نتایج جستجو برای: experiences
تعداد نتایج: 135709 فیلتر نتایج به سال:
최근 스마트폰 사용자의 폭발적 증가에 따른 모바일 인터 넷 서비스 및 멀티미디어에 대한 급격한 수요 증가로 인해 기 존 3G 망이 포화 상태에 이르게 되었고, 이러한 수요를 만족 시키기 위해 4세대 이동 통신 시스템인 LTE (Long-term evolution) 서비스가 개시되었다. 더불어, 현재 LTE 보다 개 선된 LTE-Advanced 시스템에 대한 연구, 표준화, 개발이 활 발히 진행 중에 있다 [1]. LTE-Advanced의 요구 성능은 하향 링크와 상향 링크에서 최대 데이터 전송 속도가 각각 1Gbps와 500Mbps이며, 주파수 전송 효율 역시 하향 링크에서 최대 30 bps/Hz에 이른다. 이와 같이 매우 높은 데이터 전송률과 주파 수 효율을 얻기 위해, LTE-Advanced에 채택...
Recent progress in real-time simulations has led to a higher demand for believability from virtual characters. Background characters are becoming a more integral part of games, with emphasis being placed in particular on interactions between them. Conversing groups can play a significant role in adding plausibility, or a sense of presence, to a real-time simulation. However, it is not obvious h...
Virtual reality is a technology with applications in numerous fields (medical, automo-tive, etc.). This thesis focuses on immersive virtual spaces, and aims at studying the effects of thetwo major types of interfaces proposed (6 degree of freedom flystick, and finger-trackingsystem) on the user experience, and specifically for 3D object manipulation. We are in-terested in parame...
This paper presents a system for a shared virtual experience which was developed within a student project. The main idea is to have two or more persons at different locations, who can interact with each other in the same virtual environment. In order to realize this idea every person is motion-captured and wears a head-mounted display (HMD). The virtual environment is rendered with the Unity ga...
Cue exposure treatment (CET) consists of controlled and repeated exposure to drugrelated stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the ...
Recent years have witnessed the rapid development and wide adoption of immersive head-mounted devices, such as HTC VIVE, Oculus Rift, and Microsoft HoloLens. These immersive devices have the potential to significantly extend the methodology of urban visual analytics by providing critical 3D context information and creating a sense of presence. In this paper, we propose an theoretical model to c...
Lilliputian hallucinations are infrequent but reported in a variety of states ranging from toxic metabolic states, medical, neurological and psychiatric conditions. We report three cases with different psychiatric diagnoses all presenting with vivid Lilliputian hallucinations. An attempt to apply the current biological mechanisms that explain complex visual hallucinations to Lilliputian halluci...
This article introduces our Web-based handwriting education system developed with 3D computer graphics and pen computing technologies. Traditionally, in teaching handwriting, the teacher writes a character on the blackboard, and then students try to follow the teacher in order to write the same character. The teacher can check whether a student’s handwriting is spatially correct by looking at i...
“To be at all to exist in any way is to be somewhere, and to be somewhere is to be in some kind of place. Place is as requisite as the air we breathe, the ground on which we stand, the bodies we have. We are surrounded by places. We walk over them and through them. We live in places, relate to others in them, die in them....” Casey, 1997:ix This chapter argues that our bodily experience of plac...
The effectiveness of virtual environments has often been linked to the sense of presence reported by users of those virtual environments. Presence studies look investigate the phenomenon of acting and feeling that we are in the world created by computer displays. We propose to study relations between virtual humans and sense of presence in immersive environments. We particularly consider how su...
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