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Auswahl der wissenschaftlichen Literatur zum Thema „Virtual battle space 3“
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Zeitschriftenartikel zum Thema "Virtual battle space 3"
Mendel, Marian, Wojciech Pałka und Szymon Kupaj. „ARTILERY BATTLE SPACE SIMULATOR – TRAINER “ANTRACYT PLUS”“. PROBLEMY TECHNIKI UZBROJENIA 147, Nr. 3/2018 (04.01.2019): 19–36. http://dx.doi.org/10.5604/01.3001.0012.8309.
Der volle Inhalt der QuelleKieżel, Małgorzata, und Joanna Wiechoczek. „Customer engagement behavior in virtual space“. Studia i Prace WNEiZ 43 (2016): 153–64. http://dx.doi.org/10.18276/sip.2016.43/3-14.
Der volle Inhalt der QuelleZEMAN, Ivanna. „Virtual space of museum pedagogy in basic school“. Humanities science current issues 3, Nr. 35 (2021): 207–12. http://dx.doi.org/10.24919/2308-4863/35-3-30.
Der volle Inhalt der QuelleEl Zein, Hatem, und Ali Abusalem. „Social Media and War on Gaza: A Battle on Virtual Space to Galvanise Support and Falsify Israel Story“. ATHENS JOURNAL OF MASS MEDIA AND COMMUNICATIONS 1, Nr. 2 (31.03.2015): 109–20. http://dx.doi.org/10.30958/ajmmc.1-2-2.
Der volle Inhalt der QuelleNassiri, Nasser, Norman Powell und David Moore. „Human interactions and personal space in collaborative virtual environments“. Virtual Reality 14, Nr. 4 (07.09.2010): 229–40. http://dx.doi.org/10.1007/s10055-010-0169-3.
Der volle Inhalt der QuelleDeitz, Dan. „Modeling a Virtual“. Mechanical Engineering 120, Nr. 05 (01.05.1998): 66–68. http://dx.doi.org/10.1115/1.1998-may-3.
Der volle Inhalt der QuelleEbihara, Kazuyuki, Noriko Suzuki, Jun Ohya und Fumio Kishino. „Real-time 3-D facial image reconstruction for virtual space teleconferencing“. Electronics and Communications in Japan (Part III: Fundamental Electronic Science) 82, Nr. 5 (Mai 1999): 80–90. http://dx.doi.org/10.1002/(sici)1520-6440(199905)82:5<80::aid-ecjc10>3.0.co;2-a.
Der volle Inhalt der QuelleBennett, C. T., W. W. Johnson, M. L. Braunstein, J. M. Flach und L. Wolpert. „Perspective Displays: The Control of Motion in 3-D Virtual Space“. Proceedings of the Human Factors Society Annual Meeting 32, Nr. 19 (Oktober 1988): 1359–60. http://dx.doi.org/10.1177/154193128803201911.
Der volle Inhalt der QuellePeng, Xiang, Peng Zhang und Hanben Niu. „Audio-signal watermarking in 3-D space based on virtual-optics“. Optik 114, Nr. 10 (2003): 451–56. http://dx.doi.org/10.1078/0030-4026-00295.
Der volle Inhalt der QuelleHarada, Hiroaki, Naohisa Kawaguchi, Akinori Iwakawa, Kazuki Matsui und Takashi Ohno. „Space-sharing architecture for a three-dimensional virtual community“. Distributed Systems Engineering 5, Nr. 3 (September 1998): 101–6. http://dx.doi.org/10.1088/0967-1846/5/3/003.
Der volle Inhalt der QuelleDissertationen zum Thema "Virtual battle space 3"
McLeod, Ron. „Object and work space modeling in 3-dimensional virtual reality with application to haptic interfaces“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq39686.pdf.
Der volle Inhalt der QuelleCosta, Rosmeri Ceconi da. „A interação em mundos digitais virtuais em 3 dimensões : uma investigação sobre a representação do emocionar na aprendizagem“. Universidade do Vale do Rio do Sinos, 2008. http://www.repositorio.jesuita.org.br/handle/UNISINOS/1957.
Der volle Inhalt der QuelleNenhuma
Esta dissertação, que teve como foco de investigação o Emocionar em mundos digitais virtuais em 3 dimensões – MDV3D, consiste no estudo teórico embasado, principalmente, na Teoria da Biologia do Conhecer de autoria de Humberto Maturana e Francisco Varela, articulada à interação dos adolescentes no Metaverso Second Life. Por um período de 5 semanas, com seis encontros, totalizando 20 horas, adolescentes do PEI – Projeto Esporte Integrado – da Universidade do Vale do Rio dos Sinos – UNISINOS, viveram e conviveram no Second Life com a proposta de conhecer e explorar MDV3D. O objetivo central desta investigação consistiu em compreender como os adolescentes representam o Emocionar, ao interagir nos MDV3D-SL, e como este se constitui enquanto ambiente provocador de aprendizagens, para a partir dessa análise buscar elementos de forma a propiciar o desenvolvimento de práticas pedagógicas inovadoras. A pesquisa é de natureza exploratória qualitativa cuja metodologia adotada, foi a estudo de caso. Os instrumentos
This dissertation, which focuses on Emotions in three-dimensional virtual digital worlds (3DVDW), consists of a theoretical study mainly based on the ideas presented by Humberto Maturana and Francisco Varela, in their Biology of Knowledge, articulated to adolescents’ interactions within the Second Life Metaverse (SL). During a period of 5 weeks, totallizing 6 meetings and 20 hours, adolescents who participate in the ISP - Integrated Sports Project - implemented by Universidade do Vale do Rio dos Sinos - UNISINOS, lived and interacted within Second Life with the aim of getting to know and explore this 3DVDW. The main objective of this investigation was to understand how these adolescents represented Emotions, while interacting in the 3DVDW, and how this world acted as a learning-provoking environment. During such an analysis, elements to develop innovative pedagogic practices were sought. The investigation has a qualitative exploratory nature and consisted of a case-study. Data collection instruments were: que
Fenwick, Emily L. „The impact of an integrative 3-d virtual learning environment in diverse ninth grade earth and space science classes“. Thesis, Kansas State University, 2010. http://hdl.handle.net/2097/4231.
Der volle Inhalt der QuelleDepartment of Geology
Iris M. Totten
Problem-based learning in the sciences has been demonstrated to be a successful educational approach to engage students and increase content knowledge. However, the power of collaborative learning to engage students, increase content knowledge and develop problem-solving skills in the sciences has not yet been fully researched. Collaborative learning has an enormous potential not only to foster student learning, but also to increase interest in the sciences and promote cutting-edge education strategies worldwide. Collaborative learning tactics in this study take place within the virtual learning environment entitled “GeoWorlds.” GeoWorlds is an online educational gaming program within the Second Life 3-D Teen Grid. The curriculum was developed as a collaborative, investigative and engaging program to promote learning of Earth science content. The program allows students to be submersed-in and explore different geologic time periods; enabling them to observe species and geological structures while interacting with one another to complete tasks. This study investigates the educational impact, emotional response and overall feedback of the GeoWorlds virtual learning environment on Midwest ninth graders.
Machado, Wagner Carrupt. „Utilização de redes neurais artificiais na previsão do VTEC visando a geração de estações de referência virtuais em tempo-real“. Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/3/3138/tde-08022013-155136/.
Der volle Inhalt der QuelleThe positioning technique that uses data from a network of GNSS reference stations to generate virtual reference stations should be detached among the Global Navigation Satellite Systems (GNSS) positioning techniques. Since the inter reference station distances are up to 100 km and the user receiver is within the internal region of the network, this technique can provide single frequency receiver users positioning with better accuracy than 10 cm. However, real-time positioning can be impracticable if communication breakdown involving such reference stations occurs. Given the relation between the Total Electron Content (TEC) and the first-order ionospheric delay, this research presents a way to predict 72 hours of vertical TEC (VTEC) regionally using the Artificial Neural Networks (ANN) architecture called MultiLayer Perceptorns (MLP). The proposed VTEC prediction methodology was employed in the generation of virtual reference stations, where files of prediction of zenithal tropospheric delay, produced by the National Institute For Space Research (INPE Instituto de Pesquisas Espaciais), were used to take the neutral atmospheric delay into account and the precise ephemeris predicted by the GNSS International Service (GNSS) were employed to compute satellites positioning. ANN were trained and assessed using VTEC data from the Global Ionospheric Maps (GIM) produced by IGS and the files produced by Mod_Ion software, both in IONEX (IONosphere Map EXchange) format, showed VTEC can be predicted for 72 hours with Root Mean Square difference (RMS) of about 1.2 TEC units (TECU) and 12.5 TECU, respectively, in low solar activity and high solar activity. Eighteen baselines, in the west region of Sao Paulo State, were computed using virtual reference stations and real reference stations, verifying that the three-dimensional relative positioning using the proposed methodology showed RMS of 46 cm. When assessed by precise point positioning (PPP), the three-dimensional RMS positioning was of 26 cm.
Melbi, Alexander. „Measuring a Platoon Commander's Performance in a Complex, Dynamic and Information Rich Environment“. Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177203.
Der volle Inhalt der QuelleHuang, Jian-Cheng, und 黃健誠. „Application on the Design and Control of Cable Controlled 3-DOF Space Haptic Simulator in Virtual Reality“. Thesis, 2006. http://ndltd.ncl.edu.tw/handle/67471862045909056645.
Der volle Inhalt der Quelle大同大學
機械工程研究所
94
Abstract Virtual solid Jing system due to it also be free from the restriction of location and space, virtual scenario can flexible variety, have characteristics, such as convenience and security...etc., in common use at the aspects such as"amusement" or"imitate train" etc.. In this text we regard as an example by dirigible airship to explain exercise manufactured to imitate machine.Making use of the exercise of virtual solid Jing emulation machine's replacing solid machine to fly to test's canning solve its problem of huge cost and high risk, and designing a good virtual solid Jing dynamic state emulation system to training flight a pilot can provide a pilot to draw up to really and immediately interact environment, making it have the feeling for experiencing personally. Modus: Design control joystick first, lose a signal by joystick to control motor, after Xun behind is delivered by the program to make an operation for conjecture solid Jing, is delivering the value to output motor to make the action that the user wants。 Result: Succeed develop the emulation system of a set of exercise and a set of MATLAB to imitate system, this system can in advance predict the exercise situation of organization and reduce actual operation hour make mistake of chance. The main distinguishing feature includes following 3 point 1:The low freedom degree imitates a high freedom degree 2:The limited space imitates infinite space 3:Vision helmet:can make the player have a better visual effect
Bücher zum Thema "Virtual battle space 3"
Carlile, Simon. Virtual Auditory Space: Generation and Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/978-3-662-22594-3.
Der volle Inhalt der QuelleXu ni zhan chang dao lun: The introduction to virtual battle space. Beijing Shi: Guo fang gong ye chu ban she, 2007.
Den vollen Inhalt der Quelle findenThe Never War / The Reality Bug: Pendragon #3-4. New York: Aladdin Paperbacks, 2005.
Den vollen Inhalt der Quelle findenArnold, J. Douglas, und Zach Meston. Awesome Sega Genesis Secrets 3. Lahaina, HI: Sandwich Islands Publishing, 1993.
Den vollen Inhalt der Quelle findenPerotti, Giovanni, Hrsg. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 3. Via Rosellini, Milano, Italy: Jackson Libri, 1993.
Den vollen Inhalt der Quelle findenPerotti, Giovanni, Hrsg. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 2. Via Rosellini, Milano, Italy: Jackson Libri, 1993.
Den vollen Inhalt der Quelle findenArnold, J. Douglas. Awesome Sega Genesis Secrets II. Lahaina, HI: Sandwich Islands Publishing, 1993.
Den vollen Inhalt der Quelle findenPerotti, Giovanni, Hrsg. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 1. Via Rosellini, Milano, Italy: Jackson Libri, 1993.
Den vollen Inhalt der Quelle findenAwesome Super Nintendo Secrets 2. Lahaina, USA: Sandwich Islands Publishing, 1993.
Den vollen Inhalt der Quelle finden3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Virtual battle space 3"
Korgel, Daniel. „Space Battle – Oculus Rift & SteamVR“. In Virtual Reality-Spiele entwickeln mit Unity®, 429–68. München: Carl Hanser Verlag GmbH & Co. KG, 2017. http://dx.doi.org/10.3139/9783446453722.010.
Der volle Inhalt der QuelleLan, Chaozhen, Qing Xu, Jiansheng Li und Yang Zhou. „A Virtual Space Environment Simulation System“. In Virtual Reality, 497–503. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_54.
Der volle Inhalt der Quellede Kok, Iwan, Felix Hülsmann, Thomas Waltemate, Cornelia Frank, Julian Hough, Thies Pfeiffer, David Schlangen, Thomas Schack, Mario Botsch und Stefan Kopp. „The Intelligent Coaching Space: A Demonstration“. In Intelligent Virtual Agents, 105–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67401-8_12.
Der volle Inhalt der QuelleBen Rajeb, Samia, und Pierre Leclercq. „Spatial Augmented Reality in Collaborative Design Training: Articulation between I-Space, We-Space and Space-Between“. In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 343–53. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_32.
Der volle Inhalt der QuelleHan, Gabjong, Jane Hwang, Seungmoon Choi und Gerard Jounghyun Kim. „AR Pottery: Experiencing Pottery Making in the Augmented Space“. In Virtual Reality, 642–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_69.
Der volle Inhalt der QuelleInui, Shigeru, Yuko Mesuda und Yosuke Horiba. „Cloth Handling in Virtual Space“. In Communications in Computer and Information Science, 704–7. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39476-8_141.
Der volle Inhalt der QuelleEttlinger, Or. „Space in Online Virtual Worlds“. In Handbuch Soziale Praktiken und Digitale Alltagswelten, 39–46. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-08357-1_32.
Der volle Inhalt der QuellePolyakov, Vladimir, und Aleksandr Mezhenin. „Procedural Generation of Virtual Space“. In Advances in Intelligent Systems and Computing, 623–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50097-9_64.
Der volle Inhalt der QuelleDoychev, Emil, Asya Stoyanova-Doycheva, Stanimir Stoyanov, Todorka Glushkova und Vanya Ivanova. „An IoT Virtual eLearning Space“. In Transactions on Computational Collective Intelligence XXXV, 148–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-62245-2_10.
Der volle Inhalt der QuelleIlmaranta, Katriina. „Cinematic Space in Virtual Production“. In Lecture Notes in Computer Science, 321–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58468-9_23.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Virtual battle space 3"
Dishman, John F., und Edward R. Beadle. „SEVR: A LPD Metric for a 3-D Battle Space“. In MILCOM 2007 - IEEE Military Communications Conference. IEEE, 2007. http://dx.doi.org/10.1109/milcom.2007.4455234.
Der volle Inhalt der QuelleSubr, Robert. „Virtual battle-space management system - A real-time simulation development and management tool“. In Modeling and Simulation Technologies Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1999. http://dx.doi.org/10.2514/6.1999-4187.
Der volle Inhalt der QuelleМальцев, Андрей, Andrey Maltsev, Михаил Михайлюк und Mikhail Mikhaylyuk. „Virtual Environment System for Pirs Space Module Interior“. In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-1-3.
Der volle Inhalt der QuelleYang, Shuang, Bo Xia, Xueqian Wang, Houde Liu und Bin Liang. „Virtual decomposition control of a 3 DOFs exoskeleton robot for space teleoperation“. In 2017 IEEE International Conference on Information and Automation (ICIA). IEEE, 2017. http://dx.doi.org/10.1109/icinfa.2017.8078874.
Der volle Inhalt der QuelleZhang, Peng, und Xiang Peng. „Audio-signal watermarking in 3-D space with a virtual-optics imaging modality“. In ICO20:Optical Information Processing, herausgegeben von Yunlong Sheng, Songlin Zhuang und Yimo Zhang. SPIE, 2006. http://dx.doi.org/10.1117/12.667756.
Der volle Inhalt der Quelle„CODE: a Concurrent Approach to Virtual Spacecraft“. In 55th International Astronautical Congress of the International Astronautical Federation, the International Academy of Astronautics, and the International Institute of Space Law. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2004. http://dx.doi.org/10.2514/6.iac-04-u.3.b.06.
Der volle Inhalt der QuelleGe, Yihui, und Xia Kang. „Research on healthy urban resilience public space planning“. In Post-Oil City Planning for Urban Green Deals Virtual Congress. ISOCARP, 2020. http://dx.doi.org/10.47472/cavd2563.
Der volle Inhalt der QuelleJiang, Cunyan, und Qing Yuan. „Study on the urban residential public space planning strategies based on the improvement of immune level in severe cold area“. In Post-Oil City Planning for Urban Green Deals Virtual Congress. ISOCARP, 2020. http://dx.doi.org/10.47472/xtxt4792.
Der volle Inhalt der QuelleBrock, Andrew, Theodore Lim, J. M. Ritchie und Nick Weston. „Context-Aware Content Generation for Virtual Environments“. In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59997.
Der volle Inhalt der QuelleMay, Keenan R., Briana Sobel, Jeff Wilson und Bruce N. Walker. „Auditory Displays to Facilitate Object Targeting in 3D Space“. In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.008.
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