Search results for "Augmented reality"
showing 10 items of 208 documents
Value co-creation process and measurement in 4.0 SMEs: An exploratory research in a B2B marketing innovation context
2021
The purpose of this exploratory research is to contribute to the lack of empirical research exploring techniques and protocols that can be used to measure the level of value obtained from using these technologies in the various marketing processes and in a business-to-business (B2B) context. By doing so, firms operating in fast changing dynamic environments can develop the right means to continuously adapt, integrate, reconfigure, and redeploy resources and capabilities to become more competitive and disruptive in their offerings. The phenomenon of interest is described by applying a case study qualitative approach to three 4.0 companies which use virtual reality (VR)/augmented reality (AR)…
Presence-inducing media for mental health applications
2015
Presence inducing media have recently emerged as a potentially effective way to provide general and specialty mental health services, and they appear poised to enter mainstream clinical delivery. However, to ensure appropriate development and use of these technologies, clinicians must have a clear understanding of the opportunities and challenges they will provide to professional practice.
Working Alliance Inventory applied to Virtual and Augmented Reality (WAI-VAR): Psychometrics and Therapeutic Outcomes
2015
This study examines the psychometric properties of the Working Alliance Inventory-Short (WAI-S) adaptation to Virtual Reality (VR) and Augmented Reality (AR) therapies (WAI-VAR). The relationship between the therapeutic alliance with VR and AR and clinically significant change (CSC) is also explored. Seventy-five patients took part in this study (74.7% women, Mage= 34.41). Fear of flying and adjustment disorder patients received VR therapy, and cockroach phobia patients received AR therapy. Psychometric properties, CSC, one-way ANOVA, Spearman’s Correlations and Multiple Regression were calculated. The WAI-VAR showed a unidimensional structure, high internal consistency and adequate converg…
Integrating Virtual Realities and Psychotherapy: SWOT Analysis on VR and MR Based Treatments of Anxiety and Stress-related Disorders
2021
© 2021 The Author(s). Published by Informa UK Limited, trading as Taylor & Francis Group.The use of virtual reality (VR) and mixed reality (MR) technology in clinical psychology is growing. Efficacious VR-based treatments for a variety of disorders have been developed. However, the field of technology-assisted psychotherapy is constantly changing with the advancement in technology. Factors such as interdisciplinary collaboration, consumer familiarity and adoption of VR products, and progress in clinical science all need to be taken into consideration when integrating virtual technologies into psychotherapies. We aim to present an overview of current expert opinions on the use of virtual…
Treating Emotional Problems with Virtual and Augmented Reality
2015
Virtual and Augmented Reality Applied to the Perception of the Sound and Visual Garden
2022
The COVID-19 situation has encouraged the creation of ICT-based learning environments. Difficulties in performing activities in a garden setting can be overcome by using Virtual Reality (VR) and Augmented Reality (AR). The aim of this research is to evaluate the usefulness of VR and AR as an educational resource through contextualised sensory experiences in the garden. Eighty-seven trainee teachers took part, and a mixed methodology was used, for the analysis of the sound and visual elements of the garden and for reflection on the usefulness of VR and AR. An interpretive and inferential analysis of the AR-based compositions was carried out and of the drawings of the garden created by the pa…
Reverse Engineering, Rapid prototyping and augmented Reality: integrated techniques for new models of fruition of archeological heritage
2013
Reverse engineering (RE) and Rapid Prototyping (RP) have long been used for the representation, interpretation and communication of artistic and archaeological heritage, as well as their museum fruition. An application is given by the construction of models for tactile perception for blind-users: it has been developed a model, in real scale, of a kantharos of the sixth century BC modeled with mixed techniques of rapid prototyping CNC with polymeric resin. Another possible application is the integration of RE and RP techniques with Augmented Reality (AR). It has been made an experiment on the model of the Temple of Castor and Pollux in Agrigento. The physical model, made with additive proces…
Journalism in virtual reality : opportunities and future research challenges
2016
This paper presents a state-of-the-art overview on journalism and its opportunities and challenges in virtual reality. First we take a look at what kind of real-life journalistic experiments there have been made in this field so far, then we analyze the research literature on journalistic VR. The paper proceeds to discuss the emergence of virtual reality and immersive journalism explored in the latest reports in the fields of HCI and VR design. In order to analyse VR-journalism further, early draft of analysis model is being developed based on sample of three VR-productions and four VR-applications. The paper concludes to discuss the results of the analysis and outlines more advanced and in…
Real Virtuality: A Code of Ethical ConductRecommendations for Good Scientific Practice and the Consumers of VR-Technology
2016
The goal of this article is to present a first list of ethical concerns that may arise from research and personal use of virtual reality (VR) and related technology, and to offer concrete recommendations for minimizing those risks. Many of the recommendations call for focused research initiatives. In the first part of the article, we discuss the relevant evidence from psychology that motivates our concerns. In Section “Plasticity in the Human Mind,” we cover some of the main results suggesting that one’s environment can influence one’s psychological states, as well as recent work on inducing illusions of embodiment. Then, in Section “Illusions of Embodiment and Their Lasting Effect,” we go …
Simulation d’un Affichage Tête Haute - Réalité Augmentée pour l’aide visuelle à la conduite automobile
2016
Head-Up Display is the emerging solution for visual aid while driving a car, especially during reduced visibility conditions, such as bad weather or when the road is poorly lighted. The HUD device allows to project virtual information in the central field of view of the driving scene, enabling the driver to keep his attention on the road. The visual perception of the driver is therefore augmented, with a coexistence between the real and virtual world. However, it is necessary to ensure an optimal setting in order to guarantee the good perception of the virtual information, and allow drivers to take appropriate actions at the right moment. This thesis project is dedicated to study three impo…