Littérature scientifique sur le sujet « VIRTUAL REALITY MAN MACHINE INTERAFACES »

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Articles de revues sur le sujet "VIRTUAL REALITY MAN MACHINE INTERAFACES"

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Yue, Xue Jun, Tian Sheng Hong, Xing Xu et Wei Bin Wu. « Study on 3D Virtual Reality Modeling ». Advanced Materials Research 129-131 (août 2010) : 1296–300. http://dx.doi.org/10.4028/www.scientific.net/amr.129-131.1296.

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We build out a very vivid and real conditions environment based on the virtual reality of a simulation computer technology, so that users can be in a virtual environment through the man-machine interface with a virtual environment direct interaction. This paper studies 3d virtual model development and integration including the system design to realize the functions and systems integration. In its implementation, we use the model tool, 3 D R C to structure three-dimensional model, and the model tool, and finally we use virtools tool to achieve a three-dimensional with the establishment of virtual scene model. Virtual reality (virtual reality, VR) is a computer senior man-machine interface on the basic feature of absorbion, interactiveness and constructiveness [1,2]. Specifically, virtual reality is a computer that creates the stereoscopic spaces, and users can interact space objects in the interaction and watch the operation of some part of the objects in space, and freely move with the users' will so that a sense of integration and participation are produced[3,4]. It is used in computer technology at the core of modern high technology ,which means to build a realistic view, hear and touch the integration of a virtual environment with the necessary equipment and a virtual environment of the interaction and mutual influence, which results in the "immersion" be true of the environment and feel[5-7]. VR technology is computer technology, computer graphics, computer simulations visual and technical, visual physiology, psychology, the microelectronics visual display technique, solid technology, sensing to measure the technical, technological, information technology, and voice recognition software engineering and technology, integrated man-machine the skill interfacing, and network technology and artificial intelligence technology and the achievement of other high technology. Since the birth of a virtual reality technology, it has the huge economy, military and the internet, multimedia minded race in many areas in the application of technology in the 21st century as the three-big technologies.
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Wang, Chun Xiang, Qun Zhao, Wen Lei Sun, Xiao Jing Wan et Quan Wei Cui. « 3D Scene of Virtual Reality System Design and Research ». Key Engineering Materials 522 (août 2012) : 761–65. http://dx.doi.org/10.4028/www.scientific.net/kem.522.761.

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The use of virtual reality technology on the objective world visualization and simulation, can provide the user some information hidden behind the data and realize humanized man-machine interaction. Based on the virtual reality system design process, classification, key technology and application areas of exploration, can grasp and understand the realization of virtual reality system design and development of the basic principles.
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Zhang, Jian, Wen Lei Sun, Xiang Long Wang, Chun Xiang Wang et Shu Jun Guo. « The Design of Injection Mold Assembly System Based on the Virtual Reality Technology ». Key Engineering Materials 522 (août 2012) : 757–60. http://dx.doi.org/10.4028/www.scientific.net/kem.522.757.

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Traditional injection mould development needs longer cycle and higher cost, while the use of virtual assembly technology can greatly reduce the cost of the design process. Besides, the cost of newly designed products injection mold shaping and its die trial was very expensive; yet virtual mold assembly system can reduce the cost in the process of actual assembly. The simulation system of injection mold assembly and modeling can be designed by applying the virtual reality technology and its virtual roaming displaying can be achieved with external control and display devices on the virtual interaction platform of the Nvision. Finally utilizing man-machine interface technology can make users immersed in a virtual environment, realize man-machine interaction and provide a brand-new information exchange interface superior to the traditional manifestation way.
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Pan, Xiao Yang, et Xiao Jia Wei. « Virtual Reality Technology Applied in Automobile Modeling Design ». Applied Mechanics and Materials 620 (août 2014) : 154–57. http://dx.doi.org/10.4028/www.scientific.net/amm.620.154.

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it is to make the designers for the virtual reality technology application in automobile modeling have a certain understanding, By comparing the traditional car model making process and the latest virtual technology . Compared with Industrial Modelling Design of Automobiles and Man-Machine Engineering, the VRT could save enormous manpower and the material resources. Futhermore, it has a revolutionary change in the aspects of modeling precision and modifiability. it provides technical direction for Automobile Modeling.
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Qin, Yu Ping. « Application of Virtual Reality Technology in Civil Engineering ». Applied Mechanics and Materials 427-429 (septembre 2013) : 2855–58. http://dx.doi.org/10.4028/www.scientific.net/amm.427-429.2855.

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The virtual construction is achieved in the virtual environment, and the virtual reality technology is the core technology in the virtual construction system. The virtual reality technology is a high-tech information technology which integrates the artificial intelligence, the computer graphics, the man-machine interface technology, multi-media industrial architecture technology, the network technology, the electronics technology and the mechanical technology. The technology aims to utilize computer hardware, software and various sensors to create a virtual environment integrating vision, hearing, touch and smelling, which makes users immersive in the environment. The operators are immersive in the environment and interact with it, obtain sensory stimulation through various media, and gain clear and intuitional understanding of the problems to be solved.
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Zhang, Yu, Yi Man Dou, Wen Zheng Cai et Yun Qin Zhu. « Virtual Manipulation of Eon Studio-Based for High Speed Labeling Machine ». Applied Mechanics and Materials 220-223 (novembre 2012) : 57–60. http://dx.doi.org/10.4028/www.scientific.net/amm.220-223.57.

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High speed labeling machine builds virtual models and completes the design and realization of simulation manipulation by using the platform of virtual reality application of Eon Studio and SDK software, which realizes the communication message transmission among modules and gives the main function through the multi-party communication mechanism and function description, realizes the man-machine interaction function by applying the event driven and routing mechanism, solves better the conflict of multiple Agent by using Agent based-on rule-based reasoning and improved evidence theory, and eventually meets virtual manipulation function requirements of high speed labeling machine
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Yang, Dong Li, Si Yu Liu, Bin Yang et Bo Zhou. « Research the Training System of the Oilfield Staff Simulation Based on Virtual Reality Technology ». Advanced Materials Research 807-809 (septembre 2013) : 2863–67. http://dx.doi.org/10.4028/www.scientific.net/amr.807-809.2863.

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On the basis of researching virtual reality training system at home and abroad, in view of the oilfield staff training needs, we design the training system framework of the oilfield staff simulation based on virtual reality technology. Give the composition of the system framework and the main functions of the modules. Using the simulation technology, we can draw the craft process. Let the employees do man-machine interactive operation in a virtual reality scene. Then according to the quality of operation, operation steps and the alarm-condition appears in the operation, the training system give a score. Through this kind of training methods, it improves the safety skills of the oilfield staff and capability of dealing with accidents.
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Song, Hong, et Zhi Yue. « Research on user experience evaluation of man-machine interaction interface based on virtual reality technology ». International Journal of Information and Communication Technology 19, no 4 (2021) : 356. http://dx.doi.org/10.1504/ijict.2021.118572.

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Song, Hong, et Zhi Yue. « Research on user experience evaluation of man-machine interaction interface based on virtual reality technology ». International Journal of Information and Communication Technology 19, no 4 (2021) : 1. http://dx.doi.org/10.1504/ijict.2021.10039768.

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Robison, R. Aaron, Charles Y. Liu et Michael L. J. Apuzzo. « Man, Mind, and Machine : The Past and Future of Virtual Reality Simulation in Neurologic Surgery ». World Neurosurgery 76, no 5 (novembre 2011) : 419–30. http://dx.doi.org/10.1016/j.wneu.2011.07.008.

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Thèses sur le sujet "VIRTUAL REALITY MAN MACHINE INTERAFACES"

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Aubert, Donatien. « Les nouveaux arts de la mémoire : topiques digitales. La réactualisation de l’ars memoriae grâce à l’infographie tridimensionnelle ». Thesis, Sorbonne université, 2019. http://www.theses.fr/2019SORUL021.

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Au-delà des outils d’analyse statistique traditionnellement mobilisés par les chercheurs en humanités numériques, il existe de nombreux instruments de visualisation (bases de données 3D, moteurs de jeu vidéo, réalité virtuelle et augmentée, etc.) qui ont gagné ces dernières années une importance croissante, ceux-là permettant de spatialiser les connaissances de façon intuitive, de donner à voir des vestiges en lien avec les enquêtes humanistes ou encore de toucher un public dépassant le strict milieu universitaire. Cette thèse a pour but de préciser sur la base de quels modèles heuristiques et épistémologiques, les ingénieurs travaillant dans le domaine des interactions homme-machine ont pensé ces dispositifs. En Europe et jusqu’à l’époque baroque, plusieurs méthodes, désignées du nom d’arts de la mémoire, reposant sur l’immersion dans des espaces mentaux, avaient été mobilisées pour organiser les connaissances. Leur centralité dans la vie intellectuelle leur a donné une postérité double : elles ont structuré tant la manière de penser l’organisation des savoirs (logique et computation) que de les donner à voir (avènement du paradigme perspectif et de la muséologie). Cet héritage hybride les a constituées comme des repères pour le développement des nouveaux médias, notamment de l’infographie tridimensionnelle. Pour saisir les enjeux socio-économiques et esthétiques liés à l’utilisation de ces technologies dans le champ universitaire, leur mise au point dans les secteurs industriels du cinéma et du jeu vidéo, qui ont nourri leur évolution, est resituée dans la thèse. Cette enquête permet de définir des prescriptions utiles à leur déploiement au sein des humanités numériques
Beyond the instruments of statistical analysis enlisted by researchers working in the field of digital humanities, a growing number of visual and spatial tools (3D databases, video game engines, virtual and augmented reality, etc.) have gained in interest over the past few years. These new approaches allow for the spatialized presentation of knowledge in novel and intuitive ways that increasingly appeal to a public beyond academia. The goal of this thesis is to pinpoint and explore the various heuristic and epistemological models engineers working in the field of human-computer interaction have used to develop these tools. Up until the Baroque period in Europe, a suite of methods grouped under the rubric of “the arts of memory” relied on similar modes of spatialization of immersive mental spaces in order to activate memory and to organize knowledge. The centrality of these arts in the formation of intellectual life has granted them a double posterity: they at once structured the way one organized knowledge – thus becoming instrumental in the refinement of logic and computation; while also serving as means to exhibit and present knowledge – allowing for the advent of the perspective paradigm and museology. This hybrid heritage establishes the arts of memory as landmarks for the further development of new media, and notably computer-generated images. To understand the stakes involved with the use of these technologies in scholarly practice, this thesis also addresses how the film and video game industries gradually shaped their evolution. Finally, this inquiry provides useful prescriptions for their deployment within the growing interdisciplinary field of digital humanities
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LEONE, GIUSEPPE RICCARDO. « Comunicazione bimodale nel web per mezzo di facce parlanti 3D ». Doctoral thesis, 2014. http://hdl.handle.net/2158/874631.

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Lo scopo principale di questa tesi è la realizzazione di una faccia parlante facilmente integrabile in una pagina html e che fornisca il servizio di sintesi audio-visiva di un qualsiasi testo in lingua italiana con una produzio- ne del parlato visuale deve essere di elevata qualità. ` Il framework realizzato si chiama LUCIA-WebGL. E una versione completamente reingegnerizzata dell’applicazione LUCIA Talking Head (sviluppata presso lo ISTC-CNR di Padova negli anni 2003-2006) utilizzando la nuova tecnologia WebGL. LUCIA e LUCIA-WebGL sono sviluppate con tecnologie differenti, ma condividono gran parte delle logiche di progettazione e animazione. Sono entrambe totalmente basate sullo standard MPEG-4 SNHC (Synthetic/Natural Hybrid Coding) che fornisce le funzionalità per creare una animazione facciale in tempo reale guidata dai Parametri di Animazione Facciale (FAPs) con l’emulazione delle funzionalità dei muscoli mimici e la loro influenza sulla pelle della faccia. L’azione muscolare è resa esplicita per mezzo della deformazione del reticolo poligonale costruito attorno ai punti chiave FPs (feature points) che corrispondono alla giunzione dei muscoli mimici con la pelle. Tale deformazione dipende dal valore dei Parametri di Animazione Facciale FAPs (Facial Animation Parameters) che afferiscono ai movimenti dei singoli punti chiave. LUCIA-WebGL soddisfa le specifiche del Predictable Facial Animation Object Profile di MPEG-4 ovvero è in grado di importare modelli esterni per mezzo della ricezione dei Parametri di Definizione FDP (Facial Definition Parameters). Il sistema è stato integrato nel prototipo realizzato per il progetto ’Wikimemo.it: Il portale della lingua e della cultura italiana’ finanziato dal M.I.U.R. per promuovere la cultura italiana attraverso la lettura e l’ascolto. Il sistema permette all’utente di navigare nei contenuti, effettuare ricerche di frasi e parole e sentire come sono pronunciate in un contesto specifico. I risultati di una query di ricerca possono essere ascoltati con la voce di un italiano nativo o con la voce sintetica di LUCIA-WebGL che ne mostra il movimento labiale.
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Livres sur le sujet "VIRTUAL REALITY MAN MACHINE INTERAFACES"

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United States. National Aeronautics and Space Administration., dir. Virtual presence : One step beyond reality. [Washington, D.C : National Aeronautics and Space Administration, 1997.

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United States. National Aeronautics and Space Administration., dir. Virtual presence : One step beyond reality. [Washington, D.C : National Aeronautics and Space Administration, 1997.

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Anna, Scuola superiore S., dir. RO-MAN '99 : 8th IEEE International Workshop on Robot and Human Interaction, September 27-29, 1999, Pisa, Italy : [proceedings]. Piscataway, NJ : IEEE, 1999.

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IEEE, International Workshop on Robot and Human Communication (9th 2000 Osaka Japan). 9th IEEE International Workshop on Robot and Human Communication : Proceedings : IEEE RO-MAN 2000 : September 27-29, 2000, Osakak Institute of Technology, Osaka, Japan. Piscataway, NJ : IEEE, 2000.

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IEEE International Workshop on Robot and Human Communication (4th 1995 Tokyo, Japan). Proceedings, 4th IEEE International Workshop on Robot and Human Communication : RO-MAN'95 Tokyo, July 5-7, 1995, Waseda University, Tokyo, Japan. [New York, NY] : Institute of Electrical and Electronics Engineers, 1995.

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Calif.) IEEE International Workshop on Robot and Human Communication (12th 2003 Millbrae. RO-MAN 2003 : 12th IEEE International Workshop on Robot and Human Interactive Communication : proceedings : October 31-November 2, 2003, Millbrae, California, USA. Piscataway, N.J : IEEE, 2003.

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IEEE International Workshop on Robot and Human Interactive Communication (13th 2004 Kurashiki-shi, Japan). RO-MAN 2004 : 13th IEEE International Workshop on Robot and Human Interactive Communication : proceedings : September 20-22, 2004, Kurashiki, Okayama Japan at Kurashiki Ivy Square. Piscataway, N.J : IEEE, 2004.

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IEEE International Workshop on Robot and Human Communication (6th 1997 Sendai, Japan). Proceedings : 6th IEEE International Workshop on Robot and Human Communication : RO-MAN'97 Sendai : 19 Sept.- 1 Oct., 1997, Tohoku University, Sendai, Japan. Piscataway, NJ : IEEE, 1997.

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Bossomaier, Terry. Introduction To The Senses For Computer Game And Virtual Reality Designers. Cambridge University Press, 2007.

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2005 IEEE International Workshop on Robot and Human Interactive Communication (Ro-Man), Nashville, TN, August 13-15, 2005. Institute of Electrical & Electronics Enginee, 2005.

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Chapitres de livres sur le sujet "VIRTUAL REALITY MAN MACHINE INTERAFACES"

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Jamroz, Dariusz. « Multidimensional Labyrinth – Multidimensional Virtual Reality ». Dans Man-Machine Interactions, 445–50. Berlin, Heidelberg : Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-00563-3_47.

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Chen, Zhe, Zhuohang Cao, Peili Ma et Lijun Xu. « Industrial Robot Training Platform Based on Virtual Reality and Mixed Reality Technology ». Dans Man-Machine-Environment System Engineering, 891–98. Singapore : Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-6978-4_102.

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Wan, Mingjie, Xiaolong Chang, Yuhui Li, Zaochen Liu et Shiyou Ma. « Application of Virtual Reality Technology in Man–Machine Interactive Equipment Virtual Maintenance System ». Dans Man-Machine-Environment System Engineering, 875–79. Singapore : Springer Singapore, 2020. http://dx.doi.org/10.1007/978-981-15-6978-4_100.

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Bao, Zuohui, Yong Wang, Zuobin Yang, Chunfeng Zhu et Cheng Jin. « Design on the Virtual Maintenance Training System of Some-Type Equipment Based on the Virtual Reality ». Dans Man-Machine-Environment System Engineering, 479–87. Singapore : Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2481-9_56.

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Freund, Eckhard, et Jürgen Roßmann. « Smart Man-Machine Interfaces by Means of Projective Virtual Reality ». Dans Field and Service Robotics, 152–59. London : Springer London, 1998. http://dx.doi.org/10.1007/978-1-4471-1273-0_25.

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Li, Chenhui, Runfeng Hou, Zhibing Pang, Kehua Zou, Xiaofei Zhai et Shili Chu. « Practice of Virtual Reality Case Teaching Using in the Military Training Based on Virtools ». Dans Proceedings of the 13th International Conference on Man-Machine-Environment System Engineering, 535–42. Berlin, Heidelberg : Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38968-9_61.

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KUHLEN, T., K. F. KRAISS, M. SCHMITT et C. DOHLE. « APPLYING VIRTUAL REALITY TO DIAGNOSIS AND THERAPY OF SENSORIMOTOR DISTURBANCES ». Dans Analysis, Design and Evaluation of Man–Machine Systems 1995, 605–9. Elsevier, 1995. http://dx.doi.org/10.1016/b978-0-08-042370-8.50043-4.

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J. Van de Broek, Peter, Clement Onime, James O. Uhomobhi et Mattia Santachiara. « Evolution of User Interface and User Experience in Mobile Augmented and Virtual Reality Applications ». Dans Haptic Technology - Intelligent Approach to Future Man-Machine Interaction [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.103166.

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An end-use’s experience of any software is typically influenced by the interface presented by the application to the user. For Mixed Reality Environments such as Augmented and Virtual Reality, the user interface is highly visual, and a poor interface can significantly degrade the user experience. Adequate attention is required when designing or creating interfaces and user experience within Mixed Reality Environments as traditional interface design goals and specifications often need to be adjusted. Furthermore, for mixed reality environments on Mobile devices there are additional interface constraints and considerations that would considerably improve the user experience when properly addressed. This research paper discusses the evolution(s) of user interface(s) and user experience of Augmented and Virtual Reality applications on Mobile devices and contributes a framework for improving user interfaces and experience when using Mixed Reality Environments.
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Sánchez-Sánchez, Pablo, José Daniel Castro-Díaz, Alejandro Gutiérrez-Giles et Javier Pliego-Jiménez. « A Proposal of Haptic Technology to be Used in Medical Simulation ». Dans Haptic Technology - Intelligent Approach to Future Man-Machine Interaction [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.102508.

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For medical training aims, tele-operation systems have inspired virtual reality systems. Since force sensors placed on the robotic arms provide interaction force information that is transmitted to the human operator, such force produces a tactile sensation that allows feeling some remote or virtual environment properties. However, in the last two decades, researchers have focused on visually simulating the virtual environments present in a surgical environment. This implies that methods that cannot reproduce some characteristics of virtual surfaces, such as the case of penetrable objects, generate the force response. To solve this problem, we study a virtual reality system with haptic feedback using a tele-operation approach. By defining the operator-manipulated interface as the master robot and the virtual environment as the slave robot, we have, by addressing the virtual environment as a restricted motion problem, the force response. Therefore, we implement a control algorithm, based on a tele-operation system, to feedback the corresponding force to the operator. We achieve this through the design of a virtual environment using the dynamic model of the robot in contact with holonomic and non-holonomic constraints. In addition, according to the medical training simulator, before contact, there is always a free movement stage.
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Uricchio, Antonio. « The taxation of artificial intelligence between new taxes and additional incentives ». Dans Human Rights - From reality to the virtual world, 135–59. Publisher House WSGE Alcide De Gasperi University of Euroregional Economy ul. Sienkiewicza 4 05-410 Józefów, 2021. http://dx.doi.org/10.13166/wsge//wjco5956.

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The profound changes that accompany the history of mankind appear to be largely dependent on the unstoppable strength of knowledge and innovation. Robotics and artificial intelligences bring about profound changes in production and service delivery patterns (with automated and interconnected productions), in the rethinking of the man-machine and machine-machine relationship (so-called industry 4.0), in work organisation and even in domestic life and everyday life , according to whom “the fourth industrial revolution can act in two directions: an impact on the manufacturing world because the production of goods and services thanks to robots, artificial intelligence, communication technologies, the cloud can be completely reformed and modified and the transformation of society because the entry of robots 4.0 will take place in our midst. In re – thinking and designing the regulatory models of robotic lex, fiscal discipline, although too often towed with civil and commercial, can and must play a decisive role both in the promotion and dissemination of new models of production and social organization and in the taxation of new forms of wealth, also in the form of savings in expenditure, which the diffusion of new enabling technologies and that of data storage and circulation tools (big data) generate, speeding up transactions and expanding how the information is used. The aim of the article is an attempt to assess the application of robot taxes and web taxation taking into account specific nature of the subject of taxation. The author tries to present the possible development of the fiscal instrument in the light of technological development.
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Actes de conférences sur le sujet "VIRTUAL REALITY MAN MACHINE INTERAFACES"

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Wu, Yen-Liang. « Some Phenomena in The Spatial Representation of Virtual Reality ». Dans CAADRIA 2009 : Between Man and Machine ? Integration, Intuition, Intelligence. CAADRIA, 2009. http://dx.doi.org/10.52842/conf.caadria.2009.143.

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Wu, Yen-Liang. « Some Phenomena in The Spatial Representation of Virtual Reality ». Dans CAADRIA 2009 : Between Man and Machine ? Integration, Intuition, Intelligence. CAADRIA, 2009. http://dx.doi.org/10.52842/conf.caadria.2009.143.

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Petukhov, Igor, Luydmila Steshina et Andrey Glazyrin. « Application of virtual reality technologies in training of man-machine system operators ». Dans 2017 International Conference on Information Science and Communications Technologies (ICISCT). IEEE, 2017. http://dx.doi.org/10.1109/icisct.2017.8188569.

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Bahri, Jitin, et Rakesh Garg. « Suspicious Behavior Detection Using Man Machine Model with Integration of Virtual Reality ». Dans 2021 5th International Conference on Information Systems and Computer Networks (ISCON). IEEE, 2021. http://dx.doi.org/10.1109/iscon52037.2021.9702309.

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Kawaguchi, Takayuki, Yoshihiro Nishimura, Atsumi Maruhashi, Tomohiro Fukuda et Nobuyoshi Yabuki. « A Study of The Virtual Reality Simulation System for LRT Projects Towards Sustainable City ». Dans CAADRIA 2009 : Between Man and Machine ? Integration, Intuition, Intelligence. CAADRIA, 2009. http://dx.doi.org/10.52842/conf.caadria.2009.023.

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Freund, Eckhard, Juergen Rossmann et Marcel Brasch. « Open multi-agent control architecture to support virtual-reality-based man-machine interfaces ». Dans Intelligent Systems and Advanced Manufacturing, sous la direction de Gerard T. McKee et Paul S. Schenker. SPIE, 2001. http://dx.doi.org/10.1117/12.444163.

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Chen, Yu-Ling, Yan-Xuan Cheng, I.-Yun Hung et Shih-Wei Sun. « Ant-Man Vision in the Museum with Interactive and Immersive Surreal Experience Based on Machine Learning ». Dans 2022 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR). IEEE, 2022. http://dx.doi.org/10.1109/aivr56993.2022.00050.

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Roßmann, Jürgen, Christian Schlette et Nils Wantia. « Virtual Reality Providing Ground Truth for Machine Learning and Programming by Demonstration ». Dans 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/detc2012-70375.

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In this contribution, it is demonstrated how the development, parameterization and evaluation of an intelligent cognitive system can be supported by means of Virtual Reality (VR). Based on new approaches in object and action recognition, the consortium in the EU funded project IntellAct is developing such an automated system for the intelligent understanding of manual tasks and robot-based manipulations. In this context, the VR setup of the Institute for Man-Machine Interaction (MMI) is able to deliver ideal data, such as detailed positions and joint data of objects and kinematics involved. In addition, it allows for the synthesis of distinct and error-free data, such as collisions, bounding boxes and contact events. This way, Virtual Reality serves as a reference and source for “ground truth” data for designing, training and benchmarking the intelligent cognitive system during its development and parameterization. Furthermore this approach enables descriptive and secure ways for the visualization of results in the targeted environments, such as the highly automated laboratories on-board the International Space Station (see Fig. 1).
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Jung, Thomas Josef, Malte Rast, Eric Guiffo Kaigom et Juergen Rossmann. « Fast VR Application Development Based on Versatile Rigid Multi-Body Dynamics Simulation ». Dans ASME 2011 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2011. http://dx.doi.org/10.1115/detc2011-47621.

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More and more areas in research and development use Virtual Reality technologies. To quickly realize new applications at low costs, the reuse of existing functionality is of high importance. In the area of mobile robotics, physics based simulation components promise optimal reusability: The physical laws always stay the same and do not depend on the application. Hence, as long as the applications try to emulate reality, physics based simulation software will be reusable. Unfortunately, depending on the kind of application, different simulation models for different physical domains are needed: Particle models for fluids and soil, finite-elements for non-rigid bodies, multi-body systems and so on. However, for those applications developed at Institute for Man-Machine Interaction at the RWTH Aachen University, a multi-body dynamics component has taken a central role in the process of application development. It is fully integrated within a modern 3D-simulation and visualization tool. It is enhanced by generalized tools of contact graph analysis, which support the fast development of robust applications suitable for daily use. The paper discusses the benefit of this multi-body system as a platform for versatile application development, taking the following three applications as examples: The first example is the development of forest machine simulators for usage in education and training of machine operators. The existence of a purely kinematically realized, phenomenological implementation with widely equivalent range of functions allows a direct comparison of the programming efforts. The second example is the development of algorithms for space robot motion planning. The example demonstrates, how easy and effective innovative robotic simulation applications can be realized using a common, dynamics based simulation framework. The third example finally describes the development of a Virtual Testbed for legged lunar exploration robots. The Virtual Testbed example handles in detail the concept of “top-down-development” of simulation models. The refinement of the simulation of foot-soil-contact situations using a force exchange interface and the refinement of the actuator dynamics simulation using an energy exchange interface serve as examples.
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