Search results for: CIVIL ENGINEERING, DISTANCE LEARNING, VIRTUAL LABORATORIES, VIRTUAL PRESENCE, VIRTUAL REALITY - Bridge of Knowledge

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Search results for: CIVIL ENGINEERING, DISTANCE LEARNING, VIRTUAL LABORATORIES, VIRTUAL PRESENCE, VIRTUAL REALITY

Search results for: CIVIL ENGINEERING, DISTANCE LEARNING, VIRTUAL LABORATORIES, VIRTUAL PRESENCE, VIRTUAL REALITY

  • Mobile virtual presence in civil engineering education and training

    Publication

    - Year 2018

    Education technologies are on the cusp, emerging technologies connected with each other might reveal new added value in this field. In this paper, the author showed a framework for conducting civil engineering classes with a virtual presence on the construction site. The presented idea might be realized by use of the unnamed aerial vehicle equipped with 360 video camera. On-site activities are transmitted at a distance by GSM and...

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  • VIRTUAL REALITY

    Journals

    ISSN: 1359-4338 , eISSN: 1434-9957

  • State-of-the-art ideas for engineering laboratory classes – virtual reality framework

    Publication

    - Year 2018

    Nowadays challenges in science and technology are a driving force in the development of contemporary solutions in education. Virtual reality brings to an edge human imagination. In this paper, authors propose a framework for civil engineering laboratory classes which brings a new quality in this area. The framework shows how to provide learners with an environment where they can realize the health and safety hazards of construction...

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  • A Prototype of Educational Agent in Distance Learning Environment - Virtual Student Assistant

    W zdalnym nauczaniu pojawia się wiele systemów wspierających, z których niezwykle ciekawym przykładem są agenty edukacyjne. Wśród wielu rodzajów agentów edukacyjnych wyróżnia się osobistych asystentów, których rolą jest organizacyjna pomoc osobie zdobywającej wiedzę. Artykuł jest poświęcony zaimplementowanemu na Wydziale ETI Politechniki Gdańskiej prototypowi agenta edukacyjnego o nazwie WAS (Wirtualny Asystent Studenta). Pokazana...

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  • PRESENCE-TELEOPERATORS AND VIRTUAL ENVIRONMENTS

    Journals

    ISSN: 1054-7460 , eISSN: 1531-3263

  • Virtual Reality and Intelligent Hardware

    Journals

    ISSN: 2096-5796 , eISSN: 2666-1209

  • Integrating Experience-Based Knowledge Representation and Machine Learning for Efficient Virtual Engineering Object Performance

    Publication

    - Procedia Computer Science - Year 2021

    Machine learning and Artificial Intelligence have grown significant attention from industry and academia during the past decade. The key reason behind interest is such technologies capabilities to revolutionize human life since they seamlessly integrate classical networks, networked objects and people to create more efficient environments. In this paper, the Knowledge Representation technique of Set of Experience...

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  • International Journal of Virtual and Personal Learning Environments

    Journals

    ISSN: 1947-8518

  • Virtual reality tools in teaching the conservation and history of Polish architecture

    Virtual reality and its impact on teaching conservation and architectural history is the subject of this article. During the COVID-19 crisis in 2020, the education of students of architecture was transferred by Gdańsk University of Technology (GUT), Gdańsk, Poland, to distance learning. This method has provided academics an opportunity to examine the impact of virtual reality and remote education on architectural history and conservation....

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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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  • 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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  • Patryk Ziółkowski dr inż.

    Patryk Ziolkowski is a graduate of the Faculty of Civil and Environmental Engineering at the Gdansk University of Technology, specializing in Building and Engineering Structures. He works as an Assistant Professor at the Department of Engineering Structures. He participated in international projects, including projects for the Ministry of Transportation of the State of Alabama (2015), he is also the winner of a grant from the Kosciuszko...

  • 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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  • Teaching architectural history through virtual reality

    The impact of implementing 3D models and virtual reality in teaching the theory of architecture and architectural history is the theme of this article. Virtual reality and easy-to-use 3D tools allow a whole historic object to be visualised. As a result, there is social and economic pressure to modernise present educational methods using this technology. Therefore, the authors have focused their research on an issue of significance...

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  • Virtual reality technology in architectural education

    Contemporary virtual reality (VR) technology allows the recreation of non-existent architectural objects of which there may be no trace remaining. Virtual reality applications allow access to digital models, which visualise the lost architecture. The popularity of VR has resulted in it being applied not only to computer games, but also in visualising the past. Maps allow movement through historical trails and 3D models of architecture...

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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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  • Movement perception with the use of a motorized delta armrest and virtual reality

    Publication

    - Year 2013

    In this paper we present a combination of neuroscience experiments with the use of a parallel armrest robot to study the effects of temporal delays and spatial biases on the movement perception. A dedicated armrest to guide and manipulate the arm has been developed for these experiments. It is a three-degree-of-freedom Delta structure. In combination with a virtual reality application, the movement perception has been evaluated....

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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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  • Luminance Distribution Measurements in CAVE-Type Virtual Reality Systems

    In this article, the immerse 3D visualization lab just opened at the Gdańsk University of Technology is presented. The effect of user “immersion,” it such virtual reality systems, is largely dependent on the optical properties of projected images. Luminance distribution of screens was measured and the luminance uniformity was determined and discussed.

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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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  • Virtual designs and reconstructions of amber works: Amber craftsman simulator

    Publication

    This paper presents the concept of visualization of amber works in a virtual reality cave. It describes problems encountered during the acquisition, modeling and rendering of geometrical objects distinguished by heterogeneous transparency.

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  • Factors Affecting the Effectiveness of Military Training in Virtual Reality Environment

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

    - Year 2020

    In this paper, we explored the factors influencing the effectiveness of military trainings performed in a virtual reality environment. The rationale for taking up the topic is the fact that such trainings are often conducted under specific operational procedures. These procedures may create rigorous frameworks for all elements of the learning environment, including the teacher’s performance. Therefore, to ensure the most conducive...

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  • Hardware accelerated thin client for virtual reality applications

    Thin client applications often make minimal use of hardware available at the client side. This article focuses on the problem of creating portable thin client application for virtual reality applications, which allows use of client graphics hardware to aid rendering process. Some already available potential solutions are presented and entirely new protocol for client-server communication is presented to allow fast and reliable...

  • Entrepreneurship in Virtual Economy: the Case of Currency One SA

    Publication

    Purpose: The scientific purpose of the study is an attempted synthesis of interpretation of “the virtual economy” and “the virtual environment” in the Polish and foreign literature on the subject. The cognitive purpose thereof is to offer an identification and a qualitative analysis of the factors that determine the development of e-entrepreneurship using an example of business practice. Methodology: The theoretical basis of the...

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  • Mini-Cave Automatic Virtual Environment Application in Security, Safety, and Defence Studies

    Publication

    - Year 2021

    The aim of the article is to analyse the use of mini-Cave Automatic Virtual Reality Environment (mini-CAVE) in academic studies on security, safety, and defence. The literature review based on Web of Science database and the case study of the War Studies University research activities indicated the mini-CAVE can be used in two areas as a research infrastructure and as a didactic tool. It can be concluded that due to the development...

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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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  • 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.

  • The Digital Tissue and Cell Atlas and the Virtual Microscope

    Publication
    • J. Skokowski
    • M. Bolcewicz
    • K. Jendernalik
    • T. Vanelslander
    • J. Gulczyński
    • A. Lewandowska
    • L. Kalinowski

    - Year 2022

    With the cooperation of the CI TASK (Center of lnformatics Tri-Citry Academic Supercomputer and network) and the Gdańsk University of Technology, the Medical University of Gdańsk undertook the creation of the Digital Tissue and Cell Atlas and the Virtual Microscope for the needs of the Bridge of Data project. In the beginning, an extensive collection of histological and cytological slides was carefully selected and prepared by...

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  • Jacek Rumiński prof. dr hab. inż.

    Wykształcenie i kariera zawodowa 2022 2016   2002   1995   1991-1995 Tytuł profesora Habilitacja   Doktor nauk technicznych   Magister inżynier     Prezydent RP, dziedzina nauk inżynieryjno-technicznych, dyscyplina: inzyniera biomedyczna Politechnika Gdańska, Biocybernetyka i inżyniera biomedyczna, tematyka: „Metody wyodrębniania sygnałów i parametrów z różnomodalnych sekwencji obrazów dla potrzeb diagnostyki i wspomagania...

  • 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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  • 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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  • 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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  • Personalized avatar animation for virtual reality

    Publication

    - Year 2008

    The paper presents a method for creating a personalized animation of avatar for virtual reality application such as multiplayer on-line games. Animation is stored in a simplified version, containing only keyframes for important avatar poses. This version defines key movements, i.e. roughly describes the avatar's action. Animation is enriched by the user with new motion phases utilizing fuzzy descriptors.Various degrees of motion...

  • 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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  • Can architecture be 11-dimensional? The nature of space in the architecture of the digital world era

    This research aims to explore the development of architectural theories about ‘architectural dimensions’ and look at architecture as a multidimensional space. It is important to understand that with today's development of virtual reality technology and through the combination of theories of physics and architecture, a new possibility of creating space has emerged. The arguments are made through inductive reasoning and grounded...

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  • Szymon Kowalski mgr inż. arch.

    Research assistant in architectural studies of medieval and modern architecture in the Baltic Sea region. Scientifically, studies the possibilities of implementing virtual reality technology in the context of the conservation of architectural monuments and its impact on the theory of conservation, as well as the solutions for increasing the learning capabilities of architecture students.

  • Application of Survey Simulator for Museums

    Publication

    - Year 2015

    “Virtual Museum” is currently a very popular form of presenting museums’ collections of artefacts as well as an approach to archaeological research [1], [2], [3]. The term “virtual” can be understood in many ways – from a simple collection of on-line photographs, through multidirectional viewable panorama pictures, to complete interactive models of the real world, including 3-dimensional (3D) geometry, physical properties and many...

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  • Good practices in requirements, project and risk managment in educational IT projects

    Publication

    - Year 2012

    One can find many learning aids and simulations of physical phenomena on the market - provided as a standalone application or as part of an educational package. However, only a few of them allow for the building of interactive experiments: experiments similar to those that should be conducted in physics laboratories at schools. Gdańsk University of Technology decided to fill this market niche by designing and constructing a set...

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  • E-experiments in physics. Proper business process management, collaborative development process and project management guidance – remedy for avoiding the main IT project’s failure

    Only a few of learning aids and simulations of physical phenomena allow for building interactive experiments; experiments similar to those that should be conducted in physics laboratories at schools. Group of staff from Gdansk University of Technology decided to fill this market niche by designing and constructing a set of virtual experiments – so called e-experiments. To avoid common problems that a lot of IT products brought...

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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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  • 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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  • Unlocking creativity with new technologies

    Artificial intelligence, augmented and virtual reality, Internet of Things and digital twins are just a few concepts related to the fourth industrial revolution that is happening right before our eyes. The key question asked by managers in the aerosol sector recently is: what does all this new technology mean to me?

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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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  • 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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  • 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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  • Stereoscopy in Graphics APIs for CAVE Applications

    The paper compares the advantages and disadvantages of a variety of Graphics Application Programming Interfaces (APIs) from the perspective of obtaining stereoscopy in applications written for a CAVE virtual reality environment. A number of problems have been diagnosed and an attempt has been made to solve them using OpenGL, DirectX 11 and 12, Vulkan, as well as the Unity Engine which can internally use DirectX, OpenGL and Vulkan,...

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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 Human Tissue for Medical Purposes

    The paper describes the possibilities offered for medicine by modeling of human tissue using virtual and augmented reality. It also presents three proposals of breast modeling for the use in clinical practice. These proposals are the result of arrangements of medical and computer scientists team (the authors) and will be pursued and implemented in the near future. There is included also a brief description of the most popular methods...

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  • Production of six-degrees-of-freedom (6DoF) navigable audio using 30 Ambisonic microphones

    Publication
    • B. Mróz
    • M. Kabaciński
    • T. Ciotucha
    • A. Rumiński
    • T. Żernicki

    - Year 2021

    This paper describes a method for planning, recording, and post-production of six-degrees-of-freedom audio recorded with multiple 3rd order Ambisonic microphone arrays. The description is based on the example of recordings conducted in August 2020 with the Poznan Philharmonic Orchestra using 30 units of Zylia ZM-1S. A convenient way to prepare and organize such a big project is proposed – this involves details of stage planning,...

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  • Nauka w świecie cyfrowym okiem młodego inżyniera - początki techniki wirtualnej rzeczywistości

    Publication

    Istnieje wiele definicji wirtualnej rzeczywistości (VR – Virtual Reality), które mniej lub bardziej pokrywają się ze sobą w różnych obszarach naukowych. Obecnie, gdy używamy określenia „VR”, odnosi się ono konkretnie do obrazów generowanych komputerowo, które zostały specjalnie zaprojektowane tak, aby dostarczyć jak najbardziej immersyjnych wrażeń. Sporo opracowań mówi również, że VR musi być interaktywna. To odróżniałoby ją od...

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