Conferences related to Virtual Reality

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2014 IEEE 23rd International Symposium on Industrial Electronics (ISIE)

Control Systems & ApplicationsPower ElectronicsSignal Processing & Computational IntelligenceRobotics & MechatronicsSensors, Actuators & System IntegrationElectrical Machines & DrivesFactory Automation & Industrial InformaticsEmerging Technologies

  • 2012 IEEE 21st International Symposium on Industrial Electronics (ISIE)

    IEEE-ISIE is the largest summer conference of the IEEE Industrial Electronics Society, which is an international forum for presentation and discussion of the state of art in Industrial Electronics and related areas.

  • 2011 IEEE 20th International Symposium on Industrial Electronics (ISIE)

    Industrial electronics, power electronics, power converters, electrical machines and drives, signal processing, computational intelligence, mechatronics, robotics, telecommuniction, power systems, renewable energy, factory automation, industrial informatics.

  • 2010 IEEE International Symposium on Industrial Electronics (ISIE 2010)

    Application of electronics and electrical sciences for the enhancement of industrial and manufacturing processes. Latest developments in intelligent and computer control systems, robotics, factory communications and automation, flexible manufacturing, data acquisition and signal processing, vision systems, and power electronics.

  • 2009 IEEE International Symposium on Industrial Electronics (ISIE 2009)

    The purpose of the IEEE international conference is to provide a forum for presentation and discussion of the state-of art of Industrial Electronics and related areas.


2014 IEEE International Conference on Systems, Man and Cybernetics - SMC

SMC2014 targets advances in Systems Science and Engineering, Human-Machine Systems, and Cybernetics involving state-of-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies, and emerging applications.

  • 2013 IEEE International Conference on Systems, Man and Cybernetics - SMC

    SMC 2013 targets advances in Systems Science and Engineering Human-machine Systems and Cybernetics involving state-of-the-art technologies interacting with humans to provide an enriching experience and thereby improving the quality of lives including theories, methodologies and emerging applications.

  • 2012 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2011 IEEE International Conference on Systems, Man and Cybernetics - SMC

    Theory, research, and technology advances including applications in all aspects of systems science and engineering, human machine systems, and emerging cybernetics.

  • 2010 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2010 IEEE International Conference on Systems, Man, and Cybernetics (SMC2010) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.

  • 2009 IEEE International Conference on Systems, Man and Cybernetics - SMC

    The 2009 IEEE International Conference on Systems, Man, and Cybernetics (SMC2009) provides an international forum that brings together those actively involved in areas of interest to the IEEE Systems, Man, and Cybernetics Society, to report on up-to-the-minute innovations and developments, to summarize the state-of-the-art, and to exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics.


IECON 2014 - 40th Annual Conference of the IEEE Industrial Electronics Society

Applications of power electronics, artificial intelligence, robotics, and nanotechnology in electrification of automotive, military, biomedical, and utility industries.

  • IECON 2013 - 39th Annual Conference of the IEEE Industrial Electronics Society

    Industrial and manufacturing theory and applications of electronics, controls, communications, instrumentation and computational intelligence.

  • IECON 2012 - 38th Annual Conference of IEEE Industrial Electronics

    The conference will be focusing on industrial and manufacturing theory and applications of electronics,power, sustainable development, controls, communications, instrumentation and computational intelligence.

  • IECON 2011 - 37th Annual Conference of IEEE Industrial Electronics

    industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies.

  • IECON 2010 - 36th Annual Conference of IEEE Industrial Electronics

    IECON is an international conference on industrial applications of electronics, control, robotics, signal processing, computational and artificial intelligence, sensors and actuators, instrumentation electronics, computer networks, internet and multimedia technologies. The objectives of the conference are to provide high quality research and professional interactions for the advancement of science, technology, and fellowship.

  • IECON 2009 - 35th Annual Conference of IEEE Industrial Electronics

    Applications of electronics, instrumentation, control and computational intelligence to industrial and manufacturing systems and process. Major themes include power electronics, drives, sensors, actuators, signal processing, motion control, robotics, mechatronics, factory and building automation, and informatics. Emerging technologies and applications such as renewable energy, electronics reuse, and education.


2013 8th International Forum on Strategic Technology (IFOST)

Strategic technologies including advanced materials, applied engineering sciences, information technologies, mechanical engineering, and so on.

  • 2012 7th International Forum on Strategic Technology (IFOST)

    International Forum on Strategic Technology is an annual academic conference and technical forum for researchers, engineers, industry representatives and policy planners.

  • 2011 6th International Forum on Strategic Technology (IFOST)

    1. Advanced Materials / Nano Technology 2. Renewable Energy / Smart Grid 3. Information Technology 4. E-vehicle / Green Car 5. Mechatronics 6. Others

  • 2010 International Forum on Strategic Technology (IFOST)

    a. e-Vehicle / Green Car b. New Materials c. Renewable Energy d. Smart Grid e. Bio-/Chemio-/Nano- Technology f. Other Strategic Technology


2013 IEEE 10th International Conference on e-Business Engineering (ICEBE)

e-Commerce Platforms, Models and Applications, Workflows and Transactions in e-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in e-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2012 IEEE 9th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications, IoT

  • 2011 IEEE 8th International Conference on e-Business Engineering (ICEBE)

    IoT, E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications.

  • 2010 IEEE 7th International Conference on e-Business Engineering (ICEBE)

    E-Commerce Platforms, Models and Applications, Workflows and Transactions in E-Business, Management and Engineering of IT Enabled Services, Requirement Analysis and Modeling, Dependability and Performance, Business Performance Management, Data and Knowledge Engineering, Mobile and Pervasive Commerce Security, Privacy in E-Commerce, Open Source Technologies in E-Commerce/Business/Services, Cloud Computing, Industry Experience and Applications

  • 2009 IEEE International Conference on e-Business Engineering (ICEBE)

    The main themes of this year s conference will be enabling integrated e -business systems through servicing and collaboration , which is distributed in the following program tracks: - Software engineering for e -business - Data and knowledge management - Service engineering - Integration and collaboration - Security, privacy and open sources - Mobile and pervasive commerce - Industrial experiences and applications


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Periodicals related to Virtual Reality

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Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at http://www.ieee.org/products/citations.html. This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Pervasive Computing, IEEE

The popularity of mobile Internet access, third- and fourth-generation wireless communication, handheld devices, and Bluetooth have made pervasive computing a reality. To help you keep pace, IEEE Pervasive Computing covers mobile computing, wireless networks, security, scalability, intelligent vehicles and environments, and pervasive computing applications.


Visualization and Computer Graphics, IEEE Transactions on

Specific topics include, but are not limited to: a) visualization techniques and methodologies; b) visualization systems and software; c) volume visulaization; d) flow visualization; e) information visualization; f) multivariate visualization; g) modeling and surfaces; h) rendering techniques and methodologies; i) graphics systems and software; j) animation and simulation; k) user interfaces; l) virtual reality; m) visual programming and program visualization; ...




Xplore Articles related to Virtual Reality

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Portable virtual vestibular stimulation

J. Synnott; P. J. McCullagh; G. P. Kelly; H. G. McAllister; H. G. Houston 2009 9th International Conference on Information Technology and Applications in Biomedicine, 2009

Vestibular dysfunction is associated with the developmental delay of motor and attention skills. Integrity of the vestibular and visual systems manifest in rapid side to side eye movement called nystagmus. This may be evoked by physical rotation or caloric stimulation to the ear drums. The approach in this technological advance explores whether controlled rotation of the environment can induce the ...


Models of international virtual learning environment for international educational projects

A. I. Surygin; S. V. Kalmykova; A. M. Alexankov 2012 15th International Conference on Interactive Collaborative Learning (ICL), 2012

Models of virtual learning environment for the universities' international networking cooperation with the LMS Moodle as the core element are considered.


User Perception of the Physical & Behavioral Realism of a Maritime Virtual Reality Environment

Damitha Sandaruwan; Nihal Kodikara; Chamath Keppitiyagama; Rexy Rosa; Mahen Jayawardena; Prabath Samarasinghe 2012 UKSim 14th International Conference on Computer Modelling and Simulation, 2012

Perception enhanced real-time Virtual Reality (VR) applications are used in various fields such as education and entertainment. The physical and behavioral realism of such applications are important in different perspectives. We have developed a perception enhanced real-time VR solution for maritime applications such as naval training, water way designs and simulate military scenes. In this paper, we present brief description ...


Accuracy Analysis of Full Digital Compensatory Millimeter Wave Radiometer

Liang-Qi Gui; Wei Guo; Liang Lang; Zu-Yin Zhang 2006 Joint 31st International Conference on Infrared Millimeter Waves and 14th International Conference on Teraherz Electronics, 2006

MMW radiometer is the core equipment of passive MMW remote sensing. As a new type of radiometer, full digital compensatory MMW radiometer can compensate system gain and receiver noise fluctuation by using digital compensatory algorithm. According to the designed full digital compensatory 8mm radiometer, the accuracy analytical method of the designed MMW radiometer system is put forward in this paper.


IEEE Visualization and Graphics Technical Committee (VGTC)

Claudio T. Silva IEEE Transactions on Visualization and Computer Graphics, 2017

Presents a listing of the technical committee from the 2017 IEEE Virtual Reality Conference (IEEE VR 2017).


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Educational Resources on Virtual Reality

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eLearning

Portable virtual vestibular stimulation

J. Synnott; P. J. McCullagh; G. P. Kelly; H. G. McAllister; H. G. Houston 2009 9th International Conference on Information Technology and Applications in Biomedicine, 2009

Vestibular dysfunction is associated with the developmental delay of motor and attention skills. Integrity of the vestibular and visual systems manifest in rapid side to side eye movement called nystagmus. This may be evoked by physical rotation or caloric stimulation to the ear drums. The approach in this technological advance explores whether controlled rotation of the environment can induce the ...


Models of international virtual learning environment for international educational projects

A. I. Surygin; S. V. Kalmykova; A. M. Alexankov 2012 15th International Conference on Interactive Collaborative Learning (ICL), 2012

Models of virtual learning environment for the universities' international networking cooperation with the LMS Moodle as the core element are considered.


User Perception of the Physical & Behavioral Realism of a Maritime Virtual Reality Environment

Damitha Sandaruwan; Nihal Kodikara; Chamath Keppitiyagama; Rexy Rosa; Mahen Jayawardena; Prabath Samarasinghe 2012 UKSim 14th International Conference on Computer Modelling and Simulation, 2012

Perception enhanced real-time Virtual Reality (VR) applications are used in various fields such as education and entertainment. The physical and behavioral realism of such applications are important in different perspectives. We have developed a perception enhanced real-time VR solution for maritime applications such as naval training, water way designs and simulate military scenes. In this paper, we present brief description ...


Accuracy Analysis of Full Digital Compensatory Millimeter Wave Radiometer

Liang-Qi Gui; Wei Guo; Liang Lang; Zu-Yin Zhang 2006 Joint 31st International Conference on Infrared Millimeter Waves and 14th International Conference on Teraherz Electronics, 2006

MMW radiometer is the core equipment of passive MMW remote sensing. As a new type of radiometer, full digital compensatory MMW radiometer can compensate system gain and receiver noise fluctuation by using digital compensatory algorithm. According to the designed full digital compensatory 8mm radiometer, the accuracy analytical method of the designed MMW radiometer system is put forward in this paper.


IEEE Visualization and Graphics Technical Committee (VGTC)

Claudio T. Silva IEEE Transactions on Visualization and Computer Graphics, 2017

Presents a listing of the technical committee from the 2017 IEEE Virtual Reality Conference (IEEE VR 2017).


More eLearning Resources

IEEE-USA E-Books

  • Structure Manipulators

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • A Physiological Approach to the Generation of Artificial Life Forms

    Artificial Life has been an inspiration for Virtual Reality Art, which has proposed the design of imaginary life forms and has also used Artificial Life techniques in various installations. The creation of imaginary life forms has been so far limited to the external appearance of these creatures. We introduce a novel approach to the design of artificial life forms, which enables the description of their internal physiology from first principles, by using a simulation method known as qualitative physiology, derived from a well described Artificial Intelligence technique. We illustrate this framework by revisiting early work in Artificial Life and providing these virtual life forms with a corresponding physiology, so as to obtain complete living organism in virtual worlds.

  • Virtual Reality and Its Integration into a TwentyFirst Century Telemedical Information Society

    This chapter discusses the foundational building blocks approach in creating a Telemedical Information Society. It can be seen that advanced imaging techniques such as virtual reality can be easily integrated. The pragmatics of defining and creating virtual environments are abstracted from the practitioner. A practitioner then has the choice, depending on the supportive hardware, on how to visualize the patient data. This chapter does not concentrate on specifics or detail use explanations. It outlines a framework for how advanced imaging techniques could be integrated into a general Telemedical Information Society. If costs are reduced, the technology will become more widespread. This chapter discusses the elements of a Telemedical Information Society. Virtual reality for education and training, for diagnostics purposes, and the future for VR are presented.

  • Structures

    Computer technology is making possible new worlds of expression that are already being explored by a growing subculture of artists, musicians, virtual reality enthusiasts, and cyberpunks. In Digital Mantras, Steven Holtzman synthesizes ideas from a number of different disciplines to arrive at a new philosophy of creativity for the digital age.Blending ideas from music, computing, art, and philosophy, with biographical and historical anecdotes and a thread of mysticism, Holtzman gives us new ways to think about the integration of computers into the creative process. He shows how computers will change the way we create, and reveals the exciting potential for entirely new forms of expression. Running throughout the book are episodes from Holtzman's own sometimes mystical journey in search of the personal aesthetic he presents.Holtzman explores the presence and use of structure in fields as diverse as the development of ancient human languages, the philosophy of the Buddhist monk Nagarjuna and the linguist Ferdinand de Saussure, the music of Arnold Schoenberg and Anton Webern, the paintings of Wassily Kandinsky, and the pioneering grammars of Panini and Noam Chomsky. He then turns to the use of computers for building abstract and virtual worlds in language, music, and art as well as virtual reality, and surveys the work of AI pioneer Terry Winograd, composers Gottfried Michael Koenig and Iannis Xenakis, and artist Harold Cohen. Holtzman concludes by discussing the aesthetic implications of these new worlds. He introduces the concept of digital expression, along with examples that hint at its far-reaching possibilities.

  • Collective Learning for Spatial Collaboration

    A learning model is presented to evolve the collective behavior of a group of autonomous entities in virtual reality applications. The entities are autonomous in that they have no means of direct communication with each other. The learning model uses a module called a "cognitive map". The state of advancement of a task being performed by the group is given by this map. The group receives a reward according to the evolution of the task performed. Through an egalitarian distribution of the reward within the group, an automatic evolution of cooperation is attempted in order to complete the task successfully. At each time interval, an entity must choose its behavior from a basis set of options. Rewards the entity has received both in the distant and in the recent past influence the choice made by the entity.

  • Simulating Contacts between Objects in Virtual Reality with Auditory, Visual, and Haptic Feedback

    This chapter contain sections titled: 15.1 Related work, 15.2 The Contact State and Temporal Evolution of the Contact State, 15.3 Computation of Contact States and Events, 15.4 Multimodal Rendering Based on Contact States and Events, 15.5 Conclusion, Note, References

  • Virtual Reality and the Vestibular System: A Brief Review

    Motion sickness can be one of the consequences of VR simulation. This chapter gives information on the vestibular system, both anatomy and function. It also discusses use of VR on treating various phobias, why this motion sickness occurs and the possible effect of VR simulation on patients with balance disorders. Problem 1. A 25-year-old man sits in a flight simulator and plays with the instrument for 2 h. Afterward he feels nauseated and unsteady, experiences imbalance, and vomits. The symptoms quickly disappear, but he must wait several hours before driving home. Problem 2. A 25-year-old male patient comes to the emergency room complaining of sudden attacks of spinning dizziness, nausea; he vomits several times. The acute symptoms gradually go away; however, for months afterward he feels unsteady and experiences instability in his vision (the world jiggles when he walks or drives a car). What is the connection between these two situations? In both cases, the description of the individuals are the same and the symptoms are similar.

  • Deep Structure

    This chapter contains sections titled: Meaning Emanates from the System, There Is More to Meaning Than Form, Deep Structures Shared by Languages, Language, Music, Visual Images, and Virtual Reality, Each Medium Reveals Different Aspects of Deep Structure, Meaning in Isomorphism, Isomorphism Supports a Theoretical Basis for Thinking Computers, Isomorphism Supports a Theoretical Basis for Emotion in Computers, Conclusion

  • Virtual Reality and MedicineChallenges for the TwentyFirst Century

    Robert Mann first proposed a virtual reality (VR) system for medical applications in 1965. His initial ideas were for a rehabilitation application for virtual reality. Later, his vision was to develop a system that would allow surgeons to test out multiple operations for a given orthopedic problem. Then in a virtual environment (VE), the clock could be speeded up to predict the future outcome of different surgical approaches. In effect, the patient could leave the operating table, go through rehabilitation, and then return for evaluation. The surgeon could then pick the best choice for the real operation. This approach would need a model that was not only patient specific but also accurate in terms of the deformity and its response to treatment over time. This is the ultimate goal for the twenty-first century for a VR system in surgery. It is difficult to create a model of the human body that is realistic enough to accurately portray a surgical mission that is planned. The interface tools that are presently available are much more advanced than the ones discussed here that were available to NASA in the 1980s; however, without a true model to interact with they are unable to provide the realism for surgical education and training that is needed. Present cadaver laboratories and training through hands-on experience provide the majority of medical education today in surgery. It is unlikely that present VR simulators will change this without a significant improvements in the models. Most of the author's work has been directed at creating digital models of humans. Some of this work is reviewed and what needs to be done is emphasized, rather than focus on what has already been accomplished. Systems are presently available for many medical training applications, including microsurgery, urology, general surgery, heart surgery, vascular surgery, eye surgery, otolaryngology, mi litary wound d?bridement, and obstetrics. Ultimately these systems will be able to provide teaching at a distance for telemedicine and telesurgery. The goal of this chapter is to better define where is needed to make improvements in the human body models for all of these systems. Most of these systems assume normal tissue properties and do not address the response over time of the tissues to the disease state, to the surgical intervention, or to the healing process. The pathologic state of tissues and the tissue's response to interventions over time should be the next grand challenge in virtual reality and medicine.

  • The Use of Virtual Reality Technology in the Treatment of Anxiety Disorders

    Approximately 23 million Americans will suffer from an anxiety disorder some time during their life. Anxiety disorders are the most common mental disorders in the United States, the fifth most common diagnosis given to those seen by primary care physicians, and the number one psychiatric diagnosis made by primary-care physicians. All anxiety disorders have two common characteristics. First, patients with these disorders usually experience apprehension, worry, and anxiety more intensely and for a longer period of time than the anxiety experienced by the average person in everyday life. Second, patients often develop ritual acts, repetitive thoughts, or avoidance mechanisms as a way to protect themselves from the anxiety. Anxiety disorders are categorized according to the presence or absence of external stimuli, the cause of the disorder, and the nature of the symptoms. Each major anxiety disorder category is described here and current treatment modalities are evaluated. When viewing mental health disorders and statistics, it is important to remember that incidence refers to the number of new cases in a specific time period, whereas prevalence refers to the total number of cases at a given time. For instance, lifetime prevalence would mean that a person had the disorder at some point in his or her life but may not have had it at the time of the survey described. Initial VR studies have shown VR technology to be effective for the treatment of many anxiety disorders. Issues that clinicians should think about when considering this treatment are discussed.



Standards related to Virtual Reality

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No standards are currently tagged "Virtual Reality"