IEEE Organizations related to Virtual Environments

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Conferences related to Virtual Environments

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Periodicals related to Virtual Environments

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Most published Xplore authors for Virtual Environments

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Xplore Articles related to Virtual Environments

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Stateless cryptography for virtual environments

IBM Journal of Research and Development, 2014

Migrating systems onto virtualized environments, such as cloud platforms, is becoming a business imperative. Such platforms offer the promise of higher resilience combined with a relatively low cost of ownership. The platforms also involve a number of challenges that hinder their adoption, and a primary concern involves security. These security concerns stem in part from vulnerabilities that underlying virtualization functionality ...


Simulation of emergency evacuation in virtual reality

Tsinghua Science and Technology, 2008

A virtual reality system was developed to simulate emergency evacuations during fires. The spreading of the flame and smoke in the virtual fire was modeled based on numerical fire simulations, so that the conditions are similar to real life. A multi-grid, multi-base-state database model was used to overcome the disadvantages of traditional smoke spreading simulations. Textured images and particle systems ...


What Is the Internet of Things: An Introduction

What Is the Internet of Things: An Introduction, 04/05/2017

This module provides an overview of the Internet of Things technology. The emergence of the paradigm is explored and a range of application areas and challenges are discussed. In particular, we explain the broader implications of networked small devices, and the types of services they can provide. Some implications in the area of personal and information security challenges associated with ...


Virtual Reality and Computer Simulation

The Handbook of Information and Computer Ethics, None

This chapter contains sections titled: Introduction Background: The Technology and its Applications Virtuality and Reality Representation and Simulation: Ethical Issues Behavior in Virtual Environments: Ethical Issues The Ethics of Computer Games Virtual Reality, Simulation, and Professional Ethics References


Management of Smart Devices

Ubiquitous Computing: Smart Devices, Environments and Interactions, None

This chapter contains sections titled:IntroductionManaging Smart Devices in Virtual EnvironmentsManaging Smart Devices in Human User‐Centred EnvironmentsManaging Smart Devices in Physical EnvironmentsExercisesReferences


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Educational Resources on Virtual Environments

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IEEE-USA E-Books

  • Stateless cryptography for virtual environments

    Migrating systems onto virtualized environments, such as cloud platforms, is becoming a business imperative. Such platforms offer the promise of higher resilience combined with a relatively low cost of ownership. The platforms also involve a number of challenges that hinder their adoption, and a primary concern involves security. These security concerns stem in part from vulnerabilities that underlying virtualization functionality introduces, such as the ability to capture and replay the execution state of a virtualized machine. In systems where security is paramount, HSMs (hardware security modules) are often used. HSMs provide a tamper-resistant environment for storing sensitive cryptographic material and for executing cryptographic operations using this material. HSMs may appear to be important components for enhancing the security of virtual environments; however, current implementations are not well suited for this purpose. In this paper, we describe a typical HSM solution stack based on the de facto industry standard called PKCS #11 (Public Key Cryptography Standard # 11). We explain the challenges introduced by virtualized platforms and show why the typical architectures based on PKCS #11 are not suitable for such environments. Finally, we describe an alternative IBM HSM solution called EP11 (Enterprise PKCS #11) and show how it addresses many of these challenges.

  • Simulation of emergency evacuation in virtual reality

    A virtual reality system was developed to simulate emergency evacuations during fires. The spreading of the flame and smoke in the virtual fire was modeled based on numerical fire simulations, so that the conditions are similar to real life. A multi-grid, multi-base-state database model was used to overcome the disadvantages of traditional smoke spreading simulations. Textured images and particle systems provide visualization of the flame and smoke. The system immerses the user in a virtual environment with detailed interactions between the users and the virtual environment. The system can show which evacuation methods are effective for building safety evaluations.

  • What Is the Internet of Things: An Introduction

    This module provides an overview of the Internet of Things technology. The emergence of the paradigm is explored and a range of application areas and challenges are discussed. In particular, we explain the broader implications of networked small devices, and the types of services they can provide. Some implications in the area of personal and information security challenges associated with deployment of Internet of Things and broad adoption of Internet connected small devices and sensor networks are also explored.

  • Virtual Reality and Computer Simulation

    This chapter contains sections titled: Introduction Background: The Technology and its Applications Virtuality and Reality Representation and Simulation: Ethical Issues Behavior in Virtual Environments: Ethical Issues The Ethics of Computer Games Virtual Reality, Simulation, and Professional Ethics References

  • Management of Smart Devices

    This chapter contains sections titled:IntroductionManaging Smart Devices in Virtual EnvironmentsManaging Smart Devices in Human User‐Centred EnvironmentsManaging Smart Devices in Physical EnvironmentsExercisesReferences

  • IEEE Draft Standard for Local and Metropolitan Area Networks - MAC Bridges and Virtual Bridged Local Area Networks - Amendment XX: Edge Virtual Bridging

    This amendment to IEEE Std 802.1Q defines enhancements to the functions of a VLAN Bridge to support Edge Virtual Bridging functionality.

  • Framework of Multiuser Satisfaction for Assessing Interaction Models Within Collaborative Virtual Environments

    Collaborative virtual environments (VEs) require interaction models for resolving conflicts and promoting multiuser collaboration. Common models, such as the first-come-first-serve (FCFS) model, which grants interaction opportunities to the most agile user, and the static priority model, which gives interaction opportunities to the user with the highest predefined priority, disregard the importance of perceiving equality in interaction (EII) among all users. One exception is the dynamic priority (DP) model, as proposed in our earlier work, which grants interaction opportunities to a user based on the recency of his/her gained opportunities. To date, few research efforts have investigated the effect of interaction models on multiuser satisfaction. This paper hence presents an assessment of the DP model's effect on multiuser satisfaction within a collaborative VE. We first verified that the DP model allowed multiple users to perceive EII. We then conducted an experiment to examine the effect of the DP and FCFS models on multiuser satisfaction under a quasi-practical scenario that mimicked a decision-making meeting of experts. The framework of the examination was based on several metrics, which we proposed for the components of the ISO/IEC 25010:2011 standard. This framework resolved issues with existing metrics that measure user satisfaction by analyzing individual experience, thus omitting EII desired by multiple users. The results of the experiment indicated that the DP model fulfilled the metrics of the framework significantly better than the FCFS model. This observation implies a potential application of the DP model in collaborative VEs where multiuser satisfaction is the key to productive collaboration.

  • Internet of Things Challenges

    This module introduces interdisciplinary topics in IoT, presenting challenges that span from technological ones to business and social issues. The IoT sector is strongly influenced by the relationships between technological development, business opportunities, with new business models emerging, and social implications. This module also offers a view on the ability to create a virtual continuum between physical and virtual objects, and introduces a set of possible use cases and application scenarios.

  • Security Challenges for Cloud Radio Access Networks

    Cloud radio access networks (C‐RAN) are a promising technology that will allow the new generation of 5G mobile communication systems to address the industry's capacity growth needs and demands for higher mobility. At the same time, energy‐efficient operation will be delivered together with operating and capital cost savings. However, despite the significant benefits of C‐RAN technology in 5G mobile communication systems, it has to face multiple inherent security challenges associated with virtual systems and cloud computing technology, which may hinder its successful establishment in the market. Thus, it is critical to address these challenges to enable C‐RAN technology to reach its full potential and foster the deployment of future 5G mobile communication systems. Therefore, this chapter presents representative examples of possible threats and attacks against the main components of the C‐RAN architecture in order to shed light on the security challenges of C‐RAN technology and provide a roadmap to ensure security in this emerging technology.

  • Program with Ixquic: Educative Games and Learning in Augmented and Virtual Environments

    Program with Ixquic, is aimed at students who are ages 18 to 20 years. Before beginning the first classes of introduction to programming, data structures, etc. they do not know anything about programming, yet they are interested in learning some basic topics of OOP. The development of this game contains topics about Augmented Reality, Puzzles and Virtual Environment.



Standards related to Virtual Environments

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Jobs related to Virtual Environments

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