Serwis Infona wykorzystuje pliki cookies (ciasteczka). Są to wartości tekstowe, zapamiętywane przez przeglądarkę na urządzeniu użytkownika. Nasz serwis ma dostęp do tych wartości oraz wykorzystuje je do zapamiętania danych dotyczących użytkownika, takich jak np. ustawienia (typu widok ekranu, wybór języka interfejsu), zapamiętanie zalogowania. Korzystanie z serwisu Infona oznacza zgodę na zapis informacji i ich wykorzystanie dla celów korzytania z serwisu. Więcej informacji można znaleźć w Polityce prywatności oraz Regulaminie serwisu. Zamknięcie tego okienka potwierdza zapoznanie się z informacją o plikach cookies, akceptację polityki prywatności i regulaminu oraz sposobu wykorzystywania plików cookies w serwisie. Możesz zmienić ustawienia obsługi cookies w swojej przeglądarce.
Experience Design is a contemporary form of design, which appertains to the field of interaction design. In relation to Interactive art environments, it suggests that potentialities are actualized by those actively participating within physical, virtual and mixed works. It could be argued that every design approach is a dynamic process of making experiences; nonetheless we do not ‘design experiences’...
As a comprehensive computer science and technology in the field of new technologies, the virtual reality technology is a hot computer simulation applied research, involving many development and application areas, and greatly enriches our lives. In this paper, it describes the necessary overview of virtual reality technology and the applications status; According to the authors' recent work, the paper...
In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders...
There has been considerable interest in crowd simulation and creating crowds of virtual humans that will move in a virtual environment in a believable way. This paper presents an experimental design for assessing human behavior in emergency evacuation of an aircraft among a team of players in a game set in a virtual environment. We present the sense of presence in a virtual environment as a possible...
With the rapid development of the new medium, human society has entered the digital ages, which has a deeply influence on the development of display design. Today, the developmenting trend of display design shows digital, intelligent, humane will be the certain trend of display design. When it comes to display method and display design, it is more diversity. The utilization of digital technique to...
Virtual environments and computer games incorporate music in order to enrich the audiovisual experience and further immerse users. Selecting musical content during design-time can have a controversial result based on the preferences of the users involved, while limiting the interactivity of the environment, affecting thus the effectiveness of immersion. In this work, we introduce a framework for the...
This paper reports on the computer vision-based analysis of weight-shifting patterns in Down Syndrome subjects. The subjects were filmed while playing a snowboarding game in a virtual reality environment. To capture local changes in posture during motion performance, we introduce the concept of parabolic bounding box. This concept aims at capturing information about the lateral curvature of the human...
In this paper, we present the performance evaluation of haptic compression methods for networked teleoperation systems or haptic interfaces in virtual environments. Haptic data, which include position, velocity, and force data exchanged through the communication channel, are considered by various compression methods based on down-sampling. We introduce the operational rate-distortion performance measure...
Introduction: Balance is negatively influenced by optokinetic stimuli. Fall research with these stimuli has been done with standing subjects. Less is known of the influence these stimuli have on risk of falling while walking. The objective of this study was to qualitatively investigate the influence of optokinetic roll stimuli on balance during walking.
Currently virtual reality technology has a positive impact on the consumers' behavior of online shopping. The interface design of the three-dimensional dynamic visual sense meets the more people's experience of visual perception from technical point of view. But there is little research on the virtual situation design of electronic shopping. The paper clarifies that virtual reality technology shall...
Summary form only given. Human-computer interfaces (HCI) have evolved from mouse-keyboard based interaction using text and mouse events to multi-touch screens and other exotic approaches such as using special gloves or other devices to translate human actions into application controls. One of the trends which are “en vogue” in our days is the control of computer applications and/or computer controlled...
In the domain of intelligent collaboration, the application of semantic information is a prospective research field. The collaboration system of the forthcoming generation is expected to consist of semantic services of applications as well as semantic human-machine interpretation. In this paper, a simple example of such a system is introduced. Based on this example system, the operation of semantic...
Virtual training is a growing mode of operation within high technology enterprises through virtual technology and virtual operating strategy. The purpose of this paper was to develop a new conceptual framework and propositions to assist understanding of a new training ideology. The approach used was the integration of related literatures and development of arguments for main factors in virtual training...
Virtual environments have been valued as being extremely motivating for learners and therefore are employed as an innovative, more accessible framework to deliver education and entertainment to the public. Recent advances in creating videogame applications imbedded with effective learning principles, along with the evolution of human computer interfaces performed within the entertainment industry,...
Technology assisted therapy has the potential to transform rehabilitation options available, and to dramatically increase the reach of today's healthcare system. Yet challenges persist in rendering translational application designs that optimize the full potential of technology and create value for the patient and the therapist. In a step towards optimizing value of technologies for practical applications...
The present achievement of systems for fashioning virtuality, including avatars, multiplayer on-line games, virtual communities, and virtual reality is very remarkable. This paper presents a theoretical investigation to take account of human desire for privacy as a major momentum for computer supported virtual life. During the analysis process, I newly adopt the notion of the two games called the...
Loss of body sensations often accompanies injuries to the central or peripheral nervous system and can lead to disintegration of body schema resulting in altered sensory dependent motor skills. Localizing external objects within peripersonal space plays an important role in the strategies of accurate human movement, towards targets and for obstacle avoidance. In our system, practicing viewing and...
In this paper, we propose a novel interface called Joyman, designed for immersive locomotion in virtual environments. Whereas many previous interfaces preserve or stimulate the users proprioception, the Joyman aims at preserving equilibrioception in order to improve the feeling of immersion during virtual locomotion tasks. The proposed interface is based on the metaphor of a human-scale joystick....
We present a new method for evaluating user experience in interactions with virtual humans (VHs). We code the conversational errors made by the VH. These errors, in addition to the duration of the interaction and the numbers of statements made by the participant and the VH, provide objective, quantitative data about the virtual social interaction. We applied this method to a set of previously collected...
Motion platforms are advanced systems for driving simulators. Studies showed that these systems imitate the real driving behavior of cars very accurately. In low-cost driving simulators, most installations lack motion platforms and miss to simulate real motion forces. Their focus is on high-quality video and audio, or force feedback on steering wheels. We aim to substitute the real motion forces with...
Podaj zakres dat dla filtrowania wyświetlonych wyników. Możesz podać datę początkową, końcową lub obie daty. Daty możesz wpisać ręcznie lub wybrać za pomocą kalendarza.