Search results for "Virtual reality"
showing 10 items of 376 documents
Children’s Interactions Within a Virtual Reality Environment for Learning Chemistry
2017
This paper presents a virtual reality based solution for learning. Multimodal interactions are proposed to support students’ engagement through active experimentation and reflective observation. Students tasks are provided within an immersive virtual outdoor environment created using a human-centred design approach. Junior high school teachers and students between ages 14 and 16 were involved in design and test activities. Observations, video recordings, and interviews were used in data collection. Three interaction modalities were provided and tested: visual, auditory and kinesthetic/tangible interactions. The students involved in user testing showed great interest to learn in such an envi…
Ralistic visual immersion : Proposal of an evaluation model
2018
The thesis "Hyper-realistic and multi-sensorial 3D visual immersion" was carried out within the framework of a CIFRE contract established between Arts et Métiers on the one hand and Renault SAS on the other. It proposes a score model to objectively evaluate the ability of an immersive display system to reproduce the right level of sensory stimulation for a user, compared to what he would receive in reality and to the modeling of the human visual system.First, we were interested in laying the foundations of the model: it is composed of twelve criteria, equitably divided into a sum of vision indices and immersion indices. Each criterion is given, as far as possible, a score from 0 to 100. A s…
Using virtual reality and mood-induction procedures to test products with consumers of ceramic tiles
2013
This work describes a Virtual Reality Environment (VRE), through which users are able to view and test ceramic tile products. Users' virtual interfacing with the products generated emotional experiences that allowed them to feel ''engaged'' with the products. Users could choose between different kinds of products and test them out in order to know how they would look in a real-world context. In the VRE several mood-induction Procedures for inducing relaxation were included. The VRE was tested with respect to its ability to induce relaxation and sense of presence in 26 participants. It was also analyzed the level of satisfaction. Measures included the Visual Analogue Scale, the Self-Assessme…
ROMOT: A Robotic 3D-Movie Theater Allowing Interaction and Multimodal Experiences
2017
In this paper we introduce ROMOT, a RObotic 3D-MOvie Theater. ROMOT is built with a robotic motion platform, includes multimodal devices and supports audience-film interaction. Differently from other similar systems, ROMOT is highly versatile as it can support different setups, integrated hardware and contents. Regarding to the setups, here we present a first-person movie, a mixed reality environment, a virtual reality interactive environment and an augmented reality mirror-based scene. Regarding to integrated hardware, the system currently integrates a variety of devices and displays that allow audiences to see, hear, smell, touch and feel the movement, all synchronized with the filmic exp…
2020
Abstract Patient handover is an important part for information transfer between medical professionals in a clinical setting. Yet, in current medical education, these conversations are only trained sparsely, since they are costly to perform as they take place in offsite courses and are led by experts over several days. Virtual reality (VR)-based training courses could increase the availability of training, by eliminating travel costs and reducing the time-commitment of the teaching experts. This work presents a VR prototype of a multi-user training and examination application for patient handover. To ensure a similar interaction quality to its current real world counterpart, this work used o…
Virtual Reality Applications for Higher Educations: A Market Analysis
2021
Discounted Prototyping of Virtual Reality Solutions for Science Education
2017
Science education requires experimental work for learners to achieve the intended learning outcomes, which sometimes involve abstract concepts by nature. Advances in digital technology can help learners to undertake experimental work, which would otherwise be costly, either due to the scarcity of laboratory equipment or safety requirements. However, one of the major concerns resides into how to design usable learning solutions from the users’ perspective. That would require the involvement of users at all stages of design and development process, even if the technology itself could still be in its infancy. It can be very helpful to present the new design concepts to potential users at a ver…
Free networks visible networks
2005
Free network visible network is an active media system that uses the possibilities of the new technologies to create new landscapes in the public space by means of the visualization of the data that flow between digital networks. It changes our perception of the world with the "invisible meanings" that are around us. Mixed reality technology and Internet traffic listening system are adopted in this project in order to visualize, floating in the space, the interchanged information between users of a network. The people are able to experience in a new exciting way about how colorful virtual objects, representing the digital data, are flying around. These virtual objects change their shape, si…
Narratives of satisfying and unsatisfying experiences of current mobile augmented reality applications
2012
Over the last few years, mobile applications demonstrating Augmented Reality (AR) - such as Layar, Junaio and Google Goggles - have been introduced to consumers. We conducted an online survey to explore the user experience (UX) of early stage mobile AR applications available in the market in spring 2011, covering both location-based AR browsers and image recognition AR applications for object-based interaction. We identify various types of experiences such applications have evoked by qualitatively analyzing 84 users' narratives of their most satisfying and unsatisfying experiences. The results highlight, for example, experiences of awareness of surroundings, empowerment, positive surprise, …
Critical approach to 3D virtual realities for group work
2002
Collaborative virtual environments (CVEs) have been studied extensively during the past few years. In this paper, the concept of virtual reality (VR), and its value for group work are critically examined. To ground the discussions, experiences from a virtual reality project, from 3D chats, and from present CVE applications are analysed in the light of human communication. It is argued that the value of virtual reality is often overemphasised and overrated in the group work context, especially when conce rning desktop virtual realities and generic groupwork without an explicitly defined task or purpose. The main problem with VR is its self-centricity and inadequate support for shared real-li…