Search results for "reality"
showing 10 items of 662 documents
Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinen…
2019
Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The VRNQ was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for…
Technological Competence Is a Pre-condition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technologi…
2019
Immersive virtual reality (VR) emerges as a promising research and clinical tool. However, several studies suggest that VR induced adverse symptoms and effects (VRISE) may undermine the health and safety standards, and the reliability of the scientific results. In the current literature review, the technical reasons for the adverse symptomatology are investigated to provide suggestions and technological knowledge for the implementation of VR head-mounted display (HMD) systems in cognitive neuroscience. The technological systematic literature indicated features pertinent to display, sound, motion tracking, navigation, ergonomic interactions, user experience, and computer hardware that should…
Complete End-To-End Low Cost Solution To a 3D Scanning System with Integrated Turntable
2017
3D reconstruction is a technique used in computer vision which has a wide range of applications in areas like object recognition, city modelling, virtual reality, physical simulations, video games and special effects. Previously, to perform a 3D reconstruction, specialized hardwares were required. Such systems were often very expensive and was only available for industrial or research purpose. With the rise of the availability of high-quality low cost 3D sensors, it is now possible to design inexpensive complete 3D scanning systems. The objective of this work was to design an acquisition and processing system that can perform 3D scanning and reconstruction of objects seamlessly. In addition…
Collaborative virtual environments in the year of the dragon
2000
Three suggestions are made for extensions from and to CVE's: awareness of others, multiple media, and scalability. Awareness of others and their activities is strongly desirable in all media and applications, not just in CVE's. Multiple media are not seriously catered for in existing CVE's, and a suitable architecture will precede popular applications. CVE's need to be scalable to greater numbers of people, and achieving this also has implications for greater flexibility and reconfigurability. With respect to awareness of others, we argue that the Web and most document handling applications are unaware of others in the workgroup or community, and this limits the ability to support real work…
Virtual reality for driving simulation
1996
In this paper, the authors describe the data structure necessary to provide real time simulation and visualization of complex environments and situations. Through the SIRCA project, the development of driving oriented simulators, using Virtual Reality (VR) and evaluating it in comparison with convention technologies, has taken place. Focus is on some of the algorithms and data structure required to provide real time simulation of the complex urban environment and its visualization under the conditions of VR devices.
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…
La física teórica bajo el foco de lo fantástico : una reflexión sobre lo real y sus fracturas en el discurso científico
2018
En algunas ocasiones, hemos leído la literatura fantástica desde los presupuestos de la física teórica, con la finalidad de comprobar de qué forma estos avances de la ciencia han posibilitado modificaciones en nuestra forma de comprender lo fantástico. Aquí, nuestra voluntad es darle un giro a lo ya realizado y leer la física teórica desde los presupuestos de la literatura fantástica, partiendo de una máxima: ambos discursos hablan de y sobre la realidad y, a su vez, proponen fracturas en la que dialogan con el paradigma de realidad de una época determinada para modificarlo o para reafirmarlo. La física, lo hace desde lo real y hacia ello se dirige, fundamentada en los presupuestos de la ma…
The intentional stance as structure learning: a computational perspective on mindreading
2015
Recent theories of mindreading explain the recognition of action, intention, and belief of other agents in terms of generative architectures that model the causal relations between observables (e.g., observed movements) and their hidden causes (e.g., action goals and beliefs). Two kinds of probabilistic generative schemes have been proposed in cognitive science and robotics that link to a "theory theory" and "simulation theory" of mindreading, respectively. The former compares perceived actions to optimal plans derived from rationality principles and conceptual theories of others' minds. The latter reuses one's own internal (inverse and forward) models for action execution to perform a look…
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 …
Assessment of mobile phoneapplications feasibility on plant recognition: comparison with Google Lens AR-app
2020
The paper is devoted to systemizing all mobile applications used during the STEM-classes and can be used to identify plants. There are 10 mobile applications that are plant identifiers worldwide. These applications can be divided into three groups, such as plant identifiers that can analyze photos, plant classification provides the possibility to identify plants manually, plants-care apps that remind water of the plant, or change the soil. In this work, mobile apps such as Flora Incognita, PlantNet, PlantSnap, PictureThis, LeafSnap, Seek, PlantNet were analyzed for usability parameters and accuracy of identification. To provide usability analysis, a survey of experts of digital education on…