Search results for "Virtual"

showing 10 items of 1485 documents

Sterile Neutrinos, Black Hole Vacuum and Holographic Principle

2021

We construct an effective field theory (EFT) model that describes matter field interactions with Schwarzschild mini-black-holes (SBH's), treated as a scalar field, $B_0(x)$. Fermion interactions with SBH's require a random complex spurion field, $\theta_{ij}$, which we interpret as the EFT description of "holographic information," which is correlated with the SBH as a composite system. We consider Hawking's virtual black hole vacuum (VBH) as a Higgs phase, $\langle B_0 \rangle =V$. Integrating sterile neutrino loops, the field $\theta_{ij}$ is promoted to a dynamical field, necessarily developing a tachyonic instability and acquiring a VEV of order the Planck scale. For $N$ sterile neutrino…

High Energy Physics - TheorySterile neutrinoParticle physicsPhysics and Astronomy (miscellaneous)FOS: Physical scienceslcsh:AstrophysicsGeneral Relativity and Quantum Cosmology (gr-qc)01 natural sciencesGeneral Relativity and Quantum CosmologyGeneral Relativity and Quantum CosmologyHigh Energy Physics - Phenomenology (hep-ph)0103 physical scienceslcsh:QB460-466Effective field theorylcsh:Nuclear and particle physics. Atomic energy. Radioactivity010306 general physicsVirtual black holeEngineering (miscellaneous)Physics010308 nuclear & particles physicsHigh Energy Physics::PhenomenologyOrder (ring theory)Higgs phaseBlack holeHigh Energy Physics - PhenomenologyHigh Energy Physics - Theory (hep-th)lcsh:QC770-798Scalar fieldSchwarzschild radius
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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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Sharing Perspectives in Virtual Interaction: Review of Methods of Analysis

2003

The aim of this paper is to describe the methodological solutions made in the studies that are part of the SHAPE research project. The SHAPE project investigates the quality and nature of virtual interaction in a higher education context. The study aims to find out variables that mediate the process of collaboration, particularly the emerging processes of sharing and constructing perspectives in virtual interaction. For conducting these studies we have developed various methods and models of analysis in order to gain better understanding of the process of collaboration in virtual interaction. In this paper, we will make a review of some of the SHAPE analysis methods used in the series of ou…

Higher educationVirtual interactionbusiness.industryComputer scienceHuman–computer interactionPerspective-takingCollaborative learningbusinessData scienceShape analysis (digital geometry)
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<em>L’entramès de Mestre Vicent</em>: resplandor de la autoridad del predicador

2019

El presente artículo aborda múltiples aspectos, algunos inéditos, referentes a l’entramès de Mestre Vicent. Entre los objetivos del estudio descuella la reconstrucción virtual y documentada de aquel carro que, quizá albergando la primera representación de Vicent Ferrer, desfiló en Valencia a finales de 1414 con ocasión de la entrada real de Fernando I. Otras cuestiones de especial relevancia atañen a la autoría del programa iconográfico y al proselitismo que denotaba aquella estructura, cuyos máximos beneficiarios fueron el Trastámara y la propia ciudad. Metodológicamente, se subraya la complejidad que entraña ceñir la interpretación del entremés amparada exclusivamente en la literatura, má…

HistoryHistoryInterpretation (philosophy)OralityVirtual reconstructionRepresentation (arts)IconographyHumanitiesObject (philosophy)Anuario de Estudios Medievales
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Virtual Tours as Emerging Technologies to Engage Children and Youth with their Country’s Historical Conflicts

2022

Virtual Reality (VR) is increasingly used for visiting historic places. Research on VR experiences in dark tourism (that focuses on mortality) focuses almost exclusively on adults. No studies were found that used virtual tours to engage children with their own country’s conflicts. The present study addresses this gap by designing and developing virtual tours in four cities of Europe with a troubled past. Virtual tours engage children and youth in historical conflicts using multi-perspective storytelling. The aim of this pre-test post-test comparative case study is to examine the change on students’ perceptions of their country’s troubled past after their interaction with a virtual tour of t…

HistoryZgodovina.General Engineeringudc:004.946:94-053.6Troubled pastVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280Virtual realityConflict resolutionEducationNavidezna resničnost.SOCIAL SCIENCESMultiple perspectivesudc:004Otroci.Educational SciencesChildren
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Roadmap on digital holography [Invited]

2021

This Roadmap article on digital holography provides an overview of a vast array of research activities in the field of digital holography. The paper consists of a series of 25 sections from the prominent experts in digital holography presenting various aspects of the field on sensing, 3D imaging and displays, virtual and augmented reality, microscopy, cell identification, tomography, label-free live cell imaging, and other applications. Each section represents the vision of its author to describe the significant progress, potential impact, important developments, and challenging issues in the field of digital holography.

HolografiaComputer scienceCèl·lulesCellsHolography02 engineering and technology01 natural sciencesField (computer science)Visualització tridimensional010309 opticsOpticsImaging Three-DimensionalComputer graphics (images)Lab-On-A-Chip Devices0103 physical sciencesMedical imagingAnimalsHumansTomographyPotential impactbusiness.industryVirtual RealityMicrofluidic Analytical Techniques021001 nanoscience & nanotechnologyAtomic and Molecular Physics and OpticsHigh-Throughput Screening AssaysAugmented realityThree-dimensional display systems0210 nano-technologybusinessDigital holographyAlgorithms
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Robust Ergonomic Virtual Design

2009

Since early development phases of a new industrial product, realistic simulations can be performed in virtual environment to study the human-machine interaction. In a virtual lab it is possible to make experiments to assess the ergonomics of the new product with manikins simulating the human body, and dealing with the problem of anthropometrical variation. Although such sophisticated tools are available, there is still need of a methodo-logical framework aimed at efficiently organizing the experiments in virtual lab. This paper provides an overview of the Robust Ergonomic Virtual Design (REVD), a methodology developed by the authors in the course of the last years. It allows obtaining produ…

Human modelingVirtual ErgonomySettore SECS-S/02 - Statistica Per La Ricerca Sperimentale E TecnologicaComputer sciencebusiness.industryanthropometrical variabilityHuman factors and ergonomicsVariation (game tree)computer.software_genreVirtual labErgonomicRobust DesignVirtual EnvironmentHuman–computer interactionJoint angleVirtual machineNew product developmentProduct (category theory)Comfort assessmentbusinesscomputerMultiresponse optimization
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Realism Score for Immersive Virtual Reality Systems and Driving Simulators

2016

International audience; Traditional 2D or 3D quality assessment methods are not sufficient to assess the realism of the outputs of a simulator/immersive virtual reality system. We propose an assessment method based on a scoring system through a new approach. The objective of this paper is to propose a score scale for any simulator or immersive display system that would represent how close to the human visual system the signals that are sent through the display are. Weighted items considered are contrast, acuity, frames per seconds, brightness, field of view and the number of color available.

Human visual systemSynthèse d'image et réalité virtuelle [Informatique]Realism AssessmentVirtual RealityHuman Visual System[INFO.INFO-GR] Computer Science [cs]/Graphics [cs.GR]Modélisation et simulation [Informatique][INFO.INFO-MO]Computer Science [cs]/Modeling and SimulationVirtual reality[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR]Interface homme-machine [Informatique]Objective ScoringRealism assessment[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC][INFO.INFO-MO] Computer Science [cs]/Modeling and Simulation[INFO.INFO-HC] Computer Science [cs]/Human-Computer Interaction [cs.HC]
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Psychological Variables and Reality Judgment in Virtual Environments: The Roles of Absorption and Dissociation

2009

Literature on virtual reality (VR) and psychology has focused on the influence that some basic psychological processes have on VR. Although psychological processes may be defined as common to all humans, there are individual differences that might make it difficult to provide the same VR experience for everyone. Of the several personality and psychological variables that might be relevant to the VR field, this study focuses on two: absorption and dissociation. Both psychological dimensions are deeply interrelated and might play an important role in the immersion of subjects in virtual environments and in the reality attributions they make. Thus, the purpose of this study was to ascertain pe…

Human-Computer InteractionCommunicationmedia_common.quotation_subjectImmersion (virtual reality)PersonalityGeneral MedicineVirtual realityPsychologyAttributionSocial psychologyApplied Psychologymedia_commonCognitive psychologyCyberPsychology & Behavior
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Body Image and Virtual Reality in Eating Disorders: Is Exposure to Virtual Reality More Effective than the Classical Body Image Treatment?

2009

Body image (BI) disturbances are considered to be central in eating disorders (ED) psychopathology. There are few studies focused on the treatment of BI disturbances in ED, and most of them have used "traditional methods." The purpose of the present study was to probe the effectiveness of one specific component in the assessment and treatment of BI in ED by means of virtual reality (VR). Two treatment conditions were applied: (a) The Standard Body Image Treatment Condition (SBIT) and (b) the VR Condition. Thirteen eating disordered patients were randomly assigned to one of those conditions. No differences between both conditions were found in general ED measures, but patients treated in the…

Human-Computer InteractionEating disordersPsychotherapistCommunicationComponent (UML)medicineGeneral MedicineVirtual realitymedicine.diseasePsychologyApplied PsychologyPsychopathologyCyberPsychology & Behavior
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