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1

Nichols, Sarah. "Physical ergonomics of virtual environment use." Applied Ergonomics 30, no. 1 (1999): 79–90. http://dx.doi.org/10.1016/s0003-6870(98)00045-3.

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Chen, Y., Z. Cui, and L. Hao. "Virtual reality in lighting research: Comparing physical and virtual lighting environments." Lighting Research & Technology 51, no. 6 (2019): 820–37. http://dx.doi.org/10.1177/1477153518825387.

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In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the opt
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Kedia, Pooja, and Renuka Nagpal. "Performance Evaluation of Virtual Environment with Respect to Physical Environment." International Journal of Computer Applications 89, no. 11 (2014): 17–22. http://dx.doi.org/10.5120/15676-4425.

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Atanas, Jean-Pierre. "Is Virtual-Physical or Physical-Virtual Manipulatives in Physics Irrelevant within Studio Physics Environment?" Athens Journal of Education 5, no. 1 (2018): 29–42. http://dx.doi.org/10.30958/aje.5-1-2.

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Litaker, Harry, Ron Archer, Brett Montoya, and Robert Howard. "Evaluation Methodologies for Virtual Reality and Physical Test Environments for Spaceflight Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 1340–44. http://dx.doi.org/10.1177/1071181320641320.

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NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual
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Miyoshi, Kouki, Norihiro Abe, Yoshihiro Tabuchi, Hirokazu Taki, and Shoujie He. "Quadruped virtual robot simulation in a virtual environment obeying physical laws." Artificial Life and Robotics 14, no. 3 (2009): 321–23. http://dx.doi.org/10.1007/s10015-009-0661-6.

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Holden, Maureen K., and Thomas Dyar. "Virtual Environment Training." Neurology Report 26, no. 2 (2002): 62–71. http://dx.doi.org/10.1097/01253086-200226020-00003.

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Frankenhuis, Willem E., Ron Dotsch, Johan C. Karremans, and Daniël H. J. Wigboldus. "Male physical risk taking in a virtual environment." Journal of Evolutionary Psychology 8, no. 1 (2010): 75–86. http://dx.doi.org/10.1556/jep.8.2010.1.6.

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Chang Hyuck Im, Min-Geun Lee, and 이명원. "An Implementation Method of Virtual Environment Physical Properties." Journal of the Korea Computer Graphics Society 13, no. 1 (2007): 25–32. http://dx.doi.org/10.15701/kcgs.2007.13.1.25.

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Cubukcu, Ebru, and Jack L. Nasar. "Influence of Physical Characteristics of Routes on Distance Cognition in Virtual Environments." Environment and Planning B: Planning and Design 32, no. 5 (2005): 777–85. http://dx.doi.org/10.1068/b31191.

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Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real e
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Wickman, Casper, and Rikard So¨derberg. "Comparison of Non-Nominal Geometry Models Represented in Physical Versus Virtual Environments." Journal of Computing and Information Science in Engineering 4, no. 3 (2004): 171–77. http://dx.doi.org/10.1115/1.1765120.

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By combining Computer Aided Tolerance (CAT) simulation tools with Virtual Reality (VR) tools, virtual environments for non-nominal geometry verification can be utilized. This paper presents the results from an experimental study, conducted at Volvo Car Corporation, which investigates the perceptional aspects that are related to verification of visual quality appearance, using non-nominal virtual models. Although a realistic non-nominal model is created, the interpretation, i.e. how the model is perceived, must be clarified. Since the effect of geometric variation is a specific application, wit
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Wiegand, Thomas E. von, David W. Schloerb, and W. L. Sachtler. "Virtual Workbench: Near-Field Virtual Environment System with Applications." Presence: Teleoperators and Virtual Environments 8, no. 5 (1999): 492–519. http://dx.doi.org/10.1162/105474699566422.

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A prototype near-field virtual environment system is described that incorporates a CrystalEyes stereoscopic display (viewed in a mirror), a PHANToM manipulandum, and a stereo auditory display. The apparatus, which was designed to achieve registration of three sensory modalities (visual, haptic, and auditory), has a wide range of applications and has been used for both psychophysics and training research. Calibration-verification experiments are described in which human subjects positioned a physical probe attached to the manipulandum so that it appeared to coincide with a visual target on the
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Habermehl, Christian, Achim Kramer, and Georg Jacobs. "Interconnected Drivetrain Development in a Physical and Virtual Environment." ATZ worldwide 121, no. 7-8 (2019): 78–83. http://dx.doi.org/10.1007/s38311-019-0073-8.

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Sadowski, Adam S., and Anna M. Lomanowska. "Virtual intimacy: Propensity for physical contact between avatars in an online virtual environment." Computers in Human Behavior 78 (January 2018): 1–9. http://dx.doi.org/10.1016/j.chb.2017.09.011.

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Du Plessis, Andries, and Bernhardett Theron. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, no. 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.

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The purpose of this paper is to investigate the potential growth and use of Virtual World Technology. It is also concerned with the prospects for the routine use of Virtual Worlds in the workplace, the key aspects being the areas in which businesses are using Virtual World. The research design of this paper is descriptive. This research employs the multi-method data collection approach using surveys, where participants answered questions executed through interviews and questionnaires. The study is built on the combination of quantitative and qualitative analysis. All the respondents were famil
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Mitchell, William. "A changing environment: the virtual world meets the physical world." Architectural Research Quarterly 3, no. 4 (1999): 303–6. http://dx.doi.org/10.1017/s1359135500002207.

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With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.
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Grabowski, Patrick J., Drew N. Rutherford, and Andrea H. Mason. "Modeling Prehension for Physical Collaboration in Virtual Environments." Presence: Teleoperators and Virtual Environments 20, no. 6 (2011): 577–90. http://dx.doi.org/10.1162/pres_a_00083.

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The modeling of human movement is vital for a complete understanding of complex human–computer interaction. As three-dimensional collaborative tangible user interfaces (TUIs) evolve, research is needed to understand how people physically interact with each other within a virtual environment. Previous study of physical collaboration in virtual environments has utilized Fitts' law to model gross upper-extremity movement in a passing task. However, no study has modeled passing tasks that require precision grasp with the human hand, an important feature of human–computer interaction in TUIs. The p
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Li, Meng Long, Hong Jian Peng, and Xin Kang Zhang. "Research on Virtual Learning Community Based on Physical Knowledge." Advanced Materials Research 214 (February 2011): 688–92. http://dx.doi.org/10.4028/www.scientific.net/amr.214.688.

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Based on "Information Technology Curriculum Resources Development" project and their own experience of teaching and learning, knowledge management, physical education-based virtual learning environment built for a more in-depth theory and practice of verification. In this article, the concept of physical education to become a leader in knowledge management, virtual reality user experience possible, emphasizing the virtual learning environment, the flow of knowledge and human interaction, proposed to build a virtual learning environment, the key success factors: culture, management, protection
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Foster, G. T., D. E. N. Wenn, W. S. Harwin, and F. O'Hart. "Generating Virtual Environments to Allow Increased Access to the Built Environment." International Journal of Virtual Reality 3, no. 4 (1998): 11–19. http://dx.doi.org/10.20870/ijvr.1998.3.4.2630.

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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installa
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Dorbe, Nauris, Ingars Ribners, and Krisjanis Nesenbergs. "Prospects of Improving the self-Driving Car Development Pipeline: Transfer of Algorithms from Virtual to Physical Environment." International Journal of Machine Learning and Computing 8, no. 2 (2018): 181–85. http://dx.doi.org/10.18178/ijmlc.2018.8.2.684.

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Brelsford, John W. "Physics Education in a Virtual Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 18 (1993): 1286–90. http://dx.doi.org/10.1177/154193129303701818.

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A study is directed at a comparison of Virtual Reality as an educational tool in physics instruction with standard, teacher-organized, or computer-aided learning. Findings generally indicated that virtual reality-based learning is superior to lecture-based control conditions. The dependent variable was a residualized knowledge of physics measure obtained from subjects four weeks following termination of training. As a training method, virtual reality was superior to the control condition at the four-week retention period. Such a finding supports cognitive theorists who argue that the lack of o
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Padilla-Castañeda, Miguel A., Antonio Frisoli, Silvia Pabon, and Massimo Bergamasco. "The Modulation of Ownership and Agency in the Virtual Hand Illusion under Visuotactile and Visuomotor Sensory Feedback." Presence: Teleoperators and Virtual Environments 23, no. 2 (2014): 209–25. http://dx.doi.org/10.1162/pres_a_00181.

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It is well known by the virtual hand illusion (VHI) that simultaneous and synchronous visuotactile sensory feedback within a virtual environment elicits the feeling of ownership of a virtual hand, by observing for some seconds in a scene a virtual hand being touched while at the same time receiving tactile stimulation on the real hand in the corresponding positions. In this paper, we investigate possible modulations in the feeling of ownership (sensation of owning a virtual hand) and of agency (sensation of owning virtual movements and actions) according to whether or not the participant's own
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Wright, R. Glenn, and Michael Baldauf. "Correlation of Virtual Aids to Navigation to the Physical Environment." TransNav, the International Journal on Marine Navigation and Safety of Sea Transportation 10, no. 2 (2016): 287–99. http://dx.doi.org/10.12716/1001.10.02.11.

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Min, Xin, Wenqiao Zhang, Shouqian Sun, Nan Zhao, Siliang Tang, and Yueting Zhuang. "VPModel: High-Fidelity Product Simulation in a Virtual-Physical Environment." IEEE Transactions on Visualization and Computer Graphics 25, no. 11 (2019): 3083–93. http://dx.doi.org/10.1109/tvcg.2019.2932276.

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Shi, Jing-Cheng, Yang Yu, Qing Da, Shi-Yong Chen, and An-Xiang Zeng. "Virtual-Taobao: Virtualizing Real-World Online Retail Environment for Reinforcement Learning." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 4902–9. http://dx.doi.org/10.1609/aaai.v33i01.33014902.

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Applying reinforcement learning in physical-world tasks is extremely challenging. It is commonly infeasible to sample a large number of trials, as required by current reinforcement learning methods, in a physical environment. This paper reports our project on using reinforcement learning for better commodity search in Taobao, one of the largest online retail platforms and meanwhile a physical environment with a high sampling cost. Instead of training reinforcement learning in Taobao directly, we present our environment-building approach: we build Virtual-Taobao, a simulator learned from histor
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Ezugwu, Absalom E., Seyed M. Buhari, and Sahalu B. Junaidu. "Virtual Machine Allocation in Cloud Computing Environment." International Journal of Cloud Applications and Computing 3, no. 2 (2013): 47–60. http://dx.doi.org/10.4018/ijcac.2013040105.

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Virtual machine allocation problem is one of the challenges in cloud computing environments, especially for the private cloud design. In this environment, each virtual machine is mapped unto the physical host in accordance with the available resource on the host machine. Specifically, quantifying the performance of scheduling and allocation policy on a Cloud infrastructure for different application and service models under varying performance metrics and system requirement is an extremely challenging and difficult problem to resolve. In this paper, the authors present a Virtual Computing Labor
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Vogt, Tobias, Rainer Herpers, Christopher D. Askew, David Scherfgen, Heiko K. Strüder, and Stefan Schneider. "Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State." Neural Plasticity 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/523250.

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Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompa
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Kim, Hyungil, Jessica D. Isleib, and Joseph L. Gabbard. "Virtual Shadow." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 2093–97. http://dx.doi.org/10.1177/1541931213601474.

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Most obvious benefit of augmented reality (AR) displays is direct perception of information atop physical reality. In driving context, however, AR interfaces should be designed carefully to guide drivers’ attention while minimizing attentional narrowing. This work aims to design an interface for cross traffic alert using an AR head up display (HUD) that is compatible with both the driver’s cognitive process and physical reality of driving environment. Ecological interface design (EID) allowed us to complement current user centered design (UCD) approaches by considering human-environment intera
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Haag, Moritz P., and Markus Reiher. "Studying chemical reactivity in a virtual environment." Faraday Discuss. 169 (2014): 89–118. http://dx.doi.org/10.1039/c4fd00021h.

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Chemical reactivity of a set of reactants is determined by its potential (electronic) energy (hyper)surface. The high dimensionality of this surface renders it difficult to efficiently explore reactivity in a large reactive system. Exhaustive sampling techniques and search algorithms are not straightforward to employ as it is not clear which explored path will eventually produce the minimum energy path of a reaction passing through a transition structure. Here, the chemist's intuition would be of invaluable help, but it cannot be easily exploited because (1) no intuitive and direct tool for th
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Erkan, İlker. "Investigation of the contribution of virtual reality to architectural education." Art, Design & Communication in Higher Education 19, no. 2 (2020): 221–40. http://dx.doi.org/10.1386/adch_00024_1.

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This study mainly examines the contribution of the virtual reality environment to architectural education. The primary aim of the study was to investigate the theoretical possibilities of VR technology in an interactive and participatory educational environment that would allow students to examine architectural components and inter-component relationships. A group of 160 volunteers participated in the study, with participants asked to design villas in both natural (non-VR) and virtual reality (VR) environments within a specific period. Designs made in both environments (VR and non-VR) were eva
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LoJacono, Chanel T., Ryan P. MacPherson, Nikita A. Kuznetsov, Louisa D. Raisbeck, Scott E. Ross, and Christopher K. Rhea. "Obstacle Crossing in a Virtual Environment Transfers to a Real Environment." Journal of Motor Learning and Development 6, no. 2 (2018): 234–49. http://dx.doi.org/10.1123/jmld.2017-0019.

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Obstacle crossing, such as stepping over a curb, becomes more challenging with natural aging and could lead to obstacle-related trips and falls. To reduce fall-risk, obstacle training programs using physical obstacles have been developed, but come with space and human resource constraints. These barriers could be removed by using a virtual obstacle crossing training program, but only if the learned gait characteristics transfer to a real environment. We examined whether virtual environment obstacle crossing behavior is transferred to crossing real environment obstacles. Forty participants (n =
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Plummer, Laura, Lesley Smith, Elizabeth Cornforth, and Shweta Gore. "Teaching Psychomotor Skills in a Virtual Environment: An Educational Case Study." Education Sciences 11, no. 9 (2021): 537. http://dx.doi.org/10.3390/educsci11090537.

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In March 2020, most physical therapy schools across the globe transitioned to online learning in response to the COVID-19 pandemic. This change posed unique challenges not only because it required adapting to new technology in a short period but, more importantly, it involved developing ways to teach hands-on psychomotor and clinical skills virtually while maintaining the quality of instruction. In response to the rapid transition, the physical therapy program at MGH Institute of Health Professions (IHP)designed and implemented a novel and effective coaching model to address the challenges. Th
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Chesney, Thomas, Swee-Hoon Chuah, Angela R. Dobele, and Robert Hoffmann. "Information richness and trust in v-commerce: implications for services marketing." Journal of Services Marketing 31, no. 3 (2017): 295–307. http://dx.doi.org/10.1108/jsm-02-2015-0099.

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Purpose The potential for e-commerce is limited by a trust deficit when traders do not interact in a physical, bricks-and-mortar context. The theory of information richness posits that equivocal interactions, such as ones requiring trust, can be facilitated through communication media that transmit multiple cues interactively. This study aims to examine the potential of information-rich virtual worlds to reduce this trust deficit compared with more traditional Web-based e-tailing environments. Design/methodology/approach Rather than focusing on stated intentions, the authors adopt an experimen
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Iwai, Go. "A Virtual Geant4 Environment." Journal of Physics: Conference Series 664, no. 7 (2015): 072023. http://dx.doi.org/10.1088/1742-6596/664/7/072023.

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Brendley, Keith W., Joseph Cohn, Jed Marti, and Paul DiZio. "Demonstration of a Motion Coupled Virtual Environment (Mocove) – a Device for Reducing Spatial Disorientation in Uncoupled Virtual and Motion Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 7 (2002): 766–70. http://dx.doi.org/10.1177/154193120204600704.

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The U.S. Navy intends to field Virtual Environments (VE) aboard ships and submarines for training crews at sea and in harbor. The shipboard environment combined with a VE presents a challenge for reducing the side effects, most notably motion sickness, postural instability and spatial disorientation. The discrepancy between actual motion and perceived motion in the VE has been shown to be among the greatest contributing factors to side effects. The two environments, virtual and real, combine to create a highly provocative “motion discordant environment.” This demonstration presents an approach
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Yarberry, Shana, and Cynthia Sims. "The Impact of COVID-19-Prompted Virtual/Remote Work Environments on Employees’ Career Development: Social Learning Theory, Belongingness, and Self-Empowerment." Advances in Developing Human Resources 23, no. 3 (2021): 237–52. http://dx.doi.org/10.1177/15234223211017850.

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The Problem The COVID-19 pandemic caused many workers to move from brick and mortar buildings to virtual/remote environments. This created situations in which workers were forced to not only work virtually, but to work alone. The lack of physical contact with others has the potential to stifle efforts to remain engaged and consequently impede career development and progress. The Solution Virtual mentoring is essential for providing emotional support, creating opportunities for dialogue, helping employees discover a balance between work and life, implementing a reward system, and enhancing an o
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Martins, Octávio P., and Alcínia Z. Sampaio. "Bridge Launching Construction Visualized in a Virtual Environment." International Journal of Virtual Reality 10, no. 2 (2011): 49–56. http://dx.doi.org/10.20870/ijvr.2011.10.2.2811.

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Virtual Reality techniques were used to develop an interactive application concerning the incremental launching construction of bridges, in the area of Civil Engineering. It was developed in order to facilitate understanding of the various phases involved in the construction. The visualization of the distinct physical steps of the construction is shown in the virtual application. The model makes it possible to view the physical evolution of the work, to follow the planned construction sequence and to visualize details of the form of every component of the work. It also supports the study of th
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Wang, Yong, Sankar Jayaram, Uma Jayaram, Kevin Lyons, and Peter Hart. "Physically Based Modeling in Virtual Assembly." International Journal of Virtual Reality 5, no. 1 (2001): 185–99. http://dx.doi.org/10.20870/ijvr.2001.5.1.2679.

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Virtual assembly is a promising application of virtual reality in design and manufacturing that has drawn much attention from industry and research institutes. Physically based modeling has been an important research topic in computer graphics and virtual reality. In this paper, physically based modeling issues in virtual assembly are investigated. The specific requirements and characteristics of physically based modeling in virtual assembly versus those in traditional computer graphics are analyzed and studied. The mass properties of the assembly models are extracted from the Computer Aided D
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Kohonen-Aho, Laura, and Pauli Alin. "Introducing a Video-Based Strategy for Theorizing Social Presence Emergence in 3D Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 2 (2015): 113–31. http://dx.doi.org/10.1162/pres_a_00222.

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Researchers have recently suggested that although new technologies (e.g., 3D virtual environments) can enhance social presence in virtual teams, social presence is nontechnological in nature. Others have specified that social presence emerges in social interaction through copresence, psychological involvement, and behavioral engagement. However, current research methods do not fully capture the emergent nature of social presence in 3D virtual environments. We address this shortcoming by developing a novel research strategy for theorizing social presence emergence in 3D virtual environments. Th
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Kao, Yung Chou, Hong Ying Chen, and Y. C. Chen. "Development of a Virtual Controller Integrating Virtual and Physical CNC." Materials Science Forum 505-507 (January 2006): 631–36. http://dx.doi.org/10.4028/www.scientific.net/msf.505-507.631.

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This paper describes the development of a virtual CNC controller. Controller is the major driver for a CNC machine. Similarly, virtual controller is the key driving component for a virtual CNC, which is a three-dimensional digitized physical CNC. A virtual CNC can exist in every PC serving as the complementary safer counterpart in lecturing and learning the hand on operation of expensive machinery such as five-axis milling machine, high speed CNC and mill-turn because the virtual CNC will not break. Virtual reality environment provided by EON studio software has been adopted in establishing th
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Li, Yunwang, Sumei Dai, Yong Shi, Lala Zhao, and Minghua Ding. "Navigation Simulation of a Mecanum Wheel Mobile Robot Based on an Improved A* Algorithm in Unity3D." Sensors 19, no. 13 (2019): 2976. http://dx.doi.org/10.3390/s19132976.

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Computer simulation is an effective means for the research of robot navigation algorithms. In order to implement real-time, three-dimensional, and visual navigation algorithm simulation, a method of algorithm simulation based on secondary development of Unity3D is proposed. With this method, a virtual robot prototype can be created quickly with the imported 3D robot model, virtual joints, and virtual sensors, and then the navigation simulation can be carried out using the virtual prototype with the algorithm script in the virtual environment. Firstly, the scripts of the virtual revolute joint,
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Goggins, Sean, Matthew Schmidt, Jesus Guajardo, and Joi L. Moore. "3D Virtual Worlds." International Journal of Social and Organizational Dynamics in IT 1, no. 1 (2011): 30–48. http://dx.doi.org/10.4018/ijsodit.2011010103.

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Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a sma
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Barends, Ard J., Reinout E. de Vries, and Mark van Vugt. "Gamified Personality Assessment." Zeitschrift für Psychologie 227, no. 3 (2019): 207–17. http://dx.doi.org/10.1027/2151-2604/a000379.

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Abstract. Unobtrusive behavioral cues of personality traits can be found in physical and virtual environments (e.g., office environments and social media profiles), but detecting and coding such cues are a painstaking effort, and therefore impractical for research purposes. Measuring people’s choices in a virtual, gamified environment may offer a suitable substitute. It is currently unknown whether Honesty-Humility can also be assessed in a virtual environment. In two studies, we demonstrate that Honesty-Humility can be inferred with at least modest validity from virtual behavior cues. In a th
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West, Ruth, Eitan Mendelowitz, Zach Thomas, et al. "Designing a VR Arena: Integrating Virtual Environments and Physical Spaces for Social Sensorial Data-Driven Experiences." Electronic Imaging 2020, no. 13 (2020): 360–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-360.

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Data-driven use scenarios for virtual and augmented reality are increasingly social, multiplayer and integrated in real world environments, yet these remain limited player experiences in that each player wears a device that enables their immersion and removes them in some sense from the broader physical space and social interactions in which it is occurring. Our work explores one possibility for overcoming these limitations by integrating the virtual environment with the physical space it is occupying through the use of a VR Arena design. We explore the design and development of blended virtua
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Imran, Abid, Sang-Hwa Kim, Young-Bin Park, Il Hong Suh, and Byung-Ju Yi. "Singulation of Objects in Cluttered Environment Using Dynamic Estimation of Physical Properties." Applied Sciences 9, no. 17 (2019): 3536. http://dx.doi.org/10.3390/app9173536.

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This paper presents a scattering-based technique for object singulation in a cluttered environment. An analytical model-based control scattering approach is necessary for controlled object singulation. Controlled scattering implies achieving the desired distances between objects after collision. However, current analytical approaches are limited due to insufficient information of the physical environment properties, such as the coefficient of restitution, coefficient of friction, and masses of objects. In this paper, this limitation is overcome by introducing a technique to learn these paramet
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Chen, Chun Ta, Shin Yong Chen, Chien Hsiang Liao, and Shi Chang Zeng. "Visualization of Nanomanipulation Using an Interactive Virtual Environment." Applied Mechanics and Materials 284-287 (January 2013): 3468–72. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3468.

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This work lies on the framework of an interactive virtual environment for nanomanipulation. The model for the simulation of a manipulated nanoparticle dynamics in the virtual environment is constructed from the computed molecular dynamics. According to the operation by single-tip scanning probe microscope(SPM) for the nanomanipulation, the molecular forces are calculated based on the Lennard-Jones force-field such that the motion of the manipulated nanoparticles can be rendered for real-time virtual reality applications. Moreover, by coupling the CAD softwares to virtual reality (VR) technique
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Wojciechowski, A. "Camera navigation support in a virtual environment." Bulletin of the Polish Academy of Sciences: Technical Sciences 61, no. 4 (2013): 871–84. http://dx.doi.org/10.2478/bpasts-2013-0094.

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Abstract Artificial camera navigation is the most ubiquitous and principal interaction task within a virtual environment. Efficient and intuitive virtual scene navigation affects other tasks completion performance. Though many scientists have elaborated invaluable navigation techniques design guidelines, it is still, especially for novice users, the really challenging and demanding process. The user interface input hardware imprecision, interface operation cognitive burden put on users and deficiency of direct mapping between user physical movement and virtual camera navigation evoke discrepan
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Refsland, Scot Thrane, Takeo Ojika, and Robert Berry. "Enhanced Environments: Large-Scale, Real-Time Ecosystems." Presence: Teleoperators and Virtual Environments 11, no. 3 (2002): 221–46. http://dx.doi.org/10.1162/105474602317473196.

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This research proposes a new method for using real-time information to support large-scale, climatic virtual environments that exhibit natural eco-behavioral conditions. The purpose of this research is to support a real-time virtual ecosystem created by live weather information and GIS terrain data, and delivered through a common multimedia PC/Internet network. For this research experiment, we customized available GIS satellite, terrain, and photography data to construct a highly accurate, large-scale, virtual environment. Next, a Web-based climatic collection system was developed to persisten
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Ghionea, Ionuţ Gabriel, Goran Devedžić, and Saša Ćuković. "Parametric Modeling of Surfaces Using CATIA v5 Environment." Applied Mechanics and Materials 760 (May 2015): 93–98. http://dx.doi.org/10.4028/www.scientific.net/amm.760.93.

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The goal of the CAD parametric modeling is to create a 3D representation, flexible and complex enough to encourage the engineer to easily consider a variety of designs with the cost of applying changes as low as possible. Geometric modeling systems provide a virtual environment similar to the real one in which the physical model is constructed/designed and manipulated. Using such a system, the engineer models, adds, deforms and edits parts in the process of detailing a shape. The virtual model may look the same as the real physical model, but it’s intangible. However, the 3D virtual model is a
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Varlamov, Andrey V., and Natalya V. Yakovleva. "Dynamics of Perception Distortions of Human Body Physical Dimensions in Virtual Reality." RUDN Journal of Psychology and Pedagogics 18, no. 1 (2021): 254–70. http://dx.doi.org/10.22363/2313-1683-2021-18-1-254-270.

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Controlling characters in a virtual reality (VR) environment can lead to the interiorization of their body dimensions by the recipients. The possible preservation of these distortions in their psyche will indicate a high degree of psychological impact of a VR on a person and the potential danger of developing depersonalization of the recipients and their dependence on such stimulation. The study of the stability of these distortions is necessary in the context of ensuring the safety of the impact of VR environments on the human psyche. The main focus of the study is on the perception distortio
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