Search results for "Virtual reality"

showing 10 items of 376 documents

Optimization of Cultural Heritage Virtual Environments for Gaming Applications

2020

Serious games are games with a purpose beyond entertainment and are widely acknowledged as fruitful tools for learning and developing skills across multiple domains, including educational enhancement. In the last few years, the world of serious games has widely increased. The use of these types of games can aid in classrooms to not only help the students learn concepts but also to improve their motivation to do so. However, designing games necessitates very specialized personnel and the process can often be costly and slow. The adaptions of the design to the implantation phase are also difficult and the process needs more focus. The challenge of this study was to create a game within the co…

Focus (computing)MultimediaComputer scienceProcess (engineering)ComputingMilieux_PERSONALCOMPUTINGVirtual realitycomputer.software_genreAdventureCultural heritageEntertainmentVirtual machineSettore ICAR/17 - DisegnoSerious Game Cultural Heritage Virtual EnvironmentUser interfacecomputer
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Virtual Reality and Anxiety Disorders Treatment: Evolution and Future Perspectives

2019

Virtual reality (VR) is a technology that allows the simulation of different real-life situations on a tridimensional computer-generated environment where the user can interact with the environment as if he/she were the real world. VR has potential as an exposure technique for treating anxiety disorders because VR and real objects have similar characteristics, which creates the illusion that the user is immersed and engaged with objects in the real world. Regarding the efficacy of using virtual reality exposure-based therapy (VR-EBT), for more than two decades, there has been sufficient empirical evidence regarding VR-EBT for treating anxiety disorders. Finally, this chapter ends with some …

Generalized anxiety disordermedia_common.quotation_subjectSocial anxietyIllusionVirtual realitymedicine.diseaseSpecific phobiamedicineAnxietyAugmented realitymedicine.symptomEmpirical evidencePsychologymedia_commonCognitive psychology
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Virtual reality school for children with learning difficulties

2005

This paper describes the process starting from the identification of educational needs of children with learning difficulties to the design of a fully interactive virtual school, where it is possible to learn about the physical and social world. The fundamentals of this design are the exclusive advantages that Real Time Graphics offer for developing tools in which children can learn while playing. This development has been done in the framework of a strongly-funded project by the Spanish Government. This ongoing project is in its final stage of development and will produce tools which are valid both for special and mainstream education, ready to be used and tested over final users.

GovernmentIdentification (information)Virtual schoolMultimediaProcess (engineering)Computer scienceMainstreamGraphicsVirtual realitySpecial educationcomputer.software_genrecomputerProceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
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Fusion of visual tools in virtual spaces

1996

Virtual space environment may be improved by combining it with graphical and visual tools. This paper analyses an integrated system able to merge fusion techniques, icons tools and a virtual space environment. A virtual space is characterised by a set of dynamic visual icons and by a heterogeneous virtual reality environment. Their integration is supported by virtual icon grammar (VIG) working on dynamic icons and virtual world. VIG allows to test the actions made by dynamic icons on the activated Virtual World metaphors at a time “t”, and a range of different transactions that place between user and VW(visual query, view and browse of under-world,...), moreover, user can define, modify and…

GrammarSettore INF/01 - InformaticaVirtual worldmedia_common.quotation_subjectVirtual spaceVirtual realityMetaverseMixed realityHuman–computer interactionVisual queryIconVirtual spaces graphical and visual toolscomputerSimulationMathematicsmedia_commoncomputer.programming_language
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A comparative analysis of two immersive virtual reality systems in the integration and visualization of natural hand interaction

2022

AbstractIt is generally accepted that the use of natural interaction provides a positive impact in Virtual Reality (VR) applications. Therefore, it is important to understand what is the best way to integrate and visualize this feature in VR. For this reason, this paper presents a comparative study of the integration of natural hand interaction in two immersive VR systems: a Cave Audio Visual Experience (CAVE) system –where users’ real hands are visible– and a non-see-through Head-Mounted Display (HMD) system –where only a virtual representation of the hands is possible–. In order to test the suitability of using this type of interaction in a CAVE and compare it to an HMD, we raise six rese…

HMDleap motioncomparative analysisHTC viveComputer Networks and CommunicationsHardware and ArchitectureCAVEMedia Technologyvirtual realityhand trackingnatural interfaceUNESCO::CIENCIAS TECNOLÓGICASSoftwareMultimedia Tools and Applications
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New developments in simulation-based harbour crane training

2011

This paper presents the efforts that have been made during the development of a set of harbour training simulators to improve their quality. The paper focuses on two main research lines: the improvement of complex physical systems involved in the simulation and the analysis of hardware architecture solutions. Cable-based hoist systems and bulk materials are systems present in different harbour equipment and are usually simulated with poor quality due to their complexity. In this paper physics-based models for the interactive simulation of these systems are proposed and applied to real cases. Also, different hardware simulator architectures are analysed and different approaches are proposed …

Hardware architectureEngineeringRealitat virtualbusiness.industryApplied MathematicsDriving simulatorPhysical systemVirtual realityComputer Science ApplicationsInteractive simulationSimulació per ordinadorModeling and SimulationHarbourSystems engineeringHoist (device)businessSimulation basedcomputerSimulationcomputer.programming_languageInternational Journal of Simulation and Process Modelling
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Social Viewing in Cinematic Virtual Reality: Challenges and Opportunities

2018

Cinematic Virtual Reality (CVR) has been increasing in popularity in the last years. However, viewers can feel isolated when watching 360° movies with a Head-Mounted Display. Since watching movies is a social experience for most people, we investigate if the use of Head Mounted Displays is appropriate for enabling shared CVR experiences. In this context, even if viewers are watching the movie simultaneously, they do not automatically see the same field of view, since they can freely choose the viewing direction. Based on the literature and experiences from past user studies, we identify seven challenges. To address these challenges, we present and discuss design ideas for a CVR social movie…

Head (linguistics)05 social sciences020207 software engineeringContext (language use)02 engineering and technologyVirtual realityPopularityUser studiesWork (electrical)Human–computer interaction0202 electrical engineering electronic engineering information engineeringSocial experience0501 psychology and cognitive sciencesPsychology050107 human factors
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High Degree of Realism in Teaching Percutaneous Coronary Interventions by Combining a Virtual Reality Trainer With a Full Scale Patient Simulator

2008

The virtual reality coronary angiography simulator "CATHI" (Catheter Instruction System, Mannheim, Germany) simulates coronary arteries with implemented vessel lesions in virtual patients. Like similar systems the software model runs on common PC systems, which are linked to the mechanical device for manual training. We combined the advantages of this skill trainer with the near to reality assembly of a cardiac catheterization laboratory (Cath-lab) by connecting it to a full scale simulator (HPS, METI, Sarasota, FL). We present two methods of synchronizing the heartbeat between both simulation devices. Method A-the hardware solution-uses the electrocardiogram-synchronization signal of the H…

HeartbeatEpidemiologyTrainerHealth PersonnelCardiologyMedicine (miscellaneous)SynchronizingCoronary Artery DiseaseVirtual realityCoronary AngiographyEducationUser-Computer InterfaceSoftwareSynchronization (computer science)HumansMedicineComputer SimulationAngioplasty Balloon CoronarySimulationbusiness.industryTeachingPatient SimulationData exchangeModeling and SimulationEducation Medical ContinuingCommunications protocolbusinessSoftwareSimulation in Healthcare: The Journal of the Society for Simulation in Healthcare
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Interactive simulation of one-dimensional flexible parts

2006

Computer simulations play an ever growing role for the development of automotive products. Assembly simulation, as well as many other processes, are used systematically even before the first physical prototype of a vehicle is built in order to check whether particular components can be assembled easily or whether another part is in the way. Usually, this kind of simulation is limited to rigid bodies. However, a vehicle contains a multitude of flexible parts of various types: cables, hoses, carpets, seat surfaces, insulations, weatherstrips... Since most of the problems using these simulations concern one-dimensional components and since an intuitive tool for cable routing is still needed, w…

Hessian matrixEngineeringBending (metalworking)Computer scienceCoordinate systemStructure (category theory)Automotive industryMechanical engineeringVirtual realityTopologyIndustrial and Manufacturing EngineeringContact forcelaw.inventionsymbols.namesakeSoftwarelawCartesian coordinate systemQuaternionSimulationOrientation (computer vision)business.industryTorsion (mechanics)Frame rateComputer Graphics and Computer-Aided DesignComputer Science ApplicationssymbolsRouting (electronic design automation)businessProceedings of the 2006 ACM symposium on Solid and physical modeling
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Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review

2021

Deep and meaningful learning (DML) in distant education should be an essential outcome of quality education. In this literature review, we focus on e-learning effectiveness along with the factors and conditions leading to DML when using social virtual reality environments (SVREs) in distance mode higher education (HE). Hence, a systematic literature review was conducted summarizing the findings from thirty-three empirical studies in HE between 2004 (appearance of VR) and 2019 (before coronavirus appearance). We searched for the cognitive, social, and affective aspects of DML in a research framework and studied their weight in SVREs. The findings suggest that the use of SVREs can provide aut…

Higher educationDistance educationopen and distance learning (ODL)Agency (philosophy)050801 communication & media studiesPersonalized learningdeep and meaningful learning (DML)lcsh:Technologylcsh:Chemistry0508 media and communicationsEmpirical researchSocial integrationMeaningful learningsystematic literature review (SLR)General Materials Sciencelcsh:QH301-705.5Instrumentatione-learningFluid Flow and Transfer Processeslcsh:Tbusiness.industryProcess Chemistry and Technologysocial virtual reality environments (SVREs)05 social sciencesGeneral Engineering050301 educationlcsh:QC1-999Computer Science Applicationslcsh:Biology (General)lcsh:QD1-999Conceptual frameworklcsh:TA1-2040distance educationlcsh:Engineering (General). Civil engineering (General)businessPsychology0503 educationlcsh:PhysicsCognitive psychologyApplied Sciences
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