353 research outputs found
Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
With the appearance of innovative virtual reality (VR) technologies, the need to create
immersive content arose. Although there are already some non-immersive solutions to address
immersive audio-visual content, there are no solutions that allow the creation of immersive
multisensory content. This work proposes a novel architecture for a collaborative immersive
tool that allows the creation of multisensory VR experiences in real-time, thus promoting the
expeditious development, adoption, and use of immersive systems and enabling the building
of custom-solutions that can be used in an intuitive manner to support organizationsâ business
initiatives. To validate the presented proposal, two approaches for the authoring tools (Desktop
interface and Immersive interface) were subjected to a set of tests and evaluations consisting of
a usability study that demonstrated not only the participantsâ acceptance of the authoring tool
but also the importance of using immersive interfaces for the creation of such VR experiences.info:eu-repo/semantics/publishedVersio
Correction to: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences
In the original publication, Figs. 1 and 2 were interchange and the citation of Fig. 1 in the
third paragraph of section 2.2 Authoring tools for multisensory VR experiences
should be removed.
The citation of Fig. 2 in section 3.1 System architecture should be changed to Fig. 1 and
the citation of Fig. 1 in the same section should be change to Fig. 2. Also, the acknowledgement
is missing in the original publication.
The corrected figures and acknowledgement are presented in this erratum.This work was also partially supported by the project âDOUROTUR, Turismo e Inovação
TecnolĂłgica no Douro/NORTE-01-0145-FEDER-000014â financed by the North Portugal Regional Operational
Programme (NORTE 2020), under the PORTUGAL 2020 Partnership Agreement, and through the European
Regional Development Fund (ERDF). All the works were conducted at INESC TECâs MASSIVE VR
Laboratory.info:eu-repo/semantics/publishedVersio
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Immersive Authoring of 360 Degree Interactive Applications
Although there are proposals in the literature for authoring mulsemedia (mul tiple se nsorial media) applications with 2D content, there are no suitable solutions when it comes to 360° content. Moreover, little consensus on 360° mulsemedia authoring methodology exists. Aiming at filling this gap, we propose the concept of immersive authoring of 360° multisensory applications. Our proposal comprises an immersive 360° authoring environment to bring the author closer to the final user presentation environment. We implemented our proposal in AMUSEVR, a virtual-reality (VR) environment for authoring 360° mulsemedia applications. We see it as an alternative or a possible complement to available 2D mulsemedia authoring tools. AMUSEVR provides creation and editing of interactive multiple sensorial media scenes by directly arranging objects in a 3D space using VR technology. Also, the tool allows users to run their applications through AMUSEVR viewer mode. We used the Goal Question Metric (GQM) approach to plan our tests and a group of users evaluated the tool with the SUS and UEQ questionnaires, obtaining a SUS score of 82.25 and an excellent UEQ benchmark, which are very promising results.10.13039/501100002322-Brazilian National Council for Scientific and Technological Development (CNPq), Carlos Chagas Filho Foundation for Research Support in the State of Rio de Janeiro (FAPERJ), Coordination for the Improvement of Higher Education Personnel (CAPES), and Program for Institutional Internationalization (CAPES PrInt
Design and evaluation of a choreography-based virtual reality authoring tool for experiential learning in industrial training
The use of virtual reality (VR) for industrial training
helps minimize risks and costs by allowing more frequent and
varied use of experiential learning activities, leading to active and
improved learning. However, creating VR training experiences
is costly and time-consuming, requiring software development
experts. Additionally, current authoring tools lack integration with
existing data and are desktop-oriented, which detach the pedagogic
process of creating the immersive experience from experiencing it
in a situated context. In this article, we present a novel interactive
approach for immersive authoring of VR-based experiential
training by the trainers themselves, from inside the virtual
environment and without the support of development experts. The
design includes identifying interactable elements, such as 3-D
models, equipment, tools, settings, and environment. The trainer
also specifies by demonstration the actions to be performed by
trainees, as a virtual choreography. During course execution,
traineesâ activities are also registered as virtual choreographies and
matched to those specified by the trainer. Thus, trainer and trainee
are culturally situated within their area semantics and social
discourse, rather than adopting concepts of the VR system for the
learning content. We conducted a usability case study with
professionals from an international wind energy company, using
detailed models of wind turbines and real-world procedures.
Trainers set up a training course using the immersive authoring
tool, and trainees executed the course. The learning experience and
usability were analyzed, and the training was certified by
comparing real-world task completion between a user who had
undergone virtual training and a user who did not.Manuscript received 25 June 2021; revised 30 November 2021 and 18 February 2022; accepted 2 March 2022. Date of publication 7 March 2022; date of current version 21 October 2022. This work was supported in part by the ERDF - European Regional Development Fund through the Operational Programme for Competitiveness and Internationalisation - COMPETE 2020 under the Portugal 2020 Partnership Agreement, in part by the Portuguese National Innovation Agency (ANI) under Project POCI-01-0247-FEDER038524, and in part by Portuguese funding agency, FCT - Fundação para a CiĂȘncia e a Tecnologia, under Project UIDB/50014/2020. An earlier version of this paper was presented in part at the 2021 IEEE Conference on Virtual Reality and 3D UserInterfaces[DOI: 10.1109/VRW52623.2021.00199].(Corresponding author:
Fernando Cassola.) Fernando Cassola, Daniel Mendes, and Ant onio Coelho are with the INESC
TEC, and Faculty of Engineering, University of Porto, 4099-002 Porto, Portugal (e-mail: [email protected]; [email protected]; [email protected]). Manuel Pinto and Hugo Paredes are with the INESC TEC and University of Tras-os-Montes e Alto Douro, 5000-801 Vila Real, Portugal (e-mail: [email protected]; [email protected]).
Leonel Morgado is with the INESC TEC and Universidade Aberta, 1250-100 Lisboa, Portugal (e-mail: [email protected]).
Sara Costa, Luıs Anjos, David Marques, Filipe Rosa, Ana Maia, and Helga Tavares are with the Vestas Wind Systems, 2670-327 Loures, Portugal (email: [email protected]; [email protected]; [email protected]; [email protected]; [email protected]; [email protected]).
Digital Object Identifier 10.1109/TLT.2022.3157065info:eu-repo/semantics/publishedVersio
Virtual Reality Simulation: An Innovative Teaching Tool for Dietetics Experiential Education
This paper investigates the role of virtual reality and web technologies in the field of dietetics education. Within this frame, special emphasis is given on the building of web-based virtual learning environments so as to successfully fulfill their educational objectives. In particular, basic pedagogical methods are studied, focusing mainly on the efficient preparation, approach and presentation of learning content, and specific designing rules are presented considering the hypermedia, virtual and educational nature of this kind of applications. The paper also aims to highlight the educational benefits arising from the use of virtual reality technology in dietetics and study the emerging area of web-based dietetic simulations. Virtual reality simulation allows the visualization of data in three dimensions and provides interactive functionalities that reinforce the feeling of immersion into a computer-generated virtual world. Finally, the innovative virtual reality environment for dietetics education pedagogy and development is demonstrated
Literacy for digital futures : Mind, body, text
The unprecedented rate of global, technological, and societal change calls for a radical, new understanding of literacy. This book offers a nuanced framework for making sense of literacy by addressing knowledge as contextualised, embodied, multimodal, and digitally mediated.
In todayâs world of technological breakthroughs, social shifts, and rapid changes to the educational landscape, literacy can no longer be understood through established curriculum and static text structures. To prepare teachers, scholars, and researchers for the digital future, the book is organised around three themes â Mind and Materiality; Body and Senses; and Texts and Digital Semiotics â to shape readersâ understanding of literacy. Opening up new interdisciplinary themes, Mills, Unsworth, and Scholes confront emerging issues for next-generation digital literacy practices. The volume helps new and established researchers rethink dynamic changes in the materiality of texts and their implications for the mind and body, and features recommendations for educational and professional practice
Grand Challenges in Immersive Analytics
The definitive version will be published in CHI 2021, May 8â13, 2021, Yokohama, JapanInternational audienceImmersive Analytics is a quickly evolving field that unites several areas such as visualisation, immersive environments, and humancomputer interaction to support human data analysis with emerging technologies. This research has thrived over the past years with multiple workshops, seminars, and a growing body of publications, spanning several conferences. Given the rapid advancement of interaction technologies and novel application domains, this paper aims toward a broader research agenda to enable widespread adoption. We present 17 key research challenges developed over multiple sessions by a diverse group of 24 international experts, initiated from a virtual scientific workshop at ACM CHI 2020. These challenges aim to coordinate future work by providing a systematic roadmap of current directions and impending hurdles to facilitate productive and effective applications for Immersive Analytics
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