Academic literature on the topic 'Physical and Virtual Environment'

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Journal articles on the topic "Physical and Virtual Environment"

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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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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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Wu, Yizhou, Yueer Wu, and Yaxin Pan. "Sustainability Optimization Method of Built Environment with Integrated Physical Environment and Virtual Perception Simulation: A Case Study of Campus Open Space." Sustainability 16, no. 20 (2024): 8936. http://dx.doi.org/10.3390/su16208936.

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High-quality built environments significantly enhance residents’ health, urban livability, and sustainability. However, the lack of precise pre-evaluation of designs and user perceptions during the design phase often results in suboptimal improvements. This study proposes a method for evaluating and optimizing design schemes based on multidimensional physical environment simulations and virtual perception, using a university campus as a case study. Initially, we establish simulation models for sound, wind, thermal, and light environments and analyze the current state of virtual perception in t
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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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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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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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Holland, Sam, and Kate Tregloan. "Virtual Plus Physical." Pacific Journal of Technology Enhanced Learning 7, no. 2 (2025): 39–40. https://doi.org/10.24135/pjtel.v7i2.229.

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Virtual Site Visits (VSVs) can address long-standing barriers to student engagement in place-based learning (Tuthill & Klemm, 2002). Since 2019, the BEL+T group has developed over 50 VSVs across a range of disciplines, using technologies such as 360° cameras, LiDAR scanners and drones to create interactive environments that simulate, augment and extend real-world sites. These experiences have been delivered to over 8,000 undergraduate and postgraduate students, enabling site-based learning regardless of physical location, mobility constraints or other barriers to participation. The design
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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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Dissertations / Theses on the topic "Physical and Virtual Environment"

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Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

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Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

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Gillespie, Steven. "Fire Ground Decision-Making| Transferring Virtual Knowledge to the Physical Environment." Thesis, Grand Canyon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3590526.

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<p> The primary purpose of this quantitative study was to examine if simulation training correlated with the decision-making abilities of firefighters from two departments (one in a mountain state and one in a southwest state). The other purposes were to determine if firefighter demographics were correlated with the completion of the simulation training and/or predicted decision-making abilities. The independent variables of this study were the completion simulation-training program and selected firefighter demographics with the naturalistic decision-making abilities of these firefighters as
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Buhl, Christian M. "Implementation and validation of physical control interfaces in a virtual environment." Honors in the Major Thesis, University of Central Florida, 2000. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/185.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Engineering<br>Computer Engineering
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Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

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Chapman, Peter Michael. "Towards a physical model for virtual environments." Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.

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Tabbah, Alyaá. "Evaluating digital twin data exchange between a virtual and physical environment regarding lighting quantity." Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53737.

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Building Information Management and Digital Twin technology with help of Smart lights can optimizethe built environment impacting our health and well-being, by providing the right amount of light at theright time of day. Lighting simulation is challenging, due to the strict requirements to represent reality. Digitaltwin technology will provide a more dynamic two-way feed-back between the physical and the virtual environmentto optimize the lighting environment giving real-time sensor data. The main problem that currently occurswhile evaluating a lighting design made in photorealistic computer v
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Tellez, Martinez Albert, and Dennis Dirk Steinhilber. "A Comparison of the Resiliency Against Attacks Between Virtualised Environments and Physical Environments." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97546.

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Virtualisation is a technology that is more and more applied due to its advantages regarding cost and operation. It is often believed that it provides a better security for an IT environment since it enables centralisation of hardware. However, virtualisation changes an IT environment fundamentally and contains new vulnerabilities that must be considered. It is of interest to evaluate whether the belief that virtual environments provide a better security for an IT environment is true or not. In this project, the resiliency against attacks for physical environments and virtual environments is a
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Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

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Weichel, Christian. "Mixed physical and virtual design environments for digital fabrication." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/77782/.

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Digital Fabrication (3D printing, laser-cutting or CNC milling) enables the automated fabrication of physical objects from digital models. This technology is becoming more readily available and ubiquitous, as digital fabrication machines become more capable and affordable. When it comes to designing the objects that are to be fabricated however, there are still barriers for novices and inconveniences for experts. Through digital fabrication, physical objects are created from digital models. The digital models are currently designed in virtual design environments, which separates the world we d
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Books on the topic "Physical and Virtual Environment"

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ACADIA (Conference) (2002 California State Polytechnic University). Thresholds: Design, research, education, and practice, in the space between the physical and the virtual : proceedings of the 2002 Annual Conference of the Association for Computer-Aided Design in Architecture, October 24-27, 2002, Department of Architecture, College of Environmental Design, California State Polytechnic University, Pomona. Edited by Proctor George and Association for Computer-Aided Design in Architecture. Association for Computer-Aided Design in Architecture, 2002.

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1961-, Shih Timothy K., and Wang Paul P, eds. Intelligent virtual world: Technologies & applications in distributed virtual environment. World Scientific Pub. Co., 2004.

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Whyte, Jennifer, and Dragana Nikolić. Virtual Reality and the Built Environment. Routledge, 2018. http://dx.doi.org/10.1201/9781315618500.

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Bayliss, Christopher J. Cooperative working in a virtual environment. University of Manchester, Department of Computer Science, 1995.

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Goff, Didier A. Le. Amphibious operations in a virtual environment. Naval Postgraduate School, 1997.

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1937-, Plummer Charles C., ed. Physical geology & the environment. 2nd ed. McGraw-Hill Ryerson, 2007.

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H, Farrell Bryan, and McLellan Robert W, eds. Tourism and physical environment. Pergamon Press, 1987.

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Open University. Physical Resources and Environment Course Team., ed. Physical resources and environment. Open University Press, 1995.

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Taylor, Ralph B. Physical environment and crime. U.S. Dept. of Justice, Office of Justice Programs, National Institute of Justice, 1996.

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1937-, Plummer Charles C., ed. Physical geology & the environment. McGraw-Hill Ryerson, 2004.

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Book chapters on the topic "Physical and Virtual Environment"

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Dempsey, Kyle, G. Tanner Jackson, and Danielle S. McNamara. "MiBoard: Creating a Virtual Environment from a Physical Environment." In Intelligent Tutoring Systems. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13437-1_49.

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Hibbert, Stephen. "Combining the Virtual and Physical Interaction Environment." In Serious Games. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_18.

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Kralicek, Eric. "Physical vs. Virtual Server Environments." In The Accidental SysAdmin Handbook. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-1817-4_8.

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Divaharan, Shanti, Philip Wong, and Ashley Tan. "NIE Learning Space: Physical and Virtual Learning Environment." In Teacher Education in the 21st Century. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3386-5_14.

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Kojima, Taihei, Atsushi Hiyama, Takahiro Miura, and Michitaka Hirose. "Training Archived Physical Skill through Immersive Virtual Environment." In Lecture Notes in Computer Science. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07863-2_6.

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Kanai, Satoshi, Soh Horiuchi, Yukiaki Kikuta, Akihiko Yokoyama, and Yoshiyuki Shiroma. "An Integrated Environment for Testing and Assessing the Usability of Information Appliances Using Digital and Physical Mock-Ups." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_52.

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Herrero, Pilar, and Angélica de Antonio. "Introducing Physical Boundaries in Virtual Environments." In Computational Science - ICCS 2004. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-25944-2_32.

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Li, Liang, and Yue Li. "Creating Panorama Virtual Tour Systems for the Built Environment: A Practitioner Perspective." In Lecture Notes in Civil Engineering. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-4749-1_12.

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Abstract Virtual tour systems have become an integral aspect of modern technology, revolutionizing the way individuals interact with physical spaces. In the context of the built environment, virtual tour systems offer applications ranging from architectural visualization and urban planning to educational simulations and interactive tourism experiences. The design and development of these systems involve intricate considerations, such as path planning, data collection, tour design, and the integration of multimedia, to create a cohesive and engaging virtual experience of the built environments.
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Wright, W. Geoffrey, Sarah H. Creem-Regehr, William H. Warren, Eric R. Anson, John Jeka, and Emily A. Keshner. "Sensorimotor Recalibration in Virtual Environments." In Virtual Reality for Physical and Motor Rehabilitation. Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1_5.

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Nenonen, Suvi, and Jukka Puhto. "Towards Customer Centric Physical and virtual Environment — Platform for Services." In Service Science, Management and Engineering Education for the 21st Century. Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-76578-5_45.

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Conference papers on the topic "Physical and Virtual Environment"

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Laukka, Eetu, Evan G. Center, Basak Sakcak, Steven M. LaValle, Timo Ojala, and Matti Pouke. "Improving Immersive Telepresence Locomotion by Using a Virtual Environment as an Interface to a Physical Environment (VEIPE)." In 2024 IEEE Conference on Telepresence. IEEE, 2024. https://doi.org/10.1109/telepresence63209.2024.10841552.

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Martínez, Elvira, Elena Montoya, Mercedes Flórez, Victoria Carbonell, and Laura del Fresno. "DESIGNING AN IMMERSIVE VIRTUAL PHYSICS LABORATORY ENVIRONMENT." In 17th annual International Conference of Education, Research and Innovation. IATED, 2024. https://doi.org/10.21125/iceri.2024.0145.

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Ozacar, Kasim, Takuma Hagiwara, Jiawei Huang, Kazuki Takashima, and Yoshifumi Kitamura. "Coupled-clay: Physical-virtual 3D collaborative interaction environment." In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223392.

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Buthpitiya, Senaka, and Ying Zhang. "HyPhIVE: A Hybrid Virtual-Physical Collaboration Environment." In 2010 Third International Conference on Advances in Computer-Human Interactions. IEEE, 2010. http://dx.doi.org/10.1109/achi.2010.19.

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Kurillo, Gregorij, Ruzena Bajcsy, Klara Nahrsted, and Oliver Kreylos. "Immersive 3D Environment for Remote Collaboration and Training of Physical Activities." In 2008 IEEE Virtual Reality Conference. IEEE, 2008. http://dx.doi.org/10.1109/vr.2008.4480795.

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Pilat, Marcin L., Takashi Ito, Reiji Suzuki, and Takaya Arita. "Evolution of Virtual Creature Foraging in a Physical Environment." In International Conference on the Simulation and Synthesis of Living Systems. MIT Press, 2012. http://dx.doi.org/10.7551/978-0-262-31050-5-ch056.

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Nazareno, Betsy, Iván Torres, and José Jaramillo. "Dynamic Malware Analysis: Contrast between Physical and Virtual Environment." In SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education. ACM, 2021. http://dx.doi.org/10.1145/3408877.3439699.

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Pilat, Marcin L., Takashi Ito, Reiji Suzuki, and Takaya Arita. "Evolution of Virtual Creature Foraging in a Physical Environment." In International Conference on the Simulation and Synthesis of Living Systems. MIT Press, 2012. http://dx.doi.org/10.1162/978-0-262-31050-5-ch056.

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Kalisperis, Loukas N., George Otto, Katsu Muramoto, Jack Gundrum, Raymon Masters, and Brian Orland. "An Affordable Immersive Environment in Beginning Design Studio Education." In ACADIA 2002: Thresholds Between Physical and Virtual. ACADIA, 2002. http://dx.doi.org/10.52842/conf.acadia.2002.047.

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Hedlund, Martin. "Physical Locomotion for Virtual Environments." In CHI '24: CHI Conference on Human Factors in Computing Systems. ACM, 2024. http://dx.doi.org/10.1145/3613905.3638187.

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Reports on the topic "Physical and Virtual Environment"

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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling
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Carrillo, Justin, Christopher Goodin, and Juan Fernandez. Sensor and environment physics in the Virtual Autonomous Navigation Environment (VANE). Engineer Research and Development Center (U.S.), 2020. http://dx.doi.org/10.21079/11681/37968.

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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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Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is
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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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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development
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Hariri, Salim, Dongmin Kim, Yoonhee Kim, and Ilkyeun Ra. Virtual Distributed Computing Environment. Defense Technical Information Center, 2000. http://dx.doi.org/10.21236/ada376238.

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Turanova, L. M., and A. A. Stiugin. Electronic educational environment «Virtual classroom». OFERNIO, 2020. http://dx.doi.org/10.12731/ofernio.2020.24655.

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Pausch, Randy F. A Natural Locomotion Virtual Environment Testbed. Defense Technical Information Center, 2006. http://dx.doi.org/10.21236/ada451479.

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Del Tutto, Marco. VENu: The Virtual Environment for Neutrinos. Office of Scientific and Technical Information (OSTI), 2017. http://dx.doi.org/10.2172/1623363.

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