Academic literature on the topic '3D Virtual Environment (3D VE)'

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Journal articles on the topic "3D Virtual Environment (3D VE)"

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Eggleston, Robert G., and William P. Janson. "Performance Errors in Virtual Work: Separating Display and Input Device Effects of a Virtual Environment Interface System." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 42, no. 21 (October 1998): 1521–25. http://dx.doi.org/10.1177/154193129804202112.

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Psychomotor performance involves a closed-loop interaction of motor control and perception. A 3D virtual environment (VE) system inserts technology in both the motor side (input device) and perceptual side (viewing system) that will affect task performance. Often performance studies associated with VE systems will compare input devices or viewing systems without considering the affect of other components on performance. This may create a problem in the attribution of the absolute magnitude of effect that can be assigned to a single subsystem/device in a VE system. This paper presents a data analysis strategy and procedure to address the attribution problem. The procedure is described and illustrated with data from a comparative device study involving a 3D virtual environment system. Benefits and limitations of the strategy are discussed.
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Ceylan Dadakoğlu, Sevda, and Şeniz Aksoy. "Features of Second Life virtual environment and evaluation within the scope of art education." Journal of Human Sciences 17, no. 2 (May 2, 2020): 485–512. http://dx.doi.org/10.14687/jhs.v17i2.5769.

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Depending on the rapid development of technology, many environments, tools and methods are being developed in the field of education and training. These innovations include education in virtual worlds and three-dimensional education technologies that we have encountered frequently in recent years. With the improvement of three-dimensional education technologies, it is known that learning is used in "3D virtual worlds". Accordingly, it is mentioned that virtual environments are used in all levels of education, learning and teaching process.In this study, the virtual world of Second Life, which is a three-dimensional online life simulation and can be defined as an alternative teaching environment, was examined. The aim of this article; Introducing Second Life, a virtual environment that can be used in art and design education, to provide a theoretical perspective, to contribute to researchers and teachers who want to use 3D virtual worlds for educational purposes and to create a theoretical basis for the researches in this environment.Therefore, first of all, 3D virtual worlds are examined from a general perspective. Then, the Second Life application from 3D virtual environments was examined in detail and its general characteristics were defined.In addition, the use of Second Life in education, construction and content creation within the application, art and design making and art education were discussed. For this reason, examples of the artists using the Second Life application were given and some of the educational practices related to how Second Life was used in art and design education were included. In the conclusion part, with the development of technology and the use of virtual worlds in education, the gains that can be achieved in art classes were also included. In this context, the importance of the use of technology, various computer applications (VR, augmented reality applications, etc.) and 3D virtual worlds was mentioned in terms of today's art education gains. It was also stated that the ways of incorporating technology into art education should be questioned. ​Extended English summary is in the end of Full Text PDF (TURKISH) file. Özet Teknolojinin hızla ilerlemesine bağlı olarak eğitim ve öğretim alanında birçok ortam, araç ve yöntem geliştirilmektedir. Bu yeniliklerin içerisinde son yıllarda sıkça karşılaştığımız sanal dünyalarda eğitim ve üç boyutlu eğitim teknolojileri de yer almaktadır. Üç boyutlu eğitim teknolojilerinin iyileştirilmesiyle beraber “3B sanal dünyalarda öğrenme”nin ön plana çıktığı bilinmektedir. Buna bağlı olarak eğitimin tüm kademelerinde, öğrenme ve öğretme sürecinde sanal ortamların işe koşulduğundan söz edilmektedir. Bu araştırmada üç boyutlu, çevrimiçi bir yaşam simülasyonu olan ve alternatif bir öğretim ortamı olarak tanımlanabilen Second Life sanal dünyası incelenmiştir. Bu makalenin amacı; sanat ve tasarım eğitiminde kullanılabilecek sanal ortamlardan Second Life’ı tanıtmak, bu konuda teorik bir perspektif kazandırmak, 3B sanal dünyaları eğitim amaçlı kullanmak isteyen araştırmacı ve öğretmenlere katkı sağlamak ve bu ortamda yapılacak araştırmalar için kuramsal zemin oluşturmaktır. Bu nedenle öncelikle 3B sanal dünyalara genel bir çerçeveden bakılmıştır. Ardından 3B sanal ortamlardan Second Life uygulaması detaylı bir biçimde incelenerek genel özellikleri tanımlanmıştır. Second Life uygulamasının eğitimde kullanılması, uygulama dâhilinde inşa ve içerik oluşturma, sanat ve tasarım yapma ve sanat eğitimi konusu tartışılmıştır. Daha sonra Second Life uygulamasını kullanan sanatçılara örnekler verilmiş ve Second Life’ın sanat ve tasarım eğitiminde nasıl kullanıldığına ilişkin eğitim uygulamalarından bazılarına yer verilmiştir. Sonuç kısmında teknolojinin gelişmesi ve sanal dünyaların eğitimde kullanımıyla beraber sanat derslerinde elde edilebilecek kazanımlar yer almıştır. Buna bağlı olarak teknolojinin, çeşitli bilgisayar uygulamalarının (VR, artırılmış gerçeklik uygulamaları, vb.) 3B sanal dünyaların eğitimde kullanılmasının günümüz sanat eğitimi kazanımları açısından önemine değinilmiştir. Ayrıca sanat eğitimine teknolojinin dâhil edilme biçimlerinin sorgulanması gerektiği ifade edilmiştir.
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Mavridou, Ifigeneia, Emili Balaguer-Ballester, Charles Nduka, and Ellen Seiss. "A reliable and robust online validation method for creating a novel 3D Affective Virtual Environment and Event Library (AVEL)." PLOS ONE 18, no. 4 (April 13, 2023): e0278065. http://dx.doi.org/10.1371/journal.pone.0278065.

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This paper describes the development and validation of 3D Affective Virtual environments and Event Library (AVEL) for affect induction in Virtual Reality (VR) settings with an online survey; a cost-effective method for remote stimuli validation which has not been sufficiently explored. Three virtual office-replica environments were designed to induce negative, neutral and positive valence. Each virtual environment also had several affect inducing events/objects. The environments were validated using an online survey containing videos of the virtual environments and pictures of the events/objects. They survey was conducted with 67 participants. Participants were instructed to rate their perceived levels of valence and arousal for each virtual environment (VE), and separately for each event/object. They also rated their perceived levels of presence for each VE, and they were asked how well they remembered the events/objects presented in each VE. Finally, an alexithymia questionnaire was administered at the end of the survey. User ratings were analysed and successfully validated the expected affect and presence levels of each VE and affect ratings for each event/object. Our results demonstrate the effectiveness of the online validation of VE material in affective and cognitive neuroscience and wider research settings as a good scientific practice for future affect induction VR studies.
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Tsao, Jeffrey, and Charles J. Lumsden. "CRYSTAL: Building Multicontext Virtual Environments." Presence: Teleoperators and Virtual Environments 6, no. 1 (February 1997): 57–72. http://dx.doi.org/10.1162/pres.1997.6.1.57.

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Current virtual environment systems are, for the most part, dedicated to specific applications such as engineering or surgery. The CRYSTAL project applied the concept of crystals, or 3D “windows,” to segment the virtual world into independent volumes, which may interact with each other. The contents of individual crystals can be very different from crystal to crystal, so the resulting virtual environment (VE) is not restricted to any unique context, and it is suitable as a general-purpose workspace. Crystals are created and owned by independent programs called modules, which serve as functional elements of the VE. There are basic modules to provide common functions, such as navigation, wand control, and so on. Extra modules can be launched to add content and functionality to the VE, and the modules can also be terminated interactively. Unlike “pipelined” systems for VE design, CRYSTAL modules are designed to self-assemble and resolve any interface conflicts automatically. As a result, they do not place a high demand on user proficiency in customizing VEs for a variety of uses.
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Caesaron, Dino, Chiuhsiang Joe Lin, Ilma Mufidah, and Anastasia Febiyani. "Evaluating Direct Pointing and Indirect Cursor Interactions with Fitts' Law in Stereoscopic Environments." Journal of Engineering and Technological Sciences 54, no. 1 (January 28, 2022): 220106. http://dx.doi.org/10.5614/j.eng.technol.sci.2022.54.1.6.

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The development of virtual environment research has reached the stage of human interaction with three-dimensional (3D) objects. In this study, Fitts' method was used to such interaction techniques in virtual environment, and the Fitts' law applicability in 3D virtual environment was also considered. The experiment included two modes of interaction: direct interaction and indirect interaction that utilize different techniques depending on how users interact with 3D objects. Both interaction techniques were conducted in three indexes of difficulties and three egocentric target distances (a distance from participant to target). Movement time and throughput were measured for each interaction technique. The results show that the direct pointing technique is more efficient for interaction with the targets close to the participant, while the indirect cursor technique may be a viable option for targets further away from participant. Throughputs were found to be significantly higher for the direct pointing technique compared to the indirect cursor technique. The results of the mean movement time were highly correlated with the targets' index of difficulty for all interaction techniques, supporting evidence that Fitts' law can be applied to the interactions in 3D virtual environment. Based on the results, developers of VE application may relate to these findings in designing proper users' interactions.
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Chen, Jian, and Doug A. Bowman. "Domain-Specific Design of 3D Interaction Techniques: An Approach for Designing Useful Virtual Environment Applications." Presence: Teleoperators and Virtual Environments 18, no. 5 (October 1, 2009): 370–86. http://dx.doi.org/10.1162/pres.18.5.370.

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Few production virtual environment (VE) applications involve complex three-dimensional (3D) interaction. Our long-term collaboration with architects and engineers in designing 3D user interfaces (3D UIs) has revealed some of the causes: existing interaction tasks and/or techniques are either too generic when isolated from the application context, or too specific to be reusable. We propose a new design approach called domain-specific design (DSD) that sits between the generic and specific design approaches, with an emphasis on using domain knowledge in 3D interaction techniques. We also describe an interaction design framework encompassing generic, domain-specific, and application-specific interaction tasks and techniques. This framework can be used by designers to think of ways to produce domain-specific interaction techniques. We present a particular DSD method, and demonstrate its use for the design of cloning techniques in a structural engineering application. Results from empirical studies demonstrate that interaction techniques produced with domain knowledge in mind outperformed other techniques by improving task efficiency, work flow, and usefulness of the 3D UI.
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Li, Gang, Yan Cao, Yu Yao, and Wan Shan Wang. "A Desktop Virtual Reality-Based Interactive Tunnel Boring Machine Simulation System." Advanced Materials Research 139-141 (October 2010): 957–60. http://dx.doi.org/10.4028/www.scientific.net/amr.139-141.957.

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In this paper, we present the design and implementation of a VRML multi-user layer, which is introduced in the virtual reality platform. A novel 3D simulation system supporting tunnel boring machine (TBM) design is developed. The virtual environment (VE) of the TBM is established by VRML based on virtual reality technology, the 3D assembling model is built by Solidworks software and changed into the virtual environment by VRML format. The optimal method is put forward by three steps optimization data to realize transmission of network. The motion simulation and virtual assembly program for TBM are made by VRML/Java language with the movement simulation control function to realize motion simulation. It has the advantages of free installation, authenticity, interactivity, low-cost, portability, and low requiring for the clients and so on.
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Taylor, Russell M., Jason Jerald, Chris VanderKnyff, Jeremy Wendt, David Borland, David Marshburn, William R. Sherman, and Mary C. Whitton. "Lessons about Virtual Environment Software Systems from 20 Years of VE Building." Presence: Teleoperators and Virtual Environments 19, no. 2 (April 1, 2010): 162–78. http://dx.doi.org/10.1162/pres.19.2.162.

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What are desirable and undesirable features of virtual environment (VE) software architectures? What should be present (and absent) from such systems if they are to be optimally useful? How should they be structured? In order to help answer these questions, we present experience from application designers, toolkit designers, and VE system architects along with examples of useful features from existing systems. Topics are organized under the major headings of 3D space management, supporting display hardware, interaction, event management, time management, computation, portability, and the observation that less can be better. Lessons learned are presented as discussion of the issues, field experiences, nuggets of knowledge, and case studies.
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Jin, Seung-A. Annie. "Parasocial Interaction with an Avatar in Second Life: A Typology of the Self and an Empirical Test of the Mediating Role of Social Presence." Presence: Teleoperators and Virtual Environments 19, no. 4 (August 1, 2010): 331–40. http://dx.doi.org/10.1162/pres_a_00001.

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3D virtual environments (VEs) can induce parasocial interaction (PSI) and strong feelings of social presence through interactive communication among avatars. Throughout this research, PSI was operationally defined as the extent of VE users' interpersonal involvement with other avatars and perception of themselves as interacting with the other virtual actors in the environment. Self-construal refers to an individual's view of self. Self-construals play an important role in shaping PSI in interactive media environments. After proposing a typology of the self, the experiment in this study empirically examined the influence of users' interdependent self-construals on their feelings of social presence and PSI with a recommendation avatar in avatar-based communication within the 3D VE of Second Life (SL). The results revealed that people with high interdependent self-construals experience closer PSI with a recommendation avatar and feel stronger social presence in SL than people with low interdependent self-construals. A path analysis also demonstrated that social presence mediates the effects of users' self-construals on their PSI with a recommendation avatar in VEs.
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TAN, JIACHENG, GORDON J. CLAPWORTHY, and IGOR R. BELOUSOV. "THE INTEGRATION OF A VIRTUAL ENVIRONMENT AND 3D MODELING TOOLS IN A NETWORKED ROBOT SYSTEM." International Journal of Image and Graphics 06, no. 01 (January 2006): 65–85. http://dx.doi.org/10.1142/s0219467806002136.

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This paper presents interfacing techniques to integrate a virtual environment (VE), computer graphics, image-based modeling, and other technologies in a networked system for robot control. Technologies such as networked robotics have advanced rapidly in the past decade, bringing a physical aspect to the usage of the Internet. Various applications of Internet telerobotics have been investigated and a variety of techniques have been proposed to increase the control robustness and efficiency of such systems. In this paper, we introduce a teleoperated robot manipulator that uses VE and other supporting technologies as a human-system interface to suppress the variable communication latency of the Internet. The paper focuses on the control techniques and the system structure that supports the implementation of the techniques.
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Dissertations / Theses on the topic "3D Virtual Environment (3D VE)"

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Gledhill, Duke. "3D panoramic imaging for virtual environment construction." Thesis, University of Huddersfield, 2009. http://eprints.hud.ac.uk/id/eprint/6981/.

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The project is concerned with the development of algorithms for the creation of photo-realistic 3D virtual environments, overcoming problems in mosaicing, colour and lighting changes, correspondence search speed and correspondence errors due to lack of surface texture. A number of related new algorithms have been investigated for image stitching, content based colour correction and efficient 3D surface reconstruction. All of the investigations were undertaken by using multiple views from normal digital cameras, web cameras and a ”one-shot” panoramic system. In the process of 3D reconstruction a new interest points based mosaicing method, a new interest points based colour correction method, a new hybrid feature and area based correspondence constraint and a new structured light based 3D reconstruction method have been investigated. The major contributions and results can be summarised as follows: • A new interest point based image stitching method has been proposed and investigated. The robustness of interest points has been tested and evaluated. Interest points have been proved robust to changes in lighting, viewpoint, rotation and scale. • A new interest point based method for colour correction has been proposed and investigated. The results of linear and linear plus affine colour transforms have proved more accurate than traditional diagonal transforms in accurately matching colours in panoramic images. • A new structured light based method for correspondence point based 3D reconstruction has been proposed and investigated. The method has been proved to increase the accuracy of the correspondence search for areas with low texture. Correspondence speed has also been increased with a new hybrid feature and area based correspondence search constraint. • Based on the investigation, a software framework has been developed for image based 3D virtual environment construction. The GUI includes abilities for importing images, colour correction, mosaicing, 3D surface reconstruction, texture recovery and visualisation. • 11 research papers have been published.
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Sjöö, Patrick. "Mobile Virtual Reality Environment in Unity 3D." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-26496.

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This report is a contribution to an existing research project, which works on supporting motion capture actors by improving their immersion and experiences through an augmented reality setup. The problem definition is that a motion capture studio, up to now, does not provide a large scenery for an actor. A motion capture scene is made almost entirely out of props and actors wearing motion capture (mocap) suits. To set the stage and environment there is usually a director explaining what the props are and what the situation is. The rest lies in the hands of the actors to imagine the scene. This project provided the controls for viewing a virtual environment using a smartphone with an Android operating system. The result was an application containing a virtual world that the user could look and walk around in using the smartphone's gyroscope and accelerometer respectively. This shall help the actor to get a better view of the surrounding world in which he or she is supposed to act in. The phone was connected to a pico projector and both devices were mounted on the user's head to get all needed input such as turning, tilting and physical movements. The phone can also be mounted in several positions which can be changed in real time. Some user testing was made to see how users handled the devices and what they thought of the application.
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Joliat, Nicholas D. (Nicholas David). "DoppelLab : spatialized data sonification in a 3D virtual environment." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/85427.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 67-69).
This thesis explores new ways to communicate sensor data by combining spatialized sonification with data visualiation in a 3D virtual environment. A system for sonifying a space using spatialized recorded audio streams is designed, implemented, and integrated into an existing 3D graphical interface. Exploration of both real-time and archived data is enabled. In particular, algorithms for obfuscating audio to protect privacy, and for time-compressing audio to allow for exploration on diverse time scales are implemented. Synthesized data sonification in this context is also explored.
by Nicholas D. Joliat.
M. Eng.
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Studeník, Pavel. "Interakce s objekty ve 3D prostoru." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-235408.

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This thesis is focused on interaction with object in 3D environment. For detection of user is used the Microsoft Kinect device. Interaction is based on touchless control which is inspirated by reality.  Behaviour of designed solution is researched in experiments and some application is created for demonstration of functionality.
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Milvich, Michael Lazar. "JavaCAVE : A 3D immersive environment in Java." Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/milvich/MilvichM0805.pdf.

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Kuželová, Ludmila. "Zobrazení 3D scény ve webovém prohlížeči." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2012. http://www.nusl.cz/ntk/nusl-236552.

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The thesis deals with the creation of a three-dimensional virtual view with the use of the new WebGL standard in combination with O3D javascript framework. The result is freely available web application which generates a virtual tour of sent series of photographs. Afterwards, the photographs are processed by the server, which on the basis of found corresponding points creates 3D scene. The application is based on a freeware application Bundler [40] which is used for identifying 3D points in uploaded photographs and related cameras (the places from which the photographs were taken). Bundler outputs are processed by Jetty web server with the use of Java script. At this point, all data required for the creation of a view are gathered. The display of the final result is then realized via HTML5, CSS, WebGL and Javascript using O3D.
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Zeng, Xin. "Generation of a 3D virtual environment based on story descriptions." Thesis, University of Wolverhampton, 2007. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.435666.

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Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools." Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.

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Thesis (MSc (Computer Science))--University of Stellenbosch, 2009.
ENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
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Steed, Robin. "Cultural Competency Instruction in a 3D Virtual World." NSUWorks, 2009. http://nsuworks.nova.edu/gscis_etd/315.

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Approximately one third of the population of Louisiana is African American. According to federal reports, Blacks in Louisiana receive a poorer quality of healthcare compared to the White population. Occupational therapy is a profession of predominately White, middle class females who report in surveys that they are not adequately prepared to provide culturally sensitive care to minorities. Leaders in occupational therapy have suggested instruction in cultural competency as a way to remediate the gap in quality of healthcare services for African Americans. This pilot study examined the efficacy of providing thirteen Louisiana occupational therapists with an immersive cultural experience in the virtual 3D world of Second Life in an effort to bring about increased sensitivity towards the African American culture. The study employed a pre-test, post-test case study design using the Race Argument Scale and the Race Attitude Implicit Association Test as outcome measures. Analysis of quantitative post-test data indicated that some participants had negative attitudes towards African Americans that might affect interactions with minority clients and that the instruction in cultural competency did not significantly change these attitudes. Examination of the qualitative data collected during the instructional intervention supported this conclusion, although many occupational therapists stated that the intervention increased their awareness of the effects of discrimination on the health of African Americans.
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Nantes, Alfredo. "Computational approaches to the visual validation of 3D virtual environments." Thesis, Queensland University of Technology, 2011. https://eprints.qut.edu.au/48341/1/Alfredo_Nantes_Thesis.pdf.

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Virtual environments can provide, through digital games and online social interfaces, extremely exciting forms of interactive entertainment. Because of their capability in displaying and manipulating information in natural and intuitive ways, such environments have found extensive applications in decision support, education and training in the health and science domains amongst others. Currently, the burden of validating both the interactive functionality and visual consistency of a virtual environment content is entirely carried out by developers and play-testers. While considerable research has been conducted in assisting the design of virtual world content and mechanics, to date, only limited contributions have been made regarding the automatic testing of the underpinning graphics software and hardware. The aim of this thesis is to determine whether the correctness of the images generated by a virtual environment can be quantitatively defined, and automatically measured, in order to facilitate the validation of the content. In an attempt to provide an environment-independent definition of visual consistency, a number of classification approaches were developed. First, a novel model-based object description was proposed in order to enable reasoning about the color and geometry change of virtual entities during a play-session. From such an analysis, two view-based connectionist approaches were developed to map from geometry and color spaces to a single, environment-independent, geometric transformation space; we used such a mapping to predict the correct visualization of the scene. Finally, an appearance-based aliasing detector was developed to show how incorrectness too, can be quantified for debugging purposes. Since computer games heavily rely on the use of highly complex and interactive virtual worlds, they provide an excellent test bed against which to develop, calibrate and validate our techniques. Experiments were conducted on a game engine and other virtual worlds prototypes to determine the applicability and effectiveness of our algorithms. The results show that quantifying visual correctness in virtual scenes is a feasible enterprise, and that effective automatic bug detection can be performed through the techniques we have developed. We expect these techniques to find application in large 3D games and virtual world studios that require a scalable solution to testing their virtual world software and digital content.
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Book chapters on the topic "3D Virtual Environment (3D VE)"

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Riddershom Bargum, Anders, Oddur Ingi Kristjánsson, Péter Babó, Rasmus Eske Waage Nielsen, Simon Rostami Mosen, and Stefania Serafin. "Spatial Audio Mixing in Virtual Reality." In Sonic Interactions in Virtual Environments, 269–302. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_9.

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AbstractThe development of Virtual Reality (VR) systems and multimodal simulations presents possibilities in spatial-music mixing, be it in virtual spaces, for ensembles and orchestral compositions or for surround sound in film and music. Traditionally, user interfaces for mixing music have employed the channel-strip metaphor for controlling volume, panning and other audio effects that are aspects that also have grown into the culture of mixing music spatially. Simulated rooms and two-dimensional panning systems are simply implemented on computer screens to facilitate the placement of sound sources within space. In this chapter, we present design aspects for mixing in VR, investigating already existing virtual music mixing products and creating a framework from which a virtual spatial-music mixing tool can be implemented. Finally, the tool will be tested against a similar computer version to examine whether or not the sensory benefits and palpable spatial proportions of a VE can improve the process of mixing 3D sound.
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Kim, Jeong-Sik, and Soo-Mi Choi. "A Virtual Environment for 3D Facial Makeup." In Virtual Reality, 488–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_53.

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Chen, Jiashu. "3D Audio and Virtual Acoustical Environment Synthesis." In Acoustic Signal Processing for Telecommunication, 283–301. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/978-1-4419-8644-3_13.

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You, Suya, and Ulrich Neumann. "Automatic Object Modeling for 3D Virtual Environment." In Noblesse Workshop on Non-Linear Model Based Image Analysis, 21–26. London: Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1597-7_4.

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Oblaender, Vera, and Maximilian Eibl. "Study of Interaction Concepts in 3D Virtual Environment." In Human-Computer Interaction. Interaction Modalities and Techniques, 706–11. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39330-3_76.

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He, Guizhen, and Xiaojun Cheng. "A Virtual Restoration Strategy of 3D Scanned Objects." In Advances in Computer Science, Intelligent System and Environment, 621–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23777-5_100.

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Kim, In-Cheol. "KGBot: A BDI Agent Deploying within a Complex 3D Virtual Environment." In Intelligent Virtual Agents, 192–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39396-2_31.

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Hu, Weihua, Jiejie Zhu, and Zhi Geng Pan. "Exploring an Agent-Driven 3D Learning Environment for Computer Graphics Education." In Intelligent Virtual Agents, 355. Berlin, Heidelberg: Springer Berlin Heidelberg, 2003. http://dx.doi.org/10.1007/978-3-540-39396-2_59.

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Liu, Zhen, and Zhi Geng Pan. "An Emotion Model of 3D Virtual Characters in Intelligent Virtual Environment." In Affective Computing and Intelligent Interaction, 629–36. Berlin, Heidelberg: Springer Berlin Heidelberg, 2005. http://dx.doi.org/10.1007/11573548_81.

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Kaye, Jonathan, Dimitris N. Metaxas, and Frank P. Primiano. "A 3D virtual environment for modeling mechanical cardiopulmonary interactions." In Lecture Notes in Computer Science, 389–98. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0029260.

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Conference papers on the topic "3D Virtual Environment (3D VE)"

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Klar, Thomas, Miranda Baladi, George Fadel, and Mathias Almer. "An Interactive Virtual Environment for 3D Model Assembly With Video Immersion." In ASME 2002 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2002. http://dx.doi.org/10.1115/detc2002/dac-34151.

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Virtual Reality (VR) applications will become increasingly important as the need to link several locations in the product development process arises. This motivates research in advanced techniques for the visualization of remotely located participants within a computer-generated environment. This research ports an existing application, which allows the assembly of predefined objects, into a virtual environment (VE). A further extension allows the user’s hands to be filmed and superimposed onto the computer-generated VE. To create this effect, live video was combined with a projection display and the “blue-box” technique. This combination enabled the texture of the hands to be untied from the background without the effort of putting up blue walls. The image is sent over the network to a high-end graphics computer generating the VE. The knowledge gained in this research will be the basis for future work on distributed multi-user access to a shared VE.
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Narikawa, N., T. Kuroiwa, T. Fujinuma, and S. Sekimoto. "A Virtual Engineering System for Electromechanical Products." In ASME 1995 Design Engineering Technical Conferences collocated with the ASME 1995 15th International Computers in Engineering Conference and the ASME 1995 9th Annual Engineering Database Symposium. American Society of Mechanical Engineers, 1995. http://dx.doi.org/10.1115/detc1995-0205.

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Abstract This paper gives an overview of virtual enginecring (VE) system for electromechanical products. To reduce design costs and to manufacture high-quality products, it is well known that concurrent engineering (CE) is very efficient approach. Three-dimensional (3D) CAD system and engineering database system are essential components of CE. VE system is an environment to realize CE. By creating 3D models in a computer and performing some simulations such as mechanical, electronic, software simulation and integrated simulations, it is possible to estimate functions, assemblability, manufacturability and so on, without making prototype models. In this paper, we outline the VE system and mainly discuss the engineering database system which makes an important role of the VE system. This system is developed by applying the object oriented technology.
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Peng, Xiaobo, and Blesson Isaac. "Development of Virtual Sculpting System With Haptics in PowerWall 3-D Virtual Environment." In ASME 2012 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/imece2012-89452.

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This paper presents the research work on developing a virtual sculpting system with haptic interface integrated with PowerWall system for complex product design. The PowerWall is a large scale (10 ft by 7.5 ft) immersive Virtual Environment (VE). The approach is to apply virtual sculpting method by interactively carving a workpiece using a virtual tool. With the implementation of stereoscopic visual feedback and haptic force feedback in the PowerWall, the designer would appreciate a much better understanding of the 3D shape geometry and can explore through the 3D scene like he/she can do in the real world. The “hybrid interaction technique” is presented as solution to solve the mismatch between the small workspace of the haptic device and the large size of PowerWall system.
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Zheng, J. M., K. W. Chan, and I. Gibson. "A VR Based 3D Graphics User Interface for CAD Modeling System." In ASME 1999 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/detc99/dac-8627.

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Abstract With the advancement of computer techniques, a greater emphasis has been placed on intuitive human-computer interactions (HCIs). Virtual Reality systems can offer a novel way for users to interact with the objects in the computer generated environment (the so called Virtual Environment, VE). Through VR technology, we have the ability to replace the traditional input device, such as keyboard and mouse, with other modes such as speech and gesture. In our research project, we use a CyberGlove, developed by Virtual Technology Inc., as an input device to develop a desktop CAD modeling system for conceptual designers. We elaborate the limitations of the Dataglove and use gestures to support intuitive human-computer interface. To develop this gesture interface, we emphasize that conceptual designers are allowed full-freedom to use different kinds of gestures to conduct various geometric shape operations instead of depending solely on keyboard and 2D mouse. The designers can indicate objects or directions simply by pointing with the hand, and manipulate the position and orientation of an object by grasping and turning. The “virtual tools” can be used for shaping, cutting, and joining objects. We employ the 3D GUIs for enhancing the gesture interface. In the VE, the 3D menu and “virtual hand” float over the objects rather than being part of the scene. Various 3D cursors can be used to select menu or manipulate the object.
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Liu, Cheng-Li, and Shiaw-Tsyr Uang. "Effects of Depth Perception Cues and Display Types on Presence in the Elderly within a 3D Virtual Store." In Applied Human Factors and Ergonomics Conference. AHFE International, 2019. http://dx.doi.org/10.54941/ahfe100221.

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Many of the increasing elderly population have problems performing daily tasks due to restricted mobility, inconvenience, and/or fear of crime. Computers at home with an Internet connection can provide this relatively immobile population with a new channel to access information and services, including the ability to shop. Virtual environments (VEs) technology applied in web shops is its ability to provide a 3D perspective to customers for more real sense on goods and shopping environment. A sense of presence is one of the critical components required by any effective VE. In contrast, when the quality of depth perception cues is poor, whether the cybersickness for the elderly will be easily caused to influence the feeling of presence and performance of goods-searching or not? An experiment addressed associations between presence and cybersickness, and performance of 3D virtual store in the elderly participation with autostereoscopic, stereoscopic and monocular display in good/poor depth perception cues. Results showed that the virtual store via autostereoscopic display with high quality depth perception cues will produce good sense and realism in stereopsis. However, if the depth perception cues are poor, don’t use 3D displays especially stereoscopic display; otherwise the elderly may lose the interest in 3D virtual store because of cybersickness being serious even more than monocular display.
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Dani, Tushar H., and Rajit Gadh. "A Framework for Designing Component Shapes in a Virtual Reality Environment." In ASME 1997 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1997. http://dx.doi.org/10.1115/detc97/dfm-4372.

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Abstract Despite advances in Computer-Aided Design (CAD) and the evolution of the graphical user interfaces, rapid creation, editing and visualization of three-dimensional (3D) shapes remains a tedious task. Though the availability of Virtual Reality (VR)-based systems allows enhanced three-dimensional interaction and visualization, the use of VR for ab initio shape design, as opposed to ‘importing’ models from existing CAD systems, is a relatively new area of research. Of interest are computer-human interaction issues and the design and geometric tools for shape modeling in a Virtual Environment (VE). The focus of this paper is on the latter i.e. in defining the geometric tools required for a VR-CAD system and in describing a framework that meets those requirements. This framework, the Virtual Design Software Framework (VDSF) consists of the interaction and design tools, and an underlying geometric engine that provides the representation and algorithms required by these tools. The geometric engine called the Virtual Modeler uses a graph-based representation (Shape-Graph) for modeling the shapes created by the user. The Shape-Graph facilitates interactive editing by localizing the effect of editing operations and in addition provides constraint-based design and editing mechanisms that are useful in a 3D interactive virtual environment. The paper concludes with a description of the prototype system, called the Virtual Design Studio (VDS), that is currently being implemented.1.
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Zhang, Zhou, Mingshao Zhang, Yizhe Chang, Sven K. Esche, and Constantin Chassapis. "An Efficient Method for Creating Virtual Spaces for Virtual Reality." In ASME 2014 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/imece2014-37149.

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A virtual space (VS) is an indispensable component of a virtual environment (VE) in virtual reality (VR). Usually, it is created using general tools and skills that are independent of the users’ specific applications and intents. Creating a VS by surveying the real world with traditional measuring tools or creating virtual features with CAD software involves many steps and thus is time consuming and complicated. This renders the construction of VEs difficult, impairs their flexibility and hampers their widespread usage. In this paper, an efficient method for creating VSs with a handheld camera is introduced. In this approach, the camera is used as a measuring tool that scans the real scene and obtains the corresponding surface information. This information is then used to generate a virtual 3D model through a series of data processing procedures. Firstly, the camera’s pose is traced in order to locate the points of the scene’s surface, whereby these surface points form a point cloud. Then, this point cloud is meshed and the mesh elements are textured automatically one by one. Unfortunately, the virtual 3D model resulting from this procedure represents an impenetrable solid and thus collision detection would prevent the avatars from entering into this VS. Therefore, an approach for eliminating this restriction is proposed here. Finally, a game-based virtual laboratory (GBVL) for an undergraduate mechanical engineering class was developed to demonstrate the feasibility of the proposed methodology. The model format used in Garry’s Mod (GMod) is also found in other VEs, and therefore the method proposed here can be straightforwardly generalized to other VE implementations.
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Gupta, Rakesh, and David Zeltzer. "Prototyping and Design for Assembly Analysis Using Multimodal Virtual Environments." In ASME 1995 15th International Computers in Engineering Conference and the ASME 1995 9th Annual Engineering Database Symposium collocated with the ASME 1995 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1995. http://dx.doi.org/10.1115/cie1995-0817.

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Abstract This work investigates whether estimates of ease of part handling and part insertion can be provided by multimodal simulation using virtual environment (VE) technology, rather than by using conventional table-based methods such as Boothroyd and Dewhurst Charts. To do this, a unified physically based model has been developed for modeling dynamic interactions among virtual objects and haptic interactions between the human designer and the virtual objects. This model is augmented with auditory events in a multimodal VE system called the “Virtual Environment for Design for Assembly” (VEDA). Currently these models are 2D in order to preserve interactive update rates, but we expect that these results will be generalizable to 3d models. VEDA has been used to evaluate the feasibility and advantages of using multimodal virtual environments as a design tool for manual assembly. The designer sees a visual representation of the objects and can interactively sense and manipulate virtual objects through haptic interface devices with force feedback. He/She can feel these objects and hear sounds when there are collisions among the objects. Objects can be interactively grasped and assembled with other parts of the assembly to prototype new designs and perform Design for Assembly analysis. Experiments have been conducted with human subjects to investigate whether Multimodal Virtual Environments are able to replicate experiments linking increases in assembly time with increase in task difficulty. In particular, the effect of clearance, friction, chamfers and distance of travel on handling and insertion time have been compared in real and virtual environments for peg-in-hole assembly task. In addition, the effects of degrading/removing the different modes (visual, auditory and haptic) on different phases of manual assembly have been examined.
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Ellman, A., J. Laitinen, and T. Tiainen. "Combination of Virtual and Physical Objects in User-Centered Design of a Mobile Work Machine Cabin." In ASME 2007 International Mechanical Engineering Congress and Exposition. ASMEDC, 2007. http://dx.doi.org/10.1115/imece2007-41778.

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User-centred design methods improve the understanding of user work practices and enable construction of customized and user-friendly products. Applying these methods is, however, challenging since the users must to be able to test prototypes which is too time consuming and expensive with real prototypes. This is particularly true in the case of a mobile work machine cabin because the cabin forms an integral part of the machine so that elements need to be prototyped. The main properties of the cabin are the drivers’ visibility, functionality, ergonomics and safety. Virtual environment (VE) offers an effective way to realize prototyping and provides a means to study the drivers’ visual field from the cabin. Today’s design work is already performed using 3D CAD software. Introducing such models in VE is, however, not without its obstacles, since no native CAD format is supported in VE. Employing a general-purpose 3D graphics format usually destroys the model structure and also visualization parameters such as textures and lighting. When the aim is to have users test the functionality of the cabin, the VE model is unsatisfactory because certain physical parts are also required. First the bench is needed to ensure natural posture of the test driver. Second, the steering wheel and pedals are the objects with which the driver most typically interacts. Third, a set of control panels, including gauges and switches, are also often interacted by the driver. This study presents a setup for virtual testing of a mobile work machine cabin as a resource for user-centred design. The study focuses on the importance of physical objects in making the test situation realistic for hands-on professionals. The prototypes are tested by cabin design professionals experienced the use of CAD tools and real prototypes. The aim is to obtain designers’ evaluations and interpretations of different combinations of virtual and physical objects in prototypes. To achieve this a procedure for user-centred design of mobile work machine cabins is presented. More generally, the study discusses the participation of users in the design process employing VE as a design tool.
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Jian, Christopher Q., Michael A. Lorra, Douglas McCorkle, and K. Mark Bryden. "Applications of Virtual Engineering in Combustion Equipment Development and Engineering." In ASME 2006 International Mechanical Engineering Congress and Exposition. ASMEDC, 2006. http://dx.doi.org/10.1115/imece2006-14362.

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The implementation of a virtual engineering system at John Zink Company, LLC is starting to change the engineering and development processes for industrial combustion equipment. This system is based on the virtual engineering software called VE-Suite being developed at the Virtual Reality Applications Center (VRAC) of Iowa State University. The goal of the John Zink virtual engineering system is to provide a virtual platform where product design, system engineering, computer simulation, and pilot plant test converge in a virtual space to allow engineers to make sound engineering decisions. Using the virtual engineering system, design engineers are able to inspect the layout of individual components and the system integration through an immersive stereo 3D visualization interface. This visualization tool allows the engineer not only to review the integration of subsystems, but also to review the entire plant layout and to identify areas where the design can be improved. One added benefit is to significantly speed up the design review process and improve the turn around time and efficiency of the review process. Computational Fluid Dynamics (CFD) is used extensively at John Zink to evaluate, improve, and optimize various combustion equipment designs and new product development. Historically, design and product development engineers relied on CFD experts to interpret simulation results. With the implementation of the virtual engineering system, engineers at John Zink are able to assess the performance of their designs using the CFD simulation results from a first person perspective. The virtual engineering environment provided in VE-Suite greatly enhances the value of CFD simulation and allows engineers to gain much needed process insights in order to make sound engineering decisions in the product design, engineering, and development processes. Engineers at John Zink are now focusing on taking the virtual engineering system to the next level: to allow for real-time changes in product design coupled with high-speed computer simulation along with test data to optimize product designs and engineering. It is envisioned that, when fully implemented, the virtual engineering system will be integrated into the overall engineering process at John Zink to deliver products of the highest quality to its customers and significantly shorten the development cycle time for a new generation of highly efficient and environmentally friendly combustion products.
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Reports on the topic "3D Virtual Environment (3D VE)"

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McCoy, Annette L., and Susan K. Schnipke. Development Manual for 3D World Virtual Environment Software. Fort Belvoir, VA: Defense Technical Information Center, December 1999. http://dx.doi.org/10.21236/ada378892.

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Dutra, Lauren M., James Nonnemaker, Nathaniel Taylor, Ashley Feld, Brian Bradfield, John Holloway, Edward (Chip) Hill, and Annice Kim. Visual Attention to Tobacco-Related Stimuli in a 3D Virtual Store. RTI Press, May 2020. http://dx.doi.org/10.3768/rtipress.2020.rr.0036.2005.

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We used eye tracking to measure visual attention to tobacco products and pro- and anti-tobacco advertisements (pro-ads and anti-ads) during a shopping task in a three-dimensional virtual convenience store. We used eye-tracking hardware to track the percentage of fixations (number of times the eye was essentially stationary; F) and dwell time (time spent looking at an object; DT) for several categories of objects and ads for 30 adult current cigarette smokers. We used Wald F-tests to compare fixations and dwell time across categories, adjusting comparisons of ads by the number of each type of ad. Overall, unadjusted for the number of each object, participants focused significantly greater attention on snacks and drinks and tobacco products than ads (all P<0.005). Adjusting for the number of each type of ad viewed, participants devoted significantly greater visual attention to pro-ads than anti-ads or ads unrelated to tobacco (P<0.001). Visual attention for anti-ads was significantly greater when the ads were placed on the store’s external walls or hung from the ceiling than when placed on the gas pump or floor (P<0.005). In a cluttered convenience store environment, anti-ads at the point of sale have to compete with many other stimuli. Restrictions on tobacco product displays and advertisements at the point of sale could reduce the stimuli that attract smokers’ attention away from anti-ads.
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Strutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk, and Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4437.

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According to the Development Concept of the Digital Economy and Society in Ukraine, the priority of this area is to develop a substantial national policy on digitalization of education, as this is the key part of the education reform in Ukraine. For this reason, universities should firstly take into account the particularities of teaching the current generation of students and the needs of the digital society as a whole. This paper considers the process of transition from informatization to digitalization in society, implementation of digital support for the educational process in the university, development of the digital educational environment for the training university teachers, and proposes the digital tools for such an environment. The authors propose several ways to improve the development level of digitalization of the educational environment in the university. This is to take into account the needs of the digital society and the modern generation of students, provide a high level of the digital literacy formation of university graduates and support the development of a new digital security system of the modern university. Aiming to design the digital educational environment for increasing the of educators’ digital literacy level, the authors propose to develop and implement the following computer, multimedia and computer-based learning tools and equipment, which includes blended and distance learning classes, cloud technologies, tools of virtual and augmented reality, tools for gamification of the educational process, educational robotics, tools for learning 3D technologies, MOOCs.
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Exploring the Prospects of Using 3D Printing Technology in the South African Human Settlements. Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0074.

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South Africa is a country with significant socio-economic development challenges, with the majority of South Africans having limited or non-existent access to basic infrastructure, services, housing and socio-economic opportunities etc. The urban housing backlog currently exceeds 2.4 million houses, with many families living in informal settlements. The Breaking New Grounds Policy, 2014 for the creation of sustainable human settlements, acknowledges the challenges facing human settlements, such as, decreasing human settlements grants allocation, increasing housing backlog, mushrooming of informal settlements and urbanisation. The White Paper on Science, Technology and Innovation (STI), 2019 notes that South Africa has not yet fully benefited from the potential of STI in addressing the socio-economic challenges and seeks to support the circular economy principles which entail a systematic change of moving to a zero or low waste resource-efficient society. Further to this, the Science and Technology Roadmap’s intention is to unlock the potential of South Africa’s human settlements for a decent standard of living through the smart uptake of science, technology and innovation. One such novel technology is the Three-Dimensional (3D) printing technology, which has produced numerous incredible structures around the world. 3D printing is a computer-controlled industrial manufacturing process which encompasses additive means of production to create 3D shapes. The effects of such a technology have a potential to change the world we live in and could subsequently pave the roadmap to improve on housing delivery and reduce the negative effects of conventional construction methods on the environment. To this end, the Academy of Science of South Africa (ASSAf), in partnership with the Department of Science and Innovation (DSI) and the University of Johannesburg (UJ) hosted the second virtual IID seminar titled: Exploring the Prospects of Using 3D Printing Technology in the South African Human Settlements, on 01 March 2021 to explore the potential use of 3D printing technology in human settlements. The webinar presented preliminary findings from a study conducted by UJ, addressing the following topics: 1. The viability of 3D printing technology 2. Cost comparison of 3D printed house to conventional construction 3. Preliminary perceptions on 3D printing of houses Speakers included: Dr Jennifer Mirembe (NDoHS), Dr Jeffrey Mahachi, Mr Refilwe Lediga, Mr Khululekani Ntakana and Dr Luxien Ariyan, all from UJ. There was a unanimous consensus that collaborative efforts from all stakeholders are key to take advantage of this niche technology. @ASSAf_Official; @dsigovza; @go2uj; @The_DHS; #SA 3D_Printing; #3D Print_Housing; #IID
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