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Search results for: VIRTUAL IMMERSIVE ENVIRONMENTS

  • Virtual immersive environments

    Publication

    - Year 2022

    Yet a higher level of active systems may be achieved when users are fully immersed in an interface which is a 3D computer generated virtual world and can interact with surrounding objects of that world as they were in a real one. This is the issue covered by Chapter 7. Interaction in such a world is both multidimensional and multimodal, with the possibility of free movement of the user in any direction and the simultaneous stimulation...

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  • Virtual Sightseeing in Immersive 3D Visualization Lab

    The paper describes the modern Immersive 3D Visualization Lab (I3DVL) established at the Faculty of Electronics, Telecommunications and Informatics of the Gdańsk University of Technology (GUT) and its potential to prepare virtual tours and architectural visualizations on the example of the application allowing a virtual walk through the Coal Market in Gdańsk. The paper presents devices of this laboratory (CAVE, walk simulator etc.),...

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  • Overcoming Phobias: Harnessing the Power of Immersive Virtual Reality Therapy

    Publication

    - Year 2024

    The goal of the chapter was to review the different therapeutic techniques used in the treatment of various forms of phobias, with particular emphasis on virtual reality treatment. We define different types of phobias, including social ones. We also describe treatment techniques – adopted from behavioral therapy – which have been developed to aid the treatment of phobias. Particular emphasis has been placed on the flooding, implosive...

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  • Using a computational model to compare objective negotiations in real and virtual environments

    Zaprezentowano obliczeniowy model negocjacji uwzględniający warunki początkowe, przebieg negocjacji i wyniki negocjacji. Przedstawiono komputerowy system wspomagający rejestrację przebiegu negocjacji i ich wyników oraz analizę negocjacji zgodną z proponowanym modelem.

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  • To Survive in a CBRN Hostile Environment: Application of CAVE Automatic Virtual Environments in First Responder Training

    Publication
    • P. Maciejewski
    • M. Gawlik-Kobylińska
    • J. Lebiedź
    • W. Ostant
    • D. Aydın

    - Year 2020

    This paper is of a conceptual nature and focuses on the use of a specific virtual reality environment in civil-military training. We analyzed the didactic potential of so-called CAVE automatic virtual environments for First Responder training, a type of training that fills the gap between First Aid training and the training received by emergency medical technicians. Since real training involves live drills based on unexpected situations,...

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  • From creative writing, virtual environments to nature-based solutions: linking research and education to facilitate transition from sustainable to regenerative cities

    Publication

    - Global Journal of Engineering Education - Year 2024

    Challenges related to the climate crisis and its consequences, such as rising sea levels, urban heat islands or floods, engender pressure on architectural education. Sustainable design often inclines to regenerative one - an emerging trend focused on the restorative power of architecture. The question appears upon the tools and methods that would facilitate both students and academics to address new challenges. This article offers...

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  • Measurements of Spectral Spatial Distribution of Scattering Materials for Rear Projection Screens used in Virtual Reality Systems

    Rapid development of computing and visualisation systems has resulted in an unprecedented capability to display, in real time, realistic computer-generated worlds. Advanced techniques, including three-dimensional (3D) projection, supplemented by multi-channel surround sound, create immersive environments whose applications range from entertainment to military to scientific. One of the most advanced virtual reality systems are CAVE-type...

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  • Reverberation divergence in VR applications

    This project aimed to investigate the correlation between virtual reality (VR) imagery and ambisonic sound. With the increasing popularity of VR applications, understanding how sound is perceived in virtual environments is crucial for enhancing the immersiveness of the experience. In the experiment, participants were immersed in a virtual environment that replicated a concert hall. Their task was to assess the correspondence between...

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  • Reverberation divergence in VR applications

    Publication

    The aim of this project was to investigate the correlation between virtual reality (VR) imagery and ambisonic sound. With the increasing popularity of VR applications, understanding how sound is perceived in virtual environments is crucial for enhancing the immersiveness of the experience. By examining the relationship between visual scenes and sound scenes, this research attempts to explore how the interaction between vision and...

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  • Launch of the Immersive 3D Visualization Laboratory

    The paper presents the concept of Immersive 3D Visualization Laboratory, formed at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology under the project Gdańsk University of Technology's Modern auditoriums. The basic unit of this laboratory will be cubic CAVE (Cave Automatic Virtual Environment) enriched with spherical walk simulator. This device will allow the user unlimited walking,...

  • Applications of Immersive 3D Visualization Lab

    Publication

    The paper presents Immersive 3D Visualization Lab (at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland) and its applications prepared after its launch in December 2014. The main device of the lab is a virtual reality cubic cave with six screen-walls, where a person can navigate in virtual space using different controllers. The most sophisticated controller is a freely rotating...

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  • Człowiek zanurzony w rzeczywistości wirtualnej na przykładzie Laboratorium Zanurzonej Wizualizacji Przestrzennej

    Publication

    - Year 2015

    Artykuł opisuje Laboratorium Zanurzonej Wizualizacji Przestrzennej (LZWP), które umożliwia swobodną podróż w czasie i przestrzeni. Jego podstawowym wyposażeniem jest jaskinia rzeczywistości wirtualnej, czyli pomieszczenie o ścianach, suficie i podłodze stanowiących ekrany projekcyjne, wyświetlające generowane komputerowo obrazy 3D, tworzące spójny widok jednej sceny. Człowiek znajdujący się w takiej jaskini jest zatem zanurzony...

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  • Analysis of luminance distribution uniformity in CAVE-type virtual reality systems

    Publication

    In recent years, many scientific and industrial centers in the world developed a virtual reality systems or laboratories. The effect of user “immersion” into virtual reality in such systems is largely dependent of optical properties of the system. In this paper, problems of luminance distribution uniformity in CAVE-type virtual reality systems are analyzed. For better characterization of CAVE luminance nonuniformity corner and...

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  • Virtual tour as an innovative tool for architectural education - from understanding heritage to creativity stimulation

    Publication

    The article presents the potential of the virtual tour in architectural education as an innovative tool to better understand heritage and stimulate creativity. A methodology for creating a virtual tour based on a point cloud obtained from a survey based on 360° camera images is presented. Two different purposes for the use of point clouds are presented from reliable indicators of heritage documentation useful for digital twin modelling...

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  • Application of Intelligent Conversational Agents in E-learing Environments

    Publication

    - Year 2010

    The paper concerns intelligent tutoring systems and concentrates on apliaction of virtual mentors in distance learning environments. Different educational agent types are described. The prototype of an agent developed at Gdansk University of Technology is also presented, as well as its internal representation and construction. Benefits of virtual mentors applied in distance learning are also pointed out.

  • Investigation of optical properties of Infitec and Active Stereo stereoscopic techniques for CAVE-type virtual reality systems

    In recent years, many scientific and industrial centres in the world developed virtual reality systems or laboratories. At present, among the most advanced virtual reality systems are CAVE-type (Cave Automatic Virtual Environment) installations. Such systems usually consist of four, five, or six projection screens arranged in the form of a closed or hemi-closed space. The basic task of such systems is to ensure the effect of user...

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  • Virtual reality as a tool for development and simulation. Research projects and experience of the Gdańsk University of Technology

    Publication

    - Year 2023

    By supporting the human imagination, virtual reality technology can be applied in almost every human activity. This is evidenced by the cooperation of the Immersive 3D Visualization Lab with specialists representing such different professions from architects and artists, astronomers and chemists, through historians and museologists, criminologists and military educators, mechanical and ship engineers, up to physicians and psychologists....

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  • A commonly-accessible toolchain for live streaming music events with higher-order ambisonic audio and 4k 360 vision

    Publication

    - Year 2023

    An immersive live stream is especially interesting in the ongoing development of telepresence tools, especially in the virtual reality (VR) or mixed reality (MR) domain. This paper explores the remote and immersive way of enabling telepresence for the audience to high-fidelity music performance using freely-available and easily-accessible tools. A functional VR live-streaming toolchain, comprising 360 vision and higher-order ambisonic...

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  • Modeling of luminance distribution in CAVE-type virtual reality systems

    Publication

    At present, one of the most advanced virtual reality systems are CAVE-type (Cave Automatic Virtual Environment) installations. Such systems are usually consisted of four, five or six projection screens and in case of six screens arranged in form of a cube. Providing the user with a high level of immersion feeling in such systems is largely dependent of optical properties of the system. The modeling of physical phenomena plays nowadays...

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  • Multiuser Stereoscopic Projection Techniques for CAVE-Type Virtual Reality Systems

    Despite the development of increasingly popular head mounted displays, CAVE-type systems may still be considered one of the most immersive virtual reality systems with many advantages. However, a serious limitation of most CAVE-type systems is the generation of a three-dimensional (3-D) image from the perspective of only one person. This problem is significant because in some applications, the participants must cooperate with each...

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  • Investigation of tracking systems properties in CAVE-type virtual reality systems

    Publication

    In recent years, many scientific and industrial centers in the world developed a virtual reality systems or laboratories. One of the most advanced solutions are Immersive 3D Visualization Lab (I3DVL), a CAVE-type (Cave Automatic Virtual Environment) laboratory. It contains two CAVE-type installations: six-screen installation arranged in a form of a cube, and four-screen installation, a simplified version of the previous one. The...

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  • Urban Prototyping in CAVE Cooperation Between the Academy of Fine Arts in Gdansk and the Gdansk University of Technology

    Publication

    - Year 2018

    The paper describes results of cooperation between the Passive Architecture Laboratory at the Academy of Fine Arts in Gdańsk and the Immersive 3D Visualization Lab at the Gdańsk University of Technology. The authors as the design supervisors (respectively for a team of architects and a team of IT specialists) present advantages and disadvantages of urban design with use of virtual reality.

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  • Possible uses of crisis situation aiding system in virtual world simulation

    Publication

    - Year 2012

    Many of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover it shows how this kind of system can be taught during subsequent games with a large number of players.

  • Possible uses of crisis situation aiding system in virtual world simulation

    Many of the real world crisis situations like spreading fire, hostile units attack, flood, and etc. are commonly used in computer games where a simulation of extensive virtual world is crucial. This paper presents some ideas for possible uses of existing crisis situation aiding system in such environments. Moreover, it shows how this kind of system can be taught during subsequent games with a large number of players. As an example...

  • THE ART OF VIRTUAL INFORMATION EXCHANGE AND ITS INFLUENCE ON REAL CITY SPACE

    Publication

    - Year 2016

    The paper investigates the impact of the new genres of contemporary public art based on the virtual information exchange in real spaces of the cities. On the basis of theoretical approaches, trans-disciplinary surveys and case studies, the paper focuses on the art that not only relies on the technological support but also refers to the new public sphere, where people are co-creators of the art object giving their personal input...

  • Validation of a virtual test environment for C2X communication under radio jamming conditions

    Publication

    - Year 2019

    In this paper, we propose a novel car-2-x communication security testing methodology in the physical layer of wireless systems. The approach is dedicated to automated testing of autonomous vehicles and it is essential for such complex systems operation, especially with regard to safety and security issues. It is based on scenario-driven testing in virtual and real test environments created from collected or simulated data. The...

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  • Wsparcie rzeczywistości wirtualnej dla projektów realizowanych w ASP w Gdańsku / Virtual reality support for the projects carried out in the AFA in Gdańsk

    Publication

    - Year 2019

    Laboratorium Zanurzonej Wizualizacji Przestrzennej (LZWP) jest unikatowym w skali kraju miejscem, gdzie w grupie kilku osób można wspólnie eksplorować świat iluzji. Na takie doświadczenie pozwalają znajdujące się tam jaskinie rzeczywistości wirtualnej (ang. Cave Automatic Virtual Environment, CAVE) umożliwiające uczestnikom eksperymentu wniknięcie w środowisko zarówno kreowane komputerowo, jak i stanowiące cyfrową kopię realnego...

  • Game theory-based virtual machine migration for energy sustainability in cloud data centers

    Publication
    • F. J. Maldonado-Carrascosa
    • S. García-Galán
    • M. Valverde-Ibáñez
    • T. Marciniak
    • M. Szczerska
    • N. Ruiz-Reyes

    - APPLIED ENERGY - Year 2024

    As the demand for cloud computing services increases, optimizing resource allocation and energy consumption has become a key factor in achieving sustainability in cloud environments. This paper presents a novel approach to address these challenges through an optimized virtual machine (VM) migration strategy that employs a game-theoretic approach based on particle swarm optimization (PSO) (PSO-GTA). The proposed approach leverages...

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  • Smart Modeling of Maritime Vessels

    Currently, the market offers many visualization tools available to graphic designers, engineers, managers and academics working on maritime environments. The practice of visualization involves making and manipulating images that convey novel phenomena and ideas. Visual communication, together with virtual reality environments, is an emerging and rapidly evolving discipline. It brings great advantage over written word or voice alone,...

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  • Uruchomienie Laboratorium Zanurzonej Wizualizacji Przestrzennej

    Artykuł przedstawia koncepcję Laboratorium Zanurzonej Wizualizacji Przestrzennej (ang. Immersive 3D Visualization Laboratory), powstającego właśnie przy Wydziale Elektroniki, Telekomunikacji i Informatyki (ang. Faculty of Electronics, Telecommunications and Informatics) Politechniki Gdańskiej (ang. Gdańsk University of Technology) w ramach grantu Nowoczesne Audytoria Politechniki Gdańskiej (ang. project Gdansk University of Technology’s...

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  • Validation of a virtual test environment for C2X communication under radio jamming conditions

    Publication

    - Year 2020

    In this paper, we propose a novel car-2-x communication security testing methodology in the physical layer of wireless systems. The approach is dedicated to automated testing of autonomous vehicles and it is essential for such complex systems operation, especially with regard to safety and security issues. It is based on scenario-driven testing in virtual and real test environments created from collected or simulated data. The...

    Full text available to download

  • Study on VR Application Efficiency of Selected Android OS Mobile Devices

    Publication

    Currently, the number of scenarios for using VR (Virtual Reality) technology grows every year. Yet, there are still issues associated with it, related with the performance of the mobile device itself. The aim of this work is to perform an analysis of the effectiveness of virtual reality applications in case of mobile platforms. We put the main emphasis on examining the performance and efficiency of four different hardware and software...

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  • Human System Interaction in Review: Advancing the Artificial Intelligence Transformation

    Publication
    • D. De Silva
    • R. Nawaratne
    • J. Rumiński
    • A. Malinowski
    • M. Manic

    - Year 2022

    The industrial advancement of human society has been fundamentally driven by diverse ‘systems’ that facilitate ‘human interaction’ within physical, digital, virtual, social and artificial environments, and upon the hyper-connected layers of system-system interactions across these environments. The research and practice of Human System Interaction (HSI) has undergone exponential development due to the enhanced capabilities, increased...

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  • Architektura przyszłości – przekraczanie granic poprzez interfejsy

    Publication

    - Year 2014

    Architektura przyszłości rozpatrywana jest w kontekście rozwoju technologii cyfrowych, które umożliwiają nadawanie obiektom architektonicznym cech interfejsów. Przekraczanie granic dotyczy więc nadawania architekturze nowych funkcji - funkcjonalności zapożyczonych ze świata wirtualnego, emisji informacji oraz interakcji. W tym ujęciu „interfejs architektoniczny” stanowi płaszczyznę komunikacji pomiędzy obiektem architektonicznym...

  • Model otwartej architektury rozproszonych dokumentów elektronicznych wspierającej proces podejmowania decyzji w trybie obliczeń zespołowych

    Publication

    - Year 2013

    Model otwartej architektury mobilnych dokumentów interaktywnych MIND, został opracowany w celu efektywnego zarządzania informacją w procesach podejmowanych przez organizacje oparte na wiedzy. Architektura ta stanowi całościowy opis struktury i funkcjonalności dokumentu, zaprojektowanego w celu realizacji rozproszonego przetwarzania zespołowego i pracy grupowej. Umożliwia automatyczne przejście od statycznej postaci dokumentów...

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  • Opportunities and challenges for exploiting drones in agile manufacturing systems

    Publication

    - Procedia Manufacturing - Year 2020

    Drones have become an advanced supply chain implementation instrument, especially in connecting warehouses to outlet points or even individual customers. However, their potential application in an intra-logistics framework has not been studied, let alone explored so far. Modeling and simulations in virtual environments can help explore and evaluate the opportunities for practical and profitable applications of drones in manufacturing...

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  • Image projection in Immersive 3D Visualization Laboratory

    In recent years, many centers in the world attempted to build a virtual reality laboratory. The main idea of such laboratory is to allow the user to “immerse” into and move in a computer-generated virtual world. In the paper, the underlying principles of the system of virtual reality (VR) are described. The selected implementations constructed by the research centers of the world are also presented. The cave automatic virtual environment...

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  • Online Interactivity – Shift Towards E-textbook-based Medical Education

    Publication
    • A. Dutkiewicz
    • B. Kołodziejczak
    • P. Leszczyński
    • I. Mokwa-Tarnowska
    • P. Topol
    • B. Kupczyk
    • I. Siatkowski

    - Studies in Logic, Grammar and Rhetoric - Year 2019

    Textbooks have played the leading role in academic education for centuries and their form has evolved, adapting to the needs of students, teachers and technological possibilities. Advances in technology have caused educators to look for new sources of knowledge development, which students could use inside and outside the classroom. Today’s sophisticated learning tools range from virtual environments to interactive multimedia resources,...

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  • Innovative Solutions for Immersive 3D Visualization Laboratory

    Publication

    The paper presents results of the work concerning the technical specification of Immersive 3D Visualization Laboratory to be opened in late summer 2014 at the Faculty of Electronics, Telecommunications and Informatics at Gdańsk University of Technology in Poland. The person immersed in VR space will be placed in a transparent sphere with a diameter of over 10 feet, supported on rollers and equipped with a motion tracking system....

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  • Immersive Technologies that Aid Additive Manufacturing Processes in CBRN Defence Industry

    Publication
    • M. Gawlik-Kobylińska
    • P. Maciejewski
    • J. Lebiedź
    • A. Kravcov

    - International Journal on Information Technologies and Security - Year 2021

    Testing unique devices or their counterparts for CBRN (C-chemical, B-biological, R-radiological, N-nuclear) defense relies on additive manufacturing processes. Immersive technologies aid additive manufacturing. Their use not only helps understand the manufacturing processes, but also improves the design and quality of the products. This article aims to propose an approach to testing CBRN reconnaissance hand-held products developed...

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  • New skills for architects: 3D scanning for an immersive experience in architectural education

    Publication

    - Global Journal of Engineering Education - Year 2024

    The authors of this article explore the integration of remote sensing techniques, specifically laser scanning and photogrammetry, as well as immersive visualisation via different methods applied to architectural design processes, and its potential impact on the professional development of future architects. The study demonstrates the value of extending the architectural design process into the interdisciplinary field of geomatics...

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  • Intercultural Challenges in Virtual Teams

    : Virtual teams are usually geographically dispersed and consist of members from different countries and cultures. They influences internal communication processes and can cause personal conflicts, misunderstandings or lack of trust. Intercultural diversity is also significant for goal setting and team effectiveness. The aim of this article is to check if virtual team members appreciate the cultural diversity or rather suffer from lack...

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  • Immersive 3D visualization laboratory concept

    Artykuł opisuje koncepcję realizowanego na Politechnice Gdańskiej urządzenia do marszu przez świat wirtualny. Będzie ono miało postać przezroczystej sfery obrotowej, którą użytkownik umieszczony w środku będzie obracał własnymi krokami (na wzór chomika biegnącego w kołowrotku). Sfera będzie umieszczona wewnątrz sześcianu zbudowanego z ekranów, na których będzie wyświetlany obraz stereoskopowy przedstawiający świat wirtualny z punktu...

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  • COMPARATIVE STUDY OF TRADITIONAL AND VIRTUAL TEAMS

    Publication

    The paper presents two kinds of cooperating teams: traditional and virtual, and proposes a new measure of the team virtuality level. Some representative teamwork characteristics, such as team member competencies, team diversity, leadership, and team decision-making are analyzed and compared depending on the degree of virtuality. Moreover, the team climate as one of the team performance measures is also analyzed and compared in...

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  • Bacterial Community Structures in Freshwater Polar Environments of Svalbard

    Publication

    - MICROBES AND ENVIRONMENTS - Year 2016

    Two thirds of Svalbard archipelago islands in the High Arctic are permanently covered with glacial ice and snow. Polar bacterial communities in the southern part of Svalbard were characterized using an amplicon sequencing approach. A total of 52,928 pyrosequencing reads were analyzed in order to reveal bacterial community structures in stream and lake surface water samples from the Fuglebekken and Revvatnet...

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  • Virtual inertia in Electric Power System

    The article presents the idea of introducing virtual inertia system to the electric power systems. The virtual inertia aim is to reduce or eliminate the effect of reducing the inertia of the power system as a result of replacing classic electricity generating units with renewable renergy sources (RES). The considerations are ilustrated by a computational example.

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  • Vehicular Communication Environments

    Publication
    • E. G. Ström
    • L. Ekiz
    • T. Abbas
    • R. He
    • S. J. Ambroziak
    • V. Shivaldova
    • J. Nuckelt

    - Year 2016

    Communication to and between road vehicles (cars, truck, buses, trains, etc.) are of growing interest. This is partly due to the attractive services that cooperative intelligent transport systems (C-ITSs) provides, mainly in the areas of traffic safety and traffic efficiency. An enabler for C-ITS is wireless vehicle-to-vehicle (V2V) and vehicle-to-infrastructure (V2I) communication, collectively referred to as vehicle-to-X (V2X)...

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  • Trace Elements in Aquatic Environments

    Publication

    A trace element is defined as a chemical element whose the average concentration is less than 100 ppm (mg/kg, mg/L – in the case of a water matrix). In aquatic environments the concentrations of trace elements are usually at the level of picomoles per liter and lower. This causes extreme analytical problems, especially in situations where low content is in the range of background levels. Taking into account the role of trace elements...

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  • Managing Virtual Teams: The Three Dimensions Scope

    Publication

    Due to globalisation and economic reasons the number of people working as a team in a virtual environment is increasing. Although virtual team can outperform teams working in a traditional environment still many managers face difficulties in achieving this goal. This article describes the idea of a system that would support knowledge management in virtual teams focusing on three dimensions of virtual work: location, organisation,...

  • Evaluation the effectiveness of virtual machine integrated with CPU

    Publication

    - Year 2013

    In the paper effectiveness of example CPU with integrated virtual machine is presented. The idea and implementation of virtual machine is shown. In next sections reference CPU and sample virtual machine is described. Finally optimality of the translation process is analysed.