Application of Virtual Reality Means in Dashboard Function and Dashboard Assembly Fixture Ergonomic Analysis

2014 ◽  
Vol 718 ◽  
pp. 221-226
Author(s):  
Katarína Senderská ◽  
Albert Mareš ◽  
Jozef Kováč

Manual assembly has in some areas of production dominant role. For its effective performance the different jigs and fixtures may be used. For the design of such fixtures, it is useful to use CAD systems. The proposed fixture is necessary to additionally verify from the different points of view, including the ergonomic. For the fixture verification from ergonomic point of view, it appears that it is useful to use virtual reality components such as data gloves and their connection to the CAD design. The article describes the application of data glove for the verification of the functionality of the product and the functionality of its assembly fixture from ergonomics point of view.

Energies ◽  
2020 ◽  
Vol 13 (15) ◽  
pp. 3809 ◽  
Author(s):  
Michelangelo Scorpio ◽  
Roberta Laffi ◽  
Massimiliano Masullo ◽  
Giovanni Ciampi ◽  
Antonio Rosato ◽  
...  

More and more cities are evolving into smart cities, increasing their attractiveness, energy efficiency, and users’ satisfaction. Lighting systems play an important role in the evolution process, thanks to their ability to affect city life at night along with people’s mood and behaviour. In this scenario, advanced lighting design methods such as virtual reality (VR) became essential to assess lighting systems from different points of view, especially those linked with the city users’ expectations. Initially, the review highlights a list of objective and subjective parameters to be considered for the lighting design of three main city areas/applications: roads, green areas and buildings. Besides, the state-of-art in using VR for outdoor lighting design is established. Finally, the Unreal game engine is used to analyse the ability of VR to take into account the lighting parameters, not yet investigated in current literature and to highlight the VR potential for augmenting lighting design. The results confirm the benefit of using VR in lighting design, even if further investigations are needed to establish its reliability, especially from the photometrical point of view.


In the article the analysis of nonsense, absurdity and paradox from the standpoint of linguistics is giv-en. Different points of view on these categories in relation to the meaning are considered. An attempt is made to reveal the commonality and specificity of nonsense, absurdity and paradox. Some researchers consider nonsense and paradox as a kind of absurdity. There is a dichotomous point of view on nonsense as one of the components of absurdity. However, there are works where these categories are differentiat-ed, for example, absurdity is understood as an ontological category, and nonsense as an epistemological category. There is a view of these categories through the allocation of "non-sense", "out-sense" and 136 "counter-sense" there is also a view that in the case of nonsense we are talking about the incompatibility of representations, and in the case of absurdity-the incompatibility of objects. If there are criteria that allow us to consider the presence of this phenomenon as natural, absurdity ceases to exist. Consequently, the view is expressed that nonsense, absurdity and paradox are different categories of thinking. Paradox is a contradiction arising from the presence of two or more common sense. The absurdity can be seen as a" counter-sense» opposing common sense and putting forward the concept of active impossibility of the latter's existence. As for nonsense, it is the meaning of metaphysical level – a meaning that goes beyond the ordinary meaning and creates new meanings. It is concluded that nonsense, absurdity and paradox are independent categories of human thinking, which is a manifestation of the cognitive function of hu-man consciousness.


Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2015 ◽  
Vol 24 (4) ◽  
pp. 298-321 ◽  
Author(s):  
Ernesto de la Rubia ◽  
Antonio Diaz-Estrella

Virtual reality has become a promising field in recent decades, and its potential now seems clearer than ever. With the development of handheld devices and wireless technologies, interest in virtual reality is also increasing. Therefore, there is an accompanying interest in inertial sensors, which can provide such advantages as small size and low cost. Such sensors can also operate wirelessly and be used in an increasing number of interactive applications. An example related to virtual reality is the ability to move naturally through virtual environments. This is the objective of the real-walking navigation technique, for which a number of advantages have previously been reported in terms of presence, object searching, and collision, among other concerns. In this article, we address the use of foot-mounted inertial sensors to achieve real-walking navigation in a wireless virtual reality system. First, an overall description of the problem is presented. Then, specific difficulties are identified, and a corresponding technique is proposed to overcome each: tracking of foot movements; determination of the user’s position; percentage estimation of the gait cycle, including oscillating movements of the head; stabilization of the velocity of the point of view; and synchronization of head and body yaw angles. Finally, a preliminary evaluation of the system is conducted in which data and comments from participants were collected.


2021 ◽  
Author(s):  
Kristian Kletke

Virtual reality (VR) is an immersive technology that is increasingly considered for use in the sports media space. With the proliferation of digital media, stakeholders in the sports ecosystem are looking to leverage new technology as part of their distribution strategy. This paper will seek to investigate the potential for virtual reality as a sports broadcasting medium. Through an exploration of various points of view in the field, use cases, and theoretical frameworks, this research will attempt to understand the various barriers to mainstream adoption. This MRP concludes that virtual reality for sport viewing is still in its infancy, but will pervade the market as a complementary broadcasting offering in the future. It will furthermore seek to outline a business model for virtual reality sports to monetize content.


2020 ◽  
Vol 72 (2) ◽  
pp. 236-242
Author(s):  
K. Galiyeva ◽  
◽  
S. Isakova ◽  

The article is devoted to the definition of concept in modern linguistics. Various points of view and definitions of the basic concepts are considered: "concept", "conceptual sphere", "content". The aim of the article is to describe and explain such a complex unit as a concept from the point of view of linguistics. The object of research is studied in its various manifestations, the combination of verbal and nonverbal means of information expression in the conceptual sphere is revealed. the relevance of this topic is due to the need for a detailed consideration of the concept of concept based on the works of prominent scientists and linguists. Researchers treat the concept as a cognitive, psycholinguistic, linguocultural, cultural and linguistic phenomenon. The concept is an umbrella term because it "covers" the subject areas of several scientific fields: primarily cognitive psychology and cognitive linguistics.


Author(s):  
Stefan Bittmann

Virtual reality (VR) is the term used to describe representation and perception in a computer-generated, virtual environment. The term was coined by author Damien Broderick in his 1982 novel “The Judas Mandala". The term "Mixed Reality" describes the mixing of virtual reality with pure reality. The term "hyper-reality" is also used. Immersion plays a major role here. Immersion describes the embedding of the user in the virtual world. A virtual world is considered plausible if the interaction is logical in itself. This interactivity creates the illusion that what seems to be happening is actually happening. A common problem with VR is "motion sickness." To create a sense of immersion, special output devices are needed to display virtual worlds. Here, "head-mounted displays", CAVE and shutter glasses are mainly used. Input devices are needed for interaction: 3D mouse, data glove, flystick as well as the omnidirectional treadmill, with which walking in virtual space is controlled by real walking movements, play a role here.


2021 ◽  
Vol 2021 ii (15) ◽  
pp. 146-182
Author(s):  
Haroula Hatzimihail ◽  
Ioannis Pantelidis

In this announcement, the various –linguistic and non-linguistic- symbols used in the literary work 'Around the world in 80 days', written by Jules Verne, are examined from an intertemporal and contemporary point of view. The references through these points of view, in matters of multiculturalism and multilingualism, are becoming classical in nature: they concern the necessity of the applied ability to communicate between individuals who belong to different social classes and age groups, speak the same or different languages, come from different cultures, with rights and obligations in their various areas of life, etc. Key-words: linguistics, multilingualism, multiculturalism, semiotics, semiotic systems, symbols


Author(s):  
Yulia Fanilevna Aitova ◽  

The article analyzes the issue of determining the legal status of the individual management body of a limited liability company. The author begins his research with the concept of legal status existing in the general theory of law, and then proceeds to consider the issue from the point of view of philosophical categories. In addition, the work explores the diversity of points of view existing in the doctrine regarding the legal status of the individual management body of economic societies.


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