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Digital evidence is inherently weak. New evidence-gathering technologies-digital black boxes-must be developed and deployed to support investigations of irreproducible events such as digitally signing a document or electronically casting a ballot.  相似文献   

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《Computer》2006,39(6):12-15
VR systems use software and hardware to create and manage a virtual, interactive 3D environment that includes visual and sometimes audio and tactile elements. They generally include various types of display, sensor, and user-tracking and -navigation technologies. The systems can either simulate a real environment, such as a building, or create an imaginary one. Newer VR systems are less expensive and complex than their predecessors and thus are accessible by more people for simpler projects.  相似文献   

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The small flow becomes main stream   总被引:2,自引:0,他引:2  
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The Sheffield knee arthroscopy training system (SKATS) was originally a visual-based virtual environment without haptic feedback, but has been further developed as a mixed reality-training environment through the use of tactile augmentation (or passive haptics). The design of the new system is outlined and then tested. In the first experiment described, the effect of tactile augmentation on performance is considered by comparing novice performance using the original and mixed reality system. In the second experiment the mixed reality system is assessed in terms of construct validity by comparing the performance of users with differing levels of surgical expertise. The results are discussed in terms of the validity of a mixed reality environment for training knee arthroscopy.  相似文献   

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This study aims to verify the learning effectiveness of a desktop virtual reality (VR)-based learning environment, and to investigate the effects of desktop VR-based learning environment on learners with different spatial abilities. The learning outcome was measured cognitively through academic performance. A quasi pretest–posttest experimental design was employed for this study. A total of 431 high school students from four randomly selected schools participated in this study where they were randomly assigned to either experimental or control groups based on intact classes. Findings indicate a significant difference in the performance achievement between the two groups with students performed better using desktop virtual reality. A possible explanation is that the desktop virtual reality instructional intervention has helped to reduce extraneous cognitive load and engages learners in active processing of instructional material to increase germane cognitive load. A significant interaction effect was found between the learning mode and spatial ability with regard to the performance achievement. Further analysis shows a significant difference in the performance of low spatial ability learners in the experimental and control groups, but no statistically significant difference in the performance of high spatial learners in both groups. The results signify that low spatial ability learners' performance, compared with high spatial ability learners, appeared to be more positively affected by the desktop VR-based learning environment which is supported by the ability-as-compensator hypothesis, and can be explained by the cognitive load theory.  相似文献   

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OBJECTIVE: The present study compared the effectiveness of a virtual reality (VR) simulator for training phlebotomy with that of a more traditional approach using simulated limbs. BACKGROUND: Phlebotomy, or drawing blood, is one of the most common medical procedures; yet, there are no universal standards for training and assessing performance. The absence of any standards can lead to injuries and inaccurate test results if the procedure is improperly performed. METHOD: Twenty 3rd-year medical students were trained under one of the two methods and had their performance assessed with a 28-item checklist. RESULTS: The results showed that performance improvements were limited to those who trained with the simulated limbs, and a detailed comparison of the two systems revealed several functional and physical differences that may explain these findings. CONCLUSION: Participants trained with simulated limbs performed better than those trained with a VR simulator; however, the metrics recorded by the VR system may address some aspects of performance that could eventually prove beneficial. APPLICATION: The present study highlights the potential for medical simulators to improve patient safety by enabling trainees to practice procedures on devices instead of patients. Applications of this research include training, performance assessment, and design of simulator systems.  相似文献   

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This paper describes the first European Demonstration Centre for Virtual Reality, which has been installed at four institutes for applied research in Germany. The aims of this setting and its infrastructure are presented. The various applications and industrial branches addressed by this centre are shown. Additionally, the situation of Virtual Reality is briefly explained and a taxonomy for computer graphics, including Virtual Reality is given.  相似文献   

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Virtual television took a step closer to reality when BBC TV'sTomorrow's World demonstrated a new technology which will allow TV programme makers to stretch the limits of their artistic imagination. The technique enables programme makers to create imaginative studio sets with limitless perspectives, sweeping camera shots, and where the quality of imagery is almost indistinguishable from the real thing, but at a fraction of the cost. Tomorrow's World viewers saw the result when presenter Howard Stableford stepped onto a ‘virtual set’ depicting a Roman Bath, in which he sees himself playing characters in a pastiche ofJulius Caesar andUp Pompeii. In reality Stableford was filmed in a conventional TV studio, but the set was created artificially using technology which combines computer graphics and a motion controlled camera. Unlike other attempts at virtual sets, where only the virtual set, or the actor, or the camera is in motion, this technique allows simultaneous motion of all three. The resulting sequence of just over two minutes was broadcast on BBC TV as part of theTomorrow's World-Christmas Special on 22 December 1995.  相似文献   

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This paper considers the nature of medical work and how new telemedicine technologies can be developed to support that work. Telemedicine developers attempt to increase communication and collaboration between medical practitioners and between patients and medics, with the goal being to make medical care and information more easily accessible. However, the focus of telemedicine systems appears to have so far been technology centred, and the work they are trying to support is often ignored. We argue that to develop appropriate telemedicine technologies, it is important to understand the nature of medical work, and to examine the manner in which medical practiceactually occurs. Only then will we be in a position to design appropriate telemedicine technologies to support these activities. Unless designers have an insight into the work itself, new technologies will continue to fail to support what telemedicine effectively aims to promote — collaboration and access to distributed knowledge.  相似文献   

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OBJECTIVE: To investigate the effect of optic flow on gait behavior during treadmill walking using an immersive virtual reality (VR) setup and compare it with conventional treadmill walking (TW) and overground walking (OW). BACKGROUND: Previous research comparing TW with OW speculated that a lack of optic flow (relative visual movement between a walker and the environment) during TW may have led to perceptual cue conflicts, resulting in differences in gait behavior, as compared with OW. METHOD: Participants walked under three locomotion conditions (OW, TW, and TW with VR [TWVR]) under three walking constraint conditions (no constraint, a temporal/pacing constraint, and a spatial/path-following constraint). Presence questionnaires (PQs) were administered at the close of the TWVR trials. Trials were subjected to video analysis to determine spatiotemporal and kinematics variables used for comparison of locomotion conditions. RESULTS: ANOVA revealed gait behavior during TWVR to be between that of OW and TW. Speed and cadence during TWVR were significantly different from those of TW, whereas knee angle was comparable to that of OW. Correlation analysis of PQ scores with gait measures revealed a positive linear association of the distraction subfactor of the PQ with walking speed during TWVR, suggesting an increase in the sense of presence in the virtual environment led to increases in walking speed. CONCLUSION: The results demonstrate that providing optic flow during TW through VR has an impact on gait behavior. APPLICATION: This study provides a basis for developing simple VR locomotion interface setups for gait research.  相似文献   

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