Search results for "reality"

showing 10 items of 662 documents

Contributo per una visione contemporanea dell’azienda agricola: tra sostenibilità e sfide del mondo digitale

2023

Le sfide che l’umanità sta affrontando e da cui dipende la sopravvivenza del pianeta, il diffondersi nell’ambito dell’attività agricola di tecnologie digitali sempre più avanzate e la necessità di adottare un approccio sostenibile che preservi le risorse a tutela delle generazioni future hanno condotto l’azienda agricola a cambiare gradualmente volto. Questo libro mira a contribuire a un’aggiornata riflessione sul ruolo dell’imprenditore agricolo e dell’azienda da lui condotta, osservandone l’organizzazione e composizione alla luce delle regole che oggi la disciplinano e guardando alle innovazioni necessarie a garantire il raggiungimento dei pressanti obiettivi climatici e ambientali verso …

blockchainscorte mortecertificationbeni strumentali immateriali Tabella B allegata alla L. n. 232/2016fertilizzantiaugmented reality systemAzienda agricolageo satellite informationinformationintangible goods Table B attached to Law no. 232/2016stockby-productinformazionemain agricultural activitiesegni distintiviknow-howmisure sostegno agricolturaMetaverseenergieattività agricole connessecarbon creditprivatives.attività agricole principalipratiche di decarbonizzazioneFarmsustainabilityfertilizerbasi produttivepatent licensedataMetaversodatismart contractdecarbonization practicelicenze brevettualisostenibilitàdigitalescorte viveproduction basesottoprodotticertificazioniknow howsistemi di realtà aumentataprivativerifiutiavviamento.wastepesticidipesticideinformazioni geosatellitaridigitaldistinctive signSettore IUS/03 - Diritto Agrariorelated agricultural activitieagricultural financing instrument
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Sustainable Value Co-Production and Co-Creation in Virtual Reality: An Exploratory Research on Business-to-Business Interactions

2022

The objective of this study is to identify the environment for business interactions in virtual reality in the value co-production and co-creation process and to understand how such an environment enables the sustainable development of co-creational activities. This paper takes the concepts of value co-production and co-creation and presence and the Actors, Resources, and Activities Model as conceptual references for the exploration of interactions in virtual reality. Using ten in-depth interviews with senior managers, this paper takes an exploratory case analysis perspective. Results show how the sense of presence—level of immersion to which a medium that produces seemingly accurate repres…

business-to-businessvalue co-productionARARenewable Energy Sustainability and the EnvironmentGeography Planning and Developmentvirtual reality; value co-creation; value co-production; business-to-business; business interactions; ARAvirtual realityUNESCO::CIENCIAS ECONÓMICASBuilding and ConstructionManagement Monitoring Policy and Lawbusiness interactionsvalue co-creationSustainability; Volume 14; Issue 13; Pages: 7754
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A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness

2018

The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and chi…

business.industryComputer science05 social sciences020207 software engineering02 engineering and technologySerious gameDriving safetyVisualizationSoftwareHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)Interaction paradigm0501 psychology and cognitive sciencesAugmented realitybusiness050107 human factors
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Multi-Control Virtual Reality Driving Simulator

2019

Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…

business.industryComputer science05 social sciencesControl (management)Perspective (graphical)Driving simulator050801 communication & media studiesVirtual reality0506 political scienceImmersive technology0508 media and communicationsUser experience designHuman–computer interaction050602 political science & public administrationAugmented realitybusinessVideo game2019 21st International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC)
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New metric products, movies, and 3D models from old stereopairs and their application to the in situ palaeontological site of Ambrona

2020

3D modelling tools from photographic pictures have experienced significant improvements in the last years. One of the most outstanding changes is the spread of the photogrammetric systems based on algorithms referred to as Structure from Motion (SfM) in contrast with the traditional stereoscopic pairs. Nevertheless, the availability of important collections of stereoscopic registers collected during past decades invites us to explore the possibilities for re-using these photographs in order to generate new multimedia products, especially due to the fact that many of the documented elements have been largely altered or even disappeared. This article analyses an example of application to the …

business.industryComputer scienceComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONPaleontologyStereoscopy3d modelQE701-760law.inventionSoftwarePhotogrammetrylawComputer graphics (images)Metric (mathematics)Structure from motionAugmented realitybusinesspalaeontology photogrammetry structure from motion (sfm) 3d modelling orthophotographs augmented reality (ar)Spanish Journal of Palaeontology
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Psychological Influence of Double-Bind Situations in Human-Agent Interaction

2007

This paper presents a new approach to integrate artificial intelligence in virtual environments. The system presented deals in a separated way the visualization and intelligence modules, applying in this last case a distributed approach (multi-agent systems) so that scalable applications may be built. Therefore, it is necessary to define agent architectures that allow agents to be integrated in the VW. Thus, a designer is abstracted from the peculiarities of interacting with a virtual environment. There is a first prototype of the framework using JADE as the supporting multi-agent systems platform.

business.industryComputer scienceDistributed computingMulti-agent systemJADE (programming language)Virtual realitycomputer.software_genreVisualizationData visualizationSoftware agentVirtual machineScalabilitybusinesscomputercomputer.programming_language2007 IEEE/WIC/ACM International Conference on Intelligent Agent Technology (IAT'07)
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The Augmented Reality as an Instrument for the Representation/Visualization of Architecture

2019

This paper deals with issues related to the representation/visualization of architecture and its narration through the augmented reality tools. Specifically, the possible scenarios and the different strategies to address the problems related to the application of AR platforms in the field of cultural heritage are presented. Some case studies will be analyzed and the use of augmented reality applied to museums and archaeological sites including the Museum of the Cité de l'architecture et du patrimoine in Paris, the Regional Archaeological Museum A. Salinas in Palermo and the archaeological site of Selinunte. Thanks to these exemplary cases, the potential and critical aspects of the latest AR…

business.industryComputer scienceField (Bourdieu)Representation (systemics)Augmented realityCultural Heritage3D modelingVisualizationCultural heritage3D ModellingHuman–computer interactionSettore ICAR/17 - DisegnoNarrativeAugmented realityArchitecturebusinessAugmented reality; 3D Modelling; Cultural Heritage
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Virtualization of Remote Devices and Services in Residential Networks

2009

Lately solutions for remote access for residential services have been proposed. However, these solutions require modifications to the service controllers. In addition, remote access adds complexity to the client application. We propose here a solution for decoupling remote access from the client itself with an entity that creates virtual instances of remote services in a local network. Thereby, clients will be able to discover the virtual instance and use it. Moreover, client applications do not need to distinguish between local and remote services hence reducing complexity.

business.industryComputer scienceMobile computingLocal area networkVirtual realityVirtualizationcomputer.software_genreComputer securityServerUniversal Plug and PlayHome computingbusinesscomputerComputer network2009 Third International Conference on Next Generation Mobile Applications, Services and Technologies
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Evaluating the user experience of omnidirectional VR walking simulators

2020

Abstract Omnidirectional treadmills (ODTs) have been traditionally proposed as a promising solution for users’ navigation in large-scale virtual environments. These mechanical devices enable users to perform locomotive motion with 360-deg freedom, while keeping their position fixed in the physical world. However, most locomotion approaches based on omnidirectional treadmills have presented either high acquisition or maintenance costs, being the capabilities of the general public, or a limited reliability. In this paper, we present a comparative usability and acceptance study with real users evaluating the two most common approaches for the development of this type of Virtual Reality (VR) wa…

business.industryComputer scienceReliability (computer networking)05 social sciences020207 software engineeringUsability02 engineering and technologyVirtual realityMotion (physics)Human-Computer InteractionUser experience designHuman–computer interactionCorrelation analysis0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesTreadmillbusinessOmnidirectional antenna050107 human factorsSoftwareEntertainment Computing
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Panel Summary: Frontiers of Human-Machine Interaction

2001

The hot points presented to the panel were the following: What are the broader definitions of Human/Machine interaction? For example: non direct connection (using currently available computer GUI) first phase direct connection (linking sensors to the sensory system) second phase (direct connections into the Central Nervous System) What are the technologies that should be developed in order to enable each of the previous phases? What are the scientific research issues that are related to such phases? What are the possible implications of a direct human-computer link on the society? (compared to the Internet revolution?) There are several phases in Human-Machine interaction. The first, and mo…

business.industryComputer scienceSensory systemVirtual realityReal imageTask (computing)medicine.anatomical_structureHuman–computer interactionmedicineAuditory systemAugmented realityThe InternetbusinessData transmission
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