Academic literature on the topic 'Virtual reality – Multiple tools'

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Journal articles on the topic "Virtual reality – Multiple tools"

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Bebko, Adam O., and Nikolaus F. Troje. "bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond." i-Perception 11, no. 4 (2020): 204166952093840. http://dx.doi.org/10.1177/2041669520938400.

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Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.
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Cassidy, Brendan, Gavin Sim, David Wayne Robinson, and Devlin Gandy. "A Virtual Reality Platform for Analyzing Remote Archaeological Sites." Interacting with Computers 31, no. 2 (2019): 167–76. http://dx.doi.org/10.1093/iwc/iwz011.

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Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.
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Steele, Patricia, Cheryl Burleigh, Liston Bailey, and Margaret Kroposki. "Studio Thinking Framework in Higher Education: Exploring Options for Shaping Immersive Experiences Across Virtual Reality/Augmented Reality Curricula." Journal of Educational Technology Systems 48, no. 3 (2019): 416–39. http://dx.doi.org/10.1177/0047239519884897.

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With an increase in the number of colleges and universities using virtual reality and augmented reality integrated programs, specific insight for exploring immersive learning approaches utilizing virtual and augmented reality tools and applications in a variety of disciplines is needed. In some instances, pedagogical approaches for creating immersive learning experiences require a sound conceptual framework for course or content design with emphasis on developing opportunities for higher order thinking in virtual reality/augmented reality educational experiences. Public access data were used in this qualitative-directed content analysis study to examine course goals, objectives, and learning outcomes of 14 U.S. Artificial Intelligence universities as to the potential for developing creative and cognitive skills, as described within the pedagogical framework of Studio Thinking Framework. Findings indicated multiple opportunities for creative and cognitive thinking as Studio Thinking Framework was integrated into these immersive spaces.
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Schwienhorst, Klaus. "The ‘third place’ – virtual reality applications for second language learning." ReCALL 10, no. 1 (1998): 118–26. http://dx.doi.org/10.1017/s095834400000433x.

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Recently we have seen a shift of focus in using the Internet from often inappropriate human-computer interactivity to human-human interaction, based on collaborative learning concepts like learner autonomy and tandem learning. The renewed discussion of interface design has provoked a reconsideration of me traditional graphical user interface and a shift towards more intuitive interfaces like virtual reality, mainly building on the concept of constructionism. The MOO (multi-user domain, object oriented) system provides a flexible, easy-to-use multiple user virtual reality that allows for the integration of language learning tools and resources in a common environment, a third place.
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Jishtu, Pearl, and Madhura A Yadav. "Futuristic Technology in Architecture & Planning - Augmented and Virtual Reality: an Overview." International Journal on Soft Computing, Artificial Intelligence and Applications 10, no. 1 (2021): 1–13. http://dx.doi.org/10.5121/ijscai.2021.10101.

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Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were introduced as assisting tools and has helped generate multiple design options, expanded possibilities of visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling us to see the resultsof work on hand well before the commencement of the project. These tools are further developed for city development decisions, helping citizens interact with local authorities, access public services, and plan their commute. After reviewing multiple research papers, it had been observed that each one is moving forward with the changes brought by it, without entirely understanding its role. This paper provides a summary of theappliance of AR & VR in architecture and planning.
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Pober, Elizabeth, and Matt Cook. "Thinking in Virtual Spaces." International Journal of Virtual and Augmented Reality 3, no. 2 (2019): 23–40. http://dx.doi.org/10.4018/ijvar.2019070103.

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Throughout the iterative design process, both students and professionals rely on spatial thinking to develop and simulate these design solutions, but—in most cases—students lack the experience necessary to accurately visualize and translate the real-world scale of interior space. This is primarily because the current tools of representation are noticeably limited to the two-dimensions of visual information viewable on a traditional computer monitor or sheet of paper. The use of virtual reality systems can also support instruction focused on spatial reasoning. An immersive cohabitation of multiple designers within a detailed and complex model – at full-scale, in three dimensions, supports and augments spatial thinking by allowing designers to both conceptualize and reason volumetrically. This article will explore the experiences of the students and faculty using the virtual reality platform, and the challenges and impacts of incorporating full-scale analysis into the student's design process as they relate to scale perception, error recognition, and communication.
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ZHANG, Zhiqian, and Wei PAN. "Virtual reality (VR) supported lift planning for modular integrated construction (MiC) of high-rise buildings." HKIE Transactions 26, no. 3 (2019): 136–43. http://dx.doi.org/10.33430/v26n3thie-2019-0015.

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Modular integrated construction of high-rise buildings has shown its potential in accelerating the speed of construction, improving safety, safeguarding quality and enhancing productivity. However, due to the disruptive change to the construction process, challenges are identified to effectively plan and handle multiple lifts for hoisting heavy modules. Research on lift planning includes the development of simulation tools. However, the previous tools provided either static simulations or pre-designed animations that did not address the interactions between planners and the tools. Virtual reality (VR) offers an opportunity to build an interactive and navigable 3D environment. This paper aims to develop a userfriendly VR-supported tool for achieving effective lift planning for constructing high-rise modular buildings. First, the module lifting process and tower crane operations were analysed. Second, a VR demonstration was developed using a real-life modular building project. Third, the demonstration was used during interviews with the project team to verify the effectiveness of the developed tool. Results suggest that the tool can help optimise the site layout and lift logistics through the provided functions of collision detection and construction simulation. The findings suggest that VR-supported lift planning will contribute to ensure site safety and enhance the productivity of modular high-rise building construction.
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Cunha, Rian Dutra da, Frâncila Weidt Neiva, and Rodrigo Luis de Souza da Silva. "Virtual Reality as a Support Tool for the Treatment of People with Intellectual and Multiple Disabilities: A Systematic Literature Review." Revista de Informática Teórica e Aplicada 25, no. 1 (2018): 67. http://dx.doi.org/10.22456/2175-2745.77994.

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Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasses intellectual and physical disabilities. There is still no consensus on the effectiveness of VR-based treatments. Virtual reality can offer rich environment and features, but most of the researches focuses only in the experience to be inside a virtual place without taking advantage of what benefits VR provide us. Furthermore, most of our selected studies used non-immersive VR and AR. Thus, immersive VR is an open field with many opportunities to be explored. We believe VR has great potential to be effective in the treatment of people with intellectual and multiple disabilities.
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Kihonge, John N., Judy M. Vance, and Pierre M. Larochelle. "Spatial Mechanism Design in Virtual Reality With Networking." Journal of Mechanical Design 124, no. 3 (2002): 435–40. http://dx.doi.org/10.1115/1.1481363.

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Mechanisms are used in many devices to move a rigid body through a finite sequence of prescribed locations. The most commonly used mechanisms are four-bar planar mechanisms that move an object in one plane in space. Spatial mechanisms allow motion in three-dimensions (3D), however, to date they are rarely implemented in industry in great part due to the inherent visualization and design challenges involved. Nevertheless, they do provide promise as a practical solution to spatial motion generation and therefore remain an active area of research. Spatial 4C mechanisms are two degree-of-freedom kinematic closed-chains consisting of four rigid links simply connected in series by cylindrical (C) joints. A cylindrical joint is a two degree-of-freedom joint, which allows translation and rotation about a line in space. This paper describes a synthesis process for the design of 4C spatial mechanisms in a virtual environment. Virtual reality allows the user to view and interact with digital models in a more intuitive way than using the traditional human-computer interface (HCI). The software developed as part of this research also allows multiple users to network and share the designed mechanism. Networking tools have the potential to greatly enhance communication between members of the design team at different industrial sites and therefore reduce design costs. This software presents the first effort to provide a three-dimensional digital design environment for the design of spatial 4C mechanisms.
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Walsh, MT, and OH Khan. "P.105 The “Comprehensive 3D Skull Base Lab”-- enhancing resident education with virtual/augmented reality and 3D printing at Northwestern University." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (2019): S41. http://dx.doi.org/10.1017/cjn.2019.199.

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Background: Due to increasingly limited access to cadavers and first-hand operative experience, there is an increasing need for innovative modalities in neurosurgical education. Recent developments in computer modelling, virtual/augmented reality, and video game technology have created new opportunities for novel teaching tools. We set out to develop a library of 3D models of normal anatomy and pathologic states for use in conjunction with an interactive simulated environment and 3D printing for teaching of neurosurgical residents. Methods: Anatomically accurate 3D models were developed using CT/MRI data from multiple patients using open source segmentation and 3D animation software. An interactive simulated environment was then created using a 3D game engine and used in conjunction with a virtual/augmented reality system. 3D models were also used to for 3D printing. Results: 3D models and an interactive simulated environment were used in conjunction with various viewing modalities, including 3D video, 360 video, and virtual reality headsets, as well as 3D printing. These teaching tools were successfully implemented in neurosurgery didactic teaching sessions and in the skull base lab. Additional benefits were seen with patient engagement and marketing. Conclusions: 3D modeling and animation show considerable promise for neurosurgical education, with additional benefits for patient engagement, marketing, and social media.
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Dissertations / Theses on the topic "Virtual reality – Multiple tools"

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Kruger, Rynhardt Pieter. "Virtual world accessibility: a multitool approach." Thesis, Stellenbosch : Stellenbosch University, 2014. http://hdl.handle.net/10019.1/95932.

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Thesis (MSc)--Stellenbosch University, 2014.<br>ENGLISH ABSTRACT: Computer-based virtual worlds are increasingly used for activities which previously required physical environments. However, in its mainstream form, such a virtual world provides output on a graphical display and is thus inaccessible to a blind user. To achieve accessibility for blind users, an alternative to graphical output must be used. Audio and text are two output methods that can be considered. However, when using audio, care must be taken not to overload the audio channel. Channel overloading is possible with audio since it is not a selective output medium like the visual channel, that is, the user cannot choose what he/she wants to hear. Text should also be treated as audio, since a blind user consumes textual information as synthesized speech. In this research we discuss one possible solution to the problem of channel overloading, by the use of multiple exploration and navigation tools. These tools should allow the user to shape the information provided as audio output. Specially, we discuss the development of a virtual world client called Perspective, enabling non-visual access to virtual worlds by the use of multiple navigation and exploration tools. Perspective also serves as a framework for tool implementation and evaluation. Finally we give recommendations for improvements to current virtual world building practices and protocols, as to work toward an accessibility standard.<br>AFRIKAANSE OPSOMMING: Rekenaargebaseerde virtuele wêrelde word toenemend gebruik vir aktiwiteite wat voorheen fiesiese omgewings benodig het. Tog verskaf so 'n virtuele wêreld, in sy standaard vorm, afvoer as 'n grafiese beeld en is dus ontoeganklik vir 'n blinde gebruiker. Om toeganklikheid vir blinde gebruikers te bewerkstellig, moet 'n alternatief vir die grafiese beeld gebruik word. Klank en teks is twee alternatiewe wat beskou kan word. Tog moet klank versigtig gebruik word, aangesien die klankkanaal oorlaai kan word. Die klankkanaal kan oorlaai word aangesien dit nie 'n selektiewe kanaal soos die visuele kanaal is nie, met ander woorde, die gebruiker kan nie kies wat hy/sy wil hoor nie. Teks moet ook as klank beskou word, aangesien 'n blinde gebruiker teks in die vorm van gesintetiseerde spraak inneem. Met hierdie navorsing bespreek ons een oplossing vir die probleem van kanaaloorlading, deur die gebruik van verskeie navigasie- en verkenningsgereedskapstukke. Hierdie gereedskapstukke behoort die gebruiker in staat te stel om die inligting wat as klank oorgedra word, te bepaal. Ons bespreek spesi ek die ontwikkeling van 'n virtuele wêreld-kliënt genaamd Perspective, wat nie-visuele toegang tot virtuele wêrelde bewerkstellig deur die gebruik van meervoudige navigasie- en verkenningsgereedskapstukke. Perspective dien ook as 'n raamwerk vir die ontwikkeling en evaluering van gereedskapstukke. Laastens verskaf ons voorstelle vir verbeteringe van die boutegnieke en protokolle van huidige virtuele wêrelde, as eerste stap na 'n toeganklikheidsstandaard vir virtuele wêrelde.
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Woksepp, Stefan. "Virtual reality in construction : tools, methods and processes." Doctoral thesis, Luleå : Division of Structural Engineering, Department of Civil, Mining and Environmental Engineering, Luleå University of Technology, 2007. http://epubl.ltu.se/1402-1544/2007/49/.

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Yaacoub, Fadi. "Development of virtual reality tools for arthroscopic surgery training." Phd thesis, Université Paris-Est, 2008. http://tel.archives-ouvertes.fr/tel-00481944.

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La chirurgie arthroscopique présente actuellement un essor très important pour le bénéfice du plus grand nombre des patients. Cependant, cette technique possède un certain nombre d'inconvénients et il est donc nécessaire pour le médecin de s'entrainer et répéter ses gestes afin de pouvoir exécuter ce type d'opération d'une façon efficace et certaine. En effet, les méthodes traditionnelles d'enseignement de la chirurgie sont basées sur l'autopsie des cadavres et l'entrainement sur des animaux. Avec l'évolution de notre société, ces deux pratiques deviennent de plus en plus critiquées et font l'objet de réglementations très restrictives. Afin d'atteindre un niveau plus élevé, de nouveaux moyens d'apprentissage sont nécessaires pour les chirurgiens. Récemment, la réalité virtuelle commence d'être de plus en plus utilisée dans la médecine et surtout la chirurgie. Les simulateurs chirurgicaux sont devenus une des matières les plus récentes dans la recherche de la réalité virtuelle. Ils sont également devenus une méthode de formation et un outil d'entrainement valable pour les chirurgiens aussi bien que les étudiants en médecine. Dans ce travail, un simulateur de réalité virtuelle pour l'enseignement de la chirurgie arthroscopique, surtout la chirurgie du poignet, a été préesenté. Deux questions principales sont abordées : la reconstruction et l'interaction 3-D. Une séquence d'images CT a été traitée afin de générer un modèle 3-D du poignet. Les deux principales composantes de l'interface du système sont illustrées : l'interaction 3-D pour guider les instruments chirurgicaux et l'interface de l'utilisateur pour le retour d'effort. Dans ce contexte, les algorithmes qui modélisent les objets en utilisant les approches de "Convex Hull" et qui simulent la détection de collision entre les objets virtuels en temps réel, sont présentés. En outre, un dispositif de retour d'effort est utilisé comme une interface haptique avec le système. Cela conduit au développement d'un système à faible coût, avec les mêmes avantages que les appareils professionnels. A cet égard, l'arthroscopie du poignet peut être simulée et les étudiants en médecine peuvent facilement utiliser le système et peuvent apprendre les compétences de base requises en sécurité, flexibilité et moindre coût
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Nguyen, Cuong. "Designing In-Headset Authoring Tools for Virtual Reality Video." PDXScholar, 2017. https://pdxscholar.library.pdx.edu/open_access_etds/4037.

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Virtual Reality (VR) video is emerging as a new art form. Viewing VR video requires wearing the VR headset to fully experience the immersive surrounding of the content. However, the novel viewing experience of VR video creates new challenges and requirements for conventional video authoring tools, which were designed mainly for working with normal video on a desktop display. Designing effective authoring tools for VR video requires intuitive video interfaces specific to VR. This dissertation develops new workflows and systems that enable filmmakers to create and improve VR video while fully immersed in a VR headset. We introduce a series of authoring tools that enables filmmakers to work with video in VR: 1) Vremiere, an in-headset video editing application that enables editors to edit VR video entirely in the headset, 2) CollaVR, a networked system that enables multiple users to collaborate and review video together in VR, and 3) a set of techniques to assist filmmakers in managing and accessing interfaces in stereoscopic VR video without suffering depth conflicts. The design of these applications is grounded in existing practices and principles learned in interviews with VR professionals. A series of studies is conducted to evaluate these systems, which demonstrate the potential of in-headset video authoring.
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Fang, Jing-Jing. "Geometric tools for collision detection in a virtual world." Thesis, Heriot-Watt University, 1996. http://hdl.handle.net/10399/740.

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Hong, Erin. "Building note-taking tools to support learning in virtual reality." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/119554.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 89-90).<br>With the advent of virtual reality (VR) technology, education and learning applications are able to leverage the fully immersive medium to create more hands-on, sophisticated, and engaging interactions. Alongside efforts to build virtual learning environments, note-taking can be reimagined in a virtual space where visual and auditory experiences can be captured and re-experienced. We classify phases as well as affordances of note-taking enabled self-regulated learning to be content capture, review, and modification. We present a first-principles analysis to identify design requirements for virtual note-taking that satisfy the three key functions of note-taking. We will discuss our approach to overcoming technical and design challenges as I detail the implementation of a standalone note-taking module, MemoryTree.<br>by Erin Hong.<br>M. Eng.
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Kihlström, Andreas. "Design Tools for Sketching of Dome Productions in Virtual Reality." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152251.

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This report presents the problem of designers working on new productions for fulldomes. The back and forth process of moving between a work station and the fulldome is time consuming, a faster alternative would be useful. This thesis presents an option, a virtual reality application where a user can sketch the new environment directly on a virtual representation of a fulldome. The result would then be exported directly to the real fulldome to be displayed. The application is developed using Unreal Engine 4. The virtual dome is constructed using a procedurally generated mesh, with a paintable material assigned to it. All painting functionality is implemented manually, as is all other tools. The final product is fully useable, but requires additional work if it is to be used commercially. Additional features can be added, including certain features discussed that were cut due to time constraints, as well as improvements to existing features. Application stability is currently a concern that needs to be addressed, as well as optimizations to the software.
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Chang, Joie Z. (Joie Zhi Fan). "Designing in virtual reality : tools with the human field of vision." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111278.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Architecture, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (page 35).<br>Virtual reality, or VR, will be the next common medium for digital visualization. The purpose of this thesis is to explore how designers will use and discover new design methods with the representation in virtual reality. How do computational design tools such as CAD and VR, which are digital representations of the physical, affect our designs of physical space? In this thesis, I explore the benefits and shortcomings of VR as a design medium. My first hypothesis claims that VR will excel in representing site context, depth, and scale, in comparison to CAD. The second hypothesis says that VR will encourage a preference for monumentality and open spaces in comparison to a higher packing density of objects in CAD. The third hypothesis claims that designers will prefer 3d models with realistic rendering textures in VR, more so than CAD. The fourth and final hypothesis is that architects, familiar with CAD, can design immersive views just from a 3d omniscient plan without immersion, unlike novices. The first part of the research is the creation of a proof-of-concept virtual reality design review tool that can be integrated easily into existing design practices. The VR tool allows a user to explore their 3d modeled spaces with full locomotion and visually records their experiences in the space. This VR tool integrates virtual reality into the process of iterative design. Through subject testing, we explore our understanding of how our spatial perception interacts with simulated virtual space and thus affects our manners of designing. The results led us to several different conclusions. First, intuitive perception of scale and other spatial relationships is easier in VR. Secondly, VR, despite its intimate relation to the human scale, does not promote a preference for large spaces and monumentality. Thirdly, designers slightly prefer realistic rendering textures in VR. Finally, those with architecture training perform slightly better than novices in visualizing 3d immersive views from plans. This project illustrates where virtual reality's value and flaws as a digital visualization medium. It examines what manner the mode of representation affects and limits the process of designing and making.<br>by Joie Z. Chang.<br>S.B.
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Ng, Foo Meng. "Virtual reality and computer-based tools for the routing of cable harnesses." Thesis, Heriot-Watt University, 1999. http://hdl.handle.net/10399/1217.

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Komulainen, Oscar, and Måns Lögdlund. "Navigation and tools in a virtual crime scene." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-153847.

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Revisiting a crime scene is a vital part of investigating a crime. When physically visiting a crime scene there is however always a risk of contaminating the scene, and when working on a cold case, chances are that the physical crime has been altered. This thesis aims to explore what tools a criminal investigator would need to investigate a crime in a virtual environment and if a virtual reconstruction of a crime scene can be used to aid investigators when solving crimes. To explore these questions, an application has been developed in Unreal Engine that uses virtual reality (VR) to investigate a scene, reconstructed from data that has been obtained through laser scanning. The result is an application where the user is located in the court of Stockholm city, which was scanned with a laser scanner by NFC in conjunction with the terror attack on Drottninggatan in April 2017. The user can choose between a set of tools, e.g. a measuring tool and to place certain objects in the scene, in order to draw conclusions of what has happened. User tests with criminal investigators show that this type of application might be of use in some way for the Swedish police. It is however not clear how or when this would be possible which can be expected since this is a new type of application that has not been used by the police before.
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Books on the topic "Virtual reality – Multiple tools"

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Rowe, Neil C. Aiding teachers in constructing virtual-reality tutors. Naval Postgraduate School, 1993.

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Association, Information Resources Management. Virtual communities: Concepts, methodologies, tools and applications. Information Science Reference, 2011.

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Association, Information Resources Management. Virtual learning environments: Concepts, methodologies, tools and applicationsInformation. Information Science Reference, 2012.

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Insights, Inc Technical. Virtual manufacturing: Sophisticated design tools for the 21st century : a report. Wiley, 1999.

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Hamideh, Afsarmanesh, Ollus M. (Martin), and SpringerLink (Online service), eds. Methods and Tools for Collaborative Networked Organizations. Springer Science+Business Media, LLC, 2008.

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Wang, Fu Lee. Handbook of research on hybrid learning models: Advanced tools, technologies, and applications. Information Science Reference, 2010.

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IEEE/IFIP International Conference on Information Technology for Balanced Automation Systems in Manufacturing (5th 2002 Cancun, Mexico). Knowledge and technology integration in production and services: Balancing knowledge and technology in product and service life cycle : IFIP TC5/WG5.3 Fifth IEEE/IFIP International Conference on Information Technology for Balanced Automation Systems in Manufacturing and Services (BASYS'02) September 25-27, 2002, Cancun, Mexico. Springer, 2002.

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Gutiérrez-Maldonado, José, Marta Ferrer-García, Antonios Dakanalis, and Giuseppe Riva. Virtual Reality. Edited by W. Stewart Agras and Athena Robinson. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190620998.013.26.

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In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.
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Talaba, Doru, and Angelos Amditis. Product Engineering: Tools and Methods Based on Virtual Reality. Talaba Doru Amditis Angelos, 2010.

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Doru, Talabǎ, and Amditis Angelos, eds. Product engineering: Tools and methods based on virtual reality. Springer, 2008.

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Book chapters on the topic "Virtual reality – Multiple tools"

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Shah, Syed Hammad Hussain, and Jong Weon Lee. "Authoring Tool for Generating Multiple Experiences of 360° Virtual Reality." In Advances in Computer Science and Ubiquitous Computing. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-9341-9_13.

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Chen, Jim X. "Virtual Reality." In Guide to Graphics Software Tools. Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-901-1_16.

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Provenzano, Luciana, Julie Delzons, Patricia Plénacoste, and Johann Vandromme. "Designing Viewpoint Awareness for 3D Collaborative Virtual Environment Focused on Real-Time Manipulation of Multiple Shared Objects." In Virtual Reality. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_17.

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de Sá, Antonino Gomes, and Joachim Rix. "Virtual Prototyping: The Integration of Design and Virtual Reality." In CAD Tools and Algorithms for Product Design. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/978-3-662-04123-9_9.

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Ojala, Juha, Jukka Selin, Timo Partala, and Markku Rossi. "Virtual Construction: Interactive Tools for Collaboration in Virtual Reality." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39442-4_26.

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Green, Mark. "Virtual Reality User Interface: Tools and Techniques." In CG International ’90. Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68123-6_4.

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Kibleur, Astrid, Morgan Le Chénéchal, Nicolas Benguigui, and Jonas Chatel-Goldman. "Immersive Multiple Object Tracking Using Virtual Reality." In VipIMAGE 2019. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-32040-9_45.

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Weck, Manfred, Mehdi Hamadou, Hendrik Hoymann, Dirk Jahn, and Marco Lescher. "Mobile Service Applications for Machine Tools." In Virtual and Augmented Reality Applications in Manufacturing. Springer London, 2004. http://dx.doi.org/10.1007/978-1-4471-3873-0_13.

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Silva, Emanuel, Nuno Silva, and Leonel Morgado. "Staging Choreographies for Team Training in Multiple Virtual Worlds Based on Ontologies and Alignments." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_10.

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Gálvez, Akemi, and Andrés Iglesias. "Videogames and Virtual Reality as Effective Edutainment Tools." In Future Generation Information Technology. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-17569-5_55.

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Conference papers on the topic "Virtual reality – Multiple tools"

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Jishtu, Pearl, and Madhura A Yadav. "Application of Augmented Reality & Virtual Reality in Architecture and Planning: an Overview." In 6th International Conference on Signal and Image Processing (SIGI 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.102008.

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AR and VR – simulation tools created to assist global evolution for saving time. Time as resource is difficult to harness; however, it would make work highly efficient and productive when tackled with automation. All concerned are excited about AR and VR’s involvement in our lifestyle, but not all have comprehended its impact. AR and VR in Architecture &amp; Planning were introduced as assisting tools and has helped generate multiple design options, expanded possibilities of visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling us to visualize the result of work at hand well before the commencement of the project. These tools are further being developed for city development decisions, helping citizens interact with local authorities, access public services, and plan their commute. After reviewing multiple research papers on AI, it was observed that all are moving forward with the changes brought by it, without entirely understanding its role. This paper provides an overview of the application of AR &amp; VR in architecture and planning.
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Feng, Xin, and Steven A. Velinsky. "Multimedia and Virtual Reality for the Control of a Multiple Wheeled Mobile Robot System." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/cie-4303.

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Abstract This paper describes the application of multimedia and virtual reality technology to a multiple wheeled mobile robot system. The system is designed for teleoperation of a variety of highway maintenance and construction tasks, such as automated highway pavement crack sealing. Each robot is tethered to a support truck through linkages, and has its own embedded controller for motion control and posture sensing. A host computer is dedicated to communicate with the robots and to provide a multimedia interface to the operator. A video camera is mounted above the robots’ workspace and live video is taken to the host computer’s video capture card which supports video overlay. The live video of the robot workspace is then overlaid on the robots’ control window and provides an augmented reality for crack detection, path planning, and robot monitoring. By mapping live video on the computer generated interactive robot animation, the operator can simply control any robot through finger motion on a touch screen. The host computer can also provide a virtual environment providing the operator with a sense that he is sitting on the robot, allowing the robot to be easily controlled with a joystick. This paper shows the manner in which fast growing and inexpensive multimedia PC technology, virtual reality concepts, and the newest programming tools like Visual C++ 4.0 and OpenGL 1.1 for Windows 95/NT can be used to build an integrated interactive monitoring and control interface allowing ease in teleoperation of a multiple robot system thus significantly improving operational performance.
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Kihonge, John N., Judy M. Vance, and Pierre M. Larochelle. "Spatial Mechanism Design in Virtual Reality With Networking." In ASME 2001 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2001. http://dx.doi.org/10.1115/detc2001/dac-21136.

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Abstract Mechanisms are used in many devices to move a rigid body through a finite sequence of prescribed locations in space. The most commonly used mechanisms are four-bar planar mechanisms that move an object in one plane in space. Spatial mechanisms allow motion in three-dimensions (3D). Spatial 4C mechanisms are two degree of freedom kinematic closed-chains consisting of four rigid links simply connected in series by cylindrical (C) joints. A cylindrical joint is a two degree of freedom joint which allows translation along and rotation about a line in space. This paper describes a synthesis process for the design of 4C spatial mechanisms in a virtual environment. Virtual reality allows the user to view and interact with digital models in a more intuitive way than using the traditional human-computer interface (HCI). The software developed as part of this research also allows multiple users to network and share the designed mechanism. Networking tools have the potential to greatly enhance communication between members of the design team at different industrial sites and therefore reduce design costs.
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De Farias, Flavio Miranda, Douglas Paulo De Mattos, and Débora C. Muchaluat-Saade. "AMUSEVR: A Virtual Reality Authoring Environment for Immersive Mulsemedia Applications." In Proceedings of the Workshop on Multisensory Experiences. Brazilian Computing Society, 2021. http://dx.doi.org/10.5753/sensoryx.2021.15687.

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To meet the demand for mulsemedia (multiple sensorial media) content production, numerous tools exist, among which many present the currently typical approach providing 2D content organized in timelines. However, when it comes to 360° content where 3D spatial positioning is necessary, neither consensus on authoring methodology nor widely-adopted approaches to design exist. In order to fulfll this gap, we propose AMUSEVR, a virtual-reality environment for mulsemedia application development. In addition to supporting various media and sensory effect types, AMUSEVR allows authors to create and visualize content dynamically using VR technology. We evaluated AMUSEVR with an authoring experiment with users, using UEQ questionnaires, and obtained promising results.
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Foo, Jung Leng, Thom Lobe, and Eliot Winer. "Isis: Patient Data Visualization and Surgical Planning in an Interactive Virtual Environment." In ASME-AFM 2009 World Conference on Innovative Virtual Reality. ASMEDC, 2009. http://dx.doi.org/10.1115/winvr2009-730.

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As medical scanning technology continues to accommodate the need for higher quality medical imaging, there is a continuing need for additional research in efficient ways of extracting crucial information from these vast amounts of data. The visualization software, Isis, has been developed to view and manipulate digital medical images in an immersive environment for surgical planning. Isis is designed to display any DICOM/PACS compatible three-dimensional image data for visualization and interaction in an immersive environment. Pseudo-coloring can be applied in real time, with multiple interactive clipping planes to slice into the volume for an interior view, and the windowing feature controls the tissue density ranges to display. Features such as virtual trocars placement, tumor inspection, and an endoscopic view provides surgeons with essential tools for surgical planning. A wireless gamepad controller and an intuitive menu interface allow the user to interact with the software. By wearing a pair of stereo glasses, the surgeon is immersed within the model, providing a sense of realism as if the surgeon is “inside” the patient.
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Shetty, Devdas, and Jiajun Xu. "Strategies to Address “Design Thinking” in Engineering Curriculum." In ASME 2018 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/imece2018-87816.

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It is suggested by many scholars that if the goal of engineering education is to produce engineers who can critically design and create, then providing students with early opportunities to engage in creative engineering design is important. While basic design is focused on the development of new products for the individual, working towards a more sustainable world demands greater attention to designing for and with communities. Improving design education and examining design-learning outcomes requires a kind of targeted approach that could match the best practices to personalize student learning. Design is complex and design includes balancing the needs of multiple stakeholders. However, there is a gap in the preparation of design education that will be needed in a challenging environment. This paper reviews the history of design thinking in the engineering curriculum. Design thinking education starts with an understanding of its importance with socioeconomic relevance. Through observation and empathy, mapping the designer uses the listening and learning tools for mapping users unarticulated needs, working in a team environment. The designer takes time to think carefully why a certain project is considered and details which aspects of machine learning application can be applied from functional to complete success for the end users. The availability of powerful virtual reality methodologies, have made it possible to consider the realistic needs and visualize scenarios and to explore the design alternatives with new ideas before full scale resource allocation on new ideas. Mid-to-advanced level courses with experimental assignments require that students apply through experimentation the principles and concepts learned in foundation courses. The basic design tools such as axiomatic thinking, theory of inventive problem solving, design iteration and simulation using hardware-in-the loop are discussed with case studies. Consideration of product sustainability with the thoughts of design for disassembly and disposal has emerged as a major part of design thinking. Senior engineering courses center on cross and interdisciplinary design and capstone experiences so that students experience fully guided practice of device design and problem solving, simulating what they are likely to experience in the world. This paper examines the critical issues of design thinking in a curriculum from observation, empathy mapping, validation of the idea, and improvement of idea by virtual reality and machine learning, optimization of the idea by tools such as axiomatic design, hardware in the loop simulation, and finally examining product sustainability causes.
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Chang, Yizhe, El-Sayed Aziz, Zhou Zhang, Mingshao Zhang, Sven Esche, and Constantin Chassapis. "A Platform for Mechanical Assembly Education Using the Microsoft Kinect." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-38606.

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Mechanical assembly activities involve multiple factors including humans, mechanical parts, tools and assembly environments. In order to simulate assembly processes by computers for educational purposes, all these factors should be considered. Virtual reality (VR) technology, which aims to integrate natural human motion into real-world scenarios, provides an ideal simulation medium. Novel VR devices such as 3D glasses, motion-tracking gloves, haptic sensors, etc. are able to fulfill fundamental assembly simulation needs. However, most of these implementations focus on assembly simulations for computer-aided design, which are geared toward professionals rather than students, thus leading to complicated assembly procedures not suitable for students. Furthermore, the costs of these novel VR devices and specifically designed VR platforms represent an untenable financial burden for most educational institutions. In this paper, a virtual platform for mechanical assembly education based on the Microsoft Kinect sensor and Garry’s Mod (GMod) is presented. With the help of the Kinect’s body tracking function and voice recognition technology in conjunction with the graphics and physics simulation capabilities of GMod, a low-cost VR platform that enables educators to author their own assembly simulations was implemented. This platform utilizes the Kinect as the sole input device. Students can use voice commands to navigate their avatars inside of a GMod powered virtual laboratory as well as use their body’s motions to integrate pre-defined mechanical parts into assemblies. Under this platform, assembly procedures involving the picking, placing and attaching of parts can be performed collaboratively by multiple users. In addition, the platform allows collaborative learning without the need for the learners to be co-located. A pilot study for this platform showed that, with the instructor’s assistance, mechanical engineering undergraduate students are able to complete basic assembly operations.
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Shen, Zhengshu, Jami J. Shah, and Joseph K. Davidson. "Simulation-Based Tolerance and Assemblability Analyses of Assemblies With Multiple Pin/Hole Floating Mating Conditions." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-85398.

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Development of tolerance analysis methods that are consistent with the ASME and ISO GD&amp;T (geometric dimensioning and tolerancing) standards is a challenging task. Such methods are the basis for creating computer-aided tools for 3D tolerance analysis and assemblability analysis. These tools, along with the others, make it possible to realize virtual manufacturing in order to shorten lead-time and reduce cost in the product development process. Current simulation tools for 3D tolerance analysis and assemblability analysis are far from satisfactory because the underlying variation algorithms are not fully consistent with the GD&amp;T standards. Better algorithms are still to be developed. Towards that goal, this paper proposes an improved simulation-based approach to tolerance and assemblability analyses for assemblies with pin/hole floating mating conditions in mechanical products. A floating pin/hole mating condition is the one where the mating pin should be able to “float” within the mating hole, and thus press-fit is not necessary for the parts to assemble properly. When multiple pin/hole mating pairs are involved in a product, the feasibility of assembly needs to be analyzed. This paper will introduce a more complete method of analyzing assemblability for such assemblies. In most cases, a 3D (3-dimensional) problem can be simplified to 1D (1-dimensional) or 2D (2-dimensional) problem, with the loss of some accuracy. To make a comparison and find out how accurately 1D and 2D analyses can approximate 3D analysis, this paper will provide the variation algorithms for 1D, 2D and 3D simulations. The algorithms developed account not only for bonus/shift tolerances but also for feasibility of assembling. These algorithms are extendable to consider other different GD&amp;T specifications. The assemblability criteria proposed is generally applicable to any assemblies with pin/hole floating mating conditions. Case studies are provided to demonstrate the algorithms developed. The comparison study shows quantitatively the difference in the results from 1D, 2D and 3D simulation based analyses.
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Drozdova, Alla, and Natalia Stepanova. "Private/Public Space of New Media." In The Public/Private in Modern Civilization, the 22nd Russian Scientific-Practical Conference (with international participation) (Yekaterinburg, April 16-17, 2020). Liberal Arts University – University for Humanities, Yekaterinburg, 2020. http://dx.doi.org/10.35853/ufh-public/private-2020-51.

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Today, we have a situation that the new media environment has reshaped our conception of reality while changing social spaces, modes of existence, and the functional mechanisms of the private sphere. In the space of new media, the boundary between privacy and publicity is redefined with the emergence of multiple network communities having become a subject of observation and evaluation, collective discussions, and even third party interventions. In the current situation, the privacy/publicity boundary can be defined both through the societal/the individual, and through such concepts as visible/invisible. The new media era sees the personification of online publicness, therefore the very sphere of private life gets consumed by the public sphere open both for being discussed and for being controlled by the government, market, and advertisement. The public sphere has fallen under the power of certain private/vested interests, which only transiently become common, coinciding with the interests of other groups, but not the public sphere. The ambivalent nature of new media, while based on personalisation and filtration, obviously determines the ambiguous and controversial relationship of the public and the private. Thus, the private not only reflects, but also represents the public, whereas the public implements privacy up to its inherent special intimate atmosphere and intonation. This fast-changing virtual reality requires the development of conceptual tools for analysing new content and forms of social and personal life, one of which is the relationship between publicity and privacy.
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Lupi, Jacopo, Marta Martino, Andrea Salvadori, Sergio Rampino, Giordano Mancini, and Vincenzo Barone. "Virtual reality tools for advanced modeling." In 15th International Conference on Concentrator Photovoltaic Systems (CPV-15). AIP Publishing, 2019. http://dx.doi.org/10.1063/1.5123562.

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Reports on the topic "Virtual reality – Multiple tools"

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Nguyen, Cuong. Designing In-Headset Authoring Tools for Virtual Reality Video. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.5921.

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Freeman, Karen, Scott Thompson, Eric Allely, Annette Sobel, and Sharon Stansfield. A Virtual Reality Training System for the Triage and Stabilization of Head Trauma and Multiple Injury Patients. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada381347.

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