5 research outputs found

    Applying mobile augmented reality (AR) to teach interior design students in layout plans: Evaluation of learning effectiveness based on the ARCS model of learning motivation theory

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    In this paper we present a mobile augmented reality (MAR) application supporting teaching activities in interior design. The application supports students in learning interior layout design, interior design symbols, and the effects of different design layout decisions. Utilizing the latest AR technology, users can place 3D models of virtual objects as e.g., chairs or tables on top of a design layout plan and interact with these on their mobile devices. Students can experience alternative design decision in real-time and increases the special perception of interior designs. Our system fully supports the import of interior deployment layouts and the generation of 3D models based on design artefacts based on typical design layout plan design symbols and allows the user to investigate different design alternatives. We applied John Keller’s Attention, Relevance, Confidence, and Satisfaction (ARCS) learning motivation model to validate our solution to examine the students’ willingness and verify the ability of students to improve learning through MAR technology. We compared a sample experimental group of N = 52 test-subjects with a sample of N = 48 candidates in a control group. Learning indicators as learning interest, confidence, satisfaction and effective have been utilized to assess the students’ learning motivation through the use of MAR technology. The learning results have been determined by the independent sample t testing. The significance of the post-test had a p-value \u3c 0.05 difference. The result of the study clearly shows that the reference group utilizing MAR technology as a learning aid show a higher learning effectiveness as the control group. Thus, we conclude that MAR technology does enhance students’ learning ability for interior design and making appropriate design decisions

    VR Conferencing : a business opportunity underlying virtual reality participation

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    Advancements in digital technologies continuously prompt changes to both academic and business ecosystems. And by bringing opportunities for sustainable and economically feasible developments in parallel, the organizing capabilities of such technology have received an increasing amount of interest. Building on this momentum, this dissertation sought to investigate the viability of a business opportunity underlying the idea of virtual reality participation at events such as conferences. For the purpose of this research, data were collected through two online surveys. These surveys targeted those who would ultimately provide the participation option (event-organizers) and those who would drive its demand (eventparticipants). The results, through an expressed measure of interest among the respective samples of 31.6% and 51.5% accompanied by a fair demand and willingness to supply the option, seem to encourage the pursuit of an underlying business opportunity. The analysis further directs future effort by making distinctions in demographics and attitudes in terms of interest and finds thereof that the concept appears to show at least as, or even more, prominence amidst short educational programs. It also shows that the concept can be extended to serve other purposes, for instance, business meetings. Additionally, a business model configuration that could potentially exploit the opportunity is explored, and the model suggested by this work is presented as an intermediate platform. However, more research of which is required prior to the development of a defined business plan.Os avanços nas tecnologias digitais provocam alterações contínuas nos ecossistemas académicos e empresariais. Paralelamente, ao trazerem oportunidades de desenvolvimentos sustentáveis e economicamente viáveis, as capacidades de organização dessas tecnologias têm recebido um interesse crescente. Com base nesta dinâmica, esta dissertação procurou investigar a viabilidade de uma oportunidade de negócio subjacente à ideia de utilização da realidade virtual em eventos como conferências. Para efeitos desta investigação, os dados foram recolhidos através de dois inquéritos online. Estes inquéritos foram simultaneamente direcionados a indivíduos que proporcionariam a opção de participação (organizadores de eventos) e àqueles que impulsionariam a sua procura (participantes em eventos). Os resultados, obtidos através de uma medida de expressão de interesse entre as respetivas amostras de 31,6% e 51,5%, acompanhada por uma procura razoável e da disponibilidade para fornecer a opção, parecem incentivar a procura de uma oportunidade de negócio subjacente. A análise visa ainda um esforço futuro, fazendo distinções demográficas e de atitudes, em termos de interesse, e conclui que o conceito parece mostrar, tanta ou mais proeminência, no meio de programas educacionais curtos. Mostra também que o conceito pode ser alargado para servir outros propósitos, nomeadamente reuniões de negócios. Além disso, é explorada uma configuração do modelo de negócio que poderia potencialmente explorar esta oportunidade, sendo o modelo sugerido por este trabalho apresentado como uma plataforma intermediária. No entanto, é necessária uma investigação mais detalhada antes do desenvolvimento de um plano de negócios definido

    Who is best placed to support cyber responsibilized UK parents?

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    The UK government responsibilizes its citizens when it comes to their cyber security, as do other countries. Governments provide excellent advice online, but do not provide any other direct support. Responsibilization is viable when: (1) risk management activities require only ubiquitous skills, (2) a failure to manage the risk does not affect others in the person’s community. Cybersecurity fails on both counts. Consider that parents and carers are effectively being responsibilized to educate their children about cybersecurity, given that young children cannot be expected to consult and act upon government advice. Previous research suggests that UK parents embrace this responsibility but need help in keeping up to date with cybersecurity ‘best practice’. In this paper, we consider a number of possible sources of parental advice, and conclude that support workers would be best placed to support parents in this domain. We then carried out a study to gauge the acceptability of this source of help. We find that parents would be willing to accept advice from this source, and suggest that cybersecurity academics be recruited to train support workers to ensure that they have current ‘best practice’ cybersecurity knowledge to impart to parents

    Real-time affect detection in virtual reality: a technique based on a three-dimensional model of affect and EEG signals

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    This manuscript explores the development of a technique for detecting the affective states of Virtual Reality (VR) users in real-time. The technique was tested with data from an experiment where 18 participants observed 16 videos with emotional content inside a VR home theater, while their electroencephalography (EEG) signals were recorded. Participants evaluated their affective response toward the videos in terms of a three-dimensional model of affect. Two variants of the technique were analyzed. The difference between both variants was the method used for feature selection. In the first variant, features extracted from the EEG signals were selected using Linear Mixed-Effects (LME) models. In the second variant, features were selected using Recursive Feature Elimination with Cross Validation (RFECV). Random forest was used in both variants to build the classification models. Accuracy, precision, recall and F1 scores were obtained by cross-validation. An ANOVA was conducted to compare the accuracy of the models built in each variant. The results indicate that the feature selection method does not have a significant effect on the accuracy of the classification models. Therefore, both variations (LME and RFECV) seem equally reliable for detecting affective states of VR users. The mean accuracy of the classification models was between 87% and 93%

    Data Science in Healthcare

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    Data science is an interdisciplinary field that applies numerous techniques, such as machine learning, neural networks, and deep learning, to create value based on extracting knowledge and insights from available data. Advances in data science have a significant impact on healthcare. While advances in the sharing of medical information result in better and earlier diagnoses as well as more patient-tailored treatments, information management is also affected by trends such as increased patient centricity (with shared decision making), self-care (e.g., using wearables), and integrated care delivery. The delivery of health services is being revolutionized through the sharing and integration of health data across organizational boundaries. Via data science, researchers can deliver new approaches to merge, analyze, and process complex data and gain more actionable insights, understanding, and knowledge at the individual and population levels. This Special Issue focuses on how data science is used in healthcare (e.g., through predictive modeling) and on related topics, such as data sharing and data management
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