نتایج جستجو برای: reality testing
تعداد نتایج: 423984 فیلتر نتایج به سال:
Compared to real world tasks, completing tasks in a virtual environment (VE) seldom involves the whole spectrum of skills the human body offers. User input in a VE is commonly accomplished through simple finger gestures, such as walking in a scene by simply pressing a button, even if this kind of interaction is not very suitable. In order to create a more intuitive and natural interaction, dive...
25 untreated urban living schizophrenics fulfilling the criteria of Feighner et al., having Schneiderian auditory hallucination were studied with the aim of examining the experienced reality of auditory hallucination and the influence on this reality of certain variables. It was found that the hallucinations were more real than unreal. Duration of illness, presence of anxiety prior to hallucina...
Introducing virtual objects in photographs or video sequences presents several challenges, such as the pose estimation and the visually correct interaction boundaries of such objects. In this article a framework for the introduction of virtual objects in user-captured photos is discussed. Furthermore, the introduced virtual objects should be interactive and respond to real physical environments...
Exercise video games have become increasingly popular due to their potential as tools to increase user motivation to exercise. In recent years we have seen an emergence of consumer level interface devices suitable for use in gaming. While past research has indicated that immersion is a factor in exergame effectiveness, there has been little research investigating the use of immersive interface ...
In light of the increasing technological developments, working life and education is changing and becoming more complex, interconnected and digital. These changed circumstances require new and modified competences of future employees. Education has to respond to the changing requirements in working life. To prepare for this, a technological-oriented teaching and learning process as well as gain...
UNLABELLED The objective of this study was to test acceptance of, and interest in, a newly developed prototype of virtual reality enhanced mannequin (VREM) on a sample of congress attendees who volunteered to participate in the evaluation session and to respond to a specifically designed questionnaire. METHODS A commercial Laerdal HeartSim 4000 mannequin was developed to integrate virtual rea...
The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students’ spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is s...
Immersive, stereoscopic viewing enables scientists to better analyze the spatial structures of visualized physical phenomena. However, their findings cannot be properly presented in traditional media, which lack these core attributes. Creating a presentation tool that captures this environment poses unique challenges, namely related to poor viewing accessibility. Immersive scientific renderings...
Scaffolding is a widely used educational practice in which directed instruction gradually decreases as student competence increases—resulting in increased independent learning. This research introduces and evaluates an MR-based system for technology-mediated scaffolding in anesthesia education. Through merging real and virtual objects, the system addresses a vital problem in merging abstract an...
Human movement constitutes a fundamental part of the archaeological process, and of any interpretation of a site’s usage; yet there has to date been little or no consideration of how movement observed (in contemporary situations) and inferred (in archaeological reconstruction) can be documented. This paper reports on the Motion in Place Platform project, which seeks to use motion capture hardwa...
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