Search results for "virtual"
showing 10 items of 1485 documents
Applying Axial Symmetries to Historical Silk Fabrics: SILKNOW’s Virtual Loom
2020
Symmetry is part of textile art in patterns and motifs that decorate fabrics, which are made by the interlacement of warp and wefts. Moreover, the 3D representation of fabrics have already been studied by some authors
Virtual Museum and Small Museums : ViMuseo.fi Project
2011
New media are a huge opportunity and challenge for museums, especially for small institutions without digitized resources. The ViMuseo.fi is a research project conducted at the University of Jyväskylä, Finland. The research focuses on the possibilities of new media in presenting cultural heritage in small Finnish museums. As a part of the research, a tool to present small museums on the Web was developed. The ViMuseo tool is a CMS for creating multimedia presentations, and was designed specifically for small institutions without digitized resources. The possible deployment of the tool is also discussed. peerReviewed
Cultural heritage in social media : Museum of Photography
2012
The research Cultural Heritage in Social Media: Museum of Photography deals with a new form of displaying and preserving cultural heritage in the 21st century by using social media tools. This paper is an analysis of a Romanian cultural heritage blog, Museum of Photography, which contains documentary photography from the end of the 19th century until 1990’s as well as other types of photographs related to the interests’ of Alex Galmeanu – the owner of Museum of Photography. The aim of this research is to demonstrate that cultural heritage exists outside the boundaries of formal institutions, namely museums, thus showing that the meaning of the word “museum” is expanding and that the public …
Promoting empathy through virtual reality experience: the case of sexual harassment
2020
Introducción: En los últimos decenios, la realidad virtual (RV) se ha adoptado de manera exponencial en la psicología clínica para tratar varios trastornos psicológicos y promover el bienestar. La RV es una forma avanzada de interfaz humano-computadora que permite al usuario interactuar y estar presente en un entorno tridimensional de manera naturalista. El uso de la RV se ha ampliado para simular no sólo el mundo exterior, sino también la experiencia corporal, dando la ilusión de encarnar un cuerpo "virtual". Cuando esta ilusión se induce con éxito, el participante puede percibirse a sí mismo como otra persona y sentir las emociones del cuerpo encarnado. Este modelo se ha adoptado para est…
Reversed Pseudoneglect in a Virtual Reality Environment
Behavioral Activation through Virtual Reality for Depression: A Single Case Experimental Design with Multiple Baselines
2022
Behavioral activation (BA) is a structured psychotherapeutic approach for the treatment of major depressive disorder (MDD), which aims at increasing the engagement in activities that might bring enjoyment and meaning to patients’ lives. Although a growing body of evidence supports the effectiveness of BA, enhancing the motivation and activity level of depressed patients is often challenging. In the present study, we explored the effectiveness of a brief BA treatment supported by virtual reality (VR) to facilitate the visualization and anticipation of four pleasurable activities that we tried to re-introduce in the patients’ daily routine. To do so, we conducted a single-case experimental de…
AN EXPERIMENTAL WORKFLOW FOR THE VIRTUAL RECONSTRUCTION OF ANCIENT STATUES
2021
The work aims to investigate the main steps of a virtual reconstruction process of ancient statues, inspecting theoretical and technical approaches. Two fragmentary Roman statues from the "Sanctuary of Isis", inside the Archaeological Park of Lilibeo-Marsala (Italy), were chosen as a case study. Trying to preserve the original artwork authenticity and the transparency of the reconstruction method, a workflow was developed following three steps: 1) 3D survey and reality based model production; 2) evaluation of reconstruction hypotheses based on a rigorous selection of reference sources; 3) 3D modelling and source-based model creation. Three models for multiple visualization purposes were car…
Damping Provision by Different Virtual Synchronous Machine Schemes
2020
The adoption of virtual synchronous machine (VSM) schemes for the control of power converters is gaining more and more attention both in academia and industry. The VSM control strategies fall into the category of grid-forming converter controls, and they are intended for a range of different applications, providing specific services and different kinds of support to the grid. The paper investigates the possibility of damping provision to the system by VSM power converters. Different schemes are considered and compared, showing the opportunity of the investigated solutions through combined modal and time domain analyses. A specific modification of the power synchronization loop is recognized…
Sensitivity Analysis and Frequency Dynamics of Grid-Connected Converters with Virtual Inertia
2021
For the participation in the frequency control of the system, power converters can be controlled with different strategies and methods, sharing the common concept of virtual inertia capability. In this work, a sensitivity analysis of two main categories of converter controls with virtual inertia is presented. The considered schemes are a grid-following current vector control with additional virtual inertia block and a grid-forming control scheme based on virtual synchronous machine concept. A proper basis for the comparison is first assessed providing an analytical correlation between the control parameters of the two schemes. For the two control strategies, the sensitivity analysis of the …
Tiešsaistes spēles (ne)produktivitāte: gadījuma pētījums par radošumu
2022
Bakalaura pētījums “Tiešsaistes spēles (ne)produktivitāte: gadījuma pētījums par radošumu” fokusējās uz radošajiem procesiem, ko piedzīvo galda spēles Dungeons and Dragons spēlētāji veidojot virtuālās pasaules un veidiem kā radošums izpaužas, kad spēle ir situēta tiešsaistes vidē. Iesaistoties Dungeons and Dragons kopienā, izmantojot līdzdalīgu novērojumu, neformālas diskusijas un daļēji strukturētas intervijas, es pētu dažādus artefaktu veidošanās procesus un digitālo tehnoloģiju ietekmi uz mūsu socializāciju tiešsaistē. Radošums ir improvizēts un ir mūsu sociālās un kultūras dzīves neatņemama sastāvdaļa, kas veido gan mūs pašus, gan esošās struktūras.