403 research outputs found

    Virtual Skiing as an Art Installation

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    The Virtual Skiing game allows the user to immerse himself into the skiing sensation without using any obvious hardware interfaces. To achieve the movement down the virtual skiing slope the skier who stands on a pair of skis attached to the floor performs the same movements as on real skis, in particular this is the case on carving skis: tilting the body to the left initiates a left turn, tilting the body to the right initiates a right turn, by lowering the body, the speed is increased. The skier observes his progress down the virtual slope projected on the wall in front of him. The skier’s movements are recorded using a video camera placed in front of him and processed on a PC in real time to drive the projected animation of the virtual slope

    A Scoping Review on Virtual Reality-Based Industrial Training

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    The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction. Even though several research gaps were found, virtual reality is presented as a present and future alternative for the efficient training of human resources in the industrial field.This work was supported by Instituto Superior Tecnológico Victoria Vásconez Cuvi. The authors appreciate the opportunity to analyze topics related to this paper. The authors must also recognize the supported bringing by Universidad Tecnica de Ambato (UTA) and their Research and Development Department (DIDE) under project CONIN-P-256-2019, and SENESCYT by grants “Convocatoria Abierta 2011” and “Convocatoria Abierta 2013”

    Using Two Simulation Tools to Teach Concepts in Introductory Astronomy: A Design-Based Research Approach

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    Technology in college classrooms has gone from being an enhancement to the learning experience to being something expected by both instructors and students. This design-based research investigation takes technology one step further, putting the tools used to teach directly in the hands of students. The study examined the affordances and constraints of two simulation tools for use in introductory astronomy courses. The variety of experiences participants had using two tools; a virtual reality headset and fulldome immersive planetarium simulation, to manipulate a lunar surface flyby were identified using a multi-method research approach with N = 67 participants. Participants were recruited from classes of students taking astronomy over one academic year at a two-year college. Participants manipulated a lunar flyby using a virtual reality headset and a motion sensor device in the college fulldome planetarium. Data were collected in the form of two post-treatment questionnaires using Likert-type scales and one small group interview. The small group interview was intended to elicit various experiences participants had using the tools. Responses were analyzed quantitatively for optimal flyby speed and qualitatively for salient themes using data reduction informed by a methodological framework of phenomenography to identify the variety of experiences participants had using the tools. Findings for optimal flyby speed of the Moon based on analysis of data for both the Immersion Questionnaire and the Simulator Sickness Questionnaire done using SPSS software determine that the optimal flyby speed for college students to manipulate the Moon was calculated to be .04 x the radius of the Earth (3,959 miles) or 160 miles per second. A variety of different participant experiences were revealed using MAXQDA software to code positive and negative remarks participants had when engaged in the use of each tool. Both tools offer potential to actively engage students with astronomy content in college lecture and laboratory courses

    Mixed Reality Cubicles and Cave Automatic Virtual Environment

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    Training Using a Commercial Immersive Virtual Reality System on Hand-Eye Coordination and Reaction Time in Young Musicians: A Pilot Study

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    The implementation of virtual reality (VR) opens up a wide range of possibilities for the development of dexterity, speed and precision of movements. The aim of this study was to investigate whether immersive VR training affected the hand-eye coordination and reaction time in students of the state music school. This study implemented a single-group pre-post study design. This study enrolled 14 individuals, submitted to a 15 min training session of the immersive music game "Beat Saber", once a day for 5 consecutive days. The plate-tapping test (PTT) and the ruler-drop test (Ditrich's test) were used to assess the reaction time. Trial-making test (TMT) A and TMT B were used to assess coordination and visual attention. Analysis of the results showed a statistically significant improvement in hand-eye coordination and reaction time of music school students using the TMT-A (p < 0.002), TMT-B (p < 0.001), Ditrich's test for the non-dominant hand (0.025) and PTT (0.0001) after applying a week-long training period in immersive VR. The results obtained in the present study show that the VR system, along with the immersive music game, has the potential to improve hand-eye coordination and reaction time in young musicians, which may lead to the faster mastering of a musical instrument

    The Virtual Reality Revolution: The Vision and the Reality

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    Sense of Presence in Affordable 3D Virtual Reality Head Mounted Displays: Impacts on Teaching and Marketing

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    Since almost thirty years, three dimensional virtual reality, which required expensive and cumbersome equipment, has raised interest as it allows users to feel immersed in virtual environments. Recently, affordable head mounted displays have revived the hope that virtual reality might really be up for a breakthrough. This research looks into the sense of presence perceived by users of these new affordable devices. All the participants in this research experienced a high sense of presence for two different devices. Although on average, participants were only moderately inspired in suggesting possible future uses of the technology, marketing students were much more creative

    Immersive user interface for first person view games

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    This study aimed to investigate the immersion of user interfaces that bring first person games using virtual reality based on the concepts established by the Diegesis theory. To conclude, a table has been created with identified elements of the games that bring more or less immersion to the player. Through the data collected, a questionnaire was developed to obtain information from developers, designers and players, in relation to the more immersive elements, and others with less immersive elements of the interfaces and concluding that the Diegetic and Spatial Interfaces are the most immersive for first-person games in virtual reality, and less immersive were the Meta and Non-Diegetic interfaces. Through this information, it is possible that there is a strong influence in the creation of games interfaces, after all we all want to be immersed when playing digital games.Este trabalho se propôs a investigar a imersão que as interfaces de usuário trazem a jogos de primeira pessoa que utilizam a realidade virtual, baseada nos conceitos estabelecidos pela teoria da Diegese. Por fim, foi criado uma tabela com interfaces identificadas dos jogos que trazem mais ou menos imersão ao jogador. Através dos dados coletados foi desenvolvido um questionário para obter informações de desenvolvedores, designers e jogadores, em relação com os elementos mais imersivos, e outros com elementos menos imersivos, e concluímos que as interfaces Diegetic e Spatial são as mais imersivas para os jogos em primeira pessoa na realidade virtual, e menos imersivas são as interfaces Meta e Non-Diegetic. Através dessa informação, é possível que exista uma influência forte na criação de interfaces de jogos, afinal todos queremos ficar imersos enquanto jogamos

    Effects of Locomotion Methods on Game Design in Virtual Reality

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    In recent years, virtual reality devices have entered the mainstream with many gaming-oriented consumer devices. However, the locomotion methods utilized in virtual reality games are yet to gain a standardized form, and different types of games have different requirements for locomotion to optimize player experience. In this thesis, we compare some popular and some uncommon locomotion methods in different game scenarios. We consider their strengths and weaknesses in these scenarios from a game design perspective. We also create suggestions on which kind of locomotion methods would be optimal for different game types. We conducted an experiment with ten participants, seven locomotion methods and five virtual environments to gauge how the locomotion methods compare against each other, utilizing game scenarios requiring timing and precision. Our experiment, while small in scope, produced results we could use to construct useful guidelines for selecting locomotion methods for a virtual reality game. We found that the arm swinger was a favourite for situations where precision and timing was required. Touchpad locomotion was also considered one of the best for its intuitiveness and ease of use. Teleportation is a safe choice for games not requiring a strong feeling of presence

    Immersive Horizons: Exploring the Transformative Power of Virtual Reality Across Economic Sectors

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    open access articleThe scholarly discourse surrounding the manifold advantages, applications, and limitations of implementing Virtual Reality (VR) in the contemporary milieu has burgeoned over time. VR holds immense potential, attracting fervent interest from governmental and private entities alike. Nevertheless, the existing body of literature pertaining to the expanding utilization of VR in diverse economic sectors remains scant. Therefore, the primary objective of this study is to furnish a comprehensive literature review encompassing VR applications across various economic domains while elucidating concerns surrounding its integration within engineering education. A total of 108 publications were extracted from prominent databases such as Scopus, Elsevier, Science Direct, and Google Scholar, with a subsequent review of 51 relevant works. These scrutinized journals were published between 2015 and 2022 and were predominantly authored in English. The reviewed publications encompassed VR applications in education, robotics, healthcare, transportation, sports, agriculture, governance, security, and media. The study’s findings unveiled significant advancements in VR implementation within engineering education, medical training, cognitive augmentation, aircraft assembly, governance, and diverse other spheres. Notwithstanding these achievements, impediments to VR deployment were identified, stemming from financial exigencies, cultural and conventional norms, with scant evidence of VR’s prevalence in underdeveloped nations, given that all the assessed research originated from developed economies. Additionally, the limitations of this review encompassed a small sample size and a narrowly focused demographic in the examined articles. Nevertheless, despite these constraints, the research highlights substantial progress in VR utilization over the preceding decade
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