Journal articles on the topic 'Real time virtual environment'

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1

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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Moldovan, Constantin Catalin, and Ionel Staretu. "Real-Time Gesture Recognition for Controlling a Virtual Hand." Advanced Materials Research 463-464 (February 2012): 1147–50. http://dx.doi.org/10.4028/www.scientific.net/amr.463-464.1147.

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Object tracking in three dimensional environments is an area of research that has attracted a lot of attention lately, for its potential regarding the interaction between man and machine. Hand gesture detection and recognition, in real time, from video stream, plays a significant role in the human-computer interaction and, on the current digital image processing applications, this represent a difficult task. This paper aims to present a new method for human hand control in virtual environments, by eliminating the need of an external device currently used for hand motion capture and digitization. A first step in this direction would be the detection of human hand, followed by the detection of gestures and their use to control a virtual hand in a virtual environment.
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Kciuk, Sławomir, Paweł Kielan, Arkadiusz Mężyk, and Krzysztof Wilk. "Hybrid Simulation of Tracked Vehicle Suspension on Real-Time Environment." Solid State Phenomena 248 (March 2016): 161–68. http://dx.doi.org/10.4028/www.scientific.net/ssp.248.161.

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The work presents simulation method of dynamic properties used as assistance in the construction process of suspension systems for high-speed tracked vehicles. Special consideration has been given to the real-time coupling of virtual models with the dynamic response of actual elastic-damping elements of the vehicles. An original design method has been proposed. The method is characterized by the fact that each of the design stages are not performed sequentially, but are parallel to each other and that at each level, mutual coupling between the tasks of the design process occurs. The proposed simulation method using the dSpace system is based on the integration of virtual environment such as LMS Virtual Lab or MATLAB/Simulink with the actual object such as a damper, by means of dedicated input/output devices operating in real time. The method developed in the work allowed for an extension of the classic co-simulations, that is, simulations in two coupled virtual environments, to include an actual component or, rather – its dynamic – often non-linear – characteristic, its response to excitation. The method developed in the work allowed for an extension of the classic co-simulations, that is, simulations in two coupled virtual environments, to include an actual component or, rather – its dynamic – often non-linear – characteristic, its response to excitation.The developed test method and the computer programs have been verified by means of experimental measurements of the dynamic characteristics of the actual object during test-ground tests and in the laboratory. The obtained results of the simulations and experiments allow to confirm the validity of the assumed thesis, which has been included in the summary.
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Liu, Weibin, Liang Zhou, Weiwei Xing, Xingqi Liu, and Baozong Yuan. "Creating autonomous, perceptive and intelligent virtual humans in a real-time virtual environment." Tsinghua Science and Technology 16, no. 3 (June 2011): 233–40. http://dx.doi.org/10.1016/s1007-0214(11)70034-7.

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Ntasis, E., T. A. Maniatis, and K. S. Nikita. "Real-time collaborative environment for radiation treatment planning virtual simulation." IEEE Transactions on Biomedical Engineering 49, no. 12 (December 2002): 1444–51. http://dx.doi.org/10.1109/tbme.2002.805450.

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Zhang, ChengYun, and BoSun Xie. "Platform for dynamic virtual auditory environment real-time rendering system." Chinese Science Bulletin 58, no. 3 (January 2013): 316–27. http://dx.doi.org/10.1007/s11434-012-5523-2.

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Patil, T. B., Aakash Jain, Supriya C. Sawant, Debnath Bhattacharyya, and Hye-Jin Kim. "Virtual Interactive Hand Gestures Recognition System in Real Time Environment." International Journal of Database Theory and Application 9, no. 7 (July 31, 2016): 39–50. http://dx.doi.org/10.14257/ijdta.2016.9.7.05.

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Wenzel, Elizabeth M., and Scott H. Foster. "Real-time digital of virtual acoustic environments." ACM SIGGRAPH Computer Graphics 24, no. 2 (March 1990): 139–40. http://dx.doi.org/10.1145/91394.91431.

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Jayaram, Uma, and Roglenda Repp. "Integrated Real-Time Calibration of Electromagnetic Tracking of User Motions for Engineering Applications in Virtual Environments." Journal of Mechanical Design 124, no. 4 (November 26, 2002): 623–32. http://dx.doi.org/10.1115/1.1517562.

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A real-time integrated calibration system for virtual reality environments has been developed that enables accurate electromagnetic tracking of user motions. Electromagnetic tracking systems suffer degradation in accuracy due to the presence of metals and other electromagnetic distortions in the environment. Calibration of the virtual environment to account for these distortions is essential for VR applications in engineering where correlation between the virtual environment and the physical world is important. The major contribution of the paper is the presentation of a comprehensive methodology for calibrating the VR space, the numerical/mathematical techniques proposed for the calibration, and case studies for calibration accuracy and execution time to enable using these techniques in real time in an integrated setup.
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Gillies, Marco, and Bernhard Spanlang. "Comparing and Evaluating Real Time Character Engines for Virtual Environments." Presence: Teleoperators and Virtual Environments 19, no. 2 (April 1, 2010): 95–117. http://dx.doi.org/10.1162/pres.19.2.95.

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As animated characters increasingly become vital parts of virtual environments, then the engines that drive these characters increasingly become vital parts of virtual environment software. This paper gives an overview of the state of the art in character engines, and proposes a taxonomy of the features that are commonly found in them. This taxonomy can be used as a tool for comparison and evaluation of different engines. In order to demonstrate this we use it to compare three engines. The first is Cal3D, the most commonly used open source engine. We also introduce two engines created by the authors, Piavca and HALCA. The paper ends with a brief discussion of some other popular engines.
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Wang, Pan, and Ian Bishop. "Real-Time Data Visualisation in Collaborative Virtual Environment for Emergency Management." International Journal of Information Systems for Crisis Response and Management 5, no. 4 (October 2013): 13–44. http://dx.doi.org/10.4018/ijiscram.2013100102.

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A collaborative virtual environment (CVE) is a shared virtual environment used for collaboration of many participants that may be spread over large distances. CVEs have been widely used in emergency management, especially for education, training and assessment. This paper describes the design and implementation of a prototype system that facilitates emergency management via a CVE using real-time spatial information. In particular, a method for automatic integration, modeling and visual simulation using real-time data from multiple online sources is proposed. Moreover, strategies are presented for using CVE-based scenarios for carrying out training, and testing preparedness measures. A novel technique has also been developed for real-time situation monitoring. Based on a system development (SD) research approach, the performance and functionality of the system was tested and evaluated. The use of real-time data acquisition and simulation was deemed to improve the processes of emergency management by increasing engagement, enhancing training and supporting decision-making of first responders and emergency managers.
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WILSON, BRUCE H., RONALD R. MOURANT, MAN LI, and WEIDONG XU. "A virtual environment for training overhead crane operators: real-time implementation." IIE Transactions 30, no. 7 (July 1998): 589–95. http://dx.doi.org/10.1080/07408179808966504.

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Zhu, Yu, Shiying Li, Xi Luo, Kang Zhu, Qiang Fu, Xilin Chen, Huixing Gong, and Jingyi Yu. "A shared augmented virtual environment for real-time mixed reality applications." Computer Animation and Virtual Worlds 29, no. 5 (May 17, 2018): e1805. http://dx.doi.org/10.1002/cav.1805.

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Chen, Shi Hong, and Shang Guan Dayan. "Integration of Tree Models into a Real-Time Pollution Dispersion Simulation." Applied Mechanics and Materials 385-386 (August 2013): 378–81. http://dx.doi.org/10.4028/www.scientific.net/amm.385-386.378.

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For exploring the effect of particle dispersion and wind simulation in an urban surrounding. The tree was constructed with smaller numbers of polygons for saving the rendering time in real-time virtual environment simulation system. It was integrated into a real time pollution dispersion simulation system. Also a way was used for simulating the wind tree. The results show that this method is proper and efficient for simulating tree animation in real-time virtual environment simulation system.
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Mahal, B. S., D. E. R. Clark, and J. E. L. Simmons. "Geometric Modeling of Sheet Deformation within a Virtual Environment." International Journal of Virtual Reality 5, no. 1 (January 1, 2001): 104–21. http://dx.doi.org/10.20870/ijvr.2001.5.1.2672.

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In this paper we present a real-time, computationally inexpensive environment for on-screen, accurate simulations of thermoplastic sheet materials on a conventional Personal Computer. A pseudoimmersive virtual environment is constructed to handle the implementation of a real-time aesthetically accurate deformation algorithm called MaSSE: Mass-Spring Simulation Engine. The motion of the sheet is controlled by gravity and by using a mouse-pointing device to manipulate the sheet within the environment. An application for the environment is centered on, although not restricted to, mechanical engineering-based real-time simulations of heat-sensitive sheet materials.
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Ren, Bing Yu, and Tao Guan. "Research on Real-Time Interactive Simulation for Concrete Dam Construction Process Based on Vega." Applied Mechanics and Materials 256-259 (December 2012): 2849–53. http://dx.doi.org/10.4028/www.scientific.net/amm.256-259.2849.

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Combining the techniques of discrete event simulation and virtual-reality, research on real-time interactive simulation for concrete dam construction process is conducted, under the virtual-reality environment. The key technologies are discussed, including the modeling of DEM, optimization for real-time displaying of 3D scene, collision checking, real-time interaction and so on. A framework for the system of virtual-reality simulation for concrete dam construction operations based on Vega is presented. Virtual-reality supplies for construction simulation with a real-time interactive 3D simulation environment to inspect the validity of simulation model, which improves the simulation credibility and becomes a helpful tool for real-time decision making of construction operations. An example is performed to illustrate the feasibility of the system.
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Liu, Yang. "3D Garment Real-Time Simulation in Character Animation." Advanced Materials Research 108-111 (May 2010): 753–58. http://dx.doi.org/10.4028/www.scientific.net/amr.108-111.753.

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In this paper, a framework of 3D Real-time Garment Simulation System for character animation is presented .For the problem of computational efficiency and stability for cloth physical modeling, we proposed a cloth mass-spring model based on constraint. Take geometry sphere and cylinder as example to explaining the whole strategy which used to dealing with cloth deformable bodies colliding with environment object. We described the procedure of physically based simulation, and illustrated the result and analysis of the experiment. By using the technique of parameterized human body modelling, virtual try-on was realized with the different shape of virtual character. Finally, integrating the techniques of character animation, physically based cloth simulation and non-precise deformable object collision handling, we create the real-time simulation animation of virtual character.
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McCandless, Jeffrey W., Stephen R. Ellis, and Bernard D. Adelstein. "Localization of a Time-Delayed, Monocular Virtual Object Superimposed on a Real Environment." Presence: Teleoperators and Virtual Environments 9, no. 1 (February 2000): 15–24. http://dx.doi.org/10.1162/105474600566583.

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Observers adjusted a pointer to match the depicted distance of a monocular virtual object viewed in a see-through, had-mounted display. Distance information was available through motion parallax produced as the observers rocked side to side. The apparent stability of the virtual object was impaired by a time delay between the observers' head motions and the corresponding change in the object position on the display. Localizations were made for four time delays (31 ms, 64 ms, 131 ms, and 197 ms) and three depicted distances (75 cm, 95 cm, and 113 cm). The errors in localizations increased systematically with time delay and depicted distance. A model of the results shows that the judgment error and lateral projected position of the virtual object are each linearly related to time delay.
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Nie, Yong Dan, Yan Zhang, and Xian Mei Liu. "Study on Level-of-Detail for Behavior of Real-Time Virtual Environments." Advanced Materials Research 926-930 (May 2014): 2118–21. http://dx.doi.org/10.4028/www.scientific.net/amr.926-930.2118.

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This article based on the level of details (LOD) technology of current geometry layer research, introduced the thinking of technology into the behavior layer of virtual environment characters rendering, as the basis from the important level of the characters and the characters of their location, used different levels of details on the rendering of characters, made a balance between characters rendering time and characters facility and reduced the rendering time of large-scale virtual scene, made an increase the number of virtual scene characters with new methods.
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Supan, Peter, Ines Stuppacher, and Michael Haller. "Image Based Shadowing in Real-Time Augmented Reality." International Journal of Virtual Reality 5, no. 3 (January 1, 2006): 1–7. http://dx.doi.org/10.20870/ijvr.2006.5.3.2692.

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This work presents an approach to render appropriate shadows with Image Based Lighting in Augmented Reality applications. To approximate the result of environment lighting and shadowing, the system uses a dome of shadow casting light sources. The color of each shadow is determined by the area of the environment behind the casting light source. As a result it is possible that changes in the lighting conditions immidiately affect the shadow casting of virtual objects on real objects
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WAN, HUAGEN, SHUMING GAO, QUNSHENG PENG, and YIYU CAI. "OPTIMIZATION TECHNIQUES FOR ASSEMBLY PLANNING OF COMPLEX MODELS IN LARGE-SCALE VIRTUAL ENVIRONMENTS." International Journal of Image and Graphics 03, no. 02 (April 2003): 379–98. http://dx.doi.org/10.1142/s0219467803001068.

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Evaluation and planning of assembly processes in virtual environments, especially large-scale virtual environments, have attracted much attention in the engineering community. However, the planning of complex assemblies in virtual environments is still hindered by limitations like insufficient frame rates, unnatural user interaction, as well as deficiencies in the processing of assembly constraints. This paper discusses some optimization techniques for the assembly planning of complex assemblies in a large-scale virtual environment such as CAVE. Specifically, the real-time display of complex assemblies, the natural and intuitive assembly operations, and a real-time collision detection algorithm for the assembly applications are presented.
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Zhao, Caijun, Kai Way Li, and Lu Peng. "Movement Time for Pointing Tasks in Real and Augmented Reality Environments." Applied Sciences 13, no. 2 (January 5, 2023): 788. http://dx.doi.org/10.3390/app13020788.

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Human–virtual target interactions are becoming more and more common due to the emergence and application of augmented reality (AR) devices. They are different from interacting with real objects. Quantification of movement time (MT) for human–virtual target interactions is essential for AR-based interface/environment design. This study aims to investigate the motion time when people interact with virtual targets and to compare the differences in motion time between real and AR environments. An experiment was conducted to measure the MT of pointing tasks on the basis of both a physical and a virtual calculator panel. A total of 30 healthy adults, 15 male and 15 female, joined. Each participant performed pointing tasks on both physical and virtual panels with an inclined angle of the panel, hand movement direction, target key, and handedness conditions. The participants wore an AR head piece (Microsoft Hololens 2) when they pointed on the virtual panel. When pointing on the physical panel, the participants pointed on a panel drawn on board. The results showed that the type of panel, inclined angle, gender, and handedness had significant (p < 0.0001) effects on the MT. A new finding of this study was that the MT of the pointing task on the virtual panel was significantly (p < 0.0001) higher than that of the physical one. Users using a Hololens 2 AR device had inferior performance in pointing tasks than on a physical panel. A revised Fitts’s model was proposed to incorporate both the physical–virtual component and inclined angle of the panel in estimating the MT. This model is novel. The index of difficulty and throughput of the pointing tasks between using the physical and virtual panels were compared and discussed. The information in this paper is beneficial to AR designers in promoting the usability of their designs so as to improve the user experience of their products.
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Jurado, David, Juan M. Jurado, Lidia Ortega, and Francisco R. Feito. "GEUINF: Real-Time Visualization of Indoor Facilities Using Mixed Reality." Sensors 21, no. 4 (February 5, 2021): 1123. http://dx.doi.org/10.3390/s21041123.

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Mixed reality (MR) enables a novel way to visualize virtual objects on real scenarios considering physical constraints. This technology arises with other significant advances in the field of sensors fusion for human-centric 3D capturing. Recent advances for scanning the user environment, real-time visualization and 3D vision using ubiquitous systems like smartphones allow us to capture 3D data from the real world. In this paper, a disruptive application for assessing the status of indoor infrastructures is proposed. The installation and maintenance of hidden facilities such as water pipes, electrical lines and air conditioning tubes, which are usually occluded behind the wall, supposes tedious and inefficient tasks. Most of these infrastructures are digitized but they cannot be visualized onsite. In this research, we focused on the development of a new application (GEUINF) to be launched on smartphones that are capable of capturing 3D data of the real world by depth sensing. This information is relevant to determine the user position and orientation. Although previous approaches used fixed markers for this purpose, our application enables the estimation of both parameters with a centimeter accuracy without them. This novelty is possible since our method is based on a matching process between reconstructed walls of the real world and 3D planes of the replicated world in a virtual environment. Our markerless approach is based on scanning planar surfaces of the user environment and then, these are geometrically aligned with their corresponding virtual 3D entities. In a preprocessing phase, the 2D CAD geometry available from an architectural project is used to generate 3D models of an indoor building structure. In real time, these virtual elements are tracked with the real ones modeled by using ARCore library. Once the alignment between virtual and real worlds is done, the application enables the visualization, navigation and interaction with the virtual facility networks in real-time. Thus, our method may be used by private companies and public institutions responsible of the indoor facilities management and also may be integrated with other applications focused on indoor navigation.
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Liu, Anyi, Jim X. Chen, and Harry Wechsler. "Real-Time Timing Channel Detection in a Software-Defined Networking Virtual Environment." Intelligent Information Management 07, no. 06 (2015): 283–302. http://dx.doi.org/10.4236/iim.2015.76023.

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Reffat, Rabee. "An Intelligent Computational Real-time Virtual Environment Model for Efficient Crowd Management." International Journal of Transportation Science and Technology 1, no. 4 (December 2012): 365–78. http://dx.doi.org/10.1260/2046-0430.1.4.365.

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Su, Yang, Zhi-Jie Xu, and Xiang-Qian Jiang. "Real-time virtual environment signal extraction and denoising using programmable graphics hardware." International Journal of Automation and Computing 6, no. 4 (October 21, 2009): 326–34. http://dx.doi.org/10.1007/s11633-009-0326-x.

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Yang, Jingzhou, R. Timothy Marler, Steven Beck, Karim Abdel-Malek, and Joo Kim. "Real-Time Optimal Reach-Posture Prediction in a New Interactive Virtual Environment." Journal of Computer Science and Technology 21, no. 2 (March 2006): 189–98. http://dx.doi.org/10.1007/s11390-006-0189-3.

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Bin, Qi, Sun Xiao Ming, Pei Eujin, and Liu Bing Jian. "Virtual Clay Prototyping System – A Framework for Real-Time Modeling." International Journal of Online Engineering (iJOE) 11, no. 5 (September 24, 2015): 24. http://dx.doi.org/10.3991/ijoe.v11i5.4798.

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In order to provide users a real-time force-feedback immersive virtual modelling environment, powerful computing capabilities are often needed. As this potentially results in a calculation bottleneck, virtual modelling scenes are often delayed and resulting in a poor user experience. In this paper, the authors present a novel approach to improve the calculation speed for the volume pixel (voxel) amount of force feedback generated based on the amount of pressure exerted on the ‘virtual material’ per unit time. Results from the experiments reveal that this approach required less computing power, thereby offering a better user experience. This has been confirmed through a series of trials that investigated the amount of time students spent during sketching, physical modelling and virtual prototyping. Results found that the remapped virtual prototyping method was more effective than physical model in productivity in terms of time, and efficiency in terms of data conversion.
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NGUYEN, VAN-HANH, FREDERIC MERIENNE, and JEAN-LUC MARTINEZ. "TRAINING BASED ON REAL-TIME MOTION EVALUATION FOR FUNCTIONAL REHABILITATION IN VIRTUAL ENVIRONMENT." International Journal of Image and Graphics 10, no. 02 (April 2010): 235–50. http://dx.doi.org/10.1142/s0219467810003755.

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One of the most effective applications of virtual reality (VR) in physical rehabilitation is training, where patients are trained for sequence decision-making in special situations presented in virtual environment. In this application, the evaluation of the movement of the subject performing a physical task is crucial. A good evaluation of the motion is necessary to follow the progression of the patient during his training session. Therefore, it helps therapist to better supervise therapeutic planning. Actually, the performance of the patient's training is determined by subjective observation of the therapist. Our approach is to propose a system that allows the patient to perform his training and to evaluate the progress of training in an autonomous way. This system consists of a motion analysis technique for a rehabilitation application where the patient is represented by his own avatar in virtual environment. The task performance required from the patient is his capability to reproduce in real time a movement. The real-time motion evaluation technique is based on the time series data matching method called Longest Common Sub-Sequence (hereafter LCSS). It is used to calculate distance between the reference motion of virtual avatar and the captured motion data of the patients and thus is used to determine how well the patients are doing during the training. The complexity of the technique proposed is in the order of O (δ) in which δ is a constant matching window size. Our prototype application is based on Tai-chi movements which have shown many health benefits and are increasingly used for therapeutic purposes.
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Kyrychko, Y. N., S. J. Hogan, A. Gonzalez-Buelga, and D. J. Wagg. "Modelling real-time dynamic substructuring using partial delay differential equations." Proceedings of the Royal Society A: Mathematical, Physical and Engineering Sciences 463, no. 2082 (March 20, 2007): 1509–23. http://dx.doi.org/10.1098/rspa.2007.1836.

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Real-time dynamic substructuring is a new component testing method for simulating the dynamics of complex engineering systems. The physical component is tested within a computer-generated ‘virtual’ environment using real-time control techniques. Delays in communication which occur between the component and the virtual environment can potentially destabilize the simulation. In this paper, the mechanism for this instability is examined using a beam-oscillator system as a case study. We will show how the stability and the amplitude response of the system change with the time delay. Numerical simulations of the reduced system as well as a full-delayed beam equation are performed. A series of experimental tests is carried out on a beam-oscillator system. Comparison of the theoretical, numerical and experimental results is presented and these agree remarkably well.
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Widodo, Ari, Resik Ajeng Maria, and Any Fitriani. "Constructivist Learning Environment During Virtual and Real Laboratory Activities." Biosaintifika: Journal of Biology & Biology Education 9, no. 1 (March 12, 2017): 11. http://dx.doi.org/10.15294/biosaintifika.v9i1.7959.

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<p>Laboratory activities and constructivism are two notions that have been playing significant roles in science education. Despite common beliefs about the importance of laboratory activities, reviews reported inconsistent results about the effectiveness of laboratory activities. Since laboratory activities can be expensive and take more time, there is an effort to introduce virtual laboratory activities. This study aims at exploring the learning environment created by a virtual laboratory and a real laboratory. A quasi experimental study was conducted at two grade ten classes at a state high school in Bandung, Indonesia. Data were collected using a questionnaire called Constructivist Learning Environment Survey (CLES) before and after the laboratory activities. The results show that both types of laboratories can create constructivist learning environments. Each type of laboratory activity, however, may be stronger in improving certain aspects compared to the other. While a virtual laboratory is stronger in improving critical voice and personal relevance, real laboratory activities promote aspects of personal relevance, uncertainty and student negotiation. This study suggests that instead of setting one type of laboratory against the other, lessons and follow up studies should focus on how to combine both types of laboratories to support better learning.</p>
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Mohammadi, Manouchehr, Roope Eskola, and Aki Mikkola. "Constructing a Virtual Environment for Multibody Simulation Software Using Photogrammetry." Applied Sciences 10, no. 12 (June 12, 2020): 4079. http://dx.doi.org/10.3390/app10124079.

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Real-time simulation models based on multibody system dynamics can replicate reality with high accuracy. As real-time models typically describe machines that interact with a complicated environment, it is important to have an accurate environment model in which the simulation model operates. Photogrammetry provides a set of tools that can be used to create a three-dimensional environment from planar images. A created environment and a multibody-based simulation model can be combined in a Unity environment. This paper introduces a procedure to generate an accurate spatial working environment based on an existing real environment. As a numerical example, a detailed environment model is created from a University campus area.
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Wollherr, Dirk, and Martin Buss. "Cost-oriented virtual reality and real-time control system architecture." Robotica 21, no. 3 (May 13, 2003): 289–94. http://dx.doi.org/10.1017/s0263574702004794.

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In this paper the use of inexpensive standard hardware and software is proposed in place of high-cost commercial solutions to set up real-time control experiments with a human in the control loop, including graphical and haptic virtual reality (VR). For this purpose a generic simulation environment for the implementation of control experiments using VR with haptic feedback and their evaluation, has been developed. As an example, setups of a car simulator with a human in the control loop and an inverted pendulum as an experiment for student laboratories are presented.
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Wan, Xiao Jing, Wen Lei Sun, and Quan Wei Cui. "Research on Visualization System of Virtual Workshop Based on Virtual Reality Technology." Key Engineering Materials 522 (August 2012): 745–48. http://dx.doi.org/10.4028/www.scientific.net/kem.522.745.

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Virtual reality technology could take advantage of computers to generate a more realistic simulation environment, this article achieved that the secondary development of a virtual workshop visualization system from the point of virtual reality technology. Practice has proved that the system not only supports the real-time interaction, automatic roaming, roaming manually, real-time information inquiry, but also supports the virtual external hardware devices such as data gloves and position tracking equipment, etc.
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Li, Jin Fang, Shun Mu Fang, Han Wu He, and Jun Wei Wen. "Realization of the Car Tire Puncture in Virtual Environment." Applied Mechanics and Materials 475-476 (December 2013): 1433–38. http://dx.doi.org/10.4028/www.scientific.net/amm.475-476.1433.

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Traffic accidents,which are caused by faulty tires, have caused great losses to people's life and property.At present, generally,researching prevention measures of tires puncture are through real car tires tests around domestic and international. I made a research about automobile tires puncture performance in a virtual driving environment ,to build a virtual car tires puncture research system in combination with the VC platform and EON simulation software, and used the Logitech G25 controller to manipulate virtual cars, then real-time human-computer interaction was achieved.
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Lok, Benjamin, Samir Naik, Mary Whitton, and Frederick P. Brooks. "Effects of Handling Real Objects and Self-Avatar Fidelity on Cognitive Task Performance and Sense of Presence in Virtual Environments." Presence: Teleoperators and Virtual Environments 12, no. 6 (December 2003): 615–28. http://dx.doi.org/10.1162/105474603322955914.

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Immersive virtual environments (VEs) provide participants with computer-generated environments filled with virtual objects to assist in learning, training, and practicing dangerous and/or expensive tasks. But does having every object being virtual inhibit the interactivity and level of immersion? If participants spend most of their time and cognitive load on learning and adapting to interacting with virtual objects, does this reduce the effectiveness of the VE? We conducted a study that investigated how handling real objects and self-avatar visual fidelity affects performance and sense of presence on a spatial cognitive manual task. We compared participants' performance of a block arrangement task in both a real-space environment and several virtual and hybrid environments. The results showed that manipulating real objects in a VE brings task performance closer to that of real space, compared to manipulating virtual objects. There was no signifi-cant difference in reported sense of presence, regardless of the self-avatar's visual fidelity or the presence of real objects.
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Lin, Gong, and Da Wei Jiang. "Visual Simulation of Shells Exploding in Virtual Environment." Advanced Materials Research 756-759 (September 2013): 1809–13. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.1809.

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The mathematical model of smoke diffusion and dissipation when shells exploding is studied, and the dynamic model based on particle system controlled by the mathematical model and texture mapping techniques is established. The visual simulation of the method is efficient and real-time.
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Lv, Hong Yan, and Fang Liu. "Real-Times Snowfall Simulation Based on Particle System and Pulverization." Applied Mechanics and Materials 373-375 (August 2013): 1168–71. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.1168.

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Snowfall process is analyzed from the perspective of computer simulation in this paper, the dynamic properties and the static properties of snow particles are abstracted based on particle system theory. The snow particles movement is simulated with wind and no wind. To solve the problems of the blur of snowing environment and firn phenomena, the paper puts forward a method of applying pulverization to snowing virtual environment. The tests show that the simulation methods of snowfall and pulverization are effective and real, which are suit for real-time virtual environment.
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Yap, Hwa Jen, Chee Hau Tan, Sin Ye Phoon, Kan Ern Liew, and Sivadas Chandra Sekaran. "Process planning and scheduling for loop layout robotic workcell using virtual reality technology." Advances in Mechanical Engineering 11, no. 9 (September 2019): 168781401987832. http://dx.doi.org/10.1177/1687814019878326.

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The adoption of virtual reality in manufacturing system simulation had proved its effectiveness in bridging up to the gap between different areas of expertise, especially in product design and manufacturing. Virtual reality had enclosed human–machine interface by enabling the user to be immersed into the virtual environment and experience real-time interaction with the virtual objects. In this article, an implementation of virtual reality in cellular manufacturing system simulation is presented. By utilizing the features of visualization and real-time interaction of virtual reality technology, the manufacturing process of a product had been visualized while the real-time control on the product traveling path based on the user’s input was performed and the corresponding activities that related to the change of traveling path had been predicted in the virtual environment. Through the study, simulation of the manufacturing system in virtual reality showed its potential as a powerful decision support system in process planning and scheduling. Various process planning and schedules can be planned through the virtual environment, while the product traveling distance can be obtained from the developed system.
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Liu, Fang, Wei Tong, Zhi Jun Qian, and Yu Hong Dong. "The Application of Real-Time Monitor System Based on 3D Visualization Technology." Applied Mechanics and Materials 373-375 (August 2013): 888–91. http://dx.doi.org/10.4028/www.scientific.net/amm.373-375.888.

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This paper introduced the laboratory model of Real-time monitor system based on the 3D Visualization for calefaction furnace, depicted the process of the model.In this paper we created a virtual environment and transport the real-time data which we collected from the locale to the virtual scene,to realize the real time monitor on the real environment.Through simulating in the lab,the effect of this system was realistic at the same time it arrived at the goal of better monitoring with better real-time.
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Balashov, Vasily V., Valery A. Kostenko, and Tatiana I. Ermakova. "Design of Onboard Real-Time Networks Based on SDN Technology." Modeling and Analysis of Information Systems 26, no. 1 (March 15, 2019): 23–38. http://dx.doi.org/10.18255/1818-1015-2019-1-23-38.

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Modern onboard equipment complexes (OEC) utilize AFDX and FC-AE-ASM-RT switched networks implementing a virtual link-based approach to real-time data transfer. The main drawback of these networks is their limited or absent support for dynamic reconfiguration of virtual links, which makes impossible the dynamical recomposition of OEC operation modes, particularly in case of multiple equipment failures. To remove these drawbacks, in this paper an approach is proposed to use software-defined networks (SDN) as onboard real-time networks. The proposed approach is based on implementation of a virtual link-based technology (similar to those used in AFDX and FC-AE-ASMRT) in an SDN supporting OpenFlow 1.3 protocol. The approach was implemented as a functional prototype and experimentally evaluated in a virtual network environment based on Ofsoftswitch13 software SDN switches and RUNOS controller. The experiments indicated that the proposed data exchange scheme allows the transfer of messages within the given limits on delay and jitter, and does not allow violation of constraints on a virtual link bandwidth. The experiments also confirmed that dynamic reconfiguration of virtual links in SDN does not interrupt the data transfer through unchanged virtual links. An important direction for future work is development of algorithms for dynamic creation of virtual link routes in course of OEC reconfiguration. The final goal of the work is to create an SDN-based network technology supporting both real-time data transfer and automatic network reconfiguration in case of OEC mode change, including parrying multiple failures.
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