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Artigos de revistas sobre o tema "Virtual computer systems"

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1

Kapralos, B., M. R. Jenkin, and E. Milios. "Virtual Audio Systems." Presence: Teleoperators and Virtual Environments 17, no. 6 (December 1, 2008): 527–49. http://dx.doi.org/10.1162/pres.17.6.527.

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To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones. The foundation of virtual audio rests on the development of technology to present auditory signals to the listener's ears so that these signals are perceptually equival
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Михайлюк, Михаил Васильевич, Дмитрий Алексеевич Кононов, and Дмитрий Михайлович Логинов. "Situational Modeling Technology in Virtual Environment Systems." Russian Digital Libraries Journal 24, no. 5 (November 6, 2021): 889–901. http://dx.doi.org/10.26907/1562-5419-2021-24-5-889-901.

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The technology of modelling various situations in virtual environment systems, which are computer three-dimensional models of a real or artificial environment, is discussed. The user can view these scenes directly on the computer screen, wall screen, in a stereo glasses, virtual reality glasses, etc. He can also move inside a virtual scene and interact with its objects. In turn, the environment can also change. This allows modelling of various situations (situation modelling) in the virtual environment system. With such modelling, some static or dynamic situation is set in the virtual environm
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Swartout, William, Ron Artstein, Eric Forbell, Susan Foutz, H. Chad Lane, Belinda Lange, Jacquelyn Ford Morie, Albert Skip Rizzo, and David Traum. "Virtual Humans for Learning." AI Magazine 34, no. 4 (December 15, 2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conv
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Fok, S. C., and F. L. Tan. "Virtual Prototyping of Thermal Management Systems." Applied Mechanics and Materials 392 (September 2013): 201–5. http://dx.doi.org/10.4028/www.scientific.net/amm.392.201.

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This paper presents an application of computer technologyin the virtual prototyping of thermal management systems. The main advantages of this virtual prototyping approach include the search of standard thermoelectric cooling (TEC) components, as well as comparison of the thermal performances and costs of the resulting system prototypes. The framework and implementation are discussed in the paper.
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Mamaghani, Farid. "What makes virtual systems a reality." ACM SIGGRAPH Computer Graphics 28, no. 2 (May 1994): 105–9. http://dx.doi.org/10.1145/178951.178960.

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Mohammed Musharaf Z, Meril Akash. J, and M. Malleswari. "Dynamic virtual assistance of I/O functionalities." World Journal of Advanced Engineering Technology and Sciences 8, no. 2 (March 30, 2023): 023–33. http://dx.doi.org/10.30574/wjaets.2023.8.2.0061.

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With significant advancements being witnessed in the engineering industry daily, it has become increasingly vital for society to seek out particular new ways of interacting with computer technology and automation as their demand grows in society. Today, every device is developing the use of touch screen technology on its computer systems, although it is not cost-effective to use in all applications. A specialized system, similar to a virtual device, that provides object pursuit (tracking) and Gestures to let us engage; it might be an effective alternative to the standard touch screen and also
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Angster, Scott, and Sankar Jayaram. "Open Architecture Framework for Integrated Virtual Product Development Systems." International Journal of Virtual Reality 3, no. 1 (January 1, 1997): 1–26. http://dx.doi.org/10.20870/ijvr.1997.3.1.2618.

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In the current marketplace, products are required to proceed rapidly from conceptualization to production. This has put a great deal of pressure on the current state of computer software systems. These include computer-aided design and manufacturing systems, design for assembly systems, design for manufacture systems, and manufacturing simulation systems. Modern product development processes call for rapid designs and adapting designs to suit ever changing customer requirements. Virtual prototyping is allowing engineers to quickly create digital prototypes, allowing for quick evaluation of con
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Vichare, Parag, Xianzhi Zhang, Vimal Dhokia, Wai M. Cheung, Wenlei Xiao, and Lianyu Zheng. "Computer numerical control machine tool information reusability within virtual machining systems." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 232, no. 4 (May 17, 2017): 593–604. http://dx.doi.org/10.1177/0954405417708219.

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Virtual machining allows simulation of the machining process by realistically representing kinematic, static and dynamic behaviour of the intended machine tools. Using this method, manufacturing-related issues can be brought to light and corrected before the product is physically manufactured. Machining systems utilised in the manufacturing processes are represented in the virtual machining environment, and there is a plethora of commercial virtual machining software used in the industry. Each software system has a different focus and approach towards virtual machining; more than one system ma
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Cavazza, Marc, Fred Charles, Stephen W. Gilroy, Julie Porteous, Gabor Aranyi, Julien Cordry, Gal Raz, et al. "Virtual Agents in Brain-Computer Interfaces." International Journal of Virtual Reality 15, no. 1 (January 1, 2015): 48–60. http://dx.doi.org/10.20870/ijvr.2015.15.1.2868.

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The recent development of Brain-Computer Interfaces (BCI) for Virtual Worlds has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback (NF) systems, which constitute an important paradigm for BCI. We discuss the potential of virtual agents to contribute to the success of NF in the specific context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented NF prototypes featuring virtual agents. The first is an interactive narrative in which the user empathises with
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Shinde, Vaibhavi, Rahin Shaikh, and Ayush Athare. "VIRTUAL MOUSE WITH INTEGRATED CHATBOT." International Journal Of Mathematics And Computer Research 12, no. 04 (April 6, 2024): 119–4123. http://dx.doi.org/10.47191/ijmcr/v12i4.01.

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Notably, the research addresses challenges in achieving precision and user adaptability within Virtual Gesture Systems. Employing a systematic methodology, the study utilizes cutting-edge hardware and software to capture and analyze data related to hand motion. Additionally, this research integrates a voice assistant-based chatbot with limited functions, expanding the scope of interaction possibilities. The results offer a comprehensive evaluation of the combined Virtual Gesture System and voice-assisted chatbot. This evaluation includes a comparative analysis of accuracy, efficiency, and user
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Schroeder, R. "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology." Sociological Research Online 2, no. 4 (December 1997): 89–99. http://dx.doi.org/10.5153/sro.291.

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This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual
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Ptak, Paweł. "VIRTUAL LEARNING OF ELECTRONICS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 1 (May 19, 2022): 229–36. http://dx.doi.org/10.17770/sie2022vol1.6856.

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The development of computer technology has enabled the emergence of new teaching opportunities in an artificial, virtual environment. It is then possible to work with electronic systems without the possibility of physical access to them and without measuring equipment. Such teaching and work with electronic systems was possible in a laboratory with computer stations with appropriate software. Only the development of network technology, and in particular the Internet, made it possible to fully virtual work at a distance. Until now, virtual learning has only been an alternative to teaching in a
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Pandzic, Igor, Christian Babski, Tolga Capin, WonSook Lee, Nadia Magnenat-Thalmann, Soraia Raupp Musse, Laurent Moccozet, Heywon Seo, and Daniel Thalmann. "Simulating Virtual Humans in Networked Virtual Environments." Presence: Teleoperators and Virtual Environments 10, no. 6 (December 2001): 632–46. http://dx.doi.org/10.1162/105474601753272871.

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In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contributio
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14

Wang, Chuan. "Application Research of Computer Aided Design in Environmental Art Design." BCP Social Sciences & Humanities 15 (March 13, 2022): 228–32. http://dx.doi.org/10.54691/bcpssh.v15i.427.

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Computer-aided design technology has certain improvements and enhancements to the planning of environmental art. This paper proposes a conceptual model of parametric virtual vegetation landscape planning and design and virtual display by using new technologies such as virtual reality, virtual plants and geographic information systems. In this way, the parametric plant modeling method and the plant spatial layout method are integrated.
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Zach, Petr, Martin Pokorný, Jiří Balej, and Michal Šturma. "Controlling Multiple Virtual Machines in Computer Classrooms." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 63, no. 2 (2015): 683–91. http://dx.doi.org/10.11118/actaun201563020683.

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A management of computer classroom is undoubtedly a difficult task for the administrator which has to prepare virtual operating systems for education. It is quite common that lectors need to edit the particular machine during the semester, and that is the case where the main problems can appear. The process of changes deployment is not just very time-consuming but during it a virtual machine inconsistency can appear. The main part of this paper focuses on system process diagrams and its pseudocode. At first, the machine is created on the remote server by lector or administrator. After a proper
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Ernst, Rolf, and Xiaobo Sharon Hu. "Autonomous Systems Design—A Virtual Roundtable." Computer 54, no. 11 (November 2021): 17–25. http://dx.doi.org/10.1109/mc.2021.3101914.

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17

Graham, Christian, and Nory B. Jones. "Intelligent Virtual Assistant's Impact on Technical Proficiency within Virtual Teams." International Journal of Virtual and Personal Learning Environments 6, no. 1 (January 2016): 41–61. http://dx.doi.org/10.4018/ijvple.2016010104.

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Information-systems development continues to be a difficult process, particularly for virtual teams that do not have the luxury of meeting face-to-face. The research literature on this topic reinforces this point: the greater part of database systems development projects ends in failure. The use of virtual teams to complete projects further compounds these failures. However, recent developments in intelligent virtual assistants (IVAs), such as Siri, Cortana, or Watson, have created opportunities to automate the systems-development process and improve success rates. Specifically, the use of a v
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18

Gritskevich, Y. V., P. A. Zvyagintseva, D. G. Makarova, M. P. Egorenko, and V. V. Zolotarev. "SIMULATION COMPUTER MODEL FOR VIRTUAL RESEARCH OF OPTOELECTRONIC MEASURING SYSTEMS." Siberian Journal of Science and Technology 20, no. 4 (2019): 416–22. http://dx.doi.org/10.31772/2587-6066-2019-20-4-416-422.

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19

Trika, S. N., P. Banerjee, and R. L. Kashyap. "Virtual reality interfaces for feature-based computer-aided design systems." Computer-Aided Design 29, no. 8 (August 1997): 565–74. http://dx.doi.org/10.1016/s0010-4485(96)00092-9.

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20

V.O., Ostapenko. "Methodological instructions from construction of computer virtual simulator in distance learning systems." Artificial Intelligence 24, no. 3-4 (December 27, 2019): 114–25. http://dx.doi.org/10.15407/jai2019.03-04.114.

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Today, the training of operators of complex industrial technical systems in real installations and in real conditions is very dangerous and expensive, and often can not be implemented. The alternative is computer simulation systems, which simulate real installations as much as possible, generate virtual objects and allow to gain the right and stable skills during training. The paper describes the methodological instructions for the construction of computer virtual simulators in the distance learning systems
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Torgashev, M. A., and E. V. Strashnov. "Collision Detection of Bounding Cylinders in Virtual Environment Systems." Programmnaya Ingeneria 12, no. 7 (October 11, 2021): 385–92. http://dx.doi.org/10.17587/prin.12.385-392.

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The paper proposes methods and algorithms for collision detection of bounding cylinders that surround the geometry of virtual objects. The proposed solutions are based on the separating axis theorem and analysis of possible contact interaction cases between two cylinders. The idea is to approximate the cylinders by prisms with their Gauss map to the unit sphere, which reduces the number of separating axes. Also, to compute contact points, an approach was developed based on fast geometric tests, in which polygon and segment are clipping by a prism, as a common perpendicular between line segment
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22

Fine, J. S., A. K. Ching, J. B. Schneider, D. Pollum, and M. L. Astion. "BibleCard: network-based virtual database for laboratory information." Clinical Chemistry 41, no. 9 (September 1, 1995): 1349–53. http://dx.doi.org/10.1093/clinchem/41.9.1349.

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Abstract The clinical laboratory's use of computers has evolved beyond the single minicomputer stand-alone system. Our laboratory information system is now part of an institutional network. The laboratory also uses smaller systems and workstations for a wide variety of functions, often with much data duplication among systems. We have been developing a network-based virtual database for laboratory test information. This system uses World Wide Web standards for hypertext and multimedia displays, which allows for the display of information retrieved from various department computer sources witho
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23

Luz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.

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Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction b
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Andersson, R. L. "A Real Experiment in Virtual Environments:A Virtual Batting Cage." Presence: Teleoperators and Virtual Environments 2, no. 1 (January 1993): 16–33. http://dx.doi.org/10.1162/pres.1993.2.1.16.

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A new system combines on- and off-line computer vision with head tracking and image synthesis to form a “virtual batting cage” where a batter swings a real baseball bat at a synthetic recreation of an actual pitch, enabling postswing viewing and analysis. The system merges completely synthetic, completely real, and mixed-domain elements. Careful attention to timing is required to combine these elements. In addition to the obvious training application, the system suggests future model-based broadcast communication systems.
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Jenab, Kouroush, Saeid Moslehpour, and Sam Khoury. "Virtual Maintenance, Reality, and Systems: A Review." International Journal of Electrical and Computer Engineering (IJECE) 6, no. 6 (December 1, 2016): 2698. http://dx.doi.org/10.11591/ijece.v6i6.11468.

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<p>Virtual Reality is a computer-generated, mock environment that can allow people to interact with it in a seemingly real way by using certain types of specialized equipment. It is mainly used for training or educational purposes and allows for “real-life” training in a safe and monitored environment. Virtual training can be used in many different fields such as medical, military, biomedical research, aviation, and many others. However, this paper reviews the most cited publications related to the application of virtual reality for training in the United States Military. As a result, re
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Jenab, Kouroush, Saeid Moslehpour, and Sam Khoury. "Virtual Maintenance, Reality, and Systems: A Review." International Journal of Electrical and Computer Engineering (IJECE) 6, no. 6 (December 1, 2016): 2698. http://dx.doi.org/10.11591/ijece.v6i6.pp2698-2707.

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<p>Virtual Reality is a computer-generated, mock environment that can allow people to interact with it in a seemingly real way by using certain types of specialized equipment. It is mainly used for training or educational purposes and allows for “real-life” training in a safe and monitored environment. Virtual training can be used in many different fields such as medical, military, biomedical research, aviation, and many others. However, this paper reviews the most cited publications related to the application of virtual reality for training in the United States Military. As a result, re
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Joshi, Vivek. "Virtual Assistant Using Python." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (May 15, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem33777.

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Today there is huge Advancement in the Technical field which is increasing day by day. In early days there were only computer systems where we were able to perform only few tasks, but today new technologies like machine learning, artificial intelligence, deep learning, and few some others have made computer systems so advance that we can perform any type of task with them. In recent years, Artificial Intelligence (AI) have done remarkable progress and its Capability is increasing day by day. One of the application Area of AI is Natural Language Processing (NLP). Natural Language Processing (NL
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Dhaigude, Santosh, Sumedh Bansode, Shivam Waghmare, Saurabh Varkhad, and Prof Shubhangi Suryawanshi. "Computer Vision Based Virtual Sketch Using Detection." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 3437–71. http://dx.doi.org/10.22214/ijraset.2022.43167.

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Abstract: In today's environment, and in the midst of a pandemic, online learning is the only way to learn. Students become more curious about knowledge as a result of online learning, and they choose their own learning route. Academics, on the other hand, must devote time to studying and be disciplined in their dedication in order to pass the course or exam. There are also other hurdles to Online learning. Students are losing their comprehending power since they have been accustomed to relying on their teachers and offline classes. In recent years, virtual writing and controlling systems have
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Wang, D., C. Conti, and D. Beale. "Interference Impact Analysis of Multibody Systems." Journal of Mechanical Design 121, no. 1 (March 1, 1999): 128–35. http://dx.doi.org/10.1115/1.2829413.

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A new computer aided analysis method for frictionless impact problems due to interference between two bodies in a constrained multibody system is presented in this paper. A virtual contact joint concept is used to detect interference between two bodies and calculate the jump in the body momenta, velocity discontinuities and rebounds. The interference surfaces can be described by the joint coordinates of the virtual contact joint, which are very useful for determining the impact time, the types and positions of two impact surfaces and impact initial conditions when an interference happens betwe
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souza, Nikhil D. "Physics Based Animation Using Computer Graphics." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (April 11, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem30046.

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Physics-based animation is a multidisciplinary area that uses ideas from physics, computer science, and mathematics to create realistic and dynamic movements in virtual settings. The basic ideas and methods of physics-based animation are introduced in this research paper, with an emphasis on how mathematical models and physical laws are used to produce realistic motion in computer-generated images. To construct realistic virtual environments, key disciplines covered include fluid simulation, fabric simulation, rigid body dynamics, and soft body dynamics. The report highlights recent developmen
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Hroncová, Darina. "MULTIBODY SYSTEMS AND SIMULATION IN MATLAB." TECHNICAL SCIENCES AND TECHNOLOG IES, no. 4 (14) (2018): 84–94. http://dx.doi.org/10.25140/2411-5363-2018-4(14)-84-94.

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Urgency of the research. Computer modeling changes the teaching methodology, the way of thinking and the possibilities of applications. It helps to move from external to internal properties and from individual to related properties. The development of the product is accelerated by experimenting with a computer model. Target setting. Kinematic analysis in Matlab and MSC Adams View. The aim is to investigate the rotation of individual members of the robotic system and to determine the spatial movement of the end effector. Actual scientific researches and issues analysis. MSC Adams represents dyn
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Smouha, Eric E., Dongqing Chen, Bin Li, and Zhengrong Liang. "Computer-Aided Virtual Surgery for Congenital Aural Atresia." Otology & Neurotology 22, no. 2 (March 2001): 178–82. http://dx.doi.org/10.1097/00129492-200103000-00010.

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Pracki, Piotr, and Rafał Krupiński. "Brightness and Uniformity Perception of Virtual Corridor with Artificial Lighting Systems." Energies 14, no. 2 (January 13, 2021): 412. http://dx.doi.org/10.3390/en14020412.

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This article compares the brightness and uniformity perception of virtual corridor displayed on computer screens and under different surrounding conditions, between two groups of respondents. The computer simulations of 10 lighting scenarios in the empty corridor, diverse in terms of luminance distribution and lighting power density, were developed. The visual assessment of the lighting effects was carried out on the basis of surveys. The respondents assessed the brightness and uniformity of each plane and entire corridor for each scenario, using semantic differential scaling. Each person from
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Son, Sung Hoon. "Design of Virtual Machine Monitor for Embedded Systems." Applied Mechanics and Materials 263-266 (December 2012): 1629–32. http://dx.doi.org/10.4028/www.scientific.net/amm.263-266.1629.

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Recently virtualization has been one of the most popular research topics in system software area. While there are many commercial virtualization products for general-purpose computer system, little efforts are made to virtualize embedded system. In this paper, we design and implement a virtual machine monitor which divides each physical hardware resource of an embedded system into logical ones and reorganizes them into many virtual machines so that several real-time operating systems run concurrently on a single embedded system. We measure various performance metrics of the virtual machine mon
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Kulkarni, Rahul, Dr Pradip Varade, and Dr R. G. Yellalwar. "NLP and Human-Computer Interaction: Enhancing User Experience through Language Technology." International Journal for Research in Applied Science and Engineering Technology 11, no. 10 (October 31, 2023): 1393–96. http://dx.doi.org/10.22214/ijraset.2023.56219.

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Abstract: The interaction between humans and computers in our daily lives has become increasingly important in the age of ubiquitous digital technology. To rethink and improve the user experience, this research examines the complex area where Human-Computer Interaction (HCI) and Natural Language Processing (NLP) meet. Improved user experience, improved usability, and increased accessibility are all advantages of improved HCI. The value of NLP and ML in numerous disciplines is demonstrated through practical applications including chatbots, virtual assistants, and recommendation systems. This pa
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Peppler, Philipp W., and Steve Stephens. "Image generation systems in virtual training platforms." Communications of the ACM 42, no. 9 (September 1999): 85–88. http://dx.doi.org/10.1145/315762.315782.

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Meng, Yuwei, P. Y. Mok, and Xiaogang Jin. "Interactive virtual try-on clothing design systems." Computer-Aided Design 42, no. 4 (April 2010): 310–21. http://dx.doi.org/10.1016/j.cad.2009.12.004.

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Aleksiev, Oleh, Volodymyr Aleksiev, Olha Matsyi, and Michael Matsyi. "End-to-end design of mechatronic industrial and automotive computer systems." 49, no. 49 (March 29, 2021): 6–15. http://dx.doi.org/10.26565/2304-6201-2021-49-01.

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Due to the constant information develop-ment of society and its industrial component, new transport systems and machines have reached a high level of information excellence. Accordingly, there is a new contradiction between the rapid development of tools and methods of informatization of complex objects and systems, the development of transport telematics (internal for cars and other vehicles and external internal transport control systems) and the heterogeneous nature of existing subsystems and components of the transport complex. Of Ukraine. The problem of resolving this contradiction will a
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Riva, Giuseppe. "Virtual Reality as Communication Tool: A Sociocognitive Analysis." Presence: Teleoperators and Virtual Environments 8, no. 4 (August 1999): 462–68. http://dx.doi.org/10.1162/105474699566341.

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Virtual reality (VR) is usually described by the media as a particular collection of technological hardware: a computer capable of 3-D real-time animation, a head-mounted display, and data gloves equipped with one or more position trackers. However, this focus on technology is somewhat disappointing for communication researchers and VR designers. To overcome this limitation, this paper describes VR as a communication tool: a communication medium in the case of multiuser VR and a communication interface in single-user VR. The consequences of this approach for the design and the development of V
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Haug, E. J., K. K. Choi, J. G. Kuhl, and J. D. Wargo. "Virtual Prototyping Simulation for Design of Mechanical Systems." Journal of Mechanical Design 117, B (June 1, 1995): 63–70. http://dx.doi.org/10.1115/1.2836472.

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Developments in simulation technology that enable a qualitatively new virtual prototyping approach to design of mechanical systems are summarized and their integration into an engineering design environment is illustrated. Simulation tools and their enabling technologies are presented in the context of vehicle design, with references to the literature provided. Their implementation for design representation, real-time driver-in-the-loop simulation, dynamic performance simulation, dynamic stress and life prediction, maintainability analysis, design sensitivity analysis, and design optimization
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Mead, Jerud J. "VMOE: A Virtual Machine Operating Environment for the Computer Systems Curriculum." Computer Science Education 1, no. 2 (January 1989): 153–76. http://dx.doi.org/10.1080/0899340890010207.

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Doumanis, Ioannis, and Daphne Economou. "REVERIE Virtual Hangout." International Journal of Virtual and Augmented Reality 5, no. 2 (July 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.

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Social media sites have gained popularity in the past decade by enabling people to create and share content online easily. However, social media cannot engage users on a level beyond content prosumption to create immersive experiences. A promising technology to create such experiences is multimodal virtual reality. REVERIE is a multimodal framework with an integrated workflow for developing immersive experiences, including various forms of virtual representation of human users (e.g., replicas and avatars). To demonstrate the social and collaborative capabilities of the framework, the authors c
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Li, Xining, John Cleary, and Brian Unger. "Virtual time and virtual space." International Journal of Parallel Programming 21, no. 2 (April 1992): 123–50. http://dx.doi.org/10.1007/bf01408290.

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Sakthivel, Sachidanandam. "Virtual workgroups in offshore systems development." Information and Software Technology 47, no. 5 (March 2005): 305–18. http://dx.doi.org/10.1016/j.infsof.2004.09.001.

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Maltsev, A. V. "Computer Simulation and Visualization of Wheel Tracks on Solid Surfaces in Virtual Environment." Scientific Visualization 15, no. 2 (June 2023): 80–89. http://dx.doi.org/10.26583/sv.15.2.07.

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The paper describes methods and approaches for implementation of traces from virtual prototypes of wheeled technical vehicles on solid objects in three-dimensional virtual scenes. Use of particle systems hierarchically linked to wheel models is the basis of solutions developed. Original type of particle system is proposed, in which generation of elements is regulated by special control signal. Creation, processing, storage and destruction of particles is performed by means of the CUDA architecture with use of computing cores of modern graphics processor and video memory resources. Creating geo
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Li, Juan, and Geng Sun. "Design of a virtual simulation interaction system based on enhanced reality." Electronic Research Archive 31, no. 10 (2023): 6260–73. http://dx.doi.org/10.3934/era.2023317.

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<abstract><p>Traditional virtual simulated interaction systems experience data fragmentation during the process of converting from two-dimensional to three-dimensional information, resulting in reduced realism and an inability to meet the teaching requirements of computer courses. Therefore, the integration of augmented reality (AR) technology into the educational environment remains an urgent and unresolved issue. To address the aforementioned issues, this paper investigates the data throughput limitations present in virtual simulation interaction systems. In response to this prob
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Bowman, Doug A., Larry F. Hodges, and Jay Bolter. "The Virtual Venue: User-Computer Interaction in Information-Rich Virtual Environments." Presence: Teleoperators and Virtual Environments 7, no. 5 (October 1998): 478–93. http://dx.doi.org/10.1162/105474698565866.

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We present a virtual environment application that allows users to access embedded information within an immersive virtual space. Due to the richness and complexity of this environment, efficient and easy-to-use interaction techniques are a crucial requirement. The “Virtual Venue” seamlessly combines both twoand three-dimensional interaction techniques into a single system and utilizes previously reported as well as novel techniques that fit the task of information access. We present tools for user control of the system, travel through the environment, and information retrieval, as well as auth
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Mohan, Akhil. "Virtual Air Canvas: A Review." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (March 29, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem29794.

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This creative method of utilizing open-source frameworks to create gesture-controlled whiteboard devices is impressive. The device tracks and interprets finger movements collected by a camera to allow users to engage with a virtual whiteboard. The implementation includes effective data processing, hand landmark estimate, and real-time hand detection by utilizing computer vision algorithms. By providing a modern form of communication and going beyond regular typing and writing habits, the system seeks to expand beyond traditional writing methods and create new opportunities for connection. The
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Hirose, Michitaka, Kazuhisa Takahashi, Tomoki Koshizuka, Taku Morinobu, and Yoichi Watanabe. "An Alternate Way to Generate Virtual Worlds:A Study of Image Processing Technology for Synthetic Sensations." Presence: Teleoperators and Virtual Environments 5, no. 1 (January 1996): 61–71. http://dx.doi.org/10.1162/pres.1996.5.1.61.

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During recent years, the use of virtual reality technology has become widespread and popular. However, to further broaden the application of virtual reality, more sophisticated and realistic virtual worlds need to be developed. Traditionally, most virtual worlds are generated using three-dimensional (3D) computer graphics incorporating 3D geometric models and various rendering software. However, if 3D models become very complex, the delay time caused by rendering calculations makes it difficult for the user to be able to interact with the virtual world. Also, the production of realistic 3D com
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Leone, Pierre, and Kasun Samarasinghe. "Geographic routing on Virtual Raw Anchor Coordinate systems." Theoretical Computer Science 621 (March 2016): 1–13. http://dx.doi.org/10.1016/j.tcs.2015.12.029.

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