39,654 research outputs found
Virtual Reality Games for Motor Rehabilitation
This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion
Implementation of Virtual Reality (VR) simulators in Norwegian maritime pilotage training
With millions of tons of cargo transported to and from Norwegian ports every year, the
maritime waterways in Norway are heavily used. The high consequences of accidents and
mishaps require well-trained seafarers and safe operating practices. The normal crews of vessels
are supported by the Norwegian Coastal Administration (NCA) pilot service when operating
vessels not meeting specific regulations.
Simulator training is used as part of the toolset designed to educate, train, and advance the
knowledge of maritime pilots in order to improve their operability. The NCA is working on an
internal project to distribute Virtual Reality (VR) simulators to selected pilot stations along the
coast and train and familiarize maritime pilots with the tool. There has been a lack of research
on virtual reality simulators and how they are implemented in maritime organizations. The goal
of this research is to see if a VR-simulator can be used as a training tool within the Norwegian
Coastal Administration's pilot service. Furthermore, the findings of this study contribute to the
understanding of VR-simulators in the field of Maritime Education and Training (MET). The
thesis is addressing two research questions:
1. Is the Virtual Reality training useful in the competence development process of
Norwegian maritime pilots?
2. How can the Virtual Reality simulators improve training outcomes of today’s maritime
pilot education?
The data gathered from the systematic literature review corresponds to the findings of the
interviews. Considering the similarities with previous study findings from sectors such as
healthcare, construction, and education, it is concluded that the results of the interviews can be
generalized. For maritime pilots, the simulator offers recurrent scenario-based training and a
high level of immersion. Pilots can learn at home, onboard a vessel, at the pilot station, and in
group settings thanks to the system's mobility and user-friendliness. In terms of motivation and
training effectiveness, the study finds that VR-simulators are effective and beneficial. The
technology received positive reviews from the pilots. The simulator can be used to teach both
novice and experienced maritime pilots about new operations, larger tonnage, and new
operational areas, according to the findings of the research.
After the NCA has utilized VR-simulators for some time, additional research may analyze
the success of VR-simulators using a training evaluation study and investigate the impact of
VR-training in the organization
Expressing Disaster Situations for Evacuation Training Using Markerless Augmented Reality
Evacuation training is crucial for protecting human lives from natural and man-made disasters, but it should be more realistic to achieve training effects. In this study, we focused on expressing disaster situations using markerless augmented reality to achieve realistic evacuation training. We prototyped a scenario-based evacuation training system that superimposed three-dimensional computer graphics of disaster situations (e.g. fire and debris) onto real-time vision (captured by Android tablets or smartphones) using ARCore and Unity3D. Through preliminary experiments, we found that the prototype system can provide realistic expression and potentially be used for evacuation training, but we have not yet clarified the training results and how the expressions influenced participants’ emotions
Proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET 2013)
"This book contains the proceedings of the International Workshop on EuroPLOT Persuasive Technology for Learning, Education and Teaching (IWEPLET) 2013 which was held on 16.-17.September 2013 in Paphos (Cyprus) in conjunction with the EC-TEL conference. The workshop and hence the proceedings are divided in two parts: on Day 1 the EuroPLOT project and its results are introduced, with papers about the specific case studies and their evaluation. On Day 2, peer-reviewed papers are presented which address specific topics and issues going beyond the EuroPLOT scope. This workshop is one of the deliverables (D 2.6) of the EuroPLOT project, which has been funded from November 2010 – October 2013 by the Education, Audiovisual and Culture Executive Agency (EACEA) of the European Commission through the Lifelong Learning Programme (LLL) by grant #511633. The purpose of this project was to develop and evaluate Persuasive Learning Objects and Technologies (PLOTS), based on ideas of BJ Fogg. The purpose of this workshop is to summarize the findings obtained during this project and disseminate them to an interested audience. Furthermore, it shall foster discussions about the future of persuasive technology and design in the context of learning, education and teaching. The international community working in this area of research is relatively small. Nevertheless, we have received a number of high-quality submissions which went through a peer-review process before being selected for presentation and publication. We hope that the information found in this book is useful to the reader and that more interest in this novel approach of persuasive design for teaching/education/learning is stimulated. We are very grateful to the organisers of EC-TEL 2013 for allowing to host IWEPLET 2013 within their organisational facilities which helped us a lot in preparing this event. I am also very grateful to everyone in the EuroPLOT team for collaborating so effectively in these three years towards creating excellent outputs, and for being such a nice group with a very positive spirit also beyond work. And finally I would like to thank the EACEA for providing the financial resources for the EuroPLOT project and for being very helpful when needed. This funding made it possible to organise the IWEPLET workshop without charging a fee from the participants.
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