Academic literature on the topic 'Immersive virtual environments'

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Journal articles on the topic "Immersive virtual environments"

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BAILENSON, JEREMY N., JIM BLASCOVICH, ANDREW C. BEALL, and BETH NOVECK. "Courtroom Applications of Virtual Environments, Immersive Virtual Environments, and Collaborative Virtual Environments." Law Policy 28, no. 2 (2006): 249–70. http://dx.doi.org/10.1111/j.1467-9930.2006.00226.x.

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Cao, Jing. "Virtual Embodiment and Interaction Techniques in Virtual Reality Games." Transactions on Computer Science and Intelligent Systems Research 7 (November 25, 2024): 172–76. https://doi.org/10.62051/n3vc1k16.

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Virtual Reality (VR) technology, characterized by immersive environments entirely generated by computers, has gained significant attention during the fifth information revolution. This paper explores the core elements of VR—Immersion, Interaction, and Imagination—as described by Burdea and Coiffet (1994). It emphasizes the importance of virtual embodiment in enhancing user experience within VR gaming. The development of technologies such as the CAVE system, head-mounted displays (HMDs), handheld controllers, haptic feedback devices, and full-body motion tracking systems are discussed in detail
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Kozicki, Alec. "Umwelt in an umwelt: Co-developing within immersive virtual environments and the paradoxical nature of reality and hyperreality." Sign Systems Studies 51, no. 1 (2023): 73–100. http://dx.doi.org/10.12697/sss.2023.51.1.03.

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This paper examines how to model immersive virtual environments using Kalevi Kull’s ecosemiotic model of four degrees of nature. Using this theoretical model allows for an investigation into the paradoxical nature of reality and hyperreality, which is a novel approach to understanding how a user co-develops with both their physical and immersive virtual environments. Analysis for the four degrees of nature within the virtual space reveals that an immersive virtual environment emerges from an imaginative void, contains milieu that users can recognize and interact with, offers the action-potenti
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Tcha-Tokey, Katy, Olivier Christmann, Emilie Loup-Escande, Guillaume Loup, and Simon Richir. "Towards a Model of User Experience in Immersive Virtual Environments." Advances in Human-Computer Interaction 2018 (September 12, 2018): 1–10. http://dx.doi.org/10.1155/2018/7827286.

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There are increasing new advances in virtual reality technologies as well as a rise in learning virtual environments for which several studies highlighted the pedagogical value, knowledge transfer, and learners’ engaged-behaviors. Moreover, the notion of user experience is now abundant in the scientific literature without the fact that there are specific models for immersive environments. This paper aims at proposing and validating a model of User eXperience in Immersive Virtual Environment, including virtual learning environments. The model is composed of 10 components extracted from existing
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Dogan, Asli Zeynep, and Arzu Gonenc Sorguc. "Sound perception in virtual environments." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 268, no. 6 (2023): 2660–71. http://dx.doi.org/10.3397/in_2023_0388.

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Virtual environments have been developing and changing the understanding of a space by means design, perception and usage. This study aims to contribute to the literature on the improvement of the auditory perception and cognition of virtual spaces used for education, training, and gaming purposes. This study proposes to offer a realistic representation of soundscapes in virtual environments according to spatial qualities instead of misleading synthetic sounds by integrating acoustical simulations with the immersive environment and questioning the experience of a regular user. The study explor
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Vieira, Erberson Evangelista, and Francisco Petrônio de A. Medeiros. "Feasibility Analysis of an Immersive Network Laboratory as a Support Tool for Teaching Practices." Journal on Interactive Systems 16, no. 1 (2025): 236–55. https://doi.org/10.5753/jis.2025.5352.

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Background: Information and Communication Technologies play a fundamental role in education, bringing real-world content closer to students and expanding learning opportunities. Immersive virtual laboratories stand out by enabling experimentation and overcoming the difficulties of accessing physical laboratories. Hybrid approaches have emerged to address challenges like space limitations, costs, and safety concerns in traditional laboratories by integrating immersive virtual environments with physical labs. The concept of the Metaverse is noteworthy for uniting physical and virtual realities,
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Gayathri, Ravichandran, and Sanghun Nam. "Enhancing User Experience in Virtual Museums: Impact of Finger Vibrotactile Feedback." Applied Sciences 14, no. 15 (2024): 6593. http://dx.doi.org/10.3390/app14156593.

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Virtual reality (VR) offers immersive visual and auditory experiences, transporting users to alternate realities. However, existing VR systems lack realistic haptic feedback mechanisms, resulting in unsatisfactory immersive experiences. In this study, we developed and tested a haptic glove that simulates realistic tactile sensations, enhancing user interaction with virtual artifacts. Our research investigates the impact of finger-specific vibrotactile feedback (FSVF) on user experience in virtual museum environments. Using a mixed-methods approach, 30 participants engaged in object-manipulatio
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Engel, Juri, and Jürgen Döllner. "Immersive Visualization of Virtual 3D City Models and its Applications in E-Planning." International Journal of E-Planning Research 1, no. 4 (2012): 17–34. http://dx.doi.org/10.4018/ijepr.2012100102.

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Immersive visualization offers an intuitive access to and an effective way of realizing, exploring, and analyzing virtual 3D city models, which are essential tools for effective communication and management of complex urban spatial information in e-planning. In particular, immersive visualization allows for simulating planning scenarios and to receive a close-to-reality impression by both non-expert and expert stakeholders. This contribution is concerned with the main requirements and technical concepts of a system for visualizing virtual 3D city models in large-scale, fully immersive environm
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Bicalho, Daniela Rocha, João Piedade, and João Filipe Matos. "iVRPM: Conceptual Proposal of an Immersive Virtual Reality Pedagogical Model." Applied Sciences 15, no. 4 (2025): 2162. https://doi.org/10.3390/app15042162.

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The growing attention to virtual reality (VR) suggests that immersive technologies will be widely applied across various contexts, including education. However, conceptual divergences and a lack of understanding regarding the learning process in immersive virtual environments reveal the nascent understanding of the use of immersive virtual reality (iVR) and its benefits in educational contexts. Against this backdrop, this article presents a proposed pedagogical framework aimed at aligning the affordances of iVR environments—such as immersion, interactivity, and embodiment—with educational obje
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Mikellidou, Kyriaki, Kleanthis Neokleous, and Marios Avraamides. "Serial Dependence in Immersive Virtual Environments." Journal of Vision 20, no. 11 (2020): 1178. http://dx.doi.org/10.1167/jov.20.11.1178.

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Dissertations / Theses on the topic "Immersive virtual environments"

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Llobera, Joan. "Stories within Immersive Virtual Environments." Doctoral thesis, Universitat de Barcelona, 2012. http://hdl.handle.net/10803/665468.

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How can we use immersive and interactive technologies to portray stories? How can we take advantage of the fact that within immersive virtual environments people tend to respond realistically to virtual situations and events to develop narrative content? Stories in such a media would allow the participant to contribute to the story and interact with the virtual characters while the narrative plot would not change, or change only up to how it was decided a priori. Participants in such a narrative would be able to freely interact within the virtual environments and yet still be aware of the main
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Steed, Anthony James. "Defining interaction within immersive virtual environments." Thesis, Online version, 1996. http://ethos.bl.uk/OrderDetails.do?did=1&uin=uk.bl.ethos.243940.

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Anderson, Christopher Dean. "3D engine for immersive virtual environments." Thesis, Texas A&M University, 2003. http://hdl.handle.net/1969.1/1307.

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The purpose of this project is to develop a software framework, a 3D engine, which will generate images to be projected onto facets of a spatially immersive display (SID). The goal is to develop a software library to support the creation of images of specified 3D environments which are specific to the display geometries of a polyhedral class of SIDs. Part of this goal is developing auxiliary software to allow this library to be thoroughly tested. When properly working, the images being displayed on adjoining faces of the SID appear spatially and temporally consistent with one another, creating
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Conroy-Dalton, Ruth Alison. "Spatial navigation in immersive virtual environments." Thesis, University College London (University of London), 2001. http://discovery.ucl.ac.uk/1111/.

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Haik, Eyal. "Navigation in non-immersive virtual environments." Thesis, University of Hertfordshire, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.421274.

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Dezsi, Szilveszter, and Sejdic Benjamin. "Attention Guidance for Immersive Virtual Environments." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20451.

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The current push from the industry for Head-Mounted Display based wearable computers to the masses for everyday use suggests that academia's goals of a tight human and computer integration is achievable. Although promising, many interaction challenges remain to achieve a deep integration. Primarily that of active cognitive support in the form of focusing user attention. This thesis investigates to what degree a system can unobtrusively, perhaps even subliminally, guide attention of a user by directing their gaze from a current point to a selected point in a virtual environment. A subjective ev
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Vinayagamoorthy, Vinoba. "Participant responses to virtual agents in immersive virtual environments." Thesis, University College London (University of London), 2006. http://discovery.ucl.ac.uk/1445140/.

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This thesis is concerned with interaction between people and virtual humans in the context of highly immersive virtual environments (VEs). Empirical studies have shown that virtual humans (agents) with even minimal behavioural capabilities can have a significant emotional impact on participants of immersive virtual environments (IVEs) to the extent that these have been used in studies of mental health issues such as social phobia and paranoia. This thesis focuses on understanding the impact on the responses of people to the behaviour of virtual humans rather than their visual appearance. There
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Glover, Tony. "Collaborative object manipulation in immersive virtual environments." Thesis, University of Nottingham, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.364656.

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Antley, A. "Human balance behaviour in immersive virtual environments." Thesis, University College London (University of London), 2014. http://discovery.ucl.ac.uk/1421067/.

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Presence is defined as the illusion of being in a place depicted by an immersive virtual reality (IVR) system. A consequence of this illusion is that participants respond to places and events in an IVR as if they were real. Currently, there is no objective measure of presence that applies across all systems and applications. In this thesis we examine a particular type of response as if real, human balance behaviour (HBB), the actions that prevent the body’s centre of gravity from moving outside the base of support, as a way to measure presence in an IVR. Our first experiment was designed to in
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Schnabel, Marc Aurel. "Architectural design in virtual environments exploring cognition and communication in immersive virtual environments /." Thesis, Click to view the E-thesis via HKUTO, 2004. http://sunzi.lib.hku.hk/hkuto/record/B32021872.

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Books on the topic "Immersive virtual environments"

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Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. CRC Press, Taylor & Francis, 2014.

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Fröhlich, Bernd, Joachim Deisinger, and Hans-Jörg Bullinger, eds. Immersive Projection Technology and Virtual Environments 2001. Springer Vienna, 2001. http://dx.doi.org/10.1007/978-3-7091-6221-7.

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D'Agustino, Steven. Immersive environments, augmented realities, and virtual worlds: Assessing future trends in education. Information Science Reference, 2013.

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Nath, Shachindra. Emotion based narratives: a new approach in creating story experiences in immersive virtual environments: M.A. Communication Design Thesis 2001. Central Saint Martins College of Art & Design, 2001.

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Griffiths, Alison. Shivers down your spine: Cinema, museums, and the immersive view. Columbia University Press, 2008.

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Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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Michael, Kelley, and Institute for Computer Applications in Science and Engineering., eds. Tracking a turbulent spot in an immersive environment. Institute for Computer Applications in Science and Engineering, NASA Langley Research Center, 1995.

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Skopowski, Paul F. Immersive articulation of the human upper body in a virtual environment. Naval Postgraduate School, 1996.

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Lamson, Ralph J. Virtual therapy: Prevention and treatment of psychiatric conditions by immersion in virtual reality environments. Polytechnic International Press, 1997.

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Quintin, Geneviève. Age- and dementia-related differences in spatial navigation of an immersive virtual environment. National Library of Canada, 2002.

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Book chapters on the topic "Immersive virtual environments"

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Maggioni, Christoph. "Non Immersive Control of Virtual Environments." In Virtual Reality ’94. Springer Berlin Heidelberg, 1994. http://dx.doi.org/10.1007/978-3-662-10795-9_10.

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Raghuvanshi, Nikunj, and Hannes Gamper. "Interactive and Immersive Auralization." In Sonic Interactions in Virtual Environments. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_3.

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AbstractReal-time auralization is essential in virtual reality (VR), gaming, and architecture to enable an immersive audio-visual experience. The audio rendering must be congruent with visual feedback and respond with minimal delay to interactive events and user motion. The wave nature of sound poses critical challenges for plausible and immersive rendering and leads to enormous computational costs. These costs have only increased as virtual scenes have progressed away from enclosures toward complex, city-scale scenes that mix indoor and outdoor areas. However, hard real-time constraints must
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Johnson, Andrew, and Jason Leigh. "Tele-Immersive Collaboration in the CAVE Research Network." In Collaborative Virtual Environments. Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0685-2_12.

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Knöpfle, Christian. "Interacting with Simulation Data in an Immersive Environment." In Virtual Environments 2000. Springer Vienna, 2000. http://dx.doi.org/10.1007/978-3-7091-6785-4_17.

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Steed, Anthony, and Ralph Schroeder. "Collaboration in Immersive and Non-immersive Virtual Environments." In Immersed in Media. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-10190-3_11.

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Antonijević, Smiljana. "The Immersive Hand: Non-verbal Communication in Virtual Environments." In The Immersive Internet. Palgrave Macmillan UK, 2013. http://dx.doi.org/10.1057/9781137283023_8.

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Schnabel, Marc Aurel. "The Immersive Virtual Environment Design Studio." In Collaborative Design in Virtual Environments. Springer Netherlands, 2011. http://dx.doi.org/10.1007/978-94-007-0605-7_16.

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Blascovich, Jim. "Social Influence within Immersive Virtual Environments." In The Social Life of Avatars. Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_8.

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Queiroz, Anna Carolina Muller, Alexandre Moreira Nascimento, Romero Tori, and Maria Isabel da Silva Leme. "Immersive Virtual Environments and Learning Assessments." In Communications in Computer and Information Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23089-0_13.

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Gordon, Neil, and Mike Brayshaw. "Flexible Virtual Environments: Gamifying Immersive Learning." In Communications in Computer and Information Science. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58753-0_18.

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Conference papers on the topic "Immersive virtual environments"

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Wylie, Neill. "BOOSTING ENGAGEMENT VIA VIRTUAL IMMERSIVE ENVIRONMENTS." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.0354.

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Fisher, Nicholas, and Arun K. Kulshresht. "Comparing Distractions in Immersive Virtual Reality Learning Environments." In 2024 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct). IEEE, 2024. https://doi.org/10.1109/ismar-adjunct64951.2024.00085.

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Giri, Nandhini. "Using Immersive Virtual Environments for Intercultural Learning Experiences." In 2025 International Conference on Intelligent and Innovative Technologies in Computing, Electrical and Electronics (IITCEE). IEEE, 2025. https://doi.org/10.1109/iitcee64140.2025.10915252.

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Fan, Pak Ming, Santawat Thanyadit, and Ting-Chuen Pong. "eLIVE: e-Learning Laboratory for Immersive Virtual Environments." In 2025 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2025. https://doi.org/10.1109/educon62633.2025.11016425.

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Ton, Bram, Niek Tempert, and Danny Plass. "Immersive visualisation of point cloud data of railway environments." In 2024 10th International Conference on Virtual Reality (ICVR). IEEE, 2024. https://doi.org/10.1109/icvr62393.2024.10868576.

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Knödel, Sebastian, Martin Hachet, and Pascal Guitton. "Navidget for immersive virtual environments." In the 2008 ACM symposium. ACM Press, 2008. http://dx.doi.org/10.1145/1450579.1450589.

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Vergara-Rodriguez, Diego, Alejandro Gomez-Asenjo, Pablo Fernandez-Arias, Ana Isabel Gomez-Vallecillo, Victoria Eugenia Lamas-Alvarez, and Carlos de Santos de La Iglesia. "Immersive vs. non-immersive virtual reality learning environments." In 2021 XI International Conference on Virtual Campus (JICV). IEEE, 2021. http://dx.doi.org/10.1109/jicv53222.2021.9600337.

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Kempf, James, Ajay Chander, and Manhee Jo. "Optimizing avatar environmental update in shared virtual reality environments." In 1st Intenational ICST Conference on Immersive Telecommunications. ICST, 2007. http://dx.doi.org/10.4108/icst.immerscom2007.2243.

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Bimberg, Pauline, Tim Weissker, Alexander Kulik, and Bernd Froehlich. "Virtual Rotations for Maneuvering in Immersive Virtual Environments." In VRST '21: 27th ACM Symposium on Virtual Reality Software and Technology. ACM, 2021. http://dx.doi.org/10.1145/3489849.3489893.

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Bruder, Gerd, Frank Steinicke, and Andreas Nuchter. "Poster: Immersive point cloud virtual environments." In 2014 IEEE Symposium on 3D User Interfaces (3DUI). IEEE, 2014. http://dx.doi.org/10.1109/3dui.2014.6798870.

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Reports on the topic "Immersive virtual environments"

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Bachmann, Eric. Realistic Simulation of Environments of Unlimited Size in Immersive Virtual Environments. Defense Technical Information Center, 2013. http://dx.doi.org/10.21236/ada584591.

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Kalenych, Volodymyr. IMMERSIVE TECHNOLOGIES OF JOURNALISM IN THE UKRAINIAN AND GLOBAL MEDIA SPACE. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12161.

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The article deals with the new technologies of immersive journalism in the Ukrainian and global mediaspace for the example of specific media. The 360° video stands out among the main formats of immersive journalism, in it the viewer himself explores the video space, becoming a witness of events. The formats of photogrammetry, virtual reality (VR), 3D panoramas and 3D maps are also immersive. New formats and technologies have revolutionized the media sphere and allowed to create more dynamic and interesting stories. Immersive technologies made possible to transport the audience directly to the
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Balali, Vahid. Assessing the Perceived Safety of Cyclists with Virtual Reality. Mineta Transportation Institute, 2025. https://doi.org/10.31979/mti.2025.2327.

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In 2022, 7,522 pedestrians and 1,084 bicyclists were killed and approximately 67,000 pedestrians and 46,195 bicyclists injured in motor vehicle crashes on public roadways in the United States, according to the Insurance Institute for Highway Safety (IIHS). The transportation industry is faced with a pressing need to bolster the safety of these vulnerable road users. This research develops models of design and environmental factors that influence bicyclists’ and pedestrians’ perception of safety using Virtual Reality (VR) technology and ultimately informs transportation infrastructure design to
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Sibert, Linda E., James N. Templeman, Robert C. Page, Jeremy T. Barron, and Justin A. McCune. Initial Assessment of Human Performance Using the Gaiter Interaction Technique to Control Locomotion in Fully Immersive Virtual Environments. Defense Technical Information Center, 2004. http://dx.doi.org/10.21236/ada424639.

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Pasupuleti, Murali Krishna. Next-Generation Extended Reality (XR): A Unified Framework for Integrating AR, VR, and AI-driven Immersive Technologies. National Education Services, 2025. https://doi.org/10.62311/nesx/rrv325.

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Abstract: Extended Reality (XR), encompassing Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), is evolving into a transformative technology with applications in healthcare, education, industrial training, smart cities, and entertainment. This research presents a unified framework integrating AI-driven XR technologies with computer vision, deep learning, cloud computing, and 5G connectivity to enhance immersion, interactivity, and scalability. AI-powered neural rendering, real-time physics simulation, spatial computing, and gesture recognition enable more realistic and adap
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented th
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Shukla, Indu, Rajeev Agrawal, Kelly Ervin, and Jonathan Boone. AI on digital twin of facility captured by reality scans. Engineer Research and Development Center (U.S.), 2023. http://dx.doi.org/10.21079/11681/47850.

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The power of artificial intelligence (AI) coupled with optimization algorithms can be linked to data-rich digital twin models to perform predictive analysis to make better informed decisions about installation operations and quality of life for the warfighters. In the current research, we developed AI connected lifecycle building information models through the creation of a data informed smart digital twin of one of US Army Corps of Engineers (USACE) buildings as our test case. Digital twin (DT) technology involves creating a virtual representation of a physical entity. Digital twin is created
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FAKESPACE INC MOUNTAIN VIEW CA. A Hybrid Immersive/Non-Immersive Virtual Environment Workstation. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada329243.

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FAKESPACE INC MOUNTAIN VIEW CA. A Hybrid Immersive/Non-Immersive Virtual Environment Workstation. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada329245.

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FAKESPACE INC MOUNTAIN VIEW CA. A Hybrid Immersive/Non-Immersive Virtual Environment Workstation. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada329287.

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