872 resultados para Virtual Reality (VR)


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Currently,one of the important research areas in Spatial updating is the role of external (for instance visual) and internal (for instance proprioceptive or vestibular) information in spatial updating of scene recognition. Our study uses the paradigm of classic spatial updating research and the experimental design of investigation of Burgess(2004),first, we will explore the concrete influence of locomotion on scene recognition in real world; next, we will use virtual reality technology, which can control many spatial learning parameters and exclude the influence of extra irrelevant variables, to explore the influence of pure locomotion without visual cue on scene recognition, and furthermore, we will explore whether the ability of spatial updating can be transferred to new situations in a short period of time and compare the result pattern in real word with that in virtual reality to test the validity of virtual reality technology in spatial updating of scene recognition research. The main results of this paper can be summarized as follows: 1. In real world, we found two effects: the spatial updating effect and the viewpoint dependent effect, this result indicated that the spatial updating effect based on locomotion does not eliminate the viewpoint dependent effect during the scene recognition process in physical environment. 2. In virtual reality environment, we still found two effects: the spatial updating effect and the viewpoint dependent effect, this result showed us that the spatial updating effect based on locomotion does not eliminate the viewpoint dependent effect during the scene recognition process in virtual reality environment either. 3. The spatial updating effect based on locomotion plays double role in scene recognition: When subjects were tested in different viewpoint, spatial updating based on locomotion promoted scene recognition; while subjected were tested in same viewpoint, spatial updating based on locomotion had a negative influence on scene recognition, these results show us that spatial updating based on locomotion is automated and can not be ignored. 4. The ability of spatial updating can be transferred to new situations in a short period of time , and the experiment in the immersed virtual reality environment got the same result pattern with that in the physical environment, suggesting VR technology is a very effective method to do research on spatial updating of the scene recognition studies. 5. This study about scene recognition provides evidence to double system model of spatial updating in the immersed virtual reality environment.

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Virtual reality is currently considered a first-order resource for education and training. In this regard, artistic education, like other disciplines, is backing into this technology as a tool to overcome obstacles and contribute new ways of visualization and of providing information. And, in this case, the use of this technology presents enormous advantages for museums, especially, the more modest ones, which have few resources to disseminate and show their collections and works. Moreover, they have to resort to ingenious solutions to solve their difficulties. Therefore, the Pedagogic Museum of Children’s Art (MUPAI) backs into this technology to overcome some of the difficulties it encounters and to allow interested spectators to see its works, with great realism, and to visit its facilities anywhere in the world and at any time of the day. Hence, virtual reality unfolds new possibilities in the field of education that were inconceivable only a short time ago.

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Virtual reality has a number of advantages for analyzing sports interactions such as the standardization of experimental conditions, stereoscopic vision, and complete control of animated humanoid movement. Nevertheless, in order to be useful for sports applications, accurate perception of simulated movement in the virtual sports environment is essential. This perception depends on parameters of the synthetic character such as the number of degrees of freedom of its skeleton or the levels of detail (LOD) of its graphical representation. This study focuses on the influence of this latter parameter on the perception of the movement. In order to evaluate it, this study analyzes the judgments of immersed handball goalkeepers that play against a graphically modified virtual thrower. Five graphical representations of the throwing action were defined: a textured reference level (L0), a nontextured level (L1), a wire-frame level (L2), a moving point light display (MLD) level with a normal-sized ball (L3), and a MLD level where the ball is represented by a point of light (L4). The results show that judgments made by goalkeepers in the L4 condition are significantly less accurate than in all the other conditions (p

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Affordances have recently been proposed as a guiding principle in perception–action research in sport (Fajen, Riley, & Turvey, 2009). In the present study, perception of the ’passability’ affordance of a gap between two approaching defenders in rugby is explored. A simplified rugby gap closure scenario was created using immersive, interactive virtual reality technology where 14 novice participants (attacker) judged the passability of the gap between two virtual defenders via a perceptual judgment (button press) task. The scenario was modeled according to tau theory (Lee, 1976) and a psychophysical function was fitted to the response data. Results revealed that a tau-based informational quantity could account for 82% of the variance in the data. Findings suggest that the passability affordance in this case, is defined by this variable and participants were able to use it in order to inform prospective judgments as to passability. These findings contribute to our understanding of affordances and how they may be defined in this particular sporting scenario; however, some limitations regarding methodology, such as decoupling perception and action are also acknowledged.

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In order to use virtual reality as a sport analysis tool, we need to be sure that an immersed athlete reacts realistically in a virtual environment. This has been validated for a real handball goalkeeper facing a virtual thrower. However, we currently ignore which visual variables induce a realistic motor behavior of the immersed handball goalkeeper. In this study, we used virtual reality to dissociate the visual information related to the movements of the player from the visual information related to the trajectory of the ball. Thus, the aim is to evaluate the relative influence of these different visual information sources on the goalkeeper's motor behavior. We tested 10 handball goalkeepers who had to predict the final position of the virtual ball in the goal when facing the following: only the throwing action of the attacking player (TA condition), only the resulting ball trajectory (BA condition), and both the throwing action of the attacking player and the resulting ball trajectory (TB condition). Here we show that performance was better in the BA and TB conditions, but contrary to expectations, performance was substantially worse in the TA condition. A significant effect of ball landing zone does, however, suggest that the relative importance between visual information from the player and the ball depends on the targeted zone in the goal. In some cases, body-based cues embedded in the throwing actions may have a minor influence on the ball trajectory and vice versa. Kinematics analysis was then combined with these results to determine why such differences occur depending on the ball landing zone and consequently how it can clarify the role of different sources of visual information on the motor behavior of an athlete immersed in a virtual environment.

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Innovation in virtual reality and motion sensing devices is pushing the development of virtual communication platforms towards completely immersive scenarios, which require full user interaction and create complex sensory experiences. This evolution influences user experiences and creates new paradigms for interaction, leading to an increased importance of user evaluation and assessment on new systems interfaces and usability, to validate platform design and development from the users’ point of view. The REVERIE research project aims to develop a virtual environment service for realistic inter-personal interaction. This paper describes the design challenges faced during the development process of user interfaces and the adopted methodological approach to user evaluation and assessment.

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A evolução tecnológica tem sido de tal ordem que a realidade virtual deixou de ser um mero conceito que apenas é possível de implementar recorrendo a máquinas com um poder de processamento muito elevado. Tendo em conta o potencial da realidade virtual e a não existência de boas práticas na criação da interface de um sistema que use este conceito, pretende-se, nesta dissertação, fazer um estudo sobre como pode ser analisada e estruturada a componente de interação através da estratificação de níveis de interação para as diferentes operações do sistema pretendido. Por forma a ser possível, posteriormente, comparar cada um dos sistemas relativamente à interação, foram estipulados um conjunto de ações/operações que teriam de ser passíveis de executar em cada um, bem como, um tema base, uma aplicação de realidade virtual de simulação de espaço aplicada ao sector mobiliário. Depois de implementados os sistemas, estes foram apresentados a um conjunto de pessoas que foram inquiridas sobre os mesmos, por forma a avaliar a interação com cada um. Através dos resultados obtidos da avaliação dos inquéritos entregues, foi possível concluir que, para uma grande parte das operações implementadas, existe uma preferência para que a realização da operação seja o mais similar à sua execução num contexto real.

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O Arquivo tem como funções primordiais, entre outras, comunicar e difundir o seu património, sendo as exposições um modo eficaz de o fazer. Por meio destas, o Arquivo dá a conhecer os conjuntos documentais que encerra e divulga o trabalho que leva a cabo. O presente trabalho tem numa primeira instância o objectivo de abordar três das exposições levadas a cabo na DGLAB, sendo descrito o trabalho levado a cabo e o modo como este contribuiu para o desenvolvimento do produto final. O desenvolvimento e ampliação da utilização das tecnologias de informação e comunicação (TIC) proporcionam aos Arquivos e outras instituições, como Bibliotecas e Museus, a possibilidade de acentuar estas duas funções, por meio da criação na web de exposições virtuais, que utilizam as ferramentas que advêm destas novas tecnologias. Neste sentido, é necessário compreender como é que as diferentes instituições fazem uso destas ferramentas na criação das suas exposições virtuais, uma vez que existem distintas tipologias com diversas aplicações. Procura-se assim nesta linha, escolher boas práticas de exposições virtuais e detalhar as suas potencialidades de modo a retirar ideias que se coadunem com as especificidades da exposição física para a qual se planeia criar uma exposição virtual. Este Relatório de Estágio procura assim responder à questão: Como pode uma exposição virtual valorizar uma exposição física de modo a contribuir para o desenvolvimento das funções de comunicação/ difusão na DGARQ?

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Les incorporations des mémoires épisodiques dans les rêves apparaissent en formes fragmentées et suivent un modèle temporel distinct qui suit une courbe sinusoïdale. Ce modèle est caractérisé par les incorporations immédiates, qui apparaissent 1-2 jours après l’événement (effet de résidus diurnes), et les incorporations tardives, qui apparaissent 5-7 jours après l’événement (effet de délai). Ces deux effets sont considérés comme des liens entre les processus de consolidation de la mémoire et la formation du rêve. Cette courbe temporelle a été observée pour une variété de stimuli expérimentaux. Cependant, aucune étude à date n’a démontré que le contenu des rêves réagit aux événements diurnes d’une manière plus générale et non-spécifique. Le but de notre étude était d’examiner si deux événements qualitativement distincts, un séjour nocturne au laboratoire (LAB), considéré comme un événement interpersonnel, et une tâche de réalité virtuelle (RV), considérée comme un événement non-interpersonnel, sont intégrés de façon différente dans le contenu onirique. Selon nos hypothèses, 1) les éléments spécifiques liés au LAB et à RV seraient incorporés dans les rêves avec des patrons tendances temporels différents, et 2) les incorporations spécifiques seraient associées à des changements plus généraux dans le locus de contrôle (LoC) du rêve. Vingt-six participants ont passé une nuit dans le laboratoire, ont été exposé à une tâche de RV, et ont rempli un journal de rêve pendant 10 jours. Les rapports de rêve ont été cotés pour les éléments spécifiques portant sur LAB et sur RV, et pour l'évolution générale de LoC du rêve. Nos deux hypothèses ont été confirmées: 1) les incorporations de LAB et RV sont négativement corrélées et apparaissent dans le rêve selon des modèles temporels différents. Les incorporations du LAB ont suivi une courbe sinusoïdale en forme de U, avec un effet de résidu diurne et un effet de délai. Les incorporations de RV ont suivi un patron différent, et ont eu un maximum d’incorporations au jour 4. 2) les scores du LoC du rêve étaient plus externes pour le jour 1 (max incorporations du LAB) et plus internes pour le jour 4 (max incorporations de RV). Ces modèles d'incorporation distincts peuvent refléter des différences dans la façon dont les deux événements ont été traités par les processus de consolidation de la mémoire. Dans ce cas, une expérience interpersonnelle (LAB) était incorporée plus tôt dans le temps. Les résultats suggèrent que LoC du rêve reflète les processus de mémoire plus généraux, qui affectent le contenu du rêve entier, et qui sont partiellement indépendants des incorporations spécifiques.

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Mémoire numérisé par la Division de la gestion de documents et des archives de l'Université de Montréal.

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Entre los años 2005 y 2006, se realizaron en Madrid dos interesantes encuentros internacionales denominados Tecnologías para una Museografía Avanzada, promovidos por el Consejo Internacional de Museos (ICOM), donde representantes de diversas instituciones culturales explicaban las influencias enriquecedoras que han aportado a sus exposiciones los nuevos medios tecnológicos en conjunto con la didáctica y la Museografía Interactiva como elementos mediadores de discurso. Representantes y Directores de instituciones como el Museo de Historia de Valencia (MHV), el Museo Arqueológico Provincial de Alicante (MARQ) o el Museo de la Cultura Bizantina de Grecia por ejemplo, han presentado las propuestas que en este contexto les ha permitido comunicar ideas refrescantes y nuevas estrategias para la compresión de diversos tipos de patrimonios. La premisa expuesta por ellos enfatizaba el pensamiento de que las nuevas tecnologías aunadas a la Museografía Interactiva, constituyen un apoyo didáctico a la hora de transmitir significados provenientes de los objetos patrimoniales para desarrollar y ampliar la comprensión del visitante en relación a los contenidos de las exposiciones. A este respecto, llama la atención la ausencia de museos especializados en Arte ante este tipo de discursos innovadores que suelen provocar en los visitantes soluciones educativas in situ, otorgando nuevos enfoques de las cosas, de la historia, de los objetos y de las generaciones pasadas.

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This paper presents the distributed environment for virtual and/or real experiments for underwater robots (DEVRE). This environment is composed of a set of processes running on a local area network composed of three sites: 1) the onboard AUV computer; 2) a surface computer used as human-machine interface (HMI); and 3) a computer used for simulating the vehicle dynamics and representing the virtual world. The HMI can be transparently linked to the real sensors and actuators dealing with a real mission. It can also be linked with virtual sensors and virtual actuators, dealing with a virtual mission. The aim of DEVRE is to assist engineers during the software development and testing in the lab prior to real experiments

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Propuesta de creación de un espacio reactivo potencial con la particularidad de la estructuración, preparación y desarrollo artístico. Se trata de una instalación con estructura regular en la que se ocultan las obras en ausencia de público con la intención de preservar la exhibición. Estructura virtual que oculta la obra de arte expuestas en ausencia de observador. Mecanismos prácticos de creación de entornos tridimensionales y escenarios. Programación en lenguaje visual basic para accionadores automáticos aleatorios. Sistemas de navegación virtual Quicktime vr.vrml y diseño del espacio de representación artístico interactivo. Objetos, situación y configuraciones. Iluminación. Renderizados. Software informático 3D y tecnología VRML (Virtual Reality Modeling Languaje). Proceso investigador directamente ligado a la creación artística y las nuevas tecnologías. metodología cualitativa experimental de representación educativa sobre los sujetos que contemplan los programas. La percepción del arte es variable en el espacio y el tiempo siendo ello una condición que no fija la obra en una ubicación única y perdurable sino que varía en relación con la disposición consciente e inconsciente del sujeto en su entorno. Tratándose de un sistema de representación artístico inédito podrá servir de puerta a nuevas líneas de investigación en el arte activo, multiusuario, reactivo e integral.

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Esta dissertação surgiu com o intuito de criar uma prova neuropsicológica com todas as características das tradicionais provas de papel e lápis, com o acréscimo de vantagens que as novas tecnologias lhe podem trazer. Desta forma, desenvolveu-se um ambiente virtual com um propósito avaliativo, semelhante ao da prova em papel Trail Making Test e posteriormente ao seu desenvolvimento elaborou-se uma aplicação que foi testada em dois grupos. Compostas por um total de 47 elementos, estas amostras abrangeram população com e sem diagnóstico de problemas de alcoolismo (Síndrome de Dependência Alcoólica), que foram submetidas à execução das provas Cozinha Virtual e Trail Making Test. Os dados daí resultantes comprovam a capacidade desta prova avaliar os défices cognitivos ao nível da flexibilidade cognitiva, da capacidade de sequenciação, de procura visual, velocidade motora e capacidades atencionais e confirmam também a sua correlação com a prova que lhe deu origem.

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This paper investigates the use of really simple syndication (RSS) to dynamically change virtual environments. The case study presented here uses meteorological data downloaded from the Internet in the form of an RSS feed, this data is used to simulate current weather patterns in a virtual environment. The downloaded data is aggregated and interpreted in conjunction with a configuration file, used to associate relevant weather information to the rendering engine. The engine is able to animate a wide range of basic weather patterns. Virtual reality is a way of immersing a user into a different environment, the amount of immersion the user experiences is important. Collaborative virtual reality will benefit from this work by gaining a simple way to incorporate up-to-date RSS feed data into any environment scenario. Instead of simulating weather conditions in training scenarios, actual weather conditions can be incorporated, improving the scenario and immersion.