Conferences related to Virtual environment

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2023 Annual International Conference of the IEEE Engineering in Medicine & Biology Conference (EMBC)

The conference program will consist of plenary lectures, symposia, workshops and invitedsessions of the latest significant findings and developments in all the major fields of biomedical engineering.Submitted full papers will be peer reviewed. Accepted high quality papers will be presented in oral and poster sessions,will appear in the Conference Proceedings and will be indexed in PubMed/MEDLINE.


2020 IEEE International Symposium on Antennas and Propagation and North American Radio Science Meeting

The joint meeting is intended to provide an international forum for the exchange of information on state of the art research in the area of antennas and propagation, electromagnetic engineering and radio science


2020 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and severalco-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students, academics and industry researchers.

  • 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premier annual computer vision event comprising the main conference and several co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry researchers.

  • 2017 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conferenceand 27co-located workshops and short courses. With its high quality and low cost, it provides anexceptional value for students,academics and industry.

  • 2016 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2015 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    computer, vision, pattern, cvpr, machine, learning

  • 2014 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. Main conference plus 50 workshop only attendees and approximately 50 exhibitors and volunteers.

  • 2013 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    CVPR is the premiere annual Computer Vision event comprising the main CVPR conference and 27 co-located workshops and short courses. With its high quality and low cost, it provides an exceptional value for students, academics and industry.

  • 2012 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Topics of interest include all aspects of computer vision and pattern recognition including motion and tracking,stereo, object recognition, object detection, color detection plus many more

  • 2011 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Sensors Early and Biologically-Biologically-inspired Vision, Color and Texture, Segmentation and Grouping, Computational Photography and Video

  • 2010 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics, motion analysis and physics-based vision.

  • 2009 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

    Concerned with all aspects of computer vision and pattern recognition. Issues of interest include pattern, analysis, image, and video libraries, vision and graphics,motion analysis and physics-based vision.

  • 2008 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2007 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2006 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)

  • 2005 IEEE Conference on Computer Vision and Pattern Recognition (CVPR)


2020 IEEE IAS Electrical Safety Workshop (ESW)

Accelerate application of breakthrough improvements in human factors, technology, and managing systems that reduce risk of electrical injuries. Stimulate innovation in overcoming barriers. Change and advance the electrical safety culture to enable sustainable improvements in prevention of electrical accidents and injuries


2020 IEEE International Conference on Robotics and Automation (ICRA)

The International Conference on Robotics and Automation (ICRA) is the IEEE Robotics and Automation Society’s biggest conference and one of the leading international forums for robotics researchers to present their work.


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Periodicals related to Virtual environment

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Circuits and Systems for Video Technology, IEEE Transactions on

Video A/D and D/A, display technology, image analysis and processing, video signal characterization and representation, video compression techniques and signal processing, multidimensional filters and transforms, analog video signal processing, neural networks for video applications, nonlinear video signal processing, video storage and retrieval, computer vision, packet video, high-speed real-time circuits, VLSI architecture and implementation for video technology, multiprocessor systems--hardware and software-- ...


Communications Letters, IEEE

Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)


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 ...


Communications, IEEE Transactions on

Telephone, telegraphy, facsimile, and point-to-point television, by electromagnetic propagation, including radio; wire; aerial, underground, coaxial, and submarine cables; waveguides, communication satellites, and lasers; in marine, aeronautical, space and fixed station services; repeaters, radio relaying, signal storage, and regeneration; telecommunication error detection and correction; multiplexing and carrier techniques; communication switching systems; data communications; and communication theory. In addition to the above, ...


Computer

Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.


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Most published Xplore authors for Virtual environment

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Xplore Articles related to Virtual environment

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Multiple guest operating systems under Exo-kernel

International Multi Topic Conference, 2002. Abstracts. INMIC 2002., 2002

None


Development of a haptic virtual environment

Proceedings 12th IEEE Symposium on Computer-Based Medical Systems (Cat. No.99CB36365), 1999

Haptics is a technology that creates a sense of touch in a multi-modal media. The availability of force feedback, haptics, requires the formation of haptic virtual objects. To aid in the creation of the haptic objects we have developed G/sub 2/H, an interface between a commercial graphics and animation software package and the PHANToM haptic device. G/sub 2/H is a ...


Virtual Reality-Based Casting Skill Transfer and Human Resource Development

17th International Conference on Artificial Reality and Telexistence (ICAT 2007), 2007

This paper proposes a new virtual reality-based skill transfer and human resource development system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work ...


Estimating complicated and overlapped human body postures by wearing a multiple-colored suit using color information processing

Sixth IEEE International Conference on Automatic Face and Gesture Recognition, 2004. Proceedings., 2004

This work suggested an image processing method using a multiple-colored suit for estimating complicated postures of a human body. One of the major problems on the posture estimation when using the silhouette image analysis is the overlap of the body parts' silhouettes. In order to solve this problem, the human wears the multiple-colored suit so that each body part has ...


Poster: Evaluation of an Approach for Remote Object Manipulation Utilizing Dynamic Magnifying Lenses

2008 IEEE Symposium on 3D User Interfaces, 2008

In this poster, we present a novel approach for manipulating remote objects in an immersive environment using dynamic magnifying lenses. These lenses are created seamlessly as the user focuses his gaze on an object, expanding the target object. The expanded object can then be manipulated as if the user was standing next to it. To determine its effectiveness, this interface ...


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Educational Resources on Virtual environment

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IEEE-USA E-Books

  • Multiple guest operating systems under Exo-kernel

    None

  • Development of a haptic virtual environment

    Haptics is a technology that creates a sense of touch in a multi-modal media. The availability of force feedback, haptics, requires the formation of haptic virtual objects. To aid in the creation of the haptic objects we have developed G/sub 2/H, an interface between a commercial graphics and animation software package and the PHANToM haptic device. G/sub 2/H is a modifier type plug-in that can be applied to any virtual object (created or imported). Application of the modifier converts objects into haptic objects. The objects can then be immediately touched with the haptic device in a number of configurable view-ports provided by the graphics software. G/sub 2/H also allows the dynamic changing of haptic object properties, such as stiffness and static and dynamic friction A physical medical model is used to develop haptic virtual 3D objects on a PC/NT platform. A commercially available digitizer and the graphics package are used to create virtual 3D objects. The application of G/sub 2/H then converts these objects into haptic objects. The process makes it possible to develop complex and precise haptic virtual objects without writing code, thus allowing developers to work at a higher level than that offered by current labor-intensive techniques. For PC/NT based haptic virtual applications, this capability allows touchable objects, including volumetric objects, to be quickly created with a high degree of resolution.

  • Virtual Reality-Based Casting Skill Transfer and Human Resource Development

    This paper proposes a new virtual reality-based skill transfer and human resource development system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on- the-job training at a real-time operation site.

  • Estimating complicated and overlapped human body postures by wearing a multiple-colored suit using color information processing

    This work suggested an image processing method using a multiple-colored suit for estimating complicated postures of a human body. One of the major problems on the posture estimation when using the silhouette image analysis is the overlap of the body parts' silhouettes. In order to solve this problem, the human wears the multiple-colored suit so that each body part has a different color from the other body pans. Experimental results show the effectiveness of the proposed method. It has confirmed that the complicated overlapped postures can be analyzed through the contour of the human's silhouette and the color information from the body segments that are taken using three directional cameras which are located at the front, left, and right side of the subject.

  • Poster: Evaluation of an Approach for Remote Object Manipulation Utilizing Dynamic Magnifying Lenses

    In this poster, we present a novel approach for manipulating remote objects in an immersive environment using dynamic magnifying lenses. These lenses are created seamlessly as the user focuses his gaze on an object, expanding the target object. The expanded object can then be manipulated as if the user was standing next to it. To determine its effectiveness, this interface was evaluated against three other well known interaction techniques - direct manipulation, Go-Go hand, and HOMER. Testing showed that the lens interface was superior in accuracy to the others, but it took more time to complete a given task.

  • Real-time visualization in the offshore industry

    Real-time underwater visualization has been extremely slow to develop within the offshore industry and has generally been limited to 2D representations of vessel positions on digital charts. Only recently have marine industries realized the potential of 3D real-time virtual environments and visualization systems for effective management planning and real-time situation awareness. We describe a real-time visualization of the clean-up of a former US Naval Submarine Base, located in Holy Loch, Scotland. Our Whole-Field Modeling System has provided an accurate real-time visualization of numerous varying parameters such as remotely operated vehicles (ROVs), cranes, barges, grabs, magnets, and detailed seabed topography. The system improved the field staffs' spatial and temporal awareness and facilitated decision making within the complex offshore working environment. A side bar discusses another application, offshore diamond mining.

  • Corroborating role theory and intelligent agents: a new paradigm to support collaborative learning?

    This paper presents an approach to develop an agent-based tutoring system within a synchronous learning environment in order to support virtual communities of practice. This approach emphasizes helping and supporting geographically distributed learners to acquire and construct knowledge by doing shared learning activities and to perform spontaneous learning. This paper focuses on description of how to integrate role theory and agent technology in order to overcome one of collaborative virtual environments major issues: communication.

  • Analysis of virtual simulation environment for driving behavior based on imaging movements

    To meet driving behavior based on imaging movements, an environment is designed integrated with audio-visual simulation, compared with arrows and other simple environments, the experimental data showed that the virtual one for the driving experience had been test well. In the experiment the initiative, immersion, focus attention and reducing visual fatigue have a unique advantage. For collecting and processing of EEG, the virtual environment has played a positive role.

  • Mini Track: Virtual Work, Teams, And Organizations

    None

  • ROV simulation validation and verification

    The TRANSoM (Training for Remote Sensing and Manipulation) program, sponsored by the Office of Naval Research, is developing a Virtual Environment based training system for remotely operated vehicle (ROV) pilots. A key feature of this system is the simulation of the vehicle in the created environment. It is imperative that the simulation be of sufficient fidelity so as to provide an effective training tool for the real systems. To this end, a dynamic model has been created, which may be tailored based on individual vehicle characteristics. Currently, this simulation is being evaluated in comparison with the performance of the Imetrix Talon ROV which is being used as the basis for the training transfer tests. The performance of the actual and simulated ROV are being compared both qualitatively and quantitatively. It is important to determine the correct "look and feel" of the simulation to the user, as well as measuring the actual dynamic responses of the vehicle and simulation. Results of the testing are being incorporated into the dynamic model to refine the fidelity and flexibility of the simulation.



Standards related to Virtual environment

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No standards are currently tagged "Virtual environment"


Jobs related to Virtual environment

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