9 research outputs found

    A Cross-Case Analysis of Gender Issues in Desktop Virtual Reality Learning Environments

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    This study examined gender-related issues in using new desktop virtual reality (VR) technology as a learning tool in career and technical education (CTE). Using relevant literature, theory, and cross-case analysis of data and findings, the study compared and analyzed the outcomes of two recent studies conducted by a research team at Oklahoma State University that addressed gender issues in VR-based training. This cross-case analysis synthesized the results of these two studies to draw conclusions and implications for CTE educators that may assist in developing or implementing successful virtual learning environments for occupational training. The cross-study findings suggested that males and females may be differently affected by VR and that females may be less comfortable, confident, and capable in virtual learning environments, particularly when the environments are highly technical and visually complex. The findings indicate caution in the use of VR in mixed-gender CTE programs, particularly in programs that are heavily female-gendered

    El efecto de la geometría del aula en el rendimiento de los estudiantes universitarios. Un estudio basado en neuroarquitectura

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    [ES] Los estudiantes suelen pasar más de un 50% del tiempo en centros de formación, principalmente, en aulas. Para su diseño, la atención no se centra en determinar qué criterios adoptar en función de las necesidades emocionales de los alumnos y cómo potenciar el desarrollo de la educación; por el contrario, se rige por conceptos ergonométricos, higienistas, funcionales, económicos o estéticos. La Neuroarquitectura, como rama que emerge, fusiona estudios arquitectónicos con la investigación neurocientífica y de las ciencias del comportamiento. El empleo del diseño de espacios con base en la investigación neurocientífica supone un avance para la especialidad. Este estudio propone analizar la geometría del aula, en concreto su altura y cómo influye en el desarrollo del aprendizaje de los estudiantes, a través del estudio de la respuesta psico-fisiológica. Para ello, se aplicarán los fundamentos de la neuroarquitectura y la simulación de entornos virtuales inmersivos, como parte de las investigaciones realizadas en la línea de Neuroarquitectura del Instituto Universitario i3B de la Universidad Politécnica de València[EN] Students usually spend more than 50% of their time in schools, mainly in classrooms. For its design, the focus is not on determining what criteria to adopt based on the emotional needs of students and how to enhance the development of education; on the contrary, it is governed by ergonomic, hygienic, functional, economic or aesthetic concepts. Neuroarchitecture, as an emerging branch, fuses architectural studies with neuroscientific and behavioral science research. The use of space design based on neuroscientific research represents a breakthrough for the specialty. This study proposes to analyze the geometry of the classroom, specifically its height and how it influences the development of student learning, through the study of the psycho-physiological response. For this, the fundamentals of neuroarchitecture and the simulation of immersive virtual environments will be applied, as part of the research carried out in the Neuroarchitecture line of the i3B University Institute of the Polytechnic University of Valencia.Sánchez Sabina, G. (2020). El efecto de la geometría del aula en el rendimiento de los estudiantes universitarios. Un estudio basado en neuroarquitectura. Universitat Politècnica de València. http://hdl.handle.net/10251/157880TFG

    Effects of desktop virtual reality environment training on state anxiety and vocational identity scores among persons with disabilities during job placement/job readiness activities

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    This study examined how desktop virtual reality environment training (DVRET) affected state anxiety and vocational identity of vocational rehabilitation services consumers during job placement/job readiness activities.It utilized a quantitative research model with a quasi-experimental pretest-posttest design plus some qualitative descriptive techniques. A small purposive sample was used, comprising 8 individuals currently participating in the Oklahoma Department of Rehabilitation Services Project SEARCH job placement program.Independent variables were the DVRET experimental treatment and the backgrounds and demographics of the subjects. Dependent variables were Modified Percent Gain Scores (MPGS) on the State Anxiety Inventory and the Vocational Identity (VI) sub-scale of the My Vocational Situation (MVS) Inventory.Descriptive statistics, cross tabulations, independent sample t-tests, and correlation coefficients were used for statistical analysis. The DVRET presented significantly lower state anxiety and small but not significantly higher VI. Correlations indicated state anxiety and vocational identities were related. Post-treatment questionnaire comments showed the treatment group unanimously found pre-employment VR exploration was beneficial.This study implies that desktop VR has promise in the vocational rehabilitation profession

    Participatory simulation in hospital work system design

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    When ergonomic considerations are integrated into the design of work systems, both overall system performance and employee well-being improve. A central part of integrating ergonomics in work system design is to benefit from emplo y-ees’ knowledge of existing work systems. Participatory simulation (PS) is a method to access employee knowledge; namely employees are involved in the simulation and design of their own future work systems through the exploration of models representing work system designs. However, only a few studies have investigated PS and the elements of the method. Yet understanding the elements is essential when analyzing and planning PS in research and practice.This PhD study investigates PS and the method elements in the context of the Danish hospital sector, where PS is applied in the renewal and design of public hospitals and the work systems within the hospitals. The investigation was guided by three research questions focusing on: 1) the influence of simulation media on ergonomic evaluation in PS, 2) the creation of ergonomic knowledge in PS, and 3) the transfer and integration of the ergonomic knowledge into work system design.The investigation was based on three PS cases in the Danish hospital sector. The cases were analyzed from an ergonomics system perspective combined with theories on knowledge creation, transfer, and integration. The results are presented in six scientific papers from which three core findings are extracted: 1) simulation media attributes influence the type of ergonomic conditions that can be evaluated in PS, 2) sequences and overlaps of knowledge creation activities are sources of ergonomic knowledge creation in PS, and 3) intermediaries are means of knowledge transfer, and interpretation and transformation are means of knowledge integration

    Multitouch-based collaborative pre-visualisation for computer animation

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    Computer animated pre-visualisation occurs at an early stage of visualising scenes in low-fidelity. This is a collaborative process, in which directors communicate with animators how shot sequences will occur. Producers also take notes to approximate costs and other stakeholders may give further input. The problem with this approach is that the improvement cycles can take a long time, making the process take exponentially longer with more iterations of improvement. Our aim is to create a system that reduces this time, while keeping every stakeholder of the animation on the same page. We have constructed a multitouch-enabled system for low-fidelity, animated 3D pre-visualisation. This tool runs on a single, large multitouch table and caters for simultaneous input from multiple users, to better support collaboration. Users can navigate the virtual environment, place and manipulate 3d objects in the scene, as well as animate them, all using multitouch. The system was constructed using the user-centred systems design (UCSD) methodology. After several iterations of development, we performed a qualitative evaluation of the _nal system using two groups, one consisting of film makers and the other consisting of software developers, and concluded with interviews to get qualitative feedback about our pre-visualisation tool. Both groups suggested that the system's setup promoted collaboration and communication, which is important early on in the planning phase of film creation. However, both groups agreed that such a tool is only useful for low-fidelity pre-visualisation, as it might become "cumbersome" to perform detailed animations using multitouch input. Furthermore, the system was often too dependent on the viewpoint, which was a single user task, effectively minimizing the amount of work that could actually be done by collaborative users simultaneously. This study highlights the potential of a multitouch, collaborative pre-visualisation tool

    ARCH 14 - International Conference on Research on Health Care Architecture - November 19-21, 2014, Espoo, Finland - Conference Proceedings

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    Healthcare Architecture has grown rapidly in recent years. However, there are still many questions remaining. The commission, therefore, is to share the existing research knowledge and latest results and to carry out research projects focusing more specifically on the health care situation in a variety of contexts. The ARCH14 conference was the third conference in the series of ARCH conferences on Research on Health Care Architecture initiated by Chalmers University. It was realized in collaboration with the Nordic Research Network for Healthcare Architecture .It was a joint event between Aalto University, Finnish Institute of Occupational Health (FIOH) and National Institute of Health and Welfare (THL International).The conference gathered together more than 70 researchers and practitioners from across disciplines and countries to discuss the current themes

    Influence of Field Dependence / Independence, Gender, and Experience on Navigational Behavior and Configurational Knowledge Acquisition in a Desktop Virtual Reality Environment

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    Little is known about the influence of individual learner differences on navigational behaviors and learning within a desktop virtual reality environment (VE). This mixed-methods exploratory study used orienting, navigating, and wayfinding theory, digital performance-recording technology, and expert judges to examine the influences of the individual characteristics of field dependent/field independent cognitive style, gender, and prior domain knowledge or experience on navigation behaviors and survey knowledge acquisition of 30 police officers in a virtual crime scene created for the study. Detailed analyses were made of navigational moves and post-VE-treatment drawings of the virtual crime scene. Based on descriptive statistics, independent sample t-tests, analysis of variance, qualitative data, inter-judge reliability coefficients, and rating scores on post-treatment drawings, several conclusions were drawn: 1. Navigational behaviors in a desktop VE is individualistic rather than occupational. 2. IdentificaSchool of Teaching and Curriculum Leadershi

    Adapting virtual reality for the participatory design of work environments

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