Virtual Reality Training: Computers Provide the Realism of the Real Battlefield
In: Marine corps gazette: the Marine Corps Association newsletter, Band 82, Heft 1, S. 33-34
ISSN: 0025-3170
110235 Ergebnisse
Sortierung:
In: Marine corps gazette: the Marine Corps Association newsletter, Band 82, Heft 1, S. 33-34
ISSN: 0025-3170
In: Disability Studies
Intro -- Contents -- Introduction -- Chapter 1 -- Recent advances in virtual reality for health and wellbeing -- Introduction -- Section one: Virtual reality -- Chapter 2 -- Motion sickness related aspects of inclusion of color deficient observers in virtual reality -- Introduction -- Motivation and background -- Optokinetic drum and sphere simulation -- The simulator -- The psychophysical experiment -- The path forward -- Conclusion and future work -- Acknowledgments -- References -- Chapter 3 -- Reducing the impact of stress in patients with psychiatric disorders using swimming with wild, free dolphins in virtual reality -- Introduction -- Our pilot study -- Set-up -- Pilot study -- Participants -- Design -- Measures -- Research questions -- Statistical analyses -- Conclusion -- References -- Chapter 4 -- Can visual stimulus induce proprioceptive drift in the upper arm using virtual reality? -- Introduction -- Our study -- Design -- Participants -- User interface -- Equipment -- Findings -- Discussion -- Acknowledgments -- References -- Chapter 5 -- The effects of reintroducing haptic feedback to virtual reality systems on movement profiles when reaching to virtual targets -- Introduction -- Our study -- Virtual scene setup -- Procedure -- Quantifying the data -- Findings -- Discussion -- Acknowledgments -- References -- Chapter 6 -- Visual elements' influences on navigation in virtual environments -- Introduction -- Reaching a target location from the current location -- Pilot study -- Results and discussions -- Conclusion -- References -- Chapter 7 -- The Development of a Kinect controlled game to improve space and depth perception -- Introduction -- Our study -- The Rift game -- The Rotate game -- The Net game -- The NetFromCube game -- Findings -- Controlling the games with keyboard -- Controlling the games with Kinect -- Settings
In: Werkstattstechnik: wt, Band 112, Heft 9, S. 552-558
ISSN: 1436-4980
Dieser Beitrag stellt ein Konzept für die Integration von interaktiven Simulationsmodellen in einer Virtual-Reality (VR)-Simulationsumgebung vor. Dabei werden die Simulationsmodelle aus der virtuellen Inbetriebnahme (VIBN) von Produktionsanlagen betrachtet. Ein Ziel der erweiterten VIBN mithilfe von einer VR besteht darin, die Lücke zwischen VIBN und der realen Inbetriebnahme zu schließen. Damit das vorhandene VIBN-Modell möglichst einfach in der VR-Visualisierung integriert werden kann, ist es essenziell, eine Durchgängigkeit des Simulationsmodells im Engineering zu gewährleisten. Aus diesem Grund wird auf das bestehende Austauschdatenformat "AutomationML" eingegangen.
This paper presents a method for integrating interactive simulation models into a virtual reality (VR) simulation environment. To this end, simulation models from virtual commissioning (VIBN) of production plants are considered. One goal of enhanced VIBN using VR is to close the gap between VIBN and real commissioning. To integrate the existing VIBN model as easily as possible into the VR visualization, it is essential to ensure engineering continuity for the simulation model. For this reason, the existing exchange data format AutomationML will be discussed.
In: Policy sciences: integrating knowledge and practice to advance human dignity ; the journal of the Society of Policy Scientists, Band 2, Heft 2, S. 87
ISSN: 0032-2687
In: Journal of social and evolutionary systems: JSES, Band 16, Heft 1, S. 99-105
ISSN: 1061-7361
Virtual reality is here. In just a few years, the technology moved from science fiction to the Internet, from specialized research facilities to living rooms. These new virtual reality environments are connected, collaborative, and social-built to deliver a subjective psychological effect that believably simulates spatial physical reality. Cognitive research shows that this effect is powerful enough that virtual reality users act and interact in ways that mirror real-world social and moral norms and behavior. Contemporary cyberlaw theory is largely based on the notion that cyberspace is exceptional enough to warrant its own specific rules. This premise, a descendant of early cyberspace exceptionalism, may be dramatically undermined by the advent of virtual reality. This technology brings cyberspace conceptually and concretely close to the real world, blurring legally significant distinctions between cyberspace behavior and physical behavior, between "real," "not real," and"virtually real." There is an opportunity here. Some of the cyberspace-specific legal regimes that developed over the last twenty years are seriously flawed, especially in criminal law contexts. Computer-hacking legislation is overly broad and vague, resulting in the criminalization of minor Internet infractions and the chilling of digital freedoms; cyberharassment and cyberstalking laws are poorly enforced and ineffective, turning cyberspace into a hostile environment for many people; and government cybersurveillance norms have seriously upset the balance between public security and individual privacy, putting society on the path to an Orwellian surveillance state. Virtual reality brings a new understanding of the human cyberspace behavior continuum that counteracts cyberspace exceptionalism, undermines contemporary cyberlaw theory, and presents an opportunity to move away from problematic cyberspace-specific legal regimes and back towards the well-established laws of the real world.
BASE
In: Policy sciences: integrating knowledge and practice to advance human dignity, Band 2, Heft 2, S. 87-93
ISSN: 1573-0891
In: Inter-Disciplinary Press Literature & Cultural Studies Special E-Book Collection, 2009-2016, ISBN: 9789004400955
Preliminary Material /Paul Jerry and Nancy Tavares-Jones -- A Review of Experiential Learning in Virtual Worlds Conference Themes: What are We Saying? How are We Changing? /Paul Jerry and Nancy Tavares-Jones -- The Concept of Creativity and Professional Development within Immersive Teaching Experience /Ridvan Ata -- Virtual Environments for Pain Alleviation /Joanna Piskorz and Marcin Czub -- Exploring the Pathways of Adaptation: Avatar 3D Animation Procedures and Virtual Reality Arenas in Research of Human Courtship Behaviour and Sexual Reactivity in Psychological Research /Jakub Binter , Kateřina Klapilová , Tereza Zikánová , Tommy Nilsson , Klára Bártová , Lucie Krejčová , Renata Androvičová , Jitka Lindová , Denisa Průšová , Timothy Wells and Daniel Riha -- Tools for Perceptual Learning: Ecological Augmented Reality /Vicente Raja -- Augmented Reality Learning: Pedagogical Aspects and Technologies for a Future Methodological Framework /Corrado Petrucco and Daniele Agostini -- Physiological Responses to Virtual Spaces: Exploring the Oculus Rift and the Experience of Virtual Simulation Illness /Paul Jerry.
In: Werkstattstechnik: wt, Band 106, Heft 7-08, S. 527-532
ISSN: 1436-4980
Um das korrekte Zusammenspiel einzelner Elemente von komplexen Prozessketten vor ihrem realen Aufbau zu überprüfen, können diese in der virtuellen Welt erstellt werden. Durch die Visualisierung und Simulation des Prozesses ist die vorausgehende Planung kontrollier- und optimierbar. Zusätzlich kann die VR (Virtual Reality)-Darstellung für den (Re-)Designprozess sowie als Kommunikationsgrundlage zwischen verschiedenen Unternehmensbereichen als wichtige Hilfestellung dienen.
To validate the correct interaction between the separate elements of complex process chains before the real build-up, they can be created in the virtual world. By visualizing and simulating the processes, the preceding planning work can be checked and optimized. Additionally, the VR presentation can be used for the (re)desgin process and serve as a communication base for different functional areas, providing important assistance.
In: Werkstattstechnik: wt, Band 92, Heft 1-2, S. 12-15
ISSN: 1436-4980
In: 166 University of Pennsylvania Law Review 1051 (2018)
SSRN
Working paper
This is the peer reviewed version of the following article: [Bos, D. (2021). Geography and virtual reality. Geography Compass, 15(9), e12590], which has been published in final form at [https://onlinelibrary.wiley.com/doi/full/10.1111/gec3.12590]. This article may be used for non-commercial purposes in accordance with Wiley Terms and Conditions for Use of Self-Archived Versions. This article may not be enhanced, enriched or otherwise transformed into a derivative work, without express permission from Wiley or by statutory rights under applicable legislation. Copyright notices must not be removed, obscured or modified. The article must be linked to Wiley's version of record on Wiley Online Library and any embedding, framing or otherwise making available the article or pages thereof by third parties from platforms, services and websites other than Wiley Online Library must be prohibited. ; Whilst virtual reality (VR) has a long history, recent technological advancements, increased accessibility and affordability have seen its usage become widespread within western consumer society. Despite the relevance of VR to Geography, these more recent developments have escaped scholarly attention. This paper takes a critical perspective on the development of VR and its varied applications, and how emerging theoretical debates within cultural and digital geography can critically attend to the social and cultural implications of VR technologies. The paper begins by considering how VR spaces are imagined and communicated to publics in ways that promote popular understandings of, and desires for, virtual spaces. Next, the paper critically addresses the cultural politics of VR content, particularly drawing attention to the socio-spatial differences evoked through VR. The paper goes on to argue for the need to consider VR through the concept of interface as a way of critically attending to the broader techno-socio relations and the embodied spatial encounters they produce. Finally, some methodological implications for thinking with and through VR are outlined.
BASE
In: The Yale review, Band 88, Heft 1, S. 115-120
ISSN: 1467-9736
The purpose of this conference is to discuss about research on human physical activity based on Virtual Reality (VR). VR 1) offers a unique compromise between control and ecological property of the studied situation, 2) enables to enrich/modify the physical environment, 3) provides control on the multisensory feedback given to the user, 4) and has the potential to enhance motivation and increase the number of repetition in motor skills training. Recent democratisation of immersive technologies, with the development of cheap interactive devices for videogames, has encouraged research in this domain. In this conference, we will address examples of perception-action coupling analysis based on VR, will analyse how technical choices could affect the behaviour of the studied subjects, and will expose perspectives in motor skills training based on VR.
BASE