interactive virtual environment
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2021 ◽  
Vol 18 (4) ◽  
pp. 440-449
Author(s):  
T. A. Kozlenko ◽  
S. V. Pridvizhkin

Introduction. Based on the trends, the growing interest in VR technology in construction can be traced. This relatively new technology is rapidly replacing traditional visualization methods, providing users with an enhanced digital experience. The aim of the work is to analyze the application of virtual reality technology in construction, based on the analysis, determine how to improve integration and find new ideas for the application of technologies.Methods and materials. As a result of the analysis of previous studies, it was revealed that there are no methods for transferring data from the VR system to the BIM software. In connection with the identified problem, the goal of this scientific work is to improve the integration of VR and BIM technologies by automatically transferring data from a virtual reality program to the original information model.Results. In the course of the work, a project was created based on a BIM model made in the Autodesk Revit software package and imported into the Unreal Engine 4 game engine to create an interactive virtual environment. A new approach to the creation and presentation of a project sketch using virtual reality technology is considered - a method of intuitive design in a virtual environment.Discussion and conclusion. The software module is at the stage of early development; nevertheless, it has prospects for development into a full-fledged application available to any user. The paper provides the main directions for the continuation of the application development.


2021 ◽  
Author(s):  
Mina Abadeer ◽  
Sameh Magharious ◽  
Sergei Gorlatch

Crowd simulations are widely used to study and predict the human behavior in disaster scenarios. In this paper, we introduce real-time user interactivity into the simulation process of virtual environments (e.g., buildings with rooms and doors between them). We develop a new tactical path-planning model that translates the interactive virtual environment into an abstract graph in order to calculate the shortest paths in real time. Our extension of the Vadere simulation framework with interactivity features allows the users to better understand the actual problem situations and to analyze them. Our experiments demonstrate the effectiveness of the approach by simulating the evacuation of students in groups and as individuals from the Schloss Muenster (the administrative building of the University of Muenster) in Germany. During simulation run time, the user can interact with the virtual environment spontaneously (e.g., by opening and closing doors) while our model recalculates the shortest paths for agents in real time.


Symmetry ◽  
2020 ◽  
Vol 12 (10) ◽  
pp. 1592
Author(s):  
Jong-Hyun Kim ◽  
Jung Lee ◽  
Sun-Jeong Kim

In this paper, we propose a method to efficiently control the path of non-playable characters (NPC) in an interactive virtual environment such as a game or virtual reality (VR) by calculating a weight map and path similarity based on the user’s path. Our method automatically constructs a navigation mesh that provides a new route to the NPC by referring to the user’s trajectory. Our method finds more paths that users usually go through as time passes, and the number of users increases. Accordingly, the paths that NPCs can traverse automatically are updated adaptively to the virtual environment. In addition, NPC agents can move smartly by assigning high weights to the user’s preferred paths. We tested the usefulness of the proposed method through several example scenarios in an interactive environment such as a video game or VR, and this method can be easily applied to various types of navigation based on the interactive environment.


PARADIGMA ◽  
2020 ◽  
pp. 88-115
Author(s):  
Luis Andrés Castillo ◽  
Iran Abreu Mendes

Este artículo describe la experiencia de materialización del ambiente virtual interactivo denominado Centro Brasileño de Referencia en Pesquisas sobre Historia de las Matemáticas – CREPHIMat. Experiencia que se origina a resultados parciales de un trabajo de maestría, vinculado al cumplimiento de objetivos específicos de dos macro proyectos, el primero intitulado: História para o Ensino da Matemática na Formação de Professores e na Educação Básica: uma Análise da Produção Brasileira (1997 - 2018), el segundo llamado: Uma história das pesquisas em História da Matemática no Brasil: produções, disseminações e contribuições à formação de professores de Matemática. Dichos proyectos son financiados por el Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) y sobre la coordinación del Prof. Dr. Iran Abreu Mendes. Algunos de los resultados obtenidos se refieren a la constitución de un gran acervo de producciones académico-científicas originadas en Brasil que traten sobre la historia de la matemática para el periodo de 1990-2018, unos 2000 archivos, entre Tesis, Disertaciones, artículos de revistas, memorias de congresos, libros de minicursos, productos educativos, materiales didácticos y demás producciones dirigidos a estudiantes, profesores y pesquisadores interesados en la historia de las matemáticas. Ademas se destacas algunas métricas y evaluaciones parciales del impacto que ha tenido el CREPHIMat desde su lanzamiento en agosto del 2019.Palabras clave: CREPHIMat, ambientes virtuales, Historia de las Matematicas, repositorio.THE USE OF THE VIRTUAL CREPHIMAT ENVIRONMENT TO PROMOTE HISTORY IN THE TEACHING OF MATHEMATICSAbstractThis article describes the experience of materialization of the interactive virtual environment called Brazilian Reference Center for Research on the History of Mathematics - CREPHIMat. Experience that originates from partial results of a master's work, linked to the fulfillment of specific objectives of two macro projects, the first titled: Historia para o Ensino da Matemática na Formação de Professores e na Educação Básica: uma Análise da Produção Brasileira (1997 - 2018), the second called: Uma história das pesquisas em História da Matemática no Brasil: produções, disseminações e contribuições à formação de professores de Matemática. These projects are financed by the Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) and on the coordination of Prof. Dr. Iran Abreu Mendes. Some of the results obtained refer to the constitution of a great collection of academic-scientific productions originated in Brazil that deal with the history of mathematics for the period 1990-2018, about 2000 archives, including Theses, Dissertations, magazine articles, congress reports, books of mini-courses, educational products, didactic materials and other productions addressed to students, teachers and researchers interested in the history of mathematics. It also highlights some metrics and partial evaluations of the impact that CREPHIMat has had since its launch in August 2019.Keywords: CREPHIMat, virtual environments, History of Mathematics, repository. A UTILIZAÇÃO DO AMBIENTE VIRTUAL DO CREPHIMAT PARA PROMOVER A HISTÓRIA NO ENSINO DA MATEMÁTICA ResumoEste artigo descreve a experiência de materialização do ambiente virtual interativo denominado Centro Brasileiro de Referência para Pesquisa em História da Matemática - CREPHIMat. Experiência oriunda de resultados parciais de um trabalho de mestrado, vinculada ao cumprimento de objetivos específicos de dois projetos macro, o primeiro intitulado: Historia para o Ensino da Matemática na Formação de Professores e na Educação Básica: uma Análise da Produção Brasileira (1997 - 2018), o segundo intitulado: Uma história das pesquisas em História da Matemática no Brasil: produções, disseminações e contribuições à formação de professores de Matemática. Esses projetos são financiados pelo Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq) e sob a coordenação do Prof. Dr. Iran Abreu Mendes. Alguns dos resultados obtidos referem-se à constituição de uma grande coleção de produções acadêmico-científicas originárias do Brasil que tratam da história da matemática para o período 1990-2018, cerca de 2000 arquivos, incluindo teses, dissertações, artigos de revistas, relatórios de congressos, livros de mini-cursos, produtos educacionais, materiais didáticos e outras produções dirigidas a estudantes, professores e pesquisadores interessados em história da matemática. Também destaca algumas métricas e avaliações parciais do impacto que a CREPHIMat tem tido desde o seu lançamento em agosto de 2019.Palavras chave: CREPHIMat, Ambientes virtuais, História da Matemática, repositorio.


2020 ◽  
pp. 91-98
Author(s):  
Г. Н. Полетаєва

The aim of the article is to determine the main aspects of the development of a computer game in the system of audiovisual arts, to describe the chronological stages of the development of the artistic component of the work and the organization forms of the plot sequence of games. In this work, we used the method of artistic and stylistic analysis to identify the main trends in the use of artistic expressiveness, a comparatively descriptive method for analyzing the artistic and expressive solution to computer games. The technical evolution of the gaming environment for determining the stages of development of the components of a computer game is considered, which allows you to clearly define the chronological restrictions for creating works of a certain area of audiovisual art. The analysis of the means of expressiveness of computer games is carried out and it is revealed that the techniques and methods of traditional arts become an important part of the assimilation period, namely: expressiveness of first-person action, directing and musical component of games. These funds together define the unique atmosphere of the work. The directions of the artistic component of computer games are considered: a linear diagram of the sequence of actions, non-linear action and the component of "spontaneity" that form a single artistic environment. The influence of artistic-figurative means on the design of computer games is traced and the general patterns of the development of computer games in an interactive virtual environment are revealed. The results can be used for the development of artistic and expressive components of computer games, which make it possible to create a high-quality product of technological art.


2018 ◽  
Vol 16 ◽  
pp. 11
Author(s):  
Tânia Mara Fischer Günther ◽  
Valdelúcia M.A.S. Grinevicius ◽  
Rozangela Curi Pedrosa

NTRODUCTION: Many biochemistry internet sites lacking scientific accuracy dismiss their use. However PDB provides macromolecules structures that are experimentally very accurately determined. Besides, PDB provides biochemistry of nutritional chronic/metabolic diseases very useful to students and professionals. In addition, the PDB provides biochemical knowledge of chronic and nutritional metabolic diseases very useful for students and professionals. However, PDB database idiom, sophisticate search tools and technical terms can be obstacles to active learning. OBJECTIVES: Incentive students to develop and improve their knowledge/learning network and skills needed to practice as professionals based in active learning of protein structures using PDB as a tool and scientific source of biochemical data obtained using computer structural models. MATERIALS AND METHODS. Firstly, traditional lectures showed basics concepts of the proteins biochemistry, accordingly to curricular content. Then, PDB protein categories showed (http://www.rcsb.org/pdb/home/home.do) using myoglobin as model (https://pdb101.rcsb.org/motm/1). Finally, each pair of students select a protein to be described using Powerpoint™ format. Questions about pedagogic strategy and PDB aspects and all presentations were available at Moodle-UFSC (interactive virtual environment). DISCUSSION AND RESULTS: Students answers confirmed PDB structures as scientifically based (86%). PDB was considered a good pedagogical strategy (44%) rooted in scientific theory and experiment-based (48%) with attractive computational molecular models (57%). Students highlighted PDB give free/easy/fast access (53%) and considered it as good to spread knowledge for all countries (61%). PDB beneficiates Professors/Health professionals including Nutritionists (57%) and Academy (74%). CONCLUSION: Active learning process increase opportunities to access scientific curated PDB information capable to improve Biochemistry skills of future nutritionists.


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