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Wyniki wyszukiwania dla: VIRTUAL WORLD

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

    Publikacja

    - Rok 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...

  • Virtual immersive environments

    Publikacja

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

    Publikacja

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

    Publikacja

    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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  • 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,...

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

    Publikacja

    - Rok 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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  • Mobile virtual presence in civil engineering education and training

    Publikacja

    - Rok 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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  • 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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  • Borders of Digital Art in the Context of the Information Society

    Publikacja

    The article shows the relationship between the development of information technologies, the characteristics of the information society and digital art. The broad possibilities of the digital world related to recording, storing and processing data (cyber text, big data, smart services) and the creation of virtual worlds are pointed out. The influence of the development of information technologies on the character of the works of...

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  • Application of Survey Simulator for Museums

    Publikacja

    - Rok 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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  • Virtual Engineering Objects (VEO): Designing, Developing and Testing Models

    Publikacja

    - Rok 2014

    In this article, the development and implementation of the concept of Virtual Engineering Object (VEO) is described. A VEO is a computerized real world representation of an engineering object. VEO will act as a living representation of the object capable of adding, storing, improving and sharing knowledge through experience, in a way similar to an expert of that object. In this paper, it is shown through test models how the concept...

  • Study of the Flow Dynamics of Surface Water Masses in the Area of the Coastal Gulf of Gdansk

    Publikacja

    - Rok 2017

    The paper describes two methods of predicting the movement of small objects with surface water masses. One of the methods uses graph theory to describe the motion of water masses in port docks. The results of this study were compared to a simulation using the hydrodynamic numerical model M3D. The results obtained in a virtual environment were related to the experiments in the real world. In the coastal area of the Gulf of Gdansk,...

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

    Publikacja

    - Rok 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...

  • The Prospects of Retail Payment Developments in the Metaverse

    Publikacja

    In the age of technological development, rapid technological progress, and the metaverse development in which humans interact with each other and with the environment using virtual real-world metaphors, payment systems may also need to be re-considered. The study aims to find an answer to the question of what should be retail payments in the metaverse and to begin interdisciplinary discussions about...

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  • THE ARCHİTECTURE AND FASHİON DESİGN – An Examination of the Relationship between Fashion and Architecture Design in light of Technological Advancements

    Publikacja

    - Rok 2016

    The article focuses on the mutual relationship between two seemingly distant fields of art - architecture and fashion design. It describes a common basis for the process of creating art in the approach to both fashion and architecture. The following considerations, which are based on principles of composition, attempt to reach beyond just the form and analyze also context or perception. The article quotes famous creators and depicts...

  • E-Estonia as a role model? Some general considerations and applicability in France

    Publikacja

    - Rok 2020

    Estonia has recently been widely recognised – in the policy circles, academia, as well as the media space – as one of the more advanced nation states when it comes to digital government (and governance) transformation (e.g. Margetts and Naumann, 2017; Heller, 2017). Ever greater attention Estonia attracted with the two most recent digital government initiatives, namely the e-Residency and the virtual data embassy, both first of...

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  • Research into the Movements of Surface Water Masses in the Basins Adjacent to the Port

    Publikacja

    - Rok 2016

    This paper presents the results of the practical and simulation research into determining the routes of movement of small objects moving together with surface water masses in basins adjacent to the port. The results of this research were referenced against the modelling of routes of small objects in port channel basins. The results of practical research concerning the movement of small objects in basins adjacent to the port were...

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  • Is This Distance Teaching Planning That Bad?

    Publikacja

    - disP - Rok 2021

    In spring 2020, university courses were moved into the virtual space due to the Covid-19 lockdown. In this paper, we use experience from courses at Gdańsk University of Technology and ETH Zurich to identify core problems in distance teaching planning and to discuss what to do and what not to do in teaching planning after the pandemic. We conclude that we will not return to the state of (teaching) affairs that we had previously....

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

    Publikacja

    - Rok 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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  • WEB-CAM AS A MEANS OF INFORMATION ABOUT EMOTIONAL ATTEMPT OF STUDENTS IN THE PROCESS OF DISTANT LEARNING

    Publikacja

    - Rok 2014

    New methods in education become more popular nowadays. Distant learning is a good example when teacher and student meet in virtual environment. Because interaction in this virtual world might be complicated it seems necessary to assure as much methods of conforming that student is still engaged in the process of learning as it is possible. We would like to present assumption that by means of web-cam we will be able to track facial...

  • MARSTRUCT benchmark study on nonlinear FE simulation of an experiment of an indenter impact with a ship side-shell structure

    Publikacja
    • J. Ringsberg
    • J. Amdahl
    • B. Chen
    • S. Cho
    • S. Ehlers
    • Z. Hu
    • J. Kubiczek
    • M. Kõrgesaar
    • B. Liu
    • J. Marinatos... i 11 innych

    - MARINE STRUCTURES - Rok 2018

    This paper presents a benchmark study on collision simulations that was initiated by the MARSTRUCT Virtual Institute. The objective was to compare assumptions, finite element models, modelling techniques and experiences between established researchers within the field. Fifteen research groups world-wide participated in the study. An experiment involving a rigid indenter penetrating a ship-like side structure was used as the case...

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  • Personal Brand Authenticity and Social Media: The Top 5 Football Players’ Case

    Publikacja

    he authenticity is a key factor which attracts the interest of young consumers in the more and more dominant virtual world full of “fake news”,“fake images”, and “fake impressions”. The celebrity authenticity is also important when it comes to gain the positive attitude of the audience and the success in the long term. The unique talent is crucial for all stars. According to football stars, the authenticity of their personal brands...

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  • Multiscale model for blood flow after a bileaflet artificial aortic valve implantation

    Publikacja

    - COMPUTERS IN BIOLOGY AND MEDICINE - Rok 2023

    Cardiovascular diseases are the leading cause of mortality in the world, mainly due to atherosclerosis and its consequences. The article presents the numerical model of the blood flow through artificial aortic valve. The overset mesh approach was applied to simulate the valve leaflets motion and to realize the moving mesh, in the aortic arch and the main branches of cardiovascular system. To capture the cardiac system’s response...

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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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  • 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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  • Privacy-Preserving, Scalable Blockchain-Based Solution for Monitoring Industrial Infrastructure in the Near Real-Time

    This paper proposes an improved monitoring and measuring system dedicated to industrial infrastructure. Our model achieves security of data by incorporating cryptographical methods and near real-time access by the use of virtual tree structure over records. The currently available blockchain networks are not very well adapted to tasks related to the continuous monitoring of the parameters of industrial installations. In the database...

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  • Transforming a Traditional, Family-Run Car Dealership into a Digital-Era Modern Service Provider

    Publikacja

    - Rok 2021

    The automotive industry today faces multiple challenges. The automotive market is characterised by frequent changes and technological developments in comfort and safety of travel by all types of vehicles. The division between traditional and modern services is related to their susceptibility to technological progress. We should differentiate between two types of technology: technology used directly in vehicles and technology utilized...

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  • IoT protocols, architectures, and applications

    Publikacja
    • C. Buratti
    • E. G. Ström
    • L. Feltrin
    • L. Clavier
    • G. Gardašević
    • T. Blazek
    • L. Berbakov
    • T. C. Balan
    • L. Orozco-Barbosa
    • C. Anton-Haro... i 2 innych

    - Rok 2021

    The proliferation of embedded systems, wireless technologies, and Internet protocols have enabled the IoT to bridge the gap between the virtual and physical world enabling the monitoring and control of the environment by data processing systems. IoT refers to the inter-networking of everyday objects that are equipped with sensing, computation, and communication capabilities. These networks can collaboratively interact and perform...

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  • Platforma edX - nowe podejście do kursów online

    Współczesne metody nauczania na odległość zmieniają się dynamicznie. Powstają światowe konsorcja podejmujące starania zapewnienia dostępu do edukacji na najwyższym poziomie z wykorzystaniem Internetu. Jedną z takich prób jest platforma edX. Jej rozwój zapoczątkowały niemal 2 lata temu MIT i Harvard. Obecnie zespół liczy już 30 uczelni z całego świata. Renoma ośrodków naukowych biorących udział w projekcie przyciągnęła już ponad...

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  • 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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  • Decisional-DNA-Based Digital Twin Implementation Architecture for Virtual Engineering Objects

    Publikacja

    - CYBERNETICS AND SYSTEMS - Rok 2024

    Digital twin (DT) is an enabling technology that integrates cyber and physical spaces. It is well-fitted for manufacturing setup since it can support digitalized assets and data analytics for product and process control. Conventional manufacturing setups are still widely used all around the world for the fabrication of large-scale production. This article proposes a general DT implementation architecture for engineering objects/artifacts...

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  • VREA PROJECT - A DIGITAL CURATOR FOR ARCHITECTURE AND DIGITAL PERSPECTIVES FOR HERITAGE MANAGEMENT AND ENHANCEMENT

    Thinking about architectural education, one must face the challenges of the ever-changing and digital world and bear in mind the figure of the architect of the future - the curator of digital data. Nowadays the aim is to train specialists who know how to manage the production of digital products and are able to face the challenges of digital change in the field of architecture and architectural heritage management. Virtual Reality...

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  • Architektura przyszłości – przekraczanie granic poprzez interfejsy

    Publikacja

    - Rok 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...

  • Using Decisional DNA to Enhance Industrial and Manufacturing Design: Conceptual Approach

    Publikacja

    - Rok 2013

    During recent years, manufacturing organizations are facing market changes such as the need for short product life cycles, technological advancement, intense pressure from competitors and the continuous customers’ expectation for high quality products at lower costs. In this scenario, knowledge and its associated engineering/management of every stage involved in the industrial design has become increasingly important for manufacturing...

  • A Concept of Using Knowledge Models to Secure Intellectual Capital in Enterprise

    Publikacja

    Without a doubt, knowledge has become the most important resource for all companies in the world. Knowledge extended of our own observations and practice is being called experience. With the increase of knowledge and gained experience, the individual becomes more and more valuable employee in terms of business. The above mentioned knowledge can be gained only by self-improvement, which requires time and other necessary elements...

  • A city is not a tree: a multi-city study on street network and urban life

    Publikacja

    Christopher Alexander, a British-American scholar, differentiated an old (natural) city from a new (planned) one by structure. The former resembles a “semilattice”, or a complex system encompassing many interconnected sub-systems. The latter is shaped in a graph-theoretical “tree”, which lacks the structural complexity as its sub-systems are compartmentalized into a single hierarchy. This structural distinction explains why, or...

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  • The role of traditional architectural models in the first stages of education.

    The oldest architectural models discovered by scientists date from the Middle Ages, while models or 1:1 scale prototypes were used in ancient times. Architectural miniatures quickly evolved into an indispensable tool for designers that enabled them to creatively express their thoughts and ideas. Mock-ups became a way of helping a designer communicate a concept, and their educational value was also recognised. The method of modelling,...

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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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  • A method for the three-dimensional and synchronous resolution of functional and spatial matters in architectural design

    The article discusses the issue of applied methods of teaching architectural design at Polish universities. The authors review the common methods based on conceptual drawings solving design problems in only two dimensions. After completing the floor plans' sketching process carried out in 2D way the 3D virtual models are made - seldom cardboard mock-ups - to illustrate the final spatial form of the designed object. At the Faculty...

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