Academic literature on the topic 'Virtual battle space 3'

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Journal articles on the topic "Virtual battle space 3"

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Mendel, Marian, Wojciech Pałka, and Szymon Kupaj. "ARTILERY BATTLE SPACE SIMULATOR – TRAINER “ANTRACYT PLUS”." PROBLEMY TECHNIKI UZBROJENIA 147, no. 3/2018 (January 4, 2019): 19–36. http://dx.doi.org/10.5604/01.3001.0012.8309.

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The paper presents a combat field artillery simulator-trainer ANTRACYT PLUS developed in the Military Institute of Armament Technology. The principle of operation is based on deployment of real equipment to be used by the trainees whereas the effects of their actions are reflected in a virtual space. The simulator is driven by VBS (Virtual Battle Space) which provides a faithful simulation of terrain and troops operations at various combat scenarios. It is used by many NATO armies in designs of different simulators and trainers. A wide spectrum of animations for terrain, weather, field conditions, types of ordnance, personnel, reaction of objects against different actions, etc., provides a dynamic and realistic battle field. A simulator presented in the paper is designated for training and practising parts and complete artillery subunits on fire control, mission planning, and interoperability with the supported troops and assigned reconnaissance means (UAV, radar station, plane, helicopter and other).
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Kieżel, Małgorzata, and Joanna Wiechoczek. "Customer engagement behavior in virtual space." Studia i Prace WNEiZ 43 (2016): 153–64. http://dx.doi.org/10.18276/sip.2016.43/3-14.

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ZEMAN, Ivanna. "Virtual space of museum pedagogy in basic school." Humanities science current issues 3, no. 35 (2021): 207–12. http://dx.doi.org/10.24919/2308-4863/35-3-30.

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El Zein, Hatem, and Ali Abusalem. "Social Media and War on Gaza: A Battle on Virtual Space to Galvanise Support and Falsify Israel Story." ATHENS JOURNAL OF MASS MEDIA AND COMMUNICATIONS 1, no. 2 (March 31, 2015): 109–20. http://dx.doi.org/10.30958/ajmmc.1-2-2.

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Nassiri, Nasser, Norman Powell, and David Moore. "Human interactions and personal space in collaborative virtual environments." Virtual Reality 14, no. 4 (September 7, 2010): 229–40. http://dx.doi.org/10.1007/s10055-010-0169-3.

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Deitz, Dan. "Modeling a Virtual." Mechanical Engineering 120, no. 05 (May 1, 1998): 66–68. http://dx.doi.org/10.1115/1.1998-may-3.

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Engineers are using simulation-based design to test the digital prototype of a floating military base that will be the largest structure ever to voyage on the high seas. Consisting of five separate modules joined by a series of hinged connectors, the proposed mobile offshore base (MOB) is planned to provide a mobile, sea-based alternative to fixed land bases outside the United States. The Navy's proposed mobile offshore base includes a 1-mile-long runway, 85 acres of interior space, and facilities for transferring containers and vehicles from cargo ships docked alongside. The self-propelled structure would serve as a semi-stationary base for military operations and humanitarian efforts. Feasibility studies are being performed at McDermott Technology Inc. in Lynchburg, Virginia, a supplier and operator of semisubmersible vessels for the offshore oil industry. Simulations, visualizations, and analyses for these studies are being conducted at the Simulation-Based Design Office of the Gulf Coast Regional Maritime Technology Center in Orange, Texas, which was established by the University of New Orleans in cooperation with the Office of Naval Research in Washington, DC.
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Ebihara, Kazuyuki, Noriko Suzuki, Jun Ohya, and Fumio Kishino. "Real-time 3-D facial image reconstruction for virtual space teleconferencing." Electronics and Communications in Japan (Part III: Fundamental Electronic Science) 82, no. 5 (May 1999): 80–90. http://dx.doi.org/10.1002/(sici)1520-6440(199905)82:5<80::aid-ecjc10>3.0.co;2-a.

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Bennett, C. T., W. W. Johnson, M. L. Braunstein, J. M. Flach, and L. Wolpert. "Perspective Displays: The Control of Motion in 3-D Virtual Space." Proceedings of the Human Factors Society Annual Meeting 32, no. 19 (October 1988): 1359–60. http://dx.doi.org/10.1177/154193128803201911.

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Peng, Xiang, Peng Zhang, and Hanben Niu. "Audio-signal watermarking in 3-D space based on virtual-optics." Optik 114, no. 10 (2003): 451–56. http://dx.doi.org/10.1078/0030-4026-00295.

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Harada, Hiroaki, Naohisa Kawaguchi, Akinori Iwakawa, Kazuki Matsui, and Takashi Ohno. "Space-sharing architecture for a three-dimensional virtual community." Distributed Systems Engineering 5, no. 3 (September 1998): 101–6. http://dx.doi.org/10.1088/0967-1846/5/3/003.

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Dissertations / Theses on the topic "Virtual battle space 3"

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McLeod, Ron. "Object and work space modeling in 3-dimensional virtual reality with application to haptic interfaces." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/mq39686.pdf.

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Costa, Rosmeri Ceconi da. "A interação em mundos digitais virtuais em 3 dimensões : uma investigação sobre a representação do emocionar na aprendizagem." Universidade do Vale do Rio do Sinos, 2008. http://www.repositorio.jesuita.org.br/handle/UNISINOS/1957.

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Made available in DSpace on 2015-03-04T20:04:55Z (GMT). No. of bitstreams: 0 Previous issue date: 29
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Esta dissertação, que teve como foco de investigação o Emocionar em mundos digitais virtuais em 3 dimensões – MDV3D, consiste no estudo teórico embasado, principalmente, na Teoria da Biologia do Conhecer de autoria de Humberto Maturana e Francisco Varela, articulada à interação dos adolescentes no Metaverso Second Life. Por um período de 5 semanas, com seis encontros, totalizando 20 horas, adolescentes do PEI – Projeto Esporte Integrado – da Universidade do Vale do Rio dos Sinos – UNISINOS, viveram e conviveram no Second Life com a proposta de conhecer e explorar MDV3D. O objetivo central desta investigação consistiu em compreender como os adolescentes representam o Emocionar, ao interagir nos MDV3D-SL, e como este se constitui enquanto ambiente provocador de aprendizagens, para a partir dessa análise buscar elementos de forma a propiciar o desenvolvimento de práticas pedagógicas inovadoras. A pesquisa é de natureza exploratória qualitativa cuja metodologia adotada, foi a estudo de caso. Os instrumentos
This dissertation, which focuses on Emotions in three-dimensional virtual digital worlds (3DVDW), consists of a theoretical study mainly based on the ideas presented by Humberto Maturana and Francisco Varela, in their Biology of Knowledge, articulated to adolescents’ interactions within the Second Life Metaverse (SL). During a period of 5 weeks, totallizing 6 meetings and 20 hours, adolescents who participate in the ISP - Integrated Sports Project - implemented by Universidade do Vale do Rio dos Sinos - UNISINOS, lived and interacted within Second Life with the aim of getting to know and explore this 3DVDW. The main objective of this investigation was to understand how these adolescents represented Emotions, while interacting in the 3DVDW, and how this world acted as a learning-provoking environment. During such an analysis, elements to develop innovative pedagogic practices were sought. The investigation has a qualitative exploratory nature and consisted of a case-study. Data collection instruments were: que
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Fenwick, Emily L. "The impact of an integrative 3-d virtual learning environment in diverse ninth grade earth and space science classes." Thesis, Kansas State University, 2010. http://hdl.handle.net/2097/4231.

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Master of Science
Department of Geology
Iris M. Totten
Problem-based learning in the sciences has been demonstrated to be a successful educational approach to engage students and increase content knowledge. However, the power of collaborative learning to engage students, increase content knowledge and develop problem-solving skills in the sciences has not yet been fully researched. Collaborative learning has an enormous potential not only to foster student learning, but also to increase interest in the sciences and promote cutting-edge education strategies worldwide. Collaborative learning tactics in this study take place within the virtual learning environment entitled “GeoWorlds.” GeoWorlds is an online educational gaming program within the Second Life 3-D Teen Grid. The curriculum was developed as a collaborative, investigative and engaging program to promote learning of Earth science content. The program allows students to be submersed-in and explore different geologic time periods; enabling them to observe species and geological structures while interacting with one another to complete tasks. This study investigates the educational impact, emotional response and overall feedback of the GeoWorlds virtual learning environment on Midwest ninth graders.
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Machado, Wagner Carrupt. "Utilização de redes neurais artificiais na previsão do VTEC visando a geração de estações de referência virtuais em tempo-real." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/3/3138/tde-08022013-155136/.

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Dentre as técnicas de posicionamento utilizando os sistemas de navegação por satélite globais (GNSS - Global Navigation Satellite Systems), merece destaque a que utiliza dados de uma rede de estações GNSS para gerar estações de referência virtuais. Desde que as estações da rede não estejam separadas por mais de 100 km e o receptor do usuário esteja dentro da região interna à rede de referência, esta técnica de posicionamento pode proporcionar posicionamento com precisão melhor que 10 cm a usuários de receptores de uma frequência. No entanto, o posicionamento em tempo-real pode ser inviabilizado caso ocorra problema de comunicação com as estações da rede de referência. Tendo em vista a relação do conteúdo total de elétrons (TEC - Total Electron Content) com o atraso ionosférico de primeira ordem, esta pesquisa apresenta uma forma de se prever 72 horas do TEC na direção vertical (VTEC - Vertical Total Electron Content) regionalmente com a arquitetura de redes neurais artificiais (RNA) denominada perceptrons de múltiplas camadas (MLP MultiLayer Perceptrons). A metodologia de previsão do VTEC proposta foi empregada na geração de estações de referência virtuais, onde arquivos de previsão do atraso troposférico zenital, produzidos pelo Instituto Nacional de Pesquisas Espaciais (INPE), foram utilizados para considerar o atraso provocado pela atmosfera neutra e as efemérides preditas pelo serviço internacional do GNSS (IGS - International GNSS Service) foram empregadas para calcular a posição dos satélites. As RNA foram treinadas e avaliadas com dados de VTEC extraídos dos mapas da ionosfera globais (GIM - Global Ionospheric Map) produzidos pelo IGS e dos arquivos produzidos com o software Mod_Ion, ambos no formato IONEX (IONosphere Map EXchange), mostrando que o VTEC pode ser previsto por 72 horas com diferença média quadrática (RMS Root Mean Square) que varia de 1,2 unidades de TEC (TECU - TEC Units) a 12,5 TECU, em baixa e alta atividade solar, respectivamente. Dezoito linhas de base, localizadas no oeste do Estado de São Paulo, foram calculadas utilizando estações de referência virtuais e estações de referência reais, verificando-se que o posicionamento relativo tridimensional empregando a metodologia proposta apresentou RMS de aproximadamente 46 cm. Quando avaliada no posicionamento absoluto preciso (PPP Precise Point Positioning), o RMS relacionado com o posicionamento tridimensional foi de 26 cm.
The positioning technique that uses data from a network of GNSS reference stations to generate virtual reference stations should be detached among the Global Navigation Satellite Systems (GNSS) positioning techniques. Since the inter reference station distances are up to 100 km and the user receiver is within the internal region of the network, this technique can provide single frequency receiver users positioning with better accuracy than 10 cm. However, real-time positioning can be impracticable if communication breakdown involving such reference stations occurs. Given the relation between the Total Electron Content (TEC) and the first-order ionospheric delay, this research presents a way to predict 72 hours of vertical TEC (VTEC) regionally using the Artificial Neural Networks (ANN) architecture called MultiLayer Perceptorns (MLP). The proposed VTEC prediction methodology was employed in the generation of virtual reference stations, where files of prediction of zenithal tropospheric delay, produced by the National Institute For Space Research (INPE Instituto de Pesquisas Espaciais), were used to take the neutral atmospheric delay into account and the precise ephemeris predicted by the GNSS International Service (GNSS) were employed to compute satellites positioning. ANN were trained and assessed using VTEC data from the Global Ionospheric Maps (GIM) produced by IGS and the files produced by Mod_Ion software, both in IONEX (IONosphere Map EXchange) format, showed VTEC can be predicted for 72 hours with Root Mean Square difference (RMS) of about 1.2 TEC units (TECU) and 12.5 TECU, respectively, in low solar activity and high solar activity. Eighteen baselines, in the west region of Sao Paulo State, were computed using virtual reference stations and real reference stations, verifying that the three-dimensional relative positioning using the proposed methodology showed RMS of 46 cm. When assessed by precise point positioning (PPP), the three-dimensional RMS positioning was of 26 cm.
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Melbi, Alexander. "Measuring a Platoon Commander's Performance in a Complex, Dynamic and Information Rich Environment." Thesis, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-177203.

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Command and control (C2) environments are complex, dynamic and rich in information. Thus, measuring the performance of an agent in a C2-system, in this case a platoon commander, poses a challenging task for the researcher. To measure the performance of a platoon commander in this thesis, the OODA loop is used as a model for representing the four processes in which the platoon commander is engaged in during a military C2 mission. In accordance with these processes, performance measurements for the platoon commander are identified. The relevance of the performance measurements, to the C2 tasks and goals of the platoon commander, are tested through three studies conducted in a simulated warfare scenario, and two workshops, one with a platoon commander and one with two scientists. As a result of the studies and workshops, an assessment tool for measuring the C2 tasks and goals of the platoon commander, is developed. This assessment tool consists of modified versions of the Crew Awareness Rating Scale (CARS), the Situation Awareness Global Assessment Technique (SAGAT) and the NASA-Task Load Index (NASA-TLX), as well as generic performance measurements measuring fratricide, deaths and completion of overarching goal.
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Huang, Jian-Cheng, and 黃健誠. "Application on the Design and Control of Cable Controlled 3-DOF Space Haptic Simulator in Virtual Reality." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/67471862045909056645.

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碩士
大同大學
機械工程研究所
94
Abstract Virtual solid Jing system due to it also be free from the restriction of location and space, virtual scenario can flexible variety, have characteristics, such as convenience and security...etc., in common use at the aspects such as"amusement" or"imitate train" etc.. In this text we regard as an example by dirigible airship to explain exercise manufactured to imitate machine.Making use of the exercise of virtual solid Jing emulation machine's replacing solid machine to fly to test's canning solve its problem of huge cost and high risk, and designing a good virtual solid Jing dynamic state emulation system to training flight a pilot can provide a pilot to draw up to really and immediately interact environment, making it have the feeling for experiencing personally. Modus: Design control joystick first, lose a signal by joystick to control motor, after Xun behind is delivered by the program to make an operation for conjecture solid Jing, is delivering the value to output motor to make the action that the user wants。 Result: Succeed develop the emulation system of a set of exercise and a set of MATLAB to imitate system, this system can in advance predict the exercise situation of organization and reduce actual operation hour make mistake of chance. The main distinguishing feature includes following 3 point 1:The low freedom degree imitates a high freedom degree 2:The limited space imitates infinite space 3:Vision helmet:can make the player have a better visual effect
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Books on the topic "Virtual battle space 3"

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Carlile, Simon. Virtual Auditory Space: Generation and Applications. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/978-3-662-22594-3.

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Xu ni zhan chang dao lun: The introduction to virtual battle space. Beijing Shi: Guo fang gong ye chu ban she, 2007.

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The Never War / The Reality Bug: Pendragon #3-4. New York: Aladdin Paperbacks, 2005.

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Arnold, J. Douglas, and Zach Meston. Awesome Sega Genesis Secrets 3. Lahaina, HI: Sandwich Islands Publishing, 1993.

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Perotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 3. Via Rosellini, Milano, Italy: Jackson Libri, 1993.

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Perotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 2. Via Rosellini, Milano, Italy: Jackson Libri, 1993.

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Arnold, J. Douglas. Awesome Sega Genesis Secrets II. Lahaina, HI: Sandwich Islands Publishing, 1993.

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Perotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 1. Via Rosellini, Milano, Italy: Jackson Libri, 1993.

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Awesome Super Nintendo Secrets 2. Lahaina, USA: Sandwich Islands Publishing, 1993.

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3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.

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Book chapters on the topic "Virtual battle space 3"

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Korgel, Daniel. "Space Battle – Oculus Rift & SteamVR." In Virtual Reality-Spiele entwickeln mit Unity®, 429–68. München: Carl Hanser Verlag GmbH & Co. KG, 2017. http://dx.doi.org/10.3139/9783446453722.010.

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Lan, Chaozhen, Qing Xu, Jiansheng Li, and Yang Zhou. "A Virtual Space Environment Simulation System." In Virtual Reality, 497–503. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_54.

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de Kok, Iwan, Felix Hülsmann, Thomas Waltemate, Cornelia Frank, Julian Hough, Thies Pfeiffer, David Schlangen, Thomas Schack, Mario Botsch, and Stefan Kopp. "The Intelligent Coaching Space: A Demonstration." In Intelligent Virtual Agents, 105–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-67401-8_12.

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Ben Rajeb, Samia, and Pierre Leclercq. "Spatial Augmented Reality in Collaborative Design Training: Articulation between I-Space, We-Space and Space-Between." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 343–53. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_32.

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Han, Gabjong, Jane Hwang, Seungmoon Choi, and Gerard Jounghyun Kim. "AR Pottery: Experiencing Pottery Making in the Augmented Space." In Virtual Reality, 642–50. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-73335-5_69.

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Inui, Shigeru, Yuko Mesuda, and Yosuke Horiba. "Cloth Handling in Virtual Space." In Communications in Computer and Information Science, 704–7. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39476-8_141.

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Ettlinger, Or. "Space in Online Virtual Worlds." In Handbuch Soziale Praktiken und Digitale Alltagswelten, 39–46. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-08357-1_32.

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Polyakov, Vladimir, and Aleksandr Mezhenin. "Procedural Generation of Virtual Space." In Advances in Intelligent Systems and Computing, 623–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50097-9_64.

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Doychev, Emil, Asya Stoyanova-Doycheva, Stanimir Stoyanov, Todorka Glushkova, and Vanya Ivanova. "An IoT Virtual eLearning Space." In Transactions on Computational Collective Intelligence XXXV, 148–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-62245-2_10.

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Ilmaranta, Katriina. "Cinematic Space in Virtual Production." In Lecture Notes in Computer Science, 321–32. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58468-9_23.

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Conference papers on the topic "Virtual battle space 3"

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Dishman, John F., and Edward R. Beadle. "SEVR: A LPD Metric for a 3-D Battle Space." In MILCOM 2007 - IEEE Military Communications Conference. IEEE, 2007. http://dx.doi.org/10.1109/milcom.2007.4455234.

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Subr, Robert. "Virtual battle-space management system - A real-time simulation development and management tool." In Modeling and Simulation Technologies Conference and Exhibit. Reston, Virigina: American Institute of Aeronautics and Astronautics, 1999. http://dx.doi.org/10.2514/6.1999-4187.

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Мальцев, Андрей, Andrey Maltsev, Михаил Михайлюк, and Mikhail Mikhaylyuk. "Virtual Environment System for Pirs Space Module Interior." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-1-3.

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This paper presents original methods and approaches to implement virtual environment system for one of the International Space Station module. Such system may be used as a part of cosmonaut training complexes in order to orient trainees in the internal space of the module as well as to develop their skills of onboard equipment control. Proposed system structure consists of three general components: hardware part, software complex, and 3D scene with virtual model of considered space module. The last two components are own original products. Our solutions are based on using modern technologies of virtual reality (VR), including VR headset and Kinect device.
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Yang, Shuang, Bo Xia, Xueqian Wang, Houde Liu, and Bin Liang. "Virtual decomposition control of a 3 DOFs exoskeleton robot for space teleoperation." In 2017 IEEE International Conference on Information and Automation (ICIA). IEEE, 2017. http://dx.doi.org/10.1109/icinfa.2017.8078874.

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Zhang, Peng, and Xiang Peng. "Audio-signal watermarking in 3-D space with a virtual-optics imaging modality." In ICO20:Optical Information Processing, edited by Yunlong Sheng, Songlin Zhuang, and Yimo Zhang. SPIE, 2006. http://dx.doi.org/10.1117/12.667756.

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"CODE: a Concurrent Approach to Virtual Spacecraft." In 55th International Astronautical Congress of the International Astronautical Federation, the International Academy of Astronautics, and the International Institute of Space Law. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2004. http://dx.doi.org/10.2514/6.iac-04-u.3.b.06.

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Ge, Yihui, and Xia Kang. "Research on healthy urban resilience public space planning." In Post-Oil City Planning for Urban Green Deals Virtual Congress. ISOCARP, 2020. http://dx.doi.org/10.47472/cavd2563.

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Since the outbreak of the COVID-19 in early 2020, cities in China and even around the world have encountered great challenges, placing higher demands on urban governance and urban resilience, and the creation of healthy urban resilience public spaces is imminent. As an important stage of life for urban residents, urban public space is a complex manifestation of urban functions and an indispensable link in strengthening the city's resilience. In this paper, through the analysis of the connotation of urban resilience and related research at home and abroad, we further interpret the connotation and characteristics of urban public space resilience, and build a model of urban public space resilience based on the timeline of disasters. 1. Optimize the structure of public space and create a resilient spatial pattern; 2. Improve the infrastructure of public space and reserve emergency sites during disasters to use urban land flexibly; 3. Adjust the internal and external transportation system of public space to create healthy and green transportation; 4. Optimize the city Ventilated corridors to improve the resilience of the public space environment; 5. Make full use of the intelligent analysis of the GIS platform to improve the ecological disaster prevention capabilities of public spaces.
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Jiang, Cunyan, and Qing Yuan. "Study on the urban residential public space planning strategies based on the improvement of immune level in severe cold area." In Post-Oil City Planning for Urban Green Deals Virtual Congress. ISOCARP, 2020. http://dx.doi.org/10.47472/xtxt4792.

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Active urban residential public space helps human body maintain normal immune level. Based on some qualitative research and in situ measurement methods, this paper 1) Analysis cold climate’s negative effects on people’s immune level; 2) Develop some empirical research through field survey on climate measurement and structured interview; 3) Advance some planning strategies on urban residential public space based on immune level improvement. The research results can optimize the relevant planning indicators and design principles, promote the formation of a positive urban residential public space in severe cold area, and provide empirical basis for the urban material space planning from the perspective of immune level improvement in severe cold area.
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Brock, Andrew, Theodore Lim, J. M. Ritchie, and Nick Weston. "Context-Aware Content Generation for Virtual Environments." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-59997.

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Large scale scene generation is a computationally intensive operation, and added complexities arise when dynamic content generation is required. We propose a system capable of generating virtual content from non-expert input. The proposed system uses a 3-dimensional variational autoencoder to interactively generate new virtual objects by interpolating between extant objects in a learned low-dimensional space, as well as by randomly sampling in that space. We present an interface that allows a user to intuitively explore the latent manifold, taking advantage of the network’s ability to perform algebra in the latent space to help infer context and generalize to previously unseen inputs.
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May, Keenan R., Briana Sobel, Jeff Wilson, and Bruce N. Walker. "Auditory Displays to Facilitate Object Targeting in 3D Space." In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.008.

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In both extreme and everyday situations, humans need to find nearby objects that cannot be located visually. In such situations, auditory display technology could be used to display information supporting object targeting. Unfortunately, spatial audio inadequately conveys sound source elevation, which is crucial for locating objects in 3D space. To address this, three auditory display concepts were developed and evaluated in the context of finding objects within a virtual room, in either low or no visibility conditions: (1) a one-time height-denoting “area cue,” (2) ongoing “proximity feedback,” or (3) both. All three led to improvements in performance and subjective workload compared to no sound. Displays (2) and (3) led to the largest improvements. This pattern was smaller, but still present, when visibility was low, compared to no visibility. These results indicate that persons who need to locate nearby objects in limited visibility conditions could benefit from the types of auditory displays considered here.
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