Search results for "reality"
showing 10 items of 662 documents
Mišela Gondrī filmas “Dienu putas” (“L'écume des jours”) semiotiskā analīze un realitātes reprezentācija
2017
Bakalaura darba tēma ir “Mišela Gondrī filmas “Dienu putas” (l'ecume des jours) semiotiskā analīze un realitātes reprezentācija”. Bakalaura darba ietvaros autores veiktā filmas analīze sniegs izpratni par to, kāpēc tās veidošanā ir izmantoti noteikti elementi, kuri sākotnēji var tikt interpretēti, kā nekas vairāk par pārspīlētu oriģinalitāti, kas bieži vien skatītājos raisa tieši pretēju, negatīvu attieksmi pret režisoru, kurš šķietami vēlas piesaistīt skatītāju uzmanību ar pārmērīgo, savā starpā nesavienojamo un kontrastējošo vizuālo elementu daudzumu. Analizējot filmu caur semiotiskās analīzes prizmu, autore atbild uz jautājumu, vai ikviens no Mišela Gondrī šajā filmā izmantotajiem vizuāl…
A Multi-Projector Calibration Method for Virtual Reality Simulators with Analytically Defined Screens
2017
The geometric calibration of projectors is a demanding task, particularly for the industry of virtual reality simulators. Different methods have been developed during the last decades to retrieve the intrinsic and extrinsic parameters of projectors, most of them being based on planar homographies and some requiring an extended calibration process. The aim of our research work is to design a fast and user-friendly method to provide multi-projector calibration on analytically defined screens, where a sample is shown for a virtual reality Formula 1 simulator that has a cylindrical screen. The proposed method results from the combination of surveying, photogrammetry and image processing approac…
Mondi virtuali e realtà virtuale. Un’analisi del fenomeno nella formazione sanitaria
2019
Negli ultimi sei anni la realtà virtuale (VR) e i mondi virtuali (VE) sono diventati sempre più tecnologicamente avanzati e molto più accessibili per quel che riguarda l’accesso economico. In sanità essi vengono utilizzati principalmente per cinque scopi: formazione degli studenti; formazione dei professionisti (simulatori); riabilitazione/terapia; cura/diagnosi e gestione del dolore. In questa review abbiamo analizzato 2.252 articoli pubblicati tra il 2012 e il 2019 su PubMed ed abbiamo organizzato gli articoli nelle aree simulazione per studenti; simulazione per specializzandi; simulazione avanzata per professionisti; applicazioni nei campi medico/dentale/infermieristico (soft skills); re…
The hierarchy of needs for user experiences in virtual reality
2021
Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and …
Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia
2018
This study aggregated data from three randomized control trials to explore the differential efficacy of three forms of exposure therapy, namely, in vivo (iVET), virtual reality (VRET), and augmented reality (ARET), in the treatment of small animal phobia. Additionally, baseline patient characteristics were used to detect subgroups of patients who showed a differential response to certain treatment modalities. Primary measures were distance covered, anxiety during the behavioral avoidance test (BAT), and overall fear of small animals. A repeated-measures analysis of variance was used to explore the overall treatment effect across the exposure modalities. A cluster analysis and an analysis of…
How to get things done in social virtual reality : A study of team cohesion in social virtual reality–enabled teams
2022
Social virtual reality (SVR) enables teams to operate in a virtual environment that simulates and enhances real-world interactions. However, there is an absence of empirical analysis of how SVR can affect the performance of virtual teams. This paper documents how SVR affects the formation of team cohesion (i.e., task cohesion and social cohesion), which is a critical success factor for team performance. To address this gap in the research, we conducted a qualitative study by interviewing 20 members from virtual teams assigned to perform a challenging collaborative task in SVR. As a contribution, our study identifies five primary affordances and 11 sub-affordances for team cohesion in SVR. W…
AR/VR Contextualization of the Statue of Zeus from Solunto
2022
The aim of the research is to test how VR and AR technologies can contribute to a virtuous reconnection between the museums, where archaeological works of art are exhibited, and the sites where these works come from. The connection between the museum and the site will be operated with panoramic images generated with SfM photogrammetric tools; these images will set up a twofold reconnection: i) between the work of art and the building where it was hosted; ii) between the building and the site, with the landscape around. The connection between the site and the museum will be operated with Augmented Reality, through the visualization on site of the works of Art exhibited in the archaeological …
A Self-Contained Biometric Sensor for Ubiquitous Authentication
2007
This paper describes a real-life behavior framework in simulation game based on Probabilistic State Machine (PSM) with Gaussian random distribution. According to the dynamic environment information, NPC can generate behavior planning autonomously associated with defined FSM. After planning process, we illuminate Gaussian probabilistic function for real-life action simulation in time and spatial domains. The expected value of distribution is estimated during behavior planning process and variance is determined by NPC personality in order to realize real life behavior simulation. We experiment the framework and Gaussian PSM on a restaurant simulation game. Furthermore we give some suggestions…
Erzwingt die Quantenmechanik eine drastische Änderung unseres Weltbilds? Gedanken und Experimente nach Einstein, Podolsky und Rosen
1989
Von den Anfangen der Quantenmechanik bis heute gibt es Versuche, sie als statistische Theorie uber Ensembles individueller ‚klassischer’ Systeme zu interpretieren. Die Bedingungen, unter denen Theorien verborgener Parameter zu deterministischen Beschreibungen dieser individuellen Systeme als ‚klassisch’ angesehen werden konnen, wurden von Einstein, Podolsky und Rosen 1935 formuliert: 1. Physikalische Systeme sind im Prinzip separierbar. 2. Zu jeder physikalischen Grose, deren Wert man ohne Storung des betrachteten Systems mit Sicherheit voraussagen kann, existiert ein ihr entsprechendes Element der physikalischen Realitat. Zusammen sind sie, wie Bell 1964 gezeigt hat, prinzipiell unvertragl…
Towards a scenario of virtual mental health environments for school-aged children
2017
This study explores student teachers’ future design scenarios focusing on promoting children’s mental health literacy through virtual reality (VR) environments. VR use is on the verge of many breakthroughs in several areas of lived experience. One such area pertains to educational contexts. Student teachers were chosen as the subjects of this study due to the likelihood that they will be the primary users and disseminators of these emerging technologies in educational contexts. The students created five types of future scenarios that contained different environments and activity modes, including those that are still not yet feasible to realize with current technological capabilities. The ai…