نتایج جستجو برای: experiences
تعداد نتایج: 135709 فیلتر نتایج به سال:
The driving force of our current research is the development of medical training systems using augmented reality techniques. To provide multimodal feedback for the simulation, haptic interfaces are integrated into the framework. In this setting, high accuracy and stability are a prerequisite. Misalignment of overlaid virtual objects would greatly compromise manipulative fidelity and the sense o...
It has long been argued that the possibility to interact in and with a virtual environment (VE) enhances the sense of presence. On the basis of a three-component model of presence, we specify this hypothesis and argue that the mental representation of possible actions should especially enhance spatial presence, and to a lesser extent the involvement and realness of a VE. We support this hypothe...
Invisible devices supporting events that occur largely on the periphery of awareness are key features in the realisation of Weiser’s vision of a future in which computers disappear into the fabric of our homes, leisureand workplaces. It is easy to get absorbed by the technological challenges ahead. However, it is important to remember that not all of the ubiquitous media solutions to the issues...
Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or stressful situations that cannot be evaluated in the real world (i.e., building evacuation due to fire). In order to carry out those experiments it is necessary to use a crowd simulation model in which a real person is seamlessly immersed and experiences a high sense of presence when interacting...
Virtual Reality environments that reproduce typical context associated with tobacco use could be useful for smoking cessation. The main objective of this study was to confirm the validity of 8 environments to produce smoking craving and to determine the relation of craving with nicotine dependence and level of presence. Results showed that all the environments were able to generate desire to sm...
The influence of the sense of presence on spatial perception in a multi-sided back projection virtual reality system was investigated. Such an influence could diminish the reliability of spatial judgements in virtual environments (VEs), users’ presence being only in part controllable. The VE used was a virtual passenger car cockpit. It provided a variety of distance, depth, and size cues. The s...
The "mediated sense of presence" is a technology-induced illusion of being present in one (simulated) place when one is actually present in another (physical) place. Typically experienced in virtual worlds, mediated presence is generated by different technological, cognitive, and emotional factors. The aim of this study was to test how to optimise the virtual experience by manipulating some of ...
Presence, or the feeling of being there, has been attributed as a driving force for the effectiveness of virtual environment (VE)-based interventions for treating those with Autism Spectrum Disorder (ASD). Therefore, this research sought to measure the extent to which visual realism can induce the presence of those with ASD within a VE intervention, enumerate the specific characteristics of ren...
There are many virtual environments found in the serious game community that simulate real world scenarios. There is a broad range of fidelity and experimental controls among these serious games. An important component to most evaluations is the extent to which level of fidelity impacts the persons immersed in the serious game. While a great deal of virtual environment and serious game research...
background & aim : the importance of neonatal jaundice is not only for its social, economic, and psychological complications resulted from hospitalization of neonates in the hospital, but also for the permanent neurological handicaps and its consequent high morbidity. since iranian mothers have no, in spite of the importance of matter, appropriate approach in coping with their newborn jaundice,...
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