Search results for "virtual reality."

showing 10 items of 364 documents

GLOBE BASED 3D GIS SOLUTIONS FOR VIRTUAL HERITAGE

2018

Abstract. During the last years, many solutions have been proposed for 3D Virtual Heritage representations. Recently, also new technologies for online gaming evolved, based on javascript libraries (WebGL), used to create and publish virtual interactive environments. They are based on recent Web browser’s functionalities, surpassing some limitations of VRML technologies. On the side of geospatial information, technology has evolved from desktop GIS to 2D WebGIS and globe applications. The use of globe applications is, today, very diffused due to its immediate and at the same time impressive representation of the earth surface and territories. These technologies have been, also, applied to Vi…

lcsh:Applied optics. PhotonicsGeospatial analysisComputer science0211 other engineering and technologiesVirtual heritageGlobeCultural Heritage02 engineering and technologyJavaScriptcomputer.software_genrelcsh:TechnologyField (computer science)GeneralLiterature_MISCELLANEOUSWebGISWorld Wide WebWebGLmedicine0601 history and archaeology021101 geological & geomatics engineeringcomputer.programming_language060102 archaeologylcsh:Tbusiness.industryVirtual Realitylcsh:TA1501-182006 humanities and the artscomputer.file_formatCultural heritagemedicine.anatomical_structurelcsh:TA1-2040PublishingVRMLVirtual Heritagelcsh:Engineering (General). Civil engineering (General)businesscomputerGlobe applicationSettore ICAR/06 - Topografia E Cartografia
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DIGITAL PHOTOGRAMMETRY, TLS SURVEY and 3D MODELLING for VR and AR APPLICATIONS in CH

2020

Abstract. The world of valorization of Cultural Heritage is even more focused on the virtual representation and reconstructions of digital 3D models of monuments and archaeological sites. In this scenario the quality and the performances offered by the virtual reality (VR) and augmented reality (AR) navigation take primary importance, improving the accessibility of cultural sites where the real access is not allowed for natural conditions or human possibilities. The creation of a virtual environment useful for these purposes requires a specific workflow to follow, combining different strategies in the fields of survey, 3D modelling and virtual navigation. In this work a specific case of stu…

lcsh:Applied optics. PhotonicsVREngineering drawingComputer scienceUAVPoint cloudVirtual realitycomputer.software_genrelcsh:Technology01 natural sciencesTLSWeb navigation060201 languages & linguisticslcsh:T010401 analytical chemistry05 social scienceslcsh:TA1501-18203D modelling0104 chemical sciencesCultural heritagePhotogrammetrylcsh:TA1-2040Virtual machineGNSS applicationsPhotogrammetry0602 languages and literatureAugmented realitylcsh:Engineering (General). Civil engineering (General)computerSettore ICAR/06 - Topografia E CartografiaAR
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Experimental test on the use of MS-222 for ostracod anaesthesia: concentration, immersion period and recovery time

2010

Anaesthesia of animals may be useful for different purposes, particularly for veterinary reasons or in experimental research, for manipulation or treatment of immobilized but alive animals. Its use in crustaceans is not uncommon, but it has never been described for Ostracoda. We provide brief and preliminary guidelines on the use of the tricaine mesylate (MS-222) on the widespread freshwater ostracod Eucypris virens and we show that this compound is an effective anaesthetic used as a bath treatment at minimum concentrations of 500 mg L-1. This value is considerably higher than that recommended for other aquatic animals like fish. Recovery time, ranging from 5 to 15 minutes, is mostly determ…

lcsh:GE1-350Tricaine mesylateEcologybiologyEucypris virens Crustacea tricaine mesylate sedation surgery markinglcsh:Geography. Anthropology. RecreationAquatic animalAquatic Sciencebiology.organism_classificationImage captureExperimental researchchemistry.chemical_compoundchemistryEucypris virenslcsh:GAnesthesiaOstracodImmersion (virtual reality)lcsh:GB3-5030lcsh:Physical geographylcsh:Environmental sciencesWater Science and TechnologyJournal of Limnology
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Virtual Hierapolis: tra tecnicismo e realismo

2011

[ES] Una de las principales actividades de la MAIER tiene como objetivo desarrollar una línea de investigación dirigida a la restauración virtual y la reproducción 3D de los antiguos monumentos de la ciudad romana de Hierápolis de Frigia, Turquía. El proyecto, llamado "Virtual Hierápolis, se ha desarrollado gradualmente en las últimas tres temporadas de excavación (años 2007-2009) y ha madurado a partir de las primeras experiencias de la RV aplicada a este sitio en años anteriores. Esta investigación, coordinada por el Director de la misión italiana, prof. F. D'Andria, y llevada a cabo en el Laboratorio de Tecnologías de la Información (ITLab) dell'IBAM-CNR de Lecce (Italia), implica unidad…

lcsh:Museums. Collectors and collectingArcheologyRestauración virtualVirtual Archaeology Hierapolis of PhrigiaSettore L-ANT/10 - Metodologie Della Ricerca ArcheologicaConservationVirtual realityComputer Science ApplicationsRealidad virtualEstudio reconstructivoReconstructive studylcsh:Archaeologylcsh:CC1-960Virtual restorationlcsh:AM1-501
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Virtual Reality and Games

2018

The concept of Virtual Reality (VR) dates back to around 1930, where different technologies and concepts arise. For instance, in 1929 Edward Link created the Link Trainer (further patented in 1931), reported to be the first example of a commercial flight simulator, being entirely electromechanical. Also, in the 1930s, the visionary, science fiction writer Stanley G. Weinbaum brings a story (Pygmalion’s Spectacles) that introduces the early idea of a pair of goggles that makes the wearer experience a fictional world through holograms, smell, taste, and touch. Weinbaum describes uncanny experiences for those wearing the goggles, aligned with the modern experiences of VR. It is in the mid 1950…

lcsh:TComputer Networks and CommunicationsComputer science05 social sciencesNeuroscience (miscellaneous)050301 educationUNESCO::CIENCIAS ECONÓMICASVirtual reality:CIENCIAS ECONÓMICAS [UNESCO]lcsh:TechnologyComputer Science ApplicationsHuman-Computer Interactionn/aHuman–computer interactionvirtual realitylcsh:Q0501 psychology and cognitive scienceslcsh:Science0503 education050107 human factorsgamesMultimodal Technologies and Interaction
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DinosARs - Learning with the help of augmented reality

2019

Master's thesis Multimedia and Educational Technology MM500 - University of Agder 2019 A two-dimensional way of interacting with learning material has been the norm fora long time. We’ve read books, taken notes and been taught from a blackboard sinceyouth, and has for most of us worked out just fine, but we are all different. We havethose visual learners, those who learn through seeing things, auditory learners, thosewho learn best through hearing and kinesthetic learners, those who learn by doing.Augmented reality can provide many unique affordances that can deliver a learningexperience that can benefit all learning types. Augmented reality can utilize both vi-suals, sound, and interactivi…

learningMM500ComputingMilieux_COMPUTERSANDEDUCATIONvirtual realityapplication developmentAugmented realityVDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Annen informasjonsteknologi: 559primary school
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The Impact of Personality and Motivation on Immersion in Simulation Games

2020

The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the experienced immersion. Also, the joy of learning correlates positively with immersion. The adapted model…

media_common.quotation_subject05 social sciences050301 education0506 political scienceEducation050602 political science & public administrationDevelopmental and Educational PsychologyImmersion (virtual reality)PersonalityRole playingBig Five personality traitsPsychology0503 educationSocial psychologymedia_commonInternational Journal of Game-Based Learning
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A virtual reality system for the treatment of stress-related disorders: A preliminary analysis of efficacy compared to a standard cognitive behaviora…

2011

This paper presents preliminary efficacy data in a controlled study of the use of a virtual reality (VR) system for treating stress-related disorders (Post-Traumatic Stress Disorder, or PTSD; Pathological Grief, or PG; and Adjustment Disorders, or AD). ''EMMA's World'' is a VR application in which patients can explore negative experiences to the degree required for their specific therapeutic needs. To accomplish therapeutic goals, a series of virtual elements is customized to be meaningful to the user; the elements contain the fundamental emotional components that the person must confront. Thirty-nine participants diagnosed with PTSD (N=10), PG (N=16), and AD (N=13) were randomly assigned t…

media_common.quotation_subjectAdjustment disordersHuman Factors and ErgonomicsVirtual realityVirtual realityEducationmedicineAdjustment DisorderDepression (differential diagnoses)media_commonStress-related disordersPsychological treatmentsRelaxation (psychology)Post-Traumatic Stress DisorderGeneral EngineeringStress-related disordersCognitionmedicine.diseasePathological GriefHuman-Computer InteractionHardware and ArchitectureAnxietyGriefmedicine.symptomPsychologySoftwareClinical psychologyInternational Journal of Human-Computer Studies
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Immersive Virtual Reality as an Adjunctive Non-opioid Analgesic for Pre-dominantly Latin American Children With Large Severe Burn Wounds During Burn …

2019

Background/Aim: Using a within-subjects, within-wound care design, this pilot study tested for the first time, whether immersive virtual reality (VR) can serve as an adjunctive non-opioid analgesic for children with large severe burn wounds during burn wound cleaning in the ICU, in a regional burn center in the United States, between 2014–2016.Methods: Participants included 48 children from 6 years old to 17 years of age with >10% TBSA burn injuries reporting moderate or higher worst pain during no VR on Day 1. Forty-four of the 48 children were from developing Latin American countries. Patients played adjunctive SnowWorld, an interactive 3D snowy canyon in virtual reality during some po…

medicine.medical_specialtyAnalgesicVirtual reality050105 experimental psychologylaw.inventionlcsh:RC321-57103 medical and health sciencesBehavioral NeuroscienceWound care0302 clinical medicineRating scalelawMedicineburn0501 psychology and cognitive sciencesSevere burnpainlcsh:Neurosciences. Biological psychiatry. NeuropsychiatryBiological PsychiatryOriginal ResearchBurn woundbusiness.industry05 social sciencesBurn centeranalgesiadeveloping countriesIntensive care unit3. Good healthcritical carePsychiatry and Mental healthNeuropsychology and Physiological PsychologyNeurologypediatric burn injuriesopioidPhysical therapyvirtual realitybusiness030217 neurology & neurosurgeryNeuroscienceFrontiers in Human Neuroscience
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A Functional Magnetic Resonance Imaging Assessment of Small Animals Phobia Using Virtual Reality as a Stimulus

2014

[EN] Background: To date, still images or videos of real animals have been used in functional magnetic resonance imaging protocols to evaluate the brain activations associated with small animals phobia. Objective: The objective of our study was to evaluate the brain activations associated with small animals phobia through the use of virtual environments. This context will have the added benefit of allowing the subject to move and interact with the environment, giving the subject the illusion of being there. Methods: We have analyzed the brain activation in a group of phobic people while they navigated in a virtual environment that included the small animals that were the object of their pho…

medicine.medical_specialtyEXPRESION GRAFICA EN LA INGENIERIAPhobiamedia_common.quotation_subjectBiomedical EngineeringIllusionPhysical Therapy Sports Therapy and RehabilitationNeuroimagingInformation technologyVirtual realityStimulus (physiology)AudiologyVirtual realityDevelopmental psychologyNeuroimagingmedicinePatient assessmentmedia_commonOriginal Papermedicine.diagnostic_testRehabilitationT58.5-58.64Computer Science ApplicationsPsychiatry and Mental healthSuperior frontal gyrusFeelingCluster sizePublic aspects of medicineRA1-1270PsychologyFunctional magnetic resonance imaging
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