Search results for "virtual reality"
showing 10 items of 376 documents
Towards Digital Twinning on the Web: Heterogeneous 3D Data Fusion Based on Open-Source Structure
2023
Recent advances in Computer Science and the spread of internet connection have allowed specialists to virtualize complex environments on the web and offer further information with realistic exploration experiences. At the same time, the fruition of complex geospatial datasets (point clouds, Building Information Modelling (BIM) models, 2D and 3D models) on the web is still a challenge, because usually it involves the usage of different proprietary software solutions, and the input data need further simplification for computational effort reduction. Moreover, integrating geospatial datasets acquired in different ways with various sensors remains a challenge. An interesting question, in that r…
Managing archaeological excavations with an Archeaological Information System (SIDGEIPA)
2003
Se analizan diferentes aspectos del proceso que hemos seguido para desarrollar e implementar un software completamente nuevo para gestionar excavaciones arqueológicas. El software llamado SIDGEIPA (Sistema Distribuido para la Gestión Integrada de excavaciones arqueológicas) incluye diferentes módulos que permiten a los usuarios almacenar datos arqueológicos de diferentes fuentes (excavaciones, prospecciones, literatura científica, colecciones de museos ...) y procesarlos automáticamente para simplificar la investigación arqueológica. Técnicamente, Sidgeipa está construido en código Java, utilizando Postgres como SGBD y con las bibliotecas VTK y GEF para visualizar los datos. La arquitectura…
Enabling Sociability When Using Virtual Reality Applications : A Design Science Research Approach
2019
Immersive virtual reality applications aim at providing an all-encompassing spatial experience where a user can feel like being in another world or dimension. The systems are inherently designed for individual use as the devices disconnect the user from the physical environment. However, the applications are seldom used alone. Specifically, when used for sales and marketing, the user often needs help from other people but also benefits from social interaction as a part of the experience. Design research methodology is applied to three iterative development versions of a virtual-reality application. The focus of the evaluation of the artifacts is in the social use emphasizing three sociabili…
Problem Space Identification for Developing Virtual Reality Learning Environments
2021
Our study argues that the extant literature on virtual reality-based learning environments (VRLEs) currently lacks proper definitions and context descriptions for a problem space, which is fundamental for conducting design science research (DSR). Without properly conducted problem space identification, the most pivotal problems cannot be identified resulting solutions lacking validity and unreliable evaluations. This is a major challenge for the DSR in the educational field, but also for the research on VRLEs. The purpose of this paper is to introduce a novel DSR method to support rigorous problem space identification, which would allow rigorous and profound problem space analysis. The inst…
Audiovisual time-to-collision estimation for accelerating vehicles: The acoustic signature of electric vehicles impairs pedestrians' judgments
2022
To avoid collisions, pedestrians intending to cross a road need to accurately estimate the time-to-collision (TTC) of an approaching vehicle. For TTC estimation, auditory information can be considered particularly relevant when the approaching vehicle accelerates. The sound of vehicles with internal combustion engine (ICEVs) provides characteristic auditory information about the acceleration state (increasing speed and engine load). However, for electric vehicles (EVs), the acoustic signature during acceleration is less salient. Although the auditory detection of EVs has been studied extensively, there is no research on potential effects of the altered acoustic signature of EVs on TTC estim…
Immersive Versus Non-immersive Experience: Exploring the Feasibility of Memory Assessment Through 360° Technology
2019
Episodic memory is essential to effectively perform a number of daily activities, as it enables individuals to consciously recall experiences within their spatial and temporal environments. Virtual Reality (VR) serves as an efficacious instrument to assess cognitive functions like attention and memory. Previous studies have adopted computer-simulated VR to assess memory, which realized greater benefits compared to traditional procedures (paper and pencil). One of the most recent trends of immersive VR experiences is the 360° technology. In order to evaluate its capabilities, this study aims to compare memory performance through two tasks: immersive task and non-immersive task. These tasks d…
Oltre l'adattamento? Narrazioni espanse: intermedialità, transmedialità, virtualità
2020
The volume hosts essays and interventions discussing the theories of adaptation in the arts.
Virtual reality system for planning minimally invasive neurosurgery
2008
Object The authors report on their experience with a 3D virtual reality system for planning minimally invasive neurosurgical procedures. Methods Between October 2002 and April 2006, the authors used the Dextroscope (Volume Interactions, Ltd.) to plan neurosurgical procedures in 106 patients, including 100 with intracranial and 6 with spinal lesions. The planning was performed 1 to 3 days preoperatively, and in 12 cases, 3D prints of the planning procedure were taken into the operating room. A questionnaire was completed by the neurosurgeon after the planning procedure. Results After a short period of acclimatization, the system proved easy to operate and is currently used routinely for pre…
Body image avoidance affects interpersonal distance perception: A virtual environment experiment.
2019
OBJECTIVE Eating disorders have a considerable influence on social contacts. The avoidance towards the own body may result in the avoidance of others. Previous research has found a preference for larger interaction distances in individuals with eating disorders (ED) as compared to control participants (CG). We aimed to replicate these findings and to investigate whether the body weight of the interactant moderates the effect. METHOD We recruited a female sample with mixed ED subtypes (n = 21) and a female CG (n = 28). Participants were immersed in a virtual environment and engaged in a number of fictitious social interactions. They approached a virtual person until a comfortable distance fo…
Assessing the Relationship Between Attitudinal and Perceptual Component of Body Image Disturbance Using Virtual Reality
2018
Body image disturbance (BID) affects quality of life even in the absence of clinically diagnosable eating pathology, and numerous studies have shown its crucial role in the emergence and maintenance of eating disorders. This study aimed at exploring attitudinal and perceptual components of BID using a novel virtual reality (VR)-based paradigm. A community sample of women (N = 27) recreated in VR their perceived body in both an allocentric (third-person view) and egocentric (first-person view) perspective. Specifically, women were able to choose between a wide range of three-dimensional bodies spanning body mass index 12.5-42.5 kg/m2. Attitudinal indexes of BID (body dissatisfaction, body un…