Academic literature on the topic 'Virtual analog'

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Journal articles on the topic "Virtual analog"

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Kunimoto, Ryo, Tomoyuki Miyao, and Jürgen Bajorath. "Computational method for estimating progression saturation of analog series." RSC Advances 8, no. 10 (2018): 5484–92. http://dx.doi.org/10.1039/c7ra13748f.

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Chemical space view of an analog series. Shown are inactive (red) and active (blue) analogs together with virtual candidate compounds (green) available to expand the series. Chemical neighborhoods of analogs are depicted in gray.
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Fuada, Syifaul, and Amy Hamidah Salman. "Virtual Labs of Analog Oscillator." International Journal of Online Engineering (iJOE) 12, no. 08 (2016): 31. http://dx.doi.org/10.3991/ijoe.v12i08.5911.

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This paper discusses the functional system of a learning media product development; the design and implementation of a virtual lab with analog oscillator comprised of the following: i) Wien Bridge oscillator, ii) Colpitts oscillator, iii) Hartley oscillator and, iv) Astable Multivibrator. The virtual laboratory was built using Adobe Flash CS6 Action Script 3.0. This media can be accessed offline on a computer standalone based on the extension .exe or .swf and constructed with 24 frames per second (fps). This media can be operated by changing the Resistor (R), Inductor (L) and Capacitor (C) components via ‘plug and play’ to the tool-kit, or trainer kit, while the output can be seen in the measuring devices, namely: the frequnecy counter and oscilloscope. The second product is a digital jobsheet as a supplementary element for the practical, which contains prequisites for conducting practical use, introductory, and anatomic information of the virtual lab, as well as the directions for using the e-jobsheet and virtual lab, the practical procedures, and the test items for evaluation.
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Dimova, Dilyana, and Jürgen Bajorath. "Systematic design of analogs of active compounds covering more than 1000 targets." MedChemComm 7, no. 5 (2016): 859–63. http://dx.doi.org/10.1039/c5md00585j.

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Bailenson, Jeremy N., Andrew C. Beall, Jim Blascovich, and Christopher Rex. "Examining Virtual Busts: Are Photogrammetrically Generated Head Models Effective for Person Identification?" Presence: Teleoperators and Virtual Environments 13, no. 4 (2004): 416–27. http://dx.doi.org/10.1162/1054746041944858.

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We examined the effectiveness of using 3D, visual, digital representations of human heads and faces (i.e., virtual busts) for person identification. In a series of 11 studies, participants learned a number of human faces from analog photographs. We then crafted virtual busts from those analog photographs, and compared recognition of photographs of the virtual busts to the original analog photographs. We demonstrated that the accuracy of person identification using photographs of virtual busts is high in an absolute sense, but not as high as using the original analog photographs. We present a paradigm for comparing the similarity, both structural (objectively similar in shape) and subjective (subjectively in the eyes of a viewer) of virtual busts to analog photographs, with the goal of beginning the discussion of a uniform standard for assessing the fidelity of digital models of human faces.
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A, Coldiron, Smith L, Helphrey J, et al. "A-181 Comparing Virtual Reality and Analog Prospective Memory Performance." Archives of Clinical Neuropsychology 35, no. 6 (2020): 976. http://dx.doi.org/10.1093/arclin/acaa068.181.

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Abstract Objective A virtual reality-based prospective memory task was designed to examine whether a virtual environment would allow for a deeper level of processing and aid prospective memory performance. The purpose of this study was to compare young adults’ performance on analog and virtual reality-based prospective memory tasks. Method Young adult college students (N = 40; ages 18–26) completed both analog and virtual reality prospective memory tasks in the Virtual Kitchen Protocol. Results A within-subjects analysis of variance found that participants performed better on the analog prospective memory task than in virtual reality, F(1,39) = 12.46, p = .001. Conclusions Results suggest that the virtual environment served as a source of distraction rather than a memory aid for young adults’ prospective memory ability. However, this added level of distraction may mimic everyday prospective memory settings better than traditional analog tasks, suggesting that virtual prospective memory tasks may be able to better assess everyday prospective memory abilities.
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Wibowo, Aji Widhi, and Syifaul Fuada. "MEDIA PEMBELAJARAN ANALOG OSCILLATOR VIRTUAL LABOLATORY." Telematika 13, no. 1 (2016): 23. http://dx.doi.org/10.31315/telematika.v13i1.1717.

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The purpose of this research is to design and implement a Virtual Labolatory Materials Signal Processing Sub discussion 'Oscillator' Analog as Newspapers. Developers using the model Sutopo Ariesto Hadi (2003) as a method to produce the product. Consists of six stages: concept, design, material collecting, assembly, testing and distribution. This results in the development of Virtual media Labolatory with material 'Oscillator' with the results of 4 (four) practicum digital oscillator, namely (1) Oscillator Wien Bridge, (2) Colpitts oscillator, (3) Oscillator Hartley and (4) astable multivibrator. Another result is that a user be jobsheet practicum. There are two types, namely: (1) jobsheet grip lecturers and (2) jobsheet for students. In Jobsheet there is a short book that contains the Manual on procedures for the use of virtual labolatory when practical and anatomical description of the product. Virtual Labolatory consists of the initial page (flash scren), the main page (home), pages and pages about the developer's lab referring to the story board. There are four (4) test are: (1) the truth polarity capacitor, (2) the connection (wiring), (3) mode frequency and time in the meter frequency
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Choi, Won-Jae. "Analog Realization Aspect of Virtual World." Journal of Digital Contents Society 24, no. 9 (2023): 2183–91. http://dx.doi.org/10.9728/dcs.2023.24.9.2183.

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Ananda, Bella Febriyana, Zainal Abidin Achmad, Syifa Syarifah Alamiyah, Ahimsa Adi Wibowo, and Latif Ahmad Fauzan. "Variasi Komunikasi Virtual pada Kelompok Pemain Game Mobile Legends." Jurnal Ilmu Komunikasi 12, no. 1 (2022): 18–34. http://dx.doi.org/10.15642/jik.2022.12.1.18-34.

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The Mobile Legends game application has virtual communication features, including Voice Chat, Chatbox, and Quick Chat. This study aims to observe variations of virtual communication used by the Moba Analog Team when playing the game. This study uses a qualitative method with a virtual ethnographic approach. The results show that virtual communication produces a variety of distinctive languages or odes) that is understood and interpreted by members of the Moba Analog Team. A variety of languages with unique codes has been produced due to the virtual conversations intensity and the need for tactics to run the game. Moba Analog Team members play games together almost every night. Virtual communication features facilitate communication between members when acting as a player in the Mobile Legends game. The virtual conversation while playing the games is not merely talking about playing tactics, but it extends to wider topics such as lectures, friendship, family, viral issues on social media, and politics.
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Kiryukhin, P. K., V. I. Romanenko, D. A. Khomyakov, et al. "Virtual analog of uranium-water subcritical assembly." Annals of Nuclear Energy 172 (July 2022): 109058. http://dx.doi.org/10.1016/j.anucene.2022.109058.

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Brungart, Douglas S. "Simplified analog virtual externalization for stereophonic audio." Journal of the Acoustical Society of America 105, no. 2 (1999): 582. http://dx.doi.org/10.1121/1.426976.

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Dissertations / Theses on the topic "Virtual analog"

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Eriksson, Oskar. "Implementing virtual analog synthesizers with the Web Audio API : An evaluation of the Web Audio API." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-27099.

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This thesis in computer science aimed to evaluate the suitability of the Web Audio API to implement virtual analog synthesizers. In order to do so a method for producing a reference architecture for analog synthesizers and a categorization and point system for the evaluation were developed. A reference architecture were made and then implemented with the API and the evaluation were then made based on that implementation. The API were found to cover a lot of the necessary areas, but lacking in a few key components; a noise generator, a native way to automate custom numeric properties and the implementation of the oscillator were deemed too closed to support all use cases.
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Damkjer, Kristian Linn. "Architecting RUBE worlds a methodology for creating virtual analog devices as metaphorical representations of formal systems /." [Gainesville, Fla.] : University of Florida, 2003. http://purl.fcla.edu/fcla/etd/UFE0000670.

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Gurary, Jonathan Gurary. "Improving the Security of Mobile Devices Through Multi-Dimensional and Analog Authentication." Cleveland State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=csu1521564381685222.

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Hardt, Oliver. "What Determines Spatial Strategy Choice In Human Spatial Learning In A Computer-Analog Of The Morris Water Maze?" Diss., Tucson, Arizona : University of Arizona, 2005. http://etd.library.arizona.edu/etd/GetFileServlet?file=file:///data1/pdf/etd/azu%5Fetd%5F1065%5F1%5Fm.pdf&type=application/pdf.

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Martin, Johan. "Effekten av virtuell rullbandsdistorsion i musik : Hur upplever lyssnaren digital rullbansemulering?" Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-14062.

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Många mjukvarutillverkare gör idag digitala produkter menade att emulera analog hårdvara för musiker och ljudingenjörer. Denna undersökning utgick ifrån frågan om hur lyssnare upplever emulering av analoga ljudegenskaper, i form av rullband, jämfört med digitalt ljud fritt från detta. Ett kortare utdrag från ett musikstycke inom genren metal användes för att undersöka detta. En digital mjukvaruplugin avsedd för emulering av analogt rullband växlade på och av under styckets gång för att möjliggöra en jämförelse mellan det analoga och det digitala ljudet. Stycket spelades upp tillsammans med en video, och denna visade en bokstav som växlade mellan A och B samtidigt som rullbandsemuleringen slogs av och på. Ett antal testpersoner fick vid enskilda testtillfällen lyssna på stycket och sedan i en semistrukturerad intervju diskutera de skillnader de kunde höra, om några alls. Resultatet visade att upplevelsen inte påverkades nog för att ge ett klart svar. Detta då de hörbara skillnaderna var mycket små.
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Najnudel, Judy. "Power-Balanced Modeling of Nonlinear Electronic Components and Circuits for Audio Effects." Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS223.

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Cette thèse porte sur la modélisation de composants électroniques non linéaires pour la simulation de circuits analogiques audio. Notre but est de proposer des modèles à la fois assez sophistiqués pour que les simulations sonnent de façon réaliste, et assez simples pour permettre le temps réel. À cette fin, nous explorons deux approches, toutes deux fondées sur le formalisme des Systèmes Hamiltoniens à Ports (SHP). En effet, ce formalisme préserve la passivité et le bilan de puissance du système, ce qui, couplé à des méthodes numériques ad hoc, garantit la stabilité des simulations. La première approche est orientée "boîte blanche" : on suppose la topologie du circuit connue et on se concentre sur la modélisation de composants spécifiques, à savoir les bobines ferromagnétiques (présentes dans les pédales wah-wah et les amplis guitare) et les opto-isolateurs (présents dans les trémolos et les compresseurs optiques). Les modèles proposés sont issus de la physique, passifs, modulaires, et utilisables en temps réel. La deuxième approche est orientée "boîte grise" : on cherche à retrouver la topologie et les lois constitutives d'un circuit à partir de mesures. L'apprentissage est informé par une structure SHP sous-jacente, et les non-linéarités sont traitées au moyen de noyaux reproduisants. Ainsi, on impose certaines propriétés physiques indispensables, tout en autorisant une large gamme de comportements non linéaires. Le modèle obtenu est interprétable et nécessite moins de paramètres comparé à un modèle issu de réseaux profonds. Enfin, une généralisation de cette approche pour une plus grand classe de circuits est esquissée à travers l'introduction de l'opérateur de Koopman<br>This thesis is concerned with the modeling of nonlinear components and circuits for simulations in audio applications. Our goal is to propose models that are sufficiently sophisticated for simulations to sound realistic, but that remain simple enough for real time to be attainable. To this end, we explore two approaches, both based on a port-Hamiltonian systems formulation. Indeed, this formulation structurally guarantees power balance and passivity. Combined with ad hoc numerical methods, this ensures the numerical stability of simulations. The first approach is comparable to "white box" modeling. It assumes that the circuit topology is known, and focuses on the modeling of specific components found in vintage audio circuits, namely ferromagnetic coils (found in wah-wah pedals and guitar amplifiers) and opto-isolators (found in tremolos and optical compressors). The proposed models are physically-based, passive, modular, and usable in real time. The second approach is comparable to "grey box" modeling. It aims to retrieve the topology and constitutive laws of a circuit from measurements. The learning of the circuit topology is informed by an underlying port-Hamiltonian formulation, and nonlinearities are concomitantly addressed through kernel-based methods. Thus, necessary physical properties are enforced, while the use of reproducing kernels allows for a variety of nonlinear behaviors to be described with a smaller number of parameters and a higher interpretability compared to neural network methods. Finally, a possible generalization of this approach for a larger class of circuits is outlined through the introduction of the Koopman operator
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Kavousanos-Kavousanakis, Andreas. "Design and implementation of a DSP-based control interface unit (CIU)." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FKavousanos-Kavousanakis.pdf.

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Thesis (M.S. in Electrical Engineering and M.S. in Systems Engineering)--Naval Postgraduate School, March 2004.<br>Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-63). Also available online.
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Křížek, Miroslav. "Měřicí modul s A/D převodníkem se současným vzorkováním." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2009. http://www.nusl.cz/ntk/nusl-217840.

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In this work is designed programme unit for acquisition analog acoustic signlas from sensors. There is used accurate A/D converter ADS1287 by the company Texas Iinstrument with resolution of 24 bits to digitizing these signals. There is used 32-bit microprocessor AT91SAM7S64 by the company Atmel to control this A/D converter and sending digitized data to PC. This microprocessor has implemented USB interface. By force of developmental programme units whit microprocessor and A/D converter is produced programme for microprocessor in developmental setting IAR Embedded Workbench IDE 5.0 and simple aplication for PC in setting Borland C++ Builder. Both of those programs are in language C++. Rate of sampling is 26 kHz. On the basis is realized programme unit USB-ADC whit microprocessor and A/D converter.
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Buschbaum, Felix. "Virtual heroes in interactive worlds analytical narrative in detective adventure games." Marburg Tectum-Verl, 2008. http://d-nb.info/989296415/04.

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Tankha, Vijay. "The analogy between virtue and crafts in Plato's early dialogues /." Thesis, McGill University, 1990. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=74591.

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This thesis investigates Plato's analogy between virtue and crafts, a comparison made extensively in the early dialogues. I first detail the model of technical knowledge that Plato uses as a paradigm of knowledge. An application of this model shows the inadequacies in some claims to know or to teach virtue. Applying the model to the Socratic dictum, 'Virtue is knowledge' enables us to understand what such knowledge is about. Such knowledge is identified as 'self-knowledge' and is the product of philosophy. Philosophy is thus revealed as the craft of virtue, directed at the good of individuals. One problematic aspect of the analogy between virtue and crafts is the possibility of misuse. Virtue conceived as self-knowledge enables Plato to explain both why such a craft cannot be misused and why it alone can be the basis for benefiting others.
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Books on the topic "Virtual analog"

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Jasink, Anna Margherita, and Giulia Dionisio, eds. MUSINT 2. Firenze University Press, 2017. http://dx.doi.org/10.36253/978-88-6453-396-4.

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Musint 2 si propone come un testo da ‘leggere’ che accompagna il nuovo sito-web MUSINT II, seguendo e innovando le linee generali del precedente MUSINT. Ma, come i due progetti on-line differiscono sia negli aspetti tecnici che nei contenuti, pur mantenendo principi e finalità analoghi, così anche il nuovo volume assume un ruolo che lo rende una novità più consona ai progressi che caratterizzano le discipline archeologiche sia sotto l’aspetto scientifico che quello didattico. Viene mantenuta la suddivisione in tre sezioni. La prima contiene una serie di lavori direttamente legati al sito MUSINT II. Si nota un aumento delle presentazioni relative agli aspetti tecnici e didattici, ritenuti una innovazione del nuovo sito, rispetto ai contributi scientifici intesi in senso più tradizionale. La seconda sezione presenta una esemplificazione di lavori significativi di musealizzazione virtuale, volutamente scelta negli ambiti più vari, sottolineandone il taglio didattico. La terza sezione si presenta sullo stesso piano di quella del volume precedente, anche se sono riscontrabili delle novità proprio nella scelta delle ricerche: vengono infatti presentate tematiche già proposte in fase sperimentale e nuove ricerche che si sono venute individuando nel corso di questi anni attraverso le conoscenze più ampie sulle possibilità di una museologia digitale e interattiva.
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Bernstein, Herbert. Messtechnik: Analog, Digital und Virtuell. de Gruyter GmbH, Walter, 2017.

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Bernstein, Herbert. Messtechnik: Analog, Digital und Virtuell. de Gruyter GmbH, Walter, 2017.

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Bernstein, Herbert. Messtechnik: Analog, Digital und Virtuell. de Gruyter GmbH, Walter, 2017.

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Analogy of Love: St. Maximus the Confessor and the Foundations of Ethics. Saint Vladimir's Seminary Press, 2018.

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Cohan, Steven. Virtual Hollywood. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190865788.003.0008.

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This chapter looks at two rather recent ways that backstudios have moved the virtual world of moviemaking off the screen. “Immersive Hollywood” occurs when fictional characters interact with real-life actors or spectators. As this occurs in the story, they cross the boundary separating the reel from the real as epitomized by the screen, raising questions about the value of Hollywood escapism. By comparison, “appropriated Hollywood” happens when a state apparatus—the police, the Justice Department, the FBI, the CIA, the White House—fabricates a film production as its cover story for a covert sting operation. Here the analogy of Hollywood and the actions of corrupt or unethical (or at least highly secret) state agents draws out the unsettling equivalence of the film industry’s practices of simulation and those of the national security state.
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Butler, Joseph. Analogy of Religion. 3rd ed. Lincoln-Rembrandt Pub., 1986.

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Jenks, Rod. Plato on the Unity of the Virtues. The Rowman & Littlefield Publishing Group, 2022. https://doi.org/10.5040/9781978724365.

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Plato, in the Protagoras, suggests that the virtues are profoundly unified yet also distinct. In Plato on the Unity of the Virtues: A Dialectic Reading, Rod Jenks argues that the way in which virtues are both one and many is finally ineffable. He shows how Plato countenances ineffability throughout his corpus. Jenks’s interpretation of Protagoras accounts for the otherwise-inexplicable inability of both Socrates and Protagoras to identify the bone of contention between them. Not only can the thesis not be argued for; it can’t even be properly stated. In this book, Jenks shows how the long exegesis on the Simonides poem is philosophically relevant. Further, he shows that both the parts-of-the-face analogy and the gold analogy are inadequate, arguing that Plato intends them to be so. Jenks explains why the unity thesis is supported by what most scholars agree are terrible arguments: that the virtues are both one and many. He explains why, despite the unity claim being profoundly elusive, Plato believes it to be crucial that we come to appreciate how virtue, which really does have parts, can also be profoundly one.
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Butler, Joseph. The Analogy of Religion. Richard West, 1989.

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Butler, Joseph. The Analogy of Religion. Cosimo Classics, 2005.

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Book chapters on the topic "Virtual analog"

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Välimäki, V., S. Bilbao, J. O. Smith, J. S. Abel, J. Pakarinen, and D. Berners. "Virtual Analog Effects." In DAFX: Digital Audio Effects. John Wiley & Sons, Ltd, 2011. http://dx.doi.org/10.1002/9781119991298.ch12.

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Vanhatalo, Tara, Pierrick Legrand, Myriam Desainte-Catherine, et al. "Neural Network-Based Virtual Analog Modeling." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-42616-2_5.

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Jenkins, Mark. "Programming and using virtual analog hardware and software." In Analog Synthesizers: Understanding, Performing, Buying. Routledge, 2019. http://dx.doi.org/10.4324/9780429453991-7.

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Narasimhamurthy, K. C., Ankit Sharma, Shorya Shubham, and H. R. Chandan. "Demonstration: Virtual Lab for Analog Electronic Circuits." In Smart Industry & Smart Education. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95678-7_17.

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Pirkle, Will C. "Audio Filter Designs: Wave Digital and Virtual Analog." In Designing Audio Effect Plugins in C++. Routledge, 2019. http://dx.doi.org/10.4324/9780429490248-12.

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Raposo Grau, Javier Fco, María Asunción Salgado de la Rosa, Belén Butragueño Diaz-Guerra, and Blanca Raposo Sánchez. "Analog Drawing – Digital Drawing. The Architectural Virtual Model as More Than a Technological Implementation." In Springer Series in Design and Innovation. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04640-7_20.

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Skorupska, Kinga, Maciej Grzeszczuk, Anna Jaskulska, Monika Kornacka, Grzegorz Pochwatko, and Wiesław Kopeć. "A Case for VR Briefings: Comparing Communication in Daily Audio and VR Mission Control in a Simulated Lunar Mission." In Digital Interaction and Machine Intelligence. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37649-8_29.

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AbstractAlpha-XR Mission conducted by XR Lab PJAIT focused on research related to individual and crew well-being and participatory team collaboration in ICE (isolated, confined and extreme) conditions. In this two-week mission within an analog space habitat, collaboration, objective execution and leisure was facilitated and studied by virtual reality (VR) tools. The mission commander and first officer, both experienced with virtual reality, took part in daily briefings with mission control. In the first week the briefings were voice-only conducted via a channel on Discord. During the following week last briefings were conducted in VR, using Horizon Workrooms. This qualitative pilot study employing participatory observation revealed that VR facilitates communication, especially on complex problems and experiences, providing the sense of emotional connection and shared understanding, that may be lacking in audio calls. The study points to the need to further explore VR-facilitated communication in high-stake environments as it may improve relationships, well-being, and communication outcomes.
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WU, Siegfried Zhiqiang. "Emerging Next-Generation AI Techniques." In The Urban Book Series. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-2560-4_15.

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Abstract This chapter delves into the application of next-generation AI technologies in smart city design, with a particular focus on advances in intelligence, emotional intelligence, and aesthetic intelligence. Intelligence creation fosters innovation in urban design by leveraging machine learning to support human creativity and enhance intelligent design through the integration of physical and digital analog technologies. Emotional intelligence emphasizes the emotional dimension of city life, utilizing AI to perceive citizen emotions and establish feedback mechanisms that provide more personalized services. Aesthetic intelligence investigates how machines can understand and create beauty, driving new breakthroughs in art creation via computational aesthetics and image-generating models such as OpenAI’s DALL·E2. Additionally, this chapter explores innovative approaches to future smart city design, highlighting the integration of physical and virtual simulation technologies, the application of AI algorithms in design processes, and the significance of emotion and aesthetics in urban development to offer comprehensive optimization and personalized services for smart cities.
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McDonagh, Deana, and Debra Reardanz. "Experiencing Aging: Analogue Versus Virtual." In Design of Assistive Technology for Ageing Populations. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-26292-1_7.

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Yoshikawa, Ryo, Ryohei Ikejiri, and Yasunobu Sumikawa. "Interactive System for Collaborative Historical Analogy." In Learning and Collaboration Technologies. Ubiquitous and Virtual Environments for Learning and Collaboration. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21817-1_28.

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Conference papers on the topic "Virtual analog"

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Ip-Jewell, Susan, Salam Abualhayja'A, Emmy Helen Jewell, et al. "A 21st Century STEAM Education Paradigm: Training NextGen Workforce and Analog Astronauts with Fully-Immersive Experiential Simulation Trainings, Virtual Astronautics Workshops, and In-Person Missions using Exponential Technology." In IAF Space Education and Outreach Symposium, Held at the 75th International Astronautical Congress (IAC 2024). International Astronautical Federation (IAF), 2024. https://doi.org/10.52202/078378-0042.

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Esqueda, Fabian, Boris Kuznetsov, and Julian D. Parker. "Differentiable White-Box Virtual Analog Modeling." In 2021 24th International Conference on Digital Audio Effects (DAFx). IEEE, 2021. http://dx.doi.org/10.23919/dafx51585.2021.9768272.

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"Analog Electronics Basic Simulator and Virtual Laboratory." In 1st International Workshop on e-learning and Virtual and Remote Laboratories. SciTePress - Science and and Technology Publications, 2004. http://dx.doi.org/10.5220/0001150300200027.

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Germain, Francois G. "Periodic Analysis of Nonlinear Virtual Analog Models." In 2021 IEEE Workshop on Applications of Signal Processing to Audio and Acoustics (WASPAA). IEEE, 2021. http://dx.doi.org/10.1109/waspaa52581.2021.9632733.

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Germain, Francois G. "Practical Virtual Analog Modeling Using MÖbius Transforms." In 2021 24th International Conference on Digital Audio Effects (DAFx). IEEE, 2021. http://dx.doi.org/10.23919/dafx51585.2021.9768245.

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Sobe, Udo, Enno Bohme, and Karl-Heinz Roochy. "Methodology of virtual testing of trimmable analog circuits." In 2010 IEEE 16th International Mixed-Signals, Sensors and Systems Test Workshop (IMS3TW 2010). IEEE, 2010. http://dx.doi.org/10.1109/ims3tw.2010.5503010.

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Lazem, Shaimaa, and Denis Gracanin. "An experimental analysis of social traps: A second life analog." In 2010 IEEE Virtual Reality Conference (VR). IEEE, 2010. http://dx.doi.org/10.1109/vr.2010.5444765.

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Petrzela, Jiri, Tomas Gotthans, and Zdenek Hrubos. "Analog implementation of gotthans-petrzela oscillator with virtual equilibria." In 2011 21st International Conference Radioelektronika (RADIOELEKTRONIKA 2011). IEEE, 2011. http://dx.doi.org/10.1109/radioelek.2011.5936394.

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Nur Handayani, Anik, Soraya Norma Mustika, Dyah Lestari, Wendy Cahya Kurniawan, Rosa Andrie Asmara, and Kohei Arai. "Design of Virtual Machine Collaboration on Analog Electronics Course." In 2021 International Conference on Electrical and Information Technology (IEIT). IEEE, 2021. http://dx.doi.org/10.1109/ieit53149.2021.9587431.

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Felgueiras, Carlos, Dinis Areias, Jose Macedo, Andre Fidalgo, and Gustavo Alves. "Reshaping digital methodologies to the analog world." In 2016 13th International Conference on Remote Engineering and Virtual Instrumentation (REV). IEEE, 2016. http://dx.doi.org/10.1109/rev.2016.7444504.

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Reports on the topic "Virtual analog"

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Nouidui, Thierry Stephane, Michael Wetter, Zhengwei Li, Xiufeng Pang, Prajesh Bhattacharya, and Philip Haves. BacNet and Analog/Digital Interfaces of the Building Controls Virtual Testbed. Office of Scientific and Technical Information (OSTI), 2011. http://dx.doi.org/10.2172/1168733.

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Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

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Abstract:
We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attention is paid to the use of scripts to rotate and move virtual models. The in-house development of the augmented reality mobile application for accomplishing tasks on a projection drawing is presented. The created mobile application reads, recognizes marker drawings and displays the virtual model of the product on the screen of the mobile device. It has been established that the augmented reality program developed by the team of authors as a mobile pedagogical software can be used to perform tasks both with independent work of students and with the organization of classroom activities in higher education institutions.
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