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7,379 result(s) for "Virtual interaction"
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Cutting-edge virtual reality
\"Virtual reality sounds like the stuff of science fiction movies and immersive video games, but what if you could use it to become a better surgeon or a pilot? You can! Virtual reality is a realistic computer simulation that people can interact with, and it can put you in an operating room, a cockpit, or just about anywhere else. Learn about the latest developments in virtual reality technology, as well as how it's used in classrooms, living rooms, military bases, research facilities, and more.\"--Publisher's description.
Parallel Point Clouds: Hybrid Point Cloud Generation and 3D Model Enhancement via Virtual–Real Integration
Three-dimensional information perception from point clouds is of vital importance for improving the ability of machines to understand the world, especially for autonomous driving and unmanned aerial vehicles. Data annotation for point clouds is one of the most challenging and costly tasks. In this paper, we propose a closed-loop and virtual–real interactive point cloud generation and model-upgrading framework called Parallel Point Clouds (PPCs). To our best knowledge, this is the first time that the training model has been changed from an open-loop to a closed-loop mechanism. The feedback from the evaluation results is used to update the training dataset, benefiting from the flexibility of artificial scenes. Under the framework, a point-based LiDAR simulation model is proposed, which greatly simplifies the scanning operation. Besides, a group-based placing method is put forward to integrate hybrid point clouds, via locating candidate positions for virtual objects in real scenes. Taking advantage of the CAD models and mobile LiDAR devices, two hybrid point cloud datasets, i.e., ShapeKITTI and MobilePointClouds, are built for 3D detection tasks. With almost zero labor cost on data annotation for newly added objects, the models (PointPillars) trained with ShapeKITTI and MobilePointClouds achieved 78.6% and 60.0% of the average precision of the model trained with real data on 3D detection, respectively.
Streaming to Connect: Exploring How Social Connectedness Relates to Empathy Types and Physiological States in Remote Virtual Audiences
Examining remote virtual audiences is a vital part of understanding social experiences in modern human–computer interaction contexts. Doing so raises intriguing questions about how these mediated connections relate to emotional and physiological states. The vagus nerve is central to socioemotional processing and physiological well-being, with its activation represented as vagally mediated heart rate variability (vmHRV). We examine how participants’ social connectedness to virtual partners relates to their experience of socioemotional competences and psychophysiological states while observing streamed gameplay. In this experimental study with 48 participants, we compared self-reported empathy, empathic concern, and continuously measured vmHRV (from a PPG sensor) during different types of gameplay. The results revealed that viewers who felt greater social connectedness to remote partners also felt more empathic concern (quantitative detail) and had significantly heightened vmHRV (quant detail) across all conditions compared to those who felt lower connectedness. These findings reveal that stronger feelings of connectedness to remote partners are associated with enhanced socioemotional competences and physiological well-being. This research highlights the intertwined nature of social connectedness, empathy, and physiological health, providing valuable insights for designing virtual platforms that foster deeper interpersonal connections and promote well-being.
My hands? Importance of personalised virtual hands in a neurorehabilitation scenario
We have developed a novel and affordable way to texture virtual hands from individually taken photographs and integrated the virtual hands into a mixed reality neurorehabilitation system. This mixed reality system allows for serious game play with mirrored and non-mirrored hands, designed for patients with unilateral motor impairments. Before we can ethically have patients use the system, we must show that embodiment can be achieved for healthy users. We compare our approach’s results to previous work in the field and present a study with 48 healthy (non-clinical) participants targeting visual fidelity and self-location. We show that embodiment can be achieved for mirrored and non-mirrored hand representations and that the higher realism of virtual hands achieved by our texturing approach alters perceived embodiment. We further evaluate whether using virtual hands resized to the individual’s hand size affects embodiment. We present a 16-participant study where we could not find a significant difference with personal resized hands. In addition to rehabilitation contexts, our findings have implications for the design and development of applications where embodiment is of high importance, such as surgical training and remote collaboration.
Research on Visual and Interactive Evaluation Methods for Space Design Based on Virtual Reality Technology
This paper establishes different detail-level terrain grids for different terrain data blocks and generates multi-resolution terrain based on the tree-structured LOD model as a way of layering large-scale terrain data. Then, the virtual environment’s visual and image texture are rendered to visualize the virtual spatial environment. Then, the overall architecture of the interaction platform was designed, and the virtual space design visualization and interaction effects were studied based on spatial distance perception, presence experience perception, and error analysis. The results show that there is a significant difference between the mean value of people’s perceived satisfaction in the interaction space and non-interaction space M=163.138, t=1.376, p=0.005<0.05. The error in the interaction of the system in this paper is between (0.2 and 1.8), which indicates that the system performs well. This study of interaction design research proposes a new research dimension for the traditional interaction interface based on virtual reality technology, which provides an effective reference basis for future related designs.
Design and Application of VR Lab Based on Unity
In order to realize the interactive design of the VR laboratory based on unity. The first experimental building of Southwest Petroleum University (Nanchong Campus) is taken as the foundation environment, and the scene interaction is deeply studied. Based on C# and js language, Photoshop is the image processing software, based on 3d max three-dimensional modeling and virtual interaction technology. Finally, it connects the HTC Vive device to realize the roaming function of the laboratory and some experimental functions, and completes the production of VR laboratory. The VR laboratory is based on the background of “VR+education”, which is of great significance to the development of experimental teaching in schools. It is beneficial to promote the development of virtual reality technology in education and teaching, and has application value.