virtual plane
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2021 ◽  
Vol 5 (4) ◽  
pp. 354
Author(s):  
Ang Wei Liang ◽  
Noorhaniza Wahid ◽  
Taufik Gusman

Augmented Reality (AR) technology has been widely used on campus tours by universities all around the world. However, the students that stay very far away do not have a chance to visit around the campus. Also, the information that is available on the official website is static, resulting in the visitors feeling less engaged with the information. Hence, the virtual campus tour application using the markerless AR technology, namely AR-UTHM Tour is proposed to be developed on the Android mobile-based platform to visualize the buildings and facilities that are available in the university, specifically Universiti Tun Hussein Onn Malaysia (UTHM). This approach allows the users to visualize the 3D models by pointing the camera at any flat surface. Then, the feature point will be generated to generate a virtual plane. The information about the facilities was obtained from the UTHM official website and the 3D models of the buildings were referred to the floor plan and the actual images. The user acceptance test has been conducted on 30 students of UTHM using Technology Acceptance Model (TAM). The result shows that more than 50% of the respondents have successfully executed the AR session without any error. Overall results show that the users are satisfied with the AR-UTHM Tour application. In conclusion, this application is suitable to be used as a medium to introduce and promote UTHM virtually. Future improvements in terms of detailing the aesthetic of the 3D model will be taken into consideration.


2021 ◽  
Vol 9 (2) ◽  
pp. 21-25
Author(s):  
Olga Burtseva ◽  
Maria Aleksandrova ◽  
Viktor Kochanenko ◽  
Anatoly Kondratenko

The authors improved the solution of the problem of free spreading of two-dimensional in terms of turbulent potential uniform flows obtained by I.A. Sherenkov. To obtain an analytical solution, the concept of a general flow is used. The conjugation of the solution in the physical plane and in the plane of the velocity hodograph (virtual plane) is used. This made it possible to determine the coordinates of the points of the extreme current line and determine the current parameters leading to an unambiguous analytical solution of the flow geometry.


2021 ◽  
pp. 406-419
Author(s):  
E.V. Aliyev ◽  

Article is devoted to the research of art process features in digital painting. The retrospective analysis of art process in digital painting is reviewed. By means of the Venn diagram the basic properties of creative process in digital and non-digital painting are compared. It is shown that the art product of digital painting is coded into the computer. The big advantage of digital painting is that realizing an art plan, the artist can put new strokes, keeping thus each variant as the separate original. Besides, art process is realized, mainly, not on a stretcher but on a virtual plane — the computer monitor. It is established that the modern fine arts and technologies develop in the conditions of interference and interdependence.


2021 ◽  
Vol 1 (2) ◽  
pp. 57-64
Author(s):  
Galina I. Glushchenko

The global trends of the constant increase in the digital component indicate that the economy is increasingly tilting into the “virtual plane”. Digital technologies are fundamentally changing almost all existing professional areas. Digitalization is not only fundamentally transforming labor relations, but also requires and facilitates the development of new forms of migration. A “transnational virtual space” is emerging, in which vast amounts of data across national borders without the physical movement of workers. With an aging population, virtual migration is becoming one of the most important conditions for the dynamic development of the digital economy. The purpose of this report is to investigate the algorithmic organization of work, combined with flexible labor relations and contributing to the inclusion of mobile labor in a stratified global labor market focused on the penetration of digital technologies into all sectors and spheres of life. The method used by the author is the analysis of the main trends in the development of virtual migration. The novelty of the study lies in examining the impact of digitalization not only on labor relations, but also, in terms of the development of new forms of mobility.


Fast track article for IS&T International Symposium on Electronic Imaging 2021: 3D Imaging and Applications 2021 proceedings.


2020 ◽  
Vol 1 ◽  
Author(s):  
Aarohi Pathak ◽  
Jack S. K. Chang ◽  
Gabby Resch ◽  
Alison Doucette ◽  
Georgina Yeboah ◽  
...  

Spatial skills allow us to mentally imagine and manipulate objects and their spatial relations. These skills are crucial in both every day and expert tasks. The present paper reports on an evaluation of a 3D game developed to train a specific spatial skill known as penetrative thinking—the ability to imagine cross-sections of 3D objects from their surface features. In the game, users change the location and orientation of a virtual plane to make cuts through 3D objects in a series of spatial puzzles. Users operate an interface to position the virtual plane until a “slice” at the location of the plane matches a target cross-section of a virtual object. Multiple spatial puzzles with different properties are completed throughout the game. In one version of the game, users completed the puzzles in an immersive virtual environment and operated a tangible interface to move the virtual plane. A secondary version of the game required users to view the puzzles in a virtual environment displayed on a computer screen, and to position the slicing plane with a keyboard and mouse. Participants (n = 45) completed a measure of penetrative thinking (Santa Barbara Solids Test) before and after completing one of three interventions: the game with the tangible interface (n = 15), the game with the keyboard interface (n = 15), or a series of (control) questions (n = 15). Although there were no significant pre-/post-intervention changes in penetrative thinking in any of the groups, participants' performance in the game correlated with scores on a standardized test of penetrative thinking. These results provide evidence that the game and the standardized test accessed similar spatial skills and, as a consequence, indicate that the 3D game has the potential to be a valid approach for training penetrative thinking skills.


2020 ◽  
Vol 10 (3) ◽  
pp. 736 ◽  
Author(s):  
Zhidong Wang ◽  
Yingdong Ni ◽  
Zifan Zhang ◽  
Gan Wang ◽  
Zhifeng Chen ◽  
...  

Due to the diversity and complexity of distribution networks, the classical modular software development method may face the difficulty in modular division, data sharing and collaboration of different specialties. Inspired by the idea of separating the control plane from the data forwarding plane in software-defined networking (SDN), a method of power data virtual plane is proposed in this paper to improve software development efficiency. Layered processing of power data virtual plane is designed to meet the diversity characteristics of intelligent distribution network and the multi-source and heterogeneous characteristics of information. This paper introduces the design idea and implementation process of virtual plane in detail. The main component of the power data virtual plane, power data warehouse and application scheduling are presented. Finally, the performance of the proposed virtual plane method is verified by practical distribution network examples with different communication networks and information.


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