Search results for "virtual"
showing 10 items of 1485 documents
Performance improvements of real-time crowd simulations
2010
The current challenge for crowd simulations is the design and development of a scalable system that is capable of simulating the individual behavior of millions of complex agents populating large scale virtual worlds with a good frame rate. In order to overcome this challenge, this thesis proposes different improvements for crowd simulations. Concretely, we propose a distributed software architecture that can take advantage of the existing distributed and multi-core architectures. In turn, the use of these distributed architectures requires partitioning strategies and workload balancing techniques for distributed crowd simulations. Also, these architectures allow the use of GPUs not only fo…
Shopping with virtual hands
2020
Retailers can use virtual reality as a new touchpoint for their customers: within an existent channel or as a new sales channel. Thus, it is crucial to understand the differences and similarities between the physical and the virtual shopping environment. Shopping simulations make it possible to test, observe, and collect data in a controlled, low-cost, and fast way compared to field experiments. However, past studies might have provided biased results due to the characteristics of the sample used. This study analyzes how consumers behave in two virtual shopping tasks. The exploratory, experimental research uses an immersive VR shopping environment and a sample of participants balanced acros…
Developing design knowledge and a conceptual model for virtual reality learning environments
2021
This chapter focuses on applying design science research for virtual reality learning environment (VRLE) design processes. Six selected case studies are presented in the context of VRLEs. The case selections were analyzed in terms of their contributions to design knowledge. The objective of this book chapter is twofold: 1) for researchers, the design knowledge contributions of case studies are highlighted for future reference, and 2) for developers and practitioners, design principles are presented for the development of VRLEs. The final outcome of the present study is a conceptual model describing the current design knowledge in the field of VRLEs and identifying the research gaps that sho…
Dynamic-shared Pharmacophore Approach as Tool to Design New Allosteric PRC2 Inhibitors, Targeting EED Binding Pocket.
2020
Abstract: The Polycomb Repressive complex 2 (PRC2) maintains a repressive chromatin state and silences many genes, acting as methylase on histone tails. This enzyme was found overexpressed in many types of cancer. In this work, we have set up a Computer-Aided Drug Design approach based on the allosteric modulation of PRC2. In order to minimize the possible bias derived from using a single set of coordinates within the protein-ligand complex, a dynamic workflow was developed. In details, molecular dynamic was used as tool to identify the most significant ligand-protein interactions from several crystallized protein structures. The identified features were used for the creation of dynamic pha…
Executable Data Quality Models
2017
The paper discusses an external solution for data quality management in information systems. In contradiction to traditional data quality assurance methods, the proposed approach provides the usage of a domain specific language (DSL) for description data quality models. Data quality models consists of graphical diagrams, which elements contain requirements for data object's values and procedures for data object's analysis. The DSL interpreter makes the data quality model executable therefore ensuring measurement and improving of data quality. The described approach can be applied: (1) to check the completeness, accuracy and consistency of accumulated data; (2) to support data migration in c…
Tractional Motion Machines: Tangent-Managing Planar Mechanisms as Analog Computers and Educational Artifacts
2012
Concrete and virtual machines play a central role in the both Unconventional Computing (machines as computers) and in Math Education (influence of artifacts on reaching/producing abstract thought). Here we will examine some fallouts in these fields for the Tractional Motion Machines, planar mechanisms based on some devices used to plot the solutions of differential equations by the management of the tangent since the late 17th century.
Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning
2019
Escape rooms are a phenomenon that has taken the world by storm in the last decade. Simultaneously Virtual Reality is a promising technology for innovation in education, training and e-learning. Combining these two concepts, this paper outlines a new model for designing serious games in virtual reality environments for high quality, deep and meaningful learning, the Serious E-scape Room. It describes the theoretical grounding, general guidelines and principles of the model. It also presents the case study “Room of Keys”, a serious virtual escape room for biology concepts. To test the assumptions of the model, researchers conducted a mixed research study with 148 students in a US high school…
A video-based real-time vehicle counting system using adaptive background method
2008
International audience; This paper presents a video-based solution for real time vehicle detection and counting system, using a surveillance camera mounted on a relatively high place to acquire the traffic video stream.The two main methods applied in this system are: the adaptive background estimation and the Gaussian shadow elimination. The former allows a robust moving detection especially in complex scenes. The latter is based on color space HSV, which is able to deal with different size and intensity shadows. After these two operations, it obtains an image with moving vehicle extracted, and then operation counting is effected by a method called virtual detector.
The cone of gaze
2011
Gaze direction is an important cue that regulates social interactions. Although humans are very accurate in determining gaze directions in general, they have a surprisingly liberal criterion for the presence of mutual gaze. We first established a psychophysical task to measure the cone of gaze, which required observers to adjust the eyes of a virtual head to the margins of the area of mutual gaze. Then we examined differences between 2D, 3D, and genuine real life gaze. Finally, the tolerance for image distortions when the virtual head is not viewed from the proper vantage point was investigated. Gaze direction was remarkably robust toward loss in detail and distortion. Important lessons for…
Multisensory Experiences in Virtual Reality and Augmented Reality Interaction Paradigms
2020
Multisensory stimuli can be integrated in systems that make use of different paradigms, such as Virtual Reality (VR), Augmented Reality (AR) or, in a wider sense, Mixed Reality (MR), enhancing user experiences within the virtual content. However, despite the many technological solutions that exist (both hardware and software), only visual and sonic stimuli can be considered as highly integrated in consumer-grade applications. This chapter addresses the current state of the art in multisensory experiences, taking also in consideration the aforementioned interaction paradigms, and brings the benefits and challenges. As an example, authors introduce ROMOT, a RObotic 3D-MOvie Theatre, that supp…