نتایج جستجو برای: reality testing
تعداد نتایج: 423984 فیلتر نتایج به سال:
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...
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...
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...
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...
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...
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...
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...
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...
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 ...
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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