Immersive Visualization in Biomedical Computational Fluid Dynamics and Didactic Teaching and Learning John Thomas Venn Marquette University
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The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
Latin America Digital Transformation Report 2020
Latin America Digital Transformation Report 2020 October 1, 2020 Disclaimer This report, including the information contained herein, has been compiled for informational purposes only and does not constitute an offer to sell or a solicitation of an offer to purchase any security. Any such offer or solicitation shall only be made pursuant to the final offering documents related to such security. This report also does not constitute legal, strategic, accounting, tax, or other similar professional advice normally provided by licensed or certified practitioners. The report relies on data from a wide range of sources, including public and private companies, market research firms and government agencies. We cite specific sources where data are public; the presentation is also informed by non-public information and insights. We disclaim any and all warranties, express or implied, with respect to the presentation. Atlantico makes no representations or warranties regarding the accuracy or completeness of the information contained in this report and expressly disclaims any and all liabilities based on it. Atlantico shall not be obliged to maintain, update or correct the report, nor shall it be liable, in any event, for any losses suffered as a consequence of the use of this report by any third parties. 2 Readme.txt The genie is out of the bottle. Technology is transforming every sector, we highlight differences between countries (or include it in the data-rich region, and habit. It is no longer a question of if but only of when. Latin Appendix that accompanies this report). America’s experience is no different; the waves of digital transformation have been pounding our shores. -
Design Architecture in Virtual Reality
Design Architecture in Virtual Reality by Anisha Sankar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2019 © Anisha Sankar 2019 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. - iii - Abstract Architectural representation has newly been introduced to Virtual Real- ity (VR) technology, which provides architects with a medium to show- case unbuilt designs as immersive experiences. Designers can use specialized VR headsets and equipment to provide a client or member of their design team with the illusion of being within the digital space they are presented on screen. This mode of representation is unprec- edented to the architectural field, as VR is able to create the sensation of being encompassed in an environment at full scale, potentially elic- iting a visceral response from users, similar to the response physical architecture produces. While this premise makes the technology highly applicable towards the architectural practice, it might not be the most practical medium to communicate design intent. Since VR’s conception, the primary software to facilitate VR content creation has been geared towards programmers rather than architects. The practicality of inte- grating virtual reality within a traditional architectural design workflow is often overlooked in the discussion surrounding the use of VR to rep- resent design projects. This thesis aims to investigate the practicality of VR as part of a de- sign methodology, through the assessment of efficacy and efficiency, while studying the integration of VR into the architectural workflow. -
Learn More: Windows Mixed Reality Platform + Steamvr
NOT FOR USE IN INDIA FAQ HP REVERB VR HEADSET PROFESSIONAL EDITION, STEAMVR & WINDOWS MIXED REALITY 2 1.0 STEAMVR 3 2.0 HP REVERB VR HEADSET PRO EDITION 6 3.0 WINDOWS MIXED REALITY 7 LEARN MORE: WINDOWS MIXED 4.0 GENERAL VR REALITY PLATFORM + STEAMVR Frequently asked questions about HP’s professional head-mounted display (HMD) - built on the Windows Mixed Reality (WMR) platform - and integration with SteamVR. The HP Reverb Virtual Reality Headset - Professional Edition offers stunning immersive computing with significant ease of setup and use in a cost effective solution. This solution is well suited for Engineering Product Dev and design reviews, AEC (Architecture, Engineering & Construction) reviews, location-based entertainment, and MRO (Maintenance, Repair and Overhaul) training use environments. HIGHLIGHT: Take advantage of the complete Windows 10 Mixed Reality and SteamVR ecosystems. The HP Reverb VR Headset Pro HP Reverb Virtual Reality Headset - Professional Edition is not recommended for children under the age of Edition is built on the Windows IMPORTANT NOTE: 13. All users should read the HP Reverb Virtual Reality Headset - Professional Edition User Guide to reduce the risk of personal Mixed Reality platform. injury, discomfort, property damage, and other potential hazards and for important information related to your health and Integration with SteamVR safety when using the headset. Windows Mixed Reality requires Windows 10 October 2018 Update installed on the workstation requires the Windows Mixed or PC. Features may require software or other 3rd-party applications to provide the described functionality. To minimize the Reality bridge app. possibility of experiencing discomfort using a VR application, ensure that the PC system is equipped with the appropriate graphics and CPU for the VR application. -
Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven
University of New Haven Masthead Logo Digital Commons @ New Haven Electrical & Computer Engineering and Computer Electrical & Computer Engineering and Computer Science Faculty Publications Science 3-27-2019 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey University of New Haven Ibrahim Baggili University of New Haven, [email protected] Ananya Yarramreddy University of New Haven Follow this and additional works at: https://digitalcommons.newhaven.edu/ electricalcomputerengineering-facpubs Part of the Computer Engineering Commons, Electrical and Computer Engineering Commons, Forensic Science and Technology Commons, and the Information Security Commons Publisher Citation Casey, P., Baggili, I., & Yarramreddy, A. (2019). Immersive Virtual Reality Attacks and the Human Joystick. IEEE Transactions on Dependable and Secure Computing. doi:10.1109/TDSC.2019.2907942 Comments This material is based upon work supported by the National Science Foundation under Grant No. 1748950. © © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works. The ev rsion of record may be found at http://dx.doi.org/10.1109/ TDSC.2019.2907942. Dr. Baggili was appointed to the University of New Haven's Elder Family Endowed Chair in 2015. 1 Immersive Virtual Reality Attacks and the Human Joystick Peter Casey, Ibrahim Baggili, and Ananya Yarramreddy Abstract—This is one of the first accounts for the security analysis of consumer immersive Virtual Reality (VR) systems. -
The Problem Faced and the Solution of Xiaomi Company in India
ISSN: 2278-3369 International Journal of Advances in Management and Economics Available online at: www.managementjournal.info RESEARCH ARTICLE The Problem Faced and the Solution of Xiaomi Company in India Li Kai-Sheng International Business School, Jinan University, Qianshan, Zhuhai, Guangdong, China. Abstract This paper mainly talked about the problem faced and the recommend solution of Xiaomi Company in India. The first two parts are introduction and why Xiaomi targeting at the India respectively. The third part is the three problems faced when Xiaomi operate on India, first is low brand awareness can’t attract consumes; second, lack of patent reserves and Standard Essential Patent which result in patent dispute; at last, the quality problems after-sales service problems which will influence the purchase intention and word of mouth. The fourth part analysis the cause of the problem by the SWOT analysis of Xiaomi. The fifth part is the decision criteria and alternative solutions for the problems proposed above. The last part has described the recommend solution, in short, firstly, make good use of original advantage and increase the advertising investment in spokesman and TV show; then, in long run, improve the its ability of research and development; next, increase the number of after-sales service staff and service centers, at the same, the quality of service; finally, train the local employee accept company’s culture, enhance the cross-culture management capability of managers, incentive different staff with different programs. Keywords: Cross-cultural Management, India, Mobile phone, Xiaomi. Introduction Xiaomi was founded in 2010 by serial faces different problem inevitably. -
XIAOMI a CHINESE SUCCESS STORY the ELECTRONIC GIANT – WHAT S BEHIND What Is Xiaomi?
XIAOMI A CHINESE SUCCESS STORY THE ELECTRONIC GIANT – WHATS BEHIND What is Xiaomi? A Chinese electronics manufacturer with focus on low price high end smartphones. Wide product range: Unique selling point among all smartphones & fashion, (Chinese) mobile phone manu- furniture & lifestyle, facturers – Xiaomi utilizes its home electronics & own operating system MIUI, e-mobility – Xiaomi which is based on Android. develops products for every situation in life. Competition to Apple: both companies are highly innovative and Rapid growth: rely on high-quality 2011 the first smartphone. design. But Xiaomi 2017 fifth place in worldwide appeals to a broader smartphone sales. audience because of lower prices. Attack on the global economy: Already number 1 seller of smartphones in India. Opening stores worldwide, first in Asia, now in North America and Europe. Xiaomi product range – more than just smartphones Smartphones Audio equipment Flagship: Xiaomi Mi Series (Mi 5/Mi 6) Headphones Popular budget model Redmi Note 4 Bluetooth speaker Top model: Xiaomi Mi MIX (2) Mi Home-Product Wearables with app of the same name, Fitness tracker Mi Band 1/1s e.g. for vacuum robots, & Mi Band 2 televisions and lamps Amazfit Smartwatches (by Huami) Cameras Xiaomi YI Cam YI 4K/4K+ (by YI Technology) Dashcams and IP-Cams Drones Mi Drone Mi Drone 4K Laptops & Tablets Xiaomi Mi Notebook Air/Pro E-Scooter Mi Pad 2/3 Ninebot Mini Xiaomi QICYCLE Xiaomi M365 electric scooters Mi Home – everything for everyday life The company produces products for all areas of life that are not only sold under the Xiaomi brand. On its own Chinese sales platform Youpin, household articles, fashion and even sofas and bicycles are sold. -
Mphasis Partners with The/Nudge Foundation to Provide Life Skills Training to the Underprivileged
Mphasis partners with The/Nudge Foundation to provide Life Skills training to the underprivileged 500 underprivileged youth to be trained under the programme th Bengaluru, October 20 , 2015: Mphasis, leading IT service and solutions provider and The/Nudge Foundation, a non-profit organization that focuses on sustainable poverty alleviation, today announced their partnership on providing life skills training to the underprivileged. The/Nudge Foundation has inked a two year association with Mphasis, with a mission to bridge the gap between skilled and unskilled labor force in the country. Both Mphasis and The/Nudge Foundation will set up Life-skill training centers called ‘Gurukuls’ in Bengaluru. The partnership brings innovative approach to improving India’s massive skill deficit. Gurukuls, the four-month residential programme will aim to impart life-skills, literacy as well as livelihoods to the youngsters from disadvantaged communities across Bengaluru. Commenting on the partnership, Dr. Meenu Bhambhani, Head of CSR, Mphasis said, “Mphasis is excited to partner with The/Nudge Foundation for providing life-skills training to those in need. The program is clearly in line with our brand promise in working towards improving the life of the underprivileged and could then become model solutions or interventions in the area of skill and development. We are confident of the potential of these Gurukuls that would train youth groups in specific trades and narrow India’s skill gap.” Speaking on the partnership, Atul Satija, Founder and CEO, The/Nudge Foundation said, “At The/Nudge, our aim is to create Gurukuls that can provide real opportunities for people to escape the cycle of poverty, through gainful employment. -
Connected Society” Comes Into View
conversations on leadership Our top digital business and talent trend picks from the Mobile World Congress: The “Connected Society” Comes Into View by Helene Reltgen, Kees Dobbelaar and Kiné Seck Mercier Were you among the 100,000 visitors at the Mobile World Congress (MWC) this year in Barcelona (the largest digital and mobile event in the world, along with CES in Las Vegas)? Not even the public transportation strike—and no Uber in Spain!— could dampen the energy, networking and insights that make the Congress a must-attend event for the industry. On Tuesday, we hosted our 10th annual tapas • The rise of Africa as a major tech and digital party for Ivy League alumni, where we asked the market 50 senior VC/digital/tech executives in attendance for their predictions of the big changes we will As we look back on the Congress as a whole, we see in the coming decade. Included among the picked six major themes for mobile in the coming responses were: years: • The disappearance of Google? 1. The great telco master plan becomes visible. • Big data making criminality and tax evasion The mobile industry has embarked on a increasingly difficult massive long-term project. Ericsson calls it the • A fundamental change of employee/work/ “Networked Society” and Vodafone the “Gigabit employer relationships and a flattening of Society,” but these are just different terms for the hierarchies same thing: the creation of a connected world conversations on leadership spanning billions of people and tens of billions 2. Video is king. of devices, sensors and machines. -
Self Representation and Interaction in Immersive Virtual Reality
Self Representation and Interaction in Immersive Virtual Reality Eros Viola a, Fabio Solari b and Manuela Chessa c Dept. of Informatics, Bioengineering, Robotics, and Systems Engineering, University of Genoa, Italy Keywords: Virtual Reality, Self Representation, Intel Realsense D435, Interaction, Leap Motion, Manus Prime Haptic Gloves, Alignment, Rigid Transformation, Live Correction. Abstract: Inserting a self-representation in Virtual Reality is an open problem with several implications for both the sense of presence and interaction in virtual environments. To cope the problem with low cost devices, we de- vise a framework to align the measurements of different acquisition devices used while wearing a tracked VR head-mounted display (HMD). Specifically, we use the skeletal tracking features of an RGB-D sensor (Intel Realsense d435) to build the user’s avatar, and compare different interaction technologies: a Leap Motion, the Manus Prime haptic gloves, and the Oculus Controllers. The effectiveness of the proposed systems is assessed through an experimental session, where an assembly task is proposed with the three different interaction medi- ums, with and without the self-representation. Users reported their feeling by answering the User Experience and Igroup Presence Questionnaires, and we analyze the total time to completion and the error rate. 1 INTRODUCTION The focus is to develop a framework that is compat- ible with the most common head-mounted displays In current Virtual Reality (VR) applications, the vi- (HMDs), and that can also be extended to other track- sual feedback of the user’s body is often missing, de- ing devices, both for the body tracking and for the spite the abundance of enabling technologies, which hands and fingers tracking. -
Subject Index
863 Subject Index ‘Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicate boxes.’ A Affordances, 112–114 A/D conversion. See Analog to Digital conversion in virtual reality, 114–117 (A/D conversion) false affordances, 116 AAAD. See Action at a distance (AAAD) reinforcing perceived affordances, 116–117 AAR. See After-action review (AAR) After-action review (AAR), 545f, 630, 630f, 634–635, 645, Absolute input, 198–200 761 Abstract haptic representations, 439 Affordances of VR, 114–117 Abstract synthesis, 495 Agency, 162, 164, 181 Abstraction triangle, 448 Agents, 552–553, 592–593, 614, 684–685 Accelerometers, 198–199, 218 AIFF. See Audio interchange file format (AIFF) Accommodation, 140–141, 273–275, 320, 570, 804 Airfoils, 13 Action at a distance (AAAD), 557–558 AIs. See Artificial intelligences (AIs) Activation mechanism, 554–556, 583 Aladdin’s Magic Carpet Ride VR experience, 185–186, 347, Active haptic displays, 516 347f, 470, 505, 625, 735, 770–771 Active input, 193–196 Alberti, Leon Battista, 28 Active surfaces, 808 Alice system for programming education, Adaptability, 122–123 758–759 Adaptive rectangular decomposition (ARD), 502 AlloSphere, 51–52, 51f, 280 Additive sound creation techniques, 499 Allstate Impaired Driver Simulator, 625, 629f Advanced Realtime Tracking (ART), 53–54, 213f Alpha delta fiber (Aδ fiber), 149 Advanced Robotics Research Lab (ARRL), 369 Alphanumeric value selection, 591–593 Advanced systems, 11–12 Ambient sounds, 436–437, 505 Advanced texture mapping techniques, 469–473 Ambiotherm device, 372, 373f Adventure (games), 12 Ambisonics, 354 Adverse effect, 351 Ambulatory platforms, 242–243 Aestheticism, 414 American Sign Language (ASL), 552–553 Affine transformations, 486–487 Amount/type of information, 196–198 864 | SUBJECT INDEX Amplification, 349–350 ARToolKit (ARTK), 48–49, 715–716 Amplifier, 349–350, 349f Ascension Technologies, 41–44, 44f, 46–47, 86–87 Anaglyphic 3D, 270f, 7f, 30, 49, 269–270, 271f ASL. -
Gulf Mixed, Egypt Surges on Bond Issue Success
10 BUSINESS Friday, January 27, 2017 Gulf mixed, Egypt surges on bond issue success COUNTRY/CURRENCIES BUY SELL AUSTRALIA 0.2916 0.2891 BANGLADESH 0.00523 0.00478 Dubai advancers by 55 to 53. CANADA 0.2932 0.2900 DENMARK 0.0575 ulf stock markets On Monday the government Closing Bell EGYPT 0.0361 0.0219 Gwere mixed yesterday, plans to announce details EURO 0.4118 0.4097 supported by strong global of its long-term economic SAUDI ARABIA edged up 0.1 percent to 7,135 points. HONGKONG 0.04983 0.04943 equities and oil prices, while development plan, which INDIA 0.00605 0.00565 Egypt surged on the back of the could be positive for the DUBAI rose 0.6 percent to 3,701 points. INDONESIA 0.00002997 0.00028930 success of Cairo’s international stock market if gives more IRAN TUMAN 0.00010959 sovereign bond issue. impetus to big infrastructure ABU DHABI added 0.4 percent to 4,624 points. IRAQI DINAR 0.000294 The Saudi index edged projects. JAPAN 0.003480 0.003410 up 0.1 pc though losing Dubai’s index rose 0.6 pc QATAR fell 0.4 percent to 10,990 points. JORDAN 0.5365 0.5351 stocks outnumbered gainers in a broad rally, with all 10 of KOREA 0.00037425 by 99 to 52. Petrochemical the most heavily traded stocks EGYPT climbed 1.6 percent KUWAIT 1.2580 1.242 blue chip Saudi Basic gaining. GFH Financial, the MALAYSIA 0.087900 0.0873 Industries added 1.0 pc, while most active stock, rebounded KUWAIT gained 0.5 percent to 6,852 points.