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…

FOS: Computer and information sciencesJ.4Computer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and Society[SCCO]Cognitive scienceBehavioral Neuroscience0302 clinical medicineSoftwareUser experience designB.8; C.4; D.0; J.4Original Research05 social sciencesVirtual RealityNeuropsychologyVR sicknessMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological Psychologymotion sicknessNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityPsychologyC.4psychologyVirtual realityCognitive neuroscience050105 experimental psychologylcsh:RC321-571Human-Computer Interaction (cs.HC)03 medical and health sciencesComputers and Society (cs.CY)Immersion (virtual reality)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryGame mechanicsbusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEConstruct validityD.0businessNeuroscienceComputer Science - Multimedia030217 neurology & neurosurgeryFrontiers in Human Neuroscience
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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…

FOS: Computer and information sciencesJ.4Computer scienceComputer Science - Human-Computer InteractionB.8neuropsychologyneuroscienceComputer Science - Computers and SocietyBehavioral Neuroscience[SCCO]Cognitive science0302 clinical medicineSoftwareUser experience designHuman–computer interactionB.8; C.4; D.0; J.4Reliability (statistics)05 social sciencesHuman factors and ergonomicsCognitionMultimedia (cs.MM)Psychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurology[SCCO.PSYC]Cognitive science/Psychologycybersicknessvirtual realityVRC.4Optical head-mounted displayCognitive neuroscienceVirtual realitypsychology050105 experimental psychologyHuman-Computer Interaction (cs.HC)lcsh:RC321-57103 medical and health sciencesHMDComputers and Society (cs.CY)0501 psychology and cognitive sciences[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]lcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological Psychiatrybusiness.industry[SCCO.NEUR]Cognitive science/NeuroscienceVRISEHuman NeuroscienceD.0Systematic ReviewbusinessComputer Science - Multimedia030217 neurology & neurosurgery
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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…

FOS: Computer and information sciencesbusiness.industryComputer scienceComputer Vision and Pattern Recognition (cs.CV)3D reconstructionComputer Science - Computer Vision and Pattern Recognition0211 other engineering and technologiesProcess (computing)Point cloud020207 software engineering02 engineering and technologyProcessingVirtual realitySoftware0202 electrical engineering electronic engineering information engineeringTable (database)businesscomputerComputer hardware021106 design practice & managementcomputer.programming_languageGraphical user interface
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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…

Flexibility (engineering)Multimediabusiness.industryComputer scienceReconfigurabilityVirtual realitycomputer.software_genreWorld Wide WebScalabilityWeb applicationArchitectureWorkgroupbusinessAffordancecomputerProceedings of the third international conference on Collaborative virtual environments
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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.

Focus (computing)General Computer ScienceReal-time simulationHuman–computer interactionComputer scienceDriving simulationVirtual realitySimulationVisualizationCommunications of the ACM
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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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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…

Física teóricaParadigma de realidadReality paradigmAFictionFísica TeóricaFantastic literature theoryFicciónTheoretical physicsParadigma de RealidadGeneral WorksTeoría de la literatura fantásticaTeoría de la Literatura fantástica
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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…

General Computer ScienceRationalityIntentionModels PsychologicalRecognition (Psychology)050105 experimental psychologyStructure learning03 medical and health sciences0302 clinical medicineMindreadingTheory-theoryHumansLearning0501 psychology and cognitive sciencesComputer SimulationCausal modelCognitive scienceSettore ING-INF/05 - Sistemi Di Elaborazione Delle Informazionibusiness.industry05 social sciencesComputer Science (all)Recognition PsychologySimulated realityAlgorithmIntentional stanceGenerative modelOnline learningFolk psychologyArtificial intelligencebusinessPsychology030217 neurology & neurosurgeryGenerative grammarAlgorithmsGenerative modelIntentional stanceHumanBiotechnology
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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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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…

Google LenSTEM-classesmobile applicationaugmented realityplant identification
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