Academic literature on the topic 'Real time virtual environment'

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Journal articles on the topic "Real time virtual environment"

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Magnenat-Thalmann, Nadia, and Arjan Egges. "Interactive Virtual Humans in Real-Time Virtual Environment." International Journal of Virtual Reality 5, no. 2 (January 1, 2006): 15–24. http://dx.doi.org/10.20870/ijvr.2006.5.2.2682.

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In this paper, we will present an overview of existing research in the vast area of IVH systems. We will also present our ongoing work on improving the expressive capabilities of IVHs. Because of the complexity of interaction, a high level of control is required over the face and body motions of the virtual humans. In order to achieve this, current approaches try to generate face and body motions from a high-level description. Although this indeed allows for a precise control over the movement of the virtual human, it is difficult to generate a natural-looking motion from such a high-level description. Another problem that arises when animating IVHs is that motions are not generated all the time. Therefore a flexible animation scheme is required that ensures a natural posture even when no animation is playing. We will present MIRAnim, our animation engine, which uses a combination of motion synthesis from motion capture and a statistical analysis of prerecorded motion clips. As opposed to existing approaches that create new motions with limited flexibility, our model adapts existing motions, by automatically adding dependent joint motions. This renders the animation more natural, but since our model does not impose any conditions on the input motion, it can be linked easily with existing gesture synthesis techniques for IVHs. Because we use a linear representation for joint orientations, blending and interpolation is done very efficiently, resulting in an animation engine especially suitable for real-time applications
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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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Strong, Gary W. "Real and virtual environments, real and virtual memory." Behavioral and Brain Sciences 20, no. 4 (December 1997): 756–57. http://dx.doi.org/10.1017/s0140525x97401619.

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What is encoded in working memory may be a content-addressable pointer, but a critical portion of the information that is addressed includes the motor information to achieve deictic reference in the environment. Additionally, the same strategy that is used to access environment information just in time for its use may also be used to access long-term memory via the pre-frontal cortex.
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Maheswari, R., S. Sheeba Rani Gnanamalar, V. Gomathy, and B. Sharmila. "Real Time Environment Simulation through Virtual Reality." International Journal of Engineering & Technology 7, no. 2.24 (April 25, 2018): 404. http://dx.doi.org/10.14419/ijet.v7i2.24.12121.

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The primary objective of the work is to develop a simulation which changes its environment based on the outside environment. This is done by getting the input from the sensors and sending it to the cloud platform and then getting the sensor data into the simulation and changing the environment of it.The aim of the work is to design an embedded device which could collect sensor values of environment defining variables like pressure, temperature, altitude and amount of light and use it accordingly to change the environment of the simulation. This was achieved by constructing embedded device which relies on sensors to transmit the reading of environment defining factors to a cloud services provided by Thinkspeak platform. These reading are archived and can be accessed by the android application to change its environment.
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Carnevali, Giuseppe, and Giorgio ButtazzQ. "A virtual laboratory environment for real-time experiments." IFAC Proceedings Volumes 36, no. 12 (July 2003): 31–36. http://dx.doi.org/10.1016/s1474-6670(17)32509-0.

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Zhang, Chengyun, and Bosun Xie. "Platform for virtual auditory environment real time rendering system." Journal of the Acoustical Society of America 131, no. 4 (April 2012): 3269. http://dx.doi.org/10.1121/1.4708217.

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Chen, J. X., N. d. V. Lobo, C. E. Hughes, and J. M. Moshell. "Real-time fluid simulation in a dynamic virtual environment." IEEE Computer Graphics and Applications 17, no. 3 (1997): 52–61. http://dx.doi.org/10.1109/38.586018.

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MIN, BYUNG-KWON, ZHENGDONG HUANG, ZBIGNIEW J. PASEK, DEREK YIP-HOI, FORBES HUSTED, and STEPHEN MARKER. "INTEGRATION OF REAL-TIME CONTROL SIMULATION TO A VIRTUAL MANUFACTURING ENVIRONMENT." Journal of Advanced Manufacturing Systems 01, no. 01 (June 2002): 67–87. http://dx.doi.org/10.1142/s0219686702000076.

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This paper presents a new integrated approach for simulation developed to improve the accuracy of virtual manufacturing environments. While machine tool simulation and virtual manufacturing for factory simulation have been frequently used in early stage plant development, each of these technique has been researched and implemented separately. This paper focuses on the utilization of real-time simulation of machine tools or active axes in manufacturing systems and integration of this simulation capability with virtual manufacturing environments. Machine-level simulation results are generated in real-time with a real machine tool controller and are fed to a virtual manufacturing environment. To integrate these two simulation techniques, system-level software is utilized as a communication platform. This system-level software was originally developed to control and configure whole manufacturing systems. The method has been successfully implemented within a testbed with full-scale machine tools. The results demonstrate that the proposed method advances the virtual manufacturing environments toward improved accuracy of factory level simulation, reduced effort for modeling and expanded functionality of machine-level simulations.
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Deng, Haoke, Qimeng Zhang, Hongyu Jin, and Chang-Hun Kim. "Real-Time Interaction for 3D Pixel Human in Virtual Environment." Applied Sciences 13, no. 2 (January 11, 2023): 966. http://dx.doi.org/10.3390/app13020966.

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Conducting realistic interactions while communicating efficiently in online conferences is highly desired but challenging. In this work, we propose a novel pixel-style virtual avatar for interacting with virtual objects in virtual conferences that can be generated in real-time. It consists of a 2D segmented head video stream for real-time facial expressions and a 3D point cloud body for realistic interactions, both of which are generated from RGB video input of a monocular webcam. We obtain a human-only video stream with a human matting method and generate the 3D avatar’s arms with a 3D pose estimation method, which improves the stereoscopic realism and sense of interaction of conference participants while interacting with virtual objects. Our approach fills the gap between 2D video conferences and 3D virtual avatars and combines the advantages of both. We evaluated our pixel-style avatar by conducting a user study; the result proved that the efficiency of our method is superior to other various existing avatar types.
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Mourant, Ronald R., and Lily Parsi. "Training in a Virtual Stereoscopic Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 26 (September 2002): 2206–9. http://dx.doi.org/10.1177/154193120204602622.

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This study investigated transfer-of-training for a pick-and-place task in monoscopic, stereoscopic, and real-world environments. Ten training trials were given to 30 subjects in the three environments (10 subjects each). The averages of task completion time in the stereoscopic and real-world environments were less than those in the monoscopic environment. In a post-training real-world trial, there were no differences due to the training environment (including another group of 10 subjects who received no training). Subjects, who had training in the stereoscopic or real-world environments, were more accurate in the placement of cans at near targets than those who received monoscopic or no training. Thus training in a virtual stereoscopic environment was beneficial in terms of task accuracy. The effectiveness of virtual environments may continue to improve as advances in computer hardware enable higher resolution presentations and reduce system lags.
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Dissertations / Theses on the topic "Real time virtual environment"

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Shah, Radhey. "SUPPORTING REAL-TIME PDA INTERACTION WITH VIRTUAL ENVIRONMENT." Master's thesis, University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3555.

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Personal Digital Assistants (PDAs) are becoming more and more powerful with advances in technology and are expanding their applications in a variety of fields. This work explores the use of PDAs in Virtual Environments (VE). The goal is to support highly interactive bi-directional user interactions in Virtual Environments in more natural and less cumbersome ways. A proxy-based approach is adopted to support a wide-range of handheld devices and have a multi-PDA interaction with the virtual world. The architecture consists of three components in the complete system, a PDA, a desktop that acts as a proxy and Virtual Environment Software Sandbox (VESS), software developed at the Institute for Simulation and Training (IST). The purpose of the architecture is to enable issuing text and voice commands from PDA to virtual entities in VESS through the proxy. The commands are a pre-defined set of simple words such as 'move forward', 'turn right', 'go', and 'stop'. These commands are matched at the proxy and sent to VESS as text in XML format. The response from VESS is received at the proxy and forwarded back to the PDA. Performance measures with respect to response time characteristics of text messages between PDA and proxy over Wi-Fi networks are conducted. The results are discussed with respect to the acceptable delays for human perception in order to have real-time interaction between a PDA and an avatar in virtual world.
M.S.
Other
Engineering and Computer Science
Modeling and Simulation
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Wu, Wenyan. "A reconfigurable virtual environment based on real time data." Thesis, University of Derby, 2003. http://hdl.handle.net/10545/324818.

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The objective of this research is to design a reconfigurable virtual environment, which can be reconfigured directly by the user or by using real time engineering data. The proposed reconfigurable virtual environment architecture is intended to improve flexibility and usability in a range of virtual environment applications. This research proposes a novel hybrid approach that relies on the concept of the integration and composition of the reconfiguration strategy with the process of designing virtual environment. It binds various reconfiguration rules with virtual objects in the virtual environment. Using this hybrid approach, an architecture of reconfigurable virtual environment has been established. The reconfigurable virtual environment provides a modular open system architecture with a set of extension interfaces, which have been implemented for communicating with different system components to realise data exchange in the reconfigurable virtual environment. A novel interface, which connects the virtual environment to the real environment, has been developed to facilitate communication and reconfiguration between them in real time. It can be used for virtual testing and visualisation of engineering applications, where users can interactively evaluate synthetic prototypes using YEs. An architecture, which can be used for design of a reconfigurable virtual environment has been developed. This architecture of the reconfigurable virtual environment integrates five system components, a virtual environment, data acquisition system, VE database and management system, mapping system between virtual and real environment, and the reconfigurable virtual environment application interface. An integrated development platform has been developed to realise communication between the virtual and the real environment. A reconfigurable virtual environment prototype has been implemented, which realises reconfiguring the virtual environment based on real time data, and allows hardware in the loop to be used.
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Corbett, Thomas Wingett. "XML-Driven Real-time Interactive Virtual Environment (XDRIVE) Engine." Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/79688.

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The XDRIVE engine is a runtime solution for the coordination and display of web-based multimedia presentations that feature three-dimensional content. This 3D content is rendered in real-time, which facilitates user-defined navigation and interaction with objects contained within the 3D virtual environment. These presentations can run independently, or they can be synchronized with audio and video files. As web browsers interpret HTML formatted files, XDRIVE presentations are authored in and interpreted from XML formatted files, which are loaded and interpreted by the engine to display the defined content. Just as web browsers can load and display external files as guided and linked by the HTML tags, XDRIVE presentations rely on links to external files that are imported and displayed as guided by the XML tags. Developed using Macromedia Director MX - a multimedia development software package - the XDRIVE engine itself is a Shockwave file that is embedded in a web page. Shockwave, a format whose browser plug-in is free to install and is loaded on a variety of systems, allows for the coordination of multiple media and data types, and features a powerful set of tools for the use of 3D content through the Shockwave3D format. XDRIVE is designed to open the functionality of web-based 3D to a wider audience - allowing for custom presentations to be authored without a prerequisite knowledge of complicated programming languages, and 3D scripting. The XDRIVE engine is a series of scripted systems that utilize and connect various components of Director, and provide additional capabilities above those that already exist.
Master of Science
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Wen, Zhigang. "Real time animated human agent in virtual environments." Thesis, University of Wolverhampton, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.413437.

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Ouyang, Xun. "Image synthesis of virtual environment construction for real time internet based e-learning." Thesis, University of Derby, 2010. http://hdl.handle.net/10545/232372.

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Shang, Huiping. "Real-time communication between virtual environments over the Internet." Thesis, University of Derby, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.269799.

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Malhotra, Priya. "Issues involved in Real-Time Rendering of Virtual Environments." Thesis, Virginia Tech, 2002. http://hdl.handle.net/10919/35382.

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This thesis explores the issues involved in modeling and rendering virtual environments with special emphasis on photo-realistic visualization and optimizing models for real-time applications. Architectural walk-through systems are expected to give convincingly realistic interactive visualizations of complex virtual environments (Brooks, 1986). This pursued high degree impression of reality enhanced by interactivity, leads the user into a state of immersion, or the suspension of disbelief. The use of these systems ranges from virtual prototyping of building designs, stage and set lighting design, and architectural design reviews where the demands for greater realism and higher frame rates are always increasing. Until recently, the major focus has been on quickly rendering a complex model, rather than on photo-realism. The primary goal was reducing the number of graphics primitives rendered per frame without noticeably degrading image quality. The aim of this research is to study some of the real-time rendering and illumination techniques, bringing out the limitations and advantages of each. In addition the study investigates the extent of inclusion of standard 3 Dimensional modeling packages in the methodology pipeline, providing architects and designers with some guidelines for photo-realistic visualization and real-time simulation of their models. This is demonstrated through an example model of Tadao Ando's Church on the Water. A 3D photo-realistic reconstruction and real-time simulation is attempted, using widely available standard tools. The aim is to develop a methodology for building a compelling, interactive and highly realistic virtual representation. The whole methodology is based not on proprietary commercial 3D game engines, but on international open standard programming languages and API's, while leaving the user to freely select and use his/her 3D character-modeling package of choice. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided.
Master of Science
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Prior, Anthony. "Real-time collaborative volumetric virtual sculpting with haptic force-feedback." University of Western Australia. School of Computer Science and Software Engineering, 2008. http://theses.library.uwa.edu.au/adt-WU2009.0002.

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[Truncated abstract] Virtual sculpting is an interactive 3D modeling process that allows users to create and modify solid objects in a virtual world, with applications in art, rapid proto- typing and design. This thesis investigates methods for a collaborative, voxel-based virtual sculpting with haptic force-feedback. The objective is to devise such a system that operates in real-time. I make three main contributions in the fields of voxel-based virtual sculpting, haptics and collaborative virtual environments. First, I have devised a method for virtual sculpting where a voxel-based sculpture is created using a tool to build up or erode material. In existing real-time systems, due to the complexity of the algorithms that determine which voxels have been touched by the tool in a given time-step, the size or shape of the sculpting tool is limited and can often only be applied at a fixed orientation. My solution allows the tool to take the shape of any arbitrary triangle-based polyhedron that can be applied at any orientation. To determine which voxels are intersected by the tool, the tool is voxelized (converted into its discrete voxel representation) at each time-step against the voxels of the sculpture, which are then modified according to the desired operation. To give the resulting voxel-based sculpture a realistic appearance, I use the well-known Marching Cubes algorithm to form a triangular- mesh isosurface where the voxels representing sculpture material meet free-space. '...' For this I have borrowed concepts from the existing Voxmap-PointShell (VPS) model where the tool is represented by an array of points that cover its surface, each of which is tested for collisions with the sculpture. Each colliding point will form a component force, and the overall collision force is the vector sum of these components. My model is unique in that the component forces are formed in a direction tangential to the isosurface nearest the voxel of collision and can operate while the voxels of the sculpture are changing. While the VPS model is designed for force-feedback on a 6- degrees-of-freedom haptic device (delivers translational and rotational forces to the user), my model is designed to suit commodity 3-degrees-of-freedom (translational forces only) devices which are much more common. Third, I have developed a collaborative virtual sculpting paradigm to allow several users to simultaneously work on the same sculpture from different locations. This allows collaborative design without the requirement of being co-present. I will discuss methods for relaying the rapidly changing voxel and isosurface data between workstations, such that the local environment on each is synchronized in a manner that is immediate and transparent to the users. In addition, collisions between the different users' tools are felt through force-feedback. I implemented a collaborative haptic virtual sculpting simulation using the above methods in order to validate the system. The simulation was used to test the capabilities and limits of each contribution, as well as the real-time capability of the overall system. Ultimately this thesis demonstrates that it is possible to combine these technologies to form a flexible and intuitive collaborative virtual sculpting experience that operates in real-time.
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Badra, Fady. "Real-time immersive articulation of the human body in the WITS virtual training environment." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1998. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape11/PQDD_0028/MQ50589.pdf.

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Pons, Lelardeux Catherine. "Real-time virtual collaborative environment designed for risk management training : communication and decision making." Thesis, Toulouse 3, 2017. http://www.theses.fr/2017TOU30146/document.

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Les facteurs humains figurent parmi les causes originelles de trop nombreux accidents, dans les transports, l'industrie ou encore dans les parcours de soins. Dans ces contextes sociotechniques complexes et dynamiques, le risque de survenue d'incidents est permanent. La formation des équipes interprofessionnelles à la gestion des risques dans un environnement reproduisant fidèlement le contexte professionnel est un enjeu majeur. La motivation de cette thèse est de proposer un environnement virtuel multi-joueurs destiné à la formation à la gestion des risques liés à des défauts de communication ou de prises de décision. Pour cela, une méthode de création de scénarios interactifs destinés à la formation à la gestion des risques a été présentée. Un système de communication, un système collaboratif de prise de décision et un modèle de description d'objectifs complexes composés d'actions, de communications et de décisions sont présentés. L'environnement multi-joueurs interactif s'appuie sur cet ensemble cohérent. Ces systèmes et modèles proposés octroient une relative liberté aux équipes pour gérer la situation professionnelle présentée au sein de l'environnement virtuel. Ils permettent aussi le contrôle de la situation pédagogique dans son ensemble. Une méthode à forte valeur d'innovation a aussi été proposée pour structurer le débriefing d'une formation à la gestion des risques. Cela permet notamment d'automatiser la production de débriefing personnalisé, individuel et collectif à l'issu des séances de formation
Many accidents in transport, industry or healthcare result from a causal chain of events where inadvertent human errors have not been corrected in time. In such socio-technical and dynamic systems where complexity and unpredictability widespread, training teams to risk management in real-life like situations is crucial. This thesis aims to provide a virtual multi-player environment designed for inter-professional team training to risk management. To that end, a method to design risk management interactive and controlled scenario has been described. A communication system, a group decision making system and a team tracing model have been created. They all together enable the virtual team to be free enough to manage the educational situations. These coherent and innovative environment allows us to control the team activity and automate the edition of a personalized, individual and corporate debriefing at the end of a team training session
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Books on the topic "Real time virtual environment"

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Wu, Wenyan. A reconfigurable virtual environment based on real time data. [Derby: University of Derby], 2003.

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Shang, Huiping. Real-time communication between virtual environments over the Internet. [Derby: University of Derby], 2003.

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"Real time/virtual". San Diego: Fiction International, 2013.

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Kligerman, Eugene. A programming environment for real-time systems. Toronto: University of Toronto, Dept. of Computer Science, 1987.

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Lisle, Curtis. Physical modeling for interaction in real-time simulation. Orlando, FL: Institute for Simulation and Training, University of Central Florida, 1996.

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Lehman, Karen Kay. Function allocation in a robust distributed real-time environment. Monterey, Calif: Naval Postgraduate School, 1991.

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Li, Zhenpei, and Lehao Yang. Pipeline Real-time Data Integration and Pipeline Network Virtual Reality System. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-62110-0.

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Luqi. Prototyping hard real-time Ada systems in a classroom environment. Monterey, Calif: Naval Postgraduate School, 1992.

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Karahan, Saltuk Bugra. Comparison of performance measures in the virtual environment and real world land navigation tasks. Monterey, Calif: Naval Postgraduate School, 2000.

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Vaglia, James A. Creating a real-time three dimensional display for the Janus combat modeler. Monterey, California: Naval Postgraduate School, 1994.

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Book chapters on the topic "Real time virtual environment"

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Köles, Máté, Károly Hercegfi, Balázs Péter Hámornik, Emma Lógó, Bálint Szabó, and Anita Komlódi. "Cooperation in Real-Time Using a Virtual Environment." In Human-Computer Interaction – INTERACT 2015, 461–64. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-22723-8_38.

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Lim, Hun-gyu, and Doowon Paik. "A Real-Time Color Quantization Scheme for Virtual Environments Navigation System." In Virtual Reality, 104–10. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_12.

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Provenzano, Luciana, Julie Delzons, Patricia Plénacoste, and Johann Vandromme. "Designing Viewpoint Awareness for 3D Collaborative Virtual Environment Focused on Real-Time Manipulation of Multiple Shared Objects." In Virtual Reality, 147–56. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_17.

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Wang, Dinghua, Fengju Kang, Huaxing Wu, and Wei Huang. "Study of Real-Time Wave Simulation in Virtual Battlefield Environment." In Communications in Computer and Information Science, 61–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34396-4_8.

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LaViola, Joseph J., Robert J. Barton, Gregory P. Newton, and Robert Cross. "A Real-Time distributed Multimedia virtual environment for Collaborative Engineering." In Computer Applications in Production and Engineering, 712–26. Boston, MA: Springer US, 1997. http://dx.doi.org/10.1007/978-0-387-35291-6_64.

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Mokhtar, Muhammad Nur Aiman Bin Doktah, Ismahafezi Ismail, Wan Mohd Amir Fazamin Wan Hamzah, Syadiah Nor Wan Shamsuddin, and Mohd Azhar M. Arsad. "Real-Time Dream House Decorator in the Virtual Reality Environment." In Lecture Notes in Networks and Systems, 525–37. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-08084-5_38.

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Wang, Changbo. "Real-Time Rendering of Daylight Sky Scene for Virtual Environment." In Entertainment Computing – ICEC 2007, 294–303. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-74873-1_36.

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Tang, Wen, Marc Cavazza, Dale Mountain, and Rae Earnshaw. "Real-Time Inverse Kinematics through Constrained Dynamics." In Modelling and Motion Capture Techniques for Virtual Environments, 159–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-49384-0_13.

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Ren, Shen, Fabio Babiloni, Nitish V. Thakor, and Anastasios Bezerianos. "Real-Time Workload Assessment Using EEG Signals in Virtual Reality Environment." In XIV Mediterranean Conference on Medical and Biological Engineering and Computing 2016, 1351–52. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-32703-7_259.

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Piedbœuf, Jean-Claude, József Kövecses, Brian Moore, and Régent L’Archevêque. "Symofros: A Virtual Environment for Modeling, Simulation and Real-Time Implementation of Multibody System Dynamics and Control." In Virtual Nonlinear Multibody Systems, 317–24. Dordrecht: Springer Netherlands, 2003. http://dx.doi.org/10.1007/978-94-010-0203-5_18.

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Conference papers on the topic "Real time virtual environment"

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Deng, Hongbin, Yihua Xu, and Li Wang. "A Real-Time Virtual Environment Rendering System." In 16th International Conference on Artificial Reality and Telexistence-Workshops (ICAT'06). IEEE, 2006. http://dx.doi.org/10.1109/icat.2006.26.

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Gui, Feng, and QiWei Lin. "Real-time algorithm in the virtual environment." In Optics and Optoelectronic Inspection and Control: Techniques, Applications, and Instruments, edited by FeiJun Song, Frank Chen, Michael Y. Y. Hung, and H. M. Shang. SPIE, 2000. http://dx.doi.org/10.1117/12.402608.

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Liu, Weibin, Liang Zhou, Xingqi Liu, Weiwei Xing, and Baozong Yuan. "Creating Real-Time Intelligent Interactive Virtual Environment." In 2010 International Conference on Intelligent Computation Technology and Automation (ICICTA). IEEE, 2010. http://dx.doi.org/10.1109/icicta.2010.289.

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Zheng, Yang, Bryan Martin, and Nathaniel Villaume. "VERSE - Virtual Equivalent Real Time Simulation Environment." In AIAA Modeling and Simulation Technologies Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2005. http://dx.doi.org/10.2514/6.2005-6021.

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Leon, Nathaniel, Scott Wohlstein, and Jim Webb. "VERISA (virtual environment for real-time safety awareness)." In ILSC® 2019: Proceedings of the International Laser Safety Conference. Laser Institute of America, 2019. http://dx.doi.org/10.2351/1.5118576.

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Farcas, Claudiu, and Wolfgang Pree. "Virtual execution environment for real-time TDL components." In 2007 IEEE Conference on Emerging Technologies & Factory Automation (EFTA 2007). IEEE, 2007. http://dx.doi.org/10.1109/efta.2007.4416758.

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Tiainen, Tarja, Tarja Katajamaki, Asko Ellman, and Taina Kaapu. "Occasional Users' Experiences of Visiting a Virtual Environment." In Proceedings. Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications. IEEE, 2006. http://dx.doi.org/10.1109/ds-rt.2006.26.

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Romain, Jerome, Christian Bouville, and Jerome Royan. "Real Time P2P Network Simulation for Very Large Virtual Environment." In Proceedings. Tenth IEEE International Symposium on Distributed Simulation and Real-Time Applications. IEEE, 2006. http://dx.doi.org/10.1109/ds-rt.2006.31.

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Charles, Subodha. "Real-time human movement mapping to a virtual environment." In 2016 IEEE Region 10 Symposium (TENSYMP ). IEEE, 2016. http://dx.doi.org/10.1109/tenconspring.2016.7519395.

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Gong, Wenjia, Yongchao Tao, Wencheng Xiang, and Xianghu Wu. "Research on Virtual Device Management in Real-time Environment." In 2017 International Seminar on Artificial Intelligence, Networking and Information Technology (ANIT 2017). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/anit-17.2018.16.

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Reports on the topic "Real time virtual environment"

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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Butyrina, Maria, and Valentina Ryvlina. MEDIATIZATION OF ART: VIRTUAL MUSEUM AS MASS MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11075.

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The research is devoted to the study of the phenomenon of mediatization of art on the example of virtual museums. Main objective of the study is to give communication characteristics of the mediatized socio-cultural institutions. The subject of the research is forms, directions and communication features of virtual museums. Methodology. In the process of study, the method of communication analysis, which allowed to identify and characterize the main factors of the museum’s functioning as a communication system, was used. Among them, special emphasis is put on receptive and metalinguistic functions. Results / findings and conclusions. The need to be competitive in the information space determines the gradual transformation of socio-cultural institutions into mass media, which is reflected in the content and forms of dialogue with recipients. When cultural institutions begin to function as media, they take on the features of media structures that create a communication environment localized by the functions of communicators and audience expectations. Museums function in such a way that along with the real art space they form a virtual space, which puts the recipients into the reality of the exhibitions based on the principle of immersion. Mediaization of art on the example of virtual museum institutions allows us to talk about: expanding of the perceptual capabilities of the audience; improvement of the exposition function of mediatized museums with the help of Internet technologies; interactivity of museum expositions; providing broad contextual background knowledge necessary for a deep understanding of the content of works of art; the possibility to have a delayed viewing of works of art; absence of thematic, time and space restrictions; possibility of communication between visitors; a huge target audience. Significance. The study of the mediatized forms of communication between museums and visitors as well as the directions of their transformation into media are certainly of interest to the scientific field of “Social Communications”.
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Lawton, James, Nathaniel Gemelli, Robert Wright, and Andrew Boes. Asynchronous Chess: A Real-Time, Adversarial Research Environment. Fort Belvoir, VA: Defense Technical Information Center, March 2006. http://dx.doi.org/10.21236/ada449287.

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DE Menezes Cordeiro, Mauricio. Distributed Hard Real-Time Scheduling for a Software Prototyping Environment. Fort Belvoir, VA: Defense Technical Information Center, March 1995. http://dx.doi.org/10.21236/ada297563.

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Luqi, M., P. Shing, and G. Hughes. Prototyping Hard Real-Time Ada Systems in a Classroom Environment. Fort Belvoir, VA: Defense Technical Information Center, December 1992. http://dx.doi.org/10.21236/ada261561.

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Trivedi, K. S., and F. Baccelli. A Single Server Queue in a Hard-Real-Time Environment. Fort Belvoir, VA: Defense Technical Information Center, May 1985. http://dx.doi.org/10.21236/ada160340.

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Nilsen, C., J. Jortner, J. Damico, J. Friesen, and J. Schwegel. Virtual real-time inspection of nuclear material via VRML and secure web pages. Office of Scientific and Technical Information (OSTI), April 1997. http://dx.doi.org/10.2172/642757.

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Prasad, Vishwanath, and Hui Zhang. Graphics Equipment for Real Time Animation and Virtual Design of Electronic Materials Processes. Fort Belvoir, VA: Defense Technical Information Center, May 1999. http://dx.doi.org/10.21236/ada387025.

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FEDERATED SOFTWARE GROUP INC ST LOUIS MO. Constraints and System Primitives in Achieving Multilevel Security in Real Time Distributed System Environment. Fort Belvoir, VA: Defense Technical Information Center, April 1994. http://dx.doi.org/10.21236/ada278407.

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Martinez, Michael. Open Data Distribution Service (DDS) for Use in a Real Time Simulation Laboratory Environment. Fort Belvoir, VA: Defense Technical Information Center, February 2012. http://dx.doi.org/10.21236/ada557628.

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