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Tytuł:
Virtual Acoustics
Autorzy:
Vorländer, M.
Powiązania:
https://bibliotekanauki.pl/articles/177524.pdf
Data publikacji:
2014
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
acoustic virtual reality
simulation
auralization
Opis:
Virtual Reality (VR) systems are used in engineering, architecture, design and in applications of biomedical research. The component of acoustics in such VR systems enables the creation of audio-visual stimuli for applications in room acoustics, building acoustics, automotive acoustics, environmental noise control, machinery noise control, and hearing research. The basis is an appropriate acoustic simulation and auralization technique together with signal processing tools. Auralization is based on time-domain modelling of the components of sound source characterization, sound propagation, and on spatial audio technology. Whether the virtual environment is considered sufficiently accurate or not, depends on many perceptual factors, and on the pre-conditioning and immersion of the user in the virtual environment. In this paper the processing steps for creation of Virtual Acoustic Environments and the achievable degree of realism are briefly reviewed. Applications are discussed in examples of room acoustics, archeological acoustics, aircraft noise, and audiology.
Źródło:
Archives of Acoustics; 2014, 39, 3; 307-318
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Building virtual reality applications for engineering with knowledge-based approach
Autorzy:
Górski, F.
Powiązania:
https://bibliotekanauki.pl/articles/406768.pdf
Data publikacji:
2017
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
Virtual Reality
Knowledge Engineering
design
Opis:
The paper presents a novel methodology of building industrial Virtual Reality applications with use of a knowledge-based approach. Virtual Reality is becoming more and more widespread in engineering applications. However, most solutions are immediate and not flexible, especially in maintenance. Traditional way of programming VR applications makes all the knowledge about a product or a process hard-coded, effectively losing access to it from the outside of the programming software. Besides, making new solutions without any methodology whatsoever makes the process longer and less effective. The author proposes to use general rules of available Knowledge Engineering methodologies in order to make the process of building VR applications more effective and to ensure their flexibility and access to stored knowledge, even after an application is deployed. The presented methodology is supported with practical case studies.
Źródło:
Management and Production Engineering Review; 2017, 8, 4; 64-73
2080-8208
2082-1344
Pojawia się w:
Management and Production Engineering Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
A Perceptionists View on Psychoacoustics
Autorzy:
Blauert, J.
Powiązania:
https://bibliotekanauki.pl/articles/176642.pdf
Data publikacji:
2012
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
psychoacoustics
perception
perceptionism
response
reality
stimulus
Opis:
Psychoacoustics is traditionally based on a world model that assumes a physical world existing inde- pendently of any observer – the so-called objective world. Being exposed to this world, an observer is impinged upon by a variety of stimuli reaching his/her sensory organs. These stimuli, if physiologically adequate, may cause biological transduction and signal processing in the sensory organs and its afferent pathways in such a way that finally a specific excitation of the cortex takes place, which results in sen- sations to appear in the observer’s perceptual world. The sensations are understood as being subjective, since they require an observer to exist. This world model – also known as (objectivistic) realism – reaches its limits when it comes to explaining more complex phenomena of perception. Thereupon, in this paper, an alternative world model is emphasized and applied to psychoacoustics, namely the perceptionist’s model. Like realism, perceptionism has a long tradition in epistemology. It appears to be suitable to improve our understanding of perceptual organization.
Źródło:
Archives of Acoustics; 2012, 37, 3; 365-371
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lower Pain Threshold While Seeing a Virtual Limb – Boundary Conditions for Visual Analgesia Effect
Autorzy:
Czub, Marcin
Piskorz, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/2130029.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
visual analgesia
virtual reality
pain threshold
Opis:
Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold. Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment. Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant. Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
Źródło:
Polish Psychological Bulletin; 2021, 52, 1; 76-82
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Building a Web-Augmented Reality application for demonstration of kidney pathology for veterinary education
Autorzy:
Atmaca, H.T.
Terzi, O.S.
Powiązania:
https://bibliotekanauki.pl/articles/2087089.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
veterinary pathology
education
three dimensional
Augmented Reality
kidney
Źródło:
Polish Journal of Veterinary Sciences; 2021, 24, 3; 345-350
1505-1773
Pojawia się w:
Polish Journal of Veterinary Sciences
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Immersive experience influences eye blink rate during virtual reality gaming
Autorzy:
Ishiguro, Tomohide
Suzuki, Cohta
Nakakoji, Hiroki
Funagira, Yusuke
Takao, Motoharu
Powiązania:
https://bibliotekanauki.pl/articles/2121561.pdf
Data publikacji:
2019
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
virtual reality
gaming
eye blink
spatial presence
immersive experience
Opis:
Virtual reality (VR) technology now provides players with immersive and realistic experiences as never before. Spatial presence plays a crucial role in the introduction of immersive experience in a VR environment. Spatial presence is a special feeling of personal and physical presence in the displayed environment. In this study, we found that the first-person perspective (1PP) was more effective in raising the sense of spatial presence that induces immersive experience compared to the third-person perspective (3PP) in a VR shooting game. Moreover, eye blink rate was significantly higher in the 1PP compared with the 3PP. The 1PP game setting was more realistic than the 3PP setting, and may have raised participants’ sense of immersion and facilitated eye blink. These results indicate that eye blink rate is increased by the sense of spatial presence, and can be a good measure of subjective immersive experience in a VR environment. Neuroscientific evidences suggest that dopaminergic system is involved in such emotional experiences and physiological responses.
Źródło:
Polish Psychological Bulletin; 2019, 50, 1; 49-53
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Measurements of spectral spatial di stribution of scattering materials for rear projection screens used in virtual reality systems
Autorzy:
Mazikowski, A.
Trojanowski, M.
Powiązania:
https://bibliotekanauki.pl/articles/220880.pdf
Data publikacji:
2013
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
scattering distribution function
BSDF
virtual reality
CAVE
spectroscopy
luminance
Opis:
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 systems, in which the user is surrounded by projection screens. Knowledge of the screen material scattering properties, which depend on projection geometry and wavelength, is mandatory for proper design of these systems. In this paper this problem is addressed by introducing a scattering distribution function, creating a dedicated measurement setup and investigating the properties of selected materials used for rear projection screens. Based on the obtained results it can be concluded that the choice of the screen material has substantial impact on the performance of the system.
Źródło:
Metrology and Measurement Systems; 2013, 20, 3; 443-452
0860-8229
Pojawia się w:
Metrology and Measurement Systems
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Reality Could Improve Exercise Performance on a Stationary Bike
Autorzy:
Kowal, Marta
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/2129930.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
stationary bike
cycling
optic flow
physical training
Virtual Reality
Opis:
The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
Źródło:
Polish Psychological Bulletin; 2021, 52, 4; 365-372
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Distraction of attention with the use of virtual reality. Influence of the level of game complexity on the level of experienced pain
Autorzy:
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/430615.pdf
Data publikacji:
2014-12-01
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
Virtual Reality
Pain
Attention distraction
Cold Pressor Test
Video games
Opis:
: Research done in recent years shows that Virtual Reality (VR) can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE) influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. Two Virtual Environments differing in the level of complexity and non-VR control condition were used. The order of all conditions was counterbalanced. Participants reported significantly lower pain intensity (Visual Analogue Scale) after playing the high complexity game, compared to the low complexity game. There were also significant differences between non-VR control condition and high complexity game, but not between non-VR and low complexity game. The pain tolerance (measured by time of keeping the hand in cold water) was significantly higher in both VR conditions comparing to non-VR conditions. However, no significant differences between VE’s were found in pain tolerance ratings. Results of this study provide preliminary evidence that game complexity can be related to pain experience during VR interventions.
Źródło:
Polish Psychological Bulletin; 2014, 45, 4; 480-487
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Augmented Reality and Indoor Positioning in Context of Smart Industry: A Review
Autorzy:
Chandel, Kuhelee
Åhlén, Julia
Seipel, Stefan
Powiązania:
https://bibliotekanauki.pl/articles/2201158.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
industrial augmented reality
indoor positioning system
smart manufacturing
smart factory
Opis:
Presently, digitalization is causing continuous transformation of industrial processes. However, it does pose challenges like spatially contextualizing data from industrial processes. There are various methods for calculating and delivering real-time location data. Indoor positioning systems (IPS) are one such method, used to locate objects and people within buildings. They have the potential to improve digital industrial processes, but they are currently underutilized. In addition, augmented reality (AR) is a critical technology in today’s digital industrial transformation. This article aims to investigate the use of IPS and AR in manufacturing, the methodologies and technologies employed, the issues and limitations encountered, and identify future research opportunities. This study concludes that, while there have been many studies on IPS and navigation AR, there has been a dearth of research efforts in combining the two. Furthermore, because controlled environments may not expose users to the practical issues they may face, more research in a real-world manufacturing environment is required to produce more reliable and sustainable results.
Źródło:
Management and Production Engineering Review; 2022, 13, 4; 72--87
2080-8208
2082-1344
Pojawia się w:
Management and Production Engineering Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Estimation of Asymmetry in Head Related Transfer Functions
Autorzy:
Jasiński, Maciej
Żera, Jan
Powiązania:
https://bibliotekanauki.pl/articles/2055229.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
acoustics
sound processing
virtual reality
spatial sound
Head Related Transfer Functions
Opis:
The individual Head-Related Transfer Functions (HRTFs) typically show large left-right ear differences. This work evaluates HRTF left-right differences by means of the rms measure called the Root Mean Square Difference (RMSD). The RMSD was calculated for HRTFs measured with the participation of a group of 15 subjects in our laboratory, for the HRTFs taken from the LISTEN database and for the acoustic manikin. The results showed that the RMSD varies in relation to the frequency and as expected is small for more symmetrical HRTFs at low frequencies (0.3÷1 kHz). For higher frequency bands (1÷5 kHz and above 5 kHz), the left-right differences are higher as an effect of the complex filtering caused by anatomical shape of the head and the pinnae. Results obtained for the subjects and for data taken from the LISTEN database were similar, whereas different for the acoustic manikin. This means that measurements with the use of the manikin cannot be considered as perfect average representation of the results obtained or people. The method and results of this study may be useful in assessing the symmetry of the HRTFs, and further analysis and improvement of how to considered the HRTFs individualization and personalization algorithms.
Źródło:
International Journal of Electronics and Telecommunications; 2022, 68, 2; 193--200
2300-1933
Pojawia się w:
International Journal of Electronics and Telecommunications
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
CityGuideTour Toruń – tourist application using augmented reality
Autorzy:
Węgrzyn, M.
Mościcka, A.
Powiązania:
https://bibliotekanauki.pl/articles/145539.pdf
Data publikacji:
2017
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
aplikacja turystyczna
przewodnik turystyczny
kartografia
augmented reality
tourist application
CityGuideTour
Toruń
Opis:
The aim of the article is to show the possibilities of augmented reality in the fi eld of geodesy and cartography. It discusses the concept of augmented reality, its origins and development, as well as areas of the existing applications. The practical functioning of augmented reality in the area of geodesy and cartography is presented on the example of an application developed for the tourist city of Toruń, created with the use of CityGuideTour software. The principles of developing an application and the way it operates are also discussed. As a result, a fully operational bilingual application is available free of charge on the Web.
Źródło:
Geodesy and Cartography; 2017, 66, 2; 317-331
2080-6736
2300-2581
Pojawia się w:
Geodesy and Cartography
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tactile and Visual Virtual Reality Attention Distraction From Pain in Cold Pressor Test
Autorzy:
Czub, Marcin
Bagrij, Anna
Powiązania:
https://bibliotekanauki.pl/articles/2128992.pdf
Data publikacji:
2020
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
attention distraction
tactile interventions for pain
virtual reality
cold pressor test
Opis:
The goal of this study was to test the efficacy of a tactile attention distraction from pain and compare its effectiveness with a virtual reality (VR) distraction on an analogous task. VR is considered to be the gold standard for attention distraction, but it cannot be used in certain clinical cases or for particular medical procedures. A repeated-measures experimental study was carried out with 42 participants using tactile and VR variants of an n-back task and a cold pressor test for pain. The independent variable was the distraction type (tactile, VR, or no-distraction) and the dependent variable was pain tolerance (i.e., time participants kept their hand in cold water). The results showed that both tactile and VR games effectively increased pain tolerance compared to the control condition. Effect sizes for both interventions were similar. However, the effect was observed only for female participants.
Źródło:
Polish Psychological Bulletin; 2020, 51, 4; 315-323
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
„Sytuacja pociągu” jako metafora twórczości Jeleny Dołgopiat. Rosyjski wariant realizmu magicznego
The “Train Situation” as a Metaphor of Elena Dolgopyat’s Work. Russian Variant of Magical Realism
Autorzy:
Trojanowska, Urszula
Powiązania:
https://bibliotekanauki.pl/articles/2032360.pdf
Data publikacji:
2019
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
contemporary russian prose
Elena Dolgopyat
magical realism
train
journey
reality
existence
Źródło:
Slavia Orientalis; 2019, LXVIII, 1; 73-88
0037-6744
Pojawia się w:
Slavia Orientalis
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Influence of Loudspeaker Configurations and Orientations on Sound Localization
Autorzy:
Yao, Shu-Nung
Powiązania:
https://bibliotekanauki.pl/articles/2141689.pdf
Data publikacji:
2022
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
audio quality
ambisonics
immersive sound
loudspeaker array
spatial effect
virtual reality
Opis:
As the virtual reality (VR) market is growing at a fast pace, numerous users and producers are emerging with the hope to navigate VR towards mainstream adoption. Although most solutions focus on providing high- resolution and high-quality videos, the acoustics in VR is as important as visual cues for maintaining consistency with the natural world. We therefore investigate one of the most important audio solutions for VR applications: ambisonics. Several VR producers such as Google, HTC, and Facebook support the ambisonic audio format. Binaural ambisonics builds a virtual loudspeaker array over a VR headset, providing immersive sound. The configuration of the virtual loudspeaker influences the listening perception, as has been widely discussed in the literature. However, few studies have investigated the influence of the orientation of the virtual loudspeaker array. That is, the same loudspeaker arrays with different orientations can produce different spatial effects. This paper introduces a VR audio technique with optimal design and proposes a dual-mode audio solution. Both an objective measurement and a subjective listening test show that the proposed solution effectively enhances spatial audio quality.
Źródło:
Archives of Acoustics; 2022, 47, 1; 57-70
0137-5075
Pojawia się w:
Archives of Acoustics
Dostawca treści:
Biblioteka Nauki
Artykuł

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