Search results for "reality"
showing 10 items of 662 documents
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.
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…
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…
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 …
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…
The epistemological complexity of ideal care : long-term care professionals’ perspectives
2022
The article elaborates what aspects of knowledge eldercare workers describe concerning everyday long-term care practices. The article utilises a thematic analysis of Finnish long-term care workers’ semi-structured interviews (n = 25), and in doing so, it contributes to the discussion concerning the epistemological basis of care. The analysis specifies four aspects of knowledge in long-term care work: objective/objectifying, particular, corporeal and tacit. In line with existing literature on knowledge and care, the findings indicate that rational-technical epistemological approaches are insufficient when complex and fluid care relations are concerned. Moreover, cognitive impairments and oth…
MitraClip Implantation in Holography.
2021
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…
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…
Mostrare l’invisibile: il soffitto trecentesco nascosto del convento di Santa Caterina a Palermo
2022
Digital surveying and representation technologies have been widely used for the visualization of works of art and architecture that no longer exist or have been moved from their original location. These researches share a common feature, that can be resumed by the motto “Display the invisible”, already used in research experiences [Colosi et al. 2015; Gambin et al. 2021]. The purpose of this research is the visualization of a 14th century wooden ceiling, painted by anonymous artists, that covered the hall used for the assembly of the Chapter in the convent of Santa Caterina, at the heart of the historic center of Palermo. The hall was reshaped at the end of the 18th century to serve as a sa…