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The development of information technology have pushed the development of other related industries, if the sports training system which developed by information technology combined with automatics apply in the tradition sports training, that will be promote the efficient of the training. In this context, we hammer at raise some bonding point of information technology and sports training which through...
To fetch up the deficiency of fire escape education and exercise in our country, a virtual simulation system of fire escape was designed and implemented in this study. From the practical application, according to the characters of the constructed virtual environment, use modeling technology based on graphics and image to make up a approximately real fire scene. The simulation results showed that the...
The traditional virtual biological behavior animation is realized by the key frame technology, but there are some deficiencies. Therefore, we propose the modeling of fish roe Based on artificial life method to animation fish roe using artificial life method and virtual reality technologies. It can animated the fish roe division without any of the key frames, not only has the basic characteristics...
It is imperative to demonstrate to students the peripheral equipments of computers and how to connect them appropriately in the rudimental courses on computer application. However, because of the large number of students taking the courses, it is difficult for students to have a good observation of the experiments while visual experiments are vivid in manifestation and versatile to implement. Accordingly,...
This review sets out the lines of development and research currently being conducted into Serious Games which pursue some form of benefit in the field of personal health. Although video games are traditionally associated with software developments, developing them in the social and health-care field involves studying the associated hardware and paying attention to aspects related to interaction with...
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 the outcome and feasibility of using a novel virtual reality system, SeeMe, for the assessment and treatment of unilateral spatial neglect following stroke in a recovered post-stroke subject with residual symptoms of unilateral spatial neglect (USN). The subject received 8 weekly treatment sessions. Outcome measures included the Short Feedback Questionnaire, standard paper and pencil...
Virtual reality-based games are becoming increasingly popular as rehabilitation interventions for people with movement disorders. The goal of this study was to perform a qualitative evaluation of a novel system for upper limb stroke rehabilitation to provide guidance for future system development. Participants completed 18 sessions with the intervention over six weeks. They found the intervention...
ImAble is an integrated upper limb (UL) exercise system comprising three devices (Able-B, Able-M and Able-X) targeting UL rehabilitation using computer games and virtual reality (VR). The system can be tailored to different levels of ability and strength, depending on the presentation of the stroke. Results from pilot testing and case studies indicate a therapeutic benefit for both movement outcome...
We investigated the effectives of a glove-based virtual reality system (YouGrabber) on arm and hand function in 17 children and juveniles with cerebral palsy (CP). The intervention group (n=10) received 12 sessions of training, while the control group (n=7) performed computer games. Analyzed were grip strength and lateral-grip strength, the box-and-block test (BBT) and the nine-hole-peg test (9HPT)...
The MediaEvo Project aims to develop a multichannel and multi-sensory platform for edutainment in cultural heritage for the realization of a digital didactic game oriented towards the knowledge of medieval history and society by means of the integration of human sciences and new data processing technologies. During the project it has been possible to test the possible interactions between historical...
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...
Virtual reality technology is currently in the field of computer in the development of the fastest multi-discipline technology, Along with the rapid development of information technology, the application of digital campus, virtual reality technology has become an inevitable trend. The paper introduces the concept of virtual reality technology, and probes into the characteristics, the virtual reality...
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...
The traditional drawing system based on the 2-D mouse can not realize the haptic interaction between operators and virtual environment. This is not available for operator to feel the interaction sensitivity. A virtual space painting system based on transparency haptic interaction is proposed. This system uses the admittance type haptic device as the information interaction interface between operators...
Virtual manufacturing(VM) is a strong supporting technique in product innovation. In the thesis, background, definition of VM, current research situation of architecture and key technology at home and abroad are introduced; it is analyzed and point out that domestic VM is still at starting and exploring stage and it is an important task to extensively and profoundly study and apply VM technology faced...
Currently, kindergartens in Malaysia use books, photographs and model of real objects to teach children in the classroom. The use of computer software to assist in the teaching and learning process is very rare. Thus, this research was carried out to introduce an educational multimedia application to kindergarten children. The contents focused on objects in the public spaces, and created in the form...
There is an increasing awareness among engineering educators that more and more students are not able to achieve learning successfully in a “one-size-fit-all” model where a set of instructions are provided identically to every student in a given class. This paper addresses this challenge by offering an intelligent virtual reality game system that not only immerses students in an attractive and engaging...
Police officers are often confronted with different unexpected and untrained scenarios and have to respond adequately. To prepare officers for situations that cannot be trained in reality because of high costs, danger, time or effort involved, virtual training seems to be the obvious choice. This paper explicates a theory-driven design process of a virtual training environment and its application...
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