Immersive Articulation of the Human Upper Body in a Virtual Environment

Immersive Articulation of the Human Upper Body in a Virtual Environment
Author: Paul F. Skopowski
Publisher:
Total Pages: 0
Release: 1996
Genre: Kinematics
ISBN:

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This thesis addresses the problem that virtual environments (VE's) do not possess a practical, intuitive, and comfortable interface that allows a user to control a virtual human's movements in real-time. Such a device would give the user the feeling of being immersed in the virtual world, greatly expanding the usability of today's virtual environments. The approach was to develop an interface for the upper body, since it is through this part of users' anatomy that they interact most with their environment. Lower body motion can be more easily scripted. Implementation includes construction of a kinematic model of the upper body. The model is then manipulated in real-time with inputs from electromagnetic motion tracking sensors places on the user. Research resulted in an interface that is easy to use and allows its user limited interaction with a VE. The device takes approximately one sixth the time to don and calibrate as do mechanical interfaces with similar capability. It tracks thirteen degrees of freedom. Upper body position is tracked, allowing the users to move through the VE. Users can orient their upper body and control the movements of one arm. Uncorrected position data from two trackers was used to generate clavicle joint angles. Difficulty in controlling figure motion indicates that the sensors used lack sufficient registration for this purpose. Therefore, the interface software uses only orientation data for computing joint angles.

Real-time Articulation of the Upper Body for Simulated Humans in Virtual Environments

Real-time Articulation of the Upper Body for Simulated Humans in Virtual Environments
Author: Marianne Susan Waldrop
Publisher:
Total Pages: 0
Release: 1995
Genre:
ISBN:

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The problem addressed in this thesis is that most large-scale networked virtual environments (VE) do not possess an interface to produce dynamic, real-time interactive simulated human motion. In order to attain a high level of realism in the virtual world, the user must be able to dynamically interact with his environment. For the lower body, we find that scripted locomotive motion is adequate. However, the same is not true for upper body motion because humans by their nature interact with their environment largely with their hands. The approach taken in this thesis is to develop an interactive interface which achieves dynamic real-time upper body motion while not encumbering the user. The interface is based on inexpensive and commercially available six degree of freedom (DOF) magnetic sensor technology and fast kinematic algorithms. The result of this work is the creation of a human upper body interface which can be extended for use in any large-scale networked interactive VE, such as NPSNET. Three sensors are strapped onto each arm of the user, which read their position and orientation and transmit this information to the software, which in turn produces the same motion of the computer human icon in real-time. An interface such as this enables participants in networked VE to more naturally interact with the environment in real-time.

Real-time Articulation of the Upper Body for Simulated Humans in Virtual Environments

Real-time Articulation of the Upper Body for Simulated Humans in Virtual Environments
Author: Marianne Susan Waldrop
Publisher:
Total Pages: 90
Release: 1995
Genre:
ISBN:

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The problem addressed in this thesis is that most large-scale networked virtual environments (VE) do not possess an interface to produce dynamic, real-time interactive simulated human motion. In order to attain a high level of realism in the virtual world, the user must be able to dynamically interact with his environment. For the lower body, we find that scripted locomotive motion is adequate. However, the same is not true for upper body motion because humans by their nature interact with their environment largely with their hands. The approach taken in this thesis is to develop an interactive interface which achieves dynamic real-time upper body motion while not encumbering the user. The interface is based on inexpensive and commercially available six degree of freedom (DOF) magnetic sensor technology and fast kinematic algorithms. The result of this work is the creation of a human upper body interface which can be extended for use in any large-scale networked interactive VE, such as NPSNET. Three sensors are strapped onto each arm of the user, which read their position and orientation and transmit this information to the software, which in turn produces the same motion of the computer human icon in real-time. An interface such as this enables participants in networked VE to more naturally interact with the environment in real-time.

Sources for a Better Education

Sources for a Better Education
Author: Piet Kommers
Publisher: Springer Nature
Total Pages: 577
Release: 2022-02-22
Genre: Education
ISBN: 3030889033

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This textbook evolves from the intersection between ‘Research’, ‘Educational Information Technologies’ and recent ‘Best Practices’. It offers diplomacy and erudite rhetoric in order to harvest from innovation projects and see how new professional needs for teachers are emerging day by day. The volume launches the compact background for the 21st century education that every teacher faces after being in charge for 3 or 6 years after pre-service training. ‘Sources for a better education’ refers to the deep understanding and to the incentives for encouraging teachers to leave the comfort zone and experiment the next steps into a further sophisticated professionalism, without the threat of feeling in a ‘Dilemma’. The first candidate for extending one’s teaching effectiveness is to tailor one’s teaching to the test to be expected. ‘Teaching to the Test’ is an understandable tactic, however it endangers the students’ full understanding of underlying concepts and analogies. The second candidate for professionalism is the deeper layer of knowledge on how curricular domains are related. In simpler terms: better teachers know how to ‘bridge’ topics and subjects so that students develop a deeper understanding on the patterns and structure in knowledge. The 21st century education prioritizes higher degrees of flexible-, divergent and abstract thinking, so that creative problem solving comes into reach. ICT tools for making prior knowledge explicit is a major example on how learners harvest upon prior knowledge, thinking and intuition. The third source for a better education is the courage to envisage one’s meta knowledge in order to see patterns in learning and understanding. The more conscious prior knowledge gets decompiled into genetic metaphors; the better future learning can be anticipated. The fourth asset for meta-cognitive skills is the wide spectrum of tools that the web offers for building knowledge infra-structures so that knowledge becomes transformed into problem solving skills; the availability of knowledge is no longer sufficient for finding creative and authentic solutions in future situations. This is the case for both students and teachers. By tradition, the bottom-up strategy from reproductive factual learning up to the levels of problem solving and creative thinking has been favoured. The ‘one-click away’ access to information on the web asks a more strategic attitude from learners and practitioners to cope with the periphery between known and unknown, so that a more effective meta-cognition develops. The fifth stimulus for more effective learning is the expanding impact of social media. Social media tend to intimidate learners with incomplete understanding to jump on biases as delivered through political and conspiracy agendas. This books aims at the challenge to build upon learners’ existential needs and developing interest for a longer-term learning perspective. “Renaissance man and philosopher Piet Kommers presents us with an interesting question: What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from learning to learn to machine learning for learning. In 35 chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is a must-have for every 21st Century bookshelf!” By: Johannes Cronjé, professor of Digital Teaching and Learning in the Department of Information Technology at the Cape Peninsula University of Technology, South Africa. “Piet Kommers has in 400 pages provided an overview of teaching based on practical experience. It is not a summary of pedagogic models, but a guide to important factors in how to motivate students and thus improve their learning. New technologies changes teaching, and we need to understand how application of such technologies can improve the learning. This book provides such knowledge and I wish I had it when I started teaching at university many years ago.” By: Jan Frick, Professor Business School, University of Stavanger, Norway. "Piet Kommers delivers a very thorough book with a holistic perspective on Learning Technologies. This book is a result of many years of experience that the author has in Higher Education. It comprises lessons learned from the author ́s professional career, including inputs from European Union research projects, as well as diversified interactions with a wide range of Peoples and Cultures. The result is a unique perspective that is a must-read for anyone interested in Learning Technologies, past, present, and future!" By: Pedro Isaias, associate professor at the Information Systems & Technology Management School of The University of New South Wales (UNSW – Sydney), Australia. “Distinguished Professor and Thinker Dr. Piet Kommers presents the academic community with a new horizon on education that reflects the current and future technology trends in the e-Learning and Fast Internet ubiquity. The Book discusses the current and most recent advances in research and application of most effective learning methods in conjunction with the future directions in machine learning in support of learning. The Book's 35 chapters present cutting-edge technologies and state-of-the-art learning methods in support of best educational practices and the student's best learning experience. The Book is most valuable asset to educator's community pursuing the mission of excellence in the Third Millennium!” By: Eduard Babulak, Professor, Computational Sciences, Liberty University, Lynchburg, USA. "Well-known scientist, (e-)learning expert and philosopher Piet Kommers presents us with an interesting question: What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from ‘learning to learn’ to ‘machine learning for learning’. In 35 chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is an interesting and useful publication for all educators as well as learners and must-have for every 21st Century bookshelf!" By: Eugenia Smyrnova-Trybulska, Dr. hab., associate professor, Institute of Pedagogy, Faculty of Art and Sciences of Education, University of Silesia in Katowice, Poland. “The book presents a mosaic of assets reflecting the vast international experience in research and realization of learning technologies of the author, honourable professor of the UNESCO Chair in New information technologies in education for all, Piet Kommers. Describing various aspects of learning strategies, approaches, techniques and technologies in a concise way, he engages the readers into the mental construction of a "big picture" and makes them reconsider routine processes of teaching and learning. Exciting and thought-provoking reading for educators, researchers, and devoted learners.” By: professor Volodymyr Gritsenko, Director of the International Research and Training Centre for Information Technologies and Systems, National Academy of Sciences and Ministry of Education and Science of Ukraine, Head of the UNESCO Chair.

Immersive Virtual and Augmented Reality in Healthcare

Immersive Virtual and Augmented Reality in Healthcare
Author: Rajendra Kumar
Publisher: CRC Press
Total Pages: 244
Release: 2023-10-16
Genre: Computers
ISBN: 1000964043

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The book acts as a guide, taking the reader into the smart system domain and providing theoretical and practical knowledge along with case studies in smart healthcare. The book uses a blend of interdisciplinary approaches such as IoT, blockchain, augmented reality, and virtual reality for the implementation of cost-effective, real-time, and user-friendly solutions for healthcare problems. Immersive Virtual and Augmented Reality in Healthcare: An IoT and Blockchain Perspective presents the trends, best practices, techniques, developments, sensors, materials, and case studies that are using augmented and virtual reality environments with the state-of-the-art latest technologies like IoT, blockchain, and machine learning in the implementation of healthcare systems. The book focuses on the design and implementation of smart healthcare systems with major challenges to further explore more robust and efficient healthcare solutions in terms of low cost, faster algorithms, more sensitive IoT sensors, faster data communication, and real-time solutions for treatment. It discusses the use of virtual and augmented reality and how it can provide user-friendly and interactive communication within healthcare systems. Illustrated through case studies, the book conveys how different hospitals and healthcare equipment providers can adopt good practices found in the book to improve the performance/productivity of their staff and system. The content is rounded out by providing how IoT, blockchain, and artificial intelligence can provide the framework for designing and/or upgrading traditional healthcare systems by increasing security and data privacy. A valuable resource for engineers working with systems, the healthcare professionals involved in the design and development of healthcare devices and systems, researcher scholars, multidisciplinary scientists, students, and academics who are wishing to explore the use of virtual and augmented reality in new and existing healthcare systems.

Biomedical Information Technology

Biomedical Information Technology
Author: David Dagan Feng
Publisher: Academic Press
Total Pages: 593
Release: 2011-07-28
Genre: Science
ISBN: 008055072X

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The enormous growth in the field of biotechnology necessitates the utilization of information technology for the management, flow and organization of data. The field continues to evolve with the development of new applications to fit the needs of the biomedicine. From molecular imaging to healthcare knowledge management, the storage, access and analysis of data contributes significantly to biomedical research and practice. All biomedical professionals can benefit from a greater understanding of how data can be efficiently managed and utilized through data compression, modelling, processing, registration, visualization, communication, and large-scale biological computing. In addition Biomedical Information Technology contains practical integrated clinical applications for disease detection, diagnosis, surgery, therapy, and biomedical knowledge discovery, including the latest advances in the field, such as ubiquitous M-Health systems and molecular imaging applications. The world's most recognized authorities give their "best practices" ready for implementation Provides professionals with the most up to date and mission critical tools to evaluate the latest advances in the field and current integrated clinical applications Gives new staff the technological fundamentals and updates experienced professionals with the latest practical integrated clinical applications

Learning in Metaverses: Co-Existing in Real Virtuality

Learning in Metaverses: Co-Existing in Real Virtuality
Author: Schlemmer, Eliane
Publisher: IGI Global
Total Pages: 374
Release: 2014-08-31
Genre: Education
ISBN: 1466663529

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The potential of virtual world technologies to improve teaching and learning has been recognized in recent years, creating new possibilities for teaching and learning processes, with virtual environments impacting the achievement of student learning and collaboration. Learning in Metaverses: Co-Existing in Real Virtuality discusses a better way to understand this new learning universe, exploring the possibilities of new social organization through the use of avatars in virtual worlds. Examining platforms such as Web 3D, metaverse, MDV3D, ECODI, hybrid living and sharing spaces, gamification, alternate reality, mingled reality, and augmented reality to evaluate the possibilities for their implementation in education, this reference book will be of use to academics, educators, students, researchers, gamers, and professionals.

Applied Spatial Cognition

Applied Spatial Cognition
Author: Gary L. Allen
Publisher: Psychology Press
Total Pages: 414
Release: 2020-07-24
Genre: Psychology
ISBN: 1000106233

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Applied Spatial Cognition illustrates the vital link between research and application in spatial cognition. With an impressive vista ranging from applied research to applications of cognitive technology, this volume presents the work of individuals from a wide range of disciplines and research areas, including psychologists, geographers, information scientists, computer scientists, cognitive scientists, engineers, and architects. Chapters throughout the book are a testimony to the importance of basic and applied research regarding human spatial cognition and behavior in the many facets of daily life. The contents are arranged into three sections, the first of which deals with a variety of spatial problems in real-world settings. The second section focuses on spatial cognition in specific populations. The final part is concerned principally with applications of spatial cognitive research and the development of cognitive technology. Relevant to a number of remarkably diverse groups, Applied Spatial Cognition will be of considerable interest to researchers and professionals in industrial/organizational psychology, human factors research, and cognitive science.