899 resultados para virtual legal reality
Resumo:
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.
Resumo:
Improving performance in sports requires a better understanding of the perception-action loop employed by athletes. Because of its inherent limitations, video playback doesn't permit this type of in-depth analysis. Interactive, immersive virtual reality can overcome these limitations and foster a better understanding of sports performance.
Resumo:
This paper presents a practical algorithm for the simulation of interactive deformation in a 3D polygonal mesh model. The algorithm combines the conventional simulation of deformation using a spring-mass-damping model, solved by explicit numerical integration, with a set of heuristics to describe certain features of the transient behaviour, to increase the speed and stability of solution. In particular, this algorithm was designed to be used in the simulation of synthetic environments where it is necessary to model realistically, in real time, the effect on non-rigid surfaces being touched, pushed, pulled or squashed. Such objects can be solid or hollow, and have plastic, elastic or fabric-like properties. The algorithm is presented in an integrated form including collision detection and adaptive refinement so that it may be used in a self-contained way as part of a simulation loop to include human interface devices that capture data and render a realistic stereoscopic image in real time. The algorithm is designed to be used with polygonal mesh models representing complex topology, such as the human anatomy in a virtual-surgery training simulator. The paper evaluates the model behaviour qualitatively and then concludes with some examples of the use of the algorithm.
Resumo:
The work ROTATING BRAINS / BEATING HEART was specifically developed for the opening performance of the 2010 DRHA conference. The conference’s theme ‘Sensual Technologies: Collaborative Practices of Interdisciplinarity explored collaborative relationships between the body and sensual/sensing technologies across various disciplines, looking to new approaches offered by various emerging fields and practices that incorporate new and existing technologies. The conference had a specific focus on SecondLife with roundtable events and discussions, led by performance artist Stelarc, as well as international participation via SecondLife.
The collaboration between Stelarc, the Avatar Orchestra Metaverse (AOM) and myself as the DRHA2010 conference program chair was a unique occurrence for this conference.