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1

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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2

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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4

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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5

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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9

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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10

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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11

Wickman, Casper, and Rikard So¨derberg. "Comparison of Non-Nominal Geometry Models Represented in Physical Versus Virtual Environments." Journal of Computing and Information Science in Engineering 4, no. 3 (September 1, 2004): 171–77. http://dx.doi.org/10.1115/1.1765120.

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By combining Computer Aided Tolerance (CAT) simulation tools with Virtual Reality (VR) tools, virtual environments for non-nominal geometry verification can be utilized. This paper presents the results from an experimental study, conducted at Volvo Car Corporation, which investigates the perceptional aspects that are related to verification of visual quality appearance, using non-nominal virtual models. Although a realistic non-nominal model is created, the interpretation, i.e. how the model is perceived, must be clarified. Since the effect of geometric variation is a specific application, with high demands on realistic and detailed representation, perceptional studies are needed to ensure that VR and other virtual representations can be used for this kind of application. In this paper, two environments are compared, one physical and one corresponding virtual environment. Three adjusted physical vehicles are mapped to the virtual environment and compared using non-immersive desktop VR in a visualization experiment with test subjects from the automotive industry. The study indicates that virtual objects are judged as less good-looking compared to physical objects. There is also a higher degree of uncertainness when judging virtual objects.
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Wiegand, Thomas E. von, David W. Schloerb, and W. L. Sachtler. "Virtual Workbench: Near-Field Virtual Environment System with Applications." Presence: Teleoperators and Virtual Environments 8, no. 5 (October 1999): 492–519. http://dx.doi.org/10.1162/105474699566422.

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A prototype near-field virtual environment system is described that incorporates a CrystalEyes stereoscopic display (viewed in a mirror), a PHANToM manipulandum, and a stereo auditory display. The apparatus, which was designed to achieve registration of three sensory modalities (visual, haptic, and auditory), has a wide range of applications and has been used for both psychophysics and training research. Calibration-verification experiments are described in which human subjects positioned a physical probe attached to the manipulandum so that it appeared to coincide with a visual target on the stereoscopic display. The readings from the manipulandum and the calculated positions of the targets corresponded roughly within ± 0.5 cm over a large volume, although differences greater than 1 cm were observed near the sides of the workspace. The calibration of the manipulandum was tested independently on the z axis (running through the center of the workspace), and the perceived depth of the targets (probe z coordinate) was found to agree with the calculated depth within the accuracy of the measurements (± 0.4 cm). Some subjects had poorer positioning resolution when the visual target was far from the plane of the display screen (although their mean response was unaffected), and we hypothesize that this may have been caused by the different levels of accommodation that were needed to view the physical probe and the displayed target.
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Habermehl, Christian, Achim Kramer, and Georg Jacobs. "Interconnected Drivetrain Development in a Physical and Virtual Environment." ATZ worldwide 121, no. 7-8 (July 2019): 78–83. http://dx.doi.org/10.1007/s38311-019-0073-8.

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14

Sadowski, Adam S., and Anna M. Lomanowska. "Virtual intimacy: Propensity for physical contact between avatars in an online virtual environment." Computers in Human Behavior 78 (January 2018): 1–9. http://dx.doi.org/10.1016/j.chb.2017.09.011.

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15

Du Plessis, Andries, and Bernhardett Theron. "Virtual World – Physical World: What is the Real World?" International Journal of Management Science and Business Administration 2, no. 6 (2015): 43–57. http://dx.doi.org/10.18775/ijmsba.1849-5664-5419.2014.26.1004.

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The purpose of this paper is to investigate the potential growth and use of Virtual World Technology. It is also concerned with the prospects for the routine use of Virtual Worlds in the workplace, the key aspects being the areas in which businesses are using Virtual World. The research design of this paper is descriptive. This research employs the multi-method data collection approach using surveys, where participants answered questions executed through interviews and questionnaires. The study is built on the combination of quantitative and qualitative analysis. All the respondents were familiar with the term Virtual World; and some with long tenures at their organisations, varying from 5 months to more than 22 years in the same field, provided valuable information. Virtual Worlds have created a new social and creative environment where new product development and virtual brands may be created. This paper points out directions, trends and provides indications that would form a sound basis for the necessary future research in Virtual Worlds. The findings of the study affirm that educational systems need to further progress and advance. Further value is that technologies that facilitate resources can be used effectively to promote lifelong learning, and support learner-centred approaches by being vastly available.
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16

Mitchell, William. "A changing environment: the virtual world meets the physical world." Architectural Research Quarterly 3, no. 4 (December 1999): 303–6. http://dx.doi.org/10.1017/s1359135500002207.

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With the coming of computers and the Internet, the relationship of the physical and virtual worlds has shifted. Virtual environments will not replace physical ones, but the nature, location, and function of the latter will change, creating both challenges and opportunities for architects.
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17

Grabowski, Patrick J., Drew N. Rutherford, and Andrea H. Mason. "Modeling Prehension for Physical Collaboration in Virtual Environments." Presence: Teleoperators and Virtual Environments 20, no. 6 (December 1, 2011): 577–90. http://dx.doi.org/10.1162/pres_a_00083.

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The modeling of human movement is vital for a complete understanding of complex human–computer interaction. As three-dimensional collaborative tangible user interfaces (TUIs) evolve, research is needed to understand how people physically interact with each other within a virtual environment. Previous study of physical collaboration in virtual environments has utilized Fitts' law to model gross upper-extremity movement in a passing task. However, no study has modeled passing tasks that require precision grasp with the human hand, an important feature of human–computer interaction in TUIs. The purpose of this study was to evaluate the validity of Fitts' law in modeling movement time for a precision passing task in a 3D TUI, and to assess the coordination between passer and receiver using kinematic parameters. In this experiment, 12 participants (six male, mean age 22.6 years) performed a prehensile passing task within a desktop virtual environment. Results detail the kinematic events required to achieve the necessary temporal and spatial coordination specific to the passing task. Further, results indicate that Fitts' model does not adequately explain movement time for this task (R 2 = .51). This finding challenges the external validity of previous results. We argue that the task-specific complexity of human neuromotor control should be considered when using predictive models in 3D TUI design.
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18

Li, Meng Long, Hong Jian Peng, and Xin Kang Zhang. "Research on Virtual Learning Community Based on Physical Knowledge." Advanced Materials Research 214 (February 2011): 688–92. http://dx.doi.org/10.4028/www.scientific.net/amr.214.688.

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Based on "Information Technology Curriculum Resources Development" project and their own experience of teaching and learning, knowledge management, physical education-based virtual learning environment built for a more in-depth theory and practice of verification. In this article, the concept of physical education to become a leader in knowledge management, virtual reality user experience possible, emphasizing the virtual learning environment, the flow of knowledge and human interaction, proposed to build a virtual learning environment, the key success factors: culture, management, protection technology and knowledge precipitation, knowledge sharing, learning and application of knowledge, knowledge innovation, knowledge of the formation of benign drive the wheel.
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19

Foster, G. T., D. E. N. Wenn, W. S. Harwin, and F. O'Hart. "Generating Virtual Environments to Allow Increased Access to the Built Environment." International Journal of Virtual Reality 3, no. 4 (January 1, 1998): 11–19. http://dx.doi.org/10.20870/ijvr.1998.3.4.2630.

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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user's normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.
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20

Dorbe, Nauris, Ingars Ribners, and Krisjanis Nesenbergs. "Prospects of Improving the self-Driving Car Development Pipeline: Transfer of Algorithms from Virtual to Physical Environment." International Journal of Machine Learning and Computing 8, no. 2 (April 2018): 181–85. http://dx.doi.org/10.18178/ijmlc.2018.8.2.684.

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21

Brelsford, John W. "Physics Education in a Virtual Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 18 (October 1993): 1286–90. http://dx.doi.org/10.1177/154193129303701818.

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A study is directed at a comparison of Virtual Reality as an educational tool in physics instruction with standard, teacher-organized, or computer-aided learning. Findings generally indicated that virtual reality-based learning is superior to lecture-based control conditions. The dependent variable was a residualized knowledge of physics measure obtained from subjects four weeks following termination of training. As a training method, virtual reality was superior to the control condition at the four-week retention period. Such a finding supports cognitive theorists who argue that the lack of opportunities for hands-on, manipulation of objects in the physical world is one of the reasons children are often poor at intuitive physics. Virtual reality provides them the opportunity to develop manipulational skills they did not previously possess.
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Padilla-Castañeda, Miguel A., Antonio Frisoli, Silvia Pabon, and Massimo Bergamasco. "The Modulation of Ownership and Agency in the Virtual Hand Illusion under Visuotactile and Visuomotor Sensory Feedback." Presence: Teleoperators and Virtual Environments 23, no. 2 (August 1, 2014): 209–25. http://dx.doi.org/10.1162/pres_a_00181.

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It is well known by the virtual hand illusion (VHI) that simultaneous and synchronous visuotactile sensory feedback within a virtual environment elicits the feeling of ownership of a virtual hand, by observing for some seconds in a scene a virtual hand being touched while at the same time receiving tactile stimulation on the real hand in the corresponding positions. In this paper, we investigate possible modulations in the feeling of ownership (sensation of owning a virtual hand) and of agency (sensation of owning virtual movements and actions) according to whether or not the participant's own motor acts (1) induce coherent self-activated visuotactile sensory stimulations; and (2) generate plausible consequences in the simulated environment. For this purpose, we elicited the VHI within a group of participants through a cross-modal integration of visuo-tactile sensory stimulations within a dynamic and physically plausible immersive virtual environment, where they were able to perform natural tasks in both passive and active agency conditions. Our results indicate that both feelings of ownership and agency can be achieved in immersive virtual environments, when the subject is realistically interacting and performing natural upper limb movements. We did not observe any significant difference in the VHI in terms of ownership and agency between the active and passive conditions, but we observed that a physically incongruent simulated interaction with the virtual world can lead to a significant disruption of ownership. Moreover, in the passive agency condition, a plausible physical behavior of the virtual hand was sufficient to elicit a partially complete sense of ownership, if measured in terms of proprioceptive drift, even in the presence of an asynchronous visuotactile sensory feedback. All these findings suggest that the multisensory feedback associated with a subject's own actions and the physical plausibility of the environment both act as determinant factors, influencing and modulating the vividness of the VHI.
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Wright, R. Glenn, and Michael Baldauf. "Correlation of Virtual Aids to Navigation to the Physical Environment." TransNav, the International Journal on Marine Navigation and Safety of Sea Transportation 10, no. 2 (2016): 287–99. http://dx.doi.org/10.12716/1001.10.02.11.

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Min, Xin, Wenqiao Zhang, Shouqian Sun, Nan Zhao, Siliang Tang, and Yueting Zhuang. "VPModel: High-Fidelity Product Simulation in a Virtual-Physical Environment." IEEE Transactions on Visualization and Computer Graphics 25, no. 11 (November 2019): 3083–93. http://dx.doi.org/10.1109/tvcg.2019.2932276.

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25

Shi, Jing-Cheng, Yang Yu, Qing Da, Shi-Yong Chen, and An-Xiang Zeng. "Virtual-Taobao: Virtualizing Real-World Online Retail Environment for Reinforcement Learning." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 4902–9. http://dx.doi.org/10.1609/aaai.v33i01.33014902.

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Applying reinforcement learning in physical-world tasks is extremely challenging. It is commonly infeasible to sample a large number of trials, as required by current reinforcement learning methods, in a physical environment. This paper reports our project on using reinforcement learning for better commodity search in Taobao, one of the largest online retail platforms and meanwhile a physical environment with a high sampling cost. Instead of training reinforcement learning in Taobao directly, we present our environment-building approach: we build Virtual-Taobao, a simulator learned from historical customer behavior data, and then we train policies in Virtual-Taobao with no physical sampling costs. To improve the simulation precision, we propose GAN-SD (GAN for Simulating Distributions) for customer feature generation with better matched distribution; we propose MAIL (Multiagent Adversarial Imitation Learning) for generating better generalizable customer actions. To further avoid overfitting the imperfection of the simulator, we propose ANC (Action Norm Constraint) strategy to regularize the policy model. In experiments, Virtual-Taobao is trained from hundreds of millions of real Taobao customers’ records. Compared with the real Taobao, Virtual-Taobao faithfully recovers important properties of the real environment. We further show that the policies trained purely in Virtual-Taobao, which has zero physical sampling cost, can have significantly superior real-world performance to the traditional supervised approaches, through online A/B tests. We hope this work may shed some light on applying reinforcement learning in complex physical environments.
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Ezugwu, Absalom E., Seyed M. Buhari, and Sahalu B. Junaidu. "Virtual Machine Allocation in Cloud Computing Environment." International Journal of Cloud Applications and Computing 3, no. 2 (April 2013): 47–60. http://dx.doi.org/10.4018/ijcac.2013040105.

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Virtual machine allocation problem is one of the challenges in cloud computing environments, especially for the private cloud design. In this environment, each virtual machine is mapped unto the physical host in accordance with the available resource on the host machine. Specifically, quantifying the performance of scheduling and allocation policy on a Cloud infrastructure for different application and service models under varying performance metrics and system requirement is an extremely challenging and difficult problem to resolve. In this paper, the authors present a Virtual Computing Laboratory framework model using the concept of private cloud by extending the open source IaaS solution Eucalyptus. A rule based mapping algorithm for Virtual Machines (VMs) which is formulated based on the principles of set theoretic is also presented. The algorithmic design is projected towards being able to automatically adapt the mapping between VMs and physical hosts’ resources. The paper, similarly presents a theoretical study and derivations of some performance evaluation metrics for the chosen mapping policies, these includes determining the context switching, waiting time, turnaround time, and response time for the proposed mapping algorithm.
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Vogt, Tobias, Rainer Herpers, Christopher D. Askew, David Scherfgen, Heiko K. Strüder, and Stefan Schneider. "Effects of Exercise in Immersive Virtual Environments on Cortical Neural Oscillations and Mental State." Neural Plasticity 2015 (2015): 1–9. http://dx.doi.org/10.1155/2015/523250.

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Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
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Kim, Hyungil, Jessica D. Isleib, and Joseph L. Gabbard. "Virtual Shadow." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 2093–97. http://dx.doi.org/10.1177/1541931213601474.

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Most obvious benefit of augmented reality (AR) displays is direct perception of information atop physical reality. In driving context, however, AR interfaces should be designed carefully to guide drivers’ attention while minimizing attentional narrowing. This work aims to design an interface for cross traffic alert using an AR head up display (HUD) that is compatible with both the driver’s cognitive process and physical reality of driving environment. Ecological interface design (EID) allowed us to complement current user centered design (UCD) approaches by considering human-environment interaction and leveraging the inherent benefit of AR interfaces: conformal graphics. We designed a novel interface that casts virtual shadows of approaching obstacles through an AR HUD and prototyped this idea for a specific use-case of pedestrian collision warning. Our initial usability evaluation demonstrated potential benefits of incorporating EID into AR interface design. The approaches and design idea from this study can be leveraged by future researchers and designers to create more reliable and safer AR interfaces for vehicle drivers.
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Haag, Moritz P., and Markus Reiher. "Studying chemical reactivity in a virtual environment." Faraday Discuss. 169 (2014): 89–118. http://dx.doi.org/10.1039/c4fd00021h.

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Chemical reactivity of a set of reactants is determined by its potential (electronic) energy (hyper)surface. The high dimensionality of this surface renders it difficult to efficiently explore reactivity in a large reactive system. Exhaustive sampling techniques and search algorithms are not straightforward to employ as it is not clear which explored path will eventually produce the minimum energy path of a reaction passing through a transition structure. Here, the chemist's intuition would be of invaluable help, but it cannot be easily exploited because (1) no intuitive and direct tool for the scientist to manipulate molecular structures is currently available and because (2) quantum chemical calculations are inherently expensive in terms of computational effort. In this work, we elaborate on how the chemist can be reintroduced into the exploratory process within a virtual environment that provides immediate feedback and intuitive tools to manipulate a reactive system. We work out in detail how this immersion should take place. We provide an analysis of modern semi-empirical methods which already today are candidates for the interactive study of chemical reactivity. Implications of manual structure manipulations for their physical meaning and chemical relevance are carefully analysed in order to provide sound theoretical foundations for the interpretation of the interactive reactivity exploration.
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Erkan, İlker. "Investigation of the contribution of virtual reality to architectural education." Art, Design & Communication in Higher Education 19, no. 2 (October 1, 2020): 221–40. http://dx.doi.org/10.1386/adch_00024_1.

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This study mainly examines the contribution of the virtual reality environment to architectural education. The primary aim of the study was to investigate the theoretical possibilities of VR technology in an interactive and participatory educational environment that would allow students to examine architectural components and inter-component relationships. A group of 160 volunteers participated in the study, with participants asked to design villas in both natural (non-VR) and virtual reality (VR) environments within a specific period. Designs made in both environments (VR and non-VR) were evaluated by a team of five experts (jurors). For the evaluation, jurors wore eye-tracking devices and were asked to comment on the designs in both environments. In the virtual reality environment designs, the following categories showed significant differences over the drawings in a natural environment: functionality, aesthetics, user perception of space and internal physical quality (light quality), indicating that the virtual reality designs were examined more closely by the jurors than were those in the natural environment. This study will contribute to design discipline if virtual reality systems are adopted in architecture education.
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LoJacono, Chanel T., Ryan P. MacPherson, Nikita A. Kuznetsov, Louisa D. Raisbeck, Scott E. Ross, and Christopher K. Rhea. "Obstacle Crossing in a Virtual Environment Transfers to a Real Environment." Journal of Motor Learning and Development 6, no. 2 (December 1, 2018): 234–49. http://dx.doi.org/10.1123/jmld.2017-0019.

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Obstacle crossing, such as stepping over a curb, becomes more challenging with natural aging and could lead to obstacle-related trips and falls. To reduce fall-risk, obstacle training programs using physical obstacles have been developed, but come with space and human resource constraints. These barriers could be removed by using a virtual obstacle crossing training program, but only if the learned gait characteristics transfer to a real environment. We examined whether virtual environment obstacle crossing behavior is transferred to crossing real environment obstacles. Forty participants (n = 20 younger adults andn = 20 older adults) completed two sessions of virtual environment obstacle crossing, which was preceded and followed by one session of real environment obstacle crossing. Participants learned to cross the virtual obstacle more safely and that change in behavior was transferred to the real environment via increased foot clearance and alterations in foot placement before and after the real environment obstacle. Further, while both age groups showed transfer to the real environment task, they differed on the limb in which their transfer effects applied. This suggests it is plausible to use virtual reality training to enhance gait characteristics in the context of obstacle avoidance, potentially leading to a novel way to reduce fall-risk.
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Plummer, Laura, Lesley Smith, Elizabeth Cornforth, and Shweta Gore. "Teaching Psychomotor Skills in a Virtual Environment: An Educational Case Study." Education Sciences 11, no. 9 (September 14, 2021): 537. http://dx.doi.org/10.3390/educsci11090537.

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In March 2020, most physical therapy schools across the globe transitioned to online learning in response to the COVID-19 pandemic. This change posed unique challenges not only because it required adapting to new technology in a short period but, more importantly, it involved developing ways to teach hands-on psychomotor and clinical skills virtually while maintaining the quality of instruction. In response to the rapid transition, the physical therapy program at MGH Institute of Health Professions (IHP)designed and implemented a novel and effective coaching model to address the challenges. The model was developed based on experiential learning theory, constructivism, a coaching framework, and andragogical principles of feedback and reflection. Not only did the model meet its objectives of effectively teaching basic psychomotor skills in the virtual environment, but it may also have andragogical benefits that can be applied to traditional face-to-face methods. This case study describes the theoretical underpinning of the model, its development and implementation, the perceived effectiveness for learning psychomotor skills in a virtual environment, and the potential for broader relevance to future models of physical therapy education.
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Chesney, Thomas, Swee-Hoon Chuah, Angela R. Dobele, and Robert Hoffmann. "Information richness and trust in v-commerce: implications for services marketing." Journal of Services Marketing 31, no. 3 (May 8, 2017): 295–307. http://dx.doi.org/10.1108/jsm-02-2015-0099.

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Purpose The potential for e-commerce is limited by a trust deficit when traders do not interact in a physical, bricks-and-mortar context. The theory of information richness posits that equivocal interactions, such as ones requiring trust, can be facilitated through communication media that transmit multiple cues interactively. This study aims to examine the potential of information-rich virtual worlds to reduce this trust deficit compared with more traditional Web-based e-tailing environments. Design/methodology/approach Rather than focusing on stated intentions, the authors adopt an experimental approach to measure behaviour. Participants receive performance-related financial incentives to perform trust games in different information-rich treatments that represent three retail environments: a physical environment representing bricks-and-mortar trade, an electronic environment representing Web-based online retailing and a virtual environment representing virtual world retail. Findings The authors find that the two dimensions of trust significantly differ between the treatments. In particular, as hypothesised, both trustingness and trustworthiness are higher in the virtual than in the electronic environment. However, contrary to the hypotheses, physical trade is not associated with greater trust than virtual trade. Research limitations/implications The authors extend previous research by demonstrating how the information richness of the virtual world interface can promote e-commerce by deepening trust between trading partners. This research also complements existing work that approaches product and service interfaces through the lens of servicescapes. Practical implications The findings also contribute towards the development of services marketing practice and the design of e-commerce environments. Originality/value Much of the work in this space considers purchase intentions and attitudes around trust, whereas this study looks at actual trust behaviour in the virtual space.
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34

Iwai, Go. "A Virtual Geant4 Environment." Journal of Physics: Conference Series 664, no. 7 (December 23, 2015): 072023. http://dx.doi.org/10.1088/1742-6596/664/7/072023.

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Brendley, Keith W., Joseph Cohn, Jed Marti, and Paul DiZio. "Demonstration of a Motion Coupled Virtual Environment (Mocove) – a Device for Reducing Spatial Disorientation in Uncoupled Virtual and Motion Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 7 (September 2002): 766–70. http://dx.doi.org/10.1177/154193120204600704.

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The U.S. Navy intends to field Virtual Environments (VE) aboard ships and submarines for training crews at sea and in harbor. The shipboard environment combined with a VE presents a challenge for reducing the side effects, most notably motion sickness, postural instability and spatial disorientation. The discrepancy between actual motion and perceived motion in the VE has been shown to be among the greatest contributing factors to side effects. The two environments, virtual and real, combine to create a highly provocative “motion discordant environment.” This demonstration presents an approach for minimizing side effects. The approach creates a Motion Coupled Virtual Environment (MOCOVE) where physical motion is sensed and convolved with the VE scene. The resultant VE has been shown to reduce side effects in preliminary laboratory studies
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Yarberry, Shana, and Cynthia Sims. "The Impact of COVID-19-Prompted Virtual/Remote Work Environments on Employees’ Career Development: Social Learning Theory, Belongingness, and Self-Empowerment." Advances in Developing Human Resources 23, no. 3 (May 21, 2021): 237–52. http://dx.doi.org/10.1177/15234223211017850.

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The Problem The COVID-19 pandemic caused many workers to move from brick and mortar buildings to virtual/remote environments. This created situations in which workers were forced to not only work virtually, but to work alone. The lack of physical contact with others has the potential to stifle efforts to remain engaged and consequently impede career development and progress. The Solution Virtual mentoring is essential for providing emotional support, creating opportunities for dialogue, helping employees discover a balance between work and life, implementing a reward system, and enhancing an overall sense of well-being and belongingness for employees working in virtual/remote environments. Self-efficacy, a component of social learning theory, is a useful concept to study virtual/remote workers who often become self-empowered and rely on their own cognitive abilities to perform in a virtual/remote environment to ensure successful career outcomes. The Stakeholders HRD professionals, managers, supervisors, and others involved in ensuring that workers are engaged, supported, and continuously building skills while working virtually.
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Martins, Octávio P., and Alcínia Z. Sampaio. "Bridge Launching Construction Visualized in a Virtual Environment." International Journal of Virtual Reality 10, no. 2 (January 1, 2011): 49–56. http://dx.doi.org/10.20870/ijvr.2011.10.2.2811.

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Virtual Reality techniques were used to develop an interactive application concerning the incremental launching construction of bridges, in the area of Civil Engineering. It was developed in order to facilitate understanding of the various phases involved in the construction. The visualization of the distinct physical steps of the construction is shown in the virtual application. The model makes it possible to view the physical evolution of the work, to follow the planned construction sequence and to visualize details of the form of every component of the work. It also supports the study of the type and method of operation of the equipment necessary for this construction activity. The application of visual simulation was designed to allow direct access to any stage of the constructive process in which it is based and may be viewed from any point within the virtual scene, thus facilitating their understanding. The access to the application can be established through a web page placed on the Internet. The model brings new perspectives in the training activity as a support to expose innovative methods or complex sequence construction.
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Wang, Yong, Sankar Jayaram, Uma Jayaram, Kevin Lyons, and Peter Hart. "Physically Based Modeling in Virtual Assembly." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 185–99. http://dx.doi.org/10.20870/ijvr.2001.5.1.2679.

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Virtual assembly is a promising application of virtual reality in design and manufacturing that has drawn much attention from industry and research institutes. Physically based modeling has been an important research topic in computer graphics and virtual reality. In this paper, physically based modeling issues in virtual assembly are investigated. The specific requirements and characteristics of physically based modeling in virtual assembly versus those in traditional computer graphics are analyzed and studied. The mass properties of the assembly models are extracted from the Computer Aided Design (CAD) system while the design models are transferred from the CAD system to the virtual assembly environment. The assembly models are categorized using human strength survey data. The interaction between the parts, the environment objects, and the human are analyzed. In the fully immersed virtual environment, it is discovered that the gravity acceleration needs to be scaled down to achieve maximum realistic feeling. Finally, the benefits and limitations of physically based modeling in virtual environments are discussed.
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Kohonen-Aho, Laura, and Pauli Alin. "Introducing a Video-Based Strategy for Theorizing Social Presence Emergence in 3D Virtual Environments." Presence: Teleoperators and Virtual Environments 24, no. 2 (May 1, 2015): 113–31. http://dx.doi.org/10.1162/pres_a_00222.

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Researchers have recently suggested that although new technologies (e.g., 3D virtual environments) can enhance social presence in virtual teams, social presence is nontechnological in nature. Others have specified that social presence emerges in social interaction through copresence, psychological involvement, and behavioral engagement. However, current research methods do not fully capture the emergent nature of social presence in 3D virtual environments. We address this shortcoming by developing a novel research strategy for theorizing social presence emergence in 3D virtual environments. The novel research strategy is based on the assumption that understanding socially constructed phenomena (such as social presence) requires investigating human microbehaviors, that is, nonverbal interactions. To capture and theorize human microbehaviors in 3D virtual environments, the research strategy suggests video recording and analyzing interaction in the 3D virtual environment and in the physical environment. The research strategy expands the methodological scope of current social presence research and thus provides novel opportunities for creating a better understanding of how social presence emerges in virtual teams that operate in 3D virtual environments.
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Kao, Yung Chou, Hong Ying Chen, and Y. C. Chen. "Development of a Virtual Controller Integrating Virtual and Physical CNC." Materials Science Forum 505-507 (January 2006): 631–36. http://dx.doi.org/10.4028/www.scientific.net/msf.505-507.631.

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This paper describes the development of a virtual CNC controller. Controller is the major driver for a CNC machine. Similarly, virtual controller is the key driving component for a virtual CNC, which is a three-dimensional digitized physical CNC. A virtual CNC can exist in every PC serving as the complementary safer counterpart in lecturing and learning the hand on operation of expensive machinery such as five-axis milling machine, high speed CNC and mill-turn because the virtual CNC will not break. Virtual reality environment provided by EON studio software has been adopted in establishing the interactivity of a virtual CNC based on the geometry model constructed in off-the-shelf CAD software. Visual Basic was used in implementing the graphical user interface to operate the virtual CNC through the developed virtual controller. The virtual controller is in charge of (1) parsing user’s NC codes, (2) simulating the tool path of the parsed NC codes, and (3)driving the virtual CNC according to the tool path. The developed virtual CNC controller has been successfully applied in implementing virtual CNCs based on two physical three-axis CNC machines and has also been demonstrated in an international exposition successfully. The virtual controller can enable the virtual CNC in facilitating lecturing, tutoring, self-learning, and reducing the chances of accidental breakdown of precious CNC equipment.
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Li, Yunwang, Sumei Dai, Yong Shi, Lala Zhao, and Minghua Ding. "Navigation Simulation of a Mecanum Wheel Mobile Robot Based on an Improved A* Algorithm in Unity3D." Sensors 19, no. 13 (July 5, 2019): 2976. http://dx.doi.org/10.3390/s19132976.

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Computer simulation is an effective means for the research of robot navigation algorithms. In order to implement real-time, three-dimensional, and visual navigation algorithm simulation, a method of algorithm simulation based on secondary development of Unity3D is proposed. With this method, a virtual robot prototype can be created quickly with the imported 3D robot model, virtual joints, and virtual sensors, and then the navigation simulation can be carried out using the virtual prototype with the algorithm script in the virtual environment. Firstly, the scripts of the virtual revolute joint, virtual LiDAR sensors, and terrain environment are written. Secondly, the A* algorithm is improved for navigation in unknown 3D space. Thirdly, taking the Mecanum wheel mobile robot as an example, the 3D robot model is imported into Unity3D, and the virtual joint, sensor, and navigation algorithm scripts are added to the model. Then, the navigation is simulated in static and dynamic environments using a virtual prototype. Finally, the navigation tests of the physical robot are carried out in the physical environment, and the test trajectory is compared with the simulation trajectory. The simulation and test results validate the algorithm simulation method based on the redevelopment of Unity3d, showing that it is feasible, efficient, and flexible.
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Goggins, Sean, Matthew Schmidt, Jesus Guajardo, and Joi L. Moore. "3D Virtual Worlds." International Journal of Social and Organizational Dynamics in IT 1, no. 1 (January 2011): 30–48. http://dx.doi.org/10.4018/ijsodit.2011010103.

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Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a small group collaborating on a creative work task in a 3 dimensional virtual world. The authors show how these techniques enable evaluation of 3D environment design from the perspective of human computer interaction theory and theories related to distributed work. The paper discusses why designers should seek ways to leverage the advantages of 3D collaboration technologies and avoid recreating mirrors of physical space in these environments.
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Barends, Ard J., Reinout E. de Vries, and Mark van Vugt. "Gamified Personality Assessment." Zeitschrift für Psychologie 227, no. 3 (July 2019): 207–17. http://dx.doi.org/10.1027/2151-2604/a000379.

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Abstract. Unobtrusive behavioral cues of personality traits can be found in physical and virtual environments (e.g., office environments and social media profiles), but detecting and coding such cues are a painstaking effort, and therefore impractical for research purposes. Measuring people’s choices in a virtual, gamified environment may offer a suitable substitute. It is currently unknown whether Honesty-Humility can also be assessed in a virtual environment. In two studies, we demonstrate that Honesty-Humility can be inferred with at least modest validity from virtual behavior cues. In a third study, we tested the fakeability of the virtual cues. This study found that even under faking instructions the virtual cues were related to Honesty-Humility, however, the virtual cues were just as fakeable as self-reported Honesty-Humility. Our results imply that virtual cues can be incorporated in serious games to measure personality. Future research may investigate whether the identified virtual cues are able to predict important Honesty-Humility related outcomes.
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West, Ruth, Eitan Mendelowitz, Zach Thomas, Christopher Poovey, Luke Hillard, Kathryn Hays, and Nathaniel Helgesen. "Designing a VR Arena: Integrating Virtual Environments and Physical Spaces for Social Sensorial Data-Driven Experiences." Electronic Imaging 2020, no. 13 (January 26, 2020): 360–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.13.ervr-360.

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Data-driven use scenarios for virtual and augmented reality are increasingly social, multiplayer and integrated in real world environments, yet these remain limited player experiences in that each player wears a device that enables their immersion and removes them in some sense from the broader physical space and social interactions in which it is occurring. Our work explores one possibility for overcoming these limitations by integrating the virtual environment with the physical space it is occupying through the use of a VR Arena design. We explore the design and development of blended virtual– physical spaces for local multiplayer experiences in which players collaboratively interact with a virtual world created from digital data, and simultaneously perform that data as a soundscape for attendees in a physical space.
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45

Imran, Abid, Sang-Hwa Kim, Young-Bin Park, Il Hong Suh, and Byung-Ju Yi. "Singulation of Objects in Cluttered Environment Using Dynamic Estimation of Physical Properties." Applied Sciences 9, no. 17 (August 28, 2019): 3536. http://dx.doi.org/10.3390/app9173536.

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This paper presents a scattering-based technique for object singulation in a cluttered environment. An analytical model-based control scattering approach is necessary for controlled object singulation. Controlled scattering implies achieving the desired distances between objects after collision. However, current analytical approaches are limited due to insufficient information of the physical environment properties, such as the coefficient of restitution, coefficient of friction, and masses of objects. In this paper, this limitation is overcome by introducing a technique to learn these parameters from unlabeled videos. For the analytical model, an impulse-based approach is used. A virtual world simulator is designed based on a dynamic model and the estimated physical properties of all objects in the environment. Experiments are performed in a virtual world until the targeted scattering pattern is achieved. The targeted scattering pattern implies that all objects are singulated. Finally, the desired input from the virtual world is fed to the robot manipulator to perform real-world scattering.
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Chen, Chun Ta, Shin Yong Chen, Chien Hsiang Liao, and Shi Chang Zeng. "Visualization of Nanomanipulation Using an Interactive Virtual Environment." Applied Mechanics and Materials 284-287 (January 2013): 3468–72. http://dx.doi.org/10.4028/www.scientific.net/amm.284-287.3468.

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This work lies on the framework of an interactive virtual environment for nanomanipulation. The model for the simulation of a manipulated nanoparticle dynamics in the virtual environment is constructed from the computed molecular dynamics. According to the operation by single-tip scanning probe microscope(SPM) for the nanomanipulation, the molecular forces are calculated based on the Lennard-Jones force-field such that the motion of the manipulated nanoparticles can be rendered for real-time virtual reality applications. Moreover, by coupling the CAD softwares to virtual reality (VR) techniques, the interactive virtual environment is developed for intuitive nanomanipulation visualization. Using the simulated nanomanipulation environment in VR, the operator can characterize and control the behavior of nanoparticles under the assumed SPM through physical simulation and 3D visualization.
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47

Wojciechowski, A. "Camera navigation support in a virtual environment." Bulletin of the Polish Academy of Sciences: Technical Sciences 61, no. 4 (December 1, 2013): 871–84. http://dx.doi.org/10.2478/bpasts-2013-0094.

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Abstract Artificial camera navigation is the most ubiquitous and principal interaction task within a virtual environment. Efficient and intuitive virtual scene navigation affects other tasks completion performance. Though many scientists have elaborated invaluable navigation techniques design guidelines, it is still, especially for novice users, the really challenging and demanding process. The user interface input hardware imprecision, interface operation cognitive burden put on users and deficiency of direct mapping between user physical movement and virtual camera navigation evoke discrepancy between user desired and actual camera position and orientation. The provided paper concentrates on the new potential field based camera navigation support method. Originally designed and exploited potential fields support not only collisions solving, but goal profiled attraction and camera manoeuvring as well. It works both in static and dynamic environments. It can be easily boosted by the GPU approach and eventually can be easily adapted for advanced or novice interface users for a miscellaneous navigation task completion.
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48

Refsland, Scot Thrane, Takeo Ojika, and Robert Berry. "Enhanced Environments: Large-Scale, Real-Time Ecosystems." Presence: Teleoperators and Virtual Environments 11, no. 3 (June 2002): 221–46. http://dx.doi.org/10.1162/105474602317473196.

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This research proposes a new method for using real-time information to support large-scale, climatic virtual environments that exhibit natural eco-behavioral conditions. The purpose of this research is to support a real-time virtual ecosystem created by live weather information and GIS terrain data, and delivered through a common multimedia PC/Internet network. For this research experiment, we customized available GIS satellite, terrain, and photography data to construct a highly accurate, large-scale, virtual environment. Next, a Web-based climatic collection system was developed to persistently collect real-time weather information for the physical area being modeled. Finally, an enhanced environment module was created and added to a popular game engine to support a “living” virtual ecosystem with real-time climatic conditions. This type of enhanced environment lays the foundation for creating emergent, dynamic environments that integrate the behavioral patterns of climate, artificial life, user interactions, and their complex interrelationships within a dynamic virtual world. In the sections that follow, the issues and problems of constructing, supporting, and maintaining a new style of virtual environment are explored, discussed, and analyzed. Finally, a conclusion is presented, including future uses and potentials of this research.
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Ghionea, Ionuţ Gabriel, Goran Devedžić, and Saša Ćuković. "Parametric Modeling of Surfaces Using CATIA v5 Environment." Applied Mechanics and Materials 760 (May 2015): 93–98. http://dx.doi.org/10.4028/www.scientific.net/amm.760.93.

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The goal of the CAD parametric modeling is to create a 3D representation, flexible and complex enough to encourage the engineer to easily consider a variety of designs with the cost of applying changes as low as possible. Geometric modeling systems provide a virtual environment similar to the real one in which the physical model is constructed/designed and manipulated. Using such a system, the engineer models, adds, deforms and edits parts in the process of detailing a shape. The virtual model may look the same as the real physical model, but it’s intangible. However, the 3D virtual model is accompanied by its mathematical description, parameters, restraints and these eliminates the need of measurements for prototyping or mass production, can be modified at any modeling phase, can be tested in various ways etc., which is a major disadvantage of using a physical part. This paper presents some theoretical aspects regarding the design process of products including surfaces and a few case studies showing the many possibilities in creating complex surfaces using the CATIA v5 software.
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Varlamov, Andrey V., and Natalya V. Yakovleva. "Dynamics of Perception Distortions of Human Body Physical Dimensions in Virtual Reality." RUDN Journal of Psychology and Pedagogics 18, no. 1 (December 15, 2021): 254–70. http://dx.doi.org/10.22363/2313-1683-2021-18-1-254-270.

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Controlling characters in a virtual reality (VR) environment can lead to the interiorization of their body dimensions by the recipients. The possible preservation of these distortions in their psyche will indicate a high degree of psychological impact of a VR on a person and the potential danger of developing depersonalization of the recipients and their dependence on such stimulation. The study of the stability of these distortions is necessary in the context of ensuring the safety of the impact of VR environments on the human psyche. The main focus of the study is on the perception distortions of human body dimensions, as they are sensed by people immersed in a VR environment, and their dynamics depending on the number of immersions. The impact of the virtual reality environment was simulated using the Freedom Locomotion VR application. One virtual reality immersion session took 15 minutes. To obtain psychometric indicators of the subjects perception of their own body dimensions, the technique Measurements according to M. Feldenkrais was used. All the participants (N = 45, three experimental groups) underwent a mandatory preliminary measurement using this technique (several hours before exposure) and a final measurement (one day after the last exposure). At the same time, the results of preliminary measurements were taken as indicators of the subjects habitual perception of their own body dimensions and were considered in each data processing as a comparison group. Free movement in a VR environment leads to distortions in the subjects perception of their own body dimensions. In all the experimental groups, there was a tendency to exaggerate body dimensions immediately after immersions, which indicates the qualitative similarity of these distortions. The effect of repetitive immersion in a VR environment on the perception of body dimensions is that it increases awareness in perceiving body parts that are least active at the time of immersion. Controlling an anthropomorphic character in a VR leads to an increase in the subjective significance of the recipients own body perception and an increased concentration of attention on the parameters least involved in immersion. The results of the study show that an increased level of awareness in perceiving their own bodies is characteristic of the subjects who have experience of repetitive immersions in a VR environment in the guise of an anthropomorphic character. Controlling a bodily projection in a VR headset does not cause its long-term interiorization, but has a positive effect on the formation of personal corporeality.
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