Search results for "reality"

showing 10 items of 662 documents

Evidence Against a Correlation Between Ease of Use and Actual Use of a Device in a Walk-in Virtual Environment

2013

Technology acceptance and its use are assumed to be based on the perceived usefulness and ease of use of the technology. We studied one aspect of that by focusing on a possible correlation between the actual use of a device and its perceived ease of use. For studying technology that is new to users, we investigated the use of a locomotion control device in a walk-in virtual environment. We organized a user test in which participants browsed virtual shopping items by walking or by controlling locomotion with a device. Data were gathered in two ways: First, we observed their actual device use, and second, we asked users to evaluate the ease of use of the device. The analysis illustrates that …

empirical studytechnology acceptancevirtual realityvirtual environmentease of use
researchProduct

Percepción del alumnado de Educación Secundaria sobre la mediación escolar en Castellón y Valencia

2016

La realidad social, en constante proceso de cambio, exige al sistema educativo un esfuerzo por actualizar las respuestas educativas frente a la mejora de la convivencia. Es en este contexto en el que la mediación ha dejado ver sus potencialidades educativas, ya que influye sobre la mejora del individuo, de las relaciones interpersonales y del clima escolar. No obstante, son escasas las investigaciones orientadas a conocer el impacto de la misma. En este artículo presentamos un estudio dirigido a conocer la valoración de la mediación atendiendo a las opiniones del alumnado de cinco centros educativos de secundaria de Valencia y cuatro de Castellón. Asimismo, se pretende detectar si existen d…

enseñanza secundariaSchool climateSocial realitymedia_common.quotation_subjectrelaciones interpersonalesDemocratic citizenshipValència (Espanya)050109 social psychologyContext (language use)EducationInterpersonal relationshipConvivència escolarPerceptionPedagogy0501 psychology and cognitive sciencessolución de conflictosmedia_common05 social sciences050301 educationEducació SecundàriaMediació escolarevaluaciónorientaciónMediationPsychology0503 educationCastelló (Espanya)Educational systems
researchProduct

A milestone in the era of esports: The Olympics through the lens of virtual reality

2022

Whether the International Olympic Committee (IOC) ever includes electronic sports (esports) in the official program of the Olympic Games, the popularity of competitive gaming continues to grow—sports present a modern audience powerhouse the world cannot fail to notice. By the end of 2025, the number of viewers in esports is expected to reach 640.8 million and revenue growth of 1,866.2 billion U.S. dollars (Gough, 2022). Over 170 colleges in the United States have established varsity esports teams and offer esports players' educational opportunities, including partial or full scholarships (Lyman, 2022). Esports has also found its place in schools, largely influencing the youth (Rothwell and …

esportsphysical activityvirtual realityvideo gamesOlympicsGeneral PsychologyFrontiers in Psychology
researchProduct

Effects of Exergaming in Patients with Cardiovascular Disease Compared to Conventional Cardiac Rehabilitation: A Systematic Review and Meta-Analysis.

2022

Background: Exercise-based cardiac rehabilitation (CR) programs are used for improving prognosis and quality of life in patients with cardiovascular disease (CVD). Nonetheless, adherence to these programs is low, and exercise-based CR programs based on virtual reality (i.e., exergaming) have been proposed as an alternative to conventional CR programs. However, whether exergaming programs are superior to conventional CR programs in patients with CVD is not known. Objective: This systematic review with meta-analysis was conducted to explore whether exergaming enhances exercise capacity, quality of life, mental health, motivation, and exercise adherence to a greater extent than conventional CR…

exercise capacityvirtual realityvideogamesexercise-based cardiac rehabilitationcoronary artery disease
researchProduct

Immersive Virtual Reality in Experiential Learning : A Value Co-creation and Co-destruction Approach

2023

Immersive Virtual Reality (later VR) has its potential in enabling learning experiences. Several studies adopt experiential learning as a key concept to understand the outcomes of VR. This study consists of two parts – the first part conducts a systematic literature review on VR experiential learning and suggests seven main dimensions for the concept identified by the existing literature: engagement, sociability, contextual information, physical sensation, interactivity, cognitions, and presence. The second part adopts a value co-creation and co-destruction approach to empirically test the construction underlying VR experiential learning. The findings indicate 33 value co-creation and 19 va…

experiential learningkoulutusteknologiaarvonluontivirtual realitykokemusoppiminendesign featuresvalue co-creationvalue co-destructionvirtuaalitodellisuus
researchProduct

Developing and Evaluating Educational Innovations for STEAM Education in Rapidly Changing Digital Technology Environments

2022

In this paper, we offer three examples from our research projects on both technological and pedagogical innovations to illustrate the impact of rapid technology changes on research. Members of our research team both developed and used technology applications in their research projects, utilizing design-based research (DBR). During the experiments, we encountered new challenges by the end of the research cycle due to updates in technologies. Although we had an idea of how to redesign the project for the next cycle based on the analyses of data, we noticed that we needed to not only redesign our approaches based on the research results but the changes in technologies were so rapid that materi…

flipped classroomsAugmented Realitymatematiikkatechnological and pedagogical innovationsluonnontieteetteknologinen kehitys3D printingaugmented realitykäänteinen opetusSteam Education3D Printingsteam educationTechnological and Pedagogical Innovationsteknologiaopetusmenetelmät3D-tulostusFlipped Classroomsopetusteknologialisätty todellisuus
researchProduct

Digital and Interactive Learning and Teaching Methods in Descriptive Geometry

2013

Abstract During the course of “Fundamentals and applications of Science of Representation - Geometric drawing” (held at the Faculty of Engineering at the University of Palermo) we successfully tested the adoption of informatics tools to enhance the comprehension and the critical analysis of complex figures in the geometrical space. The peculiarity in the teaching methodology was the adoption of interactive software products (Cabri Geometre and GeoGebra concerning dynamic and geometrical constructions; the well-known Rhinoceros plug-in, Grasshopper, about generating algorithms; Linceo regarding implementing the graphic display of complex solids in augmented reality). According to our experie…

generative algorithmsMultimediaComputer scienceTeaching methodcomputer.software_genredigital and interactive learning toolsaugmented realityInteractive LearningDescriptive geometryMathematics educationSettore ICAR/17 - DisegnoGeneral Materials ScienceAugmented realitydynamic geometryRepresentation (mathematics)computerProjective geometryProcedia - Social and Behavioral Sciences
researchProduct

When virtual and real worlds coexist: Visualization and visual system affect spatial performance in augmented reality

2021

New visualization approaches are being actively developed aiming to mitigate the effect of vergence-accommodation conflict in stereoscopic augmented reality; however, high interindividual variability in spatial performance makes it difficult to predict user gain. To address this issue, we investigated the effects of consistent and inconsistent binocular and focus cues on perceptual matching in the stereoscopic environment of augmented reality using a head-mounted display that was driven in multifocal and single focal plane modes. Participants matched the distance of a real object with images projected at three viewing distances, concordant with the display focal planes when driven in the mu…

genetic structuresComputer scienceperceptual matchingmedia_common.quotation_subjectComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISIONStereoscopydepth cuesArticlelaw.inventionlawPerceptionHumansComputer visionmedia_commonAugmented Realitybusiness.industryAccommodation OcularEmmetropiaSensory SystemsVisualizationOphthalmologySpatial relationhead-mounted displaybinocular and accommodative disordersCardinal pointAugmented realityArtificial intelligenceCuesFocus (optics)Depth perceptionbusinessJournal of Vision
researchProduct

Norwegian Sociology and the Recognition of the Saami Minority

2014

At a time when the Saami ethnic minority got little attention by the Norwegian public and the political authorities of the country, sociologists did much to raise public awareness about the conditions of this ethnic minority. In the postwar period of the 1950s and 1960s, sociologists of Norway focused to a large degree on social groups that fell outside the emerging welfare state. Norwegian sociology has been characterized by an approach named “problem-oriented empirism” and also by sociologists playing a vital role as public intellectuals. Sociology professor Vilhelm Aubert (1922- 88) coined the term “problem-oriented empirism” to characterize Norwegian sociology from the end of the Second…

geographygeography.geographical_feature_categoryGeneral Arts and HumanitiesSocial realityFellEthnic groupWelfare stateNorwegianlanguage.human_languageSocial grouplanguageSociologySocial sciencePolitical authoritiesEmpiricismAdvances in Applied Sociology
researchProduct

On Augmented Reality for the Learning of 3D-Geometric Contents: A Preliminary Exploratory Study with 6-Grade Primary Students

2019

Nowadays, Augmented Reality (AR) is one of the emerging technologies with a greater impact in the Education field. Research has proved that AR-based activities improve the teaching and learning processes. Also, the use of this type of technology in classroom facilitates the understanding of contents from different areas as Arts, Mathematics or Science. In this work we propose an AR-based instruction in order to explore the benefits in a 6th-grade Primary course related to 3D-geometry shapes. This first experiment, designed from an exploratory approach, will shed light on new study variables to perform new implementations whose conclusions become more consistent. The results obtained allow u…

geometryPublic AdministrationEmerging technologies3D-geometric shapesTeaching methodPrimary educationExploratory researchPhysical Therapy Sports Therapy and RehabilitationEducació primària02 engineering and technologyField (computer science)Education0202 electrical engineering electronic engineering information engineeringDevelopmental and Educational PsychologyComputer Science (miscellaneous)Mathematics educationImplementationAugmented Reality05 social sciencesEducational technology050301 educationGeometriaspatial visionComputer Science Applicationsprimary education020201 artificial intelligence & image processingAugmented reality0503 educationEducation Sciences
researchProduct