Academic literature on the topic 'Physical and Virtual Environment'

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Journal articles on the topic "Physical and Virtual Environment"

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Nichols, Sarah. "Physical ergonomics of virtual environment use." Applied Ergonomics 30, no. 1 (February 1999): 79–90. http://dx.doi.org/10.1016/s0003-6870(98)00045-3.

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Chen, Y., Z. Cui, and L. Hao. "Virtual reality in lighting research: Comparing physical and virtual lighting environments." Lighting Research & Technology 51, no. 6 (March 27, 2019): 820–37. http://dx.doi.org/10.1177/1477153518825387.

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In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the optimal alternative media that can present physical lighting environments. We compare a human’s subjective feeling towards a physical lighting environment and three alternative reproduction technologies, namely, virtual reality reproduction, video reproduction and photographic reproduction. We also discuss the feasibility of using virtual reality in representing lighting environments. The selection of the most optimal media is based on the perceptual attributes of lighted space, and the findings are only related to these criteria. The main results of this study are the following: (a) The order of the overall presentation-ability of the media is physical space > virtual reality reproductions > video reproductions > photo reproductions. (b) In terms of subjective rating, virtual reality lighting environments are rated closest to the physical lighting environments, and the order of the approximate coefficient of the media is physical space (1) > VR reproductions (0.886) > video reproductions (0.752) > photo reproductions (0.679). (c) Virtual reality can present lighting attributes of open/close, diffuse/glaring, bright/dim and noisy/quiet consistent with the physical environment. (d) Human subjects are most satisfied with VR reproductions.
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Kedia, Pooja, and Renuka Nagpal. "Performance Evaluation of Virtual Environment with Respect to Physical Environment." International Journal of Computer Applications 89, no. 11 (March 26, 2014): 17–22. http://dx.doi.org/10.5120/15676-4425.

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Atanas, Jean-Pierre. "Is Virtual-Physical or Physical-Virtual Manipulatives in Physics Irrelevant within Studio Physics Environment?" Athens Journal of Education 5, no. 1 (January 31, 2018): 29–42. http://dx.doi.org/10.30958/aje.5-1-2.

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Litaker, Harry, Ron Archer, Brett Montoya, and Robert Howard. "Evaluation Methodologies for Virtual Reality and Physical Test Environments for Spaceflight Design." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (December 2020): 1340–44. http://dx.doi.org/10.1177/1071181320641320.

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NASA human factor design engineers wanted to examine if there would be any differences in testing low-fidelity conceptual designs in a physical environment compared to a virtual environment. An evaluation of two identical environments was conducted with subject matter experts (SMEs). Results indicated that when testing a design concept at this early stage, a high correlation between the two environments exists, meaning SMEs found little to no difference when evaluating a design in either a physical or a virtual environment. There are advantages and limitations to both environments. The virtual world gave the experts a better sense of the microgravity space and the relationships of space and human presence that are difficult to simulate in a 1-g physical environment. However, the interaction between human and mechanics is better enhanced in the physical world compared to the virtual world. These advantages and limitations of each environment are important; thus, at this early design life cycle phase, virtual reality shows great promise as an evaluation environment for testing early design concepts that will cost less, give more options, and increase designer’s time to design.
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Miyoshi, Kouki, Norihiro Abe, Yoshihiro Tabuchi, Hirokazu Taki, and Shoujie He. "Quadruped virtual robot simulation in a virtual environment obeying physical laws." Artificial Life and Robotics 14, no. 3 (December 2009): 321–23. http://dx.doi.org/10.1007/s10015-009-0661-6.

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Holden, Maureen K., and Thomas Dyar. "Virtual Environment Training." Neurology Report 26, no. 2 (2002): 62–71. http://dx.doi.org/10.1097/01253086-200226020-00003.

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Frankenhuis, Willem E., Ron Dotsch, Johan C. Karremans, and Daniël H. J. Wigboldus. "Male physical risk taking in a virtual environment." Journal of Evolutionary Psychology 8, no. 1 (March 2010): 75–86. http://dx.doi.org/10.1556/jep.8.2010.1.6.

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Chang Hyuck Im, Min-Geun Lee, and 이명원. "An Implementation Method of Virtual Environment Physical Properties." Journal of the Korea Computer Graphics Society 13, no. 1 (March 2007): 25–32. http://dx.doi.org/10.15701/kcgs.2007.13.1.25.

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Cubukcu, Ebru, and Jack L. Nasar. "Influence of Physical Characteristics of Routes on Distance Cognition in Virtual Environments." Environment and Planning B: Planning and Design 32, no. 5 (October 2005): 777–85. http://dx.doi.org/10.1068/b31191.

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Discrepanices between perceived and actual distance may affect people's spatial behavior. In a previous study Nasar, using self report of behavior, found that segmentation (measured through the number of buildings) along the route affected choice of parking garage and path from the parking garage to a destination. We recreated that same environment in a three-dimensional virtual environment and conducted a test to see whether the same factors emerged under these more controlled conditions and to see whether spatial behavior in the virtual environment accurately reflected behavior in the real environment. The results confirmed similar patterns of response in the virtual and real environments. This supports the use of virtual reality as a tool for predicting behavior in the real world and confirms increases in segmentation as related to increases in perceived distance.
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Dissertations / Theses on the topic "Physical and Virtual Environment"

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Breneman, Samuel. "Physical-virtual workspaces /." Online version of thesis, 2008. http://hdl.handle.net/1850/6187.

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Bergström, Mattias. "Getting physical : tangibles in a distributed virtual environment /." Luleå : Luleå University of Technology, 2006. http://epubl.ltu.se/1402-1757/2006/01/.

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Gillespie, Steven. "Fire Ground Decision-Making| Transferring Virtual Knowledge to the Physical Environment." Thesis, Grand Canyon University, 2013. http://pqdtopen.proquest.com/#viewpdf?dispub=3590526.

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The primary purpose of this quantitative study was to examine if simulation training correlated with the decision-making abilities of firefighters from two departments (one in a mountain state and one in a southwest state). The other purposes were to determine if firefighter demographics were correlated with the completion of the simulation training and/or predicted decision-making abilities. The independent variables of this study were the completion simulation-training program and selected firefighter demographics with the naturalistic decision-making abilities of these firefighters as the dependent variable. Using purposive sampling, the participants selected were members of the two sample fire departments. The survey contained three categories: demographic information, simulation-based training program overview, and simulation-training assessment. The study produced some statistically significant findings which provided empirical evidence regarding the effective use of simulation training to the decision-making ability of firefighters. It also addresses the void in the existing knowledge base on the effectiveness in using simulation training on the decision-making ability on the fire ground, which firefighters need particularly.

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Buhl, Christian M. "Implementation and validation of physical control interfaces in a virtual environment." Honors in the Major Thesis, University of Central Florida, 2000. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/185.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.
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Computer Engineering
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Moore, Tonia L. "Student-Directed Inquiry: Virtual vs. Physical." Youngstown State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1342540170.

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Chapman, Peter Michael. "Towards a physical model for virtual environments." Thesis, University of Hull, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.342870.

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Tabbah, Alyaá. "Evaluating digital twin data exchange between a virtual and physical environment regarding lighting quantity." Thesis, Jönköping University, JTH, Byggnadsteknik och belysningsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-53737.

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Building Information Management and Digital Twin technology with help of Smart lights can optimizethe built environment impacting our health and well-being, by providing the right amount of light at theright time of day. Lighting simulation is challenging, due to the strict requirements to represent reality. Digitaltwin technology will provide a more dynamic two-way feed-back between the physical and the virtual environmentto optimize the lighting environment giving real-time sensor data. The main problem that currently occurswhile evaluating a lighting design made in photorealistic computer visualization is using the appropriate formof their model presentation. However, validation of light simulations has been done multiple times but not manystudies are based on DT-driven light environment evaluation in which not only the realistic representation butalso the exchange of information plays a crucial role. Therefore, the aim is to develop a strategy for demonstratingthe data exchange between a physical and real environment, for a scenario in which an optimal interactionbetween daylight and electric light derives an optimized realization of a given light demand curve. Basedon a quantitative experiment, validation of a Digital Twin was done between a virtual and a physical twin onan existing room using the light simulation tool DIALux evo. Data exchange was optimized for three levels ofgeometrical complexity. The light environment was optimized for interaction between the Digital and RealTwin. Counter to expectations, the results showed that the coarse model is more accurate representation of thephysical counterpart and generates faster data exchange. Defining DT usage purpose reduces time and effortdone on the process of creation. Knowing what data to exchange and how often avoid developers any limitationsor delaying in the process. Future studies can investigate how optimization of data exchange and light environmentcan be achieved with programming and parametric generative design.
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Friedmann, Martin Richard. "Distributed physical simulations and synchronization in virtual environments." Thesis, Massachusetts Institute of Technology, 1993. http://hdl.handle.net/1721.1/66352.

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Tellez, Martinez Albert, and Dennis Dirk Steinhilber. "A Comparison of the Resiliency Against Attacks Between Virtualised Environments and Physical Environments." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-97546.

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Virtualisation is a technology that is more and more applied due to its advantages regarding cost and operation. It is often believed that it provides a better security for an IT environment since it enables centralisation of hardware. However, virtualisation changes an IT environment fundamentally and contains new vulnerabilities that must be considered. It is of interest to evaluate whether the belief that virtual environments provide a better security for an IT environment is true or not. In this project, the resiliency against attacks for physical environments and virtual environments is analysed to determine which one provides a higher resiliency and why. Therefore, the physical and digital attack surfaces of all entities are analysed to reveal the relevant vulnerabilities that could be exploited. Beside a theoretical research, a physical and a virtual environment have been established to test chosen attacks practically. The results show that virtual environments are less resilient than physical environments, especially to common attacks. This shows that virtualisation is still a technology that is new to many companies and the vulnerabilities it has must be taken seriously.
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Weichel, Christian. "Mixed physical and virtual design environments for digital fabrication." Thesis, Lancaster University, 2016. http://eprints.lancs.ac.uk/77782/.

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Digital Fabrication (3D printing, laser-cutting or CNC milling) enables the automated fabrication of physical objects from digital models. This technology is becoming more readily available and ubiquitous, as digital fabrication machines become more capable and affordable. When it comes to designing the objects that are to be fabricated however, there are still barriers for novices and inconveniences for experts. Through digital fabrication, physical objects are created from digital models. The digital models are currently designed in virtual design environments, which separates the world we design in from the world we design for. This separation hampers design processes of experienced users and presents barriers to novices. For example, manipulating objects in virtual spaces is difficult, but comes naturally in the physical world. Further, in a virtual environment, we cannot easily integrate existing physical objects or experience the object we are designing in its future context (e.g., try out a game controller during design). This lack of reflection impedes designer's spatial understanding in virtual design environments. To enable our virtual creations to become physical reality, we have to posses an ample amount of design and engineering knowledge, which further steepens the learning curve for novices. Lastly, as we are physically separated from our creation - until it is fabricated - we loose direct engagement with the material and object itself, impacting creativity. We follow a research through design approach, in which we take up the role as interaction designers and engineers. Based on four novel interaction concepts, we explore how the physical world and design environments can be brought closer together, and address the problems caused their prior separation. As engineers, we implement each of these concepts in a prototype system, demonstrating that they can be implemented. Using the systems, we evaluate the concepts and how the concepts alleviate the aforementioned problems, and that the design systems we create are capable of producing useful objects. In this thesis, we make four main contributions to the body of digital fabrication related HCI knowledge. Each contribution consists of an interaction concept which addresses a subset of the problems, caused by the separation of virtual design environment, and physical target world. We evaluate the concepts through prototype implementations, example walkthroughs and where appropriate user-studies, demonstrating how the concepts alleviate the problems they address. For each concept and system, we describe the design rationale, and present technical contributions towards their implementation. The results of this thesis have implications for different user audiences, design processes, the artifacts users design and domains outside of digital fabrication. Through our concepts and systems, we lower barriers for novices to utilize digital fabrication. For experienced designers, we make existing design processes more convenient and efficient. We ease the design of artifacts that reuse existing objects, or that combine organic and geometrically structured design. Lastly, the novel interaction concepts (and on a technical level, the systems) we present, which blur the lines between physical and virtual space, can serve as basis for future interaction design and HCI research.
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Books on the topic "Physical and Virtual Environment"

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Physical and virtual learning spaces in higher education: Concepts for the modern learning environment. Hershey, PA: Information Science Reference, 2012.

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ACADIA (Conference) (2002 California State Polytechnic University). Thresholds: Design, research, education, and practice, in the space between the physical and the virtual : proceedings of the 2002 Annual Conference of the Association for Computer-Aided Design in Architecture, October 24-27, 2002, Department of Architecture, College of Environmental Design, California State Polytechnic University, Pomona. Edited by Proctor George and Association for Computer-Aided Design in Architecture. [Ithaca, N.Y.]: Association for Computer-Aided Design in Architecture, 2002.

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The physical environment. 3rd ed. London: Hodder Gibson, 2005.

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VMware vSphere and virtual infrastructure security: Securing the virtual environment. Indianapolis, Ind: Prentice Hall, 2009.

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Goff, Didier A. Le. Amphibious operations in a virtual environment. Monterey, Calif: Naval Postgraduate School, 1997.

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Bayliss, Christopher J. Cooperative working in a virtual environment. Manchester: University of Manchester, Department of Computer Science, 1995.

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Whyte, Jennifer, and Dragana Nikolić. Virtual Reality and the Built Environment. Second edition. | Milton Park, Abingdon, Oxon ; New York, NY : Routledge, 2018.: Routledge, 2018. http://dx.doi.org/10.1201/9781315618500.

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Daily spatial mobilities: Physical and virtual. Burlington, VT: Ashgate, 2012.

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Taylor, Ralph B. Physical environment and crime. Washington, D.C: U.S. Dept. of Justice, Office of Justice Programs, National Institute of Justice, 1996.

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Pugach, Stanislav. Closely interacting figures in a virtual environment. Leicester: De Montfort University, 2003.

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Book chapters on the topic "Physical and Virtual Environment"

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Dempsey, Kyle, G. Tanner Jackson, and Danielle S. McNamara. "MiBoard: Creating a Virtual Environment from a Physical Environment." In Intelligent Tutoring Systems, 294–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13437-1_49.

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Hibbert, Stephen. "Combining the Virtual and Physical Interaction Environment." In Serious Games, 191–94. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_18.

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Kralicek, Eric. "Physical vs. Virtual Server Environments." In The Accidental SysAdmin Handbook, 121–34. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-1817-4_8.

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Kojima, Taihei, Atsushi Hiyama, Takahiro Miura, and Michitaka Hirose. "Training Archived Physical Skill through Immersive Virtual Environment." In Lecture Notes in Computer Science, 51–58. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07863-2_6.

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Divaharan, Shanti, Philip Wong, and Ashley Tan. "NIE Learning Space: Physical and Virtual Learning Environment." In Teacher Education in the 21st Century, 253–65. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3386-5_14.

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Kanai, Satoshi, Soh Horiuchi, Yukiaki Kikuta, Akihiko Yokoyama, and Yoshiyuki Shiroma. "An Integrated Environment for Testing and Assessing the Usability of Information Appliances Using Digital and Physical Mock-Ups." In Virtual Reality, 478–87. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_52.

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Herrero, Pilar, and Angélica de Antonio. "Introducing Physical Boundaries in Virtual Environments." In Computational Science - ICCS 2004, 252–57. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-25944-2_32.

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Wright, W. Geoffrey, Sarah H. Creem-Regehr, William H. Warren, Eric R. Anson, John Jeka, and Emily A. Keshner. "Sensorimotor Recalibration in Virtual Environments." In Virtual Reality for Physical and Motor Rehabilitation, 71–94. New York, NY: Springer New York, 2014. http://dx.doi.org/10.1007/978-1-4939-0968-1_5.

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Nenonen, Suvi, and Jukka Puhto. "Towards Customer Centric Physical and virtual Environment — Platform for Services." In Service Science, Management and Engineering Education for the 21st Century, 303–8. Boston, MA: Springer US, 2008. http://dx.doi.org/10.1007/978-0-387-76578-5_45.

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Jablkowski, Boguslaw, and Olaf Spinczyk. "CPS-Xen: A Virtual Execution Environment for Cyber-Physical Applications." In Lecture Notes in Computer Science, 108–19. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16086-3_9.

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Conference papers on the topic "Physical and Virtual Environment"

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Ozacar, Kasim, Takuma Hagiwara, Jiawei Huang, Kazuki Takashima, and Yoshifumi Kitamura. "Coupled-clay: Physical-virtual 3D collaborative interaction environment." In 2015 IEEE Virtual Reality (VR). IEEE, 2015. http://dx.doi.org/10.1109/vr.2015.7223392.

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Buthpitiya, Senaka, and Ying Zhang. "HyPhIVE: A Hybrid Virtual-Physical Collaboration Environment." In 2010 Third International Conference on Advances in Computer-Human Interactions. IEEE, 2010. http://dx.doi.org/10.1109/achi.2010.19.

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Kurillo, Gregorij, Ruzena Bajcsy, Klara Nahrsted, and Oliver Kreylos. "Immersive 3D Environment for Remote Collaboration and Training of Physical Activities." In 2008 IEEE Virtual Reality Conference. IEEE, 2008. http://dx.doi.org/10.1109/vr.2008.4480795.

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Pilat, Marcin L., Takashi Ito, Reiji Suzuki, and Takaya Arita. "Evolution of Virtual Creature Foraging in a Physical Environment." In International Conference on the Simulation and Synthesis of Living Systems. MIT Press, 2012. http://dx.doi.org/10.7551/978-0-262-31050-5-ch056.

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Nazareno, Betsy, Iván Torres, and José Jaramillo. "Dynamic Malware Analysis: Contrast between Physical and Virtual Environment." In SIGCSE '21: The 52nd ACM Technical Symposium on Computer Science Education. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3408877.3439699.

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Turolla, Andrea, Paolo Tonin, Carla Zucconi, Michela Agostini, Francesco Piccione, Mauro Dam, and Lamberto Piron. "Reinforcement Feedback in Virtual Environment vs. Conventional Physical Therapy for arm motor deficit after Stroke." In 2007 Virtual Rehabilitation. IEEE, 2007. http://dx.doi.org/10.1109/icvr.2007.4362129.

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Habib, Maki K. "Collaborative and distributed intelligent environment merging virtual and physical realities." In 2011 5th IEEE International Conference on Digital Ecosystems and Technologies (DEST). IEEE, 2011. http://dx.doi.org/10.1109/dest.2011.5936592.

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Simpson, T. E. "Interfacing geometric and physical models in a virtual manufacturing environment." In Second International Conference on `Intelligent Systems Engineering'. IEE, 1994. http://dx.doi.org/10.1049/cp:19940657.

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Kneale, Bruce, and Ilona Box. "A Virtual Learning Environment for Real-World Networking." In 2003 Informing Science + IT Education Conference. Informing Science Institute, 2003. http://dx.doi.org/10.28945/2657.

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Virtual learning environments are a solution to some of the problems of providing an authentic learning environment. We encountered problems such as lack of funding and physical space, and risks and threats to our network environment when we contemplated providing a real, physical specialist laboratory to teach computer networking. We solved most of our problems by developing Velnet, a virtual environment for learning networking. Velnet consists of one or more host machines and operating systems, commercial virtual machine software, virtual machines and their operating systems, a virtual network connecting the virtual machines, and remote desktop display software. Our first experiment with Velnet was in a standalone configuration, without remote desktop display. The initial pilot had students connecting to Velnet via our institution’s network. Velnet performed well under this restricted access environment. We are developing a virtual reality overlay of Velnet to be able to present computernetworking concepts. We are also investigating the changes we can make to our instructional design and assessment strategies, and the consequent learning experiences of the students.
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Baua'a, Mustapha M., Jehan K. Shareef, and Aqeel M. Hamad. "Virtual and physical parallelism environments evaluation." In 2015 Fourth International Conference on Future Generation Communication Technology (FGCT). IEEE, 2015. http://dx.doi.org/10.1109/fgct.2015.7300241.

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Reports on the topic "Physical and Virtual Environment"

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Carrillo, Justin, Christopher Goodin, and Juan Fernandez. Sensor and environment physics in the Virtual Autonomous Navigation Environment (VANE). Engineer Research and Development Center (U.S.), August 2020. http://dx.doi.org/10.21079/11681/37968.

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Hariri, Salim, Dongmin Kim, Yoonhee Kim, and Ilkyeun Ra. Virtual Distributed Computing Environment. Fort Belvoir, VA: Defense Technical Information Center, March 2000. http://dx.doi.org/10.21236/ada376238.

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Turanova, L. M., and A. A. Stiugin. Electronic educational environment «Virtual classroom». OFERNIO, November 2020. http://dx.doi.org/10.12731/ofernio.2020.24655.

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Helms II, Robert F., Daniel B. Nissman, James F. Kennedy, and David L. Ryan-Jones. Virtual Environment Technology for MOUT Training,. Fort Belvoir, VA: Defense Technical Information Center, July 1997. http://dx.doi.org/10.21236/ada328001.

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Del Tutto, Marco. VENu: The Virtual Environment for Neutrinos. Office of Scientific and Technical Information (OSTI), August 2017. http://dx.doi.org/10.2172/1623363.

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Oliver, James H., Martin J. Vanderploeg, and Lin-Lin Chen. A Virtual Environment for Manufacturing Systems. Fort Belvoir, VA: Defense Technical Information Center, September 1993. http://dx.doi.org/10.21236/ada271084.

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Pausch, Randy F. A Natural Locomotion Virtual Environment Testbed. Fort Belvoir, VA: Defense Technical Information Center, July 2006. http://dx.doi.org/10.21236/ada451479.

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QUALITY RESEARCH INC HUNTSVILLE AL. Situation Awareness Virtual Environment for Networks (SAVENet). Fort Belvoir, VA: Defense Technical Information Center, April 1997. http://dx.doi.org/10.21236/ada325021.

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Tackett, Gregory B. Integrated Virtual Environment Test Concepts and Objectives. Fort Belvoir, VA: Defense Technical Information Center, March 2001. http://dx.doi.org/10.21236/ada393254.

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Adam, Taskeen, Chris McBurnie, and Björn Haßler. Rolling out a national virtual learning environment. EdTech Hub, July 2020. http://dx.doi.org/10.53832/edtechhub.0010.

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