2,413 research outputs found

    Virtual Reality

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    At present, the virtual reality has impact on information organization and management and even changes design principle of information systems, which will make it adapt to application requirements. The book aims to provide a broader perspective of virtual reality on development and application. First part of the book is named as "virtual reality visualization and vision" and includes new developments in virtual reality visualization of 3D scenarios, virtual reality and vision, high fidelity immersive virtual reality included tracking, rendering and display subsystems. The second part named as "virtual reality in robot technology" brings forth applications of virtual reality in remote rehabilitation robot-based rehabilitation evaluation method and multi-legged robot adaptive walking in unstructured terrains. The third part, named as "industrial and construction applications" is about the product design, space industry, building information modeling, construction and maintenance by virtual reality, and so on. And the last part, which is named as "culture and life of human" describes applications of culture life and multimedia-technology

    Applications of Virtual Reality

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    Information Technology is growing rapidly. With the birth of high-resolution graphics, high-speed computing and user interaction devices Virtual Reality has emerged as a major new technology in the mid 90es, last century. Virtual Reality technology is currently used in a broad range of applications. The best known are games, movies, simulations, therapy. From a manufacturing standpoint, there are some attractive applications including training, education, collaborative work and learning. This book provides an up-to-date discussion of the current research in Virtual Reality and its applications. It describes the current Virtual Reality state-of-the-art and points out many areas where there is still work to be done. We have chosen certain areas to cover in this book, which we believe will have potential significant impact on Virtual Reality and its applications. This book provides a definitive resource for wide variety of people including academicians, designers, developers, educators, engineers, practitioners, researchers, and graduate students

    Intelligent tutoring in virtual reality for highly dynamic pedestrian safety training

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    This thesis presents the design, implementation, and evaluation of an Intelligent Tutoring System (ITS) with a Virtual Reality (VR) interface for child pedestrian safety training. This system enables children to train practical skills in a safe and realistic virtual environment without the time and space dependencies of traditional roadside training. This system also employs Domain and Student Modelling techniques to analyze user data during training automatically and to provide appropriate instructions and feedback. Thus, the traditional requirement of constant monitoring from teaching personnel is greatly reduced. Compared to previous work, especially the second aspect is a principal novelty for this domain. To achieve this, a novel Domain and Student Modeling method was developed in addition to a modular and extensible virtual environment for the target domain. While the Domain and Student Modeling framework is designed to handle the highly dynamic nature of training in traffic and the ill-defined characteristics of pedestrian tasks, the modular virtual environment supports different interaction methods and a simple and efficient way to create and adapt exercises. The thesis is complemented by two user studies with elementary school children. These studies testify great overall user acceptance and the system’s potential for improving key pedestrian skills through autonomous learning. Last but not least, the thesis presents experiments with different forms of VR input and provides directions for future work.Diese Arbeit behandelt den Entwurf, die Implementierung sowie die Evaluierung eines intelligenten Tutorensystems (ITS) mit einer Virtual Reality (VR) basierten Benutzeroberfläche zum Zwecke von Verkehrssicherheitstraining für Kinder. Dieses System ermöglicht es Kindern praktische Fähigkeiten in einer sicheren und realistischen Umgebung zu trainieren, ohne den örtlichen und zeitlichen Abhängigkeiten des traditionellen, straßenseitigen Trainings unterworfen zu sein. Dieses System macht außerdem von Domain und Student Modelling Techniken gebrauch, um Nutzerdaten während des Trainings zu analysieren und daraufhin automatisiert geeignete Instruktionen und Rückmeldung zu generieren. Dadurch kann die bisher erforderliche, ständige Überwachung durch Lehrpersonal drastisch reduziert werden. Verglichen mit bisherigen Lösungen ist insbesondere der zweite Aspekt eine grundlegende Neuheit für diesen Bereich. Um dies zu erreichen wurde ein neuartiges Framework für Domain und Student Modelling entwickelt, sowie eine modulare und erweiterbare virtuelle Umgebung für diese Art von Training. Während das Domain und Student Modelling Framework so entworfen wurde, um mit der hohen Dynamik des Straßenverkehrs sowie den vage definierten Fußgängeraufgaben zurecht zu kommen, unterstützt die modulare Umgebung unterschiedliche Eingabeformen sowie eine unkomplizierte und effiziente Methode, um Übungen zu erstellen und anzupassen. Die Arbeit beinhaltet außerdem zwei Nutzerstudien mit Grundschulkindern. Diese Studien belegen dem System eine hohe Benutzerakzeptanz und stellt das Potenzial des Systems heraus, wichtige Fähigkeiten für Fußgängersicherheit durch autodidaktisches Training zu verbessern. Nicht zuletzt beschreibt die Arbeit Experimente mit verschiedenen Formen von VR Eingaben und zeigt die Richtung für zukünftige Arbeit auf

    ENVISIONING BETTER POLICE PERFORMANCE WITH SELECTIVE-FIDELITY TRAINING: LESSONS FROM SIMULATIONS AND VIRTUAL REALITY IN AVIATION AND MEDICINE

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    This thesis explores how technology-based, selective-fidelity training methods found in aviation and medicine can improve law enforcement training and performance. Professionals in aviation, medicine, and law enforcement all encounter high-risk and unpredictable situations. Within aviation and medicine, research has shown that simulation and virtual reality (VR) can improve performance at all levels—from beginner to advanced. This thesis reviews Bloom’s taxonomy, state- and context-dependent learning, and law enforcement training practices; assesses the efficacy of selective-training methods across the aviation and medical fields; and reviews real-world applications of simulation and VR. This research determined that certain technology-based, selective-fidelity training methods found in aviation and medicine may improve law enforcement training and performance. To best leverage simulation and VR, the law enforcement community should match the device’s fidelity (high or low) to the underlying learning objective; utilize both high- and low-fidelity training methods confidently; and mimic the medical sector’s standard, policy, and procedure development for technology-based, selective-fidelity training methods. Also, high-fidelity training methods may improve performance in novel situations. Finally, law enforcement trainers should use certain devices to mitigate stress, treat post-traumatic stress disorder, teach checklist material, and promote confidence.Civilian, City of Tulsa, Tulsa Police DepartmentApproved for public release. Distribution is unlimited

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

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    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    Interactions in Virtual Worlds:Proceedings Twente Workshop on Language Technology 15

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    An interactive interior design syatem using desktop virtual reality technology

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    In the design plan of a living room, a 3D simulation can provide a much better sense of what and how the living room would look like. This 3D simulation can provide better perception of the living room plan rather than simply sketches, drawings, or catalogues. Generally, the objective of this project is to design and develop a virtual interior design of a living room which allows the users to visualize and also change some of the attributes of the living room using the VR system to their own preferences. For this project, two virtual living rooms with two different sets of interior design we re constructed. The virtual living room was constructed using V RML text editor as well as 3ds M ax 7 software. Software such as Adobe Photoshop CS and Microsoft Visual Basic 6.0 has been chosen as the tools for designing and developing the interface of the virtual living room control panel. The system developed enables the user to change the color and texture of some of the furnishing attributes as well as being able to switch the lamps on or off. The system’s usability is evaluated using the Cooperative Evaluation Technique that brings together designer and user in a cooperative context. With the VR system that is able to navigate, define and modify the living room virtually, this system can play an important role as a user interface system for virtual experience
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