Literatura académica sobre el tema "3D IMMERSIVE TOOL"

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Artículos de revistas sobre el tema "3D IMMERSIVE TOOL"

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Chhikara, Vanshika. "IMMERSIVE ANALYTICS." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 05 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem33585.

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Immersive Analytics focuses on the benefits and challenges of using immersive environments for data analysis, and developing designs to improve efficiency. Although immersive technologies are widely available, practical solutions have not gained widespread acceptance in real- world applications. Research in this field focuses on abstract 3D visualization, immersive environments, paper sampling and use case evaluation. 03 Related Works • Brooks early review of VR applications found it effective in specific domains like flight simulators, automotive engineering, and astronaut training. • Van Dam
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Sadeghi, Amir H., Wouter Bakhuis, Frank Van Schaagen, et al. "Immersive 3D virtual reality imaging in planning minimally invasive and complex adult cardiac surgery." European Heart Journal - Digital Health 1, no. 1 (2020): 62–70. http://dx.doi.org/10.1093/ehjdh/ztaa011.

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Abstract Aims Increased complexity in cardiac surgery over the last decades necessitates more precise preoperative planning to minimize operating time, to limit the risk of complications during surgery and to aim for the best possible patient outcome. Novel, more realistic, and more immersive techniques, such as three-dimensional (3D) virtual reality (VR) could potentially contribute to the preoperative planning phase. This study shows our initial experience on the implementation of immersive VR technology as a complementary research-based imaging tool for preoperative planning in cardiothorac
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Medeiros, Daniel, Felipe Carvalho, Lucas Teixeira, Priscilla Braz, Alberto Raposo, and Ismael Santos. "Proposal and evaluation of a tablet-based tool for 3D virtual environments." Journal on Interactive Systems 4, no. 2 (2014): 1. http://dx.doi.org/10.5753/jis.2013.633.

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The introduction of embedded sensors in smartphones and tablets allowed the use of these devices to interact with virtual environments. These devices also have the possibility of including additional information and performing naturally non-immersive tasks. This work presents a 3D interaction tablet-based tool, which allows the aggregation of all major 3D interaction tasks, such as navigation, selection, manipulation, system control and symbolic input. This tool is for generalpurpose systems, as well as, engineering applications. Generally this kind of application uses specific interaction dev
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Avola, Danilo, Luigi Cinque, and Daniele Pannone. "Design of a 3D Platform for Immersive Neurocognitive Rehabilitation." Information 11, no. 3 (2020): 134. http://dx.doi.org/10.3390/info11030134.

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In recent years, advancements in human–computer interaction (HCI) have enabled the development of versatile immersive devices, including Head-Mounted Displays (HMDs). These devices are usually used for entertainment activities as video-gaming or augmented/virtual reality applications for tourist or learning purposes. Actually, HMDs, together with the design of ad-hoc exercises, can also be used to support rehabilitation tasks, including neurocognitive rehabilitation due to strokes, traumatic brain injuries, or brain surgeries. In this paper, a tool for immersive neurocognitive rehabilitation i
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Papadopoulou, A., D. Kontos, and A. Georgopoulos. "DEVELOPING A VR TOOL FOR 3D ARCHITECTURAL MEASUREMENTS." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLVI-2/W1-2022 (February 25, 2022): 421–27. http://dx.doi.org/10.5194/isprs-archives-xlvi-2-w1-2022-421-2022.

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Abstract. Virtual Reality technology has already matured and is capable of offering impressive immersive experiences. AT the same time head mounted devices (HMD) are also offering many possibilities along with the game engine environments. So far, all these impressive technologies have been implemented to increase the popularity of on-line visits and serious games development, as far as their application in the domain of Cultural Heritage is concerned. In this paper we present the development of a set of VR tools, which enable the user to perform accurate measurements within the immersive envi
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Byrd, B., M. Warren, J. Fenwick, and P. Bridge. "Development of a novel 3D immersive visualisation tool for manual image matching." Journal of Radiotherapy in Practice 18, no. 4 (2019): 318–22. http://dx.doi.org/10.1017/s1460396919000219.

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AbstractAim:The novel Volumetric Image Matching Environment for Radiotherapy (VIMER) was developed to allow users to view both computed tomography (CT) and cone-beam CT (CBCT) datasets within the same 3D model in virtual reality (VR) space. Stereoscopic visualisation of both datasets combined with custom slicing tools and complete freedom in motion enables alternative inspection and matching of the datasets for image-guided radiotherapy (IGRT).Material and methods:A qualitative study was conducted to explore the challenges and benefits of VIMER with respect to image registration. Following tra
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Li, Yuxuan, Hua Luo, and Yiren Zhou. "Design and Implementation of Virtual Campus Roaming System Based on Unity3d." Journal of Physics: Conference Series 2173, no. 1 (2022): 012038. http://dx.doi.org/10.1088/1742-6596/2173/1/012038.

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Abstract With the rapid development of Internet technology and the maturity of 5g technology, virtual reality gradually appears in the public vision, and its involved fields are also expanding. Using virtual reality technology and head mounted display, users’ immersion and authenticity can be improved to the greatest extent. In this paper, an immersive virtual campus roaming system is realized by using 3ds Max tool to create a model, unity 3D tool to build a scene, c# language to write human-computer interaction script, and action one headset device to take Nanchang Institute of technology as
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Subramaniyam, Bala, Dharshan Shylesh, Jaganathan Ramasamy, and Navin Kumar. "A Virtual Reality Tool for Accuracy Assessment of 3D Models in an Immersive Virtual Environment." ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial Information Sciences X-4-2024 (October 18, 2024): 333–40. http://dx.doi.org/10.5194/isprs-annals-x-4-2024-333-2024.

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Abstract. Accurate validation and assessment techniques are essential for ensuring the reliability of spatial reconstructions derived from photogrammetry, enabling well-informed decision-making across diverse domains. This study presents a Virtual Reality (VR) based accuracy assessment tool tailored for evaluating the accuracy and quality of 3D models generated by Unmanned Aerial Vehicles (UAVs). Leveraging the Unity game engine platform, our workflow entails three key steps: aligning real-world coordinates with an arbitrary Unity coordinate system, transforming the positions of Ground Control
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Hakeem, Abeer, Hind Bitar, and Ayman Alfahid. "ALHK: Integrating 3D Holograms and Gesture Interaction for Elementary Education." Inteligencia Artificial 28, no. 75 (2024): 30–45. http://dx.doi.org/10.4114/intartif.vol28iss75pp30-45.

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The integration of technology in elementary education offers innovative ways to enhance learning. One such advancement is the use of three-dimensional holograms (3DH), which provide immersive displays that merge seamlessly with the learner’s environment, creating a dynamic and engaging atmosphere. Educators have found that 3D visual tools significantly improve student comprehension, with 94.4% agreeing in a preliminary study. However, using interactive 3D holography alone has limitations, such as the inability for students to physically touch or manipulate holographic objects. To address this,
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Chastenay, Pierre. "Digital Planetariums as New Tools for Conceptual Change." Communicating Astronomy with the Public Journal 17, no. 2 (2023): 21–23. https://doi.org/10.5281/zenodo.14986650.

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Misconceptions in astronomy arise because of our unique, geocentric perspective on the night sky and astronomical phenomena. However, astronomy is quintessentially a “spatial” science, and three-dimensional visualisation is necessary for understanding most of its core concepts. Since the traditional optomechanical planetarium offers the same geocentric point of view on the sky, it might generate similar misconceptions in visitors. The new digital planetarium, which projects on the dome a realistic and accurate rendition of the cosmos in 3D, allows us to break free from 2D represent
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Tesis sobre el tema "3D IMMERSIVE TOOL"

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Bridge, Pete. "The development and evaluation of a novel 3D radiotherapy immersive outlining tool." Thesis, Queensland University of Technology, 2017. https://eprints.qut.edu.au/123511/1/Peter%20Bridge%20Thesis.pdf.

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Radiotherapy target definition traditionally relies on manually drawing round the relevant anatomical structures on successive CT slices. This is a laborious process that impacts on patient throughput and can limit the adoption of more complex techniques. Although automated segmentation algorithms can create rapid volumes they lack the capacity to adapt to tumour volumes and areas of abnormal or variable anatomical structures. Such software invariably requires considerable manual input in terms of editing the outlines. In addition there is a growing desire among clinicians to be more actively
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GUARNERA, LUCA. "Discovering Fingerprints for Deepfake Detection and Multimedia-Enhanced Forensic Investigations." Doctoral thesis, Università degli studi di Catania, 2021. http://hdl.handle.net/20.500.11769/539620.

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Forensic Science, which concerns the application of technical and scientific methods to justice, investigation and evidence discovery, has evolved over the years to the birth of several fields such as Multimedia Forensics, which involves the analysis of digital images, video and audio contents. Multimedia data was (and still is), altered using common editing tools such as Photoshop and GIMP. Rapid advances in Deep Learning have opened up the possibility of creating sophisticated algorithms capable of manipulating images, video and audio in a “simple” manner causing the emergence of a powerful
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Kemp, Jeremy William. "Introducing an avatar acceptance model: Student intention to use 3D immersive learning tools in an online learning classroom." FIELDING GRADUATE UNIVERSITY, 2012. http://pqdtopen.proquest.com/#viewpdf?dispub=3452838.

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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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<div>Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment
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Libros sobre el tema "3D IMMERSIVE TOOL"

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Architectural Visualization with Unreal Engine 5: Leverage the Power of Immersive ArchViz Creation Using One of the Most Advanced 3D Creation Tool. Packt Publishing, Limited, 2023.

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Capítulos de libros sobre el tema "3D IMMERSIVE TOOL"

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Kumar, Abhishek. "Tools for Architectural Visualization." In Immersive 3D Design Visualization. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6597-0_2.

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Hajirasouli, Aso, Vito Getuli, Alessandro Bruttini, Tommaso Sorbi, and Pietro Capone. "Towards a Digital Era in AEC Higher Education: Combining Theory and Technology to Develop and Deliver Architectural Master Classes." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.25.

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In recent years, technology has been playing a transformative role in the field of built environment, architecture, and construction education. It can be argued that the emergence of digital technologies has revolutionised the approach to teaching and learning in higher education in these fields. Digital technologies, such as Artificial intelligence (AI), additive manufacturing, robotics, 3D laser scanners, and Immersive Realities (IR), have played a crucial role in enhancing sustainability and efficiency in the industry. However, the opportunities provided by the use of these technologies (as
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Hajirasouli, Aso, Vito Getuli, Alessandro Bruttini, Tommaso Sorbi, and Pietro Capone. "Towards a Digital Era in AEC Higher Education: Combining Theory and Technology to Develop and Deliver Architectural Master Classes." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.25.

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In recent years, technology has been playing a transformative role in the field of built environment, architecture, and construction education. It can be argued that the emergence of digital technologies has revolutionised the approach to teaching and learning in higher education in these fields. Digital technologies, such as Artificial intelligence (AI), additive manufacturing, robotics, 3D laser scanners, and Immersive Realities (IR), have played a crucial role in enhancing sustainability and efficiency in the industry. However, the opportunities provided by the use of these technologies (as
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Johansson, Mikael, Mattias Roupé, and Mikael Viklund Tallgren. "Collaborative Site Layout Planning Using Multi-Touch Table and Immersive VR." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.08.

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Building Information Modeling (BIM) is changing the way architects and engineers produce and deliver design results, and object-oriented 3D models are now starting to replace traditional 2D drawings during the construction phase. This allows for a number of applications to increase efficiency, such as quantity take-off, cost-estimation, and planning, but it also supports better communication and increased understanding at the construction site by means of detailed 3D models together with various visualization techniques. However, even in projects with a fully BIM-based design, there is one rem
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Johansson, Mikael, Mattias Roupé, and Mikael Viklund Tallgren. "Collaborative Site Layout Planning Using Multi-Touch Table and Immersive VR." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.08.

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Building Information Modeling (BIM) is changing the way architects and engineers produce and deliver design results, and object-oriented 3D models are now starting to replace traditional 2D drawings during the construction phase. This allows for a number of applications to increase efficiency, such as quantity take-off, cost-estimation, and planning, but it also supports better communication and increased understanding at the construction site by means of detailed 3D models together with various visualization techniques. However, even in projects with a fully BIM-based design, there is one rem
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Bounaouara, Wafa, Louis Rivest, and Antoine Tahan. "Combining Large-Scale 3D Metrology and Mixed Reality for Assembly Quality Control in Modular Construction." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.116.

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The quality control (QC) of assembled modules is an essential process when constructing modular buildings such as hotels and hospitals. Defects that go undetected during module assembly may result in lost productivity in the form of unnecessary transportation, rework or project delays. QC has traditionally been performed using specialized tools and carried out a posteriori in an inspection station dedicated solely to this task. Nowadays, large-scale 3D metrology technology provides a more efficient alternative since it enables accurate measurements to be taken in situ. Additionally, mixed real
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Bounaouara, Wafa, Louis Rivest, and Antoine Tahan. "Combining Large-Scale 3D Metrology and Mixed Reality for Assembly Quality Control in Modular Construction." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/10.36253/979-12-215-0289-3.116.

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The quality control (QC) of assembled modules is an essential process when constructing modular buildings such as hotels and hospitals. Defects that go undetected during module assembly may result in lost productivity in the form of unnecessary transportation, rework or project delays. QC has traditionally been performed using specialized tools and carried out a posteriori in an inspection station dedicated solely to this task. Nowadays, large-scale 3D metrology technology provides a more efficient alternative since it enables accurate measurements to be taken in situ. Additionally, mixed real
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Richards-Rissetto, Heather, Kristy E. Primeau, David E. Witt, and Graham Goodwin. "Multisensory Experiences in Archaeological Landscapes—Sound, Vision, and Movement in GIS and Virtual Reality." In Capturing the Senses. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-23133-9_9.

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AbstractArchaeologists are employing a variety of digital tools to develop new methodological frameworks that combine computational and experiential approaches which is leading to new multisensory research. In this article, we explore vision, sound, and movement at the ancient Maya city of Copan from a multisensory and multiscalar perspective bridging concepts and approaches from different archaeological paradigms. Our methods and interpretations employ theory-inspired variables from proxemics and semiotics to develop a methodological framework that combines computation with sensory perception
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Gascuel J.D., Payno H., Schmerber S., and Martin O. "Immersive Virtual Environment for Visuo-Vestibular Therapy: Preliminary Results." In Studies in Health Technology and Informatics. IOS Press, 2012. https://doi.org/10.3233/978-1-61499-121-2-187.

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The sense of equilibrium aggregates several interacting cues. On vestibular areflexic patients, vision plays a major role. We developed an immersive therapeutic platform, based on 3D opto-kinetic stimulation that enables to tune the difficulty of the balance task by managing the type of optic flow and its speed. The balance adjustments are recorded by a force plate, quantified by the length of the center of pressure trajectory and detection of disequilibrium corrections (leans, compensation step). Preliminary analysis shows that (i) patients report a strong immersion feeling in the motion flow
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Fachada, Sarah, Daniele Bonatto, Mehrdad Teratani, and Gauthier Lafruit. "View Synthesis Tool for VR Immersive Video." In Computer Game Development [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.102382.

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This chapter addresses the view synthesis of natural scenes in virtual reality (VR) using depth image-based rendering (DIBR). This method reaches photorealistic results as it directly warps photos to obtain the output, avoiding the need to photograph every possible viewpoint or to make a 3D reconstruction of a scene followed by a ray-tracing rendering. An overview of the DIBR approach and frequently encountered challenges (disocclusion and ghosting artifacts, multi-view blending, handling of non-Lambertian objects) are described. Such technology finds applications in VR immersive displays and
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Actas de conferencias sobre el tema "3D IMMERSIVE TOOL"

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Kourbane, Ikram, Panagiotis Papadakis, and Mihai Andries. "An Immersive Annotation Tool for Movement Quality Assessment with 3D Visualization." In 2025 IEEE 38th International Symposium on Computer-Based Medical Systems (CBMS). IEEE, 2025. https://doi.org/10.1109/cbms65348.2025.00036.

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Gabel, Jenny, Ann Lauren Osthof, Christof Berns, et al. "Exploring Written Artefacts in Virtual Reality – Potential and Challenges for Creating Immersive Tools and Applications." In 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2025. https://doi.org/10.1109/vrw66409.2025.00013.

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Cibilic, Iva, Vesna Posloncec-Petric, and Marko Matijevic. "GEOVISUALIZATION OF BORONGAJ CAMPUS IN MOBILE AUGMENTED REALITY." In SGEM International Multidisciplinary Scientific GeoConference. STEF92 Technology, 2024. https://doi.org/10.5593/sgem2024v/6.2/s26.36.

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This paper explores the application of augmented reality (AR) in spatial data and 3D model visualization, particularly in the context of smart cities and campuses. The term "smart city" refers to the concept of urban planning that optimizes city space by applying digital technologies to improve the quality of life. Smart cities include innovative solutions in traffic, urban planning, energy, communications and digital management of the city and buildings to provide efficient and sustainable development. We developed a mobile AR application that integrates the 3D model of the Borongaj Campus, a
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Zhou, Xiaoyan. "Designing Navigation Tool for Immersive Analytics in AR." In 2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2023. http://dx.doi.org/10.1109/vrw58643.2023.00330.

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Sun, Lei. "Soundscape as a Tool for Place-Making in Industrial Heritage Sites." In 2023 Immersive and 3D Audio: from Architecture to Automotive (I3DA). IEEE, 2023. http://dx.doi.org/10.1109/i3da57090.2023.10289367.

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Beltran, Fernando, David White, and Jing Geng. "Aroaro - A Tool for Distributed Immersive Mixed Reality Visualization." In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2022. http://dx.doi.org/10.1109/vrw55335.2022.00337.

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Cassola, Fernando, Manuel Pinto, Daniel Mendes, Leonel Morgado, Antonio Coelho, and Hugo Paredes. "A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality." In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2021. http://dx.doi.org/10.1109/vrw52623.2021.00014.

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Thompson, D., A. Banerjee, P. Banerjee, T. DeFanti, and S. Retterer. "Functional Specifications for Tele-Immersive Product Evaluation." In ASME 1999 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 1999. http://dx.doi.org/10.1115/imece1999-0159.

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Abstract A novel virtual tele-immersive product evaluation environment is conceived. The components include a robust Virtual Reality (VR) hardware system, associated VR driving software, development tool for the tele-immersive virtual environment, networking software, user representation scheme and tools for developing 3D models and incorporating dynamic properties into the models. We have developed a model to allow users to collaboratively evaluate products using the CAVE™, Performer, CAVERN, CAVEActors, Pro/ENGINEER, and ADAMS software libraries.
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Simon, Cassandre, Manel Boukli-Hacene, Flavien Lebrun, Samir Otmane, and Amine Chellali. "Impact of Multimodal Instructions for Tool Manipulation Skills on Performance and User Experience in an Immersive Environment." In 2024 IEEE Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 2024. http://dx.doi.org/10.1109/vr58804.2024.00087.

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Basu, Aryabrata. "STAG: A Tool for realtime Replay and Analysis of Spatial Trajectory and Gaze Information captured in Immersive Environments." In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2022. http://dx.doi.org/10.1109/vrw55335.2022.00016.

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Informes sobre el tema "3D IMMERSIVE TOOL"

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Bernstetter, Armin. Virtual Fieldwork in Unreal Engine (software). GEOMAR Helmholtz Centre for Ocean Research Kiel, 2024. http://dx.doi.org/10.3289/sw_6_2024.

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The Virtual Fieldwork tool is an application developed in the game engine and 3D creation tool Unreal Engine. It is developed specifically for the ARENA2, a large, spatially immersive environment, and virtual reality using head-mounted displays. It contains a toolbox for quantitative measurements of visualized 3D model data. The application contains three different data sets from real-world use cases at GEOMAR.
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