Academic literature on the topic 'Virtual reality – Computer programs'

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Journal articles on the topic "Virtual reality – Computer programs"

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Lin, Liya. "Virtual Reality and Its Application for Producing TV Programs." Mobile Information Systems 2022 (June 28, 2022): 1–8. http://dx.doi.org/10.1155/2022/8018236.

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This paper aims to conduct an in-depth study on the effective application of virtual reality technology in TV program production. To begin, construct the three-dimensional animation system’s overall structure, determine the animation system’s user interface, and establish the three-dimensional animation system for TV program production. Second, software like YOLOv3 and ResNet-50 network is used for identification and facial recognition. Then, the pixel cross-support window is built using the adaptive stereo matching method. The adaptive filter window is built using the horizontal expansion of the cross-support window. For the successful application of virtual reality technology in TV program creation, the aggregation is completed by regional filtering, and the final parallax image is obtained by parallax selection and parallax optimization. This technology has the ability to improve the visual effect and quality of TV programs, increase the amount of information in programs’ content, and shorten the production cycle of the program in the context of the gradual development of science and technology and the new technology period. In comparison to other approaches, simulation experiments demonstrate that the proposed method has the potential to increase the quality and attractiveness of TV programs and meet the psychological demand of viewers.
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Lubczyński, Tomasz R., and Andrzej Baier. "Virtual Simulation of Mechatronics Laboratory." Solid State Phenomena 147-149 (January 2009): 930–35. http://dx.doi.org/10.4028/www.scientific.net/ssp.147-149.930.

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Technology of virtual reality made large progress in the last few years. With desktop VR systems it’s possible to present artificial worlds using ordinary PC computer. Creating virtual equivalent of really existing laboratory was major aim of work described in this paper. Also there were created virtual laboratory classes. Application EON Studio from EON Reality was mainly used to achieve this. In this paper a process of building the simulation is presented, used programs are mentioned and final effects are shown.
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Howard, Matt C., Melissa B. Gutworth, and Rick R. Jacobs. "A meta-analysis of virtual reality training programs." Computers in Human Behavior 121 (August 2021): 106808. http://dx.doi.org/10.1016/j.chb.2021.106808.

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Zhang, Bo. "On the Application of Computer Virtual Reality Technology in the College Physical Education." Advanced Materials Research 1030-1032 (September 2014): 2719–21. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2719.

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College physical teaching gradually steps into the right track, which not only increased the education of physical science theory but also paid more attention to practical results. The specific method of promoting the achievement is the application of computer technology. Virtual computer interacts with reality technology to complete human mechanics and simulation and make out the best sports programs and teaching skills. From all aspects, the computer virtual reality technology is an important promotion and enhancement to college physical education, which provides a powerful help and support to our physical education model.
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Siivola, Marjaana, Eero Tiainen, Eeva Ekholm, Teemu Leinonen, and Lauri Malmi. "Virtual Reality Childbirth Education With 360° Videos." Journal of Perinatal Education 32, no. 1 (January 1, 2023): 35–47. http://dx.doi.org/10.1891/jpe-2021-0021.

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During the pandemic in Finland, most childbirth education (CBE) programs were canceled or transferred online. We aimed to improve the situation by developing a virtual reality (VR) CBE. This article describes the process of developing a VR CBE pilot program and the results from the preliminary user test. To create the VR experience, we used 360° videos as the main content. The program is usable with VR headsets, a computer, tablet, and smartphone. When using the program with a VR headset, the users felt they were in the birthing room; they did not feel motion sickness, nor did they have usability challenges. The users preferred using the program on their own, studying independently with a tablet or mobile device.
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Trenchev, Ivan, Radoslav Mavrevski, Metodi Traykov, and Ilire Zajmi–Rugova. "A mathematical model of movement in virtual reality through thoughts." International Journal of Electrical and Computer Engineering (IJECE) 10, no. 6 (December 1, 2020): 6592. http://dx.doi.org/10.11591/ijece.v10i6.pp6592-6597.

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In this article, we'll introduce ways to build virtual worlds through different computer programs. We will show the method of rectangles for analyzing data obtained from the electroencephalogram. We will demonstrate basic mathematical models for movement prediction in a system of virtual reality. Using this data, the main transformations are possible-change of position and rotation (change of orientation).
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Bakhchina, A. V., and I. V. Strizhova. "Students’ Dynamics of Heart Rate Variability during Virtual Reality Class." Experimental Psychology (Russia) 15, no. 2 (2022): 59–69. http://dx.doi.org/10.17759/exppsy.2022150205.

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The article presents the results of a study of the dynamics of the characteristics of heart rate variability in the learning process in high-level virtual reality and behind a computer monitor. The continuous dynamics of the heart rate of senior and junior students (N=16, 8 — female, 8 — male, age from 18 to 22) was recorded at rest (sitting, in silence, with eyes closed) and during two short lessons in biology and mathematics in different conditions. After the training programs (classes), students were offered test questions on the materials they had listened to and a questionnaire for the subjective assessment of the lesson information in terms of the degree of novelty, complexity, clarity of the material, etc. It was shown that the dynamics of the functional state does not differ between lessons, the degree of activation and tension in terms of HRV increased equally when practicing in virtual reality and behind a computer monitor compared to the background. At the same time, after working in training programs in virtual reality, the students demonstrated a greater number of correct answers to test questions and evaluated the information in them as newer and more complex, compared to the lessons at the computer monitor. The conclusion is made about the effectiveness of the use of virtual reality technologies in education, as students demonstrate higher results with the same level of tension and activity.
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Burdea, Grigore C. "Teaching Virtual Reality: Why and How?" Presence: Teleoperators and Virtual Environments 13, no. 4 (August 2004): 463–83. http://dx.doi.org/10.1162/1054746041944812.

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This article looks at the teaching aspects of virtual reality, as opposed to the use of virtual reality as a teaching tool (in virtual teaching environments). It is motivated by a perceived need for clarity, focus, and dialogue that are lacking within the VR community of developers, instructors, and end users. The market for visualization/3D computer graphics/simulations has seen a steady growth over the last decade. Yet, despite success stories in oil exploration, military training, car manufacturing, and other sectors, the VR curriculum has been fragmented and heterogeneous. The most longevity and success has been shown by programs that are designed to satisfy a societal need, such as the MOVES Institute at the Naval Postgraduate School (USA). The difficulty in adequately teaching VR may be related to the expense of setting up dedicated laboratories, and the lack of supporting textbooks in the 1990s. Yet such laboratories and books are key to gaining true understanding of the VR domain. An informal worldwide survey shows that only 3% of universities offer such courses, with half being in the USA. A listing of courses in Core (VR, VE technology) and Related (human factors, interface design, arts, architecture) areas is included in the Appendix. It is hoped that this article will spark a much-needed dialog within the VR community on ways to better teach VR to address societal needs.
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Korneichuk, A. I., and V. I. Semenov. "The territorial development plan as a virtual reality." Geodesy and Cartography 928, no. 10 (November 20, 2017): 40–49. http://dx.doi.org/10.22389/0016-7126-2017-928-10-40-49.

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Territorial development planning is a process of converting strategies into programs and programs into plans and projects like 3D digital models of the terrain and construction complexes. Many problems of Territorial Management in the construction industry (planning, projecting, engineering, monitoring, decision making) require the intelligent management system to operate with information, which was produced using sometimes incomplete or uncertain data. Such system was built by using new information technology (IT) and cybernetic approaches to the territorial management. A number of powerful tools like Virtual World (computer 3D model of the real world) have been used for analysis and to solve these problems. Remote sensing data and expert systems were used to create Virtual World and Virtual Project by deriving information from space images and to generate new knowledge about the territory and construction sites. In other words, Remote Sensing and new information technologies can be used to create projects without physically touching the territory. The task of the new technology is to integrate all aspects of territorial planning and projecting without field survey to ensure that proper knowledge and resources are available. New technology makes the project more accurate, time and cost effective.
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Richardson, Daniel. "Is virtual reality a useful tool in the teaching of physiology?" Advances in Physiology Education 35, no. 2 (June 2011): 117–19. http://dx.doi.org/10.1152/advan.00002.2011.

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This opinion statement points out some of the considerations and pitfalls in using virtual reality computer programs in the teaching of life sciences. Emphasis is placed on the possibility of such programs leading to reductionist thinking including how reductionist thinking could foster the formation of misconceptions. Negative feedback is used as the classic example of reductionist thinking in physiological regulation, including how classic negative feedback is inconsistent with evidence of complexity in living systems. This statement concludes that virtual reality can be a useful tool in the teaching of physiology so long as the complexity of living systems is taken into account.
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Dissertations / Theses on the topic "Virtual reality – Computer programs"

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Strom, Mark W. "The Forward Observer Personal Computer Simulator (FOPCSim) 2." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/1970.

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Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.
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Baggesen, Arne. "Design and operational aspects of autonomous Unmanned Combat Aerial Vehicles." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2015.

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A family of advanced weapon systems that deserves special attention comprises aerial autonomous weapons called Unmanned Combat Aerial Vehicles (UCAVs), which are characterized by the ability to loiter in the target area, sense the targets, acquire the targets, and then engage them. Modeling this combination of capabilities in a specific operational setting is necessary for addressing design and operational issues of this weapon. This work focuses on the development of an analytic probability model that captures key aspects of the autonomous weapon systems' engagement process. Special attention is given to simultaneous attack occurrences, imperfect battle damage assessment, and attack coordination properties. The model is a continuous-time Markov Chain and for its implementation a state generator and an algorithm that computes the transition and limiting probabilities has been developed and programmed in Java based software. The Markovmodel derives values for several measures of effectiveness (MOEs), and the average engagement time. Different operational scenarios and design configurations are examined in a sample analysis to demonstrate the model's capabilities. Tradeoffs among sensing, data processing capabilities, vulnerability and lethality of UCAVs are explicitly represented with respect to selected MOEs.
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Vermeulen, Heinrich. "Using virtual reality to monitor and control an industrial robot via the Internet." Thesis, Port Elizabeth Technikon, 2001. http://hdl.handle.net/10948/74.

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Manufacturing processes may be modeled in various ways, including 3D modeling. There is a need to visualise, control and monitor manufacturing processes remotely via the Internet. Virtual Reality (VR) can be described as the science of integrating man with information. It is based on three distinct environments: three-dimensional, interactive and computer-generated. VR has come to the Internet in the form of VR modeling. The evolution of Web technologies in recent years has enabled the use of VR modeling for visualisation of manufacturing processes. The VR modeling language (VRML), which has become the standard for transmitting 3D virtual worlds across the Internet, can be used to control and monitor manufacturing processes visually. A 3D model of a manufacturing process, specifically an industrial robot arm, was created for this project. This model was successfully linked to the industrial robot that it represents in order to control and monitor the robot’s actions remotely via the Internet using Web technologies. This dissertation proves the viablity of using Virtual Reality to effectively visualise, monitor and control an industrial robot via the Internet. It also describes the methodology that was followed in modeling the industrial robot arm in VRML as well as linking the model to the real world application.
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Lakey, Charles. "Cleared hot a forward air control (airborne) concepts trainer." Thesis, Monterey, California. Naval Postgraduate School, 2006. http://hdl.handle.net/10945/2643.

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With the aim of creating a skill trainer of conceptual knowledge, what is the development process for ensuring the correct set of objectives are determined, matched to appropriate technology, and implemented? Months and years prior to the first instance of trainer use, the initial steps of the developer determine the end product s success. Computer based trainers fielded for use by the military are rife with poorly matched tasks to technology, often the product of contracts that begin with a list of high-level objectives imitating a detailed requirements document. In those cases, software developers are forced to make best guesses about how to meet those objectives. Is there a better method? We embarked on a project to create a trainer for the military aviation mission of Forward Air Control (Airborne) using a development process that first identified critical tasks, then matched technology to facilitate training those tasks, and finally allowed expert evaluation of positive transfer. We do not assume that our methodology which foregoes a comprehensive transfer study is the preferred approach; rather, in cases where such a study is not feasible, we assert that a good development process, reinforced with subsequent expert evaluation, is a comparable alternative.
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Gun, Suat Kursat. "Evaluating Sunni participation in an election in a representative Iraqi town." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Sep%5FGun.pdf.

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Thesis (M.S. in Modeling, Simulation, and Virtual Environments)--Naval Postgraduate School, September 2005.
Thesis Advisor(s): Susan M. Sanchez, Karen Guttieri. Includes bibliographical references (p. 105-107). Also available online.
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Myttas, Dimitrios. "Application of avatars in display design to support spatial awareness under varying workload conditions." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FMyttas.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Anthony Ciavarelli. "September 2006." Includes bibliographical references (p. 95-100). Also available in print.
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Jones, Jason M. "Games for training leveraging commercial off the shelf multiplayer gaming software for infantry squad collective training." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2047.

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Combat arms units (both Marine and Army) often do not have enough people, time and resources to properly train collective tasks at the squad level. Resources are often retained by higher headquarters due to tight deployment schedules, land restrictions, logistics constraints and a myriad of other reasons. Due to the current operational demands of combat arms brigades and regiments, the reality of limited resources is often a contributing factor in poor performance at the squad level. Leaders at all levels will need to look for innovative ways to sustain training levels at the small unit level. The scope of this study examined the collective and leader tasks that are required for successful execution of Infantry squad missions (using the Army Training and Evaluation Plan ARTEP 7-8 Drill), and how those tasks could be trained with the use of commercial off-the-shelf multiplayer gaming software. The end-state of this research study is to provide initial analysis on what collective skills games can be used to train at the Infantry squad level, and develop a training model recommendation for the integration of this tool into existing unit plans.
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Glass, Kevin Robert. "Automating the conversion of natural language fiction to multi-modal 3D animated virtual environments." Thesis, Rhodes University, 2009. http://hdl.handle.net/10962/d1006518.

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Popular fiction books describe rich visual environments that contain characters, objects, and behaviour. This research develops automated processes for converting text sourced from fiction books into animated virtual environments and multi-modal films. This involves the analysis of unrestricted natural language fiction to identify appropriate visual descriptions, and the interpretation of the identified descriptions for constructing animated 3D virtual environments. The goal of the text analysis stage is the creation of annotated fiction text, which identifies visual descriptions in a structured manner. A hierarchical rule-based learning system is created that induces patterns from example annotations provided by a human, and uses these for the creation of additional annotations. Patterns are expressed as tree structures that abstract the input text on different levels according to structural (token, sentence) and syntactic (parts-of-speech, syntactic function) categories. Patterns are generalized using pair-wise merging, where dissimilar sub-trees are replaced with wild-cards. The result is a small set of generalized patterns that are able to create correct annotations. A set of generalized patterns represents a model of an annotator's mental process regarding a particular annotation category. Annotated text is interpreted automatically for constructing detailed scene descriptions. This includes identifying which scenes to visualize, and identifying the contents and behaviour in each scene. Entity behaviour in a 3D virtual environment is formulated using time-based constraints that are automatically derived from annotations. Constraints are expressed as non-linear symbolic functions that restrict the trajectories of a pair of entities over a continuous interval of time. Solutions to these constraints specify precise behaviour. We create an innovative quantified constraint optimizer for locating sound solutions, which uses interval arithmetic for treating time and space as contiguous quantities. This optimization method uses a technique of constraint relaxation and tightening that allows solution approximations to be located where constraint systems are inconsistent (an ability not previously explored in interval-based quantified constraint solving). 3D virtual environments are populated by automatically selecting geometric models or procedural geometry-creation methods from a library. 3D models are animated according to trajectories derived from constraint solutions. The final animated film is sequenced using a range of modalities including animated 3D graphics, textual subtitles, audio narrations, and foleys. Hierarchical rule-based learning is evaluated over a range of annotation categories. Models are induced for different categories of annotation without modifying the core learning algorithms, and these models are shown to be applicable to different types of books. Models are induced automatically with accuracies ranging between 51.4% and 90.4%, depending on the category. We show that models are refined if further examples are provided, and this supports a boot-strapping process for training the learning mechanism. The task of interpreting annotated fiction text and populating 3D virtual environments is successfully automated using our described techniques. Detailed scene descriptions are created accurately, where between 83% and 96% of the automatically generated descriptions require no manual modification (depending on the type of description). The interval-based quantified constraint optimizer fully automates the behaviour specification process. Sample animated multi-modal 3D films are created using extracts from fiction books that are unrestricted in terms of complexity or subject matter (unlike existing text-to-graphics systems). These examples demonstrate that: behaviour is visualized that corresponds to the descriptions in the original text; appropriate geometry is selected (or created) for visualizing entities in each scene; sequences of scenes are created for a film-like presentation of the story; and that multiple modalities are combined to create a coherent multi-modal representation of the fiction text. This research demonstrates that visual descriptions in fiction text can be automatically identified, and that these descriptions can be converted into corresponding animated virtual environments. Unlike existing text-to-graphics systems, we describe techniques that function over unrestricted natural language text and perform the conversion process without the need for manually constructed repositories of world knowledge. This enables the rapid production of animated 3D virtual environments, allowing the human designer to focus on creative aspects.
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Yildiz, Faruk. "Implementation of a human avatar for the MARG project in networked virtual environments." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FYildiz.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, March 2004.
Thesis advisor(s): Xiaoping Yun. Includes bibliographical references (p. 61-62). Also available online.
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Milvich, Michael Lazar. "JavaCAVE : A 3D immersive environment in Java." Thesis, Montana State University, 2004. http://etd.lib.montana.edu/etd/2004/milvich/MilvichM0805.pdf.

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Books on the topic "Virtual reality – Computer programs"

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Watkins, Christopher. Virtual reality exCursions with programs in C. Boston: AP Professional, 1994.

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Learning Windows programming with virtual reality. Boston: AP Professional, 1995.

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Adams, Lee. Windows visualization programming with C/C++: 3D visualization, simulation, and virtual reality. Blue Ridge Summit, PA: Windcrest/McGraw-Hill, 1993.

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International ACM SIGGROUP Conference on Supporting Group Work (1st 1997 Phoenix, Arizona). Group '97: The integration challenge : proceedings of the International ACM SIGGROUP Conference on Supporting Group Work, November 16-19, 1997, Phoenix, Arizona. Edited by Hayne Stephen C and Prinz Wolfgang. New York: Association for Computing Machinery, 1997.

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Dong, Cheng Chang, ed. Interactive web-based virtual reality with Java 3D. Hershey PA: IRM Press, 2008.

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Mine, Mark R. Virtual world construction using ISAAC. [Orlando, Fla.?]: Link Foundation, 1996.

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Vacca, John R. VRML: Bringing virtual reality to the Internet. Boston: AP Professional, 1996.

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Burnside, Billy L. Virtual training program orientation guide. Alexandria, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 1996.

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Virtual studio. Boston: Focal, 2000.

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Visualization and virtual reality: 3D programming with Visual Basic for Windows. New York: Windcrest/McGraw-Hill, 1994.

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Book chapters on the topic "Virtual reality – Computer programs"

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Chaldogeridis, Agisilaos, Thrasyvoulos Tsiatsos, Moses Gialaouzidis, and Magdalini Tsolaki. "Comparing Data from a Computer Based Intervention Program for Patients with Alzheimer’s Disease." In Virtual, Augmented and Mixed Reality. Applications of Virtual and Augmented Reality, 258–66. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07464-1_24.

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Chen, Weiqin, Martin Bang, Daria Krivonos, Hanna Schimek, and Arnau Naval. "An Immersive Virtual Reality Exergame for People with Parkinson’s Disease." In Lecture Notes in Computer Science, 138–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58796-3_18.

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AbstractParkinson’s disease is a neurodegenerative disorder that affects primarily motor system. Physical exercise is considered important for people with Parkinson’s disease (PD) to slow down disease progression and maintain abilities and quality of life. However, people with PD often experience barriers to exercises that causes low-level adherence to exercise plans and programs. Virtual Reality (VR) is an innovative and promising technology for motor and cognitive rehabilitation. Immersive VR exergames have potential advantages by allowing for individualized skill practice in a motivating interactive environment without distractions from outside events. This paper presents an immersive virtual reality (VR) exergame aiming at motor training on fingers and hand-and-eye coordination. The results from the usability study indicate that immersive VR exergames have potential to provide motivating and engaging physical exercise for people with PD. Through this research, we hope to contribute to evidence-based design principles for task-specific immersive VR exergames for patients with Parkinson’s Disease.
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Wang, Chun-Chia, Jason C. Hung, Shih-Cheng Wang, and Yueh-Min Huang. "Visual Attention Analysis During Program Debugging Using Virtual Reality Eye Tracker." In Lecture Notes in Computer Science, 97–106. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-35343-8_11.

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Segundo, José Taunaí, Elaine Soares, Liliane S. Machado, and Ronei Moraes. "Performance Profile of Online Training Assessment Based on Virtual Reality:." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 158–65. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41827-3_20.

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Dores, Artemisa Rocha, Irene Palmares Carvalho, Fernando Barbosa, Isabel Almeida, Sandra Guerreiro, Bruno Oliveira, Liliana de Sousa, and Alexandre Castro Caldas. "Computer-Assisted Rehabilitation Program – Virtual Reality (CARP-VR): A Program for Cognitive Rehabilitation of Executive Dysfunction." In Communications in Computer and Information Science, 90–100. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31800-9_10.

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Moraes, Ronei M., Liliane S. Machado, and Leandro C. Souza. "Skills Assessment of Users in Medical Training Based on Virtual Reality Using Bayesian Networks." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 805–12. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33275-3_99.

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Pedroli, Elisa, Silvia Serino, Marco Stramba-Badiale, and Giuseppe Riva. "An Innovative Virtual Reality-Based Training Program for the Rehabilitation of Cognitive Frail Patients." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 62–66. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-74935-8_8.

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Weik, Martin H. "virtual reality." In Computer Science and Communications Dictionary, 1896. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_20844.

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Meinhardt, Hans. "The computer programs." In The Virtual Laboratory, 186–203. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-540-92142-4_11.

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Li, Ze-Nian, Mark S. Drew, and Jiangchuan Liu. "Augmented Reality and Virtual Reality." In Texts in Computer Science, 737–61. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-62124-7_20.

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Conference papers on the topic "Virtual reality – Computer programs"

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Gonçalves Magalhães, Isabela, Júlia Alves dos Santos, Pedro Vitor de Freitas Muzy Lopes, Gisa Márcia Dutra Valente, Laura Cremoneze Rangel da Silva, Janine Fonseca Matos Xavier, Pedro Miguel Gomes Januário, and Luis Gustavo de Souza Xavier. "Teaching architecture project with virtual reality." In 7th International Congress on Scientific Knowledge. Perspectivas Online: Humanas e Sociais Aplicadas, 2021. http://dx.doi.org/10.25242/8876113220212433.

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The advance of digital modeling software, computers with greater processing capacity and the evolution of specific rendering software, contribute to the increased use of images that simulate a real environment, being a practice increasingly inserted in the professional exercise of Architecture and in the university. This practice is already observed in undergraduate scanswhere students seek to learn on their own the use of programs and plug-ins for rendering. This work aimed to elaborate a process aimed at teaching architecture design using modeling in SketchUp and application of low-cost immersive virtual reality simulation tools for analysis of model studies in design disciplines. The method used was the use of some renderers and free virtual reality tools on the Internet. As a result we had the first contact of the students with the immersive virtual reality tools and in turn broadening the perception of the details of the objects studied and spatial vision
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Hartman, Nathan W., Patrick E. Connolly, Jeffrey W. Gilger, Gary R. Bertoline, and Justin Heisler. "Virtual reality-based spatial skills assessment and its role in computer graphics education." In ACM SIGGRAPH 2006 Educators program. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1179295.1179342.

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Streusand, David B., John Steuben, and Cameron J. Turner. "Robotic Interfaces Through Virtual Reality Technology." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-38308.

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Virtual reality, the ability to view and interact with virtual environments, has changed the way the world solves problems and accomplishes goals. The ability to control a person’s perceptions and interactions with a virtual environment allows programmers to create situations that can be used in numerous fields. Virtual interaction can go from a computer program to an immersive experience with realistic sounds, smells, visuals, and even touch. Research in virtual reality has covered human interaction with virtual reality, different potential applications, and different techniques in creating the virtual environments. This paper reviews several key areas of virtual reality technology and related applications. An application that has large implications for our research is the control of robotic systems. Robotic systems are only as smart as their programming. This limitation often limits the utility of robotic applications in otherwise desirable circumstances. Virtual reality technologies offer the ability to couple the intelligence of a human operator with a physical robotic implementation through a user-friendly virtualized interface. This early-stage research aims to develop a technological foundation that will ultimately lead to a virtual teleoperation interface for robotics in hazardous applications. The resulting system may have applications in nuclear material handling, chemical and pharmaceutical manufacturing, and biomedical research fields.
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Chen, Yang, and Nana Peng. "A design of virtual reality based coma stimulation program system." In 2006 7th International Conference on Computer-Aided Industrial Design and Conceptual Design. IEEE, 2006. http://dx.doi.org/10.1109/caidcd.2006.329453.

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Rossmann, Jürgen. "eRobotics: The Symbiosis of Advanced Robotics and Virtual Reality Technologies." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70842.

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The research field of eRobotics is currently an active domain of interest for scientists working in the area of “eSystem engineering”. The objective is to effectively use electronic media — hence the “e” at the beginning of the term — to achieve the best possible advance in the development of their respective fields of use. Well known developments in this research area include eHealth and eMedicine, eLearning, eGovernment, eSecurity, eBusiness, eForensics and so on. The aim of developments in eRobotics is to provide a comprehensive software environment to address robotics-related issues. Starting with user requirements analysis of system design, support for the development and selection of appropriate robot hardware, robot and mechanisms programming, system and process simulation, control design, and encompassing the validation of developed models and programs, eRobotics requires a continuous and systematic computer support. In this way, the ever increasing complexity of current computer-aided robotic solutions will be kept manageable, and know-how from completed work is electronically preserved and made available for further applications. In the first place, this paper is intended to give an overview of the numerous applications of eRobotics that have already been realized und thus to promote the term eRobotics in the field of Virtual Reality and simulation.
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Smirnova, N. "DIGITAL TRANSFORMATIONS: CONSTRUCTION OF THE «ENEMY IMAGE» IN HISTORICAL COMPUTER GAMES." In EXPONENTS OF SOCIAL AGGRESSION: GENERAL HUMANITARIAN DISCOURSES. FSBE Institution of Higher Education Voronezh State University of Forestry and Technologies named after G.F. Morozov, 2022. http://dx.doi.org/10.34220/esaghd2022_122-126.

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This article analyzes the specifics of creating and broadcasting the «enemy image» based on computer historical games. The virtual world of computer games, broadcasting the image of reality, at the same time, becomes the constructor of this reality. To characterize the subject's involvement in virtual gaming practices, the assimilation of political programs, the concept of «Homo VideoGamer» is used. In connection with the aggravation of the international situation, the analysis of the specifics of the construction of the «enemy image» in historical video games is updated. It is noted that the «image of the enemy» is broadcast in the context of wars, where the enemy appears to be capable of destructive actions. The construction of the “enemy image” occurs through dehumanization, expressed in rhetorical methods. There are two ways of broadcasting the «enemy image»: the creation of stereotypical geopolitical concepts; broadcasting implicit political and ideological messages.
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Chen, Guoheng, John Moreland, Daniel Ratko, Li Jin, Hao Shen, Bin Wu, and Chenn Q. Zhou. "Virtual Reality Development for Engineering Applications." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3757.

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Virtual Reality (VR) is an emerging technology that creates a computer-generated immersive environment to provide users a realistic experience. VR has been applied to an increasing number of fields across different disciplines. Considerable progress has been made to apply VR to the engineering field, allowing the user to interpret data. However, the implementation of VR in complex simulation applications requires further and specific developments to more effectively and efficiently visualize the numerical models. The present study focuses on developing a solution to convert and visualize simulation results as well as constructing virtual engineering processes for industrial training in a VR system. By integrating and customizing multiple software packages, several functionalities have been designed and introduced to the VR package for interactive visualization. The newly developed integration of VR and engineering simulation has provided an efficient means of visualizing and analyzing huge amounts of numerical data in a virtual environment. This integration offers a technology to aid the design and optimization of industrial processes by empowering people to work collaboratively and intuitively to reduce design time for better engineering solutions. The VR based applications provide a virtual operating environment for the purpose of research and development as well as education and training.
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Афонина, Елена, Elena Afonina, Марина Николаевна Левая, Marina Nikolaevna Levaya, Игорь Сергеевич Левый, and Igor Sergeevich Levyy. "Modelling of Flexible Elements." In 29th International Conference on Computer Graphics, Image Processing and Computer Vision, Visualization Systems and the Virtual Environment GraphiCon'2019. Bryansk State Technical University, 2019. http://dx.doi.org/10.30987/graphicon-2019-2-219-221.

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Flexible elements are used for modeling of various hawsers, chains, ropes, tail-ropes and other elements in the programmes of simulation. Depending on a current task a set of requirements necessary for a flexible element modeling is formulated. The article presents two methods of rope, wire, cable designing in computer games programming environment Unity3D based on the use of primitive objects. The standard design method grounded in hinge joints employment is considered. The disadvantages of a standard method are noted and two new methods of modeling are offered. The developed methods consider the requirements necessary for the solution of the task at hand, they include the reality of a scene, the interaction with surrounding objects, the possibility to specify the function of a natural sag. Two methods of modeling are compared taking into account the implementation area of programs, the reflection of physical and geometrical properties of modelled entity and the reality of a scene. Both methods meet specified requirements, however it is expedient to use one of the methods for mobile scenes, such as games, exercise machines, simulators of processes, while the other fits better for static programmes.
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Renner, Alex, Joseph Holub, Shubang Sridhar, Gabe Evans, and Eliot Winer. "A Virtual Reality Application for Additive Manufacturing Process Training." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47807.

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The promise of cheap and widely available 3D printers may be one of the best and worst aspects of Additive Manufacturing (AM). A non-technical consumer may pay significantly more for a 3D printer with “no assembly required”. Since it is reasonable to assume that they may not understand how the printer works and what will come out of it, they may wind up returning it because it does not meet their expectations. While consumers are starting to use 3D printers, designers in industry are utilizing Rapid Prototyping (RP) machines to manufacture final products in addition to prototypes. Designers will need to know AM principles in order to communicate design specifications to a RP lab technician so that a part passes Quality Assurance inspection. Training users on fundamental layer-based manufacturing methods can assist before and after a 3D printer purchase and reduce the strain on RP labs in industry. This paper presents an extensible software application that simulates an AM process in a Virtual Reality (VR) environment. The application parses machine component movements and printed segment attributes from G-code files exported from the MakerBot® Computer Aided Manufacturing (CAM) software. Position, speed, and type of movement are used to simulate the physical machine movements. A print “segment” is created at the start and end positions of a print movement. Color-coding segment attributes and modifying their size and shape establishes a visual relationship between terminology for a print setting and its representation in the virtual environment. This visual relationship between printed segments and print settings makes it easier to learn the 3D printing process and associated terminology. Novice and expert users can modify print settings in the virtual environment before and after printing a prototype. Identifying and fixing a mistake in the virtual environment reduces the time and cost to print a part with the desired quality. Training multidisciplinary users in a virtual world allows them to explore AM processes in detail from any angle or scale desired. This application has been tested in a cube shaped virtual reality CAVE system with each side measuring ten feet powered by a 96-node graphics computer cluster. Approximately 20 hours of demonstrations have been performed for public outreach programs related to STEM initiatives and visitors from industry who have had a variety of AM experience.
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Chipperfield, Kurt A., and Judy M. Vance. "VRHose — Virtual Hydraulic Hose Routing Design." In ASME 1999 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/imece1999-0160.

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Abstract Hydraulic hoses, which are used to transport high pressure hydraulic fluid, are key components in many large industrial vehicles. In the design of an industrial vehicle, designers must allow sufficient space for hydraulic hoses to pass through the vehicle. Because these hoses are typically stiff and do not bend easily, planning the routing of the hoses around components in the vehicle is challenging. Currently designers use CAD programs to design vehicles and rely on past experience to plan hose routes and allow sufficient space for the hoses in a new vehicle. Later, during the prototype build, the actual hoses are fit and cut to length to determine exact specifications. This paper describes the program VRHose which provides the designer with a three-dimensional interface to aid in planning hose paths. VRHose allows designers to lay out hose routes through the vehicle by defining points in space which constrain the hose path. Virtual reality (VR) is used as the human-computer interface to provide three-dimensional viewing and interaction with the digital models. The initial development of VRHose has concentrated on providing the user with a three-dimensional input and evaluation tool to lay out hose routings. Future versions of VRHose will include hose material properties which will constrain the hose paths to those which are feasible.
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Reports on the topic "Virtual reality – Computer programs"

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Oleksiuk, Vasyl P., and Olesia R. Oleksiuk. Exploring the potential of augmented reality for teaching school computer science. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4404.

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The article analyzes the phenomenon of augmented reality (AR) in education. AR is a new technology that complements the real world with the help of computer data. Such content is tied to specific locations or activities. Over the last few years, AR applications have become available on mobile devices. AR becomes available in the media (news, entertainment, sports). It is starting to enter other areas of life (such as e-commerce, travel, marketing). But education has the biggest impact on AR. Based on the analysis of scientific publications, the authors explored the possibilities of using augmented reality in education. They identified means of augmented reality for teaching computer science at school. Such programs and services allow students to observe the operation of computer systems when changing their parameters. Students can also modify computer hardware for augmented reality objects and visualize algorithms and data processes. The article describes the content of author training for practicing teachers. At this event, some applications for training in AR technology were considered. The possibilities of working with augmented reality objects in computer science training are singled out. It is shown that the use of augmented reality provides an opportunity to increase the realism of research; provides emotional and cognitive experience. This all contributes to engaging students in systematic learning; creates new opportunities for collaborative learning, develops new representations of real objects.
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Shamonia, Volodymyr H., Olena V. Semenikhina, Volodymyr V. Proshkin, Olha V. Lebid, Serhii Ya Kharchenko, and Oksana S. Lytvyn. Using the Proteus virtual environment to train future IT professionals. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3760.

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Based on literature review it was established that the use of augmented reality as an innovative technology of student training occurs in following directions: 3D image rendering; recognition and marking of real objects; interaction of a virtual object with a person in real time. The main advantages of using AR and VR in the educational process are highlighted: clarity, ability to simulate processes and phenomena, integration of educational disciplines, building an open education system, increasing motivation for learning, etc. It has been found that in the field of physical process modelling the Proteus Physics Laboratory is a popular example of augmented reality. Using the Proteus environment allows to visualize the functioning of the functional nodes of the computing system at the micro level. This is especially important for programming systems with limited resources, such as microcontrollers in the process of training future IT professionals. Experiment took place at Borys Grinchenko Kyiv University and Sumy State Pedagogical University named after A. S. Makarenko with students majoring in Computer Science (field of knowledge is Secondary Education (Informatics)). It was found that computer modelling has a positive effect on mastering the basics of microelectronics. The ways of further scientific researches for grounding, development and experimental verification of forms, methods and augmented reality, and can be used in the professional training of future IT specialists are outlined in the article.
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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Lavrentieva, Olena O., Ihor O. Arkhypov, Olexander I. Kuchma, and Aleksandr D. Uchitel. Use of simulators together with virtual and augmented reality in the system of welders’ vocational training: past, present, and future. [б. в.], February 2020. http://dx.doi.org/10.31812/123456789/3748.

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The article discusses the theory and methods of simulation training, its significance in the context of training specialists for areas where the lack of primary qualification is critical. The most widespread hardware and software solutions for the organization welders' simulation training that use VR- and AR- technologies have been analyzed. A review of the technological infrastructure and software tools for the virtual teaching-and-production laboratory of electric welding has been made on the example of the achievements of Fronius, MIMBUS, Seabery. The features of creating a virtual simulation of the welding process using modern equipment based on studies of the behavioral reactions of the welder have been shown. It is found the simulators allow not only training, but also one can build neuro-fuzzy logic and design automated and robotized welding systems. The functioning peculiarities of welding's simulators with AR have been revealed. It is shown they make it possible to ensure the forming basic qualities of a future specialist, such as concentration, accuracy and agility. The psychological and technical aspects of the coaching programs for the training and retraining of qualified welders have been illustrated. The conclusions about the significant advantages of VR- and AR-technologies in comparison with traditional ones have been made. Possible directions of the development of simulation training for welders have been revealed. Among them the AR-technologies have been presented as such that gaining wide popularity as allow to realize the idea of mass training in basic professional skills.
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Seidametova, Zarema S., Zinnur S. Abduramanov, and Girey S. Seydametov. Using augmented reality for architecture artifacts visualizations. [б. в.], July 2021. http://dx.doi.org/10.31812/123456789/4626.

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Nowadays one of the most popular trends in software development is Augmented Reality (AR). AR applications offer an interactive user experience and engagement through a real-world environment. AR application areas include archaeology, architecture, business, entertainment, medicine, education and etc. In the paper we compared the main SDKs for the development of a marker-based AR apps and 3D modeling freeware computer programs used for developing 3D-objects. We presented a concept, design and development of AR application “Art-Heritage’’ with historical monuments and buildings of Crimean Tatars architecture (XIII-XX centuries). It uses a smartphone or tablet to alter the existing picture, via an app. Using “Art-Heritage’’ users stand in front of an area where the monuments used to be and hold up mobile device in order to see an altered version of reality.
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liu, cong, xing wang, rao chen, and jie zhang. Meta-analyses of the Effects of Virtual Reality Training on Balance, Gross Motor Function and Daily Living Ability in Children with Cerebral Palsy. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, April 2022. http://dx.doi.org/10.37766/inplasy2022.4.0137.

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Review question / Objective: Cerebral palsy (CP) is a non-progressive, persistent syndrome occurring in the brain of the fetus or infant[1]. The prevalence of CP is 0.2% worldwide, and the prevalence can increase to 20-30 times in preterm or low birth weight newborns. There are about 6 million children with CP in China, and the number is increasing at a rate of 45,000 per year. Virtual reality (VR) refers to a virtual environment that is generated by a computer and can be interacted with.VR can mobilize the visual, auditory, tactile and kinesthetic organs of CP, so that they can actively participate in the rehabilitation exercise. Information sources: Two researchers searched 5 databases, including Pubmed (N=82), Embase (N=191), The Cochrane Library (N=147), Web of Science (N=359) and CNKI (N=11).
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LI, Zhendong, Hangjian Qiu, xiaoqian Wang, chengcheng Zhang, and Yuejuan Zhang. Comparative Efficacy of 5 non-pharmaceutical Therapies For Adults With Post-stroke Cognitive Impairment: Protocol For A Bayesian Network Analysis Based on 55 Randomized Controlled Trials. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, June 2022. http://dx.doi.org/10.37766/inplasy2022.6.0036.

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Review question / Objective: This study will provide evidence-based references for the efficacy of 5 different non-pharmaceutical therapies in the treatment of post-stroke cognitive impairment(PSCI). 1. Types of studies. Only randomized controlled trials (RCTs) of Transcranial Magnetic Stimulation(TMS), Transcranial Direct Current Stimulation(tDCS), Acupuncture, Virtual Reality Exposure Therapy(VR) and Computer-assisted cognitive rehabilitation(CA) for PSCI will be recruited. Additionally, Studies should be available in full papers as well as peer reviewed and the original data should be clear and adequate. 2. Types of participants. All adults with a recent or previous history of ischaemic or hemorrhagic stroke and diagnosed according to clearly defined or internationally recognized diagnostic criteria, regardless of nationality, race, sex, age, or educational background. 3.Types of interventions and controls. The control group takes non-acupuncture treatment, including conventional rehabilitation or in combination with symptomatic support therapy. The experimental group should be treated with acupuncture on basis of the control group. 4.The interventions of the experimental groups were Transcranial Magnetic Stimulation(TMS), Transcranial Direct Current Stimulation(tDCS), Acupuncture, Virtual Reality Exposure Therapy(VR) or Computer-assisted cognitive rehabilitation(CA), and the interventions of the control group takes routine rehabilitation and cognition training or other therapies mentioned above that were different from the intervention group. 5.Types of outcomes. The primary outcomes are measured with The Mini-Mental State Examination (MMSE) and/or The Montreal Cognitive Assessment Scale (MoCA), which have been widely used to evaluate the cognitive abilities. The secondary outcome indicator was the Barthel Index (BI) to assess independence in activities of daily living (ADLs).
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Bilovska, Natalia. HYPERTEXT: SYNTHESIS OF DISCRETE AND CONTINUOUS MEDIA MESSAGE. Ivan Franko National University of Lviv, March 2021. http://dx.doi.org/10.30970/vjo.2021.50.11104.

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In the article we interpret discrete and continuous message as interrupted and constant, limited and continual text, which has specific features and a number of differences between traditional (one-dimensional) text and hypertext (multidimensional). The purpose of this study is to define the concept of “hypertext”, consideration of its characteristics and features of the structure, similarities and differences with the traditional text, including the message in the media and communication. To achieve the goal of the study, we used a number of methods typical of journalism. Empirical analysis enabled a generalized description of the subject of study, which allowed to know it as a phenomenon. With the help of generalization the characteristic and specific regularities and principles of hypertext were studied. The system method is used to identify the dependence of each element of hypertext on its place in the text system as a whole. The retrospective method helped to understand the preconditions for the emergence of hypertext, to trace the dynamics of its development. General scientific methods (analysis, synthesis, induction, deduction) made it possible to formulate the conclusions of the study. Thanks to hypertext and the hypertext systems, the concept of virtual reality has gained tangible meaning. In hypertext space, virtuality organically complements reality. The state of virtuality, in this case, becomes the concept of hyperreality, and all this merges into a single whole in the space of computer text. Due to its volume and multidimensionality, hypertext can arouse scientific interest as an interdisciplinary discipline. In today’s world, the phenomenon of hypertext has been the subject of numerous discussions, conferences and research in the field of social communications, linguistics and psychology. Today, a significant number of organizations conduct large-scale research based on the concepts of hypertext associations and associative navigation.
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Strutynska, Oksana V., Grygoriy M. Torbin, Mariia A. Umryk, and Roman M. Vernydub. Digitalization of the educational process for the training of the pre-service teachers. [б. в.], June 2021. http://dx.doi.org/10.31812/123456789/4437.

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According to the Development Concept of the Digital Economy and Society in Ukraine, the priority of this area is to develop a substantial national policy on digitalization of education, as this is the key part of the education reform in Ukraine. For this reason, universities should firstly take into account the particularities of teaching the current generation of students and the needs of the digital society as a whole. This paper considers the process of transition from informatization to digitalization in society, implementation of digital support for the educational process in the university, development of the digital educational environment for the training university teachers, and proposes the digital tools for such an environment. The authors propose several ways to improve the development level of digitalization of the educational environment in the university. This is to take into account the needs of the digital society and the modern generation of students, provide a high level of the digital literacy formation of university graduates and support the development of a new digital security system of the modern university. Aiming to design the digital educational environment for increasing the of educators’ digital literacy level, the authors propose to develop and implement the following computer, multimedia and computer-based learning tools and equipment, which includes blended and distance learning classes, cloud technologies, tools of virtual and augmented reality, tools for gamification of the educational process, educational robotics, tools for learning 3D technologies, MOOCs.
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Rudd, Ian. Leveraging Artificial Intelligence and Robotics to Improve Mental Health. Intellectual Archive, July 2022. http://dx.doi.org/10.32370/iaj.2710.

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Artificial Intelligence (AI) is one of the oldest fields of computer science used in building structures that look like human beings in terms of thinking, learning, solving problems, and decision making (Jovanovic et al., 2021). AI technologies and techniques have been in application in various aspects to aid in solving problems and performing tasks more reliably, efficiently, and effectively than what would happen without their use. These technologies have also been reshaping the health sector's field, particularly digital tools and medical robotics (Dantas & Nogaroli, 2021). The new reality has been feasible since there has been exponential growth in the patient health data collected globally. The different technological approaches are revolutionizing medical sciences into dataintensive sciences (Dantas & Nogaroli, 2021). Notably, with digitizing medical records supported the increasing cloud storage, the health sector created a vast and potentially immeasurable volume of biomedical data necessary for implementing robotics and AI. Despite the notable use of AI in healthcare sectors such as dermatology and radiology, its use in psychological healthcare has neem models. Considering the increased mortality and morbidity levels among patients with psychiatric illnesses and the debilitating shortage of psychological healthcare workers, there is a vital requirement for AI and robotics to help in identifying high-risk persons and providing measures that avert and treat mental disorders (Lee et al., 2021). This discussion is focused on understanding how AI and robotics could be employed in improving mental health in the human community. The continued success of this technology in other healthcare fields demonstrates that it could also be used in redefining mental sicknesses objectively, identifying them at a prodromal phase, personalizing the treatments, and empowering patients in their care programs.
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