This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus....This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus. The implementation of the Virtual Reality VR used 3D-Games Studio with Lite-C software. The authors also experiment with the use of a VR device, i.e. 3D E-Dimensional wireless goggle to improve the feel of presence for the user of our application. The authors created the original elements of UI campus environment, such as, buildings, trees, campus buses, cars, and bike tracks, as well as obstacle in the pathways into 3D virtual shape that resembles the real UI campus environment. The bicycle movement, camera perceptions, and object collision handling have also been implemented. Our application is subsequently tested by the users in terms of the general object condition, user's respond to the virtual reality environment and the future development. Some result of implementing the same environment using Alice has also been shown.展开更多
This paper analyzes the network of passes among the players of the Spanish team during the last FIFA World Cup 2010,where they emerged as the champion,with the objective of explaining the results obtained from the beh...This paper analyzes the network of passes among the players of the Spanish team during the last FIFA World Cup 2010,where they emerged as the champion,with the objective of explaining the results obtained from the behavior at the complex network level.The team is considered a network with players as nodes and passes as(directed) edges.A temporal analysis of the resulting passes network is also done,looking at the number of passes,length of the chain of passes,and to network measures such as player centrality and clustering coefficient.Results of the last three matches(the decisive ones) indicate that the clustering coefficient of the pass network remains high,indicating the elaborate style of the Spanish team.The effectiveness of the opposing team in negating the Spanish game is reflected in the change of several network measures over time,most importantly in drops of the clustering coefficient and passing length/speed,as well as in their being able in removing the most talented players from the central positions of the network.Spain's ability to restore their combinative game and move the focus of the game to offensive positions and talented players is shown to tilt the balance in favor of the Spanish team.展开更多
文摘This paper reviews virtual reality interface, application and design concept in relation with our experience in implementing a virtual bicycling environment application of the University of Indonesia Green Eco-campus. The implementation of the Virtual Reality VR used 3D-Games Studio with Lite-C software. The authors also experiment with the use of a VR device, i.e. 3D E-Dimensional wireless goggle to improve the feel of presence for the user of our application. The authors created the original elements of UI campus environment, such as, buildings, trees, campus buses, cars, and bike tracks, as well as obstacle in the pathways into 3D virtual shape that resembles the real UI campus environment. The bicycle movement, camera perceptions, and object collision handling have also been implemented. Our application is subsequently tested by the users in terms of the general object condition, user's respond to the virtual reality environment and the future development. Some result of implementing the same environment using Alice has also been shown.
基金supported in part by the CEI BioTIC GENIL(CEB09-0010)MICINN CEI Program(PYR2010-13)projectthe Andalusian Regional Government P08-TIC-03903,P08-TIC-03928,and TIC-6083 projectsMICINN projects TIN2008-05941 and TIN2011-28627-C04
文摘This paper analyzes the network of passes among the players of the Spanish team during the last FIFA World Cup 2010,where they emerged as the champion,with the objective of explaining the results obtained from the behavior at the complex network level.The team is considered a network with players as nodes and passes as(directed) edges.A temporal analysis of the resulting passes network is also done,looking at the number of passes,length of the chain of passes,and to network measures such as player centrality and clustering coefficient.Results of the last three matches(the decisive ones) indicate that the clustering coefficient of the pass network remains high,indicating the elaborate style of the Spanish team.The effectiveness of the opposing team in negating the Spanish game is reflected in the change of several network measures over time,most importantly in drops of the clustering coefficient and passing length/speed,as well as in their being able in removing the most talented players from the central positions of the network.Spain's ability to restore their combinative game and move the focus of the game to offensive positions and talented players is shown to tilt the balance in favor of the Spanish team.