feeling of control, and simulator sick…

immersionArticle SubjectComputer sciencemedia_common.quotation_subject02 engineering and technologycomputer.software_genreQuality of resultshuman-technology interactionlcsh:QA75.5-76.95authenticityHuman–computer interactionuser experience0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)0501 psychology and cognitive sciencesautenttisuus050107 human factorsmedia_commonta113Multimediabusiness.industry05 social sciences020207 software engineeringUsabilityHuman-Computer InteractionFeelingvirtual environmentsSimulator sicknesslcsh:Electronic computers. Computer sciencekäyttäjäkokemusbusinessImmersive virtual environmentcomputerAdvances in Human-Computer Interaction
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Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence

2016

The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…

immersionSocial Psychologylcsh:T58.5-58.64Computer sciencelcsh:Information technologyCommunication05 social sciencesComputingMilieux_PERSONALCOMPUTINGvideo gamesVirtual realitycomputer.software_genre050105 experimental psychologyHuman-Computer Interaction03 medical and health sciences0302 clinical medicineVirtual machinevirtual environmentsComputer graphics (images)Immersion (virtual reality)virtual reality0501 psychology and cognitive sciencespresencecomputer030217 neurology & neurosurgery
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Mondi virtuali e realtà virtuale. Un’analisi del fenomeno nella formazione sanitaria

2019

Negli ultimi sei anni la realtà virtuale (VR) e i mondi virtuali (VE) sono diventati sempre più tecnologicamente avanzati e molto più accessibili per quel che riguarda l’accesso economico. In sanità essi vengono utilizzati principalmente per cinque scopi: formazione degli studenti; formazione dei professionisti (simulatori); riabilitazione/terapia; cura/diagnosi e gestione del dolore. In questa review abbiamo analizzato 2.252 articoli pubblicati tra il 2012 e il 2019 su PubMed ed abbiamo organizzato gli articoli nelle aree simulazione per studenti; simulazione per specializzandi; simulazione avanzata per professionisti; applicazioni nei campi medico/dentale/infermieristico (soft skills); re…

simulatorsimulatorivirtual realityvirtual environmentmedical educationambiente virtualeeducazione medicacompetenze soft/hard.realtà virtualesoft/hard skills.Settore M-PED/03 - Didattica E Pedagogia Speciale
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