573 research outputs found

    Virtual library:a technical implementation for a virtual reality library interface

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    Abstract. Libraries, as traditional information storages, serve an important role in providing free access to civilization’s knowledge to the public. In the advent of the information society, conventional means of knowledge seeking slowly become obsolete. As technologies advance, libraries shall discover how available inventions could be utilized in enhancing library services and raising public awareness. The offer to discover Virtual Library project was given to the author by the Center for Ubiquitous Computing in the University of Oulu, with the idea originating from Oulu City Library. The goal of the project was to implement an interactive application that would provide a unique experience for library users and show off capabilities of modern virtual technologies. The requirements for it were elicited and refined in a series of participatory design workshops held in Oulu City Library, and as a result, the content of initial web prototype was utilized in the creation of standalone virtual reality application on Unreal Engine 4. The application works with Oculus Rift headset and Oculus Touch motion controllers and lets the user explore the virtual model of Oulu City Library premises as well as some fictional places, added for diverse experience, and experience several activities. Virtual Library was evaluated in a series of testing sessions held in the Oulu City Library with a total of 12 participants, which were primarily the library’s staff members. Overall, the application was positively acclaimed, providing an interesting and unusual library experience, and presenting capabilities of modern virtual reality technologies.Virtuaalikirjasto : tekninen kuvaus virtuaalitodellisuutta hyödyntävälle kirjastopalvelulle. Tiivistelmä. Kirjastoilla on perinteisesti tärkeä rooli tiedon välittäjinä ja tallentajina. Kirjastojen tulee myös mahdollistaa pääsy tiedon ääreen. Siirryttäessä lähemmäksi tietoyhteiskuntaa, perinteiset tavat käsitellä ja havainnoida tietoa ovat jäämässä historiaan. Myös kirjastot kehittyvät ja oppivat kuinka uusia teknologioita on mahdollista hyödyntää tiedon välittämisessä yhteisöille. Virtuaalikirjasto-projekti lähti Oulun kaupungin kirjaston pyynnöstä Oulun yliopiston Jokapaikan tietotekniikan tutkimusryhmälle. Projektin päämääränä oli toteuttaa interaktiivinen sovellus, joka tarjoaisi kirjaston asiakkaille elämyksellistä sisältöä samalla havainnollistaen virtuaalitodellisuuden ja siihen liittyvien teknologioiden mahdollisuuksia. Sovelluksen toteutusta hiottiin Oulun kaupunginkirjastossa sarjalla osallistavan suunnittelun mukaisia työpajoja. Virtuaalitodellisuussovellus toteutettiin Unreal Engine 4 -pelimoottorilla. Se toimii Oculus Rift -virtuaalilaseilla ja Oculus Touch -ohjaimilla. Sovelluksessa on mahdollista kulkea vapaasti virtuaalisessa Oulun kaupunginkirjastossa, sekä tilaan liitetyissä mielikuvituksellisemmissa maailmoissa. Virtuaalikirjasto-sovellus evaluoitiin Oulun kaupunginkirjastossa sarjalla käyttäjätestejä. Testikäyttäjiä oli kaikkiaan 12 ja he olivat pääosin kirjaston työntekijöitä. Sovelluksen vastaanotto oli positiivinen. Käyttäjät totesivat sen havainnollistavan käytettävissä olevan tekniikan mahdollisuuksia samalla tarjoten mielenkiintoisen ja epätavallisen kirjastokokemuksen

    NASA Tech Briefs, June 1994

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    Topics covered include: Microelectronics; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery/Automation; Manufacturing/Fabrication; Mathematics and Information Sciences; Life Sciences; Books and Report

    Advanced Bionic Attachment Equipment Inspired by the Attachment Performance of Aquatic Organisms: A Review

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    In nature, aquatic organisms have evolved various attachment systems, and their attachment ability has become a specific and mysterious survival skill for them. Therefore, it is significant to study and use their unique attachment surfaces and outstanding attachment characteristics for reference and develop new attachment equipment with excellent performance. Based on this, in this review, the unique non-smooth surface morphologies of their suction cups are classified and the key roles of these special surface morphologies in the attachment process are introduced in detail. The recent research on the attachment capacity of aquatic suction cups and other related attachment studies are described. Emphatically, the research progress of advanced bionic attachment equipment and technology in recent years, including attachment robots, flexible grasping manipulators, suction cup accessories, micro-suction cup patches, etc., is summarized. Finally, the existing problems and challenges in the field of biomimetic attachment are analyzed, and the focus and direction of biomimetic attachment research in the future are pointed out

    Building Services Engineering March/April 2023

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    IE 655-852: Concurrent Engineering

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    IE 655-851: Concurrent Engineering

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    IE 655-851: Concurrent Engineering

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    A Helping Hand for Europe: The Competitive Outlook for the EU Robotics Industry

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    This report is one of a series resulting from a project entitled ¿Competitiveness by Leveraging Emerging Technologies Economically¿ (COMPLETE), carried out by JRC-IPTS. Each of the COMPLETE studies illustrates in its own right that European companies are active on many fronts of emerging and disruptive ICT technologies and are supplying the market with relevant products and services. Nevertheless, the studies also show that the creation and growth of high tech companies is still very complex and difficult in Europe, and too many economic opportunities seem to escape European initiatives and ownership. COMPLETE helps to illustrate some of the difficulties experienced in different segments of the ICT industry and by growing potential global players. Hopefully, COMPLETE will contribute to a better understanding of the opportunities and help shape better market conditions (financial, labour and product markets) to sustain European competitiveness and economic growth. This report deals with robotics applications in general, and in two specific areas selected because of potential market and EU capability in these areas: robotics applications in SMEs, and robotics safety. It starts by introducing the state of the art in robotics, their applications, market size, value chains and disruptive potential of emerging robotics technologies. For each of the two specific areas, the report describes the EU landscape, potential market, benefits, difficulties, and how these might be overcome. The last chapter draws together the findings of the study, to consider EU competitiveness in robotics, opportunities and policy implications. The work is based on desk research and targeted interviews with industry experts in Europe and beyond. The results were reviewed by experts and in a dedicated workshop.JRC.DDG.J.4-Information Societ
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