11,751 research outputs found

    Inclusion in Virtual Reality Technology: A Scoping Review

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    Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use, design, and development of VR technology and applications. In this review, we provide a scoping analysis of existing virtual reality research literature about inclusion. We categorize the literature based on target group into ability, gender, and age, followed by those that study community-based design of VR experiences. In the latter group, we focus mainly on Indigenous Peoples as a clearer and more important example. We also briefly review the approaches to model and consider the role of users in technology adoption and design as a background for inclusion studies. We identify a series of generic barriers and research gaps and some specific ones for each group, resulting in suggested directions for future research

    Using Virtual Tours as a University Campus Guide: Al- Zaytoonah University Case Study

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    Most university campuses, such as the campus of Al-Zaytoonah University of Jordan (ZUJ), are usually large and comprise many buildings. Finding the location of an office, a lecture hall, a service center, etc. is not an easy task for most visitors and even for many students and employees. Therefore, a virtual tour of the campus and its buildings will provide a valuable tool that eases this task, especially when it is available on a public website and accessible without the need for special virtual reality devices. Previous studies on virtual tours focused on their important marketing aspect. On the other hand, this study is focused on using virtual tours as a guide for finding the specific locations that different users seek to visit. Consequently, a virtual tour of ZUJ has been designed and provided via the university website. The building names and numbers are provided on the website in Arabic and English with links to their tours. The tours that lead to the important locations include many significant details inside the buildings such as room numbers, bathroom signs, and door signs. The study showed user satisfaction with the tours and the efficacy of using the website without special virtual reality devices

    Finger tracking and hand recognition technologies in virtual reality maritime safety training applications

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    The competitiveness and development of the maritime sector together with the continuous effort on increasing operations performance while reducing operations costs, drives the needs for on-board effective and qualitative training safety related issues. Virtual reality (VR) has been considered by classification societies and training organizations as a technology that can significantly improve seafarer's performance and competence with the adaptation of maritime applications developed for design simulation and gaming. This paper presents the evolution of the MarSEVR (Maritime Safety Education with VR) technology as a new concept and technology by integrating finger tracking and hand recognition technologies that increase immersiveness and user engagement within the MarISOT technology, a Green Ocean innovation composed of VR safety applications. The paper approaches this integration by addressing game design, pedagogic and cognitive neuroscience principles and challenges on the use of hand recognition and finger tracking in the MarSEVR learning episodes
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