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EN
Nowadays, technical devices such as electromechanical energy transducers, motors and generators are higher and higher utilized. However, these devices have a very complicated geometry with many technical details to master. A proper design tool with some basic assumptions such as accuracy or user friendliness could support the designers during work. The idea is to utilize concept of the virtual reality. As a preliminary work, a particularly simple model is chosen which defines the relations between selected values concerning the dimensions of a machine and its output parameters. The main focus is put on the relation between the external diameter and the rotor length. A software tool is developed which can be used to show how the changes in machine dimensions influence the torque, power, power losses and efficiency of the machine.
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Content available Virtual assembly with Delmia DPM
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EN
Industrial assembly is nowadays subject to quick product changes, increasing numbers of variants and short planning spans of the customer. This can be achieved by using, presented in this paper, new methods and approaches like virtual reality and last but not least virtual verification of processes in assembly.
EN
The purpose of the study was to determine how a stimulus presented in the virtual reality environment as a simulation of a fall off the stairs, triggers a loss of balance. The study also examined if the head movement measurements and the analysis in the frequency domain could increase the range of interpretation. Methods: 11 healthy individuals were tested, two [A1] were identified as more susceptible to the introduced disturbance, and one reported having dizziness, car sickness and fear of heights. Measurements of center of pressure (COP) and head positions were performed in the real and in the virtual environment. The beginning of the simulation was either unexpected or preceded by a signal. The analysis included standard parameters determined in time domain as well as the amplitude of the first harmonic from the fast Fourier transform (FFT). Results: The analysis did not reveal statistically significant differences between results obtained: in real and virtual environments, with and without the warning signal. It was possible to notice the effect of virtual disturbance in the three selected individuals; this was particularly evident in the analysis of the first harmonic of the FFT. Conclusions: The conducted tests revealed that the limitation of the analyses exclusively to the time domain could be insufficient for a comprehensive interpretation. The effect of introduced disturbance was particularly noticeable in the analysis of the first harmonic for head movement. The application of this parameter could enable a more accurate investigation of a strategy aimed at maintaining balance.
EN
This paper presents how the Virtual Reality (VR) technology and Computer Graphics (CG) is used nowadays by industry to reduce productions costs, minimize learning curve and eliminates hazard situations. Few examples of procedural training and VR simulators are being presented, as well as the usage of CG for military training and troops support.
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Content available Phonoholism as a Personal Safety Threat
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EN
Using modern devices and global access to information have become one of the most important areas of people’s lives, especially in case of young people who have been dealing with technology and new media since they were very young. It is hard to imagine life without new information communication technologies. Communicating, making friends, gaining information, entertainment, pursuing hobbies and interests – it all happens through these technologies. Is virtual reality becoming the space of creativity of the young or their escape from real tasks that they should face in everyday life? The paper presents research on the compulsive usage of mobile phones and gives a detailed characteristics of the phenomenon of phonoholism in Masovian voivodship. The underlying research objective is the analysis of the negative effects of the excessive immersion of the users in the Internet and the ubiquitous presence thereof in people’s lives, with a particular emphasis being put on the impact the Internet has on young people. Among others, the research results have displayed low perception of the harmfulness of addiction to a mobile phone among the investigated youth.
EN
Virtual Reality (VR) is an amazing tool in the field of interaction, simulation, and entertainment between humans and computers. This technology is often used for recreational purposes in combination with physical activities. The main objective of this study was to compare intermittent training with continuous training on the shooting range. The first part of the article presents the essence of virtual reality and the possibilities that arise from its use. Then the created virtual environment, in which the shooter is located, and the way the study has been carried out are presented. The attempts of the participants were shown and evaluated. The realistic physics of movement and environment interactions have been designed into this map. The main aspects of the modelled and programmed shooting range were presented and their use has been described. The following section describes the research process and the analysis of the results of the test carried out on eight participants who had not previously been exposed to virtual reality. The test subjects were divided into two groups, one intermittent training and the other continuous training. The results of these groups were compared to assess which forms of training in a virtual reality environment were more beneficial.
PL
W referacie zaprezentowano kluczowe aspekty wspomagania eksploatacji uzbrojenia morskiego dzięki zastosowaniu wirtualnej rzeczywistości, m.in. realistyczne, interaktywne materiały szkoleniowe. System symulacji 3D wspiera najważniejsze obszary nauczania budowy oraz obsługi uzbrojenia morskiego, jak również testowanie wiedzy i umiejętności szkolonych oraz umożliwia interaktywną pracę z trójwymiarowymi modelami uzbrojenia morskiego.
EN
The paper presents the key aspects of maritime operations support weapons by using virtual reality, including realistic, interactive training materials. This simulation system supports the most important areas of teaching construction and operation of marine weapons, as well as testing the knowledge and skills of trainees and allows interactive work with threedimensional models of marine weapons.
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Content available Cyberspace in the Perspective of Cognitive Pedagogy
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EN
The article discusses the problems of human functioning in cyberspace seen from the perspective of cognitive pedagogy. The focus was on the area of communication, information processing by people and problems related to the language of the media. The understanding of the concepts of cyberspace and virtual reality from the position of cognitive pedagogy has been defined. A number of phenomena have been presented, such as: multitasking, cognitive load, sequencing mechanism, compression and addiction.
EN
Introduction: Dental students invest many hours in manual dexterity training to prepare themselves for the clinics. Exercising on plastic has the advantage of learning within a standardized environment; continuing exercises on prefab teeth are unrealistic as plastic does not generate a training facility for clinical problem solving. Introducing a virtual learning environment with haptics and 3D models with realistic pathology (the Simodont) enables students to become competent before they enter clinics, assuming that the competences are easily transferred from virtual reality to reality. Therefore a study has been carried out to investigate if skills developed in virtual reality are transferred to reality. Methodology: Twenty-eight students participated in the study; 10 trained in the traditional phantom lab, 10 trained in the Simodont lab and 8 acted as a control group. Performance was tested before, during and after training. Result: It turned out that all students performed better after little or more training, independent of the training environment. Conclusion: Skills developed in virtual reality on the Simodont were transferred to reality.
EN
This paper presents results of research in time consumption of actual and virtual assembly of a bus air-conditioner compressor using an MTM analysis of basic motions. Definitions of work time, time consumption and work consumption arc compared as they arc often used interchangeably in the literature. The article substantiates the subject and discusses the essence and objectives of research in time consumed by assembly processes. It also presents characteristics of the MTM methodology of analysis of basic motions, and steps required within its framework in order to determine time consumption. The article also discusses EON ICATCHER, a passive, multidisplay, 3D projection system, basic software and stages of determining time consumption involved in assembly of an air-conditioner compressor in Virtual Design Lab. The actual workstation used for assembly of the compressor is compared with a virtual workstation designed using CATIA software. Results established using the MTM analysis of time consumed by actual and virtual assembly operations are presented in tables and analyzed. The research has shown that application of the MTM methodology combined with VR technology makes it possible to provide fast testing of duration of assembly processes performed in a complex manner and to prepare their implementation by taking into account several variants of parts configuration.
EN
Even if the era of Industry 4.0 has reached, the planning of a factory layout is a discipline, which leans on manual planning tools. By using several optimization methods, it is now possible to automatize the necessary steps in the rough planning phase and to calculate the possibilities of positioning with regard to the target function. The calculation is based on the design data of the factory. To perform an automatized optimization, the whole model should be transformed into a mathematical describable form. For this purpose, methods from the graph theory will be used. These methods allow the positioning of objects on the discretized floor plan. After the positioning has finished, the visualization of the model takes place. The preparation of the model has been implemented in the Unreal Engine. The advantage of this is visualization almost in real time in an immersive environment in commercial used Head-Mounted Displays.
DE
Die Fabrik- und Layoutplanung ist eine Planungsdisziplin, welche auch heute im Zeitalter der Industrie 4.0 noch verbreitet auf manuelle Planungswerkzeuge zurückgreift. Mit Hilfe verschiedener Optimierungsverfahren ist es nun möglich, die Planungsschritte im Bereich der Grobplanung zu automatisieren und Positionierungsmöglichkeiten je nach gewünschter Zielfunktion berechnen zu lassen. Die Berechnung stützt sich dabei auf die Konstruktionsdaten der Fabrik oder Hallenmodelle. Um eine automatisierte Optimierung durchführen zu können, ist das Gesamtmodell jedoch zunächst in eine mathematisch beschreibbare Form zu überführen. Hier wird auf Verfahren aus der Graphentheorie zurückgegriffen, welche die Positionierung der Objekte auf dem diskretisierten Grundriss ermöglicht. Im Anschluss an die Positionierung erfolgt die Visualisierung. Die hierfür notwendige Aufbereitung des Modells wurde in der Unreal Engine umgesetzt. Dies bietet den Vorteil, dass das virtuell geplante Layout nahezu in Echtzeit über kommerziell verfügbare Head-Mounted Displays immersiv dargestellt werden können.
EN
Contemporary development of information technology is this stage of civilization called information society in which human learns to transform information into the knowledge. An advantage of this stage is that it allows to effectively adapt to rapidly changing economical and political situations. However, its uncontrolled effect is the phenomena of creating the „virtual reality”. In such reality the information is constructs the illusions and artificial worlds in the human mind. The research on perceptual and memory processes uncovers the mechanisms of such construction which are often used to control the consumer and voter choice in economic and political market. The paper presents some examples of such control in both, the investment behavior on stock market, and the voter behavior under the influence of the negative political campaigns. The analyses of this controlled behavior in the light of cognitive mechanism of information processing allow to look differently on the classic notions of truth and freedom in decision making.
EN
The paper aims to determine how information and communication technology influences contemporary culture and examines the nature of this relationship. The analysis is based on socio-cultural research combined with socio-metric and humanistic studies, along with an eclectic approach. The author uses qualitative methods, in addition to system analyses, discourse analyses, secondary analysis, and participant observation. Digital and communication technology is changing the nature of interpersonal relations in today’s world, Wassilew says. Social networking sites on the internet make it possible to strengthen old and create new interpersonal ties, and they also contribute to the development of an information society. Technology used in interpersonal communication changes the way in which people look at the world around them. This eventually leads to new lifestyle patterns, in addition to economic, political and cultural changes, Wassilew says. According to the author, the paper’s findings can be used in business, marketing, logistics, organization and management strategies, and in the design of IT and communications systems.
EN
Virtual reality is a rapidly evolving technology, which is successfully and increasingly present in various branches. The main purpose of this article is to tell whether the virtual reality is useful and functional in many areas of life. There were discussed such aspects as: phobia treatment, pain reduction, reducing the occurrence of post-traumatic stress, rehabilitation and medicine. Taking into account the listed examples of positive use of virtual reality it can be assumed that growth of this technology is both beneficial and necessary for society development.
EN
During the years common understanding of the possibilities and perspectives of Virtual Reality (VR) usage has been changed. It is thought that VR is mainly used in entertainment purposes, but it is being used already for many years in different industries, and now with easier access to the hardware it became a helpful and accessible tool that could be used and developed in any field of human activities. In manufacturing, immersive technologies are mainly used nowadays for the visualisation of processes and products combining those visuals into the factory Digital Twin (DT) which is possible to view from the inside look. This feature is already being used in several manufacturing simulation tools, which enable to view onto industrial line / robotic cells via Virtual Reality glasses. However, the potential of using simulations with VR in manufacturing is not fully uncovered. The main aim of this, industrial robotics targeted research is to enable besides simulation also universal control algorithms through Virtual Reality experience, produced by game engine Unity3D, which can be easily modified for a wide range of industrial equipment. The primary outcome of this work is the development of the synchronisation model of real and virtual industrial robots and experimental testing the developed model in Virtual Reality and shop floor labs.
EN
This article aims to provide teachers with a practical introduction to the capabilities of augmented and virtual reality (AR/VR) in foreign language education. We first provide an overview of recent developments in this field and review some of the affordances of the technologies. This is followed by detailed outlines of a number of activities that teachers can use in any ESL classroom with access to smartphones or AR/VR capable devices. The article concludes with consideration of privacy concerns, and practical issues of classroom implementation.
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EN
The dynamism of changes occurring in the social-economic space determines need for the systematic development, understood as seeking innovative solutions. Given that 46% of the world population uses the Internet and the 31% declares that they are active users of social media, no rationally formulated corporate strategy can omit the potential of computer technologies. One of the advanced solutions which are successively adapted in the sector of banking services is virtual reality. It seems that every industry from video games developers to healthcare is looking for innovative ways to integrate some sort of virtual reality platform into their day-to-day systems. The aim of the article is the presentation of the concept of virtual reality in the context of banking. The article proves the implementation of VR in banking generates competitive advantage. Additionally, it presents various aspects of applications, market trends and forecasts of the subsequent development of this phenomenon. Moreover, there is an attempt to answer a question, whether virtual reality improves the effectiveness of the banking activity
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Content available remote Virtual Reality as a Tool for Computer Aided Safety Engineering
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EN
In recent years the use of virtual reality (VR) and augmented reality (AR) becomes more and more popular. The paper presents examples of virtual reality application in safety engineering, like safety training, different types of simulators, work place design, modelling of dangerous zones in manufacturing systems and testing of safety systems. The use of VR techniques seems to be particularly advantageous in situations where training under actual conditions is related to threats against human health and life. Therefore, training in virtual environments is often used in areas like firefighting, especially in the case of combating of internal fires.
EN
Realism of a Virtual Reality simulation can be improved by use of physical objects tracked in real time. The paper presents possibility of using low-cost FDM process, realized by MakerBot Replicator 2X machine, in comparison with a professional one to build tooling for a simulation of ultrasound examination procedure. The objects were manufactured on two different machines out of ABS material, 3D scanned for accuracy testing and finally possibilities of their use in a VR system were evaluated.
EN
The possibilities of virtual reality in B2B marketing are increasingly recognized in scientific discussions as well as articles on interesting examples of early adopters such as IKEA and Airbus. However, while there is a growing recognition of its potential, the specific impact of virtual reality on B2B marketing remains part of the unexplored research area. From a business point of view, virtual reality technologies are already largely attracting investments that encourage research in the field hoping to discover the full potential of this technological innovation in optimizing business operations and processes. The great interest in virtual reality in marketing is not limited to the needs of the market but also comes from the gap in academic research and literature. Therefore, this research aims to bridge the gap between managerial and academic understanding and to improve knowledge of the influence of immersive reality technologies, namely virtual reality, on B2B sales and marketing. The basic method of work in this article is desk research. This paper draws upon reliable sources such as academic journals, published books, and case studies. Following an exploratory approach, the theoretical background provides a starting point for future empirical studies. This paper gives a realistic theoretical consideration of the topic by developing a framework and providing suggestions describing the impact of virtual reality on the perception of B2B customers, also providing B2B marketers and experts with several directions for future research and provides recommendations for B2B marketers who are interested in using the vast array of opportunities offered by virtual reality.
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