Search results for "Virtual reality"

showing 10 items of 376 documents

Making interaction with virtual reality accessible : rendering and guiding methods for subtitles

2021

AbstractAccessibility in immersive media is a relevant research topic, still in its infancy. This article explores the appropriateness of two rendering modes (fixed-positioned and always-visible) and two guiding methods (arrows and auto-positioning) for subtitles in 360° video. All considered conditions have been implemented and integrated in an end-to-end platform (from production to consumption) for their validation and evaluation. A pilot study with end users has been conducted with the goals of determining the preferred options by users, the options that result in a higher presence, and of gathering extra valuable feedback from the end users. The obtained results reflect that, for the c…

End userComputer science05 social sciences050801 communication & media studies020207 software engineering02 engineering and technologyVirtual realityAccessibilitySubtitlesIndustrial and Manufacturing EngineeringVirtual realityRendering (computer graphics)360º videos0508 media and communicationsArtificial IntelligenceHuman–computer interaction0202 electrical engineering electronic engineering information engineeringHuman computer interaction
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Virtual prototyping of a new intramedullary nail for tibial fractures

2012

In this work a new distal interlocking system has been developed which is easy to use, allows a reduction of the operating time and consequently the exposure to radiations both for surgeon and patient. The main goal of this study has been the design of a new intramedullary nail for tibial fractures able to simplify and speed up the distal locking operation phases. After a preliminary stage during which several candidate concepts have been proposed and analysed, the best solution has been developed and deeply investigated. The new system, called “expansion nail”, has been firstly modelled by setting up a full parametric CAD model and, then, tested by running non linear FEM analyses to evalua…

Engineering drawingEngineeringbusiness.industrymedicine.medical_treatmentWork (physics)Structural engineeringIndustrial and Manufacturing Engineeringlaw.inventionIntramedullary rodlawMechanical stabilityModeling and SimulationOperating timeNail (fastener)medicineVirtual Reality tibial fractures CAD modeling FEMbusinessSettore ING-IND/15 - Disegno E Metodi Dell'Ingegneria IndustrialeReduction (orthopedic surgery)InterlockingVirtual prototyping
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A multi-sensor multi-rate algorithm for motor rehabilitation with Augmented Reality devices

2016

Using Augmented Reality (AR) could offer stimuli to rehabilitation from neuro-motor disorders, since the patient can be aided in a better known reality than Virtual Reality (VR). The main goal for an AR system is to achieve a good quality of tracking the real object to align with virtual contents. Often a single sensor could not provide enough information to that end due to a low updating rate; therefore joining an other high updating rate sensor could be indispensable, but how to combine data from different sensors especially when they work all at different rates? In this paper an approach based on recursive parameter estimation, focusing on multi-rate tracking in AR devices is suggested. …

Engineering020205 medical informaticsbusiness.industryMechanical Engineeringmedia_common.quotation_subject020208 electrical & electronic engineeringWork (physics)Biomedical EngineeringGyroscope02 engineering and technologyKalman filterVirtual realityTracking (particle physics)Object (computer science)law.inventionSettore ING-INF/04 - AutomaticaArtificial Intelligencelaw0202 electrical engineering electronic engineering information engineeringQuality (business)Augmented realitybusinessSimulationmedia_common2016 6th IEEE International Conference on Biomedical Robotics and Biomechatronics (BioRob)
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From technology engineering to social engineering

2007

Virtual worlds have a long history, and it also includes various technologies. Yet research interest towards them has diverged over the years. It seems that nowadays they are on focus again with the evolution of socially oriented and community-supporting virtual worlds. Instead of technical factors, human factors and the motivation behind the use are highlighted. In this paper, we will briefly review the research efforts made in the 90's, and derive a set of themes that were of interest back then. Next, we will expand the set by arguing for newer themes, identified in the latest information systems literature. These two sets of themes form a basis of a research agenda for studying virtual w…

EngineeringComputer Networks and Communicationsbusiness.industrymedia_common.quotation_subjectSocial engineering (security)Virtual realityMetaverseManagement Information SystemsPleasureWorld Wide WebInformation systemEngineering ethicsComputer-mediated communicationbusinessmedia_commonACM SIGMIS Database: the DATABASE for Advances in Information Systems
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Human-centred Assembly: A Case Study for an Anthropocentric Cyber-physical System

2014

Abstract To engineer the factory of the future the paper argues for an anthropocentric cyber-physical reference model that assimilate in an integrated, dynamic, structural and functional way all the required components (i.e. physical, computational and human) of a synthetic hybrid system. This is due to the real need to design large-scale complex systems that accommodate the latest achievements in factory automation where the human is not merely playing a simple and clear role inside the control-loop, but is becoming a composite factor in a highly automated system (“man-in-the-mesh”). The concept is demonstrated by instantiating our anthropocentric cyber-physical reference model in a concre…

EngineeringCyber-Physical SystemsAugmented RealityWorkstationbusiness.industryCyber-physical systemVirtual RealityAutomationlaw.inventionAnthropocentrismHuman–computer interactionlawHybrid systemHuman-Maschine InteractionGeneral Earth and Planetary SciencesFactory (object-oriented programming)Augmented realitybusinessReference modelGeneral Environmental ScienceProcedia Technology
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VirDe: A new virtual reality design approach

2008

Virtual reality (VR), even if it does not represent any more a novel technology, is one of the most powerful tool to help designers during the development of new projects. This is proved by very numerous research activities related to this field. In this research, we have studied a new way to approach the development of a product. We present the ongoing development of a system, called VirDe, acronym of virtual design, which can allow the designers to perform the whole design process, from the modelling phase to the finite element method (FEM) simulation analysis, in a virtual reality environment. This new method allows remarkable time and money saving in the overall product design process, …

EngineeringEngineering drawingProduct designbusiness.industryVirtual realitycomputer.software_genreVirtual reality - Simulation - 3D input device - CAD modelling - FEM analysesIndustrial and Manufacturing EngineeringVirtual machineIndustrial designModeling and SimulationNew product developmentDesign processbusinessSoftware engineeringEngineering design processSettore ING-IND/15 - Disegno E Metodi Dell'Ingegneria IndustrialecomputerInstructional simulation
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A virtual testbed for analysis and design of sensorimotoric aspects of agent control

1997

Abstract In this paper XRaptor is introduced, an object-oriented simulation tool. It provides a virtual multi-agent world which acts as testbed for agent control mechanisms. This environment encompasses a 3-dimensional space, in which the agents may move. Currently agents are realized modelling some abstract properties of flies and bats. XRaptor provides different levels of information flow and world manipulation capabilities from the agents' point of view. A further purpose of XRaptor is educational: Different teams of developers may design control units for agents which can then be subjected to a tournament.

Engineeringbusiness.industryHuman–computer interactionModeling and SimulationDistributed computingControl (management)TestbedInformation flow (information theory)Space (commercial competition)Virtual realityDesign controlbusinessComputingMethodologies_ARTIFICIALINTELLIGENCESimulation Practice and Theory
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Multimodal user interface for a semi-robotic visual assistance system for image guided neurosurgery

2005

Abstract We developed a visual assistance system for image guided neurosurgery, consisting of a stereoscopic digital camera (exoscope) mounted on a semi-robotic manipulator. In order to minimize the operation time, the application-specific multimodal user interface enables hands-free manipulation of the exoscope. The surgeon wears thereby a head-mounted unit with a binocular display, a head tracker, a microphone and earphones. Different modes of view positioning and adjustment can be selected by voice and controlled by head rotation while pressing a miniature confirmation button mounted on a finger ring or suction device. Apart from the development of the mechatronic and software modules of…

Engineeringbusiness.product_categoryMicrophonebusiness.industryComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONOptical head-mounted displayStereoscopyGeneral MedicineVirtual realityMechatronicsImaging phantomlaw.inventionlawComputer visionArtificial intelligenceUser interfacebusinessSimulationDigital cameraInternational Congress Series
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Toward Successfully Integrating Mini Learning Games into Social Virtual Reality Environments : Recommendations for Improving Open and Distance Learni…

2017

Social virtual reality environments, also known as 3D virtual immersive environments, are threedimensional computer-generated virtual spaces that are increasingly used in attendance-based and distance education. Thanks to their unique characteristics that separate them from two-dimensional virtual learning environments, social virtual reality environments can enhance distance education efficacy when used in combination with applying instructional methodologies such as situated learning, experiential learning and game-based learning. The authors of this paper describe the design and findings of a research study on game-based learning in social virtual immersive environments. The research met…

Engineeringserious gamesMultimediabusiness.industryDistance educationEducational technologyVirtual realityvirtual immersive environmentscomputer.software_genreverkko-oppiminengame-based learningpelillistäminenhyötypelitgamificationOpen and Distance Learning (ODL)businesscomputere-learningInstructional simulationvirtuaalimaailma
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Surveying, Analysis and 3D Modeling in Archaeological Virtual Reconstruction. The inner colonnade of the naos of Temple G of Selinunte.

2012

This paper is focused on the virtual reconstruction of a portion of the naos of Temple G of Selinunte, as a case study for the definition of a method of virtual anastylosis and reconstruction of collapsed colonnades in archaeological contexts. Reconstruction is based on the combination of historical research, archaeological analysis, digital surveying, image-based modeling and laser scanning methods. The complexity of the ruins of the temple suggested a thorough archaeological analysis of the fragments of the inner colonnade of the naos. This analysis made it possible to identify reference surfaces and protective or sacrificial surfaces. The study of these surfaces, together with the dimens…

Engineeringvirtual anastylosiDigital reconstructionbusiness.industryAnastylosisSolid modellingVirtual reality3D modelingArchaeologydigital reconstructionOptical scannersVirtual reconstructionColonnadeSettore ICAR/17 - DisegnosurveyingbusinessSettore ICAR/18 - Storia Dell'Architetturaarchaeological analysi
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