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Artigos de revistas sobre o assunto "Shared virtual environments"

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Oliveira, Manuel, Joel Jordan, Joao Pereira, Joaquim Jorge e Anthony Steed. "Analysis Domain Model for Shared Virtual Environments". International Journal of Virtual Reality 8, n.º 4 (1 de janeiro de 2009): 1–30. http://dx.doi.org/10.20870/ijvr.2009.8.4.2745.

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The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model.
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Durlach, Nat, e Mel Slater. "Presence in Shared Virtual Environments and Virtual Togetherness". Presence: Teleoperators and Virtual Environments 9, n.º 2 (abril de 2000): 214–17. http://dx.doi.org/10.1162/105474600566736.

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This Forum article discusses the relationships among people, their avatars, and their virtual environment workstations in a shared virtual environment. It introduces the notion of togetherness, the sense of people being together in a shared space, which is the counterpart for shared VEs to the presence of an individual in a VE. The role of tactual communication is emphasized as being fundamental to togetherness.
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Amselem, Denis. "A Window on Shared Virtual Environments". Presence: Teleoperators and Virtual Environments 4, n.º 2 (janeiro de 1995): 130–45. http://dx.doi.org/10.1162/pres.1995.4.2.130.

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This paper presents the architecture of a multiuser distributed virtual environment (VE) software system currently used in the Virtual Perception Laboratory at the SRI International. It shows how the Linda parallel language helped in the realization of that system. An unusual interface used to fly through this shared VE is also presented: a hand-held display (HHD).
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Buttolo, Pietro, Roberto Oboe e Blake Hannaford. "Architectures for shared haptic virtual environments". Computers & Graphics 21, n.º 4 (julho de 1997): 421–29. http://dx.doi.org/10.1016/s0097-8493(97)00019-8.

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Waters, R. C., e J. W. Barrus. "The rise of shared virtual environments". IEEE Spectrum 34, n.º 3 (março de 1997): 20–25. http://dx.doi.org/10.1109/6.576004.

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Liarokapis, Fotis, e Eike Falk Anderson. "Collaborating and Learning in Shared Virtual Environments". IEEE Computer Graphics and Applications 40, n.º 5 (1 de setembro de 2020): 8–9. http://dx.doi.org/10.1109/mcg.2020.3015412.

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Ruth, P., X. Jiang, D. Xu e S. Goasguen. "Virtual distributed environments in a shared infrastructure". Computer 38, n.º 5 (maio de 2005): 63–69. http://dx.doi.org/10.1109/mc.2005.175.

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Schroeder, Ralph. "Being There Together and the Future of Connected Presence". Presence: Teleoperators and Virtual Environments 15, n.º 4 (1 de agosto de 2006): 438–54. http://dx.doi.org/10.1162/pres.15.4.438.

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Research on virtual environments has provided insights into the experience of presence (or being there) and copresence (being there together). Several dimensions of this experience, including the realism of the environment and of the avatar embodiment, have been investigated. At the same time, research on a number of new media has begun to use concepts that are similar to copresence—such as mutual awareness, connected presence, and engagement. Since digital environments can be reconfigured and combined easily, and since an increasing number of such environments are used to connect people in their everyday lives, it is useful to think about the various modalities of connected presence as a continuum—with shared virtual environments in which people are fully immersed as an end-state. This paper proposes a model for the different modalities of connected presence whereby research on shared virtual environments can be modeled as approaching this end-state. It is argued that this model can improve our understanding both of the uses of shared virtual environments and of their future development among a variety of media for “being there together.” This paves the way for integrating research on shared virtual environments with research on other new media.
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Hudák, Marián, Štefan Korečko e Branislav Sobota. "LIRKIS Global Collaborative Virtual Environments: Current State and Utilization Perspective". Open Computer Science 11, n.º 1 (17 de dezembro de 2020): 99–106. http://dx.doi.org/10.1515/comp-2020-0124.

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AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.
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Reeve, Carlton. "Presence in Virtual Theater". Presence: Teleoperators and Virtual Environments 9, n.º 2 (abril de 2000): 209–13. http://dx.doi.org/10.1162/105474600566727.

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Using empirical data, this research suggests that key features of a typical theatrical rehearsal process can significantly improve the sense of presence for participants within a shared virtual environment. Research of shared virtual environments (VEs) for the production of theater shows suggests that theater applications have specific requirements for presence. These can be summarized as characterization, repetition, and group dynamic, while the level of presence is dependent on the actor-avatar, actor-space, and actor-actor relationships.
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Teses / dissertações sobre o assunto "Shared virtual environments"

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Kotziampasis, Ioannis. "Seamlessly integrated distributed shared virtual environments". Thesis, University of Bristol, 2003. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.396710.

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Godfrey, Andrew. "Distributed shared memory for virtual environments". Master's thesis, University of Cape Town, 1997. http://hdl.handle.net/11427/9516.

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Bibliography: leaves 71-77.
This work investigated making virtual environments easier to program, by designing a suitable distributed shared memory system. To be usable, the system must keep latency to a minimum, as virtual environments are very sensitive to it. The resulting design is push-based and non-consistent. Another requirement is that the system should be scaleable, over large distances and over large numbers of participants. The latter is hard to achieve with current network protocols, and a proposal was made for a more scaleable multicast addressing system than is used in the Internet protocol. Two sample virtual environments were developed to test the ease-of-use of the system. This showed that the basic concept is sound, but that more support is needed. The next step should be to extend the language and add compiler support, which will enhance ease-of-use and allow numerous optimisations. This can be improved further by providing system-supported containers.
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Hamza-Lup, Felix George. "DYNAMIC SHARED STATE MAINTENANCE IN DISTRIBUTED VIRTUAL ENVIRONMENTS". Doctoral diss., University of Central Florida, 2004. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/4407.

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Advances in computer networks and rendering systems facilitate the creation of distributed collaborative environments in which the distribution of information at remote locations allows efficient communication. Particularly challenging are distributed interactive Virtual Environments (VE) that allow knowledge sharing through 3D information. In a distributed interactive VE the dynamic shared state represents the changing information that multiple machines must maintain about the shared virtual components. One of the challenges in such environments is maintaining a consistent view of the dynamic shared state in the presence of inevitable network latency and jitter. A consistent view of the shared scene will significantly increase the sense of presence among participants and facilitate their interactive collaboration. The purpose of this work is to address the problem of latency in distributed interactive VE and to develop a conceptual model for consistency maintenance in these environments based on the participant interaction model. A review of the literature illustrates that the techniques for consistency maintenance in distributed Virtual Reality (VR) environments can be roughly grouped into three categories: centralized information management, prediction through dead reckoning algorithms, and frequent state regeneration. Additional resource management methods can be applied across these techniques for shared state consistency improvement. Some of these techniques are related to the systems infrastructure, others are related to the human nature of the participants (e.g., human perceptual limitations, area of interest management, and visual and temporal perception). An area that needs to be explored is the relationship between the dynamic shared state and the interaction with the virtual entities present in the shared scene. Mixed Reality (MR) and VR environments must bring the human participant interaction into the loop through a wide range of electronic motion sensors, and haptic devices. Part of the work presented here defines a novel criterion for categorization of distributed interactive VE and introduces, as well as analyzes, an adaptive synchronization algorithm for consistency maintenance in such environments. As part of the work, a distributed interactive Augmented Reality (AR) testbed and the algorithm implementation details are presented. Currently the testbed is part of several research efforts at the Optical Diagnostics and Applications Laboratory including 3D visualization applications using custom built head-mounted displays (HMDs) with optical motion tracking and a medical training prototype for endotracheal intubation and medical prognostics. An objective method using quaternion calculus is applied for the algorithm assessment. In spite of significant network latency, results show that the dynamic shared state can be maintained consistent at multiple remotely located sites. In further consideration of the latency problems and in the light of the current trends in interactive distributed VE applications, we propose a hybrid distributed system architecture for sensor-based distributed VE that has the potential to improve the system real-time behavior and scalability.
Ph.D.
School of Computer Science;
Engineering and Computer Science;
Engineering and Computer Science
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Walch, Jamie Peter. "Interaction management in large-scale shared virtual environments". Thesis, University of Cambridge, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.616211.

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Sankaranarayanan, Ganesh. "Virtual coupling schemes for position coherency in networked haptic virtual environments /". Thesis, Connect to this title online; UW restricted, 2007. http://hdl.handle.net/1773/5929.

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Wolff, Robin. "Supporting closely coupled collaboration around shared objects in immersive virtual environments". Thesis, University of Salford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.492406.

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Tele-collaboration technology, such as video-conferencing and shared desktop systems, is commonly used to enable communication and data sharing across a group of people in distant locations. This thesis argues that, as of today, linking immersive Virtual Reality (VR) interfaces over a Collaborative Virtual Environment (CVE) provides the closest resemblance of co-location, as remote people and shared objects are brought together within a shared spatial and social context.
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Lin, Jeng-Weei James. "Enhancement of user-experiences in immersive virtual environments that employ wide-field displays /". Thesis, Connect to this title online; UW restricted, 2004. http://hdl.handle.net/1773/10680.

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Kim, Young Jun. "An integrated approach to combine computer-based training (CBT) and immersive training (ImT) for mechanical assembly". Online access for everyone, 2007. http://www.dissertations.wsu.edu/Dissertations/Spring2007/y_kim_050207.pdf.

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Feliciano, Clayton Mendonça. "Ambientes de realidade virtual: novas possibilidades". Pontifícia Universidade Católica de São Paulo, 2018. https://tede2.pucsp.br/handle/handle/21116.

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Submitted by Filipe dos Santos (fsantos@pucsp.br) on 2018-06-06T12:06:38Z No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5)
Made available in DSpace on 2018-06-06T12:06:38Z (GMT). No. of bitstreams: 1 Clayton Mendonça Feliciano.pdf: 2611426 bytes, checksum: a439000bde04e6b90b53d641f6aba297 (MD5) Previous issue date: 2018-03-21
Virtual reality (VR) and the forms of interactions with this environment have evolved and advanced a great deal in recent decades. Parallel to the advance of the creation and modeling of three-dimensional (3D) environments, new possibilities arise. Assuming that the virtual environment allows creating scenarios with details and architectural richness, the proposal of this work is focused on the development of a 3D environment and its application in the Web environment, having as object of study the Square Sé, Sao Paulo City. Bibliographical surveys were made to aggregate historical and cultural knowledge, as well as visits in locus for creation of the photographic collection and three-dimensional virtual development. The elaboration of the virtual scenario was made using Sketchup and Unity3D modeling software. Within what was proposed, both the modeling part and the integration part of the Web environment were successful
A realidade virtual (RV) e as formas de interações com este ambiente evoluíram e avançaram muito nas últimas décadas. Paralelamente ao avanço da criação e modelagem de ambientes tridimensionais (3D), novas possibilidades surgem. Partindo do princípio que o ambiente virtual permite (re)criar cenários com detalhes e riquezas arquitetônicas, a proposta deste trabalho está voltada ao desenvolvimento de ambiente 3D e sua aplicação no ambiente Web, tendo como objeto de estudo a Praça da Sé, ponto turístico da cidade de São Paulo. Levantamentos bibliográficos foram feitos para agregar conhecimento histórico e cultural, visitas in locus para criação do acervo fotográfico e desenvolvimento virtual tridimensional. A elaboração do cenário virtual foi feita por meio de softwares de modelagem Sketchup e Unity3D. Dentro do que foi proposto obteve-se sucesso tanto na parte de modelagem quanto na parte de integração ao ambiente Web
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds". PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics techniques, and the distributed computing design of the virtual world systems that manages the simulation. In this dissertation, we explore solutions to different aspects of the overall problem of developing a general purpose, networked virtual environment, focusing on the networking and software system issues. Specifically, we show how to improve the networking infrastructure to better support the high packet-rate traffic that is typical of virtual worlds, efficiently stream terrain data for remote rendering, and construct a dynamically adaptive distributed systems framework suitable for virtual world simulations.
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Livros sobre o assunto "Shared virtual environments"

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Cudworth, Ann Latham. Virtual world design: Creating immersive virtual environments. Boca Raton: CRC Press, Taylor & Francis, 2014.

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Çapin, Tolga K. Avatars in networked virtual environments. Chichester: Wiley, 1999.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches. Hershey PA: Information Science Reference, 2011.

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Ferdig, Richard E. Interdisciplinary advancements in gaming, simulations and virtual environments. Hershey, PA: Information Science Reference, 2012.

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Ralph, Schroeder, ed. The social life of Avatars: Presence and interaction in shared virtual environments. London: Springer, 2002.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Vincenti, Giovanni. Multi-user virtual environments for the classroom: Practical approaches to teaching in virtual worlds. Hershey PA: Information Science Reference, 2011.

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Guest, Tim. Second Lives. New York: Random House Publishing Group, 2008.

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John, Redmond. MUDe. Manchester: Carcanet, 2008.

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Johnson, Phylis. Second Life, media, and the other society. New York: P. Lang, 2010.

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Capítulos de livros sobre o assunto "Shared virtual environments"

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Smith, Randall B., Ronald Hixon e Bernard Horan. "Supporting Flexible Roles in a Shared Space". In Collaborative Virtual Environments, 160–76. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0685-2_9.

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Büscher, Monika, Jon O’Brien, Tom Rodden e Jonathan Trevor. "“He’s Behind You”: The Experience of Presence in Shared Virtual Environments". In Collaborative Virtual Environments, 77–98. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0685-2_5.

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Slater, Mel, e Anthony Steed. "Meeting People Virtually: Experiments in Shared Virtual Environments". In The Social Life of Avatars, 146–71. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_9.

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Men, Liang, e Nick Bryan-Kinns. "Supporting Sonic Interaction in Creative, Shared Virtual Environments". In Sonic Interactions in Virtual Environments, 237–67. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04021-4_8.

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AbstractThis chapter examines user experience design for collaborative music making in shared virtual environments (SVEs). Whilst SVEs have been extensively researched for many application domains including education, entertainment, work and training, there is limited research on the creative aspects. This results in many unanswered design questions such as how to design the user experience without being detrimental to the creative output, and how to design spatial configurations to support both individual creativity and collaboration. Here, we explore multi-modal approaches to supporting creativity in collaborative music making in SVEs. We outline an SVE, LeMo, which allows two people to create music collaboratively. We then present two studies; the first explores how free-form visual 3D annotations instead of spoken communication can support collaborative composition processes and human–human interaction. Five classes of use of annotation were identified in the study, three of which are particularly relevant to the future design of sonic interactions in virtual environments. The second study used a modified version of LeMo to test the support for a creative collaboration of two different spatial audio settings, which according to the results, changed participants’ behaviour and affected their collaboration. Finally, design implications for the auditory design of SVEs focusing on supporting creative collaboration are given.
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Earnshaw, Rae. "Guidelines for Telepresence and Shared Virtual Environments". In Frontiers of Human-Centered Computing, Online Communities and Virtual Environments, 52–64. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0259-5_5.

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Cheng, Lili, Shelly Farnham e Linda Stone. "Lessons Learned: Building and Deploying Shared Virtual Environments". In The Social Life of Avatars, 90–111. London: Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0277-9_6.

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Leevers, David. "Collaboration and Shared Virtual Environments — from Metaphor to Reality". In Frontiers of Human-Centered Computing, Online Communities and Virtual Environments, 278–98. London: Springer London, 2001. http://dx.doi.org/10.1007/978-1-4471-0259-5_19.

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Manuel, Mark, Poorvesh Dongre, Abdulaziz Alhamadani e Denis Gračanin. "Supporting Embodied and Remote Collaboration in Shared Virtual Environments". In Lecture Notes in Computer Science, 639–52. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77599-5_44.

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Compierchio, Angelo, e Phillip Tretten. "Human Factors Evaluation of Shared Real and Virtual Environments". In Human Interaction, Emerging Technologies and Future Systems V, 745–51. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85540-6_94.

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Sourin, Alexei. "Case Study: Shared Virtual and Augmented Environments for Creative Applications". In Research and Development in the Academy, Creative Industries and Applications, 49–64. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-54081-8_5.

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Trabalhos de conferências sobre o assunto "Shared virtual environments"

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McGrath, Andrew, e Amanda Oldroyd. "Designing shared virtual environments". In CHI98: ACM Conference on Human Factors and Computing Systems. New York, NY, USA: ACM, 1998. http://dx.doi.org/10.1145/286498.286636.

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Azevedo, Samuel, Aquiles Burlamaqui, Rummenigge Dantas, Claudio Schneider, Rafael Gomes, Julio Melo, Josivan Xavier e Luiz Garcia Goncalves. "Interperception on Shared Virtual Environments". In 2006 IEEE Symposium on Virtual Environments, Human-Computer Interfaces and Measurement Systems. IEEE, 2006. http://dx.doi.org/10.1109/vecims.2006.250802.

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Christensen, Brian K. "Virtual environments for telerobotic shared control". In Optical Tools for Manufacturing and Advanced Automation, editado por Won S. Kim. SPIE, 1993. http://dx.doi.org/10.1117/12.164930.

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Büsher, Monika, John Hughes, Jonathan Trevor, Tom Rodden e Jon O'Brien. "Supporting cooperation across shared virtual environments". In the international ACM SIGGROUP conference. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/320297.320304.

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Kotziampasis, Ioannis, Nathan Sidwell e Alan Chalmers. "Seamlessly integrated distributed shared virtual environments". In the 20th spring conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1037210.1037232.

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Kempf, James, Ajay Chander e Manhee Jo. "Optimizing avatar environmental update in shared virtual reality environments". In 1st Intenational ICST Conference on Immersive Telecommunications. ICST, 2007. http://dx.doi.org/10.4108/icst.immerscom2007.2243.

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Schuwerk, Clemens, Rahul Chaudhari e Eckehard Steinbach. "Delay compensation in Shared Haptic Virtual Environments". In 2014 IEEE Haptics Symposium (HAPTICS). IEEE, 2014. http://dx.doi.org/10.1109/haptics.2014.6775484.

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Reis, Verônica L. M., Luis Miguel Campos e Isaac D. Scherson. "Parallel Virtual Memory for Time Shared Environments". In International Symposium on Computer Architecture and High Performance Computing. Sociedade Brasileira de Computação, 1996. http://dx.doi.org/10.5753/sbac-pad.1996.19830.

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This paper analyses the issues involved in providing virtual distributed shared memory for time-shared parallel machines. We study the performance of two different page management policies, namely, static and dynamic page allocation under two widely accepted scheduling policies: Gang scheduling and independent processor scheduling. The performance of each page management policy is studied under different replacement scopes (local versus global replacement). Results obtained after extensive simulations show that dynamic page allocation performs better throughout all the environments simulated. We also observe a better performance of independent processor over gang scheduling as well as a similar performance between local and global replacement scope.
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O’Malley, Marcia K. "Shared Control for Upper Extremity Rehabilitation in Virtual Environments". In ASME 2005 International Mechanical Engineering Congress and Exposition. ASMEDC, 2005. http://dx.doi.org/10.1115/imece2005-81782.

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Interest in the rehabilitation applications for robots has been increasing. For example, various devices have been developed to aid in reaching movements of stroke, traumatic brain injury (TBI), and spinal cord injury (SCI) patients. Typically these devices provided guided reaching movements for elbow and shoulder. The robotic aspect allows for repeatability, along with additional data for post-session analysis. To date, robotic rehabilitation systems with haptic feedback have not fully exploited the capabilities of a haptic display device. The simulators primarily focus on obeying the physical laws that govern such systems in order to re-create realistic environments for rehabilitative tasks, or the robotic devices are employed only for their ability to carry the impaired limb through various trajectories. This paper will present a novel active assistance paradigm for interactions in virtual environments displayed via haptic interfaces. The author’s recent research efforts have focused on the design of perceptual overlays in virtual environments that are active rather than passive. Passive virtual fixtures have been the primary perceptual overlay in haptics, and have been used extensively as “virtual rulers” in teleoperation environments to improve operator performance of pick-and-place tasks. Active assistance in the form of shared control between the haptic device and the human operator has the potential to elicit even better performance in virtual and remote environment interactions, and also has implications for improving training effectiveness. The intended applications include stroke rehabilitation and training for pilots, manufacturing, and surgery. A description of perceptual overlays and details of the shared control paradigm are presented, along with results from some preliminary experiments on shared control haptic assistance for training in virtual environments.
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Li, Yanfang, Joel C. Huegel, Volkan Patoglu e Marcia K. O'Malley. "Progressive shared control for training in virtual environments". In World Haptics 2009 - Third Joint EuroHaptics conference and Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems. IEEE, 2009. http://dx.doi.org/10.1109/whc.2009.4810873.

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Relatórios de organizações sobre o assunto "Shared virtual environments"

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Peña-Niño, Omar Darío, e Erin McFee. Final Report of the First Virtual Workshop of the Violence, Security and Peace (VSP) Network. Trust After Betrayal, fevereiro de 2023. http://dx.doi.org/10.59498/74658.

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The VSP Network held a virtual conference in June 2022 with the objective of developing a shared understanding of fundamental concepts and the significance of trust in areas impacted by violence and insecurity. The conference brought together experts, practitioners, officials, and people affected by violence from the Americas, Europe, the United Kingdom, and China to promote partnerships for the long-term enhancement of quality of life for individuals residing in such environments. Workshop participants focused on a theoretical and conceptual discussion of the network's themes and explored their relationship with building trust in the context of Latin American societies that have experienced social and armed conflicts in recent decades. The final report served as a contextual basis for the collaborative work at the VSP Network's 2023 summit in Bogotá, Colombia.
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Balali, Vahid. Connected Simulation for Work Zone Safety Application. Mineta Transportation Institute, julho de 2022. http://dx.doi.org/10.31979/mti.2021.2137.

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Every year, over 60,000 work zone crashes are reported in the United States (FHWA 2016). Such work zone crashes have resulted in over 4,400 fatal and 200,000 non-fatal injuries in the last 5 years (FHWA 2016, BLS 2014). Apart from the physical and emotional trauma, the annual cost of these injuries exceeds $4 million-representing significant wasted resources. To improve work zone safety, this research developed a system architecture for unveiling high-risk behavioral patterns among highway workers, equipment operators, and drivers within dynamic highway work zones. This research implemented the use of a connected virtual environment, which is an immersive hyper-realistic and virtual environment where multiple agents (e.g. workers, drivers, and equipment handlers) control independent simulators but experience an interactive and shared experience. For this project, the team conducted an in-depth analysis of accident investigation, simulated accident scenarios, and tested diverse interventions to prevent high-risk behavior. Overall, the research improved understanding of behavioral patterns that lead to injuries and fatalities of highway workers in order to better protect them in high-risk work environments. As part of making transportation smarter, this project contributes to smart behavioral safety analysis.
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Goudy, Susan Phelps, Jonathan Leighton Brown, Zhaofang Wen, Michael Allen Heroux e Shan Shan Huang. BEC :a virtual shared memory parallel programming environment. Office of Scientific and Technical Information (OSTI), janeiro de 2006. http://dx.doi.org/10.2172/882923.

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Ruzante, Juliana M., Ellen Thomas Shumaker, Sidney Holt, Susan Mayer, Adam Kokotovich, Maude Cuchiara, Andrew R. Binder, Jennifer Kuzma e Khara Grieger. Eliciting Stakeholder Perceptions Using a Novel Online Engagement Platform: A Case Study on Nano-Agrifoods. RTI Press, janeiro de 2022. http://dx.doi.org/10.3768/rtipress.2022.op.0071.2201.

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Stakeholder engagement is an important component in developing policies on critical issues such as the use and development of novel methods and technologies, including biotechnologies and nanotechnologies. Understanding the perspectives, needs, and concerns of stakeholder groups can facilitate the development of transparent and trusted policy recommendations. Innovative online research platforms have been developed as alternatives to typical stakeholder engagement methods such as in-person focus groups, interviews, and online and paper surveys. These platforms facilitate the engagement of geographically and linguistically (i.e., individuals who speak different languages) diverse stakeholders using a wide range of methods, from virtual focus groups to surveys. Stakeholders can participate at their own leisure and anonymously, which can facilitate more open interactions on issues where viewpoints may differ. In this work, we used an online stakeholder engagement platform (OSEP) to engage stakeholders and capture their perceptions and views about the application of nanotechnology in food and agriculture (nano-agrifood) and the role of responsible innovation in the development of nano-agrifood products. The OSEP provided a reliable and interactive environment for stakeholders to share their views and exchange ideas. Such OSEPs should be further explored as novel tools for engaging stakeholders on a range of issues from emerging technologies to public health.
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Дирда, Ірина Анатоліївна, Марина Вікторівна Малоіван e Анна Олександрівна Томіліна. Innovative online teaching tools for students who major in english philology: challenges and opportinutuies. Видавнича група «Наукові перспективи», 2023. http://dx.doi.org/10.31812/123456789/7078.

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The paper in question outlines the possibilities of using modern teaching methods and tools in the process of teaching English to students who major in English Philology. The rapid changes which this process is undergoing are predetermined by the constant development and new demands which it has to meet. In view of Ukrainian education this process is shaped not only by the factors mentioned but as well by the fact that our country is still facing post-pandemic consequences and now those of war conflict when students are deprived of the possibility of gaining offline education in physical classrooms and many other essential educational items. The paper examines the effectiveness of various approaches and tools in promoting language acquisition and proficiency, as well as their impact on students’ engagement, motivation, and learning outcomes during the challenges posed by war and pandemic. The paper is an overview of the latest tools available for the implementation in the process of teaching English including online resources and activities, as well as the use of different platforms, applications, virtual reality, gamification and artificial intelligence. It is aimed at highlighting the advantages and drawbacks of these approaches which may be faced both by educators and students and providing examples of the successful implementations of these approaches in different educational environments. It may be summed up that while the implementation of the teaching methods and tools in question can boost and enhance the quality and accessibility of language education but it is next to impossible to reach successful learning outcomes without careful planning, training, and evaluation which ensure its effectiveness and sustainability.
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Exploring the Prospects of Using 3D Printing Technology in the South African Human Settlements. Academy of Science of South Africa (ASSAf), 2021. http://dx.doi.org/10.17159/assaf.2021/0074.

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South Africa is a country with significant socio-economic development challenges, with the majority of South Africans having limited or non-existent access to basic infrastructure, services, housing and socio-economic opportunities etc. The urban housing backlog currently exceeds 2.4 million houses, with many families living in informal settlements. The Breaking New Grounds Policy, 2014 for the creation of sustainable human settlements, acknowledges the challenges facing human settlements, such as, decreasing human settlements grants allocation, increasing housing backlog, mushrooming of informal settlements and urbanisation. The White Paper on Science, Technology and Innovation (STI), 2019 notes that South Africa has not yet fully benefited from the potential of STI in addressing the socio-economic challenges and seeks to support the circular economy principles which entail a systematic change of moving to a zero or low waste resource-efficient society. Further to this, the Science and Technology Roadmap’s intention is to unlock the potential of South Africa’s human settlements for a decent standard of living through the smart uptake of science, technology and innovation. One such novel technology is the Three-Dimensional (3D) printing technology, which has produced numerous incredible structures around the world. 3D printing is a computer-controlled industrial manufacturing process which encompasses additive means of production to create 3D shapes. The effects of such a technology have a potential to change the world we live in and could subsequently pave the roadmap to improve on housing delivery and reduce the negative effects of conventional construction methods on the environment. To this end, the Academy of Science of South Africa (ASSAf), in partnership with the Department of Science and Innovation (DSI) and the University of Johannesburg (UJ) hosted the second virtual IID seminar titled: Exploring the Prospects of Using 3D Printing Technology in the South African Human Settlements, on 01 March 2021 to explore the potential use of 3D printing technology in human settlements. The webinar presented preliminary findings from a study conducted by UJ, addressing the following topics: 1. The viability of 3D printing technology 2. Cost comparison of 3D printed house to conventional construction 3. Preliminary perceptions on 3D printing of houses Speakers included: Dr Jennifer Mirembe (NDoHS), Dr Jeffrey Mahachi, Mr Refilwe Lediga, Mr Khululekani Ntakana and Dr Luxien Ariyan, all from UJ. There was a unanimous consensus that collaborative efforts from all stakeholders are key to take advantage of this niche technology. @ASSAf_Official; @dsigovza; @go2uj; @The_DHS; #SA 3D_Printing; #3D Print_Housing; #IID
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