Virtual Environment Design of Railway Wagon for Prototype Analysis and Simulation

Author(s):  
Shivendra Nandan ◽  
Satyajeet Kant ◽  
Rishikesh Trivedi ◽  
Javed Ahmad ◽  
M. Maniraj
2016 ◽  
Vol 9 (3) ◽  
Author(s):  
Jon Ram Bruun-Pedersen ◽  
Stefania Serafin ◽  
Lise Busk Kofoed

With increasing age, muscle strength decreases excessively rapidly if physical activity is not maintained. However, physical activity is increasingly difficult with aging. This is due to balance, strength or coordination difficulties, arthritis, etc. Moreover, many nursing home residents become unable to experience natural surroundings. Augmenting a conventional biking exercise with a recreational virtual environment (RVE) has shown to serve as an intrinsic motivation contributor to exercise for nursing home residents. RVEs might be able to provide some of the health benefits that regular nature experiences do. More studies on content of proper custom designs for RVEs are necessary. This paper reviews the background for RVE design, describes four custom RVE designs for recreational VE exploration and presents user preferences among nursing home users concerning content and other pivotal design considerations.


Author(s):  
Adam Tilinger ◽  
Cecilia Sik-Lanyi

This chapter presents the differences between left- and right-handed persons in the aspect of computer-presented information and virtual realities. It introduces five test scenarios and their results addressing this question. We showed that there are moderate differences between groups preferring different hands. The different needs of left- and right-handed people may play an important role in user-friendly interface and virtual environment design, since about a tenth of the population is left-handed. This could help to undo the difficulties that the left-handed and ambidextrous routinely encounter in their daily lives.


2018 ◽  
Vol 38 ◽  
pp. 458-473
Author(s):  
Ikhwan Kim ◽  
SukJoo Hong ◽  
Ji-Hyun Lee ◽  
Jean-Charles Bazin

2010 ◽  
Vol 19 (2) ◽  
pp. 179-195 ◽  
Author(s):  
Chadwick A Wingrave ◽  
Joseph J LaViola

We present a candid reflection on the issues surrounding virtual environment design and implementation (VEDI) in order to: (1) motivate the topic as a researchworthy undertaking, and (2) attempt a comprehensive listing of impeding VEDI issues so they can be addressed. In order to structure this reflection, an idealized model of VEDI is presented. This model, investigated using mixed methods, resulted in 67 distinct issues along the model's transitions and pathways. These were clustered into 11 themes and used to support five VEDI research challenges.


Author(s):  
David Black ◽  
Michael A. Riley

Adaptation to prisms can produce a change in felt arm position, termed proprioceptive shift. We studied the effects of prism-induced proprioceptive shift on interlimb rhythmic coordination performed under haptic (proprioceptive) guidance, in the absence of vision. Relative to interlimb rhythmic coordination performed before prism exposure, the observed steady states of relative phase for post-exposure coordination were shifted by a small but reliable amount. The shift was in the direction expected given the direction of optical displacement. The amount of variability of interlimb rhythmic coordination was unaffected by prism exposure. The implications of the results apply to virtual environment design.


Author(s):  
Themba M. Ngwenya

This chapter seeks to examine the future identities of the self among learners across physical and virtual spaces and attempts to explain how these roles could flourish across the tech-centric learning environments. The study discusses the origin of identities, how they relate to current and future models of education, and what future identities and roles are possible. Challenges mentioned include those associated with evaluation and assessment of the virtual spaces, as well as new ways of capturing the environment feedback by utilizing sensors and wearable technology. Highlights involve virtual environment design using gamification techniques and security aspects of the future identities. The conclusion summarizes factors and stakeholders that need consideration when creating adequate physical and virtual spaces for the future identities of self.


2008 ◽  
pp. 1411-1425
Author(s):  
Adam Tilinger ◽  
Cecilia Sik-Lanyi

This chapter presents the differences between left- and right-handed persons in the aspect of computer-presented information and virtual realities. It introduces five test scenarios and their results addressing this question. We showed that there are moderate differences between groups preferring different hands. The different needs of left- and right-handed people may play an important role in user-friendly interface and virtual environment design, since about a tenth of the population is left-handed. This could help to undo the difficulties that the left-handed and ambidextrous routinely encounter in their daily lives.


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