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Virtual reality interactivity

Among its many useful features is the ability to simulate both discrete and continuous CA, run in autorandoinize and screensaver modes, display ID CAs as color spacetime diagrams or as changing graphs, display 2D CAs either as flat color displays or as 3D surfaces in a virtual reality interface, file I/O, interactive seeding, a graph-view mode in which the user can select a sample point in a 1-D CA and track the point as a time-series, and automated evolution of CA behaviors. [Pg.718]

Cardiac models are amongst the most advanced in silico tools for bio-med-icine, and the above scenario is bound to become reality rather sooner than later. Both cellular and whole organ models have aheady matured to a level where they have started to possess predictive power. We will now address some aspects of single cell model development (the cars ), and then look at how virtual cells interact to simulate the spreading wave of electrical excitation in anatomically representative, virtual hearts (the traffic ). [Pg.135]

From the understanding of virtual reality as a virtual place of work -where the user can carry out all steps of development - interactive planning seems feasible within this environment. Prerequisite to this scenario is a real time simulation environment for the simulation of technological systems, particularly for distributed networks. One part of simulation model is based on a vertical flow of information, whereas another part of the model is based on the material flow (Figure 6). [Pg.389]

One tool that is extremely useful in the construction of models is the computer. Computer-generated models enable scientists to design chemical substances and explore how they interact in virtual reality. A chemical model that looks promising for some practical application, such as treating a disease, might be the basis for the synthesis of the actual chemical. [Pg.71]

Tasks on which several engineers work together have to be supported by functionalities of common, simultaneous manipulation of design documents. This should be realized on one hand by enhancing existing tools for document manipulation, but on the other hand also by new interactive environments, hke Virtual Reality. [Pg.269]

One approach to this situation is to research low latency update mechanisms across a group of participants, either by sophisticated communication schemes or the sheer reduction of information that has to be synchronized. A Virtual Reality application usually processes a lot of data for the visualization. In comparison to that, interaction events that actually steer the application are both, small in size and less frequent in comparison to video interrupts from the graphics hardware. A simple, but working approach is to share interaction events between collaborative applications in order to ensure data locking. This approach can be used for the synchronization of PC cluster based large displays and is depicted in the following section. [Pg.288]

A much anticipated aspect of online service delivery involves remote services, such as telemedicine, remote education, or teleconsulting. The future of remote services is critically dependent on the maturity of technologies such as 3D and virtual reality software, video conferencing on broader bandwidth, and speech and handwriting recognition. Advances in these technologies are necessary to replicate an environment where physical contact and interaction are essential for providing person services. [Pg.266]

This chapter focuses on virtual reality (VR) applications in the fields of engineering and industrial engineering. It gives definitions of the main keywords for the field of engineering and describes the hardware and software and the specific human-computer interaction aspects for virtual environments (VE). Some typical applications are specified that show the field-tested use of VR, and the basics for the integration of such applications in the development process are described. [Pg.2497]

All innovative media of the future will contain three major components interactivity, co-operation, and new possibilities in receiving experience by including several senses at once. The further development of virtual reality (and aU technologies included under it, such as IPT systems) must be cruried out on the basis of an user-centered approach—that is, the problems and limits of a person working in an immersive VE must be consider. This is how the necessary user acceptance can be achieved. [Pg.2519]

Bryson, S., Johan, S., and ScUecht, L. (1997), An Extensible Interactive Visueilization Framework for the Virtued Windtunnel, in Proceedings of Virtual Reality International Symposium 97 (Albuquerque, March 1-5), IEEE Computer Society Press, Washington, DC, pp. 106-113. [Pg.2519]

Odegard, O., Social Interaction in Televirtuahty, in Proceedings of Virtual Reality World 96 (Stuttgart, February 13-15), Computerwoche, Munich, 1996, pp. 1-7. [Pg.2520]

Figure 14.21 shows a shoe controller with force sensors placed in the sole and heel, to control the synthesis of walking sounds. In the next chapter on applications, we will also show the Princeton PhOLIEMat Physically Inspired Library of Interactive Sound Effects Mat), which allows the control of walking sounds in Virtual Reality or real-time digital Foley sound production. [Pg.188]

Writing at an introductory level with a sense of fun and exploration. Perry Cook investigates the physics and mathematics of creating sounds in the real world for use in interactive digital settings such as computer games and virtual reality. [Pg.250]

Chapter 16 looks at applications for parametric sound synthesis, including user-interfaces, data sonification, digital Foley, virtual reality, augmented reality, computer music, interactive art, animation, and gaming. The chapter concludes with thoughts on the future of parametric digital sound synthesis. [Pg.268]

Virtual reality (VR) is an artificial reproduction of a potential reality or use condition that enables users to experience and/or modify and/or to interact with. These computer-simulated environments are experienced mainly through the senses of sight and sound. [Pg.1297]

The notion virtual reality depicts aU kinds of products and services that support or enrich the real world through enhancing it with virtual presentation or interaction with information. Virtual reality therefore ranges from simple displays to full-blown 3D environments using holograms and all related ways to interact with them. [Pg.1298]

According to Burdea (Burdea and Coiffet 2003), VR applications can be characterized with the 3 I s of Virtual Reality immersion, interaction, and imagination. Immersion to let the user feel to be a part of the actions taking place in the virtual environment, interaction for the response of the VR environment to the given user input, and imagination refers to the human capacity to perceive nonexistent objects. [Pg.1298]

Degree of embedding the physical reality Interactions take place in both the real and the virtual world, VR can be seen as a form of mixed reality (as Augmented Reality). [Pg.1298]

Concepts of visual reality and virtual reality are sometimes confused. Virtual reality is a sophisticated computer description of real-world conditions in the virtual world. It cannot communicate directly with humans because it has been developed for the purpose of communication between computer procedures in the form of data structures. Visual reality is the tool that converts these data structures into graphic or other understandable forms in order to visualize computer descriptions for humans. Concepts and intents originate in humans in visual form visual reality is the tool to translate them into a form understandable by computer procedures. Two-way interactive graphics-based communication is applied. Virtual and visual realities are key techniques for the representation of engineering objects and communication of represented information between humans and procedures in virtual worlds. [Pg.11]

Perez Acal, A., Sanz Lobera, A., 2007. Virtual Reality Applied to a Numerical Simulation Milling Machine Control, Int J on Interactive Design and Manufacturing 3, 1. 145-154. [Pg.162]

Leva M. C Kay A., Mattei R Kontogiannis, T, Deambroggi M., Cromie S. 2009. A Dynamic Task Representation Method for a Virtual Reality Application Proceedings of 13th International Conference on Human-Computer Interaction 19—24 July 2009. [Pg.323]

Zachmann G (2000) virtual reality in assembly simulation—collision detection, simulation algorithms and interaction techniques. PhD thesis, TU Darmstadt... [Pg.387]


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See also in sourсe #XX -- [ Pg.155 ]




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