194 research outputs found

    Experience of building a high-fidelity mobile crane simulator with cluster of desktop computers

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    [[abstract]]The paper presents the technique and experience of building a high-fidelity visual interactive simulator on a cluster of desktop computers (COD). The COD is a fully distributed computation environment that is constructed by clustering several desktop computers to form a high-performance computation environment. The contributions of the paper include proposing a method to build a high-fidelity interactive visual simulator on a cluster of desktop computers. A distribution socket, called Communication Backbone (CB), is designed and implemented to achieve this goal. In addition, the proposed architecture is used to construct a mobile crane simulator for training. The result of the implemented simulator is also presented and discussed.[[notice]]補正完畢[[conferencetype]]國際[[conferencedate]]20010416~20010419[[iscallforpapers]]Y[[conferencelocation]]Mesa, Arizona, US

    Diverse approaches to learning with immersive Virtual Reality identified from a systematic review

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    To investigate how learning in immersive Virtual Reality was designed in contemporary educational studies, this systematic literature review identified nine design features and analysed 219 empirical studies on the designs of learning activities with immersive Virtual Reality. Overall, the technological features for physical presence were more readily implemented and investigated than pedagogical features for learning engagement. Further analysis with k-means clustering revealed five approaches with varying levels of interactivity and openness in learning tasks, from watching virtual worlds passively to responding to personalised prompts. Such differences in the design appeared to stem from different practical and educational priorities, such as accessibility, interactivity, and engagement. This review highlights the diversity in the learning task designs in immersive Virtual Reality and illustrates how researchers are navigating practical and educational concerns. We recommend future empirical studies recognise the different approaches and priorities when designing and evaluating learning with immersive Virtual Reality. We also recommend that future systematic reviews investigate immersive Virtual Reality-based learning not only by learning topics or learner demographics, but also by task designs and learning experiences

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    KAVE - Kinect Cave: design, tools and comparative analysis with other VR technologies

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    Virtual reality has been delivered through many different forms and iterations. One of them is the CAVE. CAVE systems have developed over the yearsbuttheyarestillhaveprohibitivecostsandarerathercomplextoimplement. In this thesis we propose our own low-cost CAVE system - comprised of details about the setup as well as a calibration software that was developedtohelpachievethegoalsofthisthesis-andcompareittootherlost-cost CAVEsfoundintheliterature. Thisthesisalsoencompassesapresencestudy that was performed as a result of assessing the resulting CAVE. This study compared CAVE, PC and Head-Mounted Display in terms of presence and workloadthroughtheuseofvalidatedquestionnairesfoundintheliterature. The resulting data showed HMD induced higher sense of presence than the CAVE, and CAVE induced higher sense of presence than the PC. Regarding workloadofthesystem,thedataalsoshowednostatisticallymeaningfuldifferences between the three technologies except for the physical demand of performing a task in a CAVE compared to performing the same task in the PC
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