Search results for "Virtual reality"

showing 10 items of 376 documents

Pseudo-haptic Controls for Mid-air Finger-based Menu Interaction

2019

Virtual Reality (VR) is more accessible than ever these days. While topics like performance, motion sickness and presence are well investigated, basic topics as VR User Interfaces (UIs) for menu control are lagging far behind. A major issue is the absence of haptic feedback and naturalness, especially when considering mid-air finger-based interaction in VR, when "grabbable" controllers are not available. In this work, we present and compare the following two visual approaches to mid-air finger-based menu control in VR environments: a planar UI similar to common 2D desktop UIs, and a pseudo-haptic UI based on physical metaphors. The results show that the pseudo-haptic UI performs better in t…

InformationSystems_INFORMATIONINTERFACESANDPRESENTATION(e.g.HCI)Computer science02 engineering and technologyVirtual realityInformationSystems_MODELSANDPRINCIPLESUser experience designHuman–computer interaction0202 electrical engineering electronic engineering information engineeringImmersion (virtual reality)medicine0501 psychology and cognitive sciences050107 human factorsHaptic technologySettore ING-INF/05 - Sistemi Di Elaborazione Delle InformazioniSettore INF/01 - Informaticabusiness.industry05 social sciencesVirtual RealityMenu Interface020207 software engineeringmedicine.diseaseUser ExperienceMotion sicknessFinger-based InteractionSystem Control.User interfacebusiness
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Uso de la Realidad Virtual en Educación: un análisis bibliométrico

2022

Virtual Reality includes different technologies through which a user can experience a virtual world created in 3 dimensions by computer. Although its adoption has been slow, since the devices required to access virtual reality were expensive, there have been experiences in education since the 1990s. The present study carries out a bibliometric study in which 1074 articles related to the use of virtual reality in education from 1990 to the beginning of 2021 have been analyzed. It has been studied, from a quantitative point of view, the evolution of the annual scientific production, collaboration and production of authors, nationalities and sources of the articles. An analysis of citations, c…

Innovación educativaAprendizajeTICinvestigación sobre literatura científicaAnálisis bibliométricoEducational innovationtecnología de la educaciónVirtual realityComputer Science ApplicationsEducationRealidad virtualenseñanza a distanciaBibliometric analysisDidáctica y Organización EscolarICTnuevas tecnologíasLearningEducació
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Influence of interaction techniques o n VIMS in virtual environments : estimation and prediction

2014

Understanding oculo-vestibular dynamics during sensory rearrangement in the central nervous system plays an extremely important role in better understanding human perception, and improves the technology in many engineering fields. Besides, the sensory conflict that occurs between ocular, vestibular and proprioception during sensory rearrangement at certain occasions might adversely affect the user performance in a wide variety of domains including flight/car simulators, scale-one 3D systems, large-scale displays, serious games, and so on. Therefore, knowing the condition in which the sensory conflict happens has a great deal of importance. This study aims at understanding the nature of sens…

Interfaces d'interactionInteraction interfacesEnvironnement virtuel à l'échelle 1Réalité virtuelle[INFO.INFO-TS] Computer Science [cs]/Signal and Image ProcessingScale-One virtual environmentSensory conflictDynamique oculo-VestibulaireOculo-Vestibular dynamicsConflit sensorielVirtual reality
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A VR/AR Environment for Multi-User Liver Anatomy Education

2021

We present a Virtual and Augmented Reality multi-user prototype of a learning environment for liver anatomy education. Our system supports various training scenarios ranging from small learning groups to classroom-size education, where students and teachers can participate in virtual reality, augmented reality, or via desktop PCs. In an iterative development process with surgeons and teachers, a virtual organ library was created. Nineteen liver data sets were used comprising 3D surface models, 2D image data, pathology information, diagnosis and treatment decisions. These data sets can interactively be sorted and investigated individually regarding their volumetric and meta information. The …

Iterative and incremental development020205 medical informaticsProcess (engineering)business.industryComputer scienceLearning environmenteducation020207 software engineeringUsabilityQualitative property02 engineering and technologyVirtual realityHuman–computer interaction0202 electrical engineering electronic engineering information engineeringAugmented realityUser interfacebusiness2021 IEEE Virtual Reality and 3D User Interfaces (VR)
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Sociability in Virtual Reality

2021

This study investigates sociability in the context of immersive Virtual Reality (VR). A Design Science Research process was applied, and three iterative development versions of a VR application were studied. Sociability around the technology was investigated with two theoretical perspectives: social presence and social interactions. The results of qualitative interviews and observations as well as a quantitative experiment are combined to make a proposal for four design principles enhancing the beneficial sociability of VR systems. These principles address the importance of ease-of-use and personalization in the activation of a customer, customer empowerment and emancipation through familia…

Iterative and incremental developmentComputer sciencebusiness.industryProcess (engineering)media_common.quotation_subject05 social sciencesGeneral EngineeringContext (language use)Virtual realityPersonalizationUser experience designHuman–computer interaction0502 economics and business050211 marketingDesign science researchEmpowermentbusiness050203 business & managementmedia_commonACM Transactions on Social Computing
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Virtual Vehicles Manager: a java virtual reality environment for distributed multi vehicles dynamics control and simulation

2007

This paper describes a lightweight, full portable software environment for development, simulation and control of vehicles. All the software is developed in Java so there are many advantages as portability, multithreading distribution etc. This environment simulates the vehicles integrating their non-linear differential equation systems. The equation systems can easily be modified changing that representation class so it is easy to manage different vehicles. The scenario is displayed as a 3D virtual reality environment in which all the objects are rendered using a combination of 3 d primitive. It is also possible the use of pre-built 3 d objects loaded from files in 3 ds format. The softwar…

JavaComputer scienceTransmission Control Protocolbusiness.industryVirtual realityRemotely operated underwater vehiclecomputer.software_genreVehicle dynamicsSoftware portabilitySoftwareMultithreadingOperating systembusinesscomputercomputer.programming_languageEUROCON 2007 - The International Conference on "Computer as a Tool"
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A New Environment for Distributed Multiple Vehicles Dynamics Control and Simulation

2007

Although there are many simulation softwares, the 3D multi-vehicle field needs further study. This paper describes a lightweight, full portable software environment for development, simulation and control of vehicles. This environment simulates ground wheeled vehicles and their environment. Multi vehicle study can be done adding the vehicle mathematical model and the 3D graphical model. The scenario is displayed as a 3D virtual reality environment in which all the objects are rendered using a combination of 3D primitive and/or pre-built 3D objects loaded from file. Since the software is made up of a set of multi-treading object-oriented Java classes, there are many advantages as portability…

Javabusiness.industryComputer scienceDistributed computingVirtual realityEnvironment Distributed Multiple Vehicles Dynamics Control.Vehicle dynamicsNetwork managementSoftware portabilitySoftwareSettore ING-INF/04 - AutomaticaEmbedded systemMultithreadingGraphical modelbusinesscomputercomputer.programming_language
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Descriptive literature review of the added value of virtual realities in vocational education and training

2020

Tarkastelemme tässä katsaus artikkelissa virtuaalitodellisuusteknologian (VR) hyödyntämistä ammattikasvatuksen kentällä viimeisen kymmenen vuoden aikana. Tavoitteenamme on selvittää, minkälaista empiiristä tutkimusta aiheesta on tehty ja minkälaista lisäarvoa VR tuottaa ammattikasvatukselle 13 tutkimusartikkelin perusteella. Tulosten perusteella tutkimus VR:n hyödyntämisestä ammattikasvatuksessa on yhtäältä lisääntynyt, mutta toisaalta empiirisiä tuloksia on vielä suhteellisen vähän. Tutkimus on toistaiseksi keskittynyt käyttökokemuksiin erilaisia VR-sovelluksia hyödynnettäessä. Havaitsemamme lisäarvo liittyy erityisesti reaalimaailman rajoitusten ylittämiseen ja erilaisten oppimisprosessie…

Katsauksetammattikasvatuslisäarvoopetusteknologiavirtual reality surplus value professional development vocational education and learning educational technology literature reviewvirtuaalitodellisuus lisäarvo ammattikasvatus opetusteknologia kirjallisuuskatsausvirtuaalitodellisuusAmmattikasvatuksen aikakauskirja
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Stakeholder Strategy and Design Alignment Framework for Design Science Research – A Study in the Context of VR-Aided Marketing and Sales

2020

This study introduces a framework to align various perceptions and objectives that different stakeholders have at the beginning of a Design Science Research (DSR) process and consolidate them into stakeholders’ strategies and theory-ingrained design artifacts. We coin this framework as Stakeholder Strategy and Design Alignment (SSDA). As an application area, we concentrate on a Virtual Reality (VR) application designed for marketing and sales purposes. The empirical testing of the framework shows that the marketing and sales potential of the application are, indeed, perceived very differently among three stakeholder groups: company representatives, developers and customers. In addition to t…

Knowledge managementCo-designed Services and Applications [Mixed Augmented and Virtual Reality]Computer sciencebusiness.industryeducationStakeholderContext (language use)Virtual realitymarkkinointiviestintävirtuaalitodellisuusmyyntityösalesdesign science researchmarkkinointimarketingvirtual realityDesign science researchsidosryhmät512 Business and Managementbusinessstakeholder alignmentdigitaalinen markkinointiProceedings of the Annual Hawaii International Conference on System Sciences
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Laparoscopic assistance by operating room nurses: Results of a virtual-reality study

2016

Abstract Background Laparoscopic assistance is often entrusted to a less experienced resident, medical student, or operating room nurse. Data regarding laparoscopic training for operating room nurses are not available. Objectives The aim of the study was to analyse the initial performance level and learning curves of operating room nurses in basic laparoscopic surgery compared with medical students and surgical residents to determine their ability to assist with this type of procedure. Design The study was designed to compare the initial virtual reality performance level and learning curves of user groups to analyse competence in laparoscopic assistance. Participants The study subjects were…

Laparoscopic surgerymedicine.medical_specialtyStudents Medicalmedicine.medical_treatmenteducationVirtual realityOperating Room NursingEducation03 medical and health sciences0302 clinical medicineSurveys and QuestionnairesTask Performance and AnalysisUser groupmedicineHumansComputer SimulationCompetence (human resources)General NursingLaparoscopic trainingMedical educationbusiness.industryInternship and ResidencySurgeryLearning curve030220 oncology & carcinogenesisLaparoscopic simulatorLaparoscopy030211 gastroenterology & hepatologyClinical CompetenceSurgical educationbusinessLearning CurveNurse Education Today
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