نتایج جستجو برای: reality testing

تعداد نتایج: 423984  

2013
Dominic Gurto Malcolm Ryan Alan Blair

In traditional computer role-playing games (CRPGs), vendors are merchants who trade with players. Until now, these games have used vendors with static pricing or extremely simple pricing models, and this has hindered player immersion. In an effort to solve this problem, we present Crafty, a tool allowing developers to easily implement dynamic pricing mechanics for their games’ vendors. Crafty s...

2017
Rubén Jesús García Dieter Kranzlmüller

We describe a free-software virtual reality system which provides material scientists with a tool to more easily study simulations of chemical systems at the atomic and molecular levels, and which is compatible with the NOMAD infrastructure (an international, open repository which is developing advanced analysis techniques and contains millions of materials). The system runs on multiple virtual...

2004
Penelope Sweetser Daniel M. Johnson

Game developers have identified, explored and discussed many of the key issues that arise for players interacting in game worlds. However, there is a need to assess the thoughts and opinions of game-players on these issues, through structured, empirical studies. This paper reports the results of two player-centered studies aimed at investigating these issues from the player’s perspective. The f...

2008
DongHyun Ko Ji-Hoon Jung YoungGun Pu Sang-Kyung Sung Kang-Yoon Lee Chul Nam

08:00 REGISTRATION: Lecture Theatre J, LTJ, HKUST 09:00-09:10 Opening Ceremony 09:10-09:20 Welcome Address: Professor Roland Chin, Vice President for Academic Affairs, HKUST 09:20-09:40 Committees Address: General and Program Chairs 09:40-10:20 Keynote by Professor Niraj K. Jha, EEE Department, Princeton University, USA “Digital System Testing: Emerging Issues, Trends and Solution Approaches” v...

2012
Joost Broekens Maaike Harbers Willem-Paul Brinkman Catholijn M. Jonker Karel van den Bosch John-Jules Ch. Meyer

In this paper we test the hypothesis that Virtual Reality (VR) negotiation training positively influences negotiation skill and knowledge. We discuss the design of the VR training. Then, we present the results of a between subject experiment (n=42) with three experimental conditions (control, training once, repeated training) investigating learning effects on subjects’ negotiation skill and kno...

2006
Ben Avery Wayne Piekarski James R. Warren Bruce H. Thomas

We have developed an outdoor augmented reality game, Sky Invaders 3D, which is designed to be played by the game playing public. We conducted a user study to measure how much users enjoyed playing an outdoor AR game, and how intuitive it was. We compared 44 participants on one of two games, an outdoor AR game, or a desktop PC equivalent of the same game. We found the AR game was rated by the pa...

2017
Fabian Lorenzo Dayrit Ryosuke Kimura Yuta Nakashima Ambrosio Blanco Hiroshi Kawasaki Katsushi Ikeuchi Tomokazu Sato Naokazu Yokoya

We propose ReMagicMirror, a system to help people learn actions (e.g., martial arts, dances). We first capture the motions of a teacher performing the action to learn, using two RGB-D cameras. Next, we fit a parametric human body model to the depth data and texture it using the color data, reconstructing the teacher’s motion and appearance. The learner is then shown the ReMagicMirror system, wh...

2007
Wolfgang Leister Ingvar Tjøstheim Joachim Lous

We present the market research tool ShelfAware which implements a virtual test store of a grocery store using gaming technology available on PCs. The purpose of ShelfAware is to study user behavior including choice studies of grocery shoppers in a virtual environment, and hence give evidence on how customers would behave in a real store. Gaming technolgy is used for implementing a realistic loo...

Journal: :Schizophrenia bulletin 1979
A Marsh

The visual hallucinations experienced by a 26-year-old woman under the influence of hallucinogens and during schizophrenia are described. Three types of hallucinations are delineated: (1) superimposed hallucinations, (2) spatial and depth distortions, and (3) animations. These three types of hallucinations appear to represent consecutive gradations on a continuum of the ego function of reality ...

Journal: :MMI Interaktiv 2006
Anja Naumann Johann Habakuk Israel

Methoden der Virtual Reality (VR) Technologie haben Einzug in die Produktentwicklung gefunden und werden dort vorrangig in den frühen Phasen eingesetzt. Uns interessiert hier die Frage, inwieweit VR für das Usability-Testing genutzt werden kann. Ziel des Artikels ist es, für diese Nutzung Potentiale, Probleme und Alternativen aufzuzeigen. Wir gehen dabei auf virtuelle Prototypen ein und betrach...

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