Search results for "reality"

showing 10 items of 662 documents

On the Characterization of Distributed Virtual Environment Systems

2003

Distributed Virtual Environment systems have experienced a spectacular growth last years. One of the key issues in the design of scalable and cost-effective DVE systems is the partitioning problem. This problem consists of efficiently assigning clients (3-D avatars) to the servers in the system, and some techniques have been already proposed for solving it.

business.industryComputer scienceVirtual machineServerEmbedded systemDistributed computingScalabilityVirtual realityLoad balancing (computing)businessKey issuescomputer.software_genrecomputer
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2000

The technology of the future will bring a new, world-wide, interactive but virtual social experience to our parlors and desktops in place of face-to-face relationships. Governments will stand or fall on the basis of electronically mediated communication with masses of people. Adventures in this new open large group context in the outer world, and the maturation of our inner selves may mirror as well as contribute to each other. Small group experience and group therapy, in particular, may play a vital role.

business.industrySelfmedicine.medical_treatmentInternet privacyMediated communicationContext (language use)Virtual realityAdventureGroup psychotherapyClinical PsychologyCross-cultural psychologymedicinebusinessLarge groupPsychologySocial psychologyGeneral PsychologyGroup
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Theatrical virtual acoustic rendering with head movement interaction

2019

AbstractNowadays, the use of virtual reality/virtual acoustics (VR/VA) in archaeology for rendering lost buildings is an important topic in the cultural heritage field. Moreover, the addition of additional senses apart from the sight increases the feeling of immersion in virtual environments. The aim of this paper is to show the interaction work developed in a VA system, based on Unity and FMOD, the graphical and acoustical reconstruction of an ancient building and the development of a VR goggles with headphones to render 3D audio and video interactively. This system has been implemented to render auralizations in a binaural system and has been applied to the renderization of an old and los…

business.product_categoryComputer science0211 other engineering and technologies02 engineering and technologyVirtual realityIndustrial and Manufacturing EngineeringRendering (computer graphics)SightCultural heritageArtificial IntelligenceHuman–computer interactionImmersion (virtual reality)AuralizationbusinessBinaural recordingHeadphones021106 design practice & managementArtificial Intelligence for Engineering Design, Analysis and Manufacturing
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Combined Endo- and Exoscopic Semi-robotic Manipulator System for Image Guided Operations

2006

This paper describes the development of a robotic assistance system for image guided operations. To minimize operation time, a multimodal user interface enables freehand robotic manipulation of an extracorporeal stereoscopic digital camera (exoscope) and an endoscope. The surgeon thereby wears a head-mounted unit with a binocular display, a head tracker, a microphone and earphones. Different view positioning and adjustment modes can be selected by voice and controlled by head rotation while pressing a miniature confirmation button with a finger. Initial studies focused on the evaluation and optimization of the intuitiveness, comfort and precision of different modes of operation, including a…

business.product_categoryComputer scienceMicrophonebusiness.industryComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONRobot manipulatorStereoscopyVirtual realityImaging phantomlaw.inventionImage (mathematics)lawSystem integrationComputer visionArtificial intelligenceUser interfacebusinessSimulationDigital camera
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The influence of virtual reality in e-commerce

2019

[EN] The development of virtual reality (VR), together with other technological innovations will shape the future of e-retailing. This research studies the effectiveness of different VR formats and devices in a virtual store environment, namely V-commerce. This study proposes and test a conceptual model that analyses the relations between sense of presence, brand recall and purchase intention, while also going deeper into their antecedents. Our findings suggest differences in purchase intention depending on VR format and device used. No differences are shown in sense of presence and affect by VR format and device. Our tested model suggests a dual route of influence of VR on consumers' purch…

comercio electrónicoEXPRESION GRAFICA EN LA INGENIERIAcomerç virtualElectronic commercecomercio virtualE-commerceE-commerceVirtual realityrealidad virtualexperiencia virtualVirtual realitycomerç electrònicPolitical science0502 economics and businesse-commerceHead-mounted displayrealitat virtualvirtual experienceMarketingbusiness.industry05 social sciencesSense of presencesensación de presenciaMental healthv-commerceManagementhead-mounted displayVirtual experienceWork (electrical)sense of presencesensació de presènciavirtual reality050211 marketingChristian ministrybusinessexperiència virtualV-commerce050203 business & managementJournal of Business Research
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Cross-Device Augmented Reality Annotations Method for Asynchronous Collaboration in Unprepared Environments

2021

Augmented Reality (AR) annotations are a powerful way of communication when collaborators cannot be present at the same time in a given environment. However, this situation presents several challenges, for example: how to record the AR annotations for later consumption, how to align virtual and real world in unprepared environments or how to offer the annotations to users with different AR devices. In this paper we present a cross-device AR annotation method that allows users to create and display annotations asynchronously in environments without the need for prior preparation (AR markers, point cloud capture, etc.). This is achieved through an easy user-assisted calibration process and a …

computer supported collaborative workuser-centered evaluationhuman–computer interactionannotationsInformation technologyT58.5-58.64augmented reality; annotations; computer supported collaborative work; user-centered evaluation; human–computer interactionaugmented realityInformation SystemsInformation
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La realidad virtual en la fase precompra del turismo de cruceros: un estudio experimental basado en la variable presencia

2023

En el ámbito del turismo, nuevas tecnologías disruptivas como la Realidad Virtual (RV) están remodelando la experiencia del consumidor (Beck et al., 2019; Flavián et al., 2019). En la fase precompra, la RV se posiciona como una herramienta especialmente útil al proveer al consumidor de una simulación sensorial de la experiencia turística de manera previa al viaje (Tussyadiah et al., 2018). Entre las cualidades distintivas de la RV destaca la alta capacidad para generar la sensación de presencia (Biocca, 1997), definida como un estado psicológico en el que el usuario se siente en el entorno virtual representado (Steuer, 1992). No obstante, la exploración y adaptación de la RV en turismo toda…

consumer learningunderstandingcognitive loadUNESCO::CIENCIAS ECONÓMICASinformation processingenjoymentinteractivityvividnesstourismvirtual realityexperimental methodologycruise tourismpresencevirtual experience
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Using neurophysiological tools to investigate marketing communication elements in digital and extended reality contexts

2023

No hace muchos años, las comunicaciones de marketing, particularmente la publicidad, estaban restringidas a unos pocos medios. Estos medios restringieron las comunicaciones de marketing a espacios y tiempos predefinidos. Ahora, los medios digitales, incluida la realidad extendida, eliminaron esas barreras de espacio y tiempo, permitiendo a las marcas interactuar con los consumidores prácticamente desde cualquier lugar y en cualquier momento. El medio digital también transformó el papel de los consumidores en la comunicación de marketing: de meros espectadores pasivos a dadores activos de opinión y aportaciones. La comprensión de los efectos de estos cambios en las percepciones de los consum…

consumer neuroscienceUNESCO::CIENCIAS ECONÓMICAS::Organización y dirección de empresas ::Marketingsocial mediamarketingmarketing communicationneruomarketingadvertisingaugmented reality
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An Evaluation of the Belief in Science Scale

2019

The Belief in Science Scale (BISS) is a unidimensional measure that assesses the degree to which science is valued as a source of superior knowledge. Due to increased academic interest in the concept of belief in science, the BISS has emerged as an important measurement instrument. Noting an absence of validation evidence, the present paper, via two studies, evaluated the scale’s factorial structure. Both studies drew on data collected from previous research. Study 1 (N = 686), using parallel analysis and exploratory factor analysis, identified a unidimensional solution accounting for 56.43% of the observed variance. Study 2 (N = 535), using an independent sample, tested the unidimensional …

convergent validitybelief in sciencemedia_common.quotation_subjectlcsh:BF1-990Context (language use)050105 experimental psychologyStructural equation modelingreality testing03 medical and health sciences0302 clinical medicinePersonalityPsychology0501 psychology and cognitive sciencesGeneral Psychologymedia_commonOriginal Research05 social sciencespsychometric validationConfirmatory factor analysisExploratory factor analysisthinking stylelcsh:PsychologyConvergent validityQuartileConstruct (philosophy)PsychologySocial psychology030217 neurology & neurosurgeryFrontiers in Psychology
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I corpi del virus

2020

In un articolo recentemente uscito in italiano, Bruno Latour spiega che il nuovo coronavirus illustra in modo eclatante come gli attori non umani irrompano nei nostri spazi collettivi esigendo profonde trasformazioni (e invitando a ripensare così noi stessi al loro interno). Al momento è impossibile valutare questi cambiamenti sul lungo periodo. È chiaro però che SARS-CoV-2 ha avuto subito effetti visibilissimi sulle istituzioni che danno forma al nostro universo collettivo: mercati finanziari, filiere produttive, sistemi sanitari, regolamenti, lockdown. Mi sembra che il luogo di convergenza di questi ambiti tematici sia il corpo, figura in cui si incrociano le isotopie mediche, economiche,…

coronavirus corporeità spazialità semiotica biopolitica zoosemioticacoronavirus corporeality spatiality semiotics biopolitics zoosemioticsSettore M-FIL/05 - Filosofia E Teoria Dei Linguaggi
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