212,636 research outputs found

    Conceptual quality modelling and integrated control of combined urban drainage system

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    This paper presents the first results of conceptual quality modelling approach oriented to the integrated real-time control (RTC) strategy for urban drainage networks (UDN) and wastewater treatment plants (WWTP) developed in the European project LIFE EFFIDRAIN (Efficient Integrated Real-time Control in Urban Drainage and Wastewater Treatment Plants for Environmental Protection). Model predictive control (MPC) has been selected as a proper RTC to minimize the polluting discharge in case of raining events. The simulator SWMM5 was modified to integrate a lumped conceptual model for total suspended solids (TSS) called SWMM-TSS, which has been used as virtual reality for calibration and validation of the proposed modelling approaches in Perinot network, a real case study in Bordeaux.Peer ReviewedPostprint (author's final draft

    Conceptual models for describing virtual worlds

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    A conceptual model of a virtual world is a high-level representation of how the objects behave and how they are related to each other. The conceptual models identify the most essential elements of the reality to be simulated. This is the first and a very important step in the process of designing a virtual world. Afterwards, specific and complex models can be implemented and inserted into these conceptual models. This paper provides an overview of existing conceptual models used to design virtual worlds. A number of existing frameworks and architecture for describing virtual worlds are classified into six kinds of conceptual models: unstructured, graphic-oriented, network-oriented, object-oriented, environment-oriented and relational graph-oriented representations. The advantages and issues regarding virtual world design, management, reusability and interoperability are discussed

    Spatial Transfiguration: Anamorphic Mixed-Reality in the Virtual Reality Panorama

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    Spatial illusion and immersion was achieved in Renaissance painting through the manipulation of linear perspective’s pictorial conventions and painterly technique. The perceptual success of a painted trompe l’Ɠil, its ability to fool the observer into believing they were viewing a real three-dimensional scene, was constrained by the limited immersive capacity of the two-dimensional painted canvas. During the baroque period however, artists began to experiment with the amalgamation of the ‘real’ space occupied by the observer together with the pictorial space enveloped by the painting’s picture plane: real and pictorial space combined into one pictorial composition resulting in a hybridised ‘mixed-reality’. Today, the way architects, and designers generally, use the QuickTime Virtual Reality panorama to represent spaces of increasing visual density have much to learn from the way in which Renaissance and baroque artists manipulated the three-dimensional characteristics of the picture plane in order to offer more convincing spatial illusions. This paper outlines the conceptual development of the QuickTime VR panorama by Ken Turkowski and the Apple Advanced Technology Group during the late 1980s. Further, it charts the technical methods of the Virtual Reality panorama’s creation in order to reflect upon the VR panorama’s geometric construction and range and effectiveness of spatial illusion. Finally, through a brief analysis of Hans Holbein’s Ambassadors [1533] and Andrea Pozzo’s nave painting in Sant ‘Ignazio [1691-94] this paper proposes an alternative conceptual model for the pictorial construction of the VR panorama that is innovatively based upon an anamorphic ‘mixed-reality’

    Exploring the Impact of Augmented Reality and Virtual Reality Technologies on Business Model Innovation in Technology Companies in Germany

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    Newly-emerging, digitally-based technological innovations, such as augmented reality (AR) and virtual reality (VR), are new drivers for business model innovation. This study aims to develop a better understanding of the impact of AR/VR technologies on business model innovation in technology companies. The objective of the study is “to explore the impact of augmented reality and virtual reality technologies on business model innovation in technology companies in Germany”. This paper investigates the body of knowledge regarding contemporary business model innovation and presents a conceptual framework to guide the research. The philosophical underpinnings of the study are discussed, and the chosen research methodology is justified. A holistic multiple-case study design targets German business-to-business technology companies employing AR/VR technologies to innovate their business models. The paper concludes with a discussion of initial learnings garnered from the implementation of a pre-pilot case study test run, and a full pilot case study

    A feedback simulation procedure for real-time control of urban drainage systems

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    This paper presents a feedback simulation procedure for the real-time control (RTC) of urban drainage systems (UDS) with the aim of providing accurate state evolutions to the RTC optimizer as well as illustrating the optimization performance in a virtual reality. Model predictive control (MPC) has been implemented to generate optimal solutions for the multiple objectives of UDS using a simplified conceptual model. A high-fidelity simulator InfoWorks ICM is used to carry on the simulation based on a high level detailed model of a UDS. Communication between optimizer and simulator is realized in a feedback manner, from which both the state dynamics and the optimal solutions have been implemented through realistic demonstrations. In order to validate the proposed procedure, a real pilot based on Badalona UDS has been applied as the case study.Peer ReviewedPostprint (author's final draft

    Use of Theory to Guide Integration of Virtual Reality Technology in Nursing Education: A Scoping Study

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    Background: There is growing interest among academic nurse educators in using virtual reality (VR) environments as a pedagogical tool to enhance student learning. Purpose: The aim of this scoping study was to identify the theories or conceptual models that informed the application of virtual reality technology in nursing education programs. Methods: A scoping study using the Arksey and O\u27Malley (2005) framework was conducted. A search strategy recommended and executed by a research librarian yielded 18 final articles for review. Findings: There is limited use of theory or a conceptual model, particularly of nursing origin, to guide the integration of VR technology for student learning. Discussion: More research is needed to define best practices for application of VR technology for specific curricular needs, and for theory development based on specific concepts and disciplinary perspectives of learning

    Virtual Reality Physics Scenarios

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    Many students taking physics early on in their education find that it may be difficult to associate the theory they learn in class with how physics works in real world scenarios. Through various experiments in class, students are able to see examples of physics phenomena, but those experiments are limited by equipment, and do not offer precise data. To combat this, we are creating a virtual reality application for students to use to help learn physics. This report details the requirements the system will meet, as well as the use cases and subsequent activity diagrams for all users. We have also included a conceptual model of our system, as well as an explanation for technologies used, and a test plan and development timeline

    Emotional and cognitive responses to cultural heritage: a neuromarketing experiment using virtual reality in the tourist destination image model context

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    The research is driven to identify and measure, through electroencephalography the impact of cultural and architectural heritage emulated by virtual reality on the mind of a tourist, in the form of cognitive and emotional responses measured as brain waves, identifies, through electroencephalogram, the cognitive and the emotional responses by subjects immersed in cultural tourist destination virtual reality, takes as conceptual framework the tourist destination image model and focus on tourist destinations characterised by historical, cultural, and architectural heritage. A neuromarketing experiment is caried out in which the cognitive and affective responses can be observed and measured using alpha α and beta ÎČ brain bioelectric waves, the data obtained directly from the human brain is used to carry out an analysis using the partial least squares regression algorithm PLS. The results show that the cognitive and emotional response caused by the tourist destination cultural heritage through virtual reality in individuals, is positive

    Community-centric virtual government: Citizen interaction in the e-spaces

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    Virtual Government, exemplified by online service delivery, is a reality. The focus is now shifting towards developing citizen interaction in the web space. This paper provides a new conceptual model, applicable to all levels of government from federal to local, to support this shift. In doing so, it seeks to clarify the roles of e- government and e-governance in implementing the goals of virtual government. The concept of the e-space is introduced and proposed as the basis for assessment of the outcomes and outputs linked to these goals

    Diagrams: towards a conceptual, plastic and virtual representation

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    En este texto recogemos tres modelos o herramientas hermenĂ©uticas. El primero de ellos, el diagrama conceptual, presenta por lo comĂșn una naturaleza bidimensional y requiere de una aprehensiĂłn ante todo racional. El segundo de ellos, el mandala, remite a la estructura interior de la realidad. El tercero de ellos, el holograma, carente de interioridad, nos desplaza al orden de los espectros, a un ĂĄmbito virtual, desde el que reconocemos nuestra existencia presente.This paper presents three models of diagrams. Each of one shows a different way to represent a view of the world. First of them, the conceptual diagram, owns a bidimensional nature and requires our logical participation in order to perceive it. The second one, the mandala, presents the inner structure of an aspect of the reality. The third model, the hologram, does not possess inner world. This last model keeps relation with a spectral world, with a virtual world: by means of its incorporeal essence, we recognize our contemporary world, our contemporary existence
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