Academic literature on the topic 'Virtual technology Digital Artifacts'

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Journal articles on the topic "Virtual technology Digital Artifacts"

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Kostis, Angelos, and Paavo Ritala. "Digital Artifacts in Industrial Co-creation: How to Use VR Technology to Bridge the Provider-Customer Boundary." California Management Review 62, no. 4 (2020): 125–47. http://dx.doi.org/10.1177/0008125620931859.

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Industrial co-creation projects are often complex and ambiguous, involving high levels of interpretive uncertainty over processes and outcomes. To boost the effectiveness of such projects, firms have increasingly adopted virtual reality (VR) technology and have experienced unique benefits by utilizing digital artifacts—interactive objects in digital environments, such as factory installation layouts or design visualizations. This article provides case evidence demonstrating how VR-enabled digital artifacts support firms to effectively implement tailor-made solutions in robotics and automation
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Franzia, Elda. "Cultural Wisdom of Minangkabau Ethnic Community for Local – Global Virtual Identity." Mediterranean Journal of Social Sciences 8, no. 1 (2017): 325–29. http://dx.doi.org/10.5901/mjss.2017.v8n1p325.

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Abstract The development of digital technology is extending the opportunity to create a new identity of society. Digital technology enables cultural experience across boundaries, to new places of virtual world. Virtual identity functions as main differentiator of personal account in social media. It represents a personal being in virtual world. It also functions as a sign to culture and life’s value of the person behind an account. This paper discussed about the virtual identity use by the Minangkabau ethnic’s people in Facebook. Iconic artifacts of Minangkabau use in profile picture of the so
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Gothandaraman, Rajkumar, and Sreekumar Muthuswamy. "Robot-assisted 3D digital reconstruction of heritage artifacts: area similarity approach." Industrial Robot: the international journal of robotics research and application 47, no. 4 (2020): 521–33. http://dx.doi.org/10.1108/ir-08-2019-0164.

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Purpose This paper aims to propose a system to acquire images automatically for digital reconstruction of heritage artifacts using a six-degree of freedom industrial manipulator. Design/methodology/approach A virtual environment is created using Robot Studio® software to integrate the trajectory and differential motion of the robot manipulator and the motion of camera while acquiring images. A new area similarity matrix method is proposed to reduce the number of images required for digital reconstruction using Autodesk Recap® software. Real-time experiments have been performed using objects su
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Tashi and AMM Sharif Ullah. "Symmetrical Patterns of Ainu Heritage and Their Virtual and Physical Prototyping." Symmetry 11, no. 8 (2019): 985. http://dx.doi.org/10.3390/sym11080985.

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This article addresses virtual and physical prototyping of some symmetrical patterns collected from the Ainu cultural heritage. The indigenous people living in the northern part of Japan (e.g., Hokkaido), known as Ainu, often decorate their houses, clothing, ornaments, utensils, and spiritual goods using some unique patterns. The patterns carry their identity as well as their sense of aesthetics. Nowadays, different kinds of souvenirs and cultural artifacts crafted with Ainu patterns are cherished by many individuals in Japan and abroad. Thus, the Ainu patterns carry both cultural and commerci
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Romero-Ivanova, Christina, Michael Shaughnessy, Laura Otto, Emily Taylor, and Emma Watson. "Digital Practices & Applications in a Covid-19 Culture." Higher Education Studies 10, no. 3 (2020): 80. http://dx.doi.org/10.5539/hes.v10n3p80.

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This article addresses reflections of one University instructor’s teaching and her pre-teacher education students’ innovative digital learning practices during the Covid-19 pandemic in Spring 2020. The question of How has one instructor embedded digital practices in her virtual teaching to engage and purposefully introduce and connect pre-teacher education students with diverse technologies and multimodalities of learning during a mandatory virtual instruction time? will be addressed and discussed. 
 
 Student-centered practices such as group work, pair work, the
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Brenner, Corinne, Kayla DesPortes, Jessica Ochoa Hendrix, and Mandë Holford. "GeoForge: investigating integrated virtual reality and personalized websites for collaboration in middle school science." Information and Learning Sciences 122, no. 7/8 (2021): 546–64. http://dx.doi.org/10.1108/ils-12-2020-0254.

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Purpose This paper aims to describe the design and user testing of GeoForge, a multiple-player digital learning experience for middle school that leverages virtual reality (VR) and individualized websites for learning concepts in planetary science. This paper investigates how specific instructional design choices and features of the technology fostered collaborative behaviors. Design/methodology/approach GeoForge was implemented in 3 middle school classrooms with a total of 220 students. Learners used GeoForge in class in groups of 3–4 to learn about planetary science. A mixed-methods approach
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Palestini, C., and A. Basso. "THE PHOTOGRAMMETRIC SURVEY METHODOLOGIES APPLIED TO LOW COST 3D VIRTUAL EXPLORATION IN MULTIDISCIPLINARY FIELD." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 195–202. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-195-2017.

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In recent years, an increase in international investment in hardware and software technology to support programs that adopt algorithms for photomodeling or data management from laser scanners significantly reduced the costs of operations in support of Augmented Reality and Virtual Reality, designed to generate real-time explorable digital environments integrated to virtual stereoscopic headset. The research analyzes transversal methodologies related to the acquisition of these technologies in order to intervene directly on the phenomenon of acquiring the current VR tools within a specific work
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Tota, Albana, Ermira Shehi, and Aferdita Onuzi. "3D Scanning and 3D Printing Technologies used in Albanian Heritage Preservation." European Journal of Engineering Research and Science 2, no. 12 (2017): 39. http://dx.doi.org/10.24018/ejers.2017.2.12.566.

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In cultural heritage study of 3D modeling has become a very useful process to obtain indispensable data for documentation and visualization. 3D scanning and 3D printing suggest a vital solution in preserving and sustaining traditional folk costumes. 3D scanning and 3D digitizing is defined as the process of using metrological methods to ascertain the size and shape of a scanned object, which may often involve an optical device that rotates around the desired scanned model. In digital preservation, especially for three dimensional physical artifacts in various crafts, the geometric shape of an
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Lu, Shulan, Derek Harter, Paweena Kosito, and Pratyush Kotturu. "Developing Low-Cost Training Environments: How Do Effector and Visual Realism Influence the Perceptual Grounding of Actions?" Journal of Cognitive Education and Psychology 13, no. 1 (2014): 3–18. http://dx.doi.org/10.1891/1945-8959.13.1.3.

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Research has demonstrated that people treat digital technology-based environments as if they were real. The implication is that perceiving and enacting actions in these environments draws upon the representations and skills humans have developed in the real world. These findings are consistent with the insight from grounded cognition in that the same set of representations used in perceptual grounding of actions are the basis of many forms of cognitive processing. This research investigates factors that could support users in leveraging their existing real-world representations to improve lear
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Levitt, Roberta, and Joseph Piro. "Game-Changer." International Journal of Web-Based Learning and Teaching Technologies 9, no. 3 (2014): 53–71. http://dx.doi.org/10.4018/ijwltt.2014070104.

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Technology integration and Information and Communication Technology (ICT)-based education have enhanced the teaching and learning process by introducing a range of web-based instructional resources for classroom practitioners to deepen and extend instruction. One of the most durable of these resources has been the WebQuest. Introduced around the mid-1990s, it involves an inquiry-centered activity in which some or all of the information learners interact with comes from digital artifacts located on the Internet. WebQuests still retain much of their popularity and educational relevance and have
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Dissertations / Theses on the topic "Virtual technology Digital Artifacts"

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Santiago, Larisse Barreira de Macedo. "Use of artifacts and virtual digital technology in practice of educational literacy." Universidade Federal do CearÃ, 2014. http://www.teses.ufc.br/tde_busca/arquivo.php?codArquivo=11494.

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nÃo hÃ<br>The use of technological resources in education becomes ever more present. With this, new educational practices are designed to achieve a major goal of the school which is to teach literacy and letter. This paper presents the study of Technological Artifacts and Virtual Digital (ATVD) that, through the use of technologies in education, enable different educational literacy practices. We search for research by understanding how educational practices, from the use of virtual and digital technological artifacts can contribute to literacy, which, consequently, will be digital. However, o
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SANTIAGO, Larisse Barreira de Macedo. "O uso dos artefatos tecnológicos virtuais e digitais nas práticas educativas de letramento." www.teses.ufc.br, 2014. http://www.repositorio.ufc.br/handle/riufc/7958.

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SANTIAGO, Larisse Barreira de Macedo. O uso dos artefatos tecnológicos virtuais e digitais nas práticas educativas de letramento. 2014. 94f. – Dissertação (Mestrado) – Universidade Federal do Ceará, Programa de Pós-graduação em Educação Brasileira, Fortaleza (CE), 2014.<br>Submitted by Márcia Araújo (marcia_m_bezerra@yahoo.com.br) on 2014-04-28T13:04:55Z No. of bitstreams: 1 2014-DIS-LBMSANTIAGO.pdf: 1389911 bytes, checksum: 00f6ca53e0639a69db79a0aed1a872bf (MD5)<br>Approved for entry into archive by Márcia Araújo(marcia_m_bezerra@yahoo.com.br) on 2014-04-28T14:23:17Z (GMT) No. of bitstreams:
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Rountree, Janet, and n/a. "A framework for virtual artifacts : digital images as teaching tools in Classical art." University of Otago. Department of Information Science, 2005. http://adt.otago.ac.nz./public/adt-NZDU20060809.112225.

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This thesis explores the problem of how to present digital images of ancient artifacts in a manner that supports the task of visual analysis. The real object presents the "truth": exact scale, colour, and fine details. An original work of art provides the viewer with the opportunity to react directly with the object, is closest to the impact intended by the artist, and provides a tangible physical link with the past. Digital images limit and alter the experience of a work of art (1) with regard to the amount of data available (resolution), and (2) through the interpretation of the object by
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Høgsborg, Laila, and Luta Albion. "Digital vs Virtual Reality." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20533.

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This paper investigates how VR Impacts game user satisfaction. Four games were tested. Each game has a different genre to help better understand if it will affect player’s preferences in platforms. This study uses a customized ‘The Game User Experience Satisfaction Scale’ (GUESS) which has seven key factors that are used to determine a satisfaction grade for each game on each platform. The results are then compared between each other to analyze the differences and similarities. The result of this thesis showed that the playtesters preferred playing on VR, and that both people with more gaming
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Dalbom, Axel, Markuss Sprogis, Emil Stolpe, and Nils Söderkvist. "A Tool for Learning Digital Filters in Virtual Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-353852.

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There are various tools used for teaching purposes, be it computers or even pen and paper. Virtual reality is used to simulate immersive environments. While it is mostly used in the video game industry we have made an attempt to use it as a learning tool, in this case for courses related to signal processing by trying to build intuition for digital filter design. The end product is a tool in virtual reality that allows the user to alter digital filter specifications and see how these alterations affect it. With this project we show that there is potential for virtual reality to be used as a te
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Oscarsson, Jan. "Enhanced virtual manufacturing : advanced digital mock-up technology with simulation variances." Thesis, De Montfort University, 2000. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.391840.

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Fagan, Calvin. "Embodying virtual war : digital technology and subjectivity in the contemporary war film." Thesis, Queen Mary, University of London, 2017. http://qmro.qmul.ac.uk/xmlui/handle/123456789/24593.

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Addressing a perceived absence of critical attention to changes in the war film brought about by the advent of the digital, this thesis aims to construct an original study of contemporary (post-2001) US war cinema by exploring the shifting relationship between embodiment, subjectivity and digital (military-technological) mediation. In order to update the critical framework necessary for comprehending how the war film is altered by the remediation of digitised military interfaces, I draw on a highly diverse set of approaches ranging from journalistic accounts of the wars in Iraq (2003-11) and A
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Löfstedt, Nathalie. "The Digital Doctor: - An Empirical Study on the Emergence of Digital Medical Care with the focal point on Region Skåne’s Digital Healthcare Pilot-Project." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20140.

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Introduktion: Vi hittar ständigt nya sätt att förenkla våra liv med hjälp av teknik. En av de nyare utvecklingarna på marknaden är en applikation som tillåter oss att kontakta en digital läkare. Skulle framväxten av denna medicinska tillämpning äventyra vad vi människor har förlitat oss på att överleva genom åren som är våra grundläggande sinnen: syn, hörsel, lukt, smak och beröring?Mål: Målet med studien är att undersöka huruvida en digital läkare kan bli en de facto i vårt samhälle eller en norm när man söker medicinsk behandling, och om detta virtuella hjälpmedlet kan anses och klassas att
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Louchart, S. "Emergent narrative : towards a narrative theory of virtual reality." Thesis, University of Salford, 2007. http://usir.salford.ac.uk/14894/.

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The recent improvements and developments on Intelligent Agents (IA), Artificial Intelligence (AI) and 3D visualisation, coupled with an increasing desire to integrate interactivity within virtual spaces bring concerns in regard to the articulation of narratives in such environments.
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Raud, Charlie. "How post-processing effects imitating camera artifacts affect the perceived realism and aesthetics of digital game graphics." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-34888.

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This study investigates how post-processing effects affect the realism and aesthetics of digital game graphics. Four focus groups explored a digital game environment and were exposed to various post-processing effects. During qualitative interviews these focus groups were asked questions about their experience and preferences and the results were analysed. The results can illustrate some of the different pros and cons with these popular post-processing effects and this could help graphical artists and game developers in the future to use this tool (post-processing effects) as effectively as po
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Books on the topic "Virtual technology Digital Artifacts"

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Oscarsson, Jan. Enhanced virtual manufacturing: Advanced digital mock-up technology with simulation of variances. De Montfort University, 2000.

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Peter, Bentley. Digital biology: How nature is transforming our technology. Headline, 2001.

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Thomas, Michael. Technologies, innovation, and change in personal and virtual learning environments. Information Science Reference, 2013.

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CoFHE Study Conference (1997 University of Exeter). Exeter '97: Virtual libraries, virtual librarians : proceedings of the CoFHE annual Study Conference held at the University of Exeter, 24-27 March 1997. Edited by Warrington S. R and Library Association. Colleges of Further and Higher Education Group. CoFHE, 1998.

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Virtual inequality : beyond the digital divide / Karen Mossberger, Caroline J. Tolbert, Mary Stansbury. Georgetown University Press, 2003.

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Digital biology: How nature is transforming our technology and our lives. Simon & Schuster, 2001.

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Parry, Ross. Recoding the museum: Digital heritage and the technologies of change. Routledge, 2008.

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eCulture: Cultural content in the digital age. Springer, 2008.

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Virtual combat: A guide to distributed interactive simulation. Stackpole Books, 1997.

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Petsche, Hans-Joachim, Julius Erdmann, and Antje Zapf. Virtualisierung und Mediatisierung kultureller Räume: Die Neuen Medien - Gewinne - Verluste - Gefahren : mit einem Anhang zum 65. Geburtstag von Hans-Ulrich Schilf und einer Beigabe zum 80. Geburtstag von Siegfried Wollgast. Trafo, 2015.

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Book chapters on the topic "Virtual technology Digital Artifacts"

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Zhou, Mingquan, Guohua Geng, and Zhongke Wu. "Virtual Rigid Artifact Restoration Technology." In Digital Preservation Technology for Cultural Heritage. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-28099-3_5.

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Zhang, Y. Z. "Virtual Reality Technology." In Digital Orthopedics. Springer Netherlands, 2017. http://dx.doi.org/10.1007/978-94-024-1076-1_3.

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Fellner, Dieter W. "Virtual Reality in Media and Technology." In Digital Transformation. Springer Berlin Heidelberg, 2019. http://dx.doi.org/10.1007/978-3-662-58134-6_3.

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Patzelt, Alexandra, and Sebastian B. M. Patzelt. "The Virtual Patient." In Clinical Applications of Digital Dental Technology. John Wiley & Sons, Inc, 2015. http://dx.doi.org/10.1002/9781119045564.ch12.

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Gualeni, Stefano. "The Questions Concerning Digital Technology." In Virtual Worlds as Philosophical Tools. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137521781_1.

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Baker, Steven, Jenny Waycott, Frank Vetere, and Thuong Hoang. "The Technology Explorers: Partnering with Older Adults to Engage with Virtual Reality and Virtual Avatars." In Ageing and Digital Technology. Springer Singapore, 2019. http://dx.doi.org/10.1007/978-981-13-3693-5_14.

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Anderl, Reiner. "Product Data Technology — A Basis for Virtual Product Development." In Digital Products. Vieweg+Teubner Verlag, 2000. http://dx.doi.org/10.1007/978-3-322-84821-5_2.

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Bond, Emma, and Vanessa Rawlings. "Virtual Vulnerability: Safeguarding Children in Digital Environments." In Technology for Smart Futures. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60137-3_12.

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Dave, Pratik, Luis Francisco-Revilla, Unmil P. Karadkar, Richard Furuta, Frank M. Shipman, and Paul Logasa Bogen. "Incorporating Physical and Digital Artifacts into Growing Personal Collections." In Research and Advanced Technology for Digital Libraries. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30230-8_31.

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Zhou, Mingquan, Guohua Geng, and Zhongke Wu. "Virtual Restoration Techniques of Calligraphy and Painting." In Digital Preservation Technology for Cultural Heritage. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-28099-3_6.

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Conference papers on the topic "Virtual technology Digital Artifacts"

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Jain, Pranav, and Conrad Tucker. "Mobile Based Real-Time Occlusion Between Real and Digital Objects in Augmented Reality." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98440.

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Abstract In this paper, a mobile-based augmented reality (AR) method is presented that is capable of accurate occlusion between digital and real-world objects in real-time. AR occlusion is the process of hiding or showing virtual objects behind physical ones. Existing approaches that address occlusion in AR applications typically require the use of markers or depth sensors, coupled with compute machines (e.g., laptop or desktop). Furthermore, real-world environments are cluttered and contain motion artifacts that result in occlusion errors and improperly rendered virtual objects, relative to t
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Wendrich, Robert E., Kris-Howard Chambers, Wadee Al-Halabi, et al. "Hybrid Design Tools in a Social Virtual Reality Using Networked Oculus Rift: A Feasibility Study in Remote Real-Time Interaction." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59956.

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Hybrid Design Tool Environments (HDTE) allow designers and engineers to use real tangible tools and physical objects and/or artifacts to make and create real-time virtual representations and presentations on-the-fly. Manipulations of the real tangible objects (e.g., real wire mesh, clay, sketches, etc.) are translated into 2-D and/or 3-D digital CAD software and/or virtual instances. The HDTE is equipped with a Loosely Fitted Design Synthesizer (NXt-LFDS) to support this multi-user interaction and design processing. The current study explores for the first time, the feasibility of using a NXt-
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Pasqui, Andrea. "DIGITAL CULTURE, UMWELT AND ALETHEIA AN ONTOLOGICAL INTRODUCTION." In ARQUEOLÓGICA 2.0 - 9th International Congress & 3rd GEORES - GEOmatics and pREServation. Editorial Universitat Politécnica de Valéncia, 2021. http://dx.doi.org/10.4995/arqueologica9.2021.12063.

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The paper presented here focuses on the idea of interpreting the digital culture as an image of the material culture rather than a mere copy of it. First of all, we should ask ourselves what an image really is; it is in investigating its deep meaning, which is often devalued due to the enormous dissemination of void images, that we can overcome the superficial concept of the digital as a digitalised copy. The description of an archaeological artifact cannot prescind from its physical and material appearance, but has to go further towards its profound nature and meaning. Considering the so-call
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Yuen, Michael, and Henry R. Wu. "Reconstruction artifacts in digital video compression." In IS&T/SPIE's Symposium on Electronic Imaging: Science & Technology, edited by Arturo A. Rodriguez, Robert J. Safranek, and Edward J. Delp. SPIE, 1995. http://dx.doi.org/10.1117/12.206383.

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Thoma, George R. "Virtual digital library." In Electronic Imaging: Science & Technology, edited by Ishwar K. Sethi and Ramesh C. Jain. SPIE, 1996. http://dx.doi.org/10.1117/12.234786.

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Al-Thani, Latifa Khalid, and Divakaran Liginlal. "A Study of Natural Interactions with Digital Heritage Artifacts." In 2018 3rd Digital Heritage International Congress (Digital Heritage) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018). IEEE, 2018. http://dx.doi.org/10.1109/digitalheritage.2018.8810048.

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Kordaki, Maria. "COLLABORATIVE METHODOLOGIES FOR THE DESIGN OF DIGITAL ARTIFACTS BY THE STUDENTS." In International Technology, Education and Development Conference. IATED, 2017. http://dx.doi.org/10.21125/inted.2017.2377.

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"Virtual retinal display technology." In 17th DASC. AIAA/IEEE/SAE Digital Avionics Systems Conference. Proceedings. IEEE, 1998. http://dx.doi.org/10.1109/dasc.1998.741542.

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Ferrara, Paolo, Giorgio Ricci Maccarini, Roberto Poloni, Renato Campaci, Mauro Favaretto, and Tiberio Grasso. "Virtual Reality: New Concepts for Virtual Drilling Environment and Well Digital Twin." In International Petroleum Technology Conference. International Petroleum Technology Conference, 2020. http://dx.doi.org/10.2523/iptc-20267-ms.

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Glavinic, Vlado, Mihael Kukec, and Sandi Ljubic. "Mobile Virtual Laboratory: Learning Digital Design." In 2007 29th International Conference on Information Technology Interfaces. IEEE, 2007. http://dx.doi.org/10.1109/iti.2007.4283791.

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Reports on the topic "Virtual technology Digital Artifacts"

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Taylor, Karen, Emily Moynihan, and Information Technology Laboratory (U S. ). Information Science and Knowledge Management Branch. The Forefront : A Review of ERDC Publications, Spring 2021. Engineer Research and Development Center (U.S.), 2020. http://dx.doi.org/10.21079/11681/40902.

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The Engineer Research and Development Center (ERDC) is the premier civil works engineering and environmental sciences research and development arm of the U.S. Army Corps of Engineers (USACE). As such, it partners with the Army, Department of Defense (DoD), federal agencies, and civilian organizations to help solve our Nation’s most challenging problems in civil and military engineering, geospatial sciences, water resources, and environmental sciences. A special government knowledge center, ERDC Information Technology Laboratory’s Information Science and Knowledge Management (ISKM) Branch is cr
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