Search results for "Virtual"

showing 10 items of 1485 documents

A quantitative assessment of intraspecific morphological variation in Gahagan bifaces from the southern Caddo area and central Texas

2019

This investigation aggregates intact or reconstructed Gahagan bifaces from the southern Caddo area and central Texas to test the hypothesis that Gahagan biface morphology differs between the regions. The Gahagan bifaces (n = 102) were scanned, then analysed using a novel landmarking protocol and the tools of geometric morphometrics. Results provide a preview of the significant differences in Gahagan biface morphology expressed between the southern Caddo area and central Texas regions. The size discrepancy represents an inversion of current theoretical constructs that posit a decrease in tool size thought to articulate with an increase in distance from the raw material source. It is posited …

bepress|Social and Behavioral Sciences|Anthropology010506 paleontologyArcheologyVirtual archaeology060102 archaeologyMorphological variationSocArXiv|Social and Behavioral Sciences|AnthropologyMorphology (biology)06 humanities and the arts01 natural sciencesArchaeologyIntraspecific competitionSocArXiv|Social and Behavioral Sciences|Anthropology|Archaeological AnthropologyGeographyComputational archaeologybepress|Social and Behavioral Sciencesbepress|Social and Behavioral Sciences|Anthropology|Archaeological AnthropologyQuantitative assessment0601 history and archaeologySocArXiv|Social and Behavioral Sciences0105 earth and related environmental sciencesSoutheastern Archaeology
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Sieci społecznościowe w ukraińskiej edukacji: blaski i cienie

2018

W artykule przedstawiono koncepcyjne podstawy bezpieczeństwa w zakresie korzystania z sieci społecznościowych w edukacji na Ukrainie. Potwierdzono stanowisko, że tylko z wystarczającym stopniem kształcenia w tym wymiarze, edukacja nabywa nieprzerwanej formy i może skutecznie pełnić funkcję rozwoju aktualnych wartości dla narodu ukraińskiego i innych nacji. Podkreślono ideę potencjalnego wpływu sieci społecznych jako innowacyjnego narzędzia edukacyjnego wpływającego bezpośrednio lub pośrednio na bezpieczeństwo humanitarne państwa ukraińskiego. Wykazano, że wpływ ten jest spowodowany szybkim i dyskretnym rozpowszechnianiem informacji za pośrednictwem sieci społecznościowych, realizowanym zaró…

bezpieczeństwo informacyjneinformation spheresocial networkseducationinformation securityvirtual realitysfera informacyjnaportale społecznościowerzeczywistość wirtualnaZeszyty Naukowe Politechniki Śląskiej. Organizacja i Zarządzanie
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Lessons Learned Using Theory of Mind Methods to Investigate User Social Awareness in Virtual Role-Play

2009

Theory of mind (ToM) methods were used to investigate children’s interpretations of the social and emotional states of synthetic pedagogical characters, focusing on children’s cognitive and affective empathic responses to characters in bullying scenarios and their social awareness and understanding of the characters’ situations. Although cognitive approaches typically do not consider user social awareness and emotional understanding and their roles in interaction, this is critical for our research on empathic engagement. We present a novel approach focusing on story and character comprehension using concepts from ToM methods to understand children’s interpretations of characters within virt…

bullyingemotional understandingsynthetic charactersvirtual role playtheory of mind
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Sustainable Value Co-Production and Co-Creation in Virtual Reality: An Exploratory Research on Business-to-Business Interactions

2022

The objective of this study is to identify the environment for business interactions in virtual reality in the value co-production and co-creation process and to understand how such an environment enables the sustainable development of co-creational activities. This paper takes the concepts of value co-production and co-creation and presence and the Actors, Resources, and Activities Model as conceptual references for the exploration of interactions in virtual reality. Using ten in-depth interviews with senior managers, this paper takes an exploratory case analysis perspective. Results show how the sense of presence—level of immersion to which a medium that produces seemingly accurate repres…

business-to-businessvalue co-productionARARenewable Energy Sustainability and the EnvironmentGeography Planning and Developmentvirtual reality; value co-creation; value co-production; business-to-business; business interactions; ARAvirtual realityUNESCO::CIENCIAS ECONÓMICASBuilding and ConstructionManagement Monitoring Policy and Lawbusiness interactionsvalue co-creationSustainability; Volume 14; Issue 13; Pages: 7754
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A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness

2018

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and chi…

business.industryComputer science05 social sciences020207 software engineering02 engineering and technologySerious gameDriving safetyVisualizationSoftwareHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)Interaction paradigm0501 psychology and cognitive sciencesAugmented realitybusiness050107 human factors
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Multi-Control Virtual Reality Driving Simulator

2019

Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…

business.industryComputer science05 social sciencesControl (management)Perspective (graphical)Driving simulator050801 communication & media studiesVirtual reality0506 political scienceImmersive technology0508 media and communicationsUser experience designHuman–computer interaction050602 political science & public administrationAugmented realitybusinessVideo game2019 21st International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC)
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Towards a SDN-based architecture for analyzing network traffic in cloud computing infrastructures

2015

Currently, network traffic monitoring tools do not fit well in the monitoring of cloud computing infrastructures. These tools are not integrated with the control plane of the cloud computing stack. This lack of integration causes a deficiency in the handling of the re-usage of IP addresses along virtual machines, a lack of adaption and reaction on highly frequent topology changes, and a lack of accuracy in the metrics gathered for the networking traffic flowing along the cloud infrastructure. The main contribution of this paper is to provide a novel SDN-based architecture to carry out the monitoring of network traffic in cloud infrastructures. The architecture in based on the integration be…

business.industryComputer scienceController (computing)Distributed computingFloodlight020206 networking & telecommunicationsCloud computing02 engineering and technologycomputer.software_genreNetwork traffic controlVirtual machineCloud testing0202 electrical engineering electronic engineering information engineering020201 artificial intelligence & image processingArchitecturebusinessSoftware-defined networkingcomputerComputer network2015 23rd International Conference on Software, Telecommunications and Computer Networks (SoftCOM)
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Psychological Influence of Double-Bind Situations in Human-Agent Interaction

2007

This paper presents a new approach to integrate artificial intelligence in virtual environments. The system presented deals in a separated way the visualization and intelligence modules, applying in this last case a distributed approach (multi-agent systems) so that scalable applications may be built. Therefore, it is necessary to define agent architectures that allow agents to be integrated in the VW. Thus, a designer is abstracted from the peculiarities of interacting with a virtual environment. There is a first prototype of the framework using JADE as the supporting multi-agent systems platform.

business.industryComputer scienceDistributed computingMulti-agent systemJADE (programming language)Virtual realitycomputer.software_genreVisualizationData visualizationSoftware agentVirtual machineScalabilitybusinesscomputercomputer.programming_language2007 IEEE/WIC/ACM International Conference on Intelligent Agent Technology (IAT'07)
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Virtualization of Remote Devices and Services in Residential Networks

2009

Lately solutions for remote access for residential services have been proposed. However, these solutions require modifications to the service controllers. In addition, remote access adds complexity to the client application. We propose here a solution for decoupling remote access from the client itself with an entity that creates virtual instances of remote services in a local network. Thereby, clients will be able to discover the virtual instance and use it. Moreover, client applications do not need to distinguish between local and remote services hence reducing complexity.

business.industryComputer scienceMobile computingLocal area networkVirtual realityVirtualizationcomputer.software_genreComputer securityServerUniversal Plug and PlayHome computingbusinesscomputerComputer network2009 Third International Conference on Next Generation Mobile Applications, Services and Technologies
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Evaluating the user experience of omnidirectional VR walking simulators

2020

Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…

business.industryComputer scienceReliability (computer networking)05 social sciences020207 software engineeringUsability02 engineering and technologyVirtual realityMotion (physics)Human-Computer InteractionUser experience designHuman–computer interactionCorrelation analysis0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesTreadmillbusinessOmnidirectional antenna050107 human factorsSoftwareEntertainment Computing
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