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1

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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Calandra, Brendan, and Anton Puvirajah. "Teacher practice in multi user virtual environments: A fourth space." TechTrends 58, no. 6 (October 7, 2014): 29–35. http://dx.doi.org/10.1007/s11528-014-0800-3.

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Liliana Puga Nathal, Karla, María Eugenia Puga Nathal, Humberto Bracamontes del Toro, Marco Antonio Guzmán Solano, and Juan Carlos Martínez Sandoval. "The Immersive Virtual Reality: A Study in Three-dimensional Euclidean Space." American Journal of Educational Research 6, no. 3 (March 5, 2018): 170–74. http://dx.doi.org/10.12691/education-6-3-2.

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13

Wang, Xiao Ling, and Hui Zhao. "Virtual Mechanical Equipment Model Smoothing." Advanced Materials Research 156-157 (October 2010): 355–59. http://dx.doi.org/10.4028/www.scientific.net/amr.156-157.355.

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We present a system to remove noise or smooth three dimensional (3D) virtual mechanical equipment models. Our system works not in well-known Euclidean space, but in Laplacian space [1, 2]. We transform the model from its global representation into the local representation. Then we manipulate the local property with the Laplacian Coordinates [1]. Our whole system can be modeled as a huge sparse linear system which can be solved very fast by state-of-art numerical solver [3].
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Woolson, Maria Alessandra. "Designing a Virtual Social Space for Language Acquisition." International Journal of Virtual and Personal Learning Environments 3, no. 3 (July 2012): 21–42. http://dx.doi.org/10.4018/jvple.2012070102.

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Middleverse de Español (MdE) is an evolving platform for foreign language (FL) study, aligned to the goals of ACTFL’s National Standards and 2007 MLA report. The project simulates an immersive environment in a virtual 3-D space for the acquisition of translingual and transcultural competence in Spanish meant to support content-based and communicative classroom practices. This paper describes the design of MdE on Second Life as a dynamic environment of integrated technologies and its selection criteria, including the pedagogical principles guiding design and practices. Pedagogy is further explored conceptually in addressing language acquisition and cultural immersion within the broader communication’s system of language, images and symbols of the digitalized age. The initial pilot demonstrates that negotiations of meaning and negative feedback intrinsic to virtual interactions promote repair moves. Furthermore, students’ reconfiguring of conventionalized norms of participation results in increased exchanges in the classroom that stimulate student-centered discussions and meaningful collaborative work.
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Abdurrahman, Imam, Ucuk Darusalam, and Benrahman Benrahman. "Perancangan Pembelajaran Bangun Ruang 3 Dimensi Berbasis Android." JURNAL MEDIA INFORMATIKA BUDIDARMA 4, no. 1 (January 29, 2020): 89. http://dx.doi.org/10.30865/mib.v4i1.1894.

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Teaching aids for learning to Build Space now still depend on the old way, namely by still using 2-Dimensional media. Teachers such as Teachers still have difficulty making visual tools to learn the material of Building 3 Dimensions. And students still find it difficult to learn and explore the material to Build Space delivered by the teaching staff, with its limitations and lack of visual tools they can only imagine what the shape of the Space Build is like. With that, the author tries to make interactive learning applications so that geometric models such as cubes, tubes, cones, pyramids and balls can foster interest in learning mathematics at elementary school level by utilizing Augmented Reality (AR) technology, which is technology that merge two-dimensional or three-dimensional virtual objects into a real environment and then project these virtual objects in real time. One of the materials in learning mathematics for fifth grade elementary school students is Build Space. If you pay attention to the average age of elementary school students in class V is at the age of 10-11 years. The author obtained the final results of the study in the form of learning to Build 3-Dimensional Space with the Virtual Button method and test results from Smartphone Xiaomi Redmi 4 devices with a minimum distance of ± 15cm and a maximum of ± 81cm. Testing the response speed <1 second, the Xiaomi Redmi 4 Smartphone shows better results than other smartphones.
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Yatsenko, Olena. "VIRTUAL SPACE: A SHIFT FROM THE SOMATIC TO THE SEMANTIC LEVEL OF DEFINITION OF THE ESSENCE." Educational Discourse: collection of scientific papers, no. 29(12) (January 21, 2021): 24–35. http://dx.doi.org/10.33930/ed.2019.5007.29(12)-3.

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Virtual space significantly changes the usual notions of possibility and reality. It is logical that the constants of the physical world are to some extent imitated in virtual reality, because under other conditions it is difficult to imagine the effective orientation of human in such an environment. It is more appropriate to consider virtual space by analogy with the content of perceptual experience, which is the accidental context of a pure noematic act of consciousness. Individual localities that spontaneously form certain wholes and communities are easily transformed into other configurations of interaction, forming a nomadic surface of intersubjectivity. This intersubjectivity is an indicative product of the globalization of the real society, as in cyberspace ethnic, cultural, personal determinations are leveled in favor of the gamified space of unlimited expression of will, sublimation of the unconscious and realization of affects. The avatecture of virtual space in a way utilizes the pragmatics of speech procedures.
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Gao, Hong Wei, Dong Li, and Jin Guo Liu. "The Astronaut’s Flight Virtual Simulation Outboard of International Space Station." Applied Mechanics and Materials 58-60 (June 2011): 938–42. http://dx.doi.org/10.4028/www.scientific.net/amm.58-60.938.

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This paper studied at the problem of visual simulation of astronaut fling outside in the cabin. Firstly, according to morphological characteristics of the human’s body, we used SolidWorks to construct the simplified geometric model of astronaut. Then we made the model of astronaut carried out the 3-dimensional real-time flight animation based on OpenGL by view transformation and model transformation in VC++ environment.
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BYRD, RACHEL, and JENS HARLANDER. "ON THE DEHN COMPLEX OF VIRTUAL LINKS." Journal of Knot Theory and Its Ramifications 22, no. 07 (June 2013): 1350033. http://dx.doi.org/10.1142/s0218216513500338.

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A virtual link comes with a variety of link complements. This paper is concerned with the Dehn space, a pseudo-manifold with boundary, and the Dehn complex, a two-dimensional spine of the Dehn space. In the classical case where the link is planar, the Dehn space is the link complement in the 3-sphere. We study topological and geometric properties of the Dehn complex of a virtual link. Among other things, we show that every finitely presented group is the fundamental group of a Dehn complex, and that the Dehn complex of any alternating triple of an alternating virtual link is a non-positively curved squared complex.
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Rasulov, Tulkin Husenovich. "THRESHOLD EIGENVALUES AND RESONANCES OF A FRIEDRICHS MODEL WITH RANK TWO PERTURBATION." Scientific Reports of Bukhara State University 3, no. 3 (March 30, 2019): 31–38. http://dx.doi.org/10.52297/2181-1466/2019/3/3/3.

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In this paper in the Hilbert space a bounded self-adjoint Friedrichs model with rank two perturbation is considered. Number and location of the eigenvalues of are studied. An existence conditions of these eigenvalues are found. Under some conditions we prove that the lower (upper) bound of the essential spectrum of is either threshold eigenvalue or virtual level of .
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AMIN, SALWA RASHAD. "The Dynamics of Space and Resistance in Muhammad ‘Azīz's Tahrir Square: The Revolution of the People and the Genius of the Place." Theatre Research International 39, no. 1 (February 10, 2014): 20–30. http://dx.doi.org/10.1017/s0307883313000527.

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Tahrir Square: The Revolution of the People and the Genius of the Place (February 2011) by Muhammad ‘Azīz (1955–) documents how Egyptian youth played a leading role in coordinating and organizing the 25 January 2011 revolution through social media networking and how the battle fought at Tahrir Square exemplifies genuine human networking. ‘Azīz's play constructs its social and historical grounding as a fabulous mix between the real, the fictional and the virtual. It reimagines the possibilities of political theatre in the context of postmodern virtuality. This study explores how realism can incorporate other worlds as a way of rethinking theatre and politics in a richly multicultural, post-revolutionary Egypt. It illuminates Egyptians’ complexities, where individualities are reinforced against an oppressive regime. This analysis focuses on the dynamics of space and resistance, as multiple selves move from individualistic, alienated spaces towards connection through the space of resistance and shared political activity.
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21

Frittelli, Massimo, Anotida Madzvamuse, and Ivonne Sgura. "Bulk-surface virtual element method for systems of PDEs in two-space dimensions." Numerische Mathematik 147, no. 2 (January 28, 2021): 305–48. http://dx.doi.org/10.1007/s00211-020-01167-3.

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AbstractIn this paper we consider a coupled bulk-surface PDE in two space dimensions. The model consists of a PDE in the bulk that is coupled to another PDE on the surface through general nonlinear boundary conditions. For such a system we propose a novel method, based on coupling a virtual element method (Beirão Da Veiga et al. in Math Models Methods Appl Sci 23(01):199–214, 2013. https://doi.org/10.1051/m2an/2013138) in the bulk domain to a surface finite element method (Dziuk and Elliott in Acta Numer 22:289–396, 2013. https://doi.org/10.1017/s0962492913000056) on the surface. The proposed method, which we coin the bulk-surface virtual element method includes, as a special case, the bulk-surface finite element method (BSFEM) on triangular meshes (Madzvamuse and Chung in Finite Elem Anal Des 108:9–21, 2016. https://doi.org/10.1016/j.finel.2015.09.002). The method exhibits second-order convergence in space, provided the exact solution is $$H^{2+1/4}$$ H 2 + 1 / 4 in the bulk and $$H^2$$ H 2 on the surface, where the additional $$\frac{1}{4}$$ 1 4 is required only in the simultaneous presence of surface curvature and non-triangular elements. Two novel techniques introduced in our analysis are (i) an $$L^2$$ L 2 -preserving inverse trace operator for the analysis of boundary conditions and (ii) the Sobolev extension as a replacement of the lifting operator (Elliott and Ranner in IMA J Num Anal 33(2):377–402, 2013. https://doi.org/10.1093/imanum/drs022) for sufficiently smooth exact solutions. The generality of the polygonal mesh can be exploited to optimize the computational time of matrix assembly. The method takes an optimised matrix-vector form that also simplifies the known special case of BSFEM on triangular meshes (Madzvamuse and Chung 2016). Three numerical examples illustrate our findings.
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Royer, A. S., A. J. Doud, M. L. Rose, and Bin He. "EEG Control of a Virtual Helicopter in 3-Dimensional Space Using Intelligent Control Strategies." IEEE Transactions on Neural Systems and Rehabilitation Engineering 18, no. 6 (December 2010): 581–89. http://dx.doi.org/10.1109/tnsre.2010.2077654.

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Svyrydenko, Denys, and Valentyna Kyvliuk. "VIRTUAL UNIVERSITY: EDUCATION AS A LIFESTYLE." Educational Discourse: collection of scientific papers, no. 28(11) (December 30, 2020): 38–50. http://dx.doi.org/10.33930/ed.2019.5007.28(11)-3.

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The concept of the virtual university is relatively new and it is necessary to distinguish a number of contradictory points in its verification. Firstly, it is the quality of the education received. The problem of educational process content at the virtual university, organization of control and level of accomplished tasks, issues of intellectual abilities and critical thinking development, reflexivity of consciousness are the subject of heated discussions of both the supporters and opponents of the virtual university idea. Secondly, there is the question of the way of thinking. The virtual space involves a network mode of organization characterized by openness of the structure, poly variability of determination and expediency of modal logic. The phenomenon of virtual university is the result of responding to the needs of social transformation. In such model, the content of the social roles of the teacher and the student changes significantly. The competence of the modern teacher is not limited to knowledge. After all, the most experienced academician is not able to absorb all the information in a certain science, and obviously loses in the volume of assimilated information to any search engine.
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Poon, P. W., and J. F. Brugge. "Virtual-space receptive fields of single auditory nerve fibers." Journal of Neurophysiology 70, no. 2 (August 1, 1993): 667–76. http://dx.doi.org/10.1152/jn.1993.70.2.667.

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1. Sounds reaching the tympanic membranes are first modified by the acoustic properties of the torso, head, and external ear. For certain frequencies in the incident sound there results a complex, direction-dependent spatial distribution of sound pressure at the eardrum such that, within a sound field, localized areas of pressure maxima are flanked by areas of pressure minima. Listeners may use these spatial maxima and minima in localizing the source of a sound in space. The results presented describe how information about this spatial pressure pattern is transmitted from the cochlea to the central auditory system via single fibers of the auditory nerve. 2. Discharges of single fibers of the auditory nerve were studied in Nembutal-anesthetized cats [characteristic frequencies (CFs) ranged from 0.4 to 40 kHz]. Click stimuli were derived from sound-pressure waveforms that were generated by a loudspeaker placed at 1,800 locations around the cat's head and recorded at the tympanic membrane with miniature microphones. Recorded signals were converted to acoustic stimuli and delivered to the ear via a calibrated and sealed earphone. The full complement of signals is referred to as "virtual acoustic space," and the spatial distribution of discharges to this array of signals is referred to as a "virtual-space receptive field" (VSRF). 3. Fibers detect both pressure maxima and pressure minima in virtual acoustic space. Thus VSRFs take on complex shapes. 4. VSRFs of fibers of the same or similar CF having low spontaneous rates had the same overall pattern as those from high-spontaneous rate (HSR) fibers. For HSR fibers, the VSRF is obscured by the high background spike activity. 5. Comparison of the VSRF and isolevel contour maps of the stimulus derived at various frequencies revealed that auditory nerve fibers most accurately extract spectral information contained in the stimulus at a frequency close to or slightly higher than CF.
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Ishii, Masahiro, Masanori Nakata, and Makoto Sato. "Networked SPIDAR:A Networked Virtual Environment with Visual, Auditory, and Haptic Interactions." Presence: Teleoperators and Virtual Environments 3, no. 4 (January 1994): 351–59. http://dx.doi.org/10.1162/pres.1994.3.4.351.

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This research aims at the realization of a networked virtual environment for the design of three-dimensional (3-D) objects. Based on an analysis of an ordinary collaborative design, we illustrate that a collaborative work space consists of a dialog space and an object space. In the dialog space, a participant interacts with partners, and in the object space with an object. The participants enter the dialog space and the object space in turn, appropriately. In addition, collaborative design of 3-D objects is carried out with multimodal interactions: visual, auditory, and haptic. A networked virtual environment must support these interactions without contradiction in either time or space. In this paper, we propose a networked virtual environment for a pair of participants to satisfy the conditions described above. To implement the networked system, we take into account the necessity of visual, auditory, and haptic interactions, the need for participants to switch between the dialog space and the object space quickly and appropriately, and human ergonomics on the functional space of hands and eyes. An experiment on hand-over task was done to investigate the effect of the networked haptic device with the proposed system. Object layout tasks, such as toy block layout, office furniture layout, city building layout, etc., can be performed by using this environment.
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Wang, Xiaochen. "Optimization Design of Green Building Landscape Space Environment Based on VR Virtual Technology." Journal of Physics: Conference Series 1852, no. 3 (April 1, 2021): 032035. http://dx.doi.org/10.1088/1742-6596/1852/3/032035.

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Goggins, Sean, Matthew Schmidt, Jesus Guajardo, and Joi L. Moore. "3D Virtual Worlds." International Journal of Social and Organizational Dynamics in IT 1, no. 1 (January 2011): 30–48. http://dx.doi.org/10.4018/ijsodit.2011010103.

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Teams meet in 3D virtual worlds more frequently than ever before, yet the tools for evaluating 3D collaboration environments are underdeveloped. To close the 3D collaboration tool evaluation gap, the authors integrate lessons from the gaming industry and distributed work research. They develop two complementary approaches. First, the individual user’s perspective using eye-tracking (ET) is addressed, and second, the collaborative experience of the group using a technique called All-Views-Qualitative-Analysis (AVQA) is evaluated. The latter integrates the points-of-view of all subjects in a small group collaborating on a creative work task in a 3 dimensional virtual world. The authors show how these techniques enable evaluation of 3D environment design from the perspective of human computer interaction theory and theories related to distributed work. The paper discusses why designers should seek ways to leverage the advantages of 3D collaboration technologies and avoid recreating mirrors of physical space in these environments.
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Ziolek, Scott Allen, and Robert Carder Hale. "Virtual Hazard Analysis: A Methodology." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (October 1997): 859–63. http://dx.doi.org/10.1177/107118139704100228.

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This paper presents a method for representing and analyzing hazards in virtual simulations as regions in 3-dimensional space. The objectives of this study are to provide designers and analysts a technique for evaluating hazards concerning human-machine interaction in virtual environments, as well as, initiating a dialog concerning future hazard simulation techniques and standards. Information obtained for this paper is based upon a study to incorporate hazard information into a human modeling simulation package called DEPTH (Design Evaluation for Personnel, Training, and Human Factors), which is being developed by U.S.A.F. Armstrong Laboratory.
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Gulli, Roberto A., Lyndon R. Duong, Benjamin W. Corrigan, Guillaume Doucet, Sylvain Williams, Stefano Fusi, and Julio C. Martinez-Trujillo. "Context-dependent representations of objects and space in the primate hippocampus during virtual navigation." Nature Neuroscience 23, no. 1 (December 23, 2019): 103–12. http://dx.doi.org/10.1038/s41593-019-0548-3.

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Hong, Chung-Pyo, Cheong-Ghil Kim, and Shin-Dug Kim. "An Effective Personalized Service Provision Scheme Based on Virtual Space for Ubiquitous Computing Environment." Wireless Personal Communications 73, no. 2 (June 11, 2013): 275–88. http://dx.doi.org/10.1007/s11277-013-1236-3.

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Miyasato, Tsutomu, Fumio Kishino, and Nobuyoshi Terashima. "Evaluation of a virtual space teleconferencing system with eye contact." Electronics and Communications in Japan (Part III: Fundamental Electronic Science) 80, no. 3 (March 1997): 64–72. http://dx.doi.org/10.1002/(sici)1520-6440(199703)80:3<64::aid-ecjc7>3.0.co;2-5.

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Neale, Dennis C. "Spatial Perception in Desktop Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 40, no. 22 (October 1996): 1117–21. http://dx.doi.org/10.1177/154193129604002202.

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This study investigated perceptual and cognitive issues relating to manipulations of geometric field of view (GFOV) in three-dimensional perspective displays and the effects of incorporating virtual environment enhancements in the interface based on visual momentum (VM) techniques. Sixty participants, who were pretested for spatial ability, were required to navigate through a virtual office building while estimating space dimensions and performing spatial orientation tasks. A 3 − 2 − 2 mixed-subjects design compared three levels of GFOV, two levels of VM, and two levels of Difficulty. This study effectively demonstrates that the spatial characteristics of architectural representations in perspective displays are not always accurately perceived. Furthermore, the results indicate that manipulations in GFOV can produce perceptual and cognitive errors for the basic space dimensions in perspective displays; however, VM can be used to compensate for many of the biases shown to occur.
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Stytz, Martin R., Philip Amburn, Patricia K. Lawlis, and Keith Shomper. "Virtual Environments Research in the Air Force Institute of Technology Virtual Environments, 3-D Medical Imaging, and Computer Graphics Laboratory." Presence: Teleoperators and Virtual Environments 4, no. 4 (January 1995): 417–30. http://dx.doi.org/10.1162/pres.1995.4.4.417.

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The Air Force Institute of Technology Virtual Environments, 3-D Medical Imaging, and Computer Graphics Laboratory is investigating the 3-D computer graphics, user-interface design, networking protocol, and software architecture aspects of distributed virtual environments. In this paper we describe the research projects that are underway in the laboratory. These projects include the development of an aircraft simulator for a distributed virtual environment, projects for observing, analyzing, and understanding virtual environments, a space virtual environment, a project that incorporates “live” aircraft range data into a distributed virtual environment, a virtual environment application framework, and a project for use in a hospital emergency department. We also discuss the research equipment infrastructure in the laboratory, recent publications, and the educational services we provide.
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Robinson, Rowena. "Virtual Warfare: The Internet as the New Site for Global Religious Conflict." Asian Journal of Social Science 32, no. 2 (2004): 198–215. http://dx.doi.org/10.1163/1568531041705121.

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AbstractThis paper explores the ways in which a resurgent Hindu fundamentalism (Hindutva) is redefining Hinduism and Hindu identities in a transnational, global context. The global project of Hindutva makes use of new global communication channels, including the Internet, and is apparently espoused by influential sections of the transnational Hindu middle class, especially in the United States. This paper examines a selected sample of Internet sites devoted to the spread of religious and fundamentalist beliefs and ideas particularly relevant to India and transnational Hinduism, and explores the ways in which the Internet is changing the shape of communities and the ways in which they represent one another. The paper puts forth the argument that in the context of globalization, the Net has become an important space for the creation of transnational religious identities. The Net is shaping religion, specifically Hinduism, in distinct ways and is the newest expression of religion's changing face. The battle for souls is being fought on Internet sites. The questions of this paper relate to the modes of representation of "other religions" as revealed particularly by Hindu sites, the ways in which Internet sites garner audiences, and the strategies they adopt to link themselves with both global audiences and local groups. A sociological analysis will reveal the shape of these discourses and link their popularity with the social and political context of globalization, a liberalized economy, and the organization of religious practice in post1990s India.
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Cui, Chen-Zhou, Markus Dolensky, Peter Quinn, Yong-Heng Zhao, and Françoise Genova. "VOFilter: Bridging Virtual Observatory and Industrial Office Applications." Chinese Journal of Astronomy and Astrophysics 6, no. 3 (June 2006): 379–86. http://dx.doi.org/10.1088/1009-9271/6/3/14.

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Ameli, Saied Reza. "Virtual Religion and Duality of Religious Spaces." Asian Journal of Social Science 37, no. 2 (2009): 208–31. http://dx.doi.org/10.1163/156853109x415345.

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AbstractTo present a relatively apparent communication picture from the virtual religion and its features in “the current virtualized world” or in the ground of “dual-globalized” processes requires the discussion of four basic questions in relation to the virtual religion. Although it is not possible to provide detailed and analytical answers to these questions, aspects of the questions and facets of the answers will be analyzed. As Martin Heidegger (AP 1373:1)* has suggested, a question itself possesses leading features and opens ways of thought: 1) What is the virtual religion? 2) Which ontology can offer a presence of religion in virtual-real space — vireal space? 3) Is there any fundamental difference between a virtual and the real religion? And eventually, it is important to answer the question: 4) What are the outcomes of duality space and what is the place of religion's existence? To answer these questions we will look at ongoing literature on “the virtual religion” and on religious typology in virtual space from an “ontological” view and we will analyze structural differences between these two spaces. And finally we will address the representation of religion in two spaces through a “dual globalization paradigm” and “communication paradigm of dual spacization”.
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37

Mirshams, Mehram, Ali Nahvi, Mohsen Khosrojerdi, Hojat Tae, and Ali Vahid. "A 6-DoF Satellite Virtual Simulator Design and Development." Applied Mechanics and Materials 186 (June 2012): 70–74. http://dx.doi.org/10.4028/www.scientific.net/amm.186.70.

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Virtual simulation is one of the best methods for training students and understanding events and has been used in many fields of science yet, for example: space researches. For this reason, creating of an environment that can simulate the operations of satellites will be very usable and appropriate. This paper will present the details of a newly constructed 6-DoF experimental Satellite Virtual Simulator (SVS) facility at the Space Research Laboratory (SRL) at the K.N.Toosi University of Technology. SVS is used for studying the translational and rotational motions of a satellite and testing the control and communication concepts. The main components of the facility are 3-D screens, video projectors, user interface, central server system, 3-D glasses for users and its modeling software.
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38

WÓJTOWICZ, PhD, Tomasz, and Dariusz KRÓL. "MULTI-DOMAIN BATTLE. NEW DOCTRINE OF THE UNITED STATES ARMED FORCES." Zeszyty Naukowe Akademii Sztuki Wojennej 112, no. 3 (March 11, 2019): 64–78. http://dx.doi.org/10.5604/01.3001.0013.0879.

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This article describes the newest doctrine of the U.S. Armed Forces, i.e. the Multi- Domain Battle (MDB) concept. It constitutes a description of several operational principles related to a potential conflict with the People’s Republic of China or the Russian Federation, such as the time and space for conducting military operations, the operating environment, the forces (base of operations), the target, the concentration of forces and the operational leeway. The article looks at the origins of the doctrine, the circumstances under which it was formed and people who contributed to its development. The authors also refer to historical U.S. doctrines, such as the AirLand Battle or AirSea Battle concepts. Along with the authors’ enthusiastic approach to MDB, the article also features some critical opinions which imply that the U.S. Army is not ready for MDB operations. The research methods that were used by the authors included analysis, synthesis, comparison and generalisation. Much space is devoted to analysing the U.S. Army’s official documents, including Multi-Domain Battle: Evolution of Combined Arms for the 21st Century 2025-2040, FM 3-0 Operations and TRADOC Multi-Domain Battle: Combined Arms for the 21st Century. The authors believe that Multi-Domain Battle is about to become the official military doctrine of the U.S. Armed Forces. In spite of the criticism, transformations of individual combat teams in the MDB spirit should be expected in the upcoming years. This doctrine also provides a military response to the geo-political changes occurring in the world, manifested as the United State’s limited role in certain regions, China’s growing power and Russia’s aggressive foreign policy. The conclusions formulated in the article may serve as the starting point for further studies dealing, inter alia, with the Polish Army’s readiness for conducting military operations, based on the MDB doctrine, jointly with the U.S. Army, the Polish Anti-Access/Area Denial (A2AD) capabilities and the role of military technologies in the MDB doctrine. The article makes use of the exact translation of the term, i.e. “Multi-Domain Battle.” However, the reader should bear in mind that it describes capabilities not only at the tactical level but also in operational terms, enabling the accomplishment of the strategic objective.
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Hayashibe, Keikichi. "Apparent Distance in Actual, Three-Dimensional Video-Recorded, and Virtual Reality." Perceptual and Motor Skills 95, no. 2 (October 2002): 573–82. http://dx.doi.org/10.2466/pms.2002.95.2.573.

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This study examined how well reality was reproduced in several conditions of virtual reality, by mutually comparing the perception of distance in actual 3-dimensional space and 3-dimensional video-recorded space. Apparent distances in both indoor and outdoor situations were estimated by 10 adolescents. Analysis showed that relations between apparent distance and physical distance in the actual spaces both in indoor and outdoor situations arc described by 0.95 and 1.01 power exponents, respectively. On the other hand, the underestimations of the apparent distance are shown in the 3-dimensional video-recorded and the virtual reality spaces both in indoor and outdoor situations whose exponents ranged from .53 to .80.
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40

Salem Al Tal, Raed, and Reem AliBarakat. "Cyberspace as the Public Space of Virtual Communities: A Study of Virtual Communities Members’ Behavior as an Approach to the Physical Version of Cyberspac." ATHENS JOURNAL OF ARCHITECTURE 6, no. 3 (July 1, 2020): 225–48. http://dx.doi.org/10.30958/aja.6-3-2.

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41

Martell, Charles. "The Disembodied Librarian in the Digital Age." College & Research Libraries 61, no. 1 (January 1, 2000): 10–28. http://dx.doi.org/10.5860/crl.61.1.10.

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Four profound historical discontinuities—time and space, mind and body, real and virtual, and humans and technology—are reaching critical thresholds as we enter the twenty-first century. Existing within multiple environments (technological, social, and cultural), these discontinuities are seldom acknowledged, but their influence on the future of our institutions is incalculable. An awareness of them will assist librarians in (1) creating a new virtual space for libraries as physical space becomes less important, (2) adapting to states of disembodiment caused by roles deeply embedded in virtual environments, and (3) developing the new value-added services necessary for survival in this millennium.
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42

Nam, Jung, and Daniel F. Keefe. "Spatial Correlation: An Interactive Display of Virtual Gesture Sculpture." Leonardo 50, no. 1 (February 2017): 94–95. http://dx.doi.org/10.1162/leon_a_01226.

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Spatial Correlation is an interactive digital artwork that provides a new window into the process of creating freeform handcrafted virtual sculptures while standing in an immersive Cave virtual reality (VR) environment. The piece originates in the lab, where the artist’s full-body, dance-like sculpting process is recorded using a combination of spatial tracking devices and an array of nine synchronized video cameras. Later, in the gallery, these raw data are reinterpreted as part of an interactive visualization that relates the three spaces in which the sculpture exists: 1) the physical lab/studio space in which the sculpture was created, 2) the digital virtual space in which the sculpture is mathematically defined and stored, and 3) the physical gallery space in which viewers now interact with the sculpture.
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43

Lee, Dong Hoon, Jae Gyu Kim, Chan Woong Kim, Chang Ha Lee, and Jae Hee Lim. "The Usefulness of 3-Dimensional Virtual Simulation Using Haptics in Training Orotracheal Intubation." BioMed Research International 2013 (2013): 1–4. http://dx.doi.org/10.1155/2013/534097.

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Objectives. Airway control is the most critical treatment. The most common and basic method of endotracheal intubation is orotracheal intubation. To perform accurate and rapid tracheal intubation, appropriate education and training are required. We developed the virtual simulation program utilizing the 3-dimensional display and haptic device to exercise orotracheal intubation, and the educational effect of this program was compared with that of the mannequin method.Method. The control group used airway mannequin and virtual intubation group was trained with new program. We videotaped both groups during objective structured clinical examination (OSCE) with airway mannequin. The video was reviewed and scored, and the rate of success and time were calculated.Result. The success rate was 78.6% in virtual intubation group and 93.3% in control group (P=0.273). There was no difference in overall score of OSCE (21.14 ± 4.28 in virtual intubation group and 23.33 ± 4.45 in control group,P=0.188), the time spent in successful intubation (P=0.432), and the number of trials (P>0.101).Conclusion. The virtual simulation with haptics had a similar effect compared with mannequin, but it could be more cost effective and convenient than mannequin training in time and space.
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44

Drozd, Jan, and Jiří Neubauer. "Use of an aerial reconnaissance model during the movement of oversized loads." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 17, no. 4 (July 29, 2019): 447–56. http://dx.doi.org/10.1177/1548512919866928.

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The paper sets out the results of an experiment carried out using the Virtual Battle Space 2 simulator to verify the applicability of an autonomous unmanned aerial system (UAS) reconnaissance model when moving oversized loads. The model is originally implemented within a decision-support system under military conditions. The aim of the experiment is to verify the possibilities of using the model for civilian needs. The basic output of the experiment presented in the paper is confirmation that the autonomous UAS reconnaissance model can be applied in the actual transportation of oversized loads: the experiment confirms the author’s hypothesis. Based on the result of the experiment it is possible to state that a slightly modified UAS model can significantly influence the execution phase of the oversized load movement in a positive way. It shows that the use of the model reduces the time of the movement and avoids unexpected interferences.
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Istyagina-Yeliseeva, E. A., C. E. Barijenikova, and A. V. Boldyreva. "Involvement of Russian student youth in Internet communications as a factor in the formation of models of their socio-political activity." Digital Sociology 3, no. 3 (October 30, 2020): 12–20. http://dx.doi.org/10.26425/2658-347x-2020-3-3-12-20.

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The methodological, methodological and practical aspects of determining the socio-political activity of student youth by factors of young people involvement in Internet communications, trust in Internet resources, and the use of digital services for satisfying information needs have been revealed. Based on the analysis of the results of sociological research, the role of the information and communication network “Internet” in the formation of young people’s attitudes to various forms of participation in socio-political practices has been highlighted. A number of information sources in the virtual space with political information has been analysed. The article includes information about the conditions and factors that affect the features of virtual communications of young people on political issues. Сonsiderable attention has been paid to the peculiarities of determining the attitudes of young people to participate in elections, as the most obvious form of their political activity. Using the methods of mathematical statistical analysis, the forms of Internet activity of young people have been studied and considered as factors of integration values political activities in dispositional personality structure, political orientation and willingness to co-operate with various actors power relations (political institutions, social movements, parties, groups of political activists), as well as acceptable forms of political behavior. Using the calculation of indices, determining measures of Central trend and variation, as well as other quantitative and qualitative diagnostic tools, a comparative analysis of the results of various sociological studies on the relationship between the level of youth involvement in the Internet space and the degree of political activity has been carried out. The features of student youth perception of political reality depending on the image of political practices in the virtual space have been characterized. Measures to create conditions for the formation of positive attitudes among young people to socially encouraged models of political activity (activity and behavior) have been justified.
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46

O'Grady, C., and W. J. Wayne Skinner. "Using Virtual Space to Provide Group Support and Education to Families Affected by Concurrent Disorders." European Psychiatry 30 (March 2015): 1666. http://dx.doi.org/10.1016/s0924-9338(15)32087-3.

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47

Sato, Makoto, Shun-ichi Numazaki, Yukihiro Hirata, and Hiroshi Kawarada. "Rotating Shape Modeling with SPIDAR." Journal of Robotics and Mechatronics 4, no. 1 (February 20, 1992): 31–38. http://dx.doi.org/10.20965/jrm.1992.p0031.

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To develop a human interface for shape modeling of 3-dimensional (3D) objects, it is necessary to construct a “virtual workspace” where we can directly manipulate object models as in real space. We have proposed Space Interface Device for Artificial Reality (SPIDAR) for a virtual workspace. Using SPIDAR, we can operate in a virtual workspace with visual and force sensation. We have developed a rotating shape modeling system that simulates a turntable similar to that used for modeling clay. For real-time operation, we have considered object volume and have proposed an algorithm of high-speed and natural deformation model under the condition of constant volume.
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48

Lisenkova, A. A. "Digital storytelling and micro-narratives — new forms of rep­re­sen­tation of personal experience and collective creativity." Slovo ru Baltic accent 12, no. 2 (May 2021): 45–52. http://dx.doi.org/10.5922/2225-5346-2021-2-3.

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The article analyses the impact of digital technologies on storytelling. By creating new information streams of personalised stories with open storylines in the virtual media envi­ronment, the author shares the process of writing a story with other participants in the digital world. The interaction between the author and the audience is transformed under the influ­ence of the hypertext system of cross-references. Each participant in this creative process acts not only as a co-creator, but also as a co-author of many narratives. The narratives, which translate personalized evaluative and often pseudo-expert opinions into the public space, are becoming increasingly emotional to the detriment of the content. Constantly increasing the information flow and immersing its participants in the interactive world of emotional collec­tive meta-narratives composed of fragments of individual stories, the users build a single digi­tal content. By labelling their stories, they relate them to large thematic clusters of homogene­ous information, including their individual experiences in a single space of collective story­telling. Participating in the process of constant co-creation, users construct their own virtual world, filling it with micro-narrative stories of collective creativity, subsequently living inde­pendently in the digital space. The artificially created virtual information environment is constantly multiplying due to the reproduction of hypertextual stories by all participants of storytelling and, as a result, it begins to reproduce itself.
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49

Batueva, E. V. "VIRTUAL REALITY: U.S. INFORMATION SECURITY THREATS CONCEPT AND ITS INTERNATIONAL DIMENSION." MGIMO Review of International Relations, no. 3(36) (June 28, 2014): 128–36. http://dx.doi.org/10.24833/2071-8160-2014-3-36-128-136.

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The development of ICT and the formation of the global information space changed the agenda of national and international security. Such key characteristics of cyberspace as openness, accessibility, anonymity, and identification complexity determined the rise of actors in cyber space and increased the level of cyber threats. Based on the analyses of the U.S. agencies' approach, the author defines three major groups of threats: use of ICT by states, criminals and terrorists. This concept is shared by the majority of the countries involved in the international dialogue on information security issues and is fundamental for providing cyber security policy on both national and international levels. The United States is developing a complex strategy for cyber space that includes maximization of ICT's advantages in all strategically important fields as well as improvement of national information systems and networks security. On the international level the main task for the American diplomacy is to guarantee the U.S. information dominance. The United States is the only country that takes part practically in all international and regional fora dealing with cyber security issues. However process of the development of a global cyber security regime is not going to be fast due to countries' different approaches to key definitions and lack of joint understanding of cyber security issues as well as due to the position of the countries, among all the United States, that are not interested in any new obligatory international norms and principles. Such American policy aims at saving the possibility of using cyberspace capacity in reaching political and military goals, thus keeping the global leadership.
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50

Shi, Jia Shun, Shuang Wang, Li Da Zhu, Wan Shan Wang, and Tian Biao Yu. "Simulation Analysis of Kinematics and Dynamics of 3-TPS Hybrid Robot." Advanced Materials Research 983 (June 2014): 379–82. http://dx.doi.org/10.4028/www.scientific.net/amr.983.379.

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The paper aims at the questions of electromotor selection and mechanism design, which is effectively solved by the virtual prototype technology. Firstly, the three-dimensional model of hybrid machine tool is built by using SolidWorks software. Secondly, the assembled model is channeled into ADAMS/View, and then formed the virtual prototype simulation model with mute-body dynamics. Velocity and driving force curve of each driving shaft is got by analyzing the kinematics and dynamics of the hybrid machine tool. Maximum velocity and maximum driving force each driving shaft can find out by the method of space search. Therefore, the kinematics and dynamics properties of 3-TPS hybrid machine tool is obtained, which provide proof for machine electromotor selection, framework design and control system design. Key words: Hybrid robot; Kinematics; Dynamics; ADAMS; Simulation
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