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1

Oliveira, Manuel, Joel Jordan, Joao Pereira, Joaquim Jorge, and Anthony Steed. "Analysis Domain Model for Shared Virtual Environments." International Journal of Virtual Reality 8, no. 4 (January 1, 2009): 1–30. http://dx.doi.org/10.20870/ijvr.2009.8.4.2745.

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The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual envir
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Durlach, Nat, and Mel Slater. "Presence in Shared Virtual Environments and Virtual Togetherness." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 214–17. http://dx.doi.org/10.1162/105474600566736.

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This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.
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Amselem, Denis. "A Window on Shared Virtual Environments." Presence: Teleoperators and Virtual Environments 4, no. 2 (January 1995): 130–45. http://dx.doi.org/10.1162/pres.1995.4.2.130.

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This paper presents the architecture of a multiuser distributed virtual environment (VE) software system currently used in the Virtual Perception Laboratory at the SRI International. It shows how the Linda parallel language helped in the realization of that system. An unusual interface used to fly through this shared VE is also presented: a hand-held display (HHD).
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Buttolo, Pietro, Roberto Oboe, and Blake Hannaford. "Architectures for shared haptic virtual environments." Computers & Graphics 21, no. 4 (July 1997): 421–29. http://dx.doi.org/10.1016/s0097-8493(97)00019-8.

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5

Waters, R. C., and J. W. Barrus. "The rise of shared virtual environments." IEEE Spectrum 34, no. 3 (March 1997): 20–25. http://dx.doi.org/10.1109/6.576004.

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Liarokapis, Fotis, and Eike Falk Anderson. "Collaborating and Learning in Shared Virtual Environments." IEEE Computer Graphics and Applications 40, no. 5 (September 1, 2020): 8–9. http://dx.doi.org/10.1109/mcg.2020.3015412.

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7

Ruth, P., X. Jiang, D. Xu, and S. Goasguen. "Virtual distributed environments in a shared infrastructure." Computer 38, no. 5 (May 2005): 63–69. http://dx.doi.org/10.1109/mc.2005.175.

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8

Schroeder, Ralph. "Being There Together and the Future of Connected Presence." Presence: Teleoperators and Virtual Environments 15, no. 4 (August 1, 2006): 438–54. http://dx.doi.org/10.1162/pres.15.4.438.

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Research on virtual environments has provided insights into the experience of presence (or being there) and copresence (being there together). Several dimensions of this experience, including the realism of the environment and of the avatar embodiment, have been investigated. At the same time, research on a number of new media has begun to use concepts that are similar to copresence—such as mutual awareness, connected presence, and engagement. Since digital environments can be reconfigured and combined easily, and since an increasing number of such environments are used to connect people in th
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Hudák, Marián, Štefan Korečko, and Branislav Sobota. "LIRKIS Global Collaborative Virtual Environments: Current State and Utilization Perspective." Open Computer Science 11, no. 1 (December 17, 2020): 99–106. http://dx.doi.org/10.1515/comp-2020-0124.

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AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, suc
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Reeve, Carlton. "Presence in Virtual Theater." Presence: Teleoperators and Virtual Environments 9, no. 2 (April 2000): 209–13. http://dx.doi.org/10.1162/105474600566727.

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Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.
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Green, Mark. "Shared virtual environments: The implications for tool builders." Computers & Graphics 20, no. 2 (March 1996): 185–89. http://dx.doi.org/10.1016/0097-8493(95)00124-7.

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12

Bailenson, Jeremy N., Andrew C. Beall, and Jim Blascovich. "Gaze and task performance in shared virtual environments." Journal of Visualization and Computer Animation 13, no. 5 (2002): 313–20. http://dx.doi.org/10.1002/vis.297.

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Parry, Jack. "Shared Reality." idea journal 17, no. 02 (December 1, 2020): 144–62. http://dx.doi.org/10.37113/ij.v17i02.390.

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This article presents a phenomenological inquiry in the extreme environments of the Arctic winter and of ‘Shared Reality’—a hybrid form of virtual reality merging spherical video documentation, virtual reality and present reality. The inquiry was carried out in two parallel spheres of ownness: one in the Arctic and the other in the Shared Reality. The outcome was documented using the footage of a spherical 360° camera in the Arctic and thick description to provide accounts of the lived experience in both spheres of ownness. Shared Reality facilitates a perspective into phenomenology that incor
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O’Connor, Eileen A., and Jelia Domingo. "A Practical Guide, With Theoretical Underpinnings, for Creating Effective Virtual Reality Learning Environments." Journal of Educational Technology Systems 45, no. 3 (February 8, 2017): 343–64. http://dx.doi.org/10.1177/0047239516673361.

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With the advent of open source virtual environments, the associated cost reductions, and the more flexible options, avatar-based virtual reality environments are within reach of educators. By using and repurposing readily available virtual environments, instructors can bring engaging, community-building, and immersive learning opportunities to students. Based on many years of academic research and development within this environment, the authors suggest educationally productive, research-supported ways to create learning environments that can motivate, engage, and educate participants. Instruc
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Slater, Mel, and Sylvia Wilbur. "A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments." Presence: Teleoperators and Virtual Environments 6, no. 6 (December 1997): 603–16. http://dx.doi.org/10.1162/pres.1997.6.6.603.

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This paper reviews the concepts of immersion and presence in virtual environments (VEs). We propose that the degree of immersion can be objectively assessed as the characteristics of a technology, and has dimensions such as the extent to which a display system can deliver an inclusive, extensive, surrounding, and vivid illusion of virtual environment to a participant. Other dimensions of immersion are concerned with the extent of body matching, and the extent to which there is a self-contained plot in which the participant can act and in which there is an autonomous response. Presence is a sta
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Kelly, Jonathan W., Andrew C. Beall, and Jack M. Loomis. "Perception of Shared Visual Space: Establishing Common Ground in Real and Virtual Environments." Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 442–50. http://dx.doi.org/10.1162/1054746041944786.

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When people have visual access to the same space, judgments of this shared visual space (shared vista) can facilitate communication and collaboration. This study establishes baseline performance on a shared vista task in real environments and draws comparisons with performance in visually immersive virtual environments. Participants indicated which parts of the scene were visible to an assistant or avatar (simulated person used in virtual environments) and which parts were occluded by a nearby building. Errors increased with increasing distance between the participant and the assistant out to
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O’Malley, Marcia K., Abhishek Gupta, Matthew Gen, and Yanfang Li. "Shared Control in Haptic Systems for Performance Enhancement and Training." Journal of Dynamic Systems, Measurement, and Control 128, no. 1 (November 30, 2005): 75–85. http://dx.doi.org/10.1115/1.2168160.

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This paper presents a shared-control interaction paradigm for haptic interface systems, with experimental data from two user studies. Shared control, evolved from its initial telerobotics applications, is adapted as a form of haptic assistance in that the haptic device contributes to execution of a dynamic manual target-hitting task via force commands from an automatic controller. Compared to haptic virtual environments, which merely display the physics of the virtual system, or to passive methods of haptic assistance for performance enhancement based on virtual fixtures, the shared-control ap
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Schuwerk, Clemens, Giulia Paggetti, Rahul Chaudhari, and Eckehard Steinbach. "Perception-Based Traffic Control for Shared Haptic Virtual Environments." Presence: Teleoperators and Virtual Environments 23, no. 3 (October 1, 2014): 320–38. http://dx.doi.org/10.1162/pres_a_00196.

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Shared Haptic Virtual Environments (SHVEs) are often realized using a client–server communication architecture. In this case, a centralized physics engine, running on the server, is used to simulate the object-states in the virtual environment (VE). At the clients, a copy of the VE is maintained and used to render the interaction forces locally, which are then displayed to the human through a haptic device. While this architecture ensures stability in the coupling between the haptic device and the virtual environment, it necessitates a high number of object-state update packets transmitted fro
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Aleksandrovich, Angelina, and Leonardo Mariano Gomes. "Shared multisensory sexual arousal in virtual reality (VR) environments." Paladyn, Journal of Behavioral Robotics 11, no. 1 (August 4, 2020): 379–89. http://dx.doi.org/10.1515/pjbr-2020-0018.

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AbstractThis research explores multisensory sexual arousal in men and women, and how it can be implemented and shared between multiple individuals in Virtual Reality (VR). This is achieved through the stimulation of human senses with immersive technology including visual, olfactory, auditory, and haptic triggers. Participants are invited to VR to test various sensory triggers and assess them as sexually arousing or not. A literature review on VR experiments related to sexuality, the concepts of perception and multisensory experiments, and data collected from self-reports was used to conclude.
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Kim, Soo Jeong, Kyung Jun Gil, HyungSeok Kim, Sang Boem Lim, and Jee-in Kim. "Adaptive interactions in shared virtual environments for heterogeneous devices." Computer Animation and Virtual Worlds 21, no. 5 (September 29, 2010): 531–43. http://dx.doi.org/10.1002/cav.338.

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Oliveira, Manuel, Jon Crowcroft, and Mel Slater. "Components for Distributed Virtual Environments." Presence: Teleoperators and Virtual Environments 10, no. 1 (February 2001): 51–61. http://dx.doi.org/10.1162/105474601750182315.

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A virtual environment (VE) presents a complex problem with interesting nontrivial challenges for software development. The problems increase when considering VEs that are both distributed and shared among multiple participants. The majority of existing systems supporting large-scale VEs (LSVEs) are based on monolithic architectures, making maintenance and software reuse difficult at best. These problems have begun to be addressed by recent VE systems that employ software engineering principles in their design. Although modularity is addressed, many other issues remain unsolved, such as interop
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Matsuda, Kouichi. "Evaluation of Personal Agent-Oriented Virtual Society—PAW." Presence: Teleoperators and Virtual Environments 10, no. 2 (April 2001): 160–74. http://dx.doi.org/10.1162/105474601750216786.

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In recent years, communication networks and computer technologies make it possible to create a cyberspace on the Internet. Recently, several 3-D shared virtual spaces and worlds have been realized in which users can share the same experience in a shared virtual environment. The next important step is to extend these environments into a virtual society. To realize a virtual society, it is important to obtain a large number of users in a virtual world and evaluate what kind of functions (especially, social functions) and interface should be supported. For this purpose, we constructed a personal
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Men, Liang, Nick Bryan-Kinns, and Louise Bryce. "Designing spaces to support collaborative creativity in shared virtual environments." PeerJ Computer Science 5 (November 4, 2019): e229. http://dx.doi.org/10.7717/peerj-cs.229.

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Shared virtual environments (SVEs) have been researched extensively within the fields of education, entertainment, work, and training, yet there has been limited research on the creative and collaborative aspects of interactivity in SVEs. The important role that creativity and collaboration play in human society raises the question of the way that virtual working spaces might be designed to support collaborative creativity in SVEs. In this paper, we outline an SVE named LeMo, which allows two people to collaboratively create a short loop of music together. Then we present a study of LeMo, in w
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Zhang, Kathleen Ying-Ying, Vlad Baran, Aybar Aydin, Michail Oikonomidis, Richard King, and Wieslaw Woszczyk. "Virtual acoustics in distributed performance over a closed audio network." Journal of the Acoustical Society of America 155, no. 3_Supplement (March 1, 2024): A129. http://dx.doi.org/10.1121/10.0027049.

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We explore an application of active acoustics used to produce a shared virtual environment for live musical performance. As part of a concert given in the Immersive Media Lab at McGill University, musicians and audience members were located in adjacent but acoustically isolated spaces on the same digital audio network. With computer generated effects and live instruments, the concert consisted of electroacoustic performances that utilized dynamic virtual environments produced by our Virtual Acoustic Technology (VAT) system as an improvisatory partner and a mixing device to blend the diffusion
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Huang, Xincheng, and Robert Xiao. "SurfShare." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 7, no. 4 (December 19, 2023): 1–24. http://dx.doi.org/10.1145/3631418.

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Shared Mixed Reality experiences allow two co-located users to collaborate on both physical and digital tasks with familiar social protocols. However, extending the same to remote collaboration is limited by cumbersome setups for aligning distinct physical environments and the lack of access to remote physical artifacts. We present SurfShare, a general-purpose symmetric remote collaboration system with mixed-reality head-mounted displays (HMDs). Our system shares a spatially consistent physical-virtual workspace between two remote users, anchored on a physical plane in each environment (e.g.,
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Fontana, Margherita. "Virtual Domes. Utopian architecture at the dawn of Virtual Reality." Aisthesis. Pratiche, linguaggi e saperi dell’estetico 16, no. 1 (July 22, 2023): 95–103. http://dx.doi.org/10.36253/aisthesis-14374.

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This paper examines the theoretical and practical aspects of geodesic dome architecture in North America as part of an aesthetic of virtualization. Geodesic domes can be conceived of as virtual environments designed as alternatives to the contemporary world and its internal crises. They were originally a tool of the American counterculture of the 1960s to search for futuristic housing solutions which responded to ecological concerns. The contribution traces some of the most important phases of dome architecture, which crossed paths with the emerging technoculture linked to the rise of virtual
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Lawrence, Geoff, and Farhana Ahmed. "Pedagogical Insights into Hyper-Immersive Virtual World Language Learning Environments." International Journal of Computer-Assisted Language Learning and Teaching 8, no. 1 (January 2018): 1–14. http://dx.doi.org/10.4018/ijcallt.2018010101.

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This article shares pedagogical insights from a qualitative study examining the use of immersive social virtual worlds (SVWs) in language teaching and learning. Recognizing the language learning affordances of immersive virtual environments, this research examines the beliefs and practices of ‘Karelia Kondor,' an avatar-learner and teacher of languages with a decade of diverse experiences in Second Life (SL), one of the first widely used SVWs. Findings highlight the relevance of a hyper-immersive and emotionally engaging conceptual model informing language teaching approaches within these rapi
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Broll, Wolfgang. "SmallTool - a toolkit for realizing shared virtual environments on the Internet." Distributed Systems Engineering 5, no. 3 (September 1998): 118–28. http://dx.doi.org/10.1088/0967-1846/5/3/005.

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Cheong, Joono, Silviu-Iulian Niculescu, Anuradha Annaswamy, and Mandayam A. Srinivasan. "Synchronization control for physics-based collaborative virtual environments with shared haptics." Advanced Robotics 21, no. 9 (January 2007): 1001–29. http://dx.doi.org/10.1163/156855307781035628.

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Schroeder, Ralph. "An overview of ethical and social issues in shared virtual environments." Futures 39, no. 6 (August 2007): 704–17. http://dx.doi.org/10.1016/j.futures.2006.11.009.

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31

Hamza-Lup, Felix G., and Jannick P. Rolland. "Scene Synchronization for Real-Time Interaction in Distributed Mixed Reality and Virtual Reality Environments." Presence: Teleoperators and Virtual Environments 13, no. 3 (June 2004): 315–27. http://dx.doi.org/10.1162/1054746041422343.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. One of the challenges in networked virtual environments is maintaining a consistent view of the shared state in the presence of inevitable network latency and jitter. A consistent view in a shared scene may significantly increase the sense of presence among participants and facilitate their interactivity. The dynamic shared state is directly affected by the frequency of actions applied
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Ashraf, N., J. Anderson, C. Douther, I. McKay, M. Jack, and P. Platt. "Longitudinal Study of Habituation and Participatory Design for Multi-User Shared Virtual Environments." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 1–17. http://dx.doi.org/10.20870/ijvr.2001.5.1.2664.

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This paper details the results of a longitudinal study of user habituation, usage and involvement with a shared virtual 3D environment acting as a meeting space. The study involved investigation of the effectiveness of a range of design features which were included to enhance communication, discussion and social interaction among a group of four users of the shared space. The users took part in six sessions over a period of seven weeks. The paper focuses on usage of the shared space and details user involvement in the design process in terms of reactions to avatar personalisation; avatar life
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Šašinka, Čeněk, Zdeněk Stachoň, Michal Sedlák, Jiří Chmelík, Lukáš Herman, Petr Kubíček, Alžběta Šašinková, et al. "Collaborative Immersive Virtual Environments for Education in Geography." ISPRS International Journal of Geo-Information 8, no. 1 (December 23, 2018): 3. http://dx.doi.org/10.3390/ijgi8010003.

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Immersive virtual reality (iVR) devices are rapidly becoming an important part of our lives and forming a new way for people to interact with computers and each other. The impact and consequences of this innovative technology have not yet been satisfactory explored. This empirical study investigated the cognitive and social aspects of collaboration in a shared, immersive virtual reality. A unique application for implementing a collaborative immersive virtual environment (CIVE) was developed by our interdisciplinary team as a software solution for educational purposes, with two scenarios for le
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Korečko, Štefan, Marián Hudák, Branislav Sobota, Martin Sivý, Matúš Pleva, and William Steingartner. "Experimental Performance Evaluation of Enhanced User Interaction Components for Web-Based Collaborative Extended Reality." Applied Sciences 11, no. 9 (April 23, 2021): 3811. http://dx.doi.org/10.3390/app11093811.

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COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR t
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Wakeford, Nina. "The Social Life of Avatars: Presence and Interaction in Shared Virtual Environments." Sociological Research Online 7, no. 2 (May 2002): 137–38. http://dx.doi.org/10.1177/136078040200700211.

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MAGRUDER, MICHAEL TAKEO. "Transitional space(s): Creation, collaboration and improvisation within shared virtual/physical environments." International Journal of Performance Arts and Digital Media 7, no. 2 (October 4, 2011): 189–204. http://dx.doi.org/10.1386/padm.7.2.189_1.

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Basdogan, Cagatay, Chih-Hao Ho, Mandayam A. Srinivasan, and Mel Slater. "An experimental study on the role of touch in shared virtual environments." ACM Transactions on Computer-Human Interaction 7, no. 4 (December 2000): 443–60. http://dx.doi.org/10.1145/365058.365082.

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Cheong, Joono, Silviu-Iulian Niculescu, Yonghwan Oh, and Irinel Constantin Morărescu. "Some remarks on delay effects in motion synchronization in shared virtual environments." IFAC Proceedings Volumes 40, no. 23 (September 2007): 268–73. http://dx.doi.org/10.1016/s1474-6670(17)69299-1.

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Spieldenner, Torsten, Sergiy Byelozyorov, Michael Guldner, and Philipp Slusallek. "FiVES: an aspect-oriented approach for shared virtual environments in the web." Visual Computer 34, no. 9 (June 13, 2018): 1269–82. http://dx.doi.org/10.1007/s00371-018-1564-0.

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Li, Jingyi, Ceenu George, Andrea Ngao, Kai Holländer, Stefan Mayer, and Andreas Butz. "Rear-Seat Productivity in Virtual Reality: Investigating VR Interaction in the Confined Space of a Car." Multimodal Technologies and Interaction 5, no. 4 (March 26, 2021): 15. http://dx.doi.org/10.3390/mti5040015.

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Ubiquitous technology lets us work in flexible and decentralised ways. Passengers can already use travel time to be productive, and we envision even better performance and experience in vehicles with emerging technologies, such as virtual reality (VR) headsets. However, the confined physical space constrains interactions while the virtual space may be conceptually borderless. We therefore conducted a VR study (N = 33) to examine the influence of physical restraints and virtual working environments on performance, presence, and the feeling of safety. Our findings show that virtual borders make
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Bricken, William, and Geoffrey Coco. "The VEOS Project." Presence: Teleoperators and Virtual Environments 3, no. 2 (January 1994): 111–29. http://dx.doi.org/10.1162/pres.1994.3.2.111.

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The Virtual Environment Operating Shell (veos) was developed at University of Washington's Human Interface Technology Laboratory as software infrastructure for the lab's research in virtual environments. veos was designed from scratch to provide a comprehensive and unified management facility to support generation of, interaction with, and maintenance of virtual environments. VEOS emphasizes rapid prototyping, heterogeneous distributed computing, and portability. We discuss the design, philosophy and implementation of veos in depth. Within the Kernel, the shared database transformations are pa
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Gunn, Chris, Matthew Hutchins, and Matt Adcock. "Combating Latency in Haptic Collaborative Virtual Environments." Presence: Teleoperators and Virtual Environments 14, no. 3 (June 2005): 313–28. http://dx.doi.org/10.1162/105474605323384663.

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Haptic (force) feedback is increasingly being used in surgical-training simulators. The addition of “touch” is important extra information that can add another dimension to the realism of the experience. Progress in networking these systems together over long distances has been held back, principally because the latency of the network can induce severe instability in any dynamic objects in the scene. This paper describes techniques allowing long-distance sharing of haptic-enabled, dynamic scenes. At the CSIRO Virtual Environments Laboratory, we have successfully used this system to connect a p
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Aoki, Shigeaki, Michael Cohen, and Nobuo Koizumi. "Design and Control of Shared Conferencing Environments for Audio Telecommunication Using Individually Measured HRTFs." Presence: Teleoperators and Virtual Environments 3, no. 1 (January 1994): 60–72. http://dx.doi.org/10.1162/pres.1994.3.1.60.

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A technique is presented for dynamically invoking a set of head-related transfer functions (HRTFs) and scaling gain, driven by a dynamic map in a graphic window. With such an interface, users may configure a virtual conferencing environment, manipulating virtual positions of teleconferees. The design of a personal headphone teleconferencing prototype is proposed, integrating spatialized sound presentation with individualized HRTF measurement using a bifunctional transducer. According to judgment tests, the use of individualized HRTFs instead of dummy-head HRTFs can reduce front-back sound imag
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Pierce, Jeffrey S., Randy Pausch, Christopher B. Sturgill, and Kevin D. Christiansen. "Designing A Successful HMD-Based Experience." Presence: Teleoperators and Virtual Environments 8, no. 4 (August 1999): 469–73. http://dx.doi.org/10.1162/105474699566350.

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For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combinatio
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Huang, F., J. Bacon, and G. Mapp. "Virtual memory support for distributed computing environments using a shared data object model." Distributed Systems Engineering 2, no. 4 (December 1995): 202–11. http://dx.doi.org/10.1088/0967-1846/2/4/003.

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46

Pan, Ye, and Anthony Steed. "The impact of self-avatars on trust and collaboration in shared virtual environments." PLOS ONE 12, no. 12 (December 14, 2017): e0189078. http://dx.doi.org/10.1371/journal.pone.0189078.

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47

Manushri S K, Santhiya J, Roobasri A E, Keshav Shanmukhanathan E, and Sanjai V. "Metaverse - The Future of Virtual World." international journal of engineering technology and management sciences 6, no. 5 (September 28, 2022): 779–83. http://dx.doi.org/10.46647/ijetms.2022.v06i05.121.

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Since the popularization of the Internet in the 1990s, cyberspace has kept evolving. In addition to social networks, video conferencing, virtual 3D worlds (like VR Chat), augmented reality software (like Pokemon Go), and non-fungible token games, we have also developed other computer-mediated virtual environments (e.g., Upland). Such virtual environments, albeit non-perpetual and unconnected, have brought us various degrees of digital transformation. The term `Metaverse' has been coined to further facilitate digital transformation in every aspect of our physical lives. At the core of the metav
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48

Pozo-Sánchez, Santiago, Georgios Lampropoulos, and Jesús López-Belmonte. "Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms." Journal of New Approaches in Educational Research 11, no. 2 (July 15, 2022): 307. http://dx.doi.org/10.7821/naer.2022.7.1025.

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Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation, absence of negative effects and student grades. A descriptive and correlational experimental design has been used. In total, 105 Spanish university students participated. The data was collected using a scale validated in the Spanish context called Gameful
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Huang, Mincong, Samuel Chabot, and Jonas Braasch. "Real-time co-location in dynamic virtual soundscapes across multi-occupant immersive rooms." Journal of the Acoustical Society of America 153, no. 3_supplement (March 1, 2023): A104. http://dx.doi.org/10.1121/10.0018316.

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Immersive rooms, a type of virtual reality system consisting of human-scale panoramic visual and acoustic display systems and distributed sensing apparatus for occupant motion, have been increasingly adopted for dynamic and interactive applications. While these applications enable multi-user audiovisual immersion and navigation from a single physical location, they have yet to propagate along multiple homogeneous system infrastructures in a networked manner. In this work, we intend to co-locate two physically-remote immersive rooms – at EMPAC and the CRAIVE-Lab, respectively – in a single syst
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Linebarger, John M., and G. Drew Kessler. "Concurrency Control Mechanisms for Closely Coupled Collaboration in Multithreaded Peer-to-Peer Virtual Environments." Presence: Teleoperators and Virtual Environments 13, no. 3 (June 2004): 296–314. http://dx.doi.org/10.1162/1054746041422316.

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As collaboration in virtual environments becomes more object-focused and closely coupled, the frequency of conflicts in accessing shared objects can increase. In addition, two kinds of concurrency control “surprises” become more disruptive to the collaboration. Undo surprises can occur when a previously visible change is undone because of an access conflict. Intention surprises can happen when a concurrent action by a remote session changes the structure of a shared object at the same perceived time as a local access of that object, such that the local user might not get what they expect becau
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