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Journal articles on the topic 'Physical and Virtual Environment'

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1

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

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

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In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the opt
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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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Chang Hyuck Im, Min-Geun Lee, and 이명원. "An Implementation Method of Virtual Environment Physical Properties." Journal of the Korea Computer Graphics Society 13, no. 1 (2007): 25–32. http://dx.doi.org/10.15701/kcgs.2007.13.1.25.

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

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13

Wiegand, Thomas E. von, David W. Schloerb, and W. L. Sachtler. "Virtual Workbench: Near-Field Virtual Environment System with Applications." Presence: Teleoperators and Virtual Environments 8, no. 5 (1999): 492–519. http://dx.doi.org/10.1162/105474699566422.

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A prototype near-field virtual environment system is described that incorporates a CrystalEyes stereoscopic display (viewed in a mirror), a PHANToM manipulandum, and a stereo auditory display. The apparatus, which was designed to achieve registration of three sensory modalities (visual, haptic, and auditory), has a wide range of applications and has been used for both psychophysics and training research. Calibration-verification experiments are described in which human subjects positioned a physical probe attached to the manipulandum so that it appeared to coincide with a visual target on the
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Holden, Maureen K., and Thomas Dyar. "Virtual Environment Training." Neurology Report 26, no. 2 (2002): 62–71. http://dx.doi.org/10.1097/01253086-200226020-00003.

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Zafra Navarro, Alberto, Javier Rodriguez Juan, Victor Igelmo García, Enrique Ruiz Zúñiga, and Jose Garcia-Rodriguez. "UniRoVE: Unified Robot Virtual Environment Framework." Machines 11, no. 8 (2023): 798. http://dx.doi.org/10.3390/machines11080798.

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With robotics applications playing an increasingly significant role in our daily lives, it is crucial to develop effective methods for teaching and understanding their behavior. However, limited access to physical robots in educational institutions and companies poses a significant obstacle for many individuals. To overcome this barrier, a novel framework that combines realistic robot simulation and intuitive control mechanisms within a virtual reality environment is presented. By accurately emulating the physical characteristics and behaviors of various robots, this framework offers an immers
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Martinez-Ruedas, Cristina, Jose-Maria Flores-Arias, Isabel M. Moreno-Garcia, Matias Linan-Reyes, and Francisco Jose Bellido-Outeiriño. "A Cyber–Physical System Based on Digital Twin and 3D SCADA for Real-Time Monitoring of Olive Oil Mills." Technologies 12, no. 5 (2024): 60. http://dx.doi.org/10.3390/technologies12050060.

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Cyber–physical systems involve the creation, continuous updating, and monitoring of virtual replicas that closely mirror their physical counterparts. These virtual representations are fed by real-time data from sensors, Internet of Things (IoT) devices, and other sources, enabling a dynamic and accurate reflection of the state of the physical system. This emphasizes the importance of data synchronization, visualization, and interaction within virtual environments as a means to improve decision-making, training, maintenance, and overall operational efficiency. This paper presents a novel approa
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Li, Meng Long, Hong Jian Peng, and Xin Kang Zhang. "Research on Virtual Learning Community Based on Physical Knowledge." Advanced Materials Research 214 (February 2011): 688–92. http://dx.doi.org/10.4028/www.scientific.net/amr.214.688.

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Based on "Information Technology Curriculum Resources Development" project and their own experience of teaching and learning, knowledge management, physical education-based virtual learning environment built for a more in-depth theory and practice of verification. In this article, the concept of physical education to become a leader in knowledge management, virtual reality user experience possible, emphasizing the virtual learning environment, the flow of knowledge and human interaction, proposed to build a virtual learning environment, the key success factors: culture, management, protection
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Mitchell, William. "A changing environment: the virtual world meets the physical world." Architectural Research Quarterly 3, no. 4 (1999): 303–6. http://dx.doi.org/10.1017/s1359135500002207.

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With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.
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Habermehl, Christian, Achim Kramer, and Georg Jacobs. "Interconnected Drivetrain Development in a Physical and Virtual Environment." ATZ worldwide 121, no. 7-8 (2019): 78–83. http://dx.doi.org/10.1007/s38311-019-0073-8.

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

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Foster, G. T., D. E. N. Wenn, W. S. Harwin, and F. O'Hart. "Generating Virtual Environments to Allow Increased Access to the Built Environment." International Journal of Virtual Reality 3, no. 4 (1998): 11–19. http://dx.doi.org/10.20870/ijvr.1998.3.4.2630.

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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installa
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Huang, Xincheng, and Robert Xiao. "SurfShare." Proceedings of the ACM on Interactive, Mobile, Wearable and Ubiquitous Technologies 7, no. 4 (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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23

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

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Applying reinforcement learning in physical-world tasks is extremely challenging. It is commonly infeasible to sample a large number of trials, as required by current reinforcement learning methods, in a physical environment. This paper reports our project on using reinforcement learning for better commodity search in Taobao, one of the largest online retail platforms and meanwhile a physical environment with a high sampling cost. Instead of training reinforcement learning in Taobao directly, we present our environment-building approach: we build Virtual-Taobao, a simulator learned from histor
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Grabowski, Patrick J., Drew N. Rutherford, and Andrea H. Mason. "Modeling Prehension for Physical Collaboration in Virtual Environments." Presence: Teleoperators and Virtual Environments 20, no. 6 (2011): 577–90. http://dx.doi.org/10.1162/pres_a_00083.

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The modeling of human movement is vital for a complete understanding of complex human–computer interaction. As three-dimensional collaborative tangible user interfaces (TUIs) evolve, research is needed to understand how people physically interact with each other within a virtual environment. Previous study of physical collaboration in virtual environments has utilized Fitts' law to model gross upper-extremity movement in a passing task. However, no study has modeled passing tasks that require precision grasp with the human hand, an important feature of human–computer interaction in TUIs. The p
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Ge, Zhexue, Yi Zhang, Yongmin Yang, Xu Luo, Qiang Li, and Fang Wang. "A New Maintainability Evaluation Method Based on Virtual-real Fusion Scene Construction." Scientific Programming 2022 (March 9, 2022): 1–12. http://dx.doi.org/10.1155/2022/6547225.

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Maintainability is one important attribute of product quality. Maintainability evaluation is important to reduce maintenance cost and improve availability. With this research work, an effective maintainability evaluation method is proposed by mingling virtual environment and real world physical equipment. In order to reduce the cost of maintainability test scenario construction, the surrounding environment of physical equipment is replaced by virtual model for virtual-real fusion. The virtual environment is mainly used to simulate the impact on maintenance operation space. The difficulty of re
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Vogt, Tobias, Rainer Herpers, Christopher D. Askew, David Scherfgen, Heiko K. Strüder, and Stefan Schneider. "Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State." Neural Plasticity 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/523250.

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Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompa
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Du Plessis, Andries, and Bernhardett Theron. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, no. 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.

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The purpose of this paper is to investigate the potential growth and use of Virtual World Technology. It is also concerned with the prospects for the routine use of Virtual Worlds in the workplace, the key aspects being the areas in which businesses are using Virtual World. The research design of this paper is descriptive. This research employs the multi-method data collection approach using surveys, where participants answered questions executed through interviews and questionnaires. The study is built on the combination of quantitative and qualitative analysis. All the respondents were famil
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Lee, Eun-Ji, Sung-Jun Park, and Joon-Ho Choi. "Effect of a Virtual Biophilic Residential Environment on the Perception and Responses of Seniors." Applied Sciences 14, no. 23 (2024): 11431. https://doi.org/10.3390/app142311431.

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This study investigates the effects of a virtual biophilic residential environment on seniors’ physiological and subjective responses to evaluate its potential to promote healing and recovery. Thirty seniors were exposed to three different scales (units, buildings, complexes) of virtual biophilic residential environments that combined both physical and digital biophilic elements. Physiological responses, including heart rate, heart rate variability, and galvanic skin response, were measured alongside self-reported levels of satisfaction and immersion. The primary objective was to assess the ef
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Vincent, Gausi, and Mkandawire Mtende. "Interactive virtual physics lab environment." i-manager’s Journal on Software Engineering 19, no. 1 (2024): 1. https://doi.org/10.26634/jse.19.1.21072.

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This paper introduces an innovative approach to virtual physics education through the development of an Interactive Virtual Physics Lab Environment (IVPLE). Designed to provide students with a dynamic and engaging platform for conducting physics experiments virtually, the IVPLE leverages advanced technologies like Virtual Reality (VR) and Augmented Reality (AR) to enhance traditional lab experiences, making them more accessible, immersive, and adaptable to diverse learning styles. The IVPLE incorporates realistic simulations of classical and modern physics experiments, allowing students to int
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Erkan, İlker. "Investigation of the contribution of virtual reality to architectural education." Art, Design & Communication in Higher Education 19, no. 2 (2020): 221–40. http://dx.doi.org/10.1386/adch_00024_1.

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This study mainly examines the contribution of the virtual reality environment to architectural education. The primary aim of the study was to investigate the theoretical possibilities of VR technology in an interactive and participatory educational environment that would allow students to examine architectural components and inter-component relationships. A group of 160 volunteers participated in the study, with participants asked to design villas in both natural (non-VR) and virtual reality (VR) environments within a specific period. Designs made in both environments (VR and non-VR) were eva
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Chesney, Thomas, Swee-Hoon Chuah, Angela R. Dobele, and Robert Hoffmann. "Information richness and trust in v-commerce: implications for services marketing." Journal of Services Marketing 31, no. 3 (2017): 295–307. http://dx.doi.org/10.1108/jsm-02-2015-0099.

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Purpose The potential for e-commerce is limited by a trust deficit when traders do not interact in a physical, bricks-and-mortar context. The theory of information richness posits that equivocal interactions, such as ones requiring trust, can be facilitated through communication media that transmit multiple cues interactively. This study aims to examine the potential of information-rich virtual worlds to reduce this trust deficit compared with more traditional Web-based e-tailing environments. Design/methodology/approach Rather than focusing on stated intentions, the authors adopt an experimen
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32

Ezugwu, Absalom E., Seyed M. Buhari, and Sahalu B. Junaidu. "Virtual Machine Allocation in Cloud Computing Environment." International Journal of Cloud Applications and Computing 3, no. 2 (2013): 47–60. http://dx.doi.org/10.4018/ijcac.2013040105.

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Virtual machine allocation problem is one of the challenges in cloud computing environments, especially for the private cloud design. In this environment, each virtual machine is mapped unto the physical host in accordance with the available resource on the host machine. Specifically, quantifying the performance of scheduling and allocation policy on a Cloud infrastructure for different application and service models under varying performance metrics and system requirement is an extremely challenging and difficult problem to resolve. In this paper, the authors present a Virtual Computing Labor
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Kim, Hyungil, Jessica D. Isleib, and Joseph L. Gabbard. "Virtual Shadow." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 2093–97. http://dx.doi.org/10.1177/1541931213601474.

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Most obvious benefit of augmented reality (AR) displays is direct perception of information atop physical reality. In driving context, however, AR interfaces should be designed carefully to guide drivers’ attention while minimizing attentional narrowing. This work aims to design an interface for cross traffic alert using an AR head up display (HUD) that is compatible with both the driver’s cognitive process and physical reality of driving environment. Ecological interface design (EID) allowed us to complement current user centered design (UCD) approaches by considering human-environment intera
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34

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

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A study is directed at a comparison of Virtual Reality as an educational tool in physics instruction with standard, teacher-organized, or computer-aided learning. Findings generally indicated that virtual reality-based learning is superior to lecture-based control conditions. The dependent variable was a residualized knowledge of physics measure obtained from subjects four weeks following termination of training. As a training method, virtual reality was superior to the control condition at the four-week retention period. Such a finding supports cognitive theorists who argue that the lack of o
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Caiza, Gustavo, and Ricardo Sanz. "Digital Twin to Control and Monitor an Industrial Cyber-Physical Environment Supported by Augmented Reality." Applied Sciences 13, no. 13 (2023): 7503. http://dx.doi.org/10.3390/app13137503.

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Increasing industrial development and digital transformations have given rise to a technology called Digital Twin (DT) that has the potential to break the barrier between physical and cyberspace. DT is a virtual and dynamic model enabled through a bidirectional data flow that creates high-reliability models with interconnection and fusion between the physical and digital systems for full integration. In smart manufacturing, this technology is increasingly used in research and industry. However, the studies conducted do not provide a definition or a single integrally connected model. To develop
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Mohd Bahar, Farhana Harzila, Jamilah Al-Muhammady Mohammad, Fairrul Kadir, Fatimah Ahmedy, Mohammad Saffree Jeffree, and Muhamad Saiful Bahri Yusoff. "Perception of Face-To-Face and Virtual Educational Environment during COVID-19 Pandemic: Medical Undergraduates’ Experiences in Northern Borneo." Education in Medicine Journal 16, no. 4 (2024): 43–63. https://doi.org/10.21315/eimj2024.16.4.4.

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Positive educational environments foster comfort, well-being, academic achievement and collaboration among students, teachers and organisations, supporting the production of quality graduates. Consequently, educational organisations must evaluate their educational environments. This study explores the conditions of the physical and virtual educational environment at Universiti Malaysia Sabah (UMS). A cross-sectional study involving 456 medical students from year one to year five at the Faculty of Medicine and Health Sciences (FMHS), UMS was conducted. Students’ perceptions of their educational
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Li, Yunwang, Sumei Dai, Yong Shi, Lala Zhao, and Minghua Ding. "Navigation Simulation of a Mecanum Wheel Mobile Robot Based on an Improved A* Algorithm in Unity3D." Sensors 19, no. 13 (2019): 2976. http://dx.doi.org/10.3390/s19132976.

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Computer simulation is an effective means for the research of robot navigation algorithms. In order to implement real-time, three-dimensional, and visual navigation algorithm simulation, a method of algorithm simulation based on secondary development of Unity3D is proposed. With this method, a virtual robot prototype can be created quickly with the imported 3D robot model, virtual joints, and virtual sensors, and then the navigation simulation can be carried out using the virtual prototype with the algorithm script in the virtual environment. Firstly, the scripts of the virtual revolute joint,
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Min, Xin, Wenqiao Zhang, Shouqian Sun, Nan Zhao, Siliang Tang, and Yueting Zhuang. "VPModel: High-Fidelity Product Simulation in a Virtual-Physical Environment." IEEE Transactions on Visualization and Computer Graphics 25, no. 11 (2019): 3083–93. http://dx.doi.org/10.1109/tvcg.2019.2932276.

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Wright, R. Glenn, and Michael Baldauf. "Correlation of Virtual Aids to Navigation to the Physical Environment." TransNav, the International Journal on Marine Navigation and Safety of Sea Transportation 10, no. 2 (2016): 287–99. http://dx.doi.org/10.12716/1001.10.02.11.

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Chauhan, Vanshika. "Using Mixed Reality for Iterative Sketching and Prototyping in Product Design." International Journal for Research in Applied Science and Engineering Technology 11, no. 6 (2023): 704–42. http://dx.doi.org/10.22214/ijraset.2023.53648.

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Abstract: Mixed reality (MR) integrates virtual objects and environments with the real-world using sensors, cameras, and displays. Unlike virtual reality, which is completely immersive, MR allows users to interact with virtual objects while still being aware of the physical environment. This technology can be applied to education, healthcare, entertainment, and product design. MR can simulate user experiences, allowing designers to test the usability and functionality of their designs before they are manufactured. In education, MR provides immersive learning experiences that allow students to
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Xiong, Wei, Xinying Wang, Franz Wotawa, and Qiaozhi Hua. "Optimizing Resource Scheduling for Multi-Scenario Mixed Service Groups under Edge Cloud-Native Environments Using Simulation Learning." Journal of Internet Technology 25, no. 7 (2024): 1071–81. https://doi.org/10.70003/160792642024122507011.

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The evolution of cloud and edge computing technologies has brought about resource management challenges. Traditional resource scheduling strategies fall short in dynamic cloud-edge environments, one of the challenges is identifying system state changes in multi-scenario edge cloud-native environments. The dynamic orchestration and deployment of container resources are crucial. To address this issue, we introduce a virtual environment, which generates interactions of multi-scenario mixed service groups. Furthermore, we proposed a multi-agent adversarial imitation learning approach, which is tra
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Kohonen-Aho, Laura, and Pauli Alin. "Introducing a Video-Based Strategy for Theorizing Social Presence Emergence in 3D Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 2 (2015): 113–31. http://dx.doi.org/10.1162/pres_a_00222.

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Researchers have recently suggested that although new technologies (e.g., 3D virtual environments) can enhance social presence in virtual teams, social presence is nontechnological in nature. Others have specified that social presence emerges in social interaction through copresence, psychological involvement, and behavioral engagement. However, current research methods do not fully capture the emergent nature of social presence in 3D virtual environments. We address this shortcoming by developing a novel research strategy for theorizing social presence emergence in 3D virtual environments. Th
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Paulauskas, Lukas, Andrius Paulauskas, Tomas Blažauskas, Robertas Damaševičius, and Rytis Maskeliūnas. "Reconstruction of Industrial and Historical Heritage for Cultural Enrichment Using Virtual and Augmented Reality." Technologies 11, no. 2 (2023): 36. http://dx.doi.org/10.3390/technologies11020036.

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Because of its benefits in providing an engaging and mobile environment, virtual reality (VR) has recently been rapidly adopted and integrated in education and professional training. Augmented reality (AR) is the integration of VR with the real world, where the real world provides context and the virtual world provides or reconstructs missing information. Mixed reality (MR) is the blending of virtual and physical reality environments allowing users to interact with both digital and physical objects at the same time. In recent years, technology for creating reality-based 3D models has advanced
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LoJacono, Chanel T., Ryan P. MacPherson, Nikita A. Kuznetsov, Louisa D. Raisbeck, Scott E. Ross, and Christopher K. Rhea. "Obstacle Crossing in a Virtual Environment Transfers to a Real Environment." Journal of Motor Learning and Development 6, no. 2 (2018): 234–49. http://dx.doi.org/10.1123/jmld.2017-0019.

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Obstacle crossing, such as stepping over a curb, becomes more challenging with natural aging and could lead to obstacle-related trips and falls. To reduce fall-risk, obstacle training programs using physical obstacles have been developed, but come with space and human resource constraints. These barriers could be removed by using a virtual obstacle crossing training program, but only if the learned gait characteristics transfer to a real environment. We examined whether virtual environment obstacle crossing behavior is transferred to crossing real environment obstacles. Forty participants (n =
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West, Ruth, Eitan Mendelowitz, Zach Thomas, et al. "Designing a VR Arena: Integrating Virtual Environments and Physical Spaces for Social Sensorial Data-Driven Experiences." Electronic Imaging 2020, no. 13 (2020): 360–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-360.

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Data-driven use scenarios for virtual and augmented reality are increasingly social, multiplayer and integrated in real world environments, yet these remain limited player experiences in that each player wears a device that enables their immersion and removes them in some sense from the broader physical space and social interactions in which it is occurring. Our work explores one possibility for overcoming these limitations by integrating the virtual environment with the physical space it is occupying through the use of a VR Arena design. We explore the design and development of blended virtua
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Benedetti, Viola, Gioele Gavazzi, Fiorenza Giganti, et al. "Virtual Forest Environment Influences Inhibitory Control." Land 12, no. 7 (2023): 1390. http://dx.doi.org/10.3390/land12071390.

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Exposure to natural green environments, whether through visual media or in person, can bring numerous benefits to physical and mental health. Given the restorative effects that natural forest environments have on the human mind, it is plausible to assume that these effects can also extend to cognitive processes, such as cognitive control, which are fundamental to higher-level cognitive function. In this study, we investigated whether viewing videos of urban or forest environments would have an impact on inhibitory control and attention in people with or without a past COVID-19 infection. To in
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Stavropoulos, Georgios, John Violos, Stylianos Tsanakas, and Aris Leivadeas. "Enabling Artificial Intelligent Virtual Sensors in an IoT Environment." Sensors 23, no. 3 (2023): 1328. http://dx.doi.org/10.3390/s23031328.

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The demands for a large number of sensors increase as the proliferation of Internet of Things (IoT) and smart cities applications are continuing at a rapid pace. This also increases the cost of the infrastructure and the installation and maintenance overhead and creates significant performance degradation in the end-to-end communication, monitoring, and orchestration of the various connected devices. In order to solve the problem of increasing sensor demands, this paper suggests replacing physical sensors with machine learning (ML) models. These software-based artificial intelligence models ar
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Barends, Ard J., Reinout E. de Vries, and Mark van Vugt. "Gamified Personality Assessment." Zeitschrift für Psychologie 227, no. 3 (2019): 207–17. http://dx.doi.org/10.1027/2151-2604/a000379.

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Abstract. Unobtrusive behavioral cues of personality traits can be found in physical and virtual environments (e.g., office environments and social media profiles), but detecting and coding such cues are a painstaking effort, and therefore impractical for research purposes. Measuring people’s choices in a virtual, gamified environment may offer a suitable substitute. It is currently unknown whether Honesty-Humility can also be assessed in a virtual environment. In two studies, we demonstrate that Honesty-Humility can be inferred with at least modest validity from virtual behavior cues. In a th
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Maltsev, A. V. "Integration of Physical Reality Objects with Their 3D Models Visualized in Virtual Environment Systems." Scientific Visualization 16, no. 2 (2024): 97–105. http://dx.doi.org/10.26583/sv.16.2.08.

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The paper describes methods and approaches for integrating, from the user's point of view, three-dimensional virtual models visible to them in a virtual reality headset, and their physical prototypes. This allows for the addition of some important elements of physical reality to the virtual environment, such as tactile and muscle-motor sensations. Developed solutions are based on the use of wireless HTC Vive trackers, which determine their position and orientation in space and have the ability to be attached to various objects in the real world. An original approach to building a tracking syst
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Brendley, Keith W., Joseph Cohn, Jed Marti, and Paul DiZio. "Demonstration of a Motion Coupled Virtual Environment (Mocove) – a Device for Reducing Spatial Disorientation in Uncoupled Virtual and Motion Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 7 (2002): 766–70. http://dx.doi.org/10.1177/154193120204600704.

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The U.S. Navy intends to field Virtual Environments (VE) aboard ships and submarines for training crews at sea and in harbor. The shipboard environment combined with a VE presents a challenge for reducing the side effects, most notably motion sickness, postural instability and spatial disorientation. The discrepancy between actual motion and perceived motion in the VE has been shown to be among the greatest contributing factors to side effects. The two environments, virtual and real, combine to create a highly provocative “motion discordant environment.” This demonstration presents an approach
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