Search results for "virtual reality."
showing 10 items of 364 documents
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…
Benefits of learning technologies in medical training, from full-scale simulators to virtual reality and multimedia presentations
2010
The rapid growth of technology provides a wide range of new learning tools such as multimedia presentations of materials, interactive animated images for anatomy learning, 3-D models, full-scale (FS) patient simulators, and microworld training software, which are virtual reality tools that include high-level interactive haptic properties. These new learning approaches have been recently used in medical training and education.
The Learning Process in Live-Action Simulation Games: The Impact of Personality, Motivation, Immersion, and Flow on Learning Outcome in a Simulation …
2021
Background Against the backdrop of the cognitive-motivational process model proposed by Vollmeyer and Rheinberg (1998) , this study investigates how the personality trait need for cognition in combination with a specific situation (short and long version of a live-action simulation game), current motivation, and immersion and flow (mediators) predict the learning outcome in the simulation game EVERYDAY LIFE IN THE CLASSROOM ( Starker & Imhof, 2014 ). Methods N = 138 teacher students played the short 2-hour version of the simulation game, and N = 77 played the long 2-day version. Need for cognition, current motivation, immersion, flow, and learning outcome were measured by self-report qu…
A New Genetic Approach for the Partitioning Problem in Distributed Virtual Environment Systems
2004
The Partitioning problem is a key issue in the design of Distributed Virtual Environment (DVE) systems based on a server-network architecture. This problem consist of efficiently assigning the clients of the simulation (avatars) to the system servers. Despite the existing literature proposes different evolutive approaches for solving this NP-hard problem, an approach based on genetic algorithms is considered as the current best partitioning mechanism.
An fMRI Study to Analyze Neural Correlates of Presence during Virtual Reality Experiences
2013
[EN] In the field of virtual reality (VR), many efforts have been made to analyze presence, the sense of being in the virtual world. However, it is only recently that functional magnetic resonance imaging (fMRI) has been used to study presence during an automatic navigation through a virtual environment. In the present work, our aim was to use fMRI to study the sense of presence during a VR-free navigation task, in comparison with visualization of photographs and videos (automatic navigations through the same environment). The main goal was to analyze the usefulness of fMRI for this purpose, evaluating whether, in this context, the interaction between the subject and the environment is perf…
Comprehensive Anatomic Assessment of Ipsilateral Pterional Versus Contralateral Subfrontal Approaches to the Internal Carotid Ophthalmic Segment: A C…
2019
Objective Medially pointing aneurysms of the ophthalmic segment of the internal carotid artery (oICA) represent a neurosurgical challenge. Conventional ipsilateral approaches require internal carotid artery and optic nerve (ON) mobilization as well as anterior clinoidectomy (AC), all associated with increased surgical risk. Contralateral approaches could provide a better exposure of the superomedial aspect of the oICA, ophthalmic artery, and superior hypophyseal artery, sparing AC and internal carotid artery or ON mobilization. However, the microsurgical anatomy of this approach has not been systematically studied. In the present work, we exhaustibly analyzed the anatomic and morphometric c…