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PL
W artykule oceniono efektywność wykorzystania symulatora VR-MANPADS do praktycznego szkolenia podchorążych Lotniczej Akademii Wojskowej w obsłudze i prowadzeniu strzelań bojowych w modelowanych warunkach taktycznych i środowiskowych. MANPADS jest nowoczesnym narzędziem treningowym opartym na technologii wirtualnej rzeczywistości. Autorzy omawiają wyniki badań nad zastosowaniem tej technologii w szkoleniu strzelców (operatorów) przenośnych zestawów rakiet przeciwlotniczych. Uczestnicy badań jako zalety symulatora wskazali prostotę, intuicyjność, użyteczność, efektywność oraz realizm wirtualnego pola walki. Można przypuszczać, że symulatory VR staną się atrakcyjniejszym i efektywniejszym narzędziem edukacyjnym niż dotychczasowe narzędzia szkoleniowe.
EN
The article evaluates the effectiveness of using the VR-MANPADS simulator for the practical training of cadets at the Polish Air Force University in the operation and employment of weapons during combat firing under simulated tactical and environmental conditions. The MANPADS simulator is a modern training tool based on virtual reality technology. The authors present the results of research on the application of this technology in the training of gunners (operators) of man-portable air defense systems. The study participants identified the simplicity, intuitiveness, usability, effectiveness, and realism of the virtual battlefield as the main advantages of the simulator. It can therefore be assumed that VR simulators may become a more attractive and more effective educational tool than traditional training solutions used to date.
EN
Passenger security screening is a necessary process carried out at the airport that affects the safety and capacity of the airport. Every person entering the restricted airport area must undergo a security check. The security control operator conducts training to detect prohibited items appropriately. Currently, training of security control operators is carried out in various ways, e.g., using electronic support systems. The author's proposal concerns using an innovative passenger security control simulator built using virtual reality technology. The author researched the effectiveness of passenger security screening at the airport. Indicators have been used in the VR simulator to assess the passenger screening process. The article aims to present an assessment of the security control process using an innovative VR simulator.
EN
Purpose: The purpose of this paper is to provide a comprehensive analysis of the practical applications of Extended Reality (XR) technologies in the manufacturing industry, aiming to identify both internal and external factors that facilitate and inhibit XR implementation. Design/methodology/approach: The study used a multi-step approach, starting with an extensive literature review covering the latest publications, technology reports and case studies from reputable databases (Scopus, Web of Science, Semantic Scholar) and sources from 2019-2024. The literature review focused on key trends, benefits, challenges, and practical implementations of technology XR in manufacturing. Following this, two complementary analyses - STEEPVL and SWOT - were conducted to examine social, technological, economic, environmental, political, value-based, and legal factors. These methodologies were chosen to provide a comprehensive understanding of the multi-dimensional factors influencing XR implementation. Findings: This study's primary finding is that XR technology has substantial potential to increase productivity and drive innovation within the manufacturing industry. XR optimizes production processes, enhances training and safety, and supports diagnostics, making enterprises more competitive and flexible. However, its implementation also presents significant challenges, including high initial costs, the need for ongoing personnel training, and the risk of rapid obsolescence. Additionally, external factors, such as legal and regulatory constraints and public acceptance, are critical, as they shape both the pace and scale of XR technology's adoption across different regions. Research limitations/implications: Although XR technology has diverse applications across various sectors, this study focuses specifically on its use in manufacturing, which limits the generalizability of the findings. Additionally, despite using defined criteria for selecting and classifying factors within the STEEPVL and SWOT frameworks, some subjectivity remains due to the reliance on expert predictions and opinions. These findings reflect the current state of the technology; as XR advances, future assessments of its impact may evolve significantly. Originality/value: The originality of this study lies in the combination of STEEPVL and SWOT analysis, offering a cross-disciplinary perspective on XR technologies in manufacturing. This approach facilitates a more detailed examination of the factors influencing XR adoption, while the classification of factors as current or potential provides a dynamic, time-sensitive understanding that can better inform industry stakeholders and decision makers.
EN
Purpose: The research aims to explore the integration of immersive reality technologies into supply chain management. The study focuses on how these technologies can revolutionize decision-making processes and enhance resource optimization, leading to a more sustainable and efficient operational framework. Design/methodology/approach: The objectives of the research are achieved through a systematic literature mapping methodology. This method involves conducting a comprehensive review of existing resources in the field of immersive realities in supply chain management. Findings: The analysis of patent applications revealed thematic groups within the patent content and highlighted changes in the number of patents filed and granted over time. This analysis suggested that technologies implementing immersive reality are at a mature stage of the innovation process, indicating a potential intensification of activities related to the diffusion of these solutions in practice. Research limitations/implications: The paper highlights the need for research into the long-term health effects of these technologies to ensure user safety and comfort, improve accessibility for people with disabilities, and support inclusivity. The paper also identifies limitations in the current research process, such as the lack of coordination in research efforts and technical knowledge gaps, which pose significant barriers to the successful implementation of these technologies. Practical implications: The integration of these technologies with artificial intelligence (AI) and other advanced technologies can further enhance operational management and training, focusing on areas such as product design, quality control, and remote collaboration. Social implications: These technologies can enhance the efficiency of supply chains, leading to reduced resource consumption and waste, which aligns with broader societal goals of sustainability and environmental conservation. Originality/value: The paper provides a comprehensive analysis of patent applications to understand the development and application of these technologies in the field. This approach offers new insights into the thematic groups of patent content and tracks changes in the number of patents filed and granted over time, highlighting trends and the maturity of these technologies in the innovation process. The paper is primarily addressed to researchers and practitioners in the fields of supply chain management and immersive technologies. It is also valuable for policymakers and industry leaders interested in the adoption of innovative technologies to enhance sustainability and efficiency in supply chains.
EN
Purpose: This study investigates the comparative effectiveness of Virtual Reality (VR) and Augmented Reality (AR) technologies in welding operator training, with a focus on perceived realism and potential for skill transfer. Given the high-risk nature of welding, the research explores safer and more efficient alternatives to traditional hands-on instruction. Design/methodology/approach: A total of 40 certified welders with at least five years of experience participated in a controlled comparison of VR and AR training systems at a laboratory in the Walbrzych Special Economic Zone in Poland. Both systems were enhanced with standardized instructions based on the Training Within Industry (TWI) Job Instruction method. After practicing the same welding task in both environments, participants rated the realism of each experience using a 5-point Likert scale. A paired sample t-test was used to assess statistical significance. Findings: The results show that AR training was perceived as significantly more realistic than VR, with average ratings of 4.13 and 2.55 respectively. Participants highlighted the physical interaction with real tools and objects in AR as a major factor contributing to this realism. VR, while immersive and safe, lacked haptic feedback and physical context, which reduced its perceived authenticity. The findings support the use of AR for enhancing skill transfer and suggest a blended training model using both technologies. Research limitations/implications: This study focuses on subjective assessments of realism without measuring actual skill improvement post-training. Future research should incorporate objective performance evaluations and explore long-term learning outcomes. Practical implications: The study provides evidence for training designers and manufacturers on how to integrate AR and VR in welding instruction. AR shows promise for improving trainee readiness and reducing material costs, while VR remains valuable for safe repetition of basic techniques. Originality/value: The article offers a novel comparison of VR and AR in the context of welding, based on evaluations from experienced welders rather than novices. It also integrates the TWI Job Instruction method into both training environments, providing a standardized instructional foundation for fair comparison and improved consistency.
EN
Purpose: The purpose of this paper is to explore the application of virtual reality (VR) as an innovative tool for education in the field of Management and Production Engineering. It aims to demonstrate how VR can be effectively integrated into laboratory classes to enhance students' learning experiences and practical skills. Additionally, the paper highlights the role of the teacher in guiding and supporting students in using VR technology for educational purposes. Design/methodology/approach: The paper utilizes a case study approach to examine the use of a specific virtual reality application in the field of Management and Production Engineering. The study involves the implementation of VR-based laboratory classes, where students engage in various training modules of the given selected VR application, including both theoretical and practical tasks in a simulated production environment. The methodology includes a presentation of the VR application's modules, the tasks for students, the organization of VR-supported laboratories, and the role of the instructor in facilitating the learning process. Findings: The study showed that it is possible to use virtual reality in higher education, especially in the context of classes in the field of management and production engineering. The possibility of creating and implementing VR applications that realistically reproduce the production environment and enable conducting training and classes for students of technical studies has been confirmed. The research results confirmed that VR is a practical tool for teaching production lines, technological processes, machine parameters, equipment operation, quality control, and safety rules in the production hall. All these elements can be effectively implemented under controlled conditions in the university, without the need for physical presence in the industrial plant. Originality/value: This paper offers a perspective on integrating virtual reality into laboratory classes within the field of Management and Production Engineering, highlighting its transformative potential for traditional teaching methods. The study emphasizes VR's value as a modern educational tool that enhances applied learning by providing hands-on practice in addition to theoretical knowledge, allowing students to engage actively and perform tasks independently.
EN
In the context of an increase in the share of distance learning the educational institutions that train specialists in the field of power generation, use and supply are faced with certain difficulties in conducting practical training for students. This article discusses the features and stages of creating virtual enterprises as a tool for the practical training of future power engineers. The authors propose a scalable and adaptive solution: the implementation of a "Virtual Electrical Enterprise" using virtual reality (VR) technologies and specialized software for immersive and interactive practical training. The system simulates various departments of a real production enterprise and allows students to perform professional tasks in a controlled virtual environment. A partial experimental evaluation was conducted to evaluate the effectiveness of this approach, demonstrating improved learning outcomes, heightened student interest, and the potential to compensate for limited access to real industrial equipment. The proposed system not only enhances student preparedness for future employment but also offers prospects for lifelong learning and closer collaboration between universities and industrial enterprises. Future work involves the progressive implementation of this concept into the educational process for electrical engineering students.
PL
W niniejszym artykule szczegółowo omówiono proces projektowania i implementacji gry wirtualnej rzeczywistości z wykorzystaniem silnika Unity oraz dodatkowych narzędzi programistycznych. Skupiono się na zagadnieniach technicznych, takich jak wykorzystanie XR Interaction Toolkit, Blender oraz Visual Studio, jednocześnie zwracając uwagę na wyzwania związane z projektowaniem ergonomicznego interfejsu i optymalizacji środowiska VR. Głównym celem pracy było stworzenie intuicyjnej i immersyjnej gry skierowanej do szerokiej grupy odbiorców, w tym osób nieposiadających wcześniejszego doświadczenia z wirtualną rzeczywistością. Wyniki pracy wskazują na duży potencjał technologii VRw kontekście edukacyjnym, rozrywkowym i przemysłowym.
EN
This article provides a detailed discussion of the processof designing and implementing a virtual reality game using the Unity engine and additional programming tools. The focus is placed on technical aspects, such as the use of XR Interaction Toolkit, Blender, and Visual Studio, while also addressing challengesrelated to designing an ergonomic interface and optimizing the VR environment. The main goal of the project was to create an intuitive and immersive game targeted at a wide audience, including individuals with no prior experience in virtual reality. The results of the work highlight the significant potential of VR technology in educational, entertainment, and industrial contexts.
EN
Purpose: The article explores the application of virtual reality (VR) and the metaverse environment in education aimed at enhancing safety of road traffic and tourism awareness. The research emphasizes the interconnection between tourism and public safety, particularly in unfamiliar urban or natural environments where tourists are exposed to increased risks due to limited knowledge of local traffic rules and geography. The primary goal of the work is to identify and present the potential of immersive virtual technologies as tools for building competencies in safe behaviour for both everyday road users and tourists undertaking mountain expeditions. The paper further aims to demonstrate how small educational or institutional teams can develop effective VR-based solutions with limited resources. Project and methods: The study is based on a dual approach: a literature review of existing VR systems used for safety education in tourism and traffic contexts, and analysis of a practical case of two original VR applications created by the author. These applications - SafeDrive and Rescuer - were developed using the Unity engine and implemented within the Spatial.io metaverse platform. SafeDrive simulates an urban infrastructure environment in the city of Dąbrowa Górnicza to educate citizens on the principles of traffic safety, while Rescuer guides users through the principles of safe mountain tourism using interactive scenarios tailored for different groups, including seniors and emergency responders. The Gartner Hype Cycle model was employed to assess the maturity and future potential of VR technologies in educational applications. Results: The developed applications demonstrated high usability and functionality in diverse educational environments. Testing across various platforms - from VR headsets to mobile browsers - confirmed broad accessibility and effective performance. Immersive interaction with realistic urban and natural environments enabled users to better understand potential threats and develop appropriate behavioural responses. Conclusions: The analysis highlights that VR and metaverse environments offer substantial potential as modern educational tools in the fields of road safety and tourism. The immersive, interactive, and scalable nature of these technologies enables the creation of realistic, safe, and repeatable training conditions that cannot be achieved through traditional educational means. The paper concludes that immersive virtual platforms should become a permanent element of modern strategies for developing social safety awareness and responsible tourism.
PL
Cel: Artykuł dotyczy zastosowania rzeczywistości wirtualnej (VR) oraz środowiska metawersum w edukacji ukierunkowanej na poprawę bezpieczeństwa ruchu drogowego oraz świadomości turystycznej. Podkreślono wzajemne powiązanie turystyki z bezpieczeństwem publicznym, szczególnie w kontekście przemieszczania się turystów po nieznanych terenach miejskich i przyrodniczych. Głównym celem pracy jest wskazanie potencjału immersyjnych technologii wirtualnych jako narzędzi wspierających kształtowanie kompetencji w zakresie bezpiecznych zachowań – zarówno w codziennym uczestnictwie w ruchu drogowym, jak i w trakcie wypraw turystycznych. Autor dodatkowo wykazuje, że nawet niewielkie zespoły edukacyjne mogą przy ograniczonych zasobach tworzyć efektywne rozwiązania edukacyjne w technologii VR. Projekt i metody: Opracowanie opiera się na podejściu dwutorowym: analizie literatury dotyczącej zastosowań VR w edukacji z zakresu bezpieczeństwa w turystyce i ruchu drogowym oraz analizie dwóch autorskich aplikacji VR. Aplikacje SafeDrive i Rescuer zostały stworzone w środowisku Unity i zaimplementowane na platformie metawersum Spatial.io. SafeDrive odwzorowuje infrastrukturę miejską i służy do edukacji w zakresie zasad bezpieczeństwa drogowego. Rescuer to aplikacja szkoleniowa z zakresu bezpiecznej turystyki, oferująca scenariusze dostosowane do różnych grup. W procesie projektowania wykorzystano modelowanie 3D, fotogrametrię oraz testowanie funkcjonalności na różnych urządzeniach. Do analizy dojrzałości technologicznej zastosowano model Krzywej Gartnera. Wyniki: Stworzone aplikacje wykazały dużą użyteczność i funkcjonalność w środowiskach edukacyjnych. Testy na różnych platformach – od zestawów VR po przeglądarki mobilne – potwierdziły ich szeroką dostępność i płynne działanie. Interaktywność oraz realistyczne odwzorowanie przestrzeni miejskich i przyrodniczych umożliwiły użytkownikom lepsze zrozumienie zagrożeń i sposobów reagowania. Zastosowanie fotogrametrii znacząco podniosło realizm wizualizacji, co przełożyło się na skuteczność dydaktyczną. Wnioski z przeglądu literatury potwierdziły rosnące zainteresowanie VR w edukacji i turystyce oraz jego pozytywny wpływ na postawy behawioralne i percepcję ryzyka. Wnioski: Analiza potwierdza, że środowiska VR i metawersum mają duży potencjał jako nowoczesne narzędzia edukacyjne w zakresie bezpieczeństwa ruchu drogowego i turystyki. Ich immersyjność, interaktywność i skalowalność umożliwiają tworzenie realistycznych i bezpiecznych warunków szkoleniowych, które trudno uzyskać w edukacji tradycyjnej. Aplikacje SafeDrive i Rescuer pokazują, że platformy metawersum mogą służyć nie tylko do przekazywania wiedzy, ale również do kształtowania zachowań i postaw psychologicznych.
EN
This article explores the transformation of aviation education through the integration of digital technologies, particularly Virtual Reality (VR) and Artificial Intelligence (AI). Traditional teaching methods, such as lectures and classroom exercises, are increasingly complemented by interactive and remote learning tools. The COVID-19 pandemic accelerated this shift, highlighting the need for inclusive and flexible teaching models. E-learning, game-based learning, and flipped classroom approaches allow for individualized learning, immediate feedback, and greater accessibility. AI systems enhance learning by adapting content to user performance and providing detailed analytics, though concerns about data privacy remain. VR technology enables realistic simulations of aircraft maintenance environments, providing students with hands-on experience in a safe environment. This article presents a case study of a virtual hangar developed for PART-147 technical training, using Unity and Oculus VR. Key components like engines and hydraulic presses were modeled in 3D, allowing students to interact with equipment and complete tasks. The system supports repeated practice and scenario-based learning, improving engagement and skill acquisition. Challenges include the need for powerful hardware, time-intensive development, and ensuring educational value over entertainment. The project demonstrates the potential of immersive technologies to enhance aviation training and recommends further integration with curricula and collaboration with industry partners to prepare students for real-world technical roles.
PL
W artykule przedstawiono nowoczesne techniki szkoleniowe z zakresu tekturnic, skierowane zarówno do uczniów przysposabianych do zawodu, jak i pracowników działów serwisowych oraz pracowników zakładów produkujących tekturę falistą. Zwrócono uwagę na aktualne tendencje oraz przyszłe potrzeby serwisantów i operatorów tekturnic. Przedstawiono metody szkoleń, ich zakres oraz możliwości polepszenia warunków i efektów pracy, jak i samej diagnostyki tekturnicy. Artykuł jest materiałem dyskusyjnym i opiera się na wieloletniej praktyce szkoleniowej autora oraz doświadczeniach BHS Corrugated.
EN
This article presents modern training techniques for corrugators, aimed at both apprentices and service department employees, as well as employees of corrugated board plants. It highlights current trends and the future needs of corrugator service technicians and operators. Training methods, their scope, and opportunities for improving working conditions and outcomes, as well as corrugator diagnostics, are presented. This article is a discussion based on the author’s many years of training experience and the experience of BHS Corrugated.
EN
Virtual reality technologies are gaining increasing prominence in medical diagnostics and therapeutic applications. This study introduces the conceptual framework and current development status of a system specifically designed for vision diagnostics and therapy employing wireless virtual reality (VR) goggles. The virtualization of diagnostic tests enables enhanced automation in data analysis while facilitating rapid dissemination of laboratory findings to optometrists. Preliminary tests provide proof of the effectiveness of the proposed vision therapy solutions.
PL
Rozwiązania sięgające po wirtualną rzeczywistość stają się coraz popularniejsze w diagnostyce i terapii medycznej. W artykule przedstawiono koncepcję i aktualny stan prac nad systemem dedykowanym do diagnostyki i terapii wzroku z użyciem bezprzewodowych gogli VR. Wirtualizacja testów oferuje nie tylko zwiększenie stopnia automatyzacji analizy danych, ale także szybsze udostępnianie optometrystom rezultatów prac laboratoryjnych. Wstępne testy potwierdzają skuteczność zaproponowanych rozwiązań dot. terapii wzroku.
EN
Over the past few years, AI development has impacted fields like computer vision, image description, and generation. The article explored AI's capability to create descriptions and generate images, comparing these with human perception. Images were examined using eye tracking in a VR art gallery and on a desktop. The study involved expert and AI descriptions of BITSCOPE project images, followed by AI-generated images based on those descriptions, focusing on gaze plot metrics.
PL
W ciągu ostatnich kilku lat rozwój sztucznej inteligencji (SI) przyczynił się do postępów w takich dziedzinach jak widzenie komputerowe, opisywanie i generowanie obrazów. Analizy skupiły się na zdolności SI do tworzenia opisów i generowania obrazów, porównując je z ludzką percepcją. Obrazy były badane za pomocą śledzenia ruchu gałek ocznych w galerii sztuki VR oraz w środowisku stacjonarnym. Badanie obejmowało opisy obrazów projektu BITSCOPE dokonane przez eksperta i SI, a następnie generowane przez SI obrazy na podstawie tych opisów, koncentrując się na metrykach śledzenia wzroku.
PL
W artykule przedstawiono, jak wygląda nowoczesna edukacja przyszłych pokoleń specjalistów bezpieczeństwa i higieny pracy (BHP) oraz bezpieczeństwa publicznego i zarządzania kryzysowego (BPiZK) realizowana przez Katedrę Inżynierii Bezpieczeństwa, tj. jakie narzędzia i programy są wykorzystywane w dydaktyce, aby zapewnić atrakcyjność i wysoką jakość kształcenia.
EN
To make virtual reality human-computer games more accurate and provide users with animmersive gaming experience, the study combines the method of improved part intensity field and partassociation field (PIFPAF) with binocular vision to optimize the interaction of VR human-computergames. The experimental results indicated that the PIFPAF algorithms performed relatively well withnumber of errors and target keypoint correlation of 0.22 and 0.97, respectively. In terms of processingspeed, the algorithm performed faster in both 640×480 and 320×240 resolutions, with 13 fps and 19 fps,respectively. Among the five predefined gestures, the “pointing” gesture was recognized correctly thelargest number of times in 30 test sessions, with 29 successful identifications. In contrast, the “clenchedfist” gesture had the fewest correct recognitions, totaling 26. The success of the suggested approachis confirmed by the experimental findings, which show that the optimized human-computer interactionsystem has high accuracy and processing speed. This study offers a fresh approach to the advancementof human-computer interaction technology and encourages technological integration innovation in therealm of virtual reality human-computer gaming.
EN
Virtual reality (VR) is increasingly used in education. Therefore, it is also a modern tool supporting the process of educating future miners and professional development of employees in the industry. VR technology allows for realistic representation of the mining environment, machinery and technological processes, which allows for safe training without the need to be in real excavations. Thanks to simulations, it is possible to practice operating procedures, responding to emergency situations and occupational health and safety rules. The use of VR increases the effectiveness of teaching, improves the understanding of complex processes, and reduces the risk of accidents and training costs. Virtual reality is also conducive to learning through experience, which has a positive effect on the engagement and consolidation of knowledge by training participants. The discussed project, codenamed HoloGEM, is an educational solution offering mining-related content in the form of an e-learning platform, where one of the solutions is the use of virtual reality
PL
Wirtualna rzeczywistość (VR) znajduje coraz szersze zastosowanie w edukacji górniczej, stanowiąc nowoczesne narzędzie wspierające proces kształcenia przyszłych górników oraz doskonalenia zawodowego pracowników branży. Technologia VR umożliwia realistyczne odwzorowanie środowiska kopalnianego, maszyn i procesów technologicznych, co pozwala na bezpieczne przeprowadzanie szkoleń bez konieczności przebywania w rzeczywistych wyrobiskach. Dzięki symulacjom możliwe jest ćwiczenie procedur eksploatacyjnych, reagowania na sytuacje awaryjne oraz zasad bezpieczeństwa i higieny pracy. Zastosowanie VR zwiększa efektywność nauczania, poprawia zrozumienie złożonych procesów oraz redukuje ryzyko wypadków i koszty szkoleń. Wirtualna rzeczywistość sprzyja także nauce poprzez doświadczenie, co pozytywnie wpływa na zaangażowanie i utrwalanie wiedzy przez uczestników szkoleń. Omawiany projekt o kryptonimie HoloGEM jest rozwiązaniem edukacyjnym oferującym treści dotyczące górnictwa w postaci platformy e-learningowej, gdzie jednym z rozwiązań jest zastosowanie wirtualnej rzeczywistości.
PL
Praca przedstawia przegląd symulatorów lotu dronem FPV z obsługą technologii VR, wykorzystywanych w szkoleniach wojskowych. Omówiono dostępne rozwiązania symulacyjne, ich funkcjonalności oraz potencjalne korzyści w kontekście przygotowania operatorów dronów do działań bojowych. Celem pracy jest wskazanie, w jaki sposób nowoczesne technologie mogą zwiększyć skuteczność i bezpieczeństwo procesu szkoleniowego.
EN
This paper presents an overview of FPV drone flight simulators with VR support used in military training. It discusses available simulation solutions, their functionalities, and potential benefits in preparing drone operators for combat missions. The aim is to demonstrate how modern technologies can enhance the effectiveness and safety of the training process. Analysis of Available VR-Enabled FPV Drone Simulators for Military Training.
EN
As an important natural and cultural landscape in Europe, the Rhine basin is both an expression of ecological values and an important carrier of cultural memory. However, with increasing urbanisation and globalisation, its local landscapes and ecosystems are under threat. This study focuses on exploring the dual role of local landscapes in spatial memory and sustainable development. Through visual landscape analysis, cultural narrative coding, VR modelling and questionnaire survey, the study found that the visual attractiveness and cultural significance of ecological landscapes can significantly enhance spatial memory, and that VR technology can increase public awareness and participation in conservation through immersive experiences. By employing Carbon Sink Capacity Analysis Model and Water Resource Regulation Model, this study found that the area around the cultural landmarks is particularly strong in terms of carbon sinks, water regulation and other ecological functions. This study provides a new theoretical framework and practical way forward for landscape conservation and ecological education.
EN
To enhance the conceptual expression of architectural design and enhance the interactive experience, and to strengthen the application of computer technology in architectural design drawings, this study explores architectural design methods on the ground of image deep learning image recognition technology and augmented reality technology. The experiment demonstrated that when the accuracy of the improved You Only Look Once version 4 (YOLOv4) model was 0.9, the recall rate was 0.98, and the curve area was 0.93. The model loss function curve converged to the minimum value of 0.04, with the fastest convergence speed and the highest model recognition efficiency. Its time consumption was decreased by as much as 70.06%, indicating better overall performance. Meanwhile, the clustering strategy design of the model was relatively optimal, with the highest values of purity, standard mutual information, and Rand coefficient reaching 0.944, 0.931, and 0.942, respectively. In practical analysis of architectural design, the average accuracy and intersection over union of the improved YOLOv4 model confirmed the good detection performance of this method. The application of virtual reality technology in building information models has significantly improved the visualization delay rate, and the subjective evaluation of users was relatively high. The combination of visible image recognition and augmented reality can achieve intelligent processing and application of drawing information, improve design efficiency and quality, and optimize design experience.
EN
Information is a fundamental resource, generated by mankind, it is through it that one can reduce or eliminate the effects of a cataclysm, make or lose a fortune, or even shorten a war. The transmission of hidden information in the form of cryptographic techniques has been known to mankind since the dawn of time. Initially simple, basic encryption has evolved into sophisticated steganographic hiding of information gaining more and more resistance to breakage with the development of technology. It is very difficult to develop a new, effective encryption algorithm. Therefore, it becomes very important to skillfully use already existing cryptographic algorithms and develop a new general encryption algorithm. The idea of where to hide the data also becomes important. The article proposes an author's novel system for decomposing the hidden information. Using steganography, a fragmented password is hidden in 3D objects in the Virtual Reality application world. The data is hidden directly in the VR world (a multiplayer simple game) with the caveat, however, that not everyone knows where to look for it. The time in which the information is sought is also important. Clues as to how , when and where to find the data are encoded in 3D objects. The possibility of hiding information in the metadata, in the texture, in the coordinates of the vertices of the objects and also in the UV map has been thoroughly investigated.
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