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5,194 result(s) for "Virtual reality 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.
Design and application of digital twin system for the blade-rotor test rig
Digital twin technology is a key technology to realize cyber-physical system. Owing to the problems of low visual monitoring of the blade-rotor test rig and poor equipment monitoring capabilities, this paper proposes a framework based on the digital twin technology. The digital-twin based architecture and major function implementation have been carried out form five dimensions, i.e. Physical layer, Virtual layer, Data layer, Application layer and User layer. Three key technologies utilized to create the system including underlying equipment real-time communication, virtual space building and virtual reality interaction have been demonstrated in this paper. Based on RS-485 and other communication protocols, the data acquisition of the underlying devices have been successfully implemented, and then the real-time data reading has been achieved. Finally, the rationality of the system has been validated by taking the blade-rotor test rig as the application object, which provides a reference for the monitoring and evaluation of equipment involved in manufacturing and experiment.
Dynamic current ratio control and biophysical modeling for personalised electro-tactile perception
The rapid development of virtual reality and human-computer interaction technology has put forward higher requirements for the authenticity and user experience of tactile feedback technology. Electrotactile feedback technology has become an important means to realise virtual tactile interaction due to its advantages of miniaturisation, high responsiveness and low power consumption. However, current electrotactile feedback technologies still have significant shortcomings in finger physiological structure modelling accuracy, individual difference adaptation capability and system integration effectiveness. Especially under complex tactile patterns, traditional single-electrode structures suffer from issues such as significant current diffusion and insufficient spatial resolution. For this reason, we report a centre-periphery synergistic electrode array, which uses peripheral auxiliary electrodes to locally constrain and guide current paths, effectively reducing current diffusion between adjacent stimulation channels and enhancing the spatial focusing capability and tactile perception precision of electrical stimulation. Based on this, we have constructed a high-precision simulation model of finger biophysical electrotactile feedback. Based on the finite element analysis of the multilayer tissue structure of the finger, the current conduction and tactile response characteristics within the tissue were accurately portrayed. The simulation research reveals a dynamic electrical stimulation mode modulation method, which can stably achieve the two main tactile sensory modes of vibration and pressure under the condition of appropriately adjusting the ratio of inhibition to stimulation current amplitude and can adapt to the personalised needs of different users. A multidimensional electrotactile feedback system with hardware and software synergy was further developed and fully validated by subject experiments. The results show that, compared with the traditional method, this system significantly improves tactile realism and user comfort, achieving up to a 39.4% increase in subjective scores, which effectively addresses the challenge of personalized adaptation in electrotactile feedback. In summary, this research provides a new theoretical basis and practical method for the development of tactile feedback technology in immersive virtual reality and human-computer interaction systems, which has a broad application prospect.
A method for evaluating the learning concentration in head-mounted virtual reality interaction
In education, learning concentration is closely related to the quality of learning, and teachers can adjust their teaching methods accordingly to improve the learning outcomes of students. Particularly in head-mounted virtual reality interactions, current methods for assessing learning concentration cannot be fully applied to new interactive environments because immersion shaping and cognitive formation differ from the conventional education. Therefore, in this study, a learning concentration assessment method is proposed to measure the learning concentration of students in head-mounted virtual interaction, using the expression score, visual focus rate, and task mastery as evaluation indicators. In addition, the weights of the evaluation indicators can be configured to be included in the calculation of learning concentration depending on the characteristics of different types of courses. The results of a usability evaluation indicate that the learning concentration of students can be effectively evaluated using the proposed method. By developing and implementing strategies for optimizing learning effects, the learning concentration and assessment scores of students increased by 18% and 15.39%, respectively.
AIGC Enabling Non-Genetic Design Methods and Practices
Artificial Intelligence Generated Content (AIGC) technology aligns seamlessly with the design requirements of non-genetic heritage, offering a viable pathway for its modernization. This paper delineates the specific design needs of non-genetic heritage and utilizes a diffusion model to create themed images and animations related to this heritage. Additionally, AIGC is employed to enhance the creation of virtual reality interactive imagery. The Long Short-Term Memory (LSTM) network is deployed to classify time-series gesture data, facilitating the training and categorization of Chinese Sign Language (CSL) gestures for virtual interactive engagement with non-heritage themes. We have integrated the AIGC operation process into the theme of non-genetic inheritance, thereby constructing a robust development trajectory for AIGC-enhanced non-genetic heritage. The experimental setup is crafted to ascertain the optimal number of iterations and training durations through the control variable method. We evaluate the efficacy of the diffusion model for anti-implicit writing analysis and the performance of the speech recognition, text dialogue, and text response modules within the non-heritage multimodal interactive framework using Word Error Rate (WER) and Mean Opinion Score (MOS). A descriptive analysis of users’ interactive experiences with non-heritage content is also conducted. The results indicate that the speech recognition module achieved a WER of 0.365, while the text response module garnered an MOS of 4.49 with a standard deviation of 0.56. This multimodal, non-heritage virtual interaction, leveraging multiple modalities, enriches users’ experiences and deepens their understanding and appreciation of non-heritage content. Consequently, this enhances the high-quality development of non-genetic heritage.
Feeling present in the physical world and computer-mediated environments
This concise volume presents a detailed account of why we experience feelings of being present in the physical world and in computer-mediated environments, why we often don't, and why it matters - for design, psychotherapy, tool use and social creativity amongst other practical applications.
A novel method for improving the perceptual learning effect in virtual reality interaction
The development of intellectualization trend in online education has been characterized by constructing a multi-terminal immersive learning environment. Virtual reality (VR) technology has been increasingly used in online education to create multisensory interactive learning. However, the technical features of this technology, including high immersion and strong interactions, have not been entirely played substantially. Consequently, improvements in the perceptual learning effect have been hindered. To address these issues, this study built a novel VR interaction model for perceptual learning by introducing reflective thinking variables and individual participation factors from the task-technology fit perspective. Furthermore, the deployment strategy of this model used to build a VR education system was proposed. The usability evaluation results of the proposed model show that the path hypothesis of the novel model is verified. Particularly, the path coefficients of reflective thinking, learner participation, and instructor participation factors on the perceptual learning effect were 0.238 (p < 0.01), 0.398 (p < 0.001), and 0.348 (p < 0.001), respectively. Compared to the traditional VR education system, the immersion and interaction of the VR education system using the proposed deployment strategy were enhanced by 4.9% and 10.7%, respectively. Further, learners’ perceptual learning effect improved by 5.3%.