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1

Jacsó, Péter. "Database source coverage: hypes, vital signs and reality checks." Online Information Review 33, no. 5 (September 25, 2009): 997–1007. http://dx.doi.org/10.1108/14684520911001963.

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2

Baker, William, and Byron Anderson. "The MLA Database on CD‐ROM: Perception and Reality." Library Review 43, no. 2 (March 1994): 30–36. http://dx.doi.org/10.1108/00242539410053868.

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3

Kerssens, Niels. "The Database ‘Revolution’." TMG Journal for Media History 21, no. 2 (November 1, 2018): 7. http://dx.doi.org/10.18146/2213-7653.2018.364.

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In this article, I counter persistent claims of big data revolutionising managerial decision making, by tracing the technological and cultural origins of data-based management in the United States back to the 1970s and 1980s using historical source materials from the trade magazine Datamation. I argue that innovations in database technology within this period – database management systems and the relational database model – shaped and reinforced a data-based mindset. This mindset, I demonstrate, is manifested in four interlinked concepts of data: data as asset, data as raw, data as reality, and data as relatable. These concepts, I argue, provide a basis for current associations of big data with ideological values of objectivity and truthfulness. The article contributes to a growing body of work in media and communication studies that deconstructs the ideological discourses facilitating big data’s unquestioned integration in the business world.
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Amin, Azzan, Haslina Arshad, and Ummul Hanan Mohamad. "VISUALIZATION OF E-COMMERCE DATA USING AUGMENTED REALITY." Journal of Information System and Technology Management 5, no. 19 (December 7, 2020): 104–22. http://dx.doi.org/10.35631/jistm.519009.

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Data visualization is viewed as a significant element in data analysis and communication. As the data engagement becomes more and more complex, visual presentation of data does help users understand the data. So far, two-dimensional (2D) data visuals are often used for the data visualization process, but the lack of depth dimension leads to inefficient and limited understanding of the data. Therefore, the effectiveness of augmented reality (AR) in data visualization was studied through the development of an AR Data Visualization application using E-commerce data. Machine learning models are also involved in the development of this AR application for the provision of data using predictive analysis functions. To provide quality E-commerce data and an optimal machine learning model, the data science process is carried out using the python programming language. The E-commerce data selected for this study is open data taken through the Kaggle Website. This database has 9994 data numbers and 21 attributes. This AR data visualization application will make it easier for users to understand the E-commerce data in-depth through the use of AR technology and be able to visualize the forecasts for sales profit based on the algorithm model "Auto-Regressive Integrated Moving Average" (ARIMA).
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Evans, E. L., M. R. Berry, and M. C. Goings. "Field Installation of a Distributed Database Application - Concept vs. Reality." SPE Computer Applications 5, no. 05 (September 1, 1993): 10–16. http://dx.doi.org/10.2118/24456-pa.

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Fidel, Raya, and Michael Crandall. "Fitting reality into a database mold: Rules for data collection." Information Systems 14, no. 2 (January 1989): 141–49. http://dx.doi.org/10.1016/0306-4379(89)90042-2.

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Yang, De Ming, Jia Yu, Feng Hui Liang, Xue Wei Wu, and Guang Dao Bao. "Research on the Application of Animation Technology in Three Dimensional City Modeling." Advanced Materials Research 671-674 (March 2013): 3216–22. http://dx.doi.org/10.4028/www.scientific.net/amr.671-674.3216.

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Virtual reality is an advanced technology in recent, it had been widely used in urban planning, medicine, art, education, military and aerospace industry, hydrology geology research and other related fields. This paper started from the application of regional three dimension virtual reality, combined the cartoon animation technology and mapping technology. By making use of experimental plot data to set up 3D virtual reality database which passed the verification platform, and finally find a way that can be widely used to product 3D virtual reality database.
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Keivani, Negin, Abdelsalam M. Maatuk, Shadi Aljawarneh, and Muhammad Akhtar Ali. "Towards the Maturity of Object-Relational Database Technology: Promises and Reality." International Journal of Technology Diffusion 6, no. 4 (October 2015): 1–19. http://dx.doi.org/10.4018/ijtd.2015100101.

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Object-relational technology provides a significant increase in scalability and flexibility over the traditional relational databases. The additional object-relational features are particularly satisfying for advanced database applications that relational database systems have experienced difficulties. The key factor to the success of object-relational database systems is their performance. This paper aims to review the promises of Object-Relational database systems, examine the reality, and how their promises may be fulfilled through unification with the relational technology. To investigate the performance implications of using object-relational relative to relational technology, the query-oriented BUCKY benchmark has been previously applied to an early object-relational database system, i.e., Illustra 97. This paper presents the results obtained from implementing and running the BUCKY benchmark on Oracle 10g. The results acquired from the work described in this paper are compared with the results obtained in BUCKY benchmark. This study throws light on the functionality of object-relational databases, where object-relational technology has made improvements but some limitations are identified as well. In general, the performance of relational supersedes that of object-relational database system.
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Sari, I. P., and H. R. Fajrin. "Mobile augmented reality using cloud database for interactive museum guiding system." Journal of Physics: Conference Series 1193 (April 2019): 012030. http://dx.doi.org/10.1088/1742-6596/1193/1/012030.

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10

Bertino, Elisa, Stefano Franzoni, Pietro Mazzoleni, Piero Mussio, and Stefano Valtolina. "Integration of virtual reality and database systems for cultural heritage dissemination." International Journal of Computational Science and Engineering 2, no. 5/6 (2006): 307. http://dx.doi.org/10.1504/ijcse.2006.014775.

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11

Fan, J. I., and K. Khoshelham. "AUGMENTED REALITY ASSET TRACKING USING HOLOLENS." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences V-4-2021 (June 17, 2021): 121–27. http://dx.doi.org/10.5194/isprs-annals-v-4-2021-121-2021.

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Abstract. Asset Tracking is an essential component of building management process. It involves creating and maintaining a database of detailed information of assets such as location, condition, brand, and type. This information can help building owners make informed decisions for cost-effective maintenance of building assets. Existing approaches to perform asset tracking require a manual process of measuring and recording the asset condition and location, which is labour-intensive and costly. The typical approach usually includes a human operator with pen and paper inspecting the site and manually recording the information about the asset. In this paper, we propose an augmented reality asset tracking system using HoloLens to reduce the manual labour involved in this process. The system can automatically detect the asset, record and update its related information by visual inspection. Assets are detected by feeding images captured by the HoloLens built-in camera to a pre-trained object detection network. Using a combination of various sensor readings from the HoloLens, the system can estimate the location of the asset using visual simultaneous localization and mapping (vSLAM). This information is then viewed and verified by the user using the augmented reality user interface. Upon the user confirmation, this information will be uploaded to a database. As a case study, we demonstrate a vending machine tracking system which is able to detect and localise the vending machines in an indoor environment and create a database of vending machine information. The system can detect vending machines with a mean average precision of 94.8% and a localization accuracy of 2.3 meters without pre-screening or user input.
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Wang, Li Xia. "The Application of Virtual Reality Technology in the Housing Display System." Advanced Materials Research 588-589 (November 2012): 1320–23. http://dx.doi.org/10.4028/www.scientific.net/amr.588-589.1320.

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This paper takes the virtual reality technology as a core, has established the housing virtual reality roaming display system, Under the premise of the detailed analysis of system architecture, We focus on how to form the terrain database and the scenery three-dimensional database by using the MultiGen Creator, and call OpenGVS through MSVC to carry on the real-time scene control and the method of the complex special effect realization.
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Berec, Michal, Lucie Vršecká, and Irena Šetlíková. "What is the reality of wildlife trade volume? CITES Trade Database limitations." Biological Conservation 224 (August 2018): 111–16. http://dx.doi.org/10.1016/j.biocon.2018.05.025.

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Nguyen, Cong The, Mien Xuan Tran, Dung Thi Nguyen, Thoa Kim Thi Pham, and Hien Thi Nguyen. "Building a land statistics, testing database." Journal of Mining and Earth Sciences 61, no. 2 (April 29, 2020): 96–105. http://dx.doi.org/10.46326/jmes.2020.61(2).11.

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Although the statistics and land inventory from 2014 up to now have made much progress, the Natural Resources and Environment sector, as well as many production units, have put in application some software and supporting tools such as TK2015, gCadas, VietMap XM, TKDesktop 2019, etc. However, these software are mainly manual or semi-automatic, not organized to comply with database standards, while the control of the additional investigation, data editing, must be manipulated, updated many times, so the application of the above software in reality still faces many difficulties and expensive. In order to effectively and synchronously perform land statistics and inventory, additional studies and proposals for scientific and technological improvement are necessary. This article presents a new approach for the purpose of thorough automation in land statistics and inventory based on proposing effective implementation solutions and building statistical databases and land inventory according to current regulations.
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Шаповалов, Віктор, Артем Атамась, Жанна Білик, Євгеній Шаповалов, and Олександр Учитель. "Structuring Augmented Reality Information on the stemua.science." Педагогіка вищої та середньої школи 51 (December 13, 2018): 102–14. http://dx.doi.org/10.31812/pedag.v51i0.3660.

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Shapovalov V.V., Atamas A.I., Bilyk Zh.I., Shapovalov YE.V. and Uchytel A.D. Structuring Augmented Reality Information on the stemua.science. It is demonstrated that one of the conditions for successful scientific and pedagogical work is exchanging of methodical materials, including with using of augmented reality. We propose to classify approaches of placing methodical materials on closed, open and open-moderated types. One of the important benefits of a closed type is the high quality of the methodical material, but it’s limited by amount of material and the lack of exchange opportunities that are problems, and there are no open-moderated resources in the Ukrainian language. The aim of this article is to analyze approaches of systematization of methodical material with using of augmented reality and recommend using of STEMUA for systematization of them. It is shown that STEMUA allows teachers to develop methodical material and place it on this platform. The platform automatically organizes methodical material in the database. Consequently, the platform is satisfying the methodical needs of Ukrainian teachers for material with using of complementary reality in the teaching. It is recommended for teachers and methodists to provide development and methodical materials with using of augmented reality and add them to the platform database.
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KALWASIŃSKI, Dariusz. "Database Application Supporting the Training Process Using a Simulator." Problems of Mechatronics Armament Aviation Safety Engineering 11, no. 3 (September 30, 2020): 67–76. http://dx.doi.org/10.5604/01.3001.0014.3708.

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The article presents a short description of the developed application based on a relational database and the results of the application functionality test. The application allows you to analyse the parameters of the process of simulating the use of a virtual overhead crane performed on a simulator, e.g. in terms of errors. The tested application works with the simulator of an overhead crane controlled from a cabin modelled using virtual reality. The tests were carried out with the participation of training instructors and occupational health and safety employees.
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Ichsan, Muhamad, Meyti Eka Apriani, and Sandi Prasetyaningsih. "ANALISIS DAN IMPLEMENTASI CLOUD RECOGNITION DAN DEVICE STORAGE PADA AUGMENTED REALITY JENIS BUAH." Komputa : Jurnal Ilmiah Komputer dan Informatika 5, no. 1 (March 21, 2016): 43–50. http://dx.doi.org/10.34010/komputa.v5i1.2440.

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Seiring berkembangnya teknologi, augmented reality merupakan teknologi yang mampu dijadikan sebagai media interaktif untuk pembelajaran, pada teknologi ini marker berperan penting sebagai komponen pendeteksi objek. Vuforia selaku salah satu editor augmented reality menyediakan 2 layanan metode untuk database, yaitu device database dan cloud database. Pada penelitian sebelumnya penulis mengembangkan aplikasi menggunakan metode device storage dimana terdapat beberapa kekurangan seperti ukuran aplikasi yang besar dan informasi berupa text yang disajikan bersifat statis yaitu tidak dapat diupdate. Penelitian ini akan membahas dan melanjutkan penelitian sebelumnya dengan membangun aplikasi menggunakan metode cloud recognition. Beberapa indikator yang diuji pada penelitian ini yaitu menghitung delay muncul objek 3d pada saat pembacaan marker dengan pengujian menggunakan beberapa macam bandwidth operator seperti operator X, Y dan Z menggunakan metode cloud recognition dan device storage, serta pengujian ukuran file pada kedua metode yang digunakan. Secara umum augmented reality device storage dalam pendeteksian objek lebih cepat 7.75 detik dibandingkan dengan cloud recognition, sedangkan ukuran file aplikasi lebih kecil menggunakan metode cloud recognition, dan informasi yang disajikan bersifat dinamis karena dapat diupdate sewaktuwaktu.
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18

Basar, Eter, Ankur Pan Saikia, and L. P. Saikia. "A Survey on Database in Cloud Computing with Reference to the Traditional Database." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 11 (November 30, 2017): 150. http://dx.doi.org/10.23956/ijarcsse.v7i11.477.

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Data Technology industry has been utilizing the customary social databases for around 40 years. Be that as it may, in the latest years, there was a generous transformation in the IT business as far as business applications. Remain solitary applications have been supplanted with electronic applications, conferred servers with different proper servers and committed stockpiling with framework stockpiling. Lower expense, adaptability, the model of pay-as-you-go are the fundamental reasons, which caused the conveyed processing are transformed into reality. This is a standout amongst the hugest upsets in Information Technology, after the development of the Internet. Cloud databases, Big Table, Sherpa, and SimpleDB are getting the opportunity to be more natural to groups. They featured the hindrances of current social databases as far as convenience, adaptability, and provisioning. Cloud databases are basically utilized for data raised applications, for example, stockpiling and mining of gigantic information or business information. These applications are adaptable and multipurpose in nature. Various esteem based data organization applications, such as managing an account, online reservation, e-exchange and stock organization, and so on are delivered. Databases with the help of these sorts of uses need to incorporate four essential highlights: Atomicity, Consistency, Isolation, and Durability (ACID), in spite of the fact that utilizing these databases isn't basic for utilizing as a part of the cloud. The objective of this paper is to discover the points of interest and disservices of databases generally utilized in cloud frameworks and to survey the difficulties in creating cloud databases
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Sayadi, Lohrasb R., Alexandra Naides, Maddie Eng, Arman Fijany, Mustafa Chopan, Jamasb J. Sayadi, Ashkaun Shaterian, et al. "The New Frontier: A Review of Augmented Reality and Virtual Reality in Plastic Surgery." Aesthetic Surgery Journal 39, no. 9 (February 12, 2019): 1007–16. http://dx.doi.org/10.1093/asj/sjz043.

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AbstractMixed reality, a blending of the physical and digital worlds, can enhance the surgical experience, leading to greater precision, efficiency, and improved outcomes. Various studies across different disciplines have reported encouraging results using mixed reality technologies, such as augmented and virtual reality. To provide a better understanding of the applications and limitations of this technology in plastic surgery, we performed a systematic review of the literature in accordance with Preferred Reporting Items for Systematic Reviews and Meta-Analyses guidelines. The initial query of the National Center for Biotechnology Information database yielded 2544 results, and only 46 articles met our inclusion criteria. The majority of studies were in the field of craniofacial surgery, and uses of mixed reality included preoperative planning, intraoperative guides, and education of surgical trainees. A deeper understanding of mixed reality technologies may promote its integration and also help inspire new and creative applications in healthcare.
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Riva, Giuseppe, Luca Melis, and Mirco Bolzoni. "Virtual Reality for Assessing Body Image: The Body Image Virtual Reality Scale (Bivrs)." International Journal of Virtual Reality 2, no. 4 (January 1, 1996): 1–11. http://dx.doi.org/10.20870/ijvr.1996.2.4.2613.

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BIVRS, Body Image Virtual Reality Scale, is a prototype of a diagnostic freeware tool designed to assess cognitive and affective components of body image. It consists of a non- immersive 3D graphical interface through which the patient is able to choose between 7 figures which vary in size from underweight to overweight. The software was developed in two architectures, the first (A) running on a single user desktop computer equipped with a standard virtual reality development software, and the second (B) split into a server (B1) accessible via Internet and actually running the same virtual ambient as in (A), and a VRML client (B2) so that anyone can access the application. The importance of a virtual reality based body image scale relies on the possibility to rapidly test one's perceived body image in better and different ways. It also provides an opportunity to easily develop a trans-cultural database on body image data. Furthermore, the possibility of using 3D can improve the effectiveness of the test because it is easier for the subject to perceive the differences between the various proposed silhouettes.
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Bardhan, Anasuya. "AUGMENTED REALITY AND VIRTUAL REALITY IN RETAIL - A BIBLIOMETRIC ANALYSIS." Psychology and Education Journal 57, no. 9 (January 5, 2021): 6209–19. http://dx.doi.org/10.17762/pae.v57i9.2709.

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Purpose – “Augmented and Virtual Reality” is a trend in retail that is lately catching a lot of attraction. These interactive technologies enhance the retail process by offering a better shopping experience and affects consumer's preference towards the retailers. Retailers need to align their business model to counteract the changing traffic patterns. This study will help in inferring trends, themes researched, identifying the prolific authors, researchers, and present the big picture. Methodology - To understand the current research state, Biblioshiny and VOS viewer has been employed to conduct a quantitative study on research papers done in the field of AR/VR in retail during the period 1993-2020 from the “Web of Science core database”. Findings - (1) Increase in publication of papers in the past 27 years, divided into 2 parts: a low exploration period and developmental period. (2) The research covers 38 countries. With respect to the research volume, the top five countries being – (i) “China”, (ii) “the United States”, (iii) “the United Kingdom”, (iv) “Germany”, and (v) “South Korea”. There has been a lot of collaboration between these countries, with maximum collaboration between the USA and China. (3) Virtual Reality, Retailing, Interactivity are amongst the trending keywords in this field in recent years. (4) The main research themes in area of AR/VR in retail mainly focuses on the research directions like – the adoption of the technology, impact on consumer behavior, and performance and user's information control. An overview of present state of academic studies was generated by employing a knowledge-based map which recognises researcher collaboration networks. This study is riveting as it has rarely been examined in this in a new manner.
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Saez, Aida, José Pedro García Sabater, Joan Morant Llorca, and Julien Maheut. "Data-driven simulation methodology using DES 4-layer architecture." WPOM-Working Papers on Operations Management 7, no. 1 (May 30, 2016): 22. http://dx.doi.org/10.4995/wpom.v7i1.4727.

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<p class="Abstract">In this study, we present a methodology to build data-driven simulation models of manufacturing plants. We go further than other research proposals and we suggest focusing simulation model development under a 4-layer architecture (network, logic, database and visual reality). The Network layer includes system infrastructure. The Logic layer covers operations planning and control system, and material handling equipment system. The Database holds all the information needed to perform the simulation, the results used to analyze and the values that the Logic layer is using to manage the Plant. Finally, the Visual Reality displays an augmented reality system including not only the machinery and the movement but also blackboards and other Andon elements. This architecture provides numerous advantages as helps to build a simulation model that consistently considers the internal logistics, in a very flexible way.</p>
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Лавлинский and V. Lavlinskiy. "Theory of modeling components for systems of design automation of electronic database on the basis of synthesis of virtual reality." Modeling of systems and processes 6, no. 3 (January 15, 2014): 16–19. http://dx.doi.org/10.12737/2383.

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Budi, Agus Setyo, Dadan Sumardani, Dewi Muliyati, Fauzi Bakri, Po-Sheng Chiu, Mutoharoh Mutoharoh, and Marlinda Siahaan. "Virtual Reality Technology in Physics Learning: Possibility, Trend, and Tools." Jurnal Penelitian & Pengembangan Pendidikan Fisika 7, no. 1 (July 19, 2021): 23–34. http://dx.doi.org/10.21009/1.07103.

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This study aims to disclose how virtual reality technology has been applied to studies of learning and the possibility of virtual reality by reviewing studies that have employed the virtual reality approach. A total of 15 papers were selected from the Scopus Index database from 2015 to 2020. Content analysis showed that virtual reality and physics learning had received the most attention under the theme of student perception, especially in self-efficacy and experience, followed by satisfaction, motivation, and engagement. Trends of research development show that the use of virtual reality has proliferated recently. Moreover, HTC Vive is the most powerful device to conduct the VR study for the tool device. This study concludes that virtual reality technology provides a promising media for educational researchers.
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Longo, Umile Giuseppe, Sergio De Salvatore, Vincenzo Candela, Giuliano Zollo, Giovanni Calabrese, Sara Fioravanti, Lucia Giannone, Anna Marchetti, Maria Grazia De Marinis, and Vincenzo Denaro. "Augmented Reality, Virtual Reality and Artificial Intelligence in Orthopedic Surgery: A Systematic Review." Applied Sciences 11, no. 7 (April 5, 2021): 3253. http://dx.doi.org/10.3390/app11073253.

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Background: The application of virtual and augmented reality technologies to orthopaedic surgery training and practice aims to increase the safety and accuracy of procedures and reducing complications and costs. The purpose of this systematic review is to summarise the present literature on this topic while providing a detailed analysis of current flaws and benefits. Methods: A comprehensive search on the PubMed, Cochrane, CINAHL, and Embase database was conducted from inception to February 2021. The Preferred Reporting Items for Systematic reviews and Meta-Analyses (PRISMA) guidelines were used to improve the reporting of the review. The Cochrane Risk of Bias Tool and the Methodological Index for Non-Randomized Studies (MINORS) was used to assess the quality and potential bias of the included randomized and non-randomized control trials, respectively. Results: Virtual reality has been proven revolutionary for both resident training and preoperative planning. Thanks to augmented reality, orthopaedic surgeons could carry out procedures faster and more accurately, improving overall safety. Artificial intelligence (AI) is a promising technology with limitless potential, but, nowadays, its use in orthopaedic surgery is limited to preoperative diagnosis. Conclusions: Extended reality technologies have the potential to reform orthopaedic training and practice, providing an opportunity for unidirectional growth towards a patient-centred approach.
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Cornuelle, C. S., G. Aldering, A. Sourov, R. M. Humphreys, J. A. Larsen, and J. Cabanela. "A WWW Database of APS Poss Images." Symposium - International Astronomical Union 179 (1998): 467–68. http://dx.doi.org/10.1017/s0074180900129328.

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We have used the Automated Plate Scanner (APS) at the University of Minnesota to digitize glass copies of the blue and red plates of the original Palomar Observatory Sky Survey (POSS I) with |b| > 20°. The APS Image Database is a database of all digitized images larger than the photographic noise threshold. It includes all of the matched images in the object catalog, as well as those unmatched images above the noise threshold. The matched image data of the catalog has the advantage of confirming the reality of the image. This is especially important for small images near the plate limit. But these are not all of the detected real images; very blue or very red faint objects may be excluded by this matching requirement. The image database allows information on them to be retrieved, and is therefore a valuable complement to the object catalog. The operation of the APS and the scanning procedures are described in detail in Pennington et al. (1993). We are now processing plate data into the image database. A set of query forms, a tutorial and documentation can be found at http://isis.spa.umn.edu/IDB/homepage.idb.html.
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Mironenko, Maxim, Viktor Chertopolokhov, and Margarita Belousova. "Virtual Reality Technologies and Universal 3D Reconstruction Interface Development." Историческая информатика, no. 4 (April 2020): 192–205. http://dx.doi.org/10.7256/2585-7797.2020.4.34671.

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The article summarizes the results of a two-year study of the issues related to the virtual reality and augmented reality technologies use to virtually reconstruct Moscow Bely Gorod in the 16th-18th centuries. The authors describe mathematical methods, software and hardware which grant access to the historical reconstruction of historical urban landscapes. An important feature of the reconstruction is the source verification module which was used to construct three-dimensional models of the landscape, buildings and the general scenery. The article names the basic principles which the verification module and its interface are based on and considers some optimum problems solved when constructing the interface. The project uses a hybrid motion tracking system as a combination of optical and inertial data. The archival sources used in the reconstruction process are presented in the virtual environment by means of a 3D graphical user interface for the virtual reality. The information displayed is generated from the database of historical sources which includes information about the urban development and individual buildings of Bely Gorod, their parts, location, purpose, owners and construction date. The database contains both text and graphic historical sources. The results obtained also include new algorithms, software and hardware systems as well as the experiment results.&nbsp;
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Gonzalez-Sosa, Ester, Pablo Perez, Ruben Tolosana, Redouane Kachach, and Alvaro Villegas. "Enhanced Self-Perception in Mixed Reality: Egocentric Arm Segmentation and Database With Automatic Labeling." IEEE Access 8 (2020): 146887–900. http://dx.doi.org/10.1109/access.2020.3013016.

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Zakharov, A. V., E. V. Khivintseva, A. V. Kolsanov, and A. S. Voronin. "The effectiveness of rehabilitation of patients with multiple sclerosis in virtual reality." Science and Innovations in Medicine 4, no. 3 (September 15, 2019): 25–29. http://dx.doi.org/10.35693/2500-1388-2019-4-3-25-29.

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Objectives - to review the results of the use of virtual reality for the rehabilitation of patients with multiple sclerosis. Material and methods. А bibliographic review of the PubMed database was conducted using the keywords "multiple sclerosis" and "virtual reality". The review was performed in accordance with the recommendations of the "Preferred Reporting Items for Systematic reviews and Meta-analysis" (PRISMA). Results. The analysis included 45 articles. Only 10 articles were subjected to final analysis. Conclusion. Virtual reality is a potentially effective alternative to traditional motor rehabilitation for patients with multiple sclerosis.
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Casuso-Holgado, María Jesús, Rocío Martín-Valero, Ana F. Carazo, Esther M. Medrano-Sánchez, M. Dolores Cortés-Vega, and Francisco José Montero-Bancalero. "Effectiveness of virtual reality training for balance and gait rehabilitation in people with multiple sclerosis: a systematic review and meta-analysis." Clinical Rehabilitation 32, no. 9 (April 13, 2018): 1220–34. http://dx.doi.org/10.1177/0269215518768084.

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Objective: To evaluate the evidence for the use of virtual reality to treat balance and gait impairments in multiple sclerosis rehabilitation. Design: Systematic review and meta-analysis of randomized controlled trials and quasi-randomized clinical trials. Methods: An electronic search was conducted using the following databases: MEDLINE (PubMed), Physiotherapy Evidence Database (PEDro), Cochrane Database of Systematic Reviews (CDSR) and (CINHAL). A quality assessment was performed using the PEDro scale. The data were pooled and a meta-analysis was completed. This systematic review was conducted in accordance with the (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) PRISMA guideline statement. It was registered in the PROSPERO database (CRD42016049360). Results: A total of 11 studies were included. The data were pooled, allowing meta-analysis of seven outcomes of interest. A total of 466 participants clinically diagnosed with multiple sclerosis were analysed. Results showed that virtual reality balance training is more effective than no intervention for postural control improvement (standard mean difference (SMD) = −0.64; 95% confidence interval (CI) = −1.05, −0.24; P = 0.002). However, significant overall effect was not showed when compared with conventional training (SMD = −0.04; 95% CI = −0.70, 0.62; P = 0.90). Inconclusive results were also observed for gait rehabilitation. Conclusion: Virtual reality training could be considered at least as effective as conventional training and more effective than no intervention to treat balance and gait impairments in multiple sclerosis rehabilitation.
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Rani Zubaida. "Media Massa Vs Media Sosial : Konstruksi Realitas Perempuan." Jurnal Indonesia Sosial Sains 2, no. 4 (April 21, 2021): 580–91. http://dx.doi.org/10.36418/jiss.v2i4.239.

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Abstrak: Tujuan dari tinjauan sistematis ini adalah untuk menghimpun, mengkaji, merangkum, dan menganalisis kajian-kajian tentang konstruksi Realitas Perempuan di Media Massa dan Media Sosial dari berbagai teori yang ada dalam paradigma Komunikasi Massa. Pencarian dilakukan pada Database Google Scholar menggunakan kata Kunci media massa, media social dan konstruksi realitas perempuan. Beberapa artikel teks lengkap yang menjadi acuan dalam penelitian ini untuk mendapatkan perspektif mengenai konstruksi realitas Perempuan di Media Massa dan Media Sosial. Hasil membahas mengenai Media social dan Media Massa, dan b) bias gender. Baik dalam media massa maupun media social bias gender masih terjadi. Berbagai stereotip tentang perempuan masih berlaku, sekalipun dalam media yang dinikmati oleh kalangan atas sekalipun. Kemudian dalam penelitian ini juga mendiskusikan mengenai teori yang bisa dipakai untuk memperluas kajian mengenai media massa dan efek yang ditimbulkan dengan teori dari paradigma komunikasi massa.
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Silvestre-Blanes, Javier, Teresa Albero-Albero, Ignacio Miralles, Rubén Pérez-Llorens, and Jorge Moreno. "A Public Fabric Database for Defect Detection Methods and Results." Autex Research Journal 19, no. 4 (December 1, 2019): 363–74. http://dx.doi.org/10.2478/aut-2019-0035.

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Abstract The use of image processing for the detection and classification of defects has been a reality for some time in science and industry. New methods are continually being presented to improve every aspect of this process. However, these new approaches are applied to a small, private collection of images, which makes a real comparative study of these methods very difficult. The objective of this paper was to compile a public annotated benchmark, that is, an extensive set of images with and without defects, and make these public, to enable the direct comparison of detection and classification methods. Moreover, different methods are reviewed and one of these is applied to the set of images; the results of which are also presented in this paper.
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Kowalski, Paweł. "Multilingual Dictionary of Keywords as a Tool for the Digital Bibliographic Database of World Slavic Linguistics." Rasprave Instituta za hrvatski jezik i jezikoslovlje 46, no. 2 (October 30, 2020): 783–95. http://dx.doi.org/10.31724/rihjj.46.2.18.

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The paper presents the structure of a multilingual dictionary of keywords, which is an integral part of the bibliographic database of Slavic linguistics iSybislaw representing the digital information retrieval system (www.isybislaw.ispan.waw.pl). The lexical units (keywords) of the language of keywords used in the system are represented primarily by linguistic terms. In spite of a different denotation – the keywords directly denote sets of documents, and indirectly the non-documentary reality, while the terms denote elements of linguistic reality – they are formally equal with linguistic terms, which allows them to map the semantic field of a particular discipline, in this case Slavic linguistics. The dictionary is therefore a domain-based online specialist dictionary, which is a tool for users of the bibliographic database of Slavic linguistics. The dictionary is addressed to all those who deal with linguistics and linguistic terminology, first of all to scholar-linguists, Ph.D. students and students of philologies, as well as translators of academic papers in the field of linguistics.
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Li, Jing, Chengyi Wang, Xuejie Kang, and Qiang Zhao. "Camera localization for augmented reality and indoor positioning: a vision-based 3D feature database approach." International Journal of Digital Earth 13, no. 6 (January 17, 2019): 727–41. http://dx.doi.org/10.1080/17538947.2018.1564379.

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Taketomi, Takafumi, Tomokazu Sato, and Naokazu Yokoya. "Real-time and accurate extrinsic camera parameter estimation using feature landmark database for augmented reality." Computers & Graphics 35, no. 4 (August 2011): 768–77. http://dx.doi.org/10.1016/j.cag.2011.04.007.

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36

Lee, Sangho, Jangwon Suh, and Hyeong-Dong Park. "BoreholeAR: A mobile tablet application for effective borehole database visualization using an augmented reality technology." Computers & Geosciences 76 (March 2015): 41–49. http://dx.doi.org/10.1016/j.cageo.2014.12.005.

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37

Lin, Hui-Ting, Yen-I. Li, Wen-Pin Hu, Chun-Cheng Huang, and Yi-Chun Du. "A Scoping Review of The Efficacy of Virtual Reality and Exergaming on Patients of Musculoskeletal System Disorder." Journal of Clinical Medicine 8, no. 6 (June 4, 2019): 791. http://dx.doi.org/10.3390/jcm8060791.

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To assess the effects of virtual reality on patients with musculoskeletal disorders by means of a scoping review of randomized controlled trials (RCTs). The databases included PubMed, IEEE, and the MEDLINE database. Articles involving RCTs with higher than five points on the Physiotherapy Evidence Database (PEDro) scale were reviewed for suitability and inclusion. The methodological quality of the included RCT was evaluated using the PEDro scale. The three reviewers extracted relevant information from the included studies. Fourteen RCT articles were included. When compared with simple usual care or other forms of treatment, there was significant pain relief, increased functional capacity, reduced symptoms of the disorder, and increased joint angles for the virtual reality treatment of chronic musculoskeletal disorders. Furthermore, burn patients with acute pain were able to experience a significant therapeutic effect on pain relief. However, virtual reality treatment of patients with non-chronic pain such as total knee replacement, ankle sprains, as well as those who went through very short virtual reality treatments, did not show a significant difference in parameters, as compared with simple usual care and other forms of treatment. Current evidence supports VR treatment as having a significant effect on pain relief, increased joint mobility, or motor function of patients with chronic musculoskeletal disorders. VR seems quite effective in relieving the pain of patients with acute burns as well.
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Hounsell, Marcelo da Silva, Juliana Patrícia Detroz, Marcio Geovani Jasinski, Rafaela Bosse, and Thiago Luiz Berlim. "A Brief History of Virtual Reality in Brazil: A survey over the publications in the “Symposium on Virtual and Augmented Reality”." Journal on Interactive Systems 5, no. 3 (December 30, 2014): 1. http://dx.doi.org/10.5753/jis.2014.728.

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Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.
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Brusaporci, Stefano. "Advanced Mixed Heritage." International Journal of Computational Methods in Heritage Science 2, no. 1 (January 2018): 40–60. http://dx.doi.org/10.4018/ijcmhs.2018010104.

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Aim of the article is to reflect on how digital technologies and ICT are changing the way to analyze, visualize, and communicate architectural heritage. In particular, mixed reality apps favor the constant and ubiquitous combination of reality and virtuality. A new kind of advanced heritage grows, characterized by the mix of tangible heritage and digital heritage: Reality enriches with information and virtuality acquires new potentialities with its matching with reality. This process moves from the development of digital informative models made by 3-D and database complex models, characterized by real time manipulability, navigation and interaction. This context renews people's relationship with images, allowing a sort of “visual turn” in built heritage field, where reality reaffirms its centrality, and the digital sphere opens to new opportunities in architectural heritage's studying, computing, experiencing, and valorization. Follows a claim for transparency of information and computer-based visualization.
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Yang, Xiang, Tobias Marx, Marco Zimmermann, Hans Hagen, and Jan C. Aurich. "Virtual Reality Animation of Chip Formation during Turning." Advanced Materials Research 223 (April 2011): 203–11. http://dx.doi.org/10.4028/www.scientific.net/amr.223.203.

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Virtual Reality (VR) technology allows the animation of machining operations. The kinematic of the machining operation and the geometry of the parts are allocated prevalently to VR using the Virtual Reality Modeling Language (VRML). In order to visualize the machining operation close to reality, the chip formation process needs to be animated as well. This paper presents the virtual reality animation of external cylindrical turning considering the chip formation and the results of the machining operation, such as the process forces. The chips are described numerically using JavaScript which is embedded into the VRML. The JavaScript accesses in addition to an experimentally generated database in order to display the results of the machining operation. The turning operation is visualized both in a non-immersive graphic user interface and an immersive Cave Automatic Virtual Environment (CAVE).
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41

Teschke, Rolf, and Gaby Danan. "The LiverTox Paradox-Gaps between Promised Data and Reality Check." Diagnostics 11, no. 10 (September 24, 2021): 1754. http://dx.doi.org/10.3390/diagnostics11101754.

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The LiverTox database compiles cases of idiosyncratic drug-induced liver injury (iDILI) with the promised aims to help identify hepatotoxicants and provide evidence-based information on iDILI. Weaknesses of this approach include case selection merely based on published case number and not on a strong causality assessment method such as the Roussel Uclaf Causality Assessment Method (RUCAM). The aim of this analysis was to find out whether the promised aims have been achieved by comparison of current iDILI case data with those promised in 2012 in LiverTox. First, the LiverTox criteria of likelihood categories applied to iDILI cases were analyzed regarding robustness. Second, the quality was analyzed in LiverTox cases caused by 46 selected drugs implicated in iDILI. LiverTox included iDILI cases of insufficient quality because most promised details were not fulfilled: (1) Standard liver injury definition; (2) incomplete narratives or inaccurate for alternative causes; and (3) not a single case was assessed for causality with RUCAM, as promised. Instead, causality was arbitrarily judged on the iDILI case number presented in published reports with the same drug. All of these issues characterize the paradox of LiverTox, requiring changes in the method to improve data quality and database reliability. In conclusion, establishing LiverTox is recognized as a valuable effort, but the paradox due to weaknesses between promised data quality and actual data must be settled by substantial improvements, including, for instance, clear definition and identification of iDILI cases after evaluation with RUCAM to establish a robust causality grading.
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Safi, Maryam, Joon Chung, and Pratik Pradhan. "Review of augmented reality in aerospace industry." Aircraft Engineering and Aerospace Technology 91, no. 9 (October 7, 2019): 1187–94. http://dx.doi.org/10.1108/aeat-09-2018-0241.

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Purpose The purpose of this paper is to assess and determine the potential of augmented reality (AR) in aerospace applications through a survey of published sources. Design/methodology/approach This paper reviews a database of AR applications developed for the aerospace sector in academic research or industrial training and operations. The review process begins with the classification of these applications, followed by a brief discussion on the implications of AR technology in each category. Findings AR is abundantly applied in engineering, navigation, training and simulation. There is potential for application in in-flight entertainment and communication, crew support and airport operations monitoring. Originality/value This paper is a general review introducing existing and potential AR applications in various fields of the aerospace industry. Unlike previous publications, this article summarizes existing and emerging applications to familiarize readers with AR use in all of aerospace. The paper outlines example projects and creates a single comprehensive reference of AR advancements and its use in the aerospace industry. The paper provides individuals with a quick guide to available and emerging technology.
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Mulyadi, Tri, Muhammad Rizal H, and Amran Amiruddin. "PENERAPAN TEKNOLOGI AUGMENTED REALITY SEBAGAI SARANA EDUKASI PERKENALAN ALAT MUSIK DENGAN METODE SINGLE MARKER." Journal of Information System Management (JOISM) 1, no. 2 (January 31, 2020): 18–21. http://dx.doi.org/10.24076/joism.2020v1i2.26.

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Augmented Reality (AR) merupakan teknologi yang berkembang saat ini dan sangat diminati sehingga menawarkan peluang baru sebagai media edukasi pengenalan alat musi. Penelitian ini bertujuan untuk merancang aplikasi AR sebagai sarana edukasi perkenalan berbagai macam alat musik dengan metode single marker.Metode yang digunakan pada penelitian ini yaitu metode singe marker. Augmeneted reality dirancang untuk pengenalan alat musik tradisional indonesia, dirancang menggunakan unity, database dengan vuforia dan pembuatan objek 3d meniggunakan skhectup kemudian di paketkan dengan unity. Aplikasi augmented reality di implementasikan pada smartphone android dengan cara menginstal file Alat musik.apk yang di build dengan unity. Dari hasil pengujian yang dilakukan menunjukkan bahwa setiap ukuran marker mempengaruhi batas jarak minimum dan maksimum kamera untuk melakukan tracking pemanggilan objek.
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Truong, Linh D. T. "Managing, exploiting and sharing cadastral databases in district 6, Ho Chi Minh City: Present status and solutions." Journal of Agriculture and Development 02 (April 29, 2019): 27–38. http://dx.doi.org/10.52997/jad.4.02.2019.

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As one of the first unit in Vietnam which got cadastral database, so the database of district 6, Ho Chi Minh City is quite limited in terms of building process, content and data structure. The database does not comply with the current regulations of Ministry of Natural Resources and Environment, and not synchronized with cadastral database of other localities. The Ho Chi Minh City Department of Natural Resources and Environment (2014) concluded that these limitations led to difficulties in managing, exploiting and sharing their cadastral database. The research aimed to the needs of society in reality and local characteristics in managing, exploiting and sharing cadastral database. As the study identified the advantages and disadvantages of the current database and proposed appropriate solutions to complete this work for District 6 in particular and Ho Chi Minh City in general. The new database improved the efficiency of cadastral database in land management and other related fields. The results of this study can be applied to complete and manage cadastral database in the citywide centralized model that is potential in contributing to the e-government and modern land administration system in Ho Chi Minh City.
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Cui, Gang Wei, Ying Xue Yao, and Yu Wang. "Study of Toleranced Products Modeling Based on Virtual Reality." Applied Mechanics and Materials 16-19 (October 2009): 781–85. http://dx.doi.org/10.4028/www.scientific.net/amm.16-19.781.

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Virtual assembly based on the virtual reality gives a low-cost and rapid prototyping method for products’ assembly, and tolerances have become a key technique of information integration in CAD/CAM. It will be a new task about how to integrate tolerances into virtual assembly. A toleranced product model based on the virtual reality is constructed for the virtual assembly, and the essential data is saved and managed in database. Model transform interface software is developed, which is a special software that users can get the essential data without any users’ acting. The geometric model of products is constructed in the virtual reality, and the method of getting assembly information, dimensions, and tolerances is proposed. A toleranced product modeling system based on the virtual reality is developed, and the using of tolerances is discussed by an example.
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Mak, S. L., Fanny W. F. Tang, C. H. Li, Geddy T. W. Lee, and W. H. Chiu. "A Review on Development and Application of Virtual Reality (VR) Training Platform for Testing, Inspection and Certification Industry." International Journal of Information and Education Technology 10, no. 12 (2020): 926–31. http://dx.doi.org/10.18178/ijiet.2020.10.12.1480.

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The Virtual Reality (VR) training is one of modern simulation tools which has been used to help train up staffs to operate equipment and facilities, as well as handling emergency situations in different industries. This paper discusses the theories supporting the adoption of VR technologies in the laboratories and pros/cons of Virtual Reality Training systems. Virtual reality technologies have been applied to different types of trainings in many industries, such as product design and manufacturing, facilities maintenances and territory teaching purposes. A typical virtual reality system includes four basic elements: 1) Input devices in order to simulate the working behavior; 2) Output devices; such as VR headset to allow the user in the virtual environment; 3) graphical system that produce simulated scenario(s); 4) Database to store the different conditions to simulate the operation environment.
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RUNDE, CHRISTOPH, HOLGER JOOSTEN, MARKUS MERSINGER, and SABINE BIERSCHENK. "INTELLIGENT MANUFACTURING SYSTEMS PROJECT IRMA — LINKING VIRTUAL REALITY TO SIMULATION." Journal of Advanced Manufacturing Systems 02, no. 01 (June 2003): 105–10. http://dx.doi.org/10.1142/s0219686703000241.

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An international group of industrial companies and research institutions is actually creating an integrated platform for industrial process control, process design, staff training and product design. By linking simulation and virtual reality, project IRMA (A Configurable Virtual Reality system for multi-purpose industrial manufacturing applications) is to improve manufacturing performance. The core integration module is the Delfoi INTEGRATOR™, a PC based message broker used to link a virtual environment and a production/failure database scenario, to different simulations (QUEST and ARENA material flow simulation, IGRIP robot kinematics simulation) or to programmable logic controls using their OPC interface.
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Ali, Dayana Farzeeha, Marlissa Omar, Abdul Halim Abdullah, Nor Hasniza Ibrahim, Mahani Mokhtar, Norasykin Mohd Zaid, and Nusaila Johari. "5 Years into Augmented Reality Technology in Education: Research Trends, Bibliometric Study and its Application to Enhance Visualization Skills." WSEAS TRANSACTIONS ON SYSTEMS AND CONTROL 16 (May 24, 2021): 253–60. http://dx.doi.org/10.37394/23203.2021.16.21.

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Augmented Reality technology allows users to interact with virtual objects integrated into the real world and real-time. Augmented Reality technology is considered a potential tool to promote the teaching and learning process. This study aims to identify the trends of publications related to Augmented Reality (AR) in education, bibliometric review of the studies as well as its application on enhancing students’ visualization skills in engineering education field. Thus, this study reviewed trends and bibliometric studies focusing on Augmented Reality (AR) in education for the past five years based on the Web of Science (WOS) database, and provide experimental results on the application of augmented reality technology to enhance visualization skills among engineering students. The result from this study proves that augmented reality shows an upward trends in education, as well as the experimental findings indicates positive results in enhancing visualization skills which is one of the reason why augmented reality is frequently used in education field as teaching and learning tools. This study will also provide researchers and educators with knowledge of the research trends of augmented reality in education. This paper will then highlight the most influential authors and countries in this research area as a reference for future researcher
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Dong, Zhi Hui, Duan Feng Han, and Lei Song. "Research on Three-Dimensional Visualization Terrain Application Technology Based on ECT/EPX." Applied Mechanics and Materials 328 (June 2013): 43–47. http://dx.doi.org/10.4028/www.scientific.net/amm.328.43.

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Virtual reality technology, via imitating natural environment, enables to display a vivid visual environment, which has already been applied in a great deal of domains, such as entertainment, education and training. And three-dimensional terrain plays a key role on the contribution of virtual environment, which directly effluents the reality of virtual environment. This paper firstly introduces the key technologies of creating three-dimensional visualization terrain based on ECT (Environment Creation Tool) and EPX, and then creates a terrain database for ship handing simulator to providing the feasibility of this method.
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Polat, Merve, İsmail Rakıp Karaş, İdris Kahraman, and Behnam Alizadehashrafi. "AR Based App for Tourist Attraction in ESKİ ÇARŞI (Safranbolu)." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W1 (October 26, 2016): 177–81. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w1-177-2016.

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This research is dealing with 3D modeling of historical and heritage landmarks of Safranbolu that are registered by UNESCO. This is an Augmented Reality (AR) based project in order to trigger virtual three-dimensional (3D) models, cultural music, historical photos, artistic features and animated text information. The aim is to propose a GIS-based approach with these features and add to the system as attribute data in a relational database. The database will be available in an AR-based application to provide information for the tourists.
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