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Journal articles on the topic 'Virtual computer systems'

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1

Kapralos, B., M. R. Jenkin, and E. Milios. "Virtual Audio Systems." Presence: Teleoperators and Virtual Environments 17, no. 6 (December 1, 2008): 527–49. http://dx.doi.org/10.1162/pres.17.6.527.

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To be immersed in a virtual environment, the user must be presented with plausible sensory input including auditory cues. A virtual (three-dimensional) audio display aims to allow the user to perceive the position of a sound source at an arbitrary position in three-dimensional space despite the fact that the generated sound may be emanating from a fixed number of loudspeakers at fixed positions in space or a pair of headphones. The foundation of virtual audio rests on the development of technology to present auditory signals to the listener's ears so that these signals are perceptually equivalent to those the listener would receive in the environment being simulated. This paper reviews the human perceptual and technical literature relevant to the modeling and generation of accurate audio displays for virtual environments. Approaches to acoustical environment simulation are summarized and the advantages and disadvantages of the various approaches are presented.
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Михайлюк, Михаил Васильевич, Дмитрий Алексеевич Кононов, and Дмитрий Михайлович Логинов. "Situational Modeling Technology in Virtual Environment Systems." Russian Digital Libraries Journal 24, no. 5 (November 6, 2021): 889–901. http://dx.doi.org/10.26907/1562-5419-2021-24-5-889-901.

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The technology of modelling various situations in virtual environment systems, which are computer three-dimensional models of a real or artificial environment, is discussed. The user can view these scenes directly on the computer screen, wall screen, in a stereo glasses, virtual reality glasses, etc. He can also move inside a virtual scene and interact with its objects. In turn, the environment can also change. This allows modelling of various situations (situation modelling) in the virtual environment system. With such modelling, some static or dynamic situation is set in the virtual environment system in which the operator must perform the tasks assigned to him. A mechanism for setting situations by changing a virtual three-dimensional scene using configuration files and virtual control panels is proposed. A special language has been developed for writing configuration files, and a special editor has been developed for creating virtual control panels. The approbation of the proposed methods is presented on the examples of two virtual scenes: a training ground for mobile robots and a jet backpack for the rescue of an astronaut in outer space.
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Swartout, William, Ron Artstein, Eric Forbell, Susan Foutz, H. Chad Lane, Belinda Lange, Jacquelyn Ford Morie, Albert Skip Rizzo, and David Traum. "Virtual Humans for Learning." AI Magazine 34, no. 4 (December 15, 2013): 13–30. http://dx.doi.org/10.1609/aimag.v34i4.2487.

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Virtual humans are computer-generated characters designed to look and behave like real people. Studies have shown that virtual humans can mimic many of the social effects that one finds in human-human interactions such as creating rapport, and people respond to virtual humans in ways that are similar to how they respond to real people. We believe that virtual humans represent a new metaphor for interacting with computers, one in which working with a computer becomes much like interacting with a person and this can bring social elements to the interaction that are not easily supported with conventional interfaces. We present two systems that embody these ideas. The first, the Twins are virtual docents in the Museum of Science, Boston, designed to engage visitors and raise their awareness and knowledge of science. The second SimCoach, uses an empathetic virtual human to provide veterans and their families with information about PTSD and depression.
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Fok, S. C., and F. L. Tan. "Virtual Prototyping of Thermal Management Systems." Applied Mechanics and Materials 392 (September 2013): 201–5. http://dx.doi.org/10.4028/www.scientific.net/amm.392.201.

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This paper presents an application of computer technologyin the virtual prototyping of thermal management systems. The main advantages of this virtual prototyping approach include the search of standard thermoelectric cooling (TEC) components, as well as comparison of the thermal performances and costs of the resulting system prototypes. The framework and implementation are discussed in the paper.
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Mamaghani, Farid. "What makes virtual systems a reality." ACM SIGGRAPH Computer Graphics 28, no. 2 (May 1994): 105–9. http://dx.doi.org/10.1145/178951.178960.

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Mohammed Musharaf Z, Meril Akash. J, and M. Malleswari. "Dynamic virtual assistance of I/O functionalities." World Journal of Advanced Engineering Technology and Sciences 8, no. 2 (March 30, 2023): 023–33. http://dx.doi.org/10.30574/wjaets.2023.8.2.0061.

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With significant advancements being witnessed in the engineering industry daily, it has become increasingly vital for society to seek out particular new ways of interacting with computer technology and automation as their demand grows in society. Today, every device is developing the use of touch screen technology on its computer systems, although it is not cost-effective to use in all applications. A specialized system, similar to a virtual device, that provides object pursuit (tracking) and Gestures to let us engage; it might be an effective alternative to the standard touch screen and also the solid physical gadgets. The goal is to create an object pursuit (tracking) program that communicates with the computer system. This proposed model is a computer vision-based control system that involves hand movements taken from a digital camera via a hand detection technique implemented with OpenCV libraries. Our project applies gesture recognition as a topic that comes under two computer science fields augmented reality and human-computer interaction and we have created a virtual gesture system to elucidate human gestures through mathematical algorithms. Users can use simple finger or hand gestures to control or interact with the system without physically touching them and also included voice assistance to start and end the gesture controlling system. Gesture recognition can be viewed as a way for computers to begin to recognize human body language and signs, thus stuffing the void between computing systems and humans than the earliest text user interfaces or even graphical user interfaces, which still limit the majority of input to keyboard and mouse are may not be very efficient at all times. The algorithm is focused on deep learning for detecting the gestures. Hence, the proposed system will avoid the pandemic situation of COVID-19 spread by reducing the human interaction with the devices to control the system
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Angster, Scott, and Sankar Jayaram. "Open Architecture Framework for Integrated Virtual Product Development Systems." International Journal of Virtual Reality 3, no. 1 (January 1, 1997): 1–26. http://dx.doi.org/10.20870/ijvr.1997.3.1.2618.

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In the current marketplace, products are required to proceed rapidly from conceptualization to production. This has put a great deal of pressure on the current state of computer software systems. These include computer-aided design and manufacturing systems, design for assembly systems, design for manufacture systems, and manufacturing simulation systems. Modern product development processes call for rapid designs and adapting designs to suit ever changing customer requirements. Virtual prototyping is allowing engineers to quickly create digital prototypes, allowing for quick evaluation of conceptual designs. New technologies such as virtual reality are now being used to aid engineers in the area of virtual prototyping. Existing systems using virtual reality technology are limited in their expandability, customization, or usability with current design software systems. This paper discusses an expandable and customizable architecture aimed at integrating virtual product development tools.
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Vichare, Parag, Xianzhi Zhang, Vimal Dhokia, Wai M. Cheung, Wenlei Xiao, and Lianyu Zheng. "Computer numerical control machine tool information reusability within virtual machining systems." Proceedings of the Institution of Mechanical Engineers, Part B: Journal of Engineering Manufacture 232, no. 4 (May 17, 2017): 593–604. http://dx.doi.org/10.1177/0954405417708219.

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Virtual machining allows simulation of the machining process by realistically representing kinematic, static and dynamic behaviour of the intended machine tools. Using this method, manufacturing-related issues can be brought to light and corrected before the product is physically manufactured. Machining systems utilised in the manufacturing processes are represented in the virtual machining environment, and there is a plethora of commercial virtual machining software used in the industry. Each software system has a different focus and approach towards virtual machining; more than one system may be needed to complete machining verification. Thus, the significant increase in the use of virtual machining systems in the industry has increased the need for information reusability. Substantial time and money has been put into the research of virtual machining systems. However, very little of this research has been deployed within industrial best practice, and its acceptance by the end user remains unclear. This article reviews current research trends in the domain of virtual machining and also discusses how much of this research has been taken on board by software vendors in order to facilitate machine tool information reusability. The authors present use cases which utilise the novel concept of machining capability profile and the emerging STEP-NC compliant process planning framework for resource allocation. The use cases clearly demonstrate the benefits of using a neutral file format for representing machining capability profiles, as opposed to remodelling and/or reconfiguring of this information multiple times for different scenarios. This article has shown through the use cases that machining capability profiles are critical for representing recourse information from a kinematic, static and dynamic perspective that commercial software vendors can subsequently use. The impact of this on mainstream manufacturing industry is potentially significant as it will enable a true realisation of interoperability.
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Cavazza, Marc, Fred Charles, Stephen W. Gilroy, Julie Porteous, Gabor Aranyi, Julien Cordry, Gal Raz, et al. "Virtual Agents in Brain-Computer Interfaces." International Journal of Virtual Reality 15, no. 1 (January 1, 2015): 48–60. http://dx.doi.org/10.20870/ijvr.2015.15.1.2868.

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The recent development of Brain-Computer Interfaces (BCI) for Virtual Worlds has resulted in a growing interest in realistic visual feedback. In this paper, we investigate the potential role of Virtual Agents in neurofeedback (NF) systems, which constitute an important paradigm for BCI. We discuss the potential of virtual agents to contribute to the success of NF in the specific context of affective BCI. Throughout the paper, we illustrate our presentation with two fully implemented NF prototypes featuring virtual agents. The first is an interactive narrative in which the user empathises with the feature character; the second, an emotion regulation system in which virtual crowd behaviour becomes a metaphor for arousal, as the user attempts to down-regulate their affective state.
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Shinde, Vaibhavi, Rahin Shaikh, and Ayush Athare. "VIRTUAL MOUSE WITH INTEGRATED CHATBOT." International Journal Of Mathematics And Computer Research 12, no. 04 (April 6, 2024): 119–4123. http://dx.doi.org/10.47191/ijmcr/v12i4.01.

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Notably, the research addresses challenges in achieving precision and user adaptability within Virtual Gesture Systems. Employing a systematic methodology, the study utilizes cutting-edge hardware and software to capture and analyze data related to hand motion. Additionally, this research integrates a voice assistant-based chatbot with limited functions, expanding the scope of interaction possibilities. The results offer a comprehensive evaluation of the combined Virtual Gesture System and voice-assisted chatbot. This evaluation includes a comparative analysis of accuracy, efficiency, and user satisfaction against existing systems in the field. The ensuing discussion interprets the findings, addressing initial research questions and outlining implications for future development. The integration of a voice assistant-based chatbot enhances the versatility of the system, opening avenues for streamlined and user-friendly interactions. Despite inherent limitations, this research significantly contributes to the understanding of Virtual Gesture Systems, presenting a novel approach to human-computer interaction across diverse domains.
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Schroeder, R. "Networked Worlds: Social Aspects of Multi-User Virtual Reality Technology." Sociological Research Online 2, no. 4 (December 1997): 89–99. http://dx.doi.org/10.5153/sro.291.

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This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?
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12

Ptak, Paweł. "VIRTUAL LEARNING OF ELECTRONICS." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 1 (May 19, 2022): 229–36. http://dx.doi.org/10.17770/sie2022vol1.6856.

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The development of computer technology has enabled the emergence of new teaching opportunities in an artificial, virtual environment. It is then possible to work with electronic systems without the possibility of physical access to them and without measuring equipment. Such teaching and work with electronic systems was possible in a laboratory with computer stations with appropriate software. Only the development of network technology, and in particular the Internet, made it possible to fully virtual work at a distance. Until now, virtual learning has only been an alternative to teaching in a real hardware lab. It was also a supplement to the work that was carried out in the course of practical teaching with students. It was only the emergence of the Covid-19 epidemic that made this type of remote work learning a necessity, but also the only alternative in the event of school closings and quarantines. The necessity of distance learning inspired the use and development of many programs and information systems for this purpose. The paper presents selected programs that can be used and are used to learn electronics at a distance while working remotely. Each of these systems has its own advantages and disadvantages and can meet specific requirements.
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Pandzic, Igor, Christian Babski, Tolga Capin, WonSook Lee, Nadia Magnenat-Thalmann, Soraia Raupp Musse, Laurent Moccozet, Heywon Seo, and Daniel Thalmann. "Simulating Virtual Humans in Networked Virtual Environments." Presence: Teleoperators and Virtual Environments 10, no. 6 (December 2001): 632–46. http://dx.doi.org/10.1162/105474601753272871.

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In the past decade, networked virtual environments (NVEs) have been an increasingly active area of research, with the first commercial systems emerging recently. Graphical and behavioral representation of users within such systems is a particularly important issue that has lagged in development behind other issues such as network architectures and space structuring. In this paper, we expose the importance of using virtual humans within these systems and provide a brief overview of several virtual humans technologies used in particular for simulation of crowds. As the main technical contribution, the paper presents the integration of these technologies with the COVEN-DIVE platform, the extension of the DIVE system developed within the COVEN project. In conjunction with this, we present our contributions through the COVEN project to the MPEG-4 standard concerning the representation of virtual humans.
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14

Wang, Chuan. "Application Research of Computer Aided Design in Environmental Art Design." BCP Social Sciences & Humanities 15 (March 13, 2022): 228–32. http://dx.doi.org/10.54691/bcpssh.v15i.427.

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Computer-aided design technology has certain improvements and enhancements to the planning of environmental art. This paper proposes a conceptual model of parametric virtual vegetation landscape planning and design and virtual display by using new technologies such as virtual reality, virtual plants and geographic information systems. In this way, the parametric plant modeling method and the plant spatial layout method are integrated.
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Zach, Petr, Martin Pokorný, Jiří Balej, and Michal Šturma. "Controlling Multiple Virtual Machines in Computer Classrooms." Acta Universitatis Agriculturae et Silviculturae Mendelianae Brunensis 63, no. 2 (2015): 683–91. http://dx.doi.org/10.11118/actaun201563020683.

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A management of computer classroom is undoubtedly a difficult task for the administrator which has to prepare virtual operating systems for education. It is quite common that lectors need to edit the particular machine during the semester, and that is the case where the main problems can appear. The process of changes deployment is not just very time-consuming but during it a virtual machine inconsistency can appear. The main part of this paper focuses on system process diagrams and its pseudocode. At first, the machine is created on the remote server by lector or administrator. After a proper approval, the machine is able to be deployed. The lector then specifies the details about date, time and destinations of the virtual machine deployment. Once these details are approved, the virtual machine will be automatically deployed at the specified time. The automatic deployment includes also an initial configuration of the virtual machine at remote desktop and its post-install configuration (hostname, MAC address, etc.). Once all steps are completed, the process will be marked as succeed. We present an automatized solution which provides a possibility how to easily manage computer classroom with virtual operating systems. The proposed solution should deliver a greater flexibility, more reliability and faster deployment in comparison with the current solution used in our computer classroom. The proposal is also able to manipulate with already deployed machines for easy changes (e.g. software updates). The main advantage is the improvement of classroom management process automation.
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Ernst, Rolf, and Xiaobo Sharon Hu. "Autonomous Systems Design—A Virtual Roundtable." Computer 54, no. 11 (November 2021): 17–25. http://dx.doi.org/10.1109/mc.2021.3101914.

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17

Graham, Christian, and Nory B. Jones. "Intelligent Virtual Assistant's Impact on Technical Proficiency within Virtual Teams." International Journal of Virtual and Personal Learning Environments 6, no. 1 (January 2016): 41–61. http://dx.doi.org/10.4018/ijvple.2016010104.

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Information-systems development continues to be a difficult process, particularly for virtual teams that do not have the luxury of meeting face-to-face. The research literature on this topic reinforces this point: the greater part of database systems development projects ends in failure. The use of virtual teams to complete projects further compounds these failures. However, recent developments in intelligent virtual assistants (IVAs), such as Siri, Cortana, or Watson, have created opportunities to automate the systems-development process and improve success rates. Specifically, the use of a virtual assistant possessing key knowledge about database systems development can increase virtual team member technical proficiency in project-based skills. In addition, a virtual assistant can contribute to the development of higher-quality virtual team projects—in this case, database management systems. This observational study found that while the result of statistical analysis was not quite significant, teams that used the IVA did develop higher-quality team projects.
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Gritskevich, Y. V., P. A. Zvyagintseva, D. G. Makarova, M. P. Egorenko, and V. V. Zolotarev. "SIMULATION COMPUTER MODEL FOR VIRTUAL RESEARCH OF OPTOELECTRONIC MEASURING SYSTEMS." Siberian Journal of Science and Technology 20, no. 4 (2019): 416–22. http://dx.doi.org/10.31772/2587-6066-2019-20-4-416-422.

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19

Trika, S. N., P. Banerjee, and R. L. Kashyap. "Virtual reality interfaces for feature-based computer-aided design systems." Computer-Aided Design 29, no. 8 (August 1997): 565–74. http://dx.doi.org/10.1016/s0010-4485(96)00092-9.

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V.O., Ostapenko. "Methodological instructions from construction of computer virtual simulator in distance learning systems." Artificial Intelligence 24, no. 3-4 (December 27, 2019): 114–25. http://dx.doi.org/10.15407/jai2019.03-04.114.

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Today, the training of operators of complex industrial technical systems in real installations and in real conditions is very dangerous and expensive, and often can not be implemented. The alternative is computer simulation systems, which simulate real installations as much as possible, generate virtual objects and allow to gain the right and stable skills during training. The paper describes the methodological instructions for the construction of computer virtual simulators in the distance learning systems
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Torgashev, M. A., and E. V. Strashnov. "Collision Detection of Bounding Cylinders in Virtual Environment Systems." Programmnaya Ingeneria 12, no. 7 (October 11, 2021): 385–92. http://dx.doi.org/10.17587/prin.12.385-392.

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The paper proposes methods and algorithms for collision detection of bounding cylinders that surround the geometry of virtual objects. The proposed solutions are based on the separating axis theorem and analysis of possible contact interaction cases between two cylinders. The idea is to approximate the cylinders by prisms with their Gauss map to the unit sphere, which reduces the number of separating axes. Also, to compute contact points, an approach was developed based on fast geometric tests, in which polygon and segment are clipping by a prism, as a common perpendicular between line segments and a point on the circle are found. Based on methods and algorithms proposed in this work, software modules were implemented. Approbation of these modules in the virtual environment system VirSim, which was developed in Scientific Research Institute for System Analysis of the Russian Academy of Sciences, showed the adequacy and effectiveness of created methods and algorithms for real-time simulation of virtual cylindrical objects. The results obtained in this work can be used to solve many practical problems in virtual environment systems, training complexes, educational applications, animation, computer games, etc.
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Fine, J. S., A. K. Ching, J. B. Schneider, D. Pollum, and M. L. Astion. "BibleCard: network-based virtual database for laboratory information." Clinical Chemistry 41, no. 9 (September 1, 1995): 1349–53. http://dx.doi.org/10.1093/clinchem/41.9.1349.

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Abstract The clinical laboratory's use of computers has evolved beyond the single minicomputer stand-alone system. Our laboratory information system is now part of an institutional network. The laboratory also uses smaller systems and workstations for a wide variety of functions, often with much data duplication among systems. We have been developing a network-based virtual database for laboratory test information. This system uses World Wide Web standards for hypertext and multimedia displays, which allows for the display of information retrieved from various department computer sources without the necessity of data duplication, modification of existing systems, or centralization of data. The medical technologists can continue to write testing procedures on their word processors. Maintenance of reference values, specimen requirements, etc., can continue as a laboratory information system function. Yet information from all of these disparate sources can be viewed in a consolidated format that has platform independence.
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Luz María, Alonso-Valerdi, and Mercado-García Víctor Rodrigo. "Enrichment of Human-Computer Interaction in Brain-Computer Interfaces via Virtual Environments." Computational Intelligence and Neuroscience 2017 (2017): 1–12. http://dx.doi.org/10.1155/2017/6076913.

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Tridimensional representations stimulate cognitive processes that are the core and foundation of human-computer interaction (HCI). Those cognitive processes take place while a user navigates and explores a virtual environment (VE) and are mainly related to spatial memory storage, attention, and perception. VEs have many distinctive features (e.g., involvement, immersion, and presence) that can significantly improve HCI in highly demanding and interactive systems such as brain-computer interfaces (BCI). BCI is as a nonmuscular communication channel that attempts to reestablish the interaction between an individual and his/her environment. Although BCI research started in the sixties, this technology is not efficient or reliable yet for everyone at any time. Over the past few years, researchers have argued that main BCI flaws could be associated with HCI issues. The evidence presented thus far shows that VEs can (1) set out working environmental conditions, (2) maximize the efficiency of BCI control panels, (3) implement navigation systems based not only on user intentions but also on user emotions, and (4) regulate user mental state to increase the differentiation between control and noncontrol modalities.
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Andersson, R. L. "A Real Experiment in Virtual Environments:A Virtual Batting Cage." Presence: Teleoperators and Virtual Environments 2, no. 1 (January 1993): 16–33. http://dx.doi.org/10.1162/pres.1993.2.1.16.

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A new system combines on- and off-line computer vision with head tracking and image synthesis to form a “virtual batting cage” where a batter swings a real baseball bat at a synthetic recreation of an actual pitch, enabling postswing viewing and analysis. The system merges completely synthetic, completely real, and mixed-domain elements. Careful attention to timing is required to combine these elements. In addition to the obvious training application, the system suggests future model-based broadcast communication systems.
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Jenab, Kouroush, Saeid Moslehpour, and Sam Khoury. "Virtual Maintenance, Reality, and Systems: A Review." International Journal of Electrical and Computer Engineering (IJECE) 6, no. 6 (December 1, 2016): 2698. http://dx.doi.org/10.11591/ijece.v6i6.11468.

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<p>Virtual Reality is a computer-generated, mock environment that can allow people to interact with it in a seemingly real way by using certain types of specialized equipment. It is mainly used for training or educational purposes and allows for “real-life” training in a safe and monitored environment. Virtual training can be used in many different fields such as medical, military, biomedical research, aviation, and many others. However, this paper reviews the most cited publications related to the application of virtual reality for training in the United States Military. As a result, researchers can find research venues based on the challenges, risk, and infrastructures.</p>
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Jenab, Kouroush, Saeid Moslehpour, and Sam Khoury. "Virtual Maintenance, Reality, and Systems: A Review." International Journal of Electrical and Computer Engineering (IJECE) 6, no. 6 (December 1, 2016): 2698. http://dx.doi.org/10.11591/ijece.v6i6.pp2698-2707.

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<p>Virtual Reality is a computer-generated, mock environment that can allow people to interact with it in a seemingly real way by using certain types of specialized equipment. It is mainly used for training or educational purposes and allows for “real-life” training in a safe and monitored environment. Virtual training can be used in many different fields such as medical, military, biomedical research, aviation, and many others. However, this paper reviews the most cited publications related to the application of virtual reality for training in the United States Military. As a result, researchers can find research venues based on the challenges, risk, and infrastructures.</p>
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Joshi, Vivek. "Virtual Assistant Using Python." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (May 15, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem33777.

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Today there is huge Advancement in the Technical field which is increasing day by day. In early days there were only computer systems where we were able to perform only few tasks, but today new technologies like machine learning, artificial intelligence, deep learning, and few some others have made computer systems so advance that we can perform any type of task with them. In recent years, Artificial Intelligence (AI) have done remarkable progress and its Capability is increasing day by day. One of the application Area of AI is Natural Language Processing (NLP). Natural Language Processing (NLP) helps Humans to communicate with the computer system in their own Language. For example, Voice Assistant. Various voice assistants were developed and they are still being improved more for better performance to overcome struggling of humans to interact with their machine. we are trying to develop a voice assistant using python which will help user to perform any type of task without interaction with keyboard. The aim of this paper is to study how voice assistants behaves smartly and can be used to get everyday work done and also be used for educational purpose also. Keywords: Virtual Assistant, UI, Artificial Intelligent, Python Library Key Features of the system are: ❖ Natural Language Understanding (NLU) ❖ Speech Recognition ❖ Text-to-Speech (TTS) Conversion ❖ User Interface ❖ Context Management
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Dhaigude, Santosh, Sumedh Bansode, Shivam Waghmare, Saurabh Varkhad, and Prof Shubhangi Suryawanshi. "Computer Vision Based Virtual Sketch Using Detection." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 3437–71. http://dx.doi.org/10.22214/ijraset.2022.43167.

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Abstract: In today's environment, and in the midst of a pandemic, online learning is the only way to learn. Students become more curious about knowledge as a result of online learning, and they choose their own learning route. Academics, on the other hand, must devote time to studying and be disciplined in their dedication in order to pass the course or exam. There are also other hurdles to Online learning. Students are losing their comprehending power since they have been accustomed to relying on their teachers and offline classes. In recent years, virtual writing and controlling systems have become demanding study areas in the fields of image processing and pattern recognition. It makes a significant contribution to progress Keyword: Detection, Handlandmark , Keypoints, Computer vision, OpenCV, Py
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Wang, D., C. Conti, and D. Beale. "Interference Impact Analysis of Multibody Systems." Journal of Mechanical Design 121, no. 1 (March 1, 1999): 128–35. http://dx.doi.org/10.1115/1.2829413.

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A new computer aided analysis method for frictionless impact problems due to interference between two bodies in a constrained multibody system is presented in this paper. A virtual contact joint concept is used to detect interference between two bodies and calculate the jump in the body momenta, velocity discontinuities and rebounds. The interference surfaces can be described by the joint coordinates of the virtual contact joint, which are very useful for determining the impact time, the types and positions of two impact surfaces and impact initial conditions when an interference happens between two bodies.
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souza, Nikhil D. "Physics Based Animation Using Computer Graphics." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (April 11, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem30046.

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Physics-based animation is a multidisciplinary area that uses ideas from physics, computer science, and mathematics to create realistic and dynamic movements in virtual settings. The basic ideas and methods of physics-based animation are introduced in this research paper, with an emphasis on how mathematical models and physical laws are used to produce realistic motion in computer-generated images. To construct realistic virtual environments, key disciplines covered include fluid simulation, fabric simulation, rigid body dynamics, and soft body dynamics. The report highlights recent developments in real-time physics simulations and addresses other topics such as processing economy, accuracy, and scalability. Applications for physics-based animation can be found in many different fields, such as virtual reality, simulation training, movies, and video games. The pursuit of more precise and effective physics-based animation is essential as technology develops to produce captivating and realistic virtual worlds. Keywords— Physics-based animation(PBA), virtual environment, Physics simulation, Dynamics, Animation software, Real-time physics, Collision detection, Fluid dynamics, Particle systems, Cloth simulation, Smooth particle hydrodynamics, finite element method, Navier-Stokes, Rigid body dynamics, Soft body dynamics, Deformation, Motion capture, Character animation, Kinematics, Rendering, Game development, Virtual reality, Augmented reality, Computer graphics, Simulation accuracy
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Hroncová, Darina. "MULTIBODY SYSTEMS AND SIMULATION IN MATLAB." TECHNICAL SCIENCES AND TECHNOLOG IES, no. 4 (14) (2018): 84–94. http://dx.doi.org/10.25140/2411-5363-2018-4(14)-84-94.

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Urgency of the research. Computer modeling changes the teaching methodology, the way of thinking and the possibilities of applications. It helps to move from external to internal properties and from individual to related properties. The development of the product is accelerated by experimenting with a computer model. Target setting. Kinematic analysis in Matlab and MSC Adams View. The aim is to investigate the rotation of individual members of the robotic system and to determine the spatial movement of the end effector. Actual scientific researches and issues analysis. MSC Adams represents dynamic simulators of virtual prototypes of mechanical systems. Virtual prototypes allow to model, analyze and optimize the future products and to examine their properties before building a real prototype. This approach is suitable for developing miniature mechatronic elements as well as complex systems. Uninvestigated parts of general matters defining. Virtual prototypes represent a suitable resource for testing of control and regulation procedures. The research objective. Compilation of a virtual prototype of a mechanical system that has all the decisive features and is computationally stable. The statement of basic materials. Virtual model is a mathematical representation of real-world structures, simulating all its physical properties virtually. Conclusions. The aim was to determine the kinematic properties and also to evaluate the influence of the parameters of the mechanism which influence these kinematic properties. The matrix method was used. The process of the solution consisted of determining the transformation matrices of the coordinate systems, the kinematic analysis of the industrial robot and the graphical representation of the effector handling space.
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Smouha, Eric E., Dongqing Chen, Bin Li, and Zhengrong Liang. "Computer-Aided Virtual Surgery for Congenital Aural Atresia." Otology & Neurotology 22, no. 2 (March 2001): 178–82. http://dx.doi.org/10.1097/00129492-200103000-00010.

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Pracki, Piotr, and Rafał Krupiński. "Brightness and Uniformity Perception of Virtual Corridor with Artificial Lighting Systems." Energies 14, no. 2 (January 13, 2021): 412. http://dx.doi.org/10.3390/en14020412.

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This article compares the brightness and uniformity perception of virtual corridor displayed on computer screens and under different surrounding conditions, between two groups of respondents. The computer simulations of 10 lighting scenarios in the empty corridor, diverse in terms of luminance distribution and lighting power density, were developed. The visual assessment of the lighting effects was carried out on the basis of surveys. The respondents assessed the brightness and uniformity of each plane and entire corridor for each scenario, using semantic differential scaling. Each person from the first group individually made their evaluations on the same computer screen placed in the experimental box. Each person from the second group made the assessments on different computer screens, and all respondents from this group made the evaluations in the computer room at the same time. A high convergence of the results between the groups was found in the assessments of brightness and uniformity perception for consecutive lighting situations. In 93.75% of cases, the same perception in brightness and uniformity between the group means was achieved. A high convergence of the results between the groups in the assessment of brightness and uniformity perception for the same lighting situations was also demonstrated.
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34

Son, Sung Hoon. "Design of Virtual Machine Monitor for Embedded Systems." Applied Mechanics and Materials 263-266 (December 2012): 1629–32. http://dx.doi.org/10.4028/www.scientific.net/amm.263-266.1629.

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Recently virtualization has been one of the most popular research topics in system software area. While there are many commercial virtualization products for general-purpose computer system, little efforts are made to virtualize embedded system. In this paper, we design and implement a virtual machine monitor which divides each physical hardware resource of an embedded system into logical ones and reorganizes them into many virtual machines so that several real-time operating systems run concurrently on a single embedded system. We measure various performance metrics of the virtual machine monitor developed on a real embedded system. The results of the measurement study show that our virtual machine monitor has enough potentiality of its application to real-world embedded systems.
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35

Kulkarni, Rahul, Dr Pradip Varade, and Dr R. G. Yellalwar. "NLP and Human-Computer Interaction: Enhancing User Experience through Language Technology." International Journal for Research in Applied Science and Engineering Technology 11, no. 10 (October 31, 2023): 1393–96. http://dx.doi.org/10.22214/ijraset.2023.56219.

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Abstract: The interaction between humans and computers in our daily lives has become increasingly important in the age of ubiquitous digital technology. To rethink and improve the user experience, this research examines the complex area where Human-Computer Interaction (HCI) and Natural Language Processing (NLP) meet. Improved user experience, improved usability, and increased accessibility are all advantages of improved HCI. The value of NLP and ML in numerous disciplines is demonstrated through practical applications including chatbots, virtual assistants, and recommendation systems. This paper explores how NLP technology, in the context of a voice-activated virtual assistant, enriches HCI to create a more engaging and intuitive user experience.
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36

Peppler, Philipp W., and Steve Stephens. "Image generation systems in virtual training platforms." Communications of the ACM 42, no. 9 (September 1999): 85–88. http://dx.doi.org/10.1145/315762.315782.

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37

Meng, Yuwei, P. Y. Mok, and Xiaogang Jin. "Interactive virtual try-on clothing design systems." Computer-Aided Design 42, no. 4 (April 2010): 310–21. http://dx.doi.org/10.1016/j.cad.2009.12.004.

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38

Aleksiev, Oleh, Volodymyr Aleksiev, Olha Matsyi, and Michael Matsyi. "End-to-end design of mechatronic industrial and automotive computer systems." 49, no. 49 (March 29, 2021): 6–15. http://dx.doi.org/10.26565/2304-6201-2021-49-01.

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Due to the constant information develop-ment of society and its industrial component, new transport systems and machines have reached a high level of information excellence. Accordingly, there is a new contradiction between the rapid development of tools and methods of informatization of complex objects and systems, the development of transport telematics (internal for cars and other vehicles and external internal transport control systems) and the heterogeneous nature of existing subsystems and components of the transport complex. Of Ukraine. The problem of resolving this contradiction will allow at all levels of transport infrastructure to improve services to residents of cities and regions, improve transport processes, avoid existing negative consequences: traffic disruptions, unsatisfactory condition of roads, irrational use of funds for re-pair, operation and equipment of highways. This will help improve traffic safety, improve the quality of transport services, ensure people's comfort and save cargo. The goal of the study is to create software and hardware for virtual management, its intellectualization based on the use of virtual logis-tics of transportation processes, providing road users, tools of virtual management, a kind of virtual logistics. The purpose of this article is to study the problem of expressing and proving new rules and concepts for providing knowledge and skills to people who want to work in the IT field of transport applications. The sequence of acquiring knowledge and skills of people who have improved their personal professional level in road transport is determined. The idea of computer science as system engineering of successful consecutive creation of computer equip-ment and software of complex systems by combining their computer and software engineering in the field of motor transport is offered. The scope of use of the obtained results is road transport road organizations of Ukraine, residents of cities and regions as individuals or legal entities of users of transport services.
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39

Riva, Giuseppe. "Virtual Reality as Communication Tool: A Sociocognitive Analysis." Presence: Teleoperators and Virtual Environments 8, no. 4 (August 1999): 462–68. http://dx.doi.org/10.1162/105474699566341.

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Virtual reality (VR) is usually described by the media as a particular collection of technological hardware: a computer capable of 3-D real-time animation, a head-mounted display, and data gloves equipped with one or more position trackers. However, this focus on technology is somewhat disappointing for communication researchers and VR designers. To overcome this limitation, this paper describes VR as a communication tool: a communication medium in the case of multiuser VR and a communication interface in single-user VR. The consequences of this approach for the design and the development of VR systems are presented, together with the methodological and technical implications for the study of interactive communication via computers.
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40

Haug, E. J., K. K. Choi, J. G. Kuhl, and J. D. Wargo. "Virtual Prototyping Simulation for Design of Mechanical Systems." Journal of Mechanical Design 117, B (June 1, 1995): 63–70. http://dx.doi.org/10.1115/1.2836472.

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Developments in simulation technology that enable a qualitatively new virtual prototyping approach to design of mechanical systems are summarized and their integration into an engineering design environment is illustrated. Simulation tools and their enabling technologies are presented in the context of vehicle design, with references to the literature provided. Their implementation for design representation, real-time driver-in-the-loop simulation, dynamic performance simulation, dynamic stress and life prediction, maintainability analysis, design sensitivity analysis, and design optimization is outlined. A testbed comprised of computer aided engineering tools and a design level of fidelity driving simulator that has been developed to demonstrate the feasibility of virtual prototyping simulation for mechanical system design is presented. Two 1994 demonstrations of this capability for vehicle design are presented, to illustrate the state of the technology and to identify challenges that remain in making virtual prototyping simulation an integral part of mechanical system design in US industry.
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41

Mead, Jerud J. "VMOE: A Virtual Machine Operating Environment for the Computer Systems Curriculum." Computer Science Education 1, no. 2 (January 1989): 153–76. http://dx.doi.org/10.1080/0899340890010207.

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42

Doumanis, Ioannis, and Daphne Economou. "REVERIE Virtual Hangout." International Journal of Virtual and Augmented Reality 5, no. 2 (July 2021): 18–39. http://dx.doi.org/10.4018/ijvar.2021070103.

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Social media sites have gained popularity in the past decade by enabling people to create and share content online easily. However, social media cannot engage users on a level beyond content prosumption to create immersive experiences. A promising technology to create such experiences is multimodal virtual reality. REVERIE is a multimodal framework with an integrated workflow for developing immersive experiences, including various forms of virtual representation of human users (e.g., replicas and avatars). To demonstrate the social and collaborative capabilities of the framework, the authors created the Virtual Hangout. It features a VE where people can meet online to socialise and collaborate. This paper presents a study designed to evaluate user immersion using participants with variable computer skills. The results showed that participants experienced engagement-based immersion but not presence. Barriers to immersion were the absence of pleasurable interactions and the participants' computer skills. The authors propose DGs for deeply immersive experiences in Virtual Hangout and similar systems.
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43

Li, Xining, John Cleary, and Brian Unger. "Virtual time and virtual space." International Journal of Parallel Programming 21, no. 2 (April 1992): 123–50. http://dx.doi.org/10.1007/bf01408290.

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44

Sakthivel, Sachidanandam. "Virtual workgroups in offshore systems development." Information and Software Technology 47, no. 5 (March 2005): 305–18. http://dx.doi.org/10.1016/j.infsof.2004.09.001.

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45

Maltsev, A. V. "Computer Simulation and Visualization of Wheel Tracks on Solid Surfaces in Virtual Environment." Scientific Visualization 15, no. 2 (June 2023): 80–89. http://dx.doi.org/10.26583/sv.15.2.07.

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The paper describes methods and approaches for implementation of traces from virtual prototypes of wheeled technical vehicles on solid objects in three-dimensional virtual scenes. Use of particle systems hierarchically linked to wheel models is the basis of solutions developed. Original type of particle system is proposed, in which generation of elements is regulated by special control signal. Creation, processing, storage and destruction of particles is performed by means of the CUDA architecture with use of computing cores of modern graphics processor and video memory resources. Creating geometric model of each particle and its rendering is carried out on programmable graphics pipeline with own vertex, geometry and fragment shaders. Visualization of virtual environment with simulation of wheel tracks is performed in real time. Software modules were created based on developed methods and approaches. Approbation of them was carried out in virtual environment system VirSim and showed adequacy and effectiveness of proposed solutions for simulation of wheel tracks in virtual environment systems and training complexes.
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46

Li, Juan, and Geng Sun. "Design of a virtual simulation interaction system based on enhanced reality." Electronic Research Archive 31, no. 10 (2023): 6260–73. http://dx.doi.org/10.3934/era.2023317.

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<abstract><p>Traditional virtual simulated interaction systems experience data fragmentation during the process of converting from two-dimensional to three-dimensional information, resulting in reduced realism and an inability to meet the teaching requirements of computer courses. Therefore, the integration of augmented reality (AR) technology into the educational environment remains an urgent and unresolved issue. To address the aforementioned issues, this paper investigates the data throughput limitations present in virtual simulation interaction systems. In response to this problem, an application solution utilizing AR technology is proposed, specifically a design concept for a virtual simulation interactive system tailored to computer-related courses. This system achieves its objectives through the collaborative interaction of AR hardware and supplementary software algorithms. The AR hardware is subdivided into framework design and functional hardware design, while the software components encompass AR models, virtual interaction models, and fusion methods. Through testing and comparison of the data throughput of this system with two other virtual simulation interaction systems, it was found that the virtual simulation interactive system optimized using AR technology can effectively enhance data throughput and address the issue of reduced realism in virtual interaction scenes caused by data fragmentation. This design system provides a more realistic and efficient mode of interaction for teaching computer-related courses.</p></abstract>
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47

Bowman, Doug A., Larry F. Hodges, and Jay Bolter. "The Virtual Venue: User-Computer Interaction in Information-Rich Virtual Environments." Presence: Teleoperators and Virtual Environments 7, no. 5 (October 1998): 478–93. http://dx.doi.org/10.1162/105474698565866.

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We present a virtual environment application that allows users to access embedded information within an immersive virtual space. Due to the richness and complexity of this environment, efficient and easy-to-use interaction techniques are a crucial requirement. The “Virtual Venue” seamlessly combines both twoand three-dimensional interaction techniques into a single system and utilizes previously reported as well as novel techniques that fit the task of information access. We present tools for user control of the system, travel through the environment, and information retrieval, as well as authoring tools for the creation of information-rich virtual environments. A usability study and its results are also presented and discussed. The study indicates that the use of abstract information that is tightly coupled to the virtual environment can be quite successful in enhancing the relevance of both the environment and the information. Results also show that the set of well-constrained interaction techniques presented here are usable and efficient for information retrieval.
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48

Mohan, Akhil. "Virtual Air Canvas: A Review." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 03 (March 29, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem29794.

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This creative method of utilizing open-source frameworks to create gesture-controlled whiteboard devices is impressive. The device tracks and interprets finger movements collected by a camera to allow users to engage with a virtual whiteboard. The implementation includes effective data processing, hand landmark estimate, and real-time hand detection by utilizing computer vision algorithms. By providing a modern form of communication and going beyond regular typing and writing habits, the system seeks to expand beyond traditional writing methods and create new opportunities for connection. The system contributes to the changing field of human-computer interaction by offering an alternate mode of communication, which improves people's quality of life overall. It also demonstrates the versatility of gesture-controlled systems in terms of enhancing communication accessibility. Key Words: Data Processing, Handmark Estimation, Computer Vision algorithms, MediaPipe, OpenCV.
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Hirose, Michitaka, Kazuhisa Takahashi, Tomoki Koshizuka, Taku Morinobu, and Yoichi Watanabe. "An Alternate Way to Generate Virtual Worlds:A Study of Image Processing Technology for Synthetic Sensations." Presence: Teleoperators and Virtual Environments 5, no. 1 (January 1996): 61–71. http://dx.doi.org/10.1162/pres.1996.5.1.61.

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During recent years, the use of virtual reality technology has become widespread and popular. However, to further broaden the application of virtual reality, more sophisticated and realistic virtual worlds need to be developed. Traditionally, most virtual worlds are generated using three-dimensional (3D) computer graphics incorporating 3D geometric models and various rendering software. However, if 3D models become very complex, the delay time caused by rendering calculations makes it difficult for the user to be able to interact with the virtual world. Also, the production of realistic 3D computer graphics is very cost and labor intensive. From a very practical point of view, it is clear that we need some alternate approaches to realize a truly realistic virtual world. In this paper, the authors introduce an alternate method of generating virtual worlds other than 3D computer graphics. The method discussed here is to generate virtual worlds by processing 2D real images taken by video cameras. For this purpose, a special video camera system that can record image data indexed by position data was developed. Using recorded image data indexed by position data we are able to experience the virtual image world interactively. This method has become realistic due to advances in multimedia computers capable of handling large image data. A tested prototype of this kind of system is discussed in some depth, along with the capability and limitations of this prototype system.
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Leone, Pierre, and Kasun Samarasinghe. "Geographic routing on Virtual Raw Anchor Coordinate systems." Theoretical Computer Science 621 (March 2016): 1–13. http://dx.doi.org/10.1016/j.tcs.2015.12.029.

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