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Comparative assessment of human observation in virtual and physical realityLarif, Oumaima 09 August 2019 (has links)
Virtual Reality (VR) is a computer-generated simulation of an environment that can be interacted with a seemingly real or physical way by a person using special electronic equipment. VR techniques have the potential to reduce design cycle times and reduce or eliminate physical prototyping costs if the human performance in VR is truly comparable to physical reality. In this research, human oversight of an assembly process in virtual reality (VR) and physical reality is compared for the ability to detect deviations (errors) in parts. This is relevant to verifying the use of VR to assess the vulnerability of cyber-physical systems with human observation.
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Estimation of traversed distance in a virtual environmentKline, Paul Brian 01 January 1999 (has links)
No description available.
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Defining and exploring virtual reality : a Burkeian and heuristic analysisCarney, Ryan E. January 2010 (has links)
Virtual reality has existed for many years, dating back to the 1940s but
becoming popular on a larger scale in the late 1980s and early 1990s. It has been
largely regarded as something of a plaything or hobby and, in general, as
something that is on a lower echelon when compared to physical reality. In recent
years, however, as our society becomes more interconnected via the Internet and
as highly interactive web services, such as Facebook, Second Life, and Twitter,
play a larger role in individualsʼ lives, a reexamination of the status of virtual reality
becomes necessary.
! This study employs the work of a major twentieth century critic, Kenneth
Burke, and from his conception of dramatism to demonstrate that 1) virtual reality,
for many, is a significant reality that can often lead to the formation of meaningful
relationships between individuals and 2) the significance of this reality is born out
of users dramatizing their online experiences. Through heuristics and dramatistic
analysis, I examine how the users of Facebook dramatize their actions and
collectively contribute to the formation of a controlling narrative that can be seen
across all of virtual reality. Further, the findings of this thesis provide a heuristic
foundation for future research into virtual reality. / The problem -- Literature review -- Method -- The controlling drama of Facebook as a virtual reality -- Conclusions, limitations and heuristic propositions. / Department of Telecommunications
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Integrating behavioural design into the virtual environment development processWillans, James Stephen January 2001 (has links)
No description available.
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An integrated system for virtual simulation and visualization of rapidprototypingChan, Mei-mei, Amy, 陳美美 January 2002 (has links)
published_or_final_version / abstract / toc / Industrial and Manufacturing Systems Engineering / Master / Master of Philosophy
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The properties of mixed reality boundariesKoleva, Boriana January 2001 (has links)
No description available.
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Three dimensional modelling of Scottish early medieval sculpted stonesJeffrey, Stuart January 2003 (has links)
No description available.
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A real-time rope model suitable for game engine usageGarrido, Randy A. 09 1900 (has links)
Approved for public release; distribution is unlimited / This thesis attempts to lay a foundation for producing a real-time rope model suitable for game engine usage. The model presented here is only one of the many possible approaches in modeling a rope. The basic premise used was derived from Erkin Tunca's source code. The concept is then attempted on the Open Dynamics Engine (ODE) built by Russell Smith. This work shows promise but much still needs to be done. This thesis only scratches the surface on the subject. In addition, ODE is primarily designed for (articulated) rigid bodies. Therefore, the next step is to create a deformable body (the rope) in ODE. / Major, United States Army
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The Forward Observer Personal Computer Simulator (FOPCSim) 2Strom, Mark W. 09 1900 (has links)
Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.
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Design and operational aspects of autonomous Unmanned Combat Aerial VehiclesBaggesen, Arne 09 1900 (has links)
A family of advanced weapon systems that deserves special attention comprises aerial autonomous weapons called Unmanned Combat Aerial Vehicles (UCAVs), which are characterized by the ability to loiter in the target area, sense the targets, acquire the targets, and then engage them. Modeling this combination of capabilities in a specific operational setting is necessary for addressing design and operational issues of this weapon. This work focuses on the development of an analytic probability model that captures key aspects of the autonomous weapon systems' engagement process. Special attention is given to simultaneous attack occurrences, imperfect battle damage assessment, and attack coordination properties. The model is a continuous-time Markov Chain and for its implementation a state generator and an algorithm that computes the transition and limiting probabilities has been developed and programmed in Java based software. The Markovmodel derives values for several measures of effectiveness (MOEs), and the average engagement time. Different operational scenarios and design configurations are examined in a sample analysis to demonstrate the model's capabilities. Tradeoffs among sensing, data processing capabilities, vulnerability and lethality of UCAVs are explicitly represented with respect to selected MOEs.
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