4,102 research outputs found
STUDI LITERATURE : EFEKTIVITAS PENGGUNAAN VIRTUAL REALITY PADA MAHASISWA FASHION DESIGN
ABSTRAK— Virtual Reality baik digunakan dalam pembelajaran dalam bidang seni dan desain, terutama fashion design karena akurasi, efektivitas, kejelasan, dan bentuk eksperimen virtual yang lekat digunakan. Simulasi dalam realitas visual dalam dunia pendidikan dapat memberikan pengalaman belajar yang baik dan inovatif, dikarenakan lingkungan eksperimental dibatasi ruang, waktu, dan alat. Tujuan penulisan artikel ini untuk mengetahui efektivitas penggunaan Virtual Reality pada mahasiswa fashion design yang ditinjau dari peningkatan kreativitas mahasiswa, minat belajar mahasiswa, dan proses pembelajaran. Untuk mendapatkan tinjauan literature ini dengan mencari referensi yang terkait menggunakan portal pengindeks Google Scholar, Research Gate, PubMed, dan Springer dan mendapatkan enam referensi yang terkait dengan tujuan studi yang dimulai dari tahun 2018 sampai 2020. Hasil studi literature menunjukkan: (1) meningkatkan kreativitas mahasiswa ditinjau dari aspek orisinalitas, pengembangan ide, pengembangan gagasan, dan pembaruan teknologi dengan memerhatikan unsur fungsionalitas dan estetika , (2) meningkatkan minat mahasiswa ditinjau dari aspek hedonia dan aspek utilitarian, dan (3) proses pembelajaran Virtual Reality dapat meningkatkan pola berpikir konstruktivis mahasiswa.
Kata Kunci : efektivitas, virtual reality, mahasiswa fashion desig
Mild place illusion: a virtual reality factor to spark creativity in writing
Developments in Virtual Reality (VR) technology have modified
the creative potential of each individual. We introduce a new con cept, called "mild place illusion", as a new paradigm for designing
VR-based user interfaces targeted at stimulating creativity. We
show that for creative tasks - such as creative writing, new product
ideation, and brainstorming - a "just-enough" amount of place illu sion leads to a greater self-perception of creativity, as opposed to a
"full-level" place illusion. This is a somewhat unexpected result
since one would suppose, a priori, to have the full-level place illu sion as the optimal setup for stimulating creativity. We considered
that the methodology in this work was fairly complex, but our re sults show – through a data triangulation approach – that we were
able to identify more consistent and personal creative experiences.
Therefore, the main contribution of this paper is a new paradigm
for designing VR user interfaces targeted at stimulating creativity
by showing that a “one-illusion interspace” leads to a greater self perception of creativity.info:eu-repo/semantics/publishedVersio
Designing in caves: using immersive visualisations in design practice
This paper describes a study of the use of immersive Virtual reality technologies in the design of a new hospital. It uses Schön’s concept of reflective practice and video-based methods to analyse the ways design teams approach and employ a full scale 3D immersive environment – a CAVE – in collaborative design work. The analysis describes four themes relating to reflective practice occurring in the setting: orienting to the CAVE technology itself, orienting to the representation of the specific design within the CAVE, activities accounting for, or exploring alternatives within the design for the use and users of the space, and more strategic interactions around how to best represent the design and model to the client within the CAVE setting. The analysis also reveals some unique aspects of design work in this environment. Perhaps most significantly, rather than enhancing or adding to an existing understanding of design through paper based or non-immersive digital representations, it is often acting to challenge or surprise the participants as they experience the immersive, full scale version of their own design
Design and Evaluation of a Virtual Reality Game to Improve Physical and Cognitive Acuity
Physical and mental health are both integral to healthy living and ageing, and a causal-cum-symbiotic relationship has been observed between the two. Physical and cognitive activities such as exercise and board games are known to promote healthy ageing. In this regard, highly engaging lightboard games are known to improve hand-eye coordination, reflexes, and motor skills for individuals. Immersivity of virtual reality games can transform mundane and repetitive exercise routines into stimulating experiences, and they can be utilized by users to improve physical and cognitive performance from the comfort of their homes. In this study, we adopt design science framework to design, develop and evaluate a VR BATAK lightboard game to improve physical reaction, hand-eye coordination, visual memory and cognitive processing. Based on the findings from evaluation over three phases, we propose three design principles related to accessibility, sensory cueing and cognitive loading, as theoretical and practical contributions of this study
Co-Design with Myself: A Brain-Computer Interface Design Tool that Predicts Live Emotion to Enhance Metacognitive Monitoring of Designers
Intuition, metacognition, and subjective uncertainty interact in complex ways
to shape the creative design process. Design intuition, a designer's innate
ability to generate creative ideas and solutions based on implicit knowledge
and experience, is often evaluated and refined through metacognitive
monitoring. This self-awareness and management of cognitive processes can be
triggered by subjective uncertainty, reflecting the designer's self-assessed
confidence in their decisions. Despite their significance, few creativity
support tools have targeted the enhancement of these intertwined components
using biofeedback, particularly the affect associated with these processes. In
this study, we introduce "Multi-Self," a BCI-VR design tool designed to amplify
metacognitive monitoring in architectural design. Multi-Self evaluates
designers' affect (valence and arousal) to their work, providing real-time,
visual biofeedback. A proof-of-concept pilot study with 24 participants
assessed its feasibility. While feedback accuracy responses were mixed, most
participants found the tool useful, reporting that it sparked metacognitive
monitoring, encouraged exploration of the design space, and helped modulate
subjective uncertainty
Cognitive Activity Support Tools: Design of the Visual Interface
This dissertation is broadly concerned with interactive computational tools that support the performance of complex cognitive activities, examples of which are analytical reasoning, decision making, problem solving, sense making, forecasting, and learning. Examples of tools that support such activities are visualization-based tools in the areas of: education, information visualization, personal information management, statistics, and health informatics. Such tools enable access to information and data and, through interaction, enable a human-information discourse. In a more specific sense, this dissertation is concerned with the design of the visual interface of these tools. This dissertation presents a large and comprehensive theoretical framework to support research and design. Issues treated herein include interaction design and patterns of interaction for cognitive and epistemic support; analysis of the essential properties of interactive visual representations and their influences on cognitive and perceptual processes; an analysis of the structural components of interaction and how different operational forms of interaction components affect the performance of cognitive activities; an examination of how the information-processing load should be distributed between humans and tools during the performance of complex cognitive activities; and a categorization of common visualizations according to their structure and function, and a discussion of the cognitive utility of each category. This dissertation also includes a chapter that describes the design of a cognitive activity support tool, as guided by the theoretical contributions that comprise the rest of the dissertation. Those that may find this dissertation useful include researchers and practitioners in the areas of data and information visualization, visual analytics, medical and health informatics, data science, journalism, educational technology, and digital games
Design-thinking skill enhancement in virtual reality: A literature study
As a methodology, design thinking involves practicing “a way of thinking” that non-designers can use as a source of inspiration instead being limited to a group of professional designers. This methodology has gained research attention because of the growing demands for social innovation and sustainability. The general public is expected to gain design-thinking skills through training or by applying design-thinking tools. Virtual reality (VR) is considered a potential tool to help accelerate augmenting design-thinking skills because it allows users to have embodied and immersive experiences. This study reviews existing literature on how VR has been used to enhance design-thinking skills. The general features of the publications such as the year of publication, design-thinking stages, VR types, targeted participants, and publication fields are analyzed for determining the latest trends and scenarios under this research topic. Further, a thematic analysis that follows creative enhancement structures is conducted to understand the role of VR in enhancing design-thinking skills, and future research directions are discussed based on the results. The review concludes that VR has the potential to enhance creativity in many aspects. Moreover, it highlights the need of gaining deeper understanding about 1) art, humanities, and societal perspectives; 2) cognition processes in VR; 3) emphasizing and defining stages in the design-thinking process; 4) technological improvements combined with the Metaverse; and 5) hybrid of the virtual and real worlds
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