Search results for "virtu"

showing 10 items of 1987 documents

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…

MultimediaComputer scienceBiomedical EngineeringTraining (meteorology)020207 software engineering02 engineering and technologyVirtual realitycomputer.software_genre03 medical and health sciences0302 clinical medicine0202 electrical engineering electronic engineering information engineeringMedical training030212 general & internal medicinePatient handovercomputerCurrent Directions in Biomedical Engineering
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Building and Maintaining the Common Ground in Web-Based Interaction

2002

In this paper, the main purpose is to explore how participants establish and maintain the common ground in the computer-based conferences. Previous studies assume that before the participants can reach the deeper level interaction and learning, they have to gain an adequate level of common ground (Dillenbourg, 1999; Baker et al., 1999; Veerman, 2000). Subjects were 68 pre-service teachers and 7 mentors from three universities who participated in the web-based conferencing course for eight weeks. The results assume that in deeper level discussions it is essential that participants, especially fellow students did give not only the evidence about their own understanding by using written feedba…

MultimediaComputer scienceGroundbusiness.industryvirtuaalinen vuorovaikutusvirtual interactionCommon groundfeedbackyhteinen perustagroundingcollaborative web-based interactioncomputer.software_genreelectronic discussion[INFO.EIAH] Computer Science [cs]/Technology for Human LearningMathematics educationWeb applicationcommon groundbusinesscomputer
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Virtual Reality Applications for Higher Educations: A Market Analysis

2021

MultimediaComputer scienceMarket analysisDesign elements and principlesVirtual realitycomputer.software_genreVDP::Samfunnsvitenskap: 200::Pedagogiske fag: 280VDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550computerProceedings of the Annual Hawaii International Conference on System Sciences
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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…

MultimediaComputer scienceProcess (engineering)business.industrymedia_common.quotation_subjectVirtual realityUSablecomputer.software_genreScience educationTest (assessment)ScarcityUser experience designHuman–computer interactionDesign processbusinesscomputermedia_common
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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…

MultimediaComputer sciencebusiness.industryVirtual realityComputer-mediated realitycomputer.software_genreMetaverseMixed realityVisualizationPublic spaceData visualizationThe InternetbusinesscomputerProceedings of the 2005 International Conference on Active Media Technology, 2005. (AMT 2005).
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LABCENTER. A remote laboratory system platform

2011

Abstract A web system server especially suited for remote laboratories has been developed. Typical e-learning systems do not offer the possibility to perform a remote laboratory where real experiments can be done online, accessing real hardware located at the University facilities. Allowing students to connect to hardware systems remotely provides them with additional knowledge about real devices; very often, real laboratory devices are time or space restricted. The proposed LABCENTER platform is a general frame designed for remote laboratories connection. The platform is designed to allow an authorized student to connect to hardware systems. As direct hardware systems allow only a single u…

MultimediaComputer sciencebusiness.industrycomputer.software_genreScheduling (computing)law.inventionIndustrial robotlawRobotVirtual learning environmentHardware compatibility listSoftware engineeringbusinessField-programmable gate arraycomputerRemote laboratoryIFAC Proceedings Volumes
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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, …

MultimediaComputer sciencebusiness.industrymedia_common.quotation_subjectNoveltyExperience designcomputer.software_genreMixed realitySurpriseUser experience designHuman–computer interactionLocation-based serviceImmersion (virtual reality)NarrativeAugmented realitybusinessEmpowermentta512computermedia_commonProceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Role of the Online Tutor in Establishing Social Presence in Asynchronous Text-Based Collaborative Learning Environments

2017

The main objective of this paper is to provide a better understanding of the online tutor’s role in establishing and maintaining the feeling of social presence among the participants in asynchronous text-based collaborative learning environments. The context of the study is a distributed online course involving groups of participants who do not have a shared history of working together. The data were collected from a student survey and follow-up interviews. The study shows how the online tutor’s facilitation in such environments is crucial, and several practical implications for online tutors are presented. In addition, complementing the asynchronous text-based learning platform with synchr…

MultimediaComputer sciencemedia_common.quotation_subject05 social sciences050301 educationCommon groundOnline tutoring050109 social psychologyCollaborative learningContext (language use)computer.software_genreFeelingAsynchronous communicationComputingMilieux_COMPUTERSANDEDUCATIONVirtual learning environment0501 psychology and cognitive sciencesTUTOR0503 educationcomputermedia_commoncomputer.programming_language
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A Distributed Framework for Scalable Large-Scale Crowd Simulation

2007

Emerging applications in the area of Emergency Response and Disaster Management are increasingly demanding interactive capabilities to allow for the quick understanding of a critical situation, in particular in urban environments. A key component of these interactive simulations is how to recreate the behavior of a crowd in real- time while supporting individual behaviors. Crowds can often be unpredictable and present mixed behaviors such as panic or aggression, that can very rapidly change based on unexpected new elements introduced into the environment. We present preliminary research specifically oriented towards the simulation of large crowds for emergency response and rescue planning s…

MultimediaEmergency managementComputer sciencebusiness.industryAutonomous agentcomputer.software_genreRendering (computer graphics)CrowdsVirtual machineHuman–computer interactionScalabilityCrowd simulationbusinessCrowd psychologycomputer
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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…

MultimediaHuman–computer interactionComputer scienceComputer-supported cooperative workContext (language use)User interfaceVirtual realityGroup workcomputer.software_genrecomputerMixed realityHuman communicationTask (project management)Proceedings of the second Nordic conference on Human-computer interaction
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