934 resultados para virtual reality
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El Projecte s’ha desenvolupat dintre del Grup de Geometria i Gràfics de la Udg on es treballa amb projectes de desenvolupament urbanístic 3D. L’objectiu del projecte consisteix en construir una aplicació per simular l’evolució de ciutats expandint els carrers al llarg del temps. L’aplicació es desenvoluparà dintre del projecte urbanEngine incorporant la possibilitat d’expandir ciutats com una extensió d’aquest. A més es vol dissenyat una interfície gràfica d’usuari que faciliti les tasques de configuració i supervisió del sistema
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Partiendo de la idea ampliamente aceptada de que las TIC (Tecnologías de Información y Comunicación) han tenido una profunda influencia en los modos en que la sociedad contemporánea experimenta y concibe las nociones de espacio y tiempo, y sustentándose en el contexto de la importancia adquirida por dichas nociones en la comprensión de los procesos sociales en general y estéticos en particular, esta investigación ha tenido por objetivo analizar la espacio-temporalidad en el contexto específico de la era digital. Poniendo en relación la fenomenología de los dispositivos tecnológicos con las nuevas estrategias de representación y puesta en imagen del espacio y el tiempo, nuestro propósito ha sido mostrar no sólo cómo a través de las prácticas artísticas digitales puede identificarse y analizarse el imaginario espacio-temporal de la era digital, sino también cómo éstas –basadas en una larga trayectoria estética de intersecciones entre arte y tecnología- han revestido al espacio y al tiempo de nuevas fenomenologías posibles, dando lugar a nuevas formas de percibirlos y cumpliendo, por tanto, un papel activo en la configuración de dicho imaginario y sus sucesivas transformaciones. La perspectiva teórica adoptada para esta investigación parte de las teorías postmodernas del espacio y el tiempo –considerando autores como Harvey o Jameson-, recurriendo a la sociología del Imaginario Social desarrollada por Castoriadis, Castro-Nogueira o J. L. Pintos para comprender cómo el espacio y el tiempo adquieren significaciones particulares. Combinando estas bases teóricas con los estudios visuales y los trabajos de teóricos de los medios como McLuhan, De Kerckhove o Lev Manovich, se establecerían las posibles relaciones entre las tecnologías, las representaciones sociales del espacio y el tiempo – analizadas a partir de metáforas como “compresión espacio-temporal”, “espacio de los flujos” o “tiempo atemporal” y sus relaciones con el Ciberespacio- y la fenomenología espacio-temporal de las prácticas artísticas y sus estrategias de representación visual –tomando como objeto de estudio tipologías artísticas que van desde el Hipercine a la Realidad Virtual y Aumentada, los Medios Locativos o la Telepresencia. La conclusión que hemos podido extraer de este estudio es que si bien distintos tipos de tecnologías afectan operacional y perceptivamente a la construcción social de la espacio-temporalidad, los modos en que estas tecnologías han estetizado la propia realidad y los modos en que condicionan la construcción estética de las nociones de espacio y tiempo, tanto a partir de la propia fenomenología del dispositivo como de la experimentación creativa con el mismo, ejercen una profunda influencia sobre el imaginario social y espacio-temporal propios de la era digital.
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El desarrollo de mundos virtuales inteligentes requiere el conocimiento de áreas tan diversas como la realidad virtual, la inteligencia artificial, la psicología, la sociología y la física. El documento que se desarrolla a continuación recoge las nociones básicas para entender lo que representa dicho desarrollo, el estado del arte de varias de las técnicas y modelos utilizados en algunas de estas áreas y sus posibles aplicaciones, además de una posible solución para su implementación.
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Aquest article de revisió analitza l'ús que s'està fent dels anomenats "serious games" en el tractament dels trastorns mentals. La recerca efectuada a les bases de dades Medline i PsycINFO han donat com a resultat la localització de 537 articles que fan referència als "serious games" i als "computer games", dels quals 71 ho fan a la seva aplicació en l'àmbit de la salut i 14 a l'àmbit mes concret dels trastorns mentals. S'han trobat estudis que contemplen tractaments per l'esquizofrènia, el Trastorn per Dèficit d'Atenció i Hiperactivitat (TDAH), el Trastorn per Estrès Posttraumàtic (TEPT), l'autisme, el retard mental i les fòbies. Hi ha resultats encoratjadors en quan a l'eficàcia dels tractaments utilitzant jocs d'ordinador, realitat virtual i realitat augmentada, si bé degut a ser un camp de recerca molt jove es necessita replicar molts estudis per tal de donar validesa científica als resultats provisionals obtinguts.
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Neuroimaging of the self has focused on high-level mechanisms such as language, memory or imagery of the self and implicated widely distributed brain networks. Yet recent evidence suggests that low-level mechanisms such as multisensory and sensorimotor integration may play a fundamental role in self-related processing. In the present study we used visuotactile multisensory conflict, robotics, virtual reality, and fMRI to study such low-level mechanisms by experimentally inducing changes in self-location. Participants saw a video of a person's back (body) or an empty room (no-body) being stroked while a MR-compatible robotic device stroked their back. The latter tactile input was synchronous or asynchronous with respect to the seen stroking. Self-location was estimated behaviorally confirming previous data that self-location only differed between the two body conditions. fMRI results showed a bilateral activation of the temporo-parietal cortex with a significantly higher BOLD signal increase in the synchronous/body condition with respect to the other conditions. Sensorimotor cortex and extrastriate-body-area were also activated. We argue that temporo-parietal activity reflects the experience of the conscious 'I' as embodied and localized within bodily space, compatible with clinical data in neurological patients with out-of-body experiences.
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A utilização da Web para a divulgação de produtos e negócios através da Internet já não é novidade, novidade é a Web3D2, uma nova tecnologia concebido para lhe proporcionar inúmeros momentos de interactividade e dinamismo. Pretende-se assim fazer uma pequena abordagem dos objectos 3D na WWW, passando uma visão sobre a Web, identificando algumas as funcionalidades e serviços, a visualização de objecto 3D na Web, os navegadores comuns e os visualizadores que permitem visualizar conteúdos tanto 2D como 3D. Pretende-se desta forma partilhar e dar a conhecer os trabalhos e os avanços conseguidos na criação da das tecnologias Web3D, iniciando com uma contextualização da Web3D, fazendo uma passagem pelos mundos virtuais na Internet criados em Virtual Reality Modeling Language, realçando as dificuldades dessa linguagem na altura e os novos incentivos que deram origem a outras especificação como a X3D. Ainda são identificadas algumas plataformas e ferramentas de tecnologia Web3D, exemplos de algumas áreas onde se aplicam e a perspectiva para o futuro da Web3D centrada na visão do Web3D consortium.
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Este trabalho de uma forma geral pretende apresentar os progressos realizados na área da Web3D, e que este sirva de guia para os potenciais interessados em descobrir as maravilhas que a tecnologia Web3D proporciona. Começa-se por fazer uma alusão sobre os objectos tridimensionais e mencionar exemplos de algumas áreas onde se aplicam. Depois é feita uma pequena abordagem do enquadramento dos objectos 3D na WWW, passando uma visão sobre a Web, identificando as funcionalidades e serviços, por fim uma vista de olhos sobre a visualização de objecto 3D na Web, identificando os navegadores comuns e os visualizadores que permitem visualizar conteúdos tanto 2D como 3D. A seguir são abordados os avanços conseguidos na Web3D, iniciando com uma contextualização da Web3D, fazendo uma passagem pelos mundos virtuais na Internet criados em Virtual Reality Modeling Language, realçando as dificuldades dessa linguagem na altura e os novos incentivos que deram origem a outras especificação como a X3D. Ainda são identificadas algumas plataformas e ferramentas de tecnologia Web3D, exemplos de algumas áreas onde se aplicam e a perspectiva para o futuro da Web3D centrada na visão do Web3D consortium. Por último, apresenta-se um caso prático onde estão descritas as etapas da construção, em modelo proposto, conversão e disponibilização do objecto 3D na Web
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We would like to add a comment on another important contribution of Arthur Keithto the Weld of herniology, that is, the original and accuratedescription of the inguinal “shutter” mechanism, a remarkableanatomic action against development of an inguinal hernia. [...] Today, virtual reality surgicalsimulation models allowing three-dimensional (3D) visualizationof the human inguinal anatomy can be used as a complementary tool to assess dynamics of the inguinal area. In fact, using simulations with the Wnite elementmethod we have recently confirmed the physiological “shutter” mechanism already described almost 100 years ago. These virtual reality Wndings are our presenttribute to the outstanding anatomic descriptions of ArthurKeith.
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Iowans have long been proud of our educational heritage. With I-VREP, business and educational leaders are taking steps to enhance its world-class education for Iowans, while ensuring the qualified workforce needed by Iowa’s businesses competing in a global economy. For more information on the Iowa Virtual Reality Education Pathfinder, or a confidential consultation on how Iowa innovation can fuel your company’s growth, contact IDED at 800.245.IOWA or visit iowalifechanging.com
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OBJECTIVE: The objective of this trial was to assess which type of warm-up has the highest effect on virtual reality (VR) laparoscopy performance. The following warm-up strategies were applied: a hands-on exercise (group 1), a cognitive exercise (group 2), and no warm-up (control, group 3). DESIGN: This is a 3-arm randomized controlled trial. SETTING: The trial was conducted at the department of surgery of the University Hospital Basel in Switzerland. PARTICIPANTS: A total of 94 participants, all laypersons without any surgical or VR experience, completed the study. RESULTS: A total of 96 participants were randomized, 31 to group 1, 31 to group 2, and 32 to group 3. There were 2 postrandomization exclusions. In the multivariate analysis, we found no evidence that the intervention had an effect on VR performance as represented by 6 calculated subscores of accuracy, time, and path length for (1) camera manipulation and (2) hand-eye coordination combined with 2-handed maneuvers (p = 0.795). Neither the comparison of the average of the intervention groups (groups 1 and 2) vs control (group 3) nor the pairwise comparisons revealed any significant differences in VR performance, neither multivariate nor univariate. VR performance improved with increasing performance score in the cognitive exercise warm-up (iPad 3D puzzle) for accuracy, time, and path length in the camera navigation task. CONCLUSIONS: We were unable to show an effect of the 2 tested warm-up strategies on VR performance in laypersons. We are currently designing a follow-up study including surgeons rather than laypersons with a longer warm-up exercise, which is more closely related to the final task.
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Humans experience the self as localized within their body. This aspect of bodily self-consciousness can be experimentally manipulated by exposing individuals to conflicting multisensory input, or can be abnormal following focal brain injury. Recent technological developments helped to unravel some of the mechanisms underlying multisensory integration and self-location, but the neural underpinnings are still under investigation, and the manual application of stimuli resulted in large variability difficult to control. This paper presents the development and evaluation of an MR-compatible stroking device capable of presenting moving tactile stimuli to both legs and the back of participants lying on a scanner bed while acquiring functional neuroimaging data. The platform consists of four independent stroking devices with a travel of 16-20 cm and a maximum stroking velocity of 15 cm/s, actuated over non-magnetic ultrasonic motors. Complemented with virtual reality, this setup provides a unique research platform allowing to investigate multisensory integration and its effects on self-location under well-controlled experimental conditions. The MR-compatibility of the system was evaluated in both a 3 and a 7 Tesla scanner and showed negligible interference with brain imaging. In a preliminary study using a prototype device with only one tactile stimulator, fMRI data acquired on 12 healthy participants showed visuo-tactile synchrony-related and body-specific modulations of the brain activity in bilateral temporoparietal cortex.
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The SoftPlotter, a soft photogrammetric software and Silicon Graphics workstation, was used to evaluate the accuracy of soft photogrammetry and identify applications of this technology to highway engineering. A comparative study showed that SoftPlotter compares well with other software such as Socket and Integraph. The PC software TNTMips is inexpensive but needs further development to be comparable to SoftPlotter. The Campus Project showed that soft photogrammetry is accurate for traditional photogrammetric applications. It is also accurate for producing orthophoto and base maps for Geographic Information Systems (GISs). The Highway Project showed that soft photogrammetry is accurate for highway engineering and that the technical staff at the Iowa Department of Transportation (IA DOT) can be easily trained in this new technology. The research demonstrated that soft photogrammetry can be used with low-flight helicopter photography for large-scale mapping in highway engineering. The researchers recommend that research be conducted to test the use of digital cameras instead of the traditional aerial cameras in helicopter photography. Research that examines the use of soft photogrammetry with video logging imagery for inventory and GIS studies in highway maintenance is also recommended. Research is also warranted into the integration of soft photogrammetry with virtual reality, which can be used in three-dimensional designing and visualization of highways and subdivisions in real time. The IA DOT owns one analytical plotter and two analogue plotters. The analytical plotter is used for aerial triangulation, and the analogue plotters are used for plotting. However, neither is capable of producing orthophotos. Therefore, the researchers recommend that the IA DOT purchase soft photogrammetric workstations for orthophoto production, and if and when required, use it for aerial triangulation and plotting. In the future, the analogue plotters may become obsolete. At that time, the researchers recommend that the analogue plotters be phased out and replaced by soft photogrammetric workstations.
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Laparoscopic surgery has become a standard approach for many interventions, including oncologic surgery. Laparoscopic instruments have been developed to allow advanced surgical procedure. Imaging and computer assistance in virtual reality or robotic procedure will certainly improve access to this surgery.
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In this paper we present the ViRVIG Institute, a recently created institution that joins two well-known research groups: MOVING in Barcelona, and GGG in Girona. Our main research topics are Virtual Reality devices and interaction techniques, complex data models, realistic materials and lighting, geometry processing, and medical image visualization. We briefly introduce the history of both research groups and present some representative projects. Finally, we sketch our lines for future research
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Utilizing enhanced visualization in transportation planning and design gained popularity in the last decade. This work aimed at demonstrating the concept of utilizing a highly immersive, virtual reality simulation engine for creating dynamic, interactive, full-scale, three-dimensional (3D) models of highway infrastructure. For this project, the highway infrastructure element chosen was a two-way, stop-controlled intersection (TWSCI). VirtuTrace, a virtual reality simulation engine developed by the principal investigator, was used to construct the dynamic 3D model of the TWSCI. The model was implemented in C6, which is Iowa State University’s Cave Automatic Virtual Environment (CAVE). Representatives from the Institute of Transportation at Iowa State University, as well as representatives from the Iowa Department of Transportation, experienced the simulated TWSCI. The two teams identified verbally the significant potential that the approach introduces for the application of next-generation simulated environments to road design and safety evaluation.