Design and implementation of virtual environments training of the visually impaire

Author(s):  
D. Tzovaras ◽  
G. Nikolakis ◽  
G. Fergadis ◽  
S. Malasiotis ◽  
M. Stavrakis
Author(s):  
Nancy Edith Ochoa Guevara ◽  
Cesar O. Díaz ◽  
Manuel Davila Sguerra ◽  
Marcelo Herrera Martinez ◽  
Oscar Acosta Agudelo ◽  
...  

With the aim of improving the citizens quality of life; the study, design anddevelopment of smart cities have been worked in different parts of the world andColombia is not excluded. Accordingly, this document presents the advances in theimplementation of a platform prototype for joining smart developments in some universities from Bogotá-Colombia. First of all, some aspects to consider in the development of a Smart City are presented. Later, the importance of virtual environments and noise studies, the drain gratings to avoid flooding by rain and the use of the bicycle as an alternative means of transport is also shown.


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.


2017 ◽  
Vol 8 (2) ◽  
pp. 1
Author(s):  
Paulo V. F. Paiva ◽  
Liliane dos S. Machado ◽  
Jauvane C. de Oliveira ◽  
Ronei M. de Moraes

Collaborative Virtual Environments (CVEs) are Virtual Reality (VR) systems and can simulate medical procedures such as surgeries performed by a group of remote users which can interact with one another through the simulation in real-time, with the aid of a network such as the Internet.Therefore, it is important to note that research on CVE-specific networking issues allows us to better understand the requirements for real-time applications. This paper discloses design and implementation issues of a peer-to-peer multicast architecture on the collaborative module of theCyberMed VR framework, aiming at providing better network scalability, as well as it shows as results, some developed applications as validation. Finally, we compared the performance of the newly implemented peer-to-peer multicast architecture with the peer-to-peer unicast previously existent with simulated models designed with OPNET Network Modeler and R statistical software. As result of our experiments, the null hypothesis was rejected (p = 2.2e-16, level of significance = 5%) confirming what we expected about the behavior of CyberMed’s multicast protocol.


Author(s):  
Angélica de Antonio ◽  
Jaime Ramirez ◽  
Gonzalo Mendez

This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of cooperative software agents. The first level of the architecture is defined as an extension of the classical intelligent tutoring system architecture that adds a new world module. Several software agents are then identified within each module. They communicate among them directly via messages and indirectly via a common data structure that is used for the collaborative development of plans. Some details are provided about the most remarkable interactions that will be established among agents during the system’s execution. The proposed architecture, and its realization in a platform of generic and configurable agents, will facilitate the design and implementation of new IVETs, maximizing the reuse of existing components and the extensibility of the system to add new functionalities.


2008 ◽  
pp. 326-341
Author(s):  
Angélica de Antonio ◽  
Jaime Ramirez ◽  
Gonzalo Mendez

This chapter proposes an architecture for the development of intelligent virtual environments for training (IVETs) which is based on a collection of cooperative software agents. The first level of the architecture is defined as an extension of the classical intelligent tutoring system architecture that adds a new world module. Several software agents are then identified within each module. They communicate among them directly via messages and indirectly via a common data structure that is used for the collaborative development of plans. Some details are provided about the most remarkable interactions that will be established among agents during the system’s execution. The proposed architecture, and its realization in a platform of generic and configurable agents, will facilitate the design and implementation of new IVETs, maximizing the reuse of existing components and the extensibility of the system to add new functionalities.


Author(s):  
Pedram Sadeghian ◽  
Mehmed Kantardzic ◽  
Sherif Rashad

Virtual environments provide a computer-synthesized world in which users can interact with objects, perform various activities, and navigate the environment as if they were in the real world (Sherman & Craig, 2002). Research in a variety of fields (i.e., software engineering, artificial intelligence, computer graphics, human computer interactions, electrical engineering, psychology, perceptual science) has been critical to the advancement of the design and implementation of virtual environments. Applications for virtual environments are found in various domains, including medicine, engineering, oil exploration, and the military (Burdea & Coiffet, 2003). Despite the advances, navigation in virtual environments remains problematic for users (Darken & Sibert, 1996). Users of virtual environments, without any navigational tools, often become disoriented and have extreme difficulty completing navigational tasks (Conroy, 2001; Darken & Sibert, 1996; Dijk et al., 2003; Modjeska & Waterworth, 2000). Even simple navigational tools are not enough to prevent users from becoming lost in virtual environments. Naturally, this leads to a sense of frustration on the part of users and decreases the quality of human-computer interactions. In order to enhance the experience of users of virtual environments and to overcome the problem of disorientation, new sophisticated tools are necessary to provide navigational assistance. We propose the design and use of navigational assistance systems that use models derived through data mining to provide assistance to users. Such systems formalize the experience of previous users and make them available to new users in order to improve the quality of new users’ interactions with the virtual environment.


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