Search results for "reality"

showing 10 items of 662 documents

Journalism in virtual reality : opportunities and future research challenges

2016

This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…

Research literatureEngineeringimmersive journalism050801 communication & media studiesinnovation journalism02 engineering and technologyjournalismVirtual realitycomputer.software_genreField (computer science)0508 media and communications0202 electrical engineering electronic engineering information engineeringta518lisätty todellisuusmixed realityHCIMultimediabusiness.industry05 social sciencesyhdistetty todellisuus020207 software engineeringMixed realityaugmented realityvirtuaalitodellisuusjournalismivirtual realityAugmented realityJournalismbusinesscomputer
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Towards a ‘Virtual’ Rationality?

1999

Psychology has, for a long time, shown the boundaries of human rationality. The rationalistic model of human behaviour assumed by neoclassical economics has broken down; the idea that companies are guided by managers who are able to weigh all the options and make the most rational or optimum decisions in accordance with maximizing principles, such as ‘profits’, cannot be held any more.

Residential densityRationalityPositive economicsVirtual reality
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The use of virtual reality as a potential restorative environment in school during recess

2020

Publisher Copyright: © 2020, Springer Nature Switzerland AG. Copyright: Copyright 2021 Elsevier B.V., All rights reserved. Previous research has found out that simulated, Virtual Reality (VR)-based forests can bring equal or even higher restorative effects than real forests. In this study, a Virtual Reality (VR)-based forest was created in order to compare whether VR-based forest can possess restorative effects in the context of primary school, and how the possible effects compare to restorative effects of a normal recess or to a situation when there is no recess at all. The effects were measured using Restorative Outcome Scale (ROS) and problem-solving tasks after the intervention. The res…

Restorative outcome scale attention restorationpalautuminen05 social sciencesApplied psychologySignificant differenceeducationStatistical differencekoululaisetVirtual forest050109 social psychologyContext (language use)Virtual realityvälitunnitmetsät050105 experimental psychologyVirtual realityvirtuaalitodellisuus0501 psychology and cognitive sciencesPsychologyluonnonympäristö1172 Environmental sciences
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Real Virtuality: A Code of Ethical ConductRecommendations for Good Scientific Practice and the Consumers of VR-Technology

2016

The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go …

Robotics and AIEthicsInformed Consentdual uselcsh:Mechanical engineering and machinerydepersonalization disorderAvataraugmented realitylcsh:QA75.5-76.95derealizationvirtual realitylcsh:TJ1-1570lcsh:Electronic computers. Computer sciencesubstitutional realityFrontiers in Robotics and AI
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»Was ich am richtigen Leben nicht so schätze« Online-Rollenspielsucht eines Jugendlichen - Fallstudie/ “What I don‘t Appreciate in Real Life”: Online…

2015

The present article aims to provide an insight into the life story of a computer-game addicted adolescent. Here, the relationship between the symptom game addiction, the family as a reference framework, the game's characteristics, as well as the subjective emotional state of the adolescent are of particular interest. An emphasis is also laid on the psychodynamically approached question of the impact of infantile and current relationship experiences (both within a family environment as well as with peers) on personal development. Last, still within a psychodynamic framework, we hope to provide a better understanding of the role of online computer-game addiction in the process of experiences …

Role playing gamebusiness.industryAddictionmedia_common.quotation_subjectSocializationComputingMilieux_PERSONALCOMPUTINGPsychodynamicsReality testingInternal-External ControlPersonal developmentDevelopmental psychologyPsychoanalytic theoryPsychologybusinessmedia_commonPraxis der Kinderpsychologie und Kinderpsychiatrie
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Simulation d’un Affichage Tête Haute - Réalité Augmentée pour l’aide visuelle à la conduite automobile

2016

Head-Up Display is the emerging solution for visual aid while driving a car, especially during reduced visibility conditions, such as bad weather or when the road is poorly lighted. The HUD device allows to project virtual information in the central field of view of the driving scene, enabling the driver to keep his attention on the road. The visual perception of the driver is therefore augmented, with a coexistence between the real and virtual world. However, it is necessary to ensure an optimal setting in order to guarantee the good perception of the virtual information, and allow drivers to take appropriate actions at the right moment. This thesis project is dedicated to study three impo…

Réalité augmentée ATH RAAugmented RealityDriver Head Motion Parallax HMPCar driving simulationSimulation virtuelle[ SPI.SIGNAL ] Engineering Sciences [physics]/Signal and Image processingVisual Aid For Car DrivingAffichage Tête HauteVirtual simulationSystème Avancé d'Aide à la ConduiteParallaxe de Mouvement ConducteurHead-Up DisplaySimulation de conduite automobile[SPI.SIGNAL]Engineering Sciences [physics]/Signal and Image processing[SPI.SIGNAL] Engineering Sciences [physics]/Signal and Image processing
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Contribution of vibrational modalities for navigation in virtual environments

2016

The virtual environment navigation may induces the simulator sickness depending on conditions and user’s profile. The potential virtual reality multimodality may provide solutions to these problems while improving the sense of presence. In this context, the objective of this research is to determine what is the impact of vibrational modalities for navigation in virtual environments on the simulation.A taxonomy of navigation methods is proposed. It results in 4 types, specific egocentric, specific exocentric, abstract egocentric and abstract exocentric. First we simulate rumble strip vibrations during a driving simulation. The experimentation exposed that these vibrations make driver more aw…

Réalité virtuelle[INFO.INFO-TS] Computer Science [cs]/Signal and Image ProcessingVibrationsVirtual environmentEnvironnement virtuelVirtyal realityHaptiqueNavigationHaptic
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Empirical Study on Cyber Range Capabilities, Interactions and Learning Features

2021

Emerging technologies and the globalization require constant investment in people and their performance in actual and virtual environments. New technologies such as autonomous systems, machine learning and artificial intelligence (AI) radically re-contextualize the human dimension of the organization. Technological developments are changing the ways people experience the physical and the virtual environments. Strategic changes have revealed new critical vulnerabilities such as social media-based disinformation campaigning with impact on the human aspects at state, societal, organizational and individual levels. Scenarios of gathering information, committing fraud or getting access to critic…

SDG 16 - PeaceKnowledge managementCybersecurityComputer scienceEmerging technologiesEmpirical researchAcquisition of skillsHuman PerformanceLearningResilience (network)Cognitive behaviourHuman Dimensionbusiness.industrySDG 16 - Peace Justice and Strong InstitutionsCyber-physical systemSDG 8 - Decent Work and Economic Growth/dk/atira/pure/sustainabledevelopmentgoals/quality_education/dk/atira/pure/sustainabledevelopmentgoals/peace_justice_and_strong_institutions/dk/atira/pure/sustainabledevelopmentgoals/decent_work_and_economic_growthJustice and Strong InstitutionsMixed realityCyber RangeVirtual learning environmentAugmented realitybusinessHuman factorsSDG 4 - Quality Education
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El SandBox, una aplicación de representación espacial de realidad aumentada de interés para el aprendizaje de la geografía

2022

La SandBox est une technologie développée par l’UC Davis qui permet de modéliser des terrains en réalité augmentée. Il s’agit d’un système permettant de sculpter dans le sable un paysage qui va être topographié par l’ordinateur. Une carte d’élévation (2D), composée de courbes et de couleurs, est projetée dans l’espace d’expérimentation (3D). L’opération se fait en direct, ce qui permet une grande interactivité. Les représentations bidimensionnelles (carte 2D) ne permettent pas toujours une bonne perception de l’espace (3D) représenté, cependant cet article souligne comment utiliser la SandBox pour pallier aux difficultés rencontrées lors de la lecture de ces représentations. Il détaille com…

Sandbox[SHS.GEO] Humanities and Social Sciences/GeographyGeography Planning and DevelopmentSandBoxdidactiqueaugmented realityrepresentación espaciarealidad aumentadareprésentation spatialedidacticsspatial representationréalité augmentéedidácticaMappemonde
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Motion Cueing Algorithms: A Review

2017

Robotic motion platforms are commonly used in motion-based vehicle simulation. However, the reproduction of realistic accelerations within a reduced workspace is a major challenge. Thus, high-level control strategies commonly referred to as motion cueing algorithms (MCA) are required to convert the simulated vehicle physical state into actual motion for the motion platform. This paper reviews the most important strategies for the generation of motion cues in simulators, listing the advantages and drawbacks of the different solutions. The motion cueing problem, a general scheme and the four most common approaches – classical washout, adaptive washout, optimal control and model predictive con…

Scheme (programming language)Class (computer programming)business.industryComputer scienceWork (physics)ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONControl engineeringWorkspaceVirtual realityOptimal controlMotion (physics)Computer visionArtificial intelligenceState (computer science)businessAlgorithmcomputercomputer.programming_languageInternational Journal of Virtual and Augmented Reality
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