Search results for "Virtual reality"
showing 10 items of 376 documents
Immersion revisited:A review of existing definitions of immersion and their relation to different theories of presence
2016
The term immersion continues to be applied inconsistently within and across different fields of research connected with the study of virtual reality and interactive media. Moreover, immersion is oftentimes used interchangeably with the terms presence and engagement. This article details a review of existing definitions of immersion originating within the study of video games, virtual environments, and literary works of fiction. Based on this review, a three-dimensional taxonomy of the various conceptualizations of immersion is proposed. That is, the existing definitions of immersion may be broadly divided into three categories, each representing a dimension of the taxonomy: immersion as a p…
Influence of common landmarks between real and virtual worlds on presence feeling
2020
International audience
Immersive journalism as storytelling
2018
Immersive Virtual Reality Education Application : Four Development Iterations along Design Science Research Methodology
2022
This study introduces a research and development process of an immersive Virtual Reality (VR) education application. Altogether four application development iterations are showcased along the Design Science Research methodology. The results show how initial problems change and new problems occur during the course of a long-term DSR project with multiple iterations. Moreover, the study results confirm various previous findings, for example, that VR works better on higher learning levels such as application -level and personalization is a way to achieve this. In addition, 360 photos and videos were found to be easy and cost-efficient ways to increase personalization of VR applications. The re…
Capturing cognitive load management during authentic virtual reality flight training with behavioural and physiological indicators
2023
Background Cognitive load (CL) management is essential in safety-critical fields so that professionals can monitor and control their cognitive resources efficiently to perform and solve scenarios in a timely and safe manner, even in complex and unexpected circumstances. Thus, cognitive load theory (CLT) can be used to design virtual reality (VR) training programmes for professional learning in these fields. Objectives We studied CL management performance through behavioural indicators in authentic VR flight training and explored if and to what extent physiological data was associated with CL management performance. Methods The expert (n = 8) and novice pilots (n = 6) performed three approac…
3D VIRTUAL CH INTERACTIVE INFORMATION SYSTEMS FOR A SMART WEB BROWSING EXPERIENCE FOR DESKTOP PCS AND MOBILE DEVICES
2018
Abstract. Recently, the diffusion of knowledge on Cultural Heritage (CH) has become an element of primary importance for its valorization. At the same time, the diffusion of surveys based on UAV Unmanned Aerial Vehicles (UAV) technologies and new methods of photogrammetric reconstruction have opened new possibilities for 3D CH representation. Furthermore the recent development of faster and more stable internet connections leads people to increase the use of mobile devices. In the light of all this, the importance of the development of Virtual Reality (VR) environments applied to CH is strategic for the diffusion of knowledge in a smart solution. In particular, the present work shows how, s…
3D DIGITAL MODELS FOR A WIDESPREAD MUSEUM: THE RENON’S “BAUERNHÖFE”
2019
Abstract. The aim of the paper is to study the characteristics of different 3D digital models (point clouds, mesh, CSG, BIM) for the realization of a museum of historical buildings widespread in the territory of South Tyrol through the 3D modeling of several farmhouses between the towns of Collalbo, Longomoso and Siffiano, in the Renon area. Therefore, moving from a defined case study, the paper proposes a workflow for model choice, use, and sharing considering also users profile.The objective is to create a system that allows, the sharing, both on site and remotely, of farmhouses digital models, information, images and documents found during the research. The purpose is to enhance the terr…
THE VIRTUALIZATION OF CH FOR HISTORICAL RECONSTRUCTION: THE AR FRUITION OF THE FOUNTAIN OF ST. GEORGE SQUARE IN VALLETTA (MALTA)
2020
Abstract. Improving accessibility to Cultural Heritage (CH) is an increasingly urgent challenge today. It is not only a matter of physical inaccessibility but also temporal, considering that part of CH now lost. Fortunately, the most modern technological tools are helping to break down both space and time barriers. In facts, recent advances in representation, 3D modelling and survey methodologies opened new scenarios for valorization and conservation of CH. In particular, the improvement of quality in resolution and sensor sensitivity of cameras allowed to achieve the right level of 3D reconstruction through digital photogrammetry procedures. In the same field, terrestrial laser scanners (T…
VIRTUAL REALITY FOR HISTORICAL ARCHITECTURE
2019
Abstract. This article shows a first step in the development of an immersive virtual tour of the Cathedral of Palermo, entering the fields of Digital Cultural Heritage and Edutainment. Its purpose is to help people to gain knowledge about the site, highlighting the complex stratifications that have characterized its history.The development of the project has been possible thanks to different phases of work: surveys were initially carried out by laser scanning, then assembled and processed to obtain the 3D model of the current state; at the same time, the model of reconstruction was processed in several phases, based on historical, archival and iconographic sources; both models were, later, …
A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION
2019
Abstract. In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of t…