Journal articles on the topic 'Virtual environment'

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1

TREGUBOVA, I. A. "FRACTAL GRAPHICS FOR VIRTUAL ENVIRONMENT GENERATION." Digital Technologies 26 (2019): 29–35. http://dx.doi.org/10.33243/2313-7010-26-29-35.

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Progress in hardware and software development is impressively fast. The main reason of computer graphics fast improvement is a full experience that can be reached though visual representation of our world. Therefore, the most interesting problem of it is a realistic image with high quality and resolution, which often requires procedural graphics generation. The article analyzes simplicity of a fractal and mathematics abstraction. Mathematics describes not only accuracy and logic but also beauty of the Universe. Mountains, clouds, trees, cells do not fit into the world of Euclidean geometry. They cannot be described by its methods. But fractals and fractal geometry solve that problem. Fractals are fairly simple equations on a sheet of paper with bright, unusual images, and, above all, they explain things. Fractal is a figure in the space, which consists of statistical character as the whole. It is self-similar, and therefore looks ‘roughly’ same and does not depend on its scale. So, any complex object can be called a fractal, if it has the same shape, as the parts it consists of. Fractal is abstract, and it helps to translate any algebraic problem into geometric, where solution is always obvious. A lot of researches in the field of fractal graphics has been carried out, but there are still issues that deserve considerable attention and more perfect solutions. The main purpose of the work is codes development with object-oriented programming languages for fractal graphics rendering. The article analyzes simplicity of a fractal and mathematics abstraction. Procedural generation was described as a method of algorithmic data generation for 3D models and textures creation. Code was written with general-purpose programming language Python, which renders step by step creation of fractal composition and variations of fractal images. Fractal generation used for modeling is part of realism in computer graphics In summary, procedural generation is very important for video games, as it can be used to automatically create large amount of game content. The random generation of natural looking landscapes is based on geometric computer generated images Created compositions can be used in computer science for image compression, in medicine for the study of the cellular level of organs, etc.
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Avis, N. J. "Virtual environment technologies." Minimally Invasive Therapy & Allied Technologies 9, no. 5 (January 2000): 333–39. http://dx.doi.org/10.3109/13645700009061455.

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Holden, Maureen K., and Thomas Dyar. "Virtual Environment Training." Neurology Report 26, no. 2 (2002): 62–71. http://dx.doi.org/10.1097/01253086-200226020-00003.

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Kort, Yvonne A. W. de, Wijnand A. IJsselsteijn, Jolien Kooijman, and Yvon Schuurmans. "Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology." Presence: Teleoperators and Virtual Environments 12, no. 4 (August 2003): 360–73. http://dx.doi.org/10.1162/105474603322391604.

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Virtual environments have the potential to become important new research tools in environment behavior research. They could even become the future (virtual) laboratories, if reactions of people to virtual environments are similar to those in real environments. The present study is an exploration of the comparability of research findings in real and virtual environments. In the study, 101 participants explored an identical space, either in reality or in a computer-simulated environment. Additionally, the presence of plants in the space was manipulated, resulting in a 2 (environment)× 2 (plants) between-subjects design. Employing a broad set of measurements, we found mixed results. Performances on size estimations and a cognitive mapping task were significantly better in the real environment. Factor analyses of bipolar adjectives indicated that, although four dimensions were similar for both environments, a fifth dimension of environmental assessment—termedarousal—was absent in the virtual environment. In addition, we found significant differences on the scores of four of the scales. However, no significant interactions appeared between environment and plants. Experience of and behavior in virtual environments have similarities to that in real environments, but there are important differences as well. We conclude that this is not only a necessary, but also a very interesting research subject for environmental psychology.
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Pandzic, Igor-Sunday, Nadia Magnenat Thalmann, Tolga K. Capin, and Daniel Thalmann. "Virtual Life Network: A Body-Centered Networked Virtual Environment." Presence: Teleoperators and Virtual Environments 6, no. 6 (December 1997): 676–86. http://dx.doi.org/10.1162/pres.1997.6.6.676.

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In order to feel the sense of presence in a virtual environment, it is important for the participants to become a part of this environment and interact with it through natural behaviors. This interaction is even more important in networked collaborative virtual environments, in which the participants need to see and interact with each other. We present the Virtual Life Network (VLNET), a joint research effort in the field of networked collaborative virtual environments at MIRALab of the University of Geneva and the Computer Graphics Laboratory of the Swiss Federal Institute of Technology, Lausanne. In VLNET each participant is represented by a virtual human actor with realistic appearance and movements similar to the actual body. Interacting with the environment through his virtual body, the participant is perceived by himself and others in a natural way. Since it is generally not possible to track all degrees of freedom of the human body in order to reproduce realistic body motion, we introduce the motor functions that generate natural motion for standard tasks such as walking and arm motion; they are based on limited tracked information (hand and head positions). By using the same virtual human representation, but with the addition of high-level control, autonomous virtual actors can be introduced into the environment to perform some useful tasks or simply to make the environment more appealing. To further enhance the realistic feel of the virtual environment and to simplify object manipulation we provide the facility of defining object behaviors by attaching motor functions to the objects.
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Dean, Kevin L., Xylar S. Asay-Davis, Evan M. Finn, Tim Foley, Jeremy A. Friesner, Yo Imai, Bret J. Naylor, Sarah R. Wustner, Scott S. Fisher, and Kent R. Wilson. "Virtual Explorer: Interactive Virtual Environment for Education." Presence: Teleoperators and Virtual Environments 9, no. 6 (December 2000): 505–23. http://dx.doi.org/10.1162/105474600300040367.

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The Virtual Explorer project of the Senses Bureau at the University of California, San Diego, focuses on creating immersive, highly interactive environments for education and scientific visualization which are designed to be educational—and exciting, playful, and enjoyable, as well. We have created an integrated model system on human immunology to demonstrate the application of virtual reality to education, and we've also developed a modular software framework to facilitate the further extension of the Virtual Explorer model to other fields. The system has been installed internationally in numerous science museums, and more than 7,000 individuals have participated in demonstrations. The complete source code—which runs on a variety of Silicon Graphics computers—is available on CD-ROM from the authors.
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S.V, Mamadjanova. "DESIGN FEATURES OF VIRTUAL LEARNING ENVIRONMENTS." European International Journal of Multidisciplinary Research and Management Studies 02, no. 06 (June 1, 2022): 1–5. http://dx.doi.org/10.55640/eijmrms-02-06-01.

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The article deals with the influence of virtual informational educational environment on didactics of basic education, the functions of virtual informational educational environment as a new pedagogical system, shows the relationship of real and virtual components of the informational educational environment in the integral pedagogical process, presents the conditions for the selection of organizational forms of learning in a virtual educational environment. The validity of the selection of organizational forms of training ensures the achievement of guaranteed high quality of the educational process.
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Solini, Hannah M., Ayush Bhargava, and Christopher C. Pagano. "Transfer of Calibration in Virtual Reality to both Real and Virtual Environments." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1943–47. http://dx.doi.org/10.1177/1071181319631224.

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It is often questioned whether task performance attained in a virtual environment can be transferred appropriately and accurately to the same task in the real world. With advancements in virtual reality (VR) technology, recent research has focused on individuals’ abilities to transfer calibration achieved in a virtual environment to a real-world environment. Little research, however, has shown whether transfer of calibration from a virtual environment to the real world is similar to transfer of calibration from a virtual environment to another virtual environment. As such, the present study investigated differences in calibration transfer to real-world and virtual environments. In either a real-world or virtual environment, participants completed blind walking estimates before and after experiencing perturbed virtual optic flow via a head-mounted virtual display (HMD). Results showed that individuals calibrated to perturbed virtual optic flow and that this calibration carried over to both real-world and virtual environments in a like manner.
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Safaric, Riko, Rob M. Parkin, Chris A. Czarnecki, and David W. Calkin. "Virtual environment for telerobotics." Integrated Computer-Aided Engineering 8, no. 2 (May 14, 2001): 95–104. http://dx.doi.org/10.3233/ica-2001-8201.

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Iwai, Go. "A Virtual Geant4 Environment." Journal of Physics: Conference Series 664, no. 7 (December 23, 2015): 072023. http://dx.doi.org/10.1088/1742-6596/664/7/072023.

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KITAMURA, Yoshifumi. "Physics in Virtual Environment." Journal of the Society of Mechanical Engineers 102, no. 971 (1999): 624–27. http://dx.doi.org/10.1299/jsmemag.102.971_624.

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12

Fisher, S. S., E. M. Wenzel, C. Coler, and M. W. McGreevy. "Virtual Interface Environment Workstations." Proceedings of the Human Factors Society Annual Meeting 32, no. 2 (October 1988): 91–95. http://dx.doi.org/10.1177/154193128803200219.

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A head-mounted, wide-angle, stereoscopic display system controlled by operator position, voice and gesture has been developed at NASA's Ames Research Center for use as a multipurpose interface environment. This Virtual Interface Environment Workstation (VIEW) system provides a multisensory, interactive display environment in which a user can virtually explore a 360—degree synthesized or remotely sensed environment and can viscerally interact with its components. Primary applications of the system are in telerobotics, management of large-scale integrated information systems, and human factors research. System configuration, research scenarios, and research directions are described.
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Johnson, A., J. Leigh, B. Carter, J. Sosnoski, and S. Jones. "Virtual Harlem [learning environment]." IEEE Computer Graphics and Applications 22, no. 5 (September 2002): 61–67. http://dx.doi.org/10.1109/mcg.2002.1028727.

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Lü, Guonian, Zhaoyuan Yu, Liangchen Zhou, Mingguang Wu, Yehua Sheng, and Linwang Yuan. "Data environment construction for virtual geographic environment." Environmental Earth Sciences 74, no. 10 (September 1, 2015): 7003–13. http://dx.doi.org/10.1007/s12665-015-4736-5.

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Mourant, Ronald R., and Lily Parsi. "Training in a Virtual Stereoscopic Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 26 (September 2002): 2206–9. http://dx.doi.org/10.1177/154193120204602622.

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This study investigated transfer-of-training for a pick-and-place task in monoscopic, stereoscopic, and real-world environments. Ten training trials were given to 30 subjects in the three environments (10 subjects each). The averages of task completion time in the stereoscopic and real-world environments were less than those in the monoscopic environment. In a post-training real-world trial, there were no differences due to the training environment (including another group of 10 subjects who received no training). Subjects, who had training in the stereoscopic or real-world environments, were more accurate in the placement of cans at near targets than those who received monoscopic or no training. Thus training in a virtual stereoscopic environment was beneficial in terms of task accuracy. The effectiveness of virtual environments may continue to improve as advances in computer hardware enable higher resolution presentations and reduce system lags.
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P., P. Alaguvathana. "Improving the Resource Availability in Virtual Cloud Environment." International Journal of Psychosocial Rehabilitation 24, no. 5 (April 20, 2020): 4191–98. http://dx.doi.org/10.37200/ijpr/v24i5/pr2020133.

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PALAGHIA, Rita, and Alin Dănuț CURILĂ. "THE VIRTUAL ENVIRONMENT DURING “THE STATE OF EMERGENCY”." Review of the Air Force Academy 18, no. 1 (July 30, 2020): 75–82. http://dx.doi.org/10.19062/1842-9238.2020.18.1.9.

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18

Lokman, Abbas Saliimi, Ngahzaifa Ab Ghani, and Lok Leh Leong. "Simulating Dynamic Time Dilation in Relativistic Virtual Environment." International Journal of Computer Theory and Engineering 8, no. 5 (October 2016): 385–88. http://dx.doi.org/10.7763/ijcte.2016.v8.1075.

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Solidade, Eduardo Gomes Da, João Lucas Santos, and Delma Holanda De Almeida. "ETNOGRAFIA VIRTUAL." RCMOS - Revista Científica Multidisciplinar O Saber 2, no. 1 (January 22, 2024): 203–12. http://dx.doi.org/10.51473/rcmos.v2i1.310.

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The present work aims to show the research carried out in online environments, showing relevant information for the construction of scientifi c knowledge. The virtual environment is improving and progressing every day to provide a more facilitative resource mode for our society. Having Ethnography as a methodological support, using Youtube as a locus of data production. Taking into account the various social networks that we currently have, the video platform was selected as a place to search for the empirical material of the research. related to shares, likes, comments and views. In order to be able to track the most relevant information about events related to the negative impacts of the pandemic on the environment. made with the broadcasting of news and information regarding the knowledge of these impacts, to the audience that most frequents the video platform. As we know, the situation started in China and spread worldwide. And with that, one of the means used to suppress the advance of the virus as a form of combat attributed to society was isolation and social distance. What can be seen is that the pandemic had a very impacting factor on our environment, such as isolation and social distance, caused by restrictions due to the pandemic, had a signifi cant increase in hospital waste worldwide, as well as plastics discarded in domestic environments.
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Reeth, F., K. Coninx, S. Backer, and E. Flerackers. "Realizing 3D Visual Programming Environments within a Virtual Environment." Computer Graphics Forum 14, no. 3 (August 1995): 361–70. http://dx.doi.org/10.1111/1467-8659.1430361.

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21

Van Reeth, F., K. Coninx, S. De Backer, and E. Flerackers. "Realizing 3D Visual Programming Environments within a Virtual Environment." Computer Graphics Forum 14, no. 3 (August 1995): 361–70. http://dx.doi.org/10.1111/j.1467-8659.1995.cgf143_0361.x.

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22

Stytz, Martin R., Elizabeth Block, and Brian Soltz. "Providing Situation Awareness Assistance to Users of Large-Scale, Dynamic, Complex Virtual Environments." Presence: Teleoperators and Virtual Environments 2, no. 4 (January 1993): 297–313. http://dx.doi.org/10.1162/pres.1993.2.4.297.

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As virtual environments grow in complexity, size, and scope users will be increasingly challenged in assessing the situation in them. This will occur because of the difficulty in determining where to focus attention and in assimilating and assessing the information as it floods in. One technique for providing this type of assistance is to provide the user with a first-person, immersive, synthetic environment observation post, an observatory, that permits unobtrusive observation of the environment without interfering with the activity in the environment. However, for large, complex synthetic environments this type of support is not sufficient because the mere portrayal of raw, unanalyzed data about the objects in the virtual space can overwhelm the user with information. To address this problem, which exists in both real and virtual environments, we are investigating the forms of situation awareness assistance needed by users of large-scale virtual environments and the ways in which a virtual environment can be used to improve situation awareness of real-world environments. A technique that we have developed is to allow a user to place analysis modules throughout the virtual environment. Each module provides summary information concerning the importance of the activity in its portion of the virtual environment to the user. Our prototype system, called the Sentinel, is embedded within a virtual environment observatory and provides situation awareness assistance for users within a large virtual environment.
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Codier, Estelle, and Anna Holeikaumaka Holt. "Virtual Clinical Rounds in a Multiuser Virtual Environment." Journal of Nursing Education 51, no. 10 (October 1, 2012): 595–96. http://dx.doi.org/10.3928/01484834-20120920-02.

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

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In this paper, we will present an overview of existing research in the vast area of IVH systems. We will also present our ongoing work on improving the expressive capabilities of IVHs. Because of the complexity of interaction, a high level of control is required over the face and body motions of the virtual humans. In order to achieve this, current approaches try to generate face and body motions from a high-level description. Although this indeed allows for a precise control over the movement of the virtual human, it is difficult to generate a natural-looking motion from such a high-level description. Another problem that arises when animating IVHs is that motions are not generated all the time. Therefore a flexible animation scheme is required that ensures a natural posture even when no animation is playing. We will present MIRAnim, our animation engine, which uses a combination of motion synthesis from motion capture and a statistical analysis of prerecorded motion clips. As opposed to existing approaches that create new motions with limited flexibility, our model adapts existing motions, by automatically adding dependent joint motions. This renders the animation more natural, but since our model does not impose any conditions on the input motion, it can be linked easily with existing gesture synthesis techniques for IVHs. Because we use a linear representation for joint orientations, blending and interpolation is done very efficiently, resulting in an animation engine especially suitable for real-time applications
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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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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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Hendrix, Claudia, and Woodrow Barfield. "The Sense of Presence within Auditory Virtual Environments." Presence: Teleoperators and Virtual Environments 5, no. 3 (January 1996): 290–301. http://dx.doi.org/10.1162/pres.1996.5.3.290.

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Two studies were performed to investigate the sense of presence within stereoscopic virtual environments as a function of the addition or absence of auditory cues. The first study examined the presence or absence of spatialized sound, while the second study compared the use of nonspatialized sound to spatialized sound. Sixteen subjects were allowed to navigate freely throughout several virtual environments and for each virtual environment, their level of presence, the virtual world realism, and interactivity between the participant and virtual environment were evaluated using survey questions. The results indicated that the addition of spatialized sound significantly increased the sense of presence but not the realism of the virtual environment. Despite this outcome, the addition of a spatialized sound source significantly increased the realism with which the subjects interacted with the sound source, and significantly increased the sense that sounds emanated from specific locations within the virtual environment. The results suggest that, in the context of a navigation task, while presence in virtual environments can be improved by the addition of auditory cues, the perceived realism of a virtual environment may be influenced more by changes in the visual rather than auditory display media. Implications of these results for presence within auditory virtual environments are discussed.
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Dogan, Asli Zeynep, and Arzu Gonenc Sorguc. "Sound perception in virtual environments." INTER-NOISE and NOISE-CON Congress and Conference Proceedings 268, no. 6 (November 30, 2023): 2660–71. http://dx.doi.org/10.3397/in_2023_0388.

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Virtual environments have been developing and changing the understanding of a space by means design, perception and usage. This study aims to contribute to the literature on the improvement of the auditory perception and cognition of virtual spaces used for education, training, and gaming purposes. This study proposes to offer a realistic representation of soundscapes in virtual environments according to spatial qualities instead of misleading synthetic sounds by integrating acoustical simulations with the immersive environment and questioning the experience of a regular user. The study explores the effects of acoustically simulated and immersive virtual soundscape design methods on auditory perception through changing forms and materials by series of cognitive experiments. The results revealed that the participants achieve more accurate results of source-localization, self-localization, and distance guessing in an immersive environment than in the simulated environment. Also, they were more aware of the soundwalk route, spent more time on tasks, and evaluated the experience more positively in an immersive environment compared to simulations. Despite the placement of the auralizations from the simulations as sound sources in immersive environments, there is still a lack of auditory representation of spatial qualities compared to the accurate calculation of acoustical parameters in a simulated environment.
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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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Cash, Steven, and R. Young. "Bowyer: A Planning Tool for Bridging the Gap between Declarative and Procedural Domains." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (October 16, 2009): 14–19. http://dx.doi.org/10.1609/aiide.v5i1.12357.

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Traditionally, there have been two large obstacles faced in attempting to apply AI techniques to games and other virtual environments. The first obstacle is the gap between the largely declarative representations used by many AI techniques and the largely procedural approaches used in virtual environments. The second obstacle is the gap between the skill sets and knowledge bases of the two domain experts with AI researchers often lacking experience using virtual environment APIs and development environments and virtual environments developers often lacking significant AI knowledge. In this paper we present Bowyer, a tool designed to address these two obstacles to the integration of AI planning algorithms into virtual environments. Bowyer bridges the gap between the declarative representations in a planning domain and the procedural framework of a virtual environment via the use of code generation techniques. Bowyer’s functionality also allows planning researchers to integrate their planning research into virtual environments without the need to have extensive knowledge of virtual environment development.
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Vorländer, Michael. "Virtual Acoustics." Archives of Acoustics 39, no. 3 (March 1, 2015): 307–18. http://dx.doi.org/10.2478/aoa-2014-0036.

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Abstract Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.
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Foster, G. T., D. E. N. Wenn, W. S. Harwin, and F. O'Hart. "Generating Virtual Environments to Allow Increased Access to the Built Environment." International Journal of Virtual Reality 3, no. 4 (January 1, 1998): 11–19. http://dx.doi.org/10.20870/ijvr.1998.3.4.2630.

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The problems encountered by individuals with disabilities when accessing large public buildings is described and a solution based on the generation of virtual models of the built environment is proposed. These models are superimposed on a control network infrastructure, currently utilised in intelligent building applications such as lighting, heating and access control. The use of control network architectures facilitates the creation of distributed models that closely mirror both the physical and control properties of the environment. The model of the environment is kept local to the installation which allows the virtual representation of a large building to be decomposed into an interconnecting series of smaller models. This paper describes two methods of interacting with the virtual model, firstly a two dimensional aural representation that can be used as the basis of a portable navigational device. Secondly an augmented reality called DAMOCLES that overlays additional information on a user's normal field of view. The provision of virtual environments offers new possibilities in the man-machine interface so that intuitive access to network based services and control functions can be given to a user.
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Hahn, James K., Larry Gritz, Rudolph Darken, Joseph Geigel, and Jong Won Lee. "An Integrated Virtual Environment System." Presence: Teleoperators and Virtual Environments 2, no. 4 (January 1993): 353–60. http://dx.doi.org/10.1162/pres.1993.2.4.353.

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Virtual environment research involves a number of related problems from a variety of domains. A joint research at the George Washington University and the Naval Research Laboratory is bringing together issues from these domains to study the factors that contribute to an integrated virtual environment. The research can be divided into three general categories: human factors, motion control, and sound synchronization. Human factors issues involve the development of new paradigms for movement and navigation, essential for performance of general tasks in virtual spaces. Novel approaches to motion control are being explored to help users of virtual environments interact and control virtual objects. This involves both interactive control as well as automation through evolutionary approaches. The sounds being generated as a result of these motions are modeled with compositional techniques to parameterize and synchronize them to the events in the environment. The research is being approached from both a fundamental point of view typical of an academic environment as well as from an application oriented point of view of interest to the Navy. The cooperative relationship has benefited both the George Washington University and the Naval Research Laboratory.
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Chen, Y., Z. Cui, and L. Hao. "Virtual reality in lighting research: Comparing physical and virtual lighting environments." Lighting Research & Technology 51, no. 6 (March 27, 2019): 820–37. http://dx.doi.org/10.1177/1477153518825387.

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In the study of lighting, as the construction of a physical test room is costly and time-consuming, researchers have been actively looking for alternative media to present physical environments. Virtual reality, photo and video are the most commonly used approaches in the lighting community, and they have all been used by researchers around the world. Most such studies have been conducted without discussing what gives the subjects a better sense of realism, presence, etc., and which type of media is closer to the ideal, the physical lighting environment. In this paper, we aim to select the optimal alternative media that can present physical lighting environments. We compare a human’s subjective feeling towards a physical lighting environment and three alternative reproduction technologies, namely, virtual reality reproduction, video reproduction and photographic reproduction. We also discuss the feasibility of using virtual reality in representing lighting environments. The selection of the most optimal media is based on the perceptual attributes of lighted space, and the findings are only related to these criteria. The main results of this study are the following: (a) The order of the overall presentation-ability of the media is physical space > virtual reality reproductions > video reproductions > photo reproductions. (b) In terms of subjective rating, virtual reality lighting environments are rated closest to the physical lighting environments, and the order of the approximate coefficient of the media is physical space (1) > VR reproductions (0.886) > video reproductions (0.752) > photo reproductions (0.679). (c) Virtual reality can present lighting attributes of open/close, diffuse/glaring, bright/dim and noisy/quiet consistent with the physical environment. (d) Human subjects are most satisfied with VR reproductions.
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Ewais, Ahmed, and Olga De Troyer. "Authoring Adaptive 3D Virtual Learning Environments." International Journal of Virtual and Personal Learning Environments 5, no. 1 (January 2014): 1–19. http://dx.doi.org/10.4018/ijvple.2014010101.

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The use of 3D and Virtual Reality is gaining interest in the context of academic discussions on E-learning technologies. However, the use of 3D for learning environments also has drawbacks. One way to overcome these drawbacks is by having an adaptive learning environment, i.e., an environment that dynamically adapts to the learner and the activities that he performs in the environment. In this paper, the authors discuss adaptive 3D virtual leaning environments and explain how a course author can specify such an environment (i.e., authoring). The approach and tool that the authors present allow authors to create adaptive 3D virtual learning environments without the need to be an expert in 3D or using programming or scripting languages. The authors also conducted an evaluation to validate the approach and the usability and acceptability of the authoring tool. Based on the results, recommendations for authoring adaptive 3D virtual learning environments have been formulated.
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Spain, Randall, Benjamin Goldberg, Pete Khooshabeh, David Krum, Joshua Biro, Courtney Linder, Laura Stanley, et al. "Applications of Virtual Environments in Human Factors Research and Practice." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2308–12. http://dx.doi.org/10.1177/1071181319631393.

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Virtual reality, augmented reality, and other forms of virtual environments have the potential to dramatically change how individuals work, learn, and interact with each other. A key objective of human factors research and practice is to determine how these environments should be designed to maximize performance efficiency, ensure health and safety, and circumvent potential human virtual environment interaction problems. This session will demonstrate some of the distinct and diverse uses of virtual reality, mixed reality, and virtual environments in an alternative format. The session will begin with each demonstrator providing a brief overview of their virtual environment and describing how it has been used to address a particular problem or research need. Following the description portion of the session, all demonstrations will be set-up around the room, and session attendees will be encouraged to directly interact with the environment and ask demonstrators questions about their research and inquire about the effectiveness of using their virtual environment for research, training, and evaluation purposes. The overall objective of this alternative session is to provoke ideas among the attendees for how virtual reality, mixed reality, and virtual environments can help address their research, training, education or business needs.
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Lipeikienė, Joana, and Ingrida Pinkevičiūtė. "Investigation of virtual collaborative learning environment." Lietuvos matematikos rinkinys 43 (December 22, 2003): 259–64. http://dx.doi.org/10.15388/lmr.2003.32415.

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One form of virtual learning environments – collaborative learning environments has been investigated and are discussed in the paper. Fle3 software was used to create the learning environments for teaching informatics in a secondary school and for teaching computer math systems at the Vilnius Pedagogical University. The results of the research – summation of the learning process and analysis of learners’ answers to the questionnaire about Fle3 learning environment showed that the new forms of teaching are possible useful way of contemporary education.
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Cai, Xian Juan, Cheng Cheng, and Umwali Marine. "Autonomous Virtual Hand Behavior Construction in Virtual Manufacturing Environment." Applied Mechanics and Materials 743 (March 2015): 734–37. http://dx.doi.org/10.4028/www.scientific.net/amm.743.734.

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This paper describes a method for autonomous virtual hand behavior construction in virtual manufacturing environment. The new mechanism is aimed to reduce user’s cognitive and manipulation loads. Based on a realistic and accurate virtual hand model; a strategy and an algorithm for behavior simulation, as well as continuous operation simulation; an intelligent and efficient virtual hand is generated. The experimental results demonstrate the ability of the method, to create an autonomous and reliable virtual hand in virtual manufacturing environment.
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Wiegand, Thomas E. von, David W. Schloerb, and W. L. Sachtler. "Virtual Workbench: Near-Field Virtual Environment System with Applications." Presence: Teleoperators and Virtual Environments 8, no. 5 (October 1999): 492–519. http://dx.doi.org/10.1162/105474699566422.

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A prototype near-field virtual environment system is described that incorporates a CrystalEyes stereoscopic display (viewed in a mirror), a PHANToM manipulandum, and a stereo auditory display. The apparatus, which was designed to achieve registration of three sensory modalities (visual, haptic, and auditory), has a wide range of applications and has been used for both psychophysics and training research. Calibration-verification experiments are described in which human subjects positioned a physical probe attached to the manipulandum so that it appeared to coincide with a visual target on the stereoscopic display. The readings from the manipulandum and the calculated positions of the targets corresponded roughly within ± 0.5 cm over a large volume, although differences greater than 1 cm were observed near the sides of the workspace. The calibration of the manipulandum was tested independently on the z axis (running through the center of the workspace), and the perceived depth of the targets (probe z coordinate) was found to agree with the calculated depth within the accuracy of the measurements (± 0.4 cm). Some subjects had poorer positioning resolution when the visual target was far from the plane of the display screen (although their mean response was unaffected), and we hypothesize that this may have been caused by the different levels of accommodation that were needed to view the physical probe and the displayed target.
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Scarle, Simon, Sylvester Arnab, Ian Dunwell, Panagiotis Petridis, Aristidis Protopsaltis, and Sara de Freitas. "E-commerce transactions in a virtual environment: virtual transactions." Electronic Commerce Research 12, no. 3 (September 2012): 379–407. http://dx.doi.org/10.1007/s10660-012-9098-4.

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41

Weyrich, Michael, and Paul Drews. "An interactive environment for virtual manufacturing: the virtual workbench." Computers in Industry 38, no. 1 (January 1999): 5–15. http://dx.doi.org/10.1016/s0166-3615(98)00104-3.

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42

Liebermann, Anja, and Kurt Erdelt. "Virtual education: Dental morphologies in a virtual teaching environment." Journal of Dental Education 84, no. 10 (June 8, 2020): 1143–50. http://dx.doi.org/10.1002/jdd.12235.

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43

Revay, Lukas, and Ivan Zelinka. "Swarm Inteligence in Virtual Environment." Journal of Advanced Engineering and Computation 3, no. 2 (June 30, 2019): 415. http://dx.doi.org/10.25073/jaec.201932.242.

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To simulate some behavior of swarms, the malware was selected as a carrier of intelligence. This article describes the current solution which is fully virtual. This gives us a possibility to interfere environment and see how the improved malware will react. This common intention provides improvements related to docker images and also architectural that is related to code changes. Communication over network together with cooperation on particle level is a key part of this solution. Malware movements are the same as movements of swarm particles, which fully fit this requirement. Significance is also put on the swarming part, where the decision which swarms algorithm to utilize is crucial. The outcome from this work should be partly practical and theoretical related to environment setup, particles communication, movements and coordination which finally finishes in distributed denial of service (DDoS) coordinated attack via hypertext transfer protocol (HTTP) to some server. After this theoretical work, the practical simulation will be done to see if the swarm attack brings expected results. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium provided the original work is properly cited.
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MIHAI, Ioan-Cosmin. "Penetration Tests on Virtual Environment." International Journal of Information Security and Cybercrime 1, no. 1 (June 21, 2012): 37–45. http://dx.doi.org/10.19107/ijisc.2012.01.04.

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45

Georgiev, Vladimir, and Emanuela Mitreva. "3D Environment for Virtual Collections." Digital Presentation and Preservation of Cultural and Scientific Heritage 3 (September 30, 2013): 126–32. http://dx.doi.org/10.55630/dipp.2013.3.13.

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This paper describes a framework for building virtual collections of several digital objects and presenting them in an interactive 3D environment, rendered in a web browser. Using that environment, the website visitor can examine a given collection from a first-person perspective by walking around and inspecting each object in detail by viewing it from any angle. The rendering and visualization of the models is done solely by the web browser with the use of HTML5 and the Three.js JavaScript library, without any additional requirements.
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Kusuma, Rahma Djati, and Egi Adithia Adithia Pradana. "Pengembangan 3D Virtual Learning Environment." Jurnal Ilmiah Manajemen Kesatuan 7, no. 3 (December 29, 2019): 331–38. http://dx.doi.org/10.37641/jimkes.v7i3.773.

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Virtual learning environment (VLE) has become an integral part of modern education. In the era of technology, students are using smartphone and computer in everyday learning. The use of computers for learning is diverse, starting from the simple thing like for reading e-books and learning materials to doing simulation. On the other hands, students are very familiar with computer games. 3D VLE offers learning process using media that looks like game so that students are motivated to learn and do the challenges given. Keywords: virtual learning, virtual learning environment, education
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Sakaguchi, Y., and T. Harada. "Virtual Reality and Dressing Environment." Sen'i Kikai Gakkaishi (Journal of the Textile Machinery Society of Japan) 49, no. 7 (1996): P360—P368. http://dx.doi.org/10.4188/transjtmsj.49.7_p360.

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K. Chaus, Danish. "A Virtual Environment Forensic Tool." International Journal of Cyber-Security and Digital Forensics 7, no. 1 (2018): 63–71. http://dx.doi.org/10.17781/p002333.

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Božek, Pavol. "VIRTUAL PRODUCTION TECHNOLOGY VS. ENVIRONMENT." Acta Tecnología 5, no. 4 (December 31, 2019): 109–14. http://dx.doi.org/10.22306/atec.v5i4.68.

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Holliday, Wendy, Sharolyn Ericksen, Britt Fagerheim, Rob Morrison, and Flora Shrode. "Instruction in a Virtual Environment." Reference Librarian 46, no. 95-96 (December 7, 2006): 187–211. http://dx.doi.org/10.1300/j120v46n95_12.

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