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Journal articles on the topic 'Virtual desktop'

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1

Higginbottom, Patricia C., and Edward P. Harris. "The Virtual Desktop." Medical Reference Services Quarterly 20, no. 2 (June 2001): 1–8. http://dx.doi.org/10.1300/j115v20n02_01.

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Hayashi, M., K. Enami, H. Noguchi, K. Fukui, N. Yagi, S. Inoue, H. Shibata, Y. Yamanouchi, and Y. Itoh. "Desktop virtual studio system." IEEE Transactions on Broadcasting 42, no. 3 (1996): 278–84. http://dx.doi.org/10.1109/11.536592.

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Krishna, Tummala Sri Ranga Sai. "Virtual Personal Assistant for Desktop Automation using Selenium." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (June 30, 2021): 3261–64. http://dx.doi.org/10.22214/ijraset.2021.35798.

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In recent years, Virtual Personal Assistants(VPA) have worked with utmost efficacy sorting out queries and specific tasks posted by the individual users on the website by AI and Natural Language Processing . VPA developers develop functions to either scrape the query result from the Internet. The result data include copious formats from a simple definition in Wikipedia to complex calculations or recommendations. However, VPA’s designed for desktops do not work as extensively as the VPA’s featuring in the smart phones . They do not provide a complete automation of desktop websites due to continuous and frequent development. The current desktop personal assistant’s can show you the top results of the query ‘Biryani’, but cannot order on behalf of you. In this study, we propose a Virtual Personal Assistant ARCHER for desktop automation using Selenium by using the specifications of the behavior data of websites.
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Shen, Zhuohui, Liqin Guo, Baocun Hou, Hongyan Quan, and ShuangShuang Zhou. "Key technique research on desktop virtualization in cloud environment." International Journal of Modeling, Simulation, and Scientific Computing 08, no. 02 (April 4, 2017): 1750045. http://dx.doi.org/10.1142/s1793962317500453.

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Desktop Virtualization is an essential problem in cloud manufacturing to make full use of shared resources so as to meet the practical application requirements. In this paper, an efficient virtualization solution for desktop transferring is presented for sharing resources. Our strategy is not limited to transfer desktops between virtual machines (VMs), transmission between virtual and physical machines is also achieved. A three-layer systemic structure based on web environment is proposed in the study. We employ the application program library Libvirt and kernel-based virtual machine (KVM) technique to manage VMs with dynamic customization scheme, which gains better virtualization performance. Moreover, we present two different schemes for desktop graphics transferring. One is based on the transport protocol virtual network computing (VNC), and the other adopts the simple protocol for independent computing environment (SPICE), which both achieve more satisfactory results. The validity of our scheme is demonstrated on some experimental results and systemic qualitative evaluation is also provided.
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ZHAN, Xu-sheng, Yun-wei GAO, Bai-ming FENG, Yun JIANG, and Peng-fei YANG. "New virtual desktop antivirus model." Journal of Computer Applications 32, no. 12 (May 30, 2013): 3445–48. http://dx.doi.org/10.3724/sp.j.1087.2012.03445.

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6

Dutta-Roy, A. "Virtual meetings with desktop conferencing." IEEE Spectrum 35, no. 7 (July 1998): 47–56. http://dx.doi.org/10.1109/6.694355.

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Chen, Yu, Aiwu Shi, Kai He, Zhiqiang Hu, and Nan Su. "DCVS A Dynamic Control for Video Traffic in SPICE." Journal of Information Technology Research 11, no. 3 (July 2018): 15–28. http://dx.doi.org/10.4018/jitr.2018070102.

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This article describes how with the development of cloud computing and virtualization technology, the desktop virtualization solution is becoming more and more mature. As a virtual desktop transport protocol, SPICE is used for deploying virtual desktops on servers and remote clients with high performance. However, it will take up a lot of network bandwidth and cause network congestion in a relatively poor network environment on video transmission. To solve this problem, a dynamic adjustment for video traffic (DCVS) in SPICE is proposed. It can dynamically adjust the bit rate of the video encoding according to the state of the virtual buffer and the feedback from client. The experiment results prove that DCVS can effectively reduce the video traffic and the probability of congestion.
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Neale, Dennis C. "Spatial Perception in Desktop Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 22 (October 1996): 1117–21. http://dx.doi.org/10.1177/154193129604002202.

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This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, who were pretested for spatial ability, were required to navigate through a virtual office building while estimating space dimensions and performing spatial orientation tasks. A 3 − 2 − 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. This study effectively demonstrates that the spatial characteristics of architectural representations in perspective displays are not always accurately perceived. Furthermore, the results indicate that manipulations in GFOV can produce perceptual and cognitive errors for the basic space dimensions in perspective displays; however, VM can be used to compensate for many of the biases shown to occur.
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Murarka, Vaidehi. "Virtual Network Computing Based Droid desktop." IOSR Journal of Computer Engineering 6, no. 5 (2012): 16–20. http://dx.doi.org/10.9790/0661-0651620.

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10

Koh, Eng-Kiat. "WAVEVISIONS: A desktop virtual reality software." Computers & Graphics 20, no. 1 (January 1996): 69–75. http://dx.doi.org/10.1016/0097-8493(95)00094-1.

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11

England, Paul, and John Manferdelli. "Virtual machines for enterprise desktop security." Information Security Technical Report 11, no. 4 (2006): 193–202. http://dx.doi.org/10.1016/j.istr.2006.09.001.

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Oh, Soo-Cheol, and SeungWoon Kim. "Design and Implementation of High Performance Virtual Desktop System Managing Virtual Desktop Image in Main Memory." KIISE Transactions on Computing Practices 22, no. 8 (August 15, 2016): 363–68. http://dx.doi.org/10.5626/ktcp.2016.22.8.363.

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13

Darabont, Örs, Konrád József Kiss, and József Domokos. "Evaluation of Different Thin-Client Based Virtual Classroom Architectures." Acta Universitatis Sapientiae Electrical and Mechanical Engineering 8, no. 1 (December 1, 2016): 42–61. http://dx.doi.org/10.1515/auseme-2017-0004.

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AbstractThis paper presents an evaluation of different methods used to deliver virtual machines capable of being accessed remotely by thin-clients. The objective of the research was to provide a recommendation for building a cost-effective computer infrastructure for use in two scenarios: as a programming lab, and as an office infrastructure.We have found that different thin-client solutions based on single board computers are reliable solutions for commercially available thin client replacement, because they can run free Linux-based operating systems, can handle Remote Desktop Protocol, have lower acquisition costs, lower power consumption and offer almost the same computing performance.For providing remote desktops, there are several methods and virtualization platforms available. We benchmarked some of these platforms in order to choose the one best-suited for implementation. Our conclusion is that Microsoft Remote Desktop Services outperforms the virtualization based solutions, but it entails high license fees. Of the virtualization solutions tested, the VMW are ESXi based one is the most reliable choice.
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Krokos, Eric, Catherine Plaisant, and Amitabh Varshney. "Virtual memory palaces: immersion aids recall." Virtual Reality 23, no. 1 (May 16, 2018): 1–15. http://dx.doi.org/10.1007/s10055-018-0346-3.

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Abstract Virtual reality displays, such as head-mounted displays (HMD), afford us a superior spatial awareness by leveraging our vestibular and proprioceptive senses, as compared to traditional desktop displays. Since classical times, people have used memory palaces as a spatial mnemonic to help remember information by organizing it spatially and associating it with salient features in that environment. In this paper, we explore whether using virtual memory palaces in a head-mounted display with head-tracking (HMD condition) would allow a user to better recall information than when using a traditional desktop display with a mouse-based interaction (desktop condition). We found that virtual memory palaces in HMD condition provide a superior memory recall ability compared to the desktop condition. We believe this is a first step in using virtual environments for creating more memorable experiences that enhance productivity through better recall of large amounts of information organized using the idea of virtual memory palaces.
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Chang, Bao Rong, Hsiu-Fen Tsai, and Chi-Ming Chen. "Empirical Analysis of Server Consolidation and Desktop Virtualization in Cloud Computing." Mathematical Problems in Engineering 2013 (2013): 1–11. http://dx.doi.org/10.1155/2013/947234.

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Physical server transited to virtual server infrastructure (VSI) and desktop device to virtual desktop infrastructure (VDI) have the crucial problems of server consolidation, virtualization performance, virtual machine density, total cost of ownership (TCO), and return on investments (ROI). Besides, how to appropriately choose hypervisor for the desired server/desktop virtualization is really challenging, because a trade-off between virtualization performance and cost is a hard decision to make in the cloud. This paper introduces five hypervisors to establish the virtual environment and then gives a careful assessment based on C/P ratio that is derived from composite index, consolidation ratio, virtual machine density, TCO, and ROI. As a result, even though ESX server obtains the highest ROI and lowest TCO in server virtualization and Hyper-V R2 gains the best performance of virtual machine management; both of them however cost too much. Instead the best choice is Proxmox Virtual Environment (Proxmox VE) because it not only saves the initial investment a lot to own a virtual server/desktop infrastructure, but also obtains the lowest C/P ratio.
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16

Lei Liu and R. Van Liere. "Modeling Object Pursuit for Desktop Virtual Reality." IEEE Transactions on Visualization and Computer Graphics 18, no. 7 (July 2012): 1017–26. http://dx.doi.org/10.1109/tvcg.2012.31.

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17

Jang, Sanghee, Deunghwa Kim, Jungheum Park, Cheulhoon Kang, and Sangjin Lee. "Digital Forensic Investigation of Virtual Desktop Infrastructure." Journal of the Korea Institute of Information Security and Cryptology 23, no. 2 (April 30, 2013): 203–12. http://dx.doi.org/10.13089/jkiisc.2013.23.2.203.

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18

Bila, Nilton, Eric J. Wright, Eyal De Lara, Kaustubh Joshi, H. Andrés Lagar-Cavilla, Eunbyung Park, Ashvin Goel, Matti Hiltunen, and Mahadev Satyanarayanan. "Energy-Oriented Partial Desktop Virtual Machine Migration." ACM Transactions on Computer Systems 33, no. 1 (March 11, 2015): 1–51. http://dx.doi.org/10.1145/2699683.

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19

Wright, Timothy E., and Greg Madey. "A Survey of Technologies for Building Collaborative Virtual Environments." International Journal of Virtual Reality 8, no. 1 (January 1, 2009): 53–66. http://dx.doi.org/10.20870/ijvr.2009.8.1.2713.

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What viable technologies exist to enable the development of so-called desktop virtual reality (desktop-VR) applications? Specifically, which of these are active and capable of helping us to engineer a collaborative, virtual environment (CVE)? A review of the literature and numerous project websites indicates an array of both overlapping and disparate approaches to this problem. In this paper, we review and perform a risk assessment of 16 prominent desktop-VR technologies (some building-blocks, some entire platforms) in an effort to determine the most efficacious tool or tools for constructing a CVE
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20

Son, Sung Hoon. "A Load Balancing Policy for Virtual Desktop Service." Applied Mechanics and Materials 263-266 (December 2012): 1564–67. http://dx.doi.org/10.4028/www.scientific.net/amm.263-266.1564.

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In this paper, a virtual machine migration policy for large scale virtual desktop service is proposed. Usually a virtual desktop service is composed of several physical machines, each of which is running several virtual machines. Sometimes virtual machine should be relocated to other physical machine when load balance over the system lost. In this situation, a management server must answer two questions: who should be relocated and where is the destination host? The proposed migration policy in this paper is three kinds. We suggest the best policy from the viewpoint of user and system. By experiments, we show that our policy reduce user connect time and increase the number of concurrent virtual machines.
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21

Afzeri, Agus Geter E. Sutjipto, R. Muhida, Mohamed Konneh, and Darmawan. "Virtual Simulation and Remote Desktop Interface for CNC Milling Operation." Advanced Materials Research 264-265 (June 2011): 1643–47. http://dx.doi.org/10.4028/www.scientific.net/amr.264-265.1643.

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Advanced development of computer network through Internet brings the technology to Manufacturing. Increasing the demand for effectively use of the production facility requires the tools for sharing the manufacturing facility by remote operation of the machining process. This paper introduces the methodology of machining technology for direct remote operation of networked milling machine. The tools including virtual simulation using CAD model, remote desktop protocol and Setup Free Attachment for remote operation of milling process are proposed. Accessing and monitoring of machining operation is performed by remote desktop interface and 3D virtual simulations. Capability of remote operation is supported by an auto setup attachment with a reconfigurable pin type setup free technology installed on the table of CNC milling machine to perform unattended machining process. The system is designed using a computer server and connected to a PC based controlled CNC machine for real time monitoring. A client will access the server through internet communication and virtually simulate the machine activity. The result has been presented that combination between real time virtual simulation and remote desktop tool is enabling to operate all machine tool functions and as well as workpiece setup.
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22

Ernstsen, Jørgen, Steven C. Mallam, and Salman Nazir. "Incidental Memory Recall in Virtual Reality: An Empirical Investigation." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2277–81. http://dx.doi.org/10.1177/1071181319631411.

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Modern virtual reality technologies increase the immersive experience for users. Increased immersivity may affect how users perceive, internalize, and thus, recall information about the virtual environment and experience compared to traditional mediums, such as desktop simulations. One critical aspect of recalling information is incidental memory, which refers to the ability for people to recall information they were unaware was relevant for evaluation. This paper investigates the differences of incidental memory recall between (i) immersive virtual reality and (ii) traditional desktop systems. Fifty-two participants completed a series of tasks within identical virtual environments of the two systems and completed an incidental memory recall questionnaire testing their recall of elements within the virtual world. Results found no significant difference in incidental memory recall between immersive virtual reality and traditional desktop conditions. However, when controlling for gaming experience and gender effects significant differences between groups were found.
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Wang, Xu Ping, Xiao Hu Chen, Chun Jiang Yao, Yao Ding, and Shu Xiang Gao. "Desktop Virtual Maintenance Training Platform Based on NGRAIN." Advanced Materials Research 765-767 (September 2013): 1546–49. http://dx.doi.org/10.4028/www.scientific.net/amr.765-767.1546.

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According to the current status of maintenance training, a framework of desktop virtual maintenance training platform was proposed on the basis of the NGRAIN ,making full use of advanced CAD technology and virtual reality technology. At last take the dump trucks as example, which proved that equipment virtual maintenance training can largely improve the cost-effectiveness of the maintenance training. The platform is a portable, economical solution for maintenance training, which not only can meet the needs of the training mission, but also provide a reference for the other virtual maintenance training system. In the future, the platform will have a very important practical significance and broad application prospects.
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Luo, Fei, Jian Jun Yi, and Lin Chen. "An Operational Environment for Virtual Desktops with Network Booting." Applied Mechanics and Materials 263-266 (December 2012): 3348–51. http://dx.doi.org/10.4028/www.scientific.net/amm.263-266.3348.

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Although the virtual desktop reduces the complex management and maintenance of the traditional desktop environment, it will increase the maintenance complexity of the user operating environment and reduce the efficient utilization of local resources. To address the above issues, a novel diskless virutual desktop framework is proposed in this paper. In this framework, the operating environment is centrally managed, which is network booted from the image server. Then by means of the remote virtual machines, the capability of the runtime is extended by both the local and remote resources. Furthmore, a web-based browser shell is provided where both the local and remote resources are transparently provided to schedule the tasks among them. An experiment is carried out which verifies the feasibility of the framework.
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Tong, Yi Jie, Wei Qi Yan, and Jin Yu. "Analysis of a Secure Virtual Desktop Infrastructure System." International Journal of Digital Crime and Forensics 7, no. 1 (January 2015): 69–84. http://dx.doi.org/10.4018/ijdcf.2015010104.

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With an increasing number of personal computers introduced in schools, enterprises and other large organizations, workloads of system administrators have been on the rise due to the issues related to energy costs, IT expenses, PC replacement expenditures, data storage capacity, and information security, etc. However, Application Virtualization (AV) has been proved as a successful cost-effective solution to solve these problems. In this paper, the analytics of a Virtual Desktop Infrastructure (VDI) system will be taken into consideration for a campus network. Our developed system will be introduced and justified. Furthermore, the rationality for these improvements will be introduced.
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Prashanth, Tirumanapally. "Minimizing the Network Overhead load for Virtual Desktop." International Journal of Advanced Research in Computer Science and Software Engineering 7, no. 10 (October 30, 2017): 6. http://dx.doi.org/10.23956/ijarcsse.v7i10.261.

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Over the past decade, cloud computing services become pervasive in the industrial field in order to enhance the efficiency and reduce the TCO (Total Cost of Ownership). Virtual desktop infrastructure (VDI) provides the computing environment to the client, where the host server delivers the video images encoded on the host server. The client decodes the video images and then displays them on the screen. However, this scheme causes the heavy traffic and increases an overhead on the host server due to the frequent memory access. In this paper, we propose a novel method for reducing the network traffic and decreasing an overhead on the host server through the cyclic redundancy check (CRC) comparison of each frame. Experimental result shows the feasibility of our proposal.
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J. Ausburn, Lynna, and Floyd B. Ausburn. "New Desktop Virtual Reality Technology In Technical Education." i-manager's Journal of Educational Technology 4, no. 4 (March 15, 2008): 48–61. http://dx.doi.org/10.26634/jet.4.4.582.

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Thrash, Tyler, Mubbasir Kapadia, Mehdi Moussaid, Christophe Wilhelm, Dirk Helbing, Robert W. Sumner, and Christoph Hölscher. "Evaluation of Control Interfaces for Desktop Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 4 (November 1, 2015): 322–34. http://dx.doi.org/10.1162/pres_a_00237.

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Tracking and analyzing the movement trajectories of individuals and groups is an important problem with applications in crowd management and the development of transportation systems. However, real-world tracking is limited due to the size of the trackable area and the precision with which a person can be tracked. Experiments in virtual environments have many advantages, including practically unlimited sizes and the precise measurement of spatial behavior. However, the generalizability of research using virtual environments to real-world scenarios is often limited by the translation of participants’ movements to those of their avatars. We compared human movement patterns in virtual environments with different control interfaces: a handheld joystick, a mouse-and-keyboard setup, and a keyboard-only setup. With each of these controls, participants completed several movement-related tasks of varying difficulty in a limited amount of time. Questionnaires indicated that participants preferred the mouse-and-keyboard setup over the other two setups. Standard performance measures suggested that the joystick underperformed in a variety of tasks. Movement trajectories in the final task indicated that each of the control setups produced somewhat realistic behavior, despite some apparent differences from real-world trajectories. Overall, the results indicated that, given limited resources, mouse-and-keyboard setups consistently outperform joysticks and produce realistic movement patterns.
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Deboosere, Lien, Bert Vankeirsbilck, Pieter Simoens, Filip De Turck, Bart Dhoedt, and Piet Demeester. "Efficient resource management for virtual desktop cloud computing." Journal of Supercomputing 62, no. 2 (February 15, 2012): 741–67. http://dx.doi.org/10.1007/s11227-012-0747-0.

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30

Calyam, Prasad, Rohit Patali, Alex Berryman, Albert M. Lai, and Rajiv Ramnath. "Utility-directed resource allocation in virtual desktop clouds." Computer Networks 55, no. 18 (December 2011): 4112–30. http://dx.doi.org/10.1016/j.comnet.2011.07.019.

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31

Howard, Brad M., and Judy M. Vance. "Desktop haptic virtual assembly using physically based modelling." Virtual Reality 11, no. 4 (June 14, 2007): 207–15. http://dx.doi.org/10.1007/s10055-007-0069-3.

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32

Birkett, D. "The world on your desktop [Virtual Reality - travel]." Engineering & Technology 15, no. 6 (July 1, 2020): 58–61. http://dx.doi.org/10.1049/et.2020.0611.

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33

Johnson, Shardrom, Jun Zheng, and Guorui Li. "A Virtualization Desktop Application Platform of the Virtualized Graphics Processing Unit Technology on FlexPod Architecture." MATEC Web of Conferences 228 (2018): 02005. http://dx.doi.org/10.1051/matecconf/201822802005.

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Intelligent equipment and network application based on Artificial Intelligence, Big Data, Internet of Things and other emerging technologies are becoming one of the most important efforts in the construction of experimental and training information infrastructure in Colleges and Universities. Aiming at the problem that the application environment of teaching experiment and training in Colleges and Universities of Art and Design requires higher performance ability of virtual desktop and graphics processing, the specific characteristics on training room of art and design, and the design ideas and principles of virtualization desktop technology, are analysed on the unique perspective of specific projects of Shanghai Institute of Visual Arts. A virtualization desktop application platform of the Virtualized Graphics Processing Unit Technology on FlexPod Architecture is put forward. With the application of this platform, the performance of the desktop is improving, and the complexity of IT management is reducing, and the model for the application of the virtual desktop technology for colleges and universities of art and design is provided.
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Pallavicini, Federica, Alessandro Pepe, and Maria Eleonora Minissi. "Gaming in Virtual Reality: What Changes in Terms of Usability, Emotional Response and Sense of Presence Compared to Non-Immersive Video Games?" Simulation & Gaming 50, no. 2 (March 5, 2019): 136–59. http://dx.doi.org/10.1177/1046878119831420.

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Background. Virtual reality can provide innovative gaming experiences for present and future game players. However, scientific knowledge is still limited about differences between player’s experience in video games played in immersive modalities and games played in non-immersive modalities (i.e., on a desktop display). Materials and method. Smash Hit was played by 24 young adults in immersive (virtual reality) and non-immersive (desktop) condition. Self-report questionnaires (VAS-A, VAS-HP, VAS-SP, SUS, SUS-II) and psycho-physiological measures (heart rate and skin conductance) were used to assess usability, emotional response and the reported sense of presence. Results. No statistical differences emerged between the immersive and the non-immersive condition regarding usability and performance scores. The general linear model for repeated measures conducted on VAS-A, VAS-HP, VAS-SP scores for the virtual reality condition supported the idea that playing in the immersive display modality was associated with higher self-reported happiness and surprise; analysis on SUS-II revealed that the perceived sense of presence was higher in the virtual reality condition Discussion and conclusion. The proposed study provides evidence that (a) playing a video game in virtual reality was not more difficult than playing through a desktop display; (b) players showed a more intense emotional response, as assessed by self-report questionnaires and with psycho-physiological indexes (heart rate and skin conductance), after playing in virtual reality versus after playing through the desktop display; (c) the perceived sense of presence was found to be greater in virtual reality as opposed to the non-immersive condition.
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Ge, Jun Wei, Hai Ming Zheng, and Yi Qiu Fang. "A Hybird Virtual Machine Placement Aglrithm for Virtualized Desktop Infrastructure." Advanced Materials Research 760-762 (September 2013): 1906–10. http://dx.doi.org/10.4028/www.scientific.net/amr.760-762.1906.

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As we all kown, The virtual machine placement is one kind of bin-packing problem. By optimizing placement of virtual machine. We can improve VM performance, enhance resource utilization, reduce energy comsumption. After analysis the existing virtual machine placement aglrithm. We propose a hybird virtual machine placement aglrithm (HTA) which based on network latency threshold for the requirement of low network latence and low VM migraiton ratio in Virtualized Desktop Infrastructure. It elect qualified node set based on network latency threshold and palce the virtual machines with load-balance policy, taking into account the preformance of the network and vitual machines. According to analysis and comparison. The simulation result show that the algorithm can effectively lessen the network latency and reduce the VM migration ratio.
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Jeong, Doowon, Jungheum Park, Sangjin Lee, and Chulhoon Kang. "Investigation Methodology of a Virtual Desktop Infrastructure for IoT." Journal of Applied Mathematics 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/689870.

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Cloud computing for IoT (Internet of Things) has exhibited the greatest growth in the IT market in the recent past and this trend is expected to continue. Many companies are adopting a virtual desktop infrastructure (VDI) for private cloud computing to reduce costs and enhance the efficiency of their servers. As a VDI is widely used, threats of cyber terror and invasion are also increasing. To minimize the damage, response procedure for cyber intrusion on a VDI should be systematized. Therefore, we propose an investigation methodology for VDI solutions in this paper. Here we focus on a virtual desktop infrastructure and introduce various desktop virtualization solutions that are widely used, such as VMware, Citrix, and Microsoft. In addition, we verify the integrity of the data acquired in order that the result of our proposed methodology is acceptable as evidence in a court of law. During the experiment, we observed an error: one of the commonly used digital forensic tools failed to mount a dynamically allocated virtual disk properly.
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Rodríguez Lera, Francisco J., David Fernández González, Francisco Martín Rico, Ángel Manuel Guerrero-Higueras, and Miguel Ángel Conde. "Measuring Students Acceptance and Usability of a Cloud Virtual Desktop Solution for a Programming Course." Applied Sciences 11, no. 15 (August 3, 2021): 7157. http://dx.doi.org/10.3390/app11157157.

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Virtual desktops in cloud scenarios play a significant role in higher education. Nowadays, the idea of moving laboratories to the cloud seems mandatory and it is necessary to maintain students’ commitment in this new scenario. This paper aims at two targets, customizing a Virtual Desktop platform for delivering the laboratories of a programming course in a Computer Science Bachelor Degree and empirically apply the technology acceptance model and the system usability scale to a set of students that use it. Results obtained in this paper provide insights about the direct effect between the perceived ease of use, perceived usefulness, and attitude to technology following the technology acceptance model (TAM) as well as a comprehensive analysis of the system usability scale (SUS) of our platform.
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Hejtmanek, Lukas, Michael Starrett, Emilio Ferrer, and Arne D. Ekstrom. "How Much of What We Learn in Virtual Reality Transfers to Real-World Navigation?" Multisensory Research 33, no. 4-5 (March 17, 2020): 479–503. http://dx.doi.org/10.1163/22134808-20201445.

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Abstract Past studies suggest that learning a spatial environment by navigating on a desktop computer can lead to significant acquisition of spatial knowledge, although typically less than navigating in the real world. Exactly how this might differ when learning in immersive virtual interfaces that offer a rich set of multisensory cues remains to be fully explored. In this study, participants learned a campus building environment by navigating (1) the real-world version, (2) an immersive version involving an omnidirectional treadmill and head-mounted display, or (3) a version navigated on a desktop computer with a mouse and a keyboard. Participants first navigated the building in one of the three different interfaces and, afterward, navigated the real-world building to assess information transfer. To determine how well they learned the spatial layout, we measured path length, visitation errors, and pointing errors. Both virtual conditions resulted in significant learning and transfer to the real world, suggesting their efficacy in mimicking some aspects of real-world navigation. Overall, real-world navigation outperformed both immersive and desktop navigation, effects particularly pronounced early in learning. This was also suggested in a second experiment involving transfer from the real world to immersive virtual reality (VR). Analysis of effect sizes of going from virtual conditions to the real world suggested a slight advantage for immersive VR compared to desktop in terms of transfer, although at the cost of increased likelihood of dropout. Our findings suggest that virtual navigation results in significant learning, regardless of the interface, with immersive VR providing some advantage when transferring to the real world.
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39

Song, Dongho, Ji-Ae Shin, and Yeonjin In. "An Extension of Virtual Computing Laboratories: Scalable Virtual Desktop Infrastructure on Cloud Computing." International Journal of Multimedia and Ubiquitous Engineering 9, no. 4 (April 30, 2014): 85–92. http://dx.doi.org/10.14257/ijmue.2014.9.4.09.

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Avula, Tejaswi, Radhika Gudapati, and Subrahmanyam Kodukula. "A Novel Framework for Virtual Desktop Environment with vApp." International Journal of Computer Applications 71, no. 12 (June 26, 2013): 6–10. http://dx.doi.org/10.5120/12408-8863.

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Igorevich, Rustam Rakhimov, and Dugki Min. "Remote Desktop Sharing for Collaborative Work in Virtual World." Advanced Science Letters 21, no. 3 (March 1, 2015): 422–26. http://dx.doi.org/10.1166/asl.2015.5803.

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42

Jebaraj, J. Frank Reuben, and E. Kirubakaran. "A Framework for Desktop Virtual Reality Application for Education." International Journal of Computing Algorithm 5, no. 1 (June 15, 2016): 23–28. http://dx.doi.org/10.20894/ijcoa.101.005.001.006.

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43

Zhao, Jiayan, Tesalee Sensibaugh, Bobby Bodenheimer, Timothy P. McNamara, Alina Nazareth, Nora Newcombe, Meredith Minear, and Alexander Klippel. "Desktop versus immersive virtual environments: effects on spatial learning." Spatial Cognition & Computation 20, no. 4 (September 13, 2020): 328–63. http://dx.doi.org/10.1080/13875868.2020.1817925.

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44

Sayers, H. "Desktop virtual environments: a study of navigation and age." Interacting with Computers 16, no. 5 (October 2004): 939–56. http://dx.doi.org/10.1016/j.intcom.2004.05.003.

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E. Steiner, Karl, and Lavanya Voruganti. "A comparison of guidance cues in desktop virtual environments." Virtual Reality 7, no. 3-4 (May 20, 2004): 140–47. http://dx.doi.org/10.1007/s10055-004-0125-1.

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46

Barfield, Woodrow, Claudia Hendrix, and Karl-Erik Bystrom. "Effects of Stereopsis and Head Tracking on Performance Using Desktop Virtual Environment Displays." Presence: Teleoperators and Virtual Environments 8, no. 2 (April 1999): 237–40. http://dx.doi.org/10.1162/105474699566198.

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This study investigated performance in a desktop virtual environment as a function of stereopsis and head tracking. Ten subjects traced a computer-generated wire using a virtual stylus that was slaved to the position of a real-world stylus tracked with a 6-DOF position sensor. The objective of the task was to keep the virtual stylus centered on the wire. Measures collected as the subjects performed the task were performance time, and number of times the stylus overstepped the virtual wire. The time to complete the wire-tracing task was significantly reduced by the addition of stereopsis, but was not affected by the presence of head tracking. The number of times the virtual stylus overstepped the wire was significantly reduced when head-tracking cues were available, but was not affected by the presence of stereoscopic cues. Implications of the results for performance using desktop virtual environments are discussed.
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Wartenberg, Constanze, and Per Wiborg. "Precision of Exocentric Distance Judgments in Desktop and Cube Presentation." Presence: Teleoperators and Virtual Environments 12, no. 2 (April 2003): 196–206. http://dx.doi.org/10.1162/105474603321640941.

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Accuracy of space perception and distance estimation in virtual environments is an important precondition for the reliable use of virtual techniques in the design of products, workplaces, architecture, and production systems. The present study compares the accuracy of exocentric 1 distance estimations that a static perceiver achieves with two virtual presentation techniques: a desktop and an immersive cube presentation. Estimation accuracy in a physical mock-up is used as a point of reference. Subjects estimated exocentric distances in detailed models of a workplace previously unknown to them. All distances to be judged were located in the subjects' personal space (less than 1.5 m from the subject). Major differences between the two virtual presentation modes are that stereo information is available in the cube but not in desktop environment, and that, in the cube, changes in perspective are achieved by actually moving inside the cube instead of using a mouse. Furthermore, the cube provides a wider absolute field of view than the desktop environment. The experiment showed advantages of the cube over desktop presentation when estimating exocentric distances in “personal space” from a static position. The magnitude of distance estimation errors was significantly higher in the desktop than in the cube environment. However, estimation errors tended to be overestimations in the cube presentation, whereas over- and underestimation occurred with equal frequency in the desktop environment. In the discussion it is argued that the higher estimation accuracy in the cube environment may mainly be due to the availability of stereoscopic depth cues. According to Cutting (1997), these cues are especially relevant for spatial perception in “personal space.” 1 The term exocentric distance is used for distances between two points external to the perceiver indicating (for example) interobject distances or distances colinear with the side length of an object. These distances are to be distinguished from egocentric distances, those distances between the perceiver and one point in the environment (Waller, 1999).
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Eischeid, Todd M., and Mark W. Scerbo. "Perceptual Cues and Subjective Organization in a Virtual Information Workspace." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 5 (September 2002): 670–74. http://dx.doi.org/10.1177/154193120204600515.

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The present study examined the effectiveness of three types of virtual desktop displays with varying degrees of perceptual cues: two-dimensional (2D) display, three-dimensional (3D) display without motion, and 3D display with motion parallax. It was expected that performance would improve as the number of perceptual cues increased. Participants were asked to search for documents either with an organizational scheme they created themselves or with a preconstructed arrangement. As expected, those who organized their own desktops performed better than those using a preconstructed arrangement; however, these effects were moderated by cue condition. Differences among the cues had no effect on subjective organization. However, searching a preconstructed arrangement benefited from a 2D representation. These findings suggest that a 3D representation may be ill suited to tasks in which semantic material is stored in a virtual information space.
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Li, Gang, Yan Cao, Yu Yao, and Wan Shan Wang. "A Desktop Virtual Reality-Based Interactive Tunnel Boring Machine Simulation System." Advanced Materials Research 139-141 (October 2010): 957–60. http://dx.doi.org/10.4028/www.scientific.net/amr.139-141.957.

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In this paper, we present the design and implementation of a VRML multi-user layer, which is introduced in the virtual reality platform. A novel 3D simulation system supporting tunnel boring machine (TBM) design is developed. The virtual environment (VE) of the TBM is established by VRML based on virtual reality technology, the 3D assembling model is built by Solidworks software and changed into the virtual environment by VRML format. The optimal method is put forward by three steps optimization data to realize transmission of network. The motion simulation and virtual assembly program for TBM are made by VRML/Java language with the movement simulation control function to realize motion simulation. It has the advantages of free installation, authenticity, interactivity, low-cost, portability, and low requiring for the clients and so on.
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Jacobson, Jeffery. "Digital Dome Versus Desktop Display." International Journal of Virtual and Personal Learning Environments 4, no. 3 (July 2013): 51–65. http://dx.doi.org/10.4018/jvple.2013070104.

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In previous publications, the author reported that students learned about Egyptian architecture and society by playing an educational game based on a virtual representation of a temple. Students played the game in a digital dome or on a standard desktop computer, and (each) then recorded a video tour of the temple. Those who had used the dome recited more facts in their videos (P < 0.05). In this study, the author reports reanalysis of the video tours by two expert Egyptologists, who found an even stronger main effect for conceptual learning (P = 0.000) and better integration between the abstract concepts and the visuals (P < 0.002). The author describes the experiment in the context of digital domes for education, surveying the field and discussing relevant theory.
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