Search results for "Virtual Reality"
showing 10 items of 376 documents
Corps et corporalité dans Moxyland de Lauren Beukes
2014
International audience; Cet article explore les métamorphoses du corps et la façon dont, dans Moxyland, les frontières de celui-ci sont repoussées, redéfinies et modifiées. On s'intéresse à la fois au corps humain et au corps de l'oeuvre.
L’apprentissage en environnement virtuel : rôle du guidage et du feedback sur la compréhension des écosystèmes forestiers
2021
As part of the E-Fran project, we studied cognitive processes related to learning in order to optimize a virtual reality forest simulator. This thesis work resulted in four experiments involving a test of multimedia learning principles (Mayer, 2009, 2014,2021) in virtual reality, as well as the cognitive mechanisms underlying acquisitions in the forest ecosystem domain. Our first study focused on learning about the decomposition of organic matter with over 100 5th grade students. We created a 3D environment respecting the principle of semantic coherence in order to compare two groups of students who studied either the lesson according to a fixed semantically coherent presentation or the les…
Visually Induced Motion Sickness on the Horizon
2020
Visually induced motion sickness is an unpleasant but common side-effect of many simulations and VR-applications. We investigated whether an earth-fixed reference frame provided in the simulation is able to reduce motion sickness. To do so, we created a moving starfield that did not contain any indicators of the spatial orientation of the observer. As the observer was simulated to move through the randomly oscillating starfield, a time-to-contact task had to be carried out. Two colored stars on collision course with each other had to be spotted, then they disappeared and the time of their collision had to be judged. Eye-movements, task performance, and motion sickness were recorded. This co…
The use of virtual reality to promote the practice of physical activity
2020
La práctica de la actividad física (AF) tiene indudables beneficios para la salud física y mental de las personas. Sin embargo, una gran parte de la población no cumple con los mínimos recomendados. Existen diferentes barreras hacia la práctica de la AF, entre las que se encuentran las interpersonales y la existencia de recursos prácticos y materiales como el tiempo y los recursos económicos. Además, existen otras barreras relacionadas con el yo (por ejemplo, la falta de confianza en las propias habilidades, los sentimientos de incomodidad durante la AF, la falta de motivación y la conciencia de sí mismo sobre el cuerpo y la apariencia física). La realidad virtual (RV) ha demostrado ser úti…
Cluny: de la gestion de données à la réalité augmentée
2007
Cluny III was the greatest abbey of the Christendom until the construction of Saint-Peters of Roma in the 17th century. Unfortunately, the Order of Cluny was broke up with the French revolution, and the church became a stone pit carry. Until 2010, for the commemoration of the Cluny foundation, a great restoration yard has begun. It is composed of two parts: Hézelon which is the restoration and development program for the patrimony of Cluny; and Gunzo, which is a research assembly on new image technologies, for knowledge and valorisation of the site. To facilitate the comprehension of this patrimony, and to allow the public to access its past, augmented reality features had been developed.
Sieci społecznościowe w ukraińskiej edukacji: blaski i cienie
2018
W artykule przedstawiono koncepcyjne podstawy bezpieczeństwa w zakresie korzystania z sieci społecznościowych w edukacji na Ukrainie. Potwierdzono stanowisko, że tylko z wystarczającym stopniem kształcenia w tym wymiarze, edukacja nabywa nieprzerwanej formy i może skutecznie pełnić funkcję rozwoju aktualnych wartości dla narodu ukraińskiego i innych nacji. Podkreślono ideę potencjalnego wpływu sieci społecznych jako innowacyjnego narzędzia edukacyjnego wpływającego bezpośrednio lub pośrednio na bezpieczeństwo humanitarne państwa ukraińskiego. Wykazano, że wpływ ten jest spowodowany szybkim i dyskretnym rozpowszechnianiem informacji za pośrednictwem sieci społecznościowych, realizowanym zaró…
Sustainable Value Co-Production and Co-Creation in Virtual Reality: An Exploratory Research on Business-to-Business Interactions
2022
The objective of this study is to identify the environment for business interactions in virtual reality in the value co-production and co-creation process and to understand how such an environment enables the sustainable development of co-creational activities. This paper takes the concepts of value co-production and co-creation and presence and the Actors, Resources, and Activities Model as conceptual references for the exploration of interactions in virtual reality. Using ten in-depth interviews with senior managers, this paper takes an exploratory case analysis perspective. Results show how the sense of presence—level of immersion to which a medium that produces seemingly accurate repres…
A Hybrid Virtual-Augmented Serious Game to Improve Driving Safety Awareness
2018
The use of 3D virtual content and Augmented Reality (AR) in certain applications allows designing tools and serious games that are more attractive to the potential users. Focusing on the area of learning and education, these technologies can be adapted to the requirements of the application that needs to be developed, to the available devices on which they are expected to run and also to the learning content. However, in most applications only a single interaction paradigm and a single visualization mode is used, restricting the potential benefits of the system. In this paper, we propose a software application designed to improve driving safety awareness and learning for both adults and chi…
Multi-Control Virtual Reality Driving Simulator
2019
Immersive technologies (virtual and augmented reality) started gaining a lot of ground over the past few years initially in the video game industry, followed by simulators and finally integrated into many other classic applications. This paper aims to analyze how users respond to using new controlling devices in a scene designed as a driving simulator (race car track). The landscape and the controls are specifically tailored for interactions within immersive environments. In order to understand the capabilities of the experimental application and evaluate the new controls, several tests were conducted. The results are presented from a user experience perspective, emphasizing qualities, side…
Psychological Influence of Double-Bind Situations in Human-Agent Interaction
2007
This paper presents a new approach to integrate artificial intelligence in virtual environments. The system presented deals in a separated way the visualization and intelligence modules, applying in this last case a distributed approach (multi-agent systems) so that scalable applications may be built. Therefore, it is necessary to define agent architectures that allow agents to be integrated in the VW. Thus, a designer is abstracted from the peculiarities of interacting with a virtual environment. There is a first prototype of the framework using JADE as the supporting multi-agent systems platform.