391 research outputs found

    Merged reality for everyone

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    This article addresses some interesting challenges and business opportunities within the promising merged reality ecosystem, which offers the vision of bringing together virtual, augmented and physical realities, seamlessly. The article also links the current status of this field with exploratory research and development work carried out by Altice Labs.Altice Labsinfo:eu-repo/semantics/publishedVersio

    The Relationship between Mobile Learning and Academic Achievement in a Community College System Online Environment

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    This study poses the question: Is there a relationship between student use of mobile technology in an online environment and student achievement expressed by final grades? The purpose of this study is to examine the relationship between mobile learning (m-learning) using mobile technology and academic achievement in terms of final grades in an online environment. The literature on m-learning indicates the freedom and flexibility of the m-learner constitutes a new paradigm in education. The untethered nature of m-learning means students can access course content anywhere, anytime. Studies have focused on the use of specific technologies in learning environments; this study uses a bivariate correlation method to cut across disciplines and measure the magnitude of mobile technology use as a function of degree of access to course materials while mobile. The degree of mobility and GPA were captured through an anonymous survey with analysis designed to discover the relationship between the variables. This study fills an important gap in assessing the impact of m-learning on academic achievement. Overall results did not show a significant relationship between m-learning and academic achievement. Results indicate that a larger study to include location context and quality of institutional support for mobility would better understand the impact of m-learning on academic achievement in the online environment

    Will Mobile Learning Bring a Paradigm Shift in Higher Education?

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    Interplay of User Behavior, Communication, and Computing in Immersive Reality 6G Applications

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    Emerging extended reality (XR) services and applications that submerge users into a virtual universe pave the way towards ubiquitous contextualized experiences. Immersive interactions on-the-go not only bring new use cases but also distract users from the real world and modify their behavior and motion, which in turn may affect the operation of communication networks. This article explores the effects of XR user motion from the communication and computing perspectives. To this end, we offer a review of mobility patterns in XR and a detailed simulation study on the impact of interaction-dependent gait patterns on the delay and resource utilization. The results confirm the uniqueness of XR applications in terms of the user behavior patterns, which calls for novel application-centric algorithms, protocols, and mechanisms to facilitate high-performance connectivity under demanding XR requirements.acceptedVersionPeer reviewe

    An Onboard ISS Virtual Reality Trainer

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    Prior to the retirement of the Space Shuttle, many exterior repairs on the International Space Station (ISS) were carried out by shuttle astronauts, trained on the ground and flown to the Station to perform these specific repairs. With the retirement of the shuttle, this is no longer an available option. As such, the need for ISS crew members to review scenarios while on flight, either for tasks they already trained for on the ground or for contingency operations has become a very critical issue. NASA astronauts prepare for Extra-Vehicular Activities (EVA) or Spacewalks through numerous training media, such as: self-study, part task training, underwater training in the Neutral Buoyancy Laboratory (NBL), hands-on hardware reviews and training at the Virtual Reality Laboratory (VRLab). In many situations, the time between the last session of a training and an EVA task might be 6 to 8 months. EVA tasks are critical for a mission and as time passes the crew members may lose proficiency on previously trained tasks and their options to refresh or learn a new skill while on flight are limited to reading training materials and watching videos. In addition, there is an increased need for unplanned contingency repairs to fix problems arising as the Station ages. In order to help the ISS crew members maintain EVA proficiency or train for contingency repairs during their mission, the Johnson Space Center's VRLab designed an immersive ISS Virtual Reality Trainer (VRT). The VRT incorporates a unique optical system that makes use of the already successful Dynamic On-board Ubiquitous Graphics (DOUG) software to assist crew members with procedure reviews and contingency EVAs while on board the Station. The need to train and re-train crew members for EVAs and contingency scenarios is crucial and extremely demanding. ISS crew members are now asked to perform EVA tasks for which they have not been trained and potentially have never seen before. The Virtual Reality Trainer (VRT) provides an immersive 3D environment similar to the one experienced at the VRLab crew training facility at the NASA Johnson Space Center. VRT bridges the gap by allowing crew members to experience an interactive, 3D environment to reinforce skills already learned and to explore new work sites and repair procedures outside the Station

    Virtual reality utility and usefulness in the furniture, fixture and equipment sector: a validation of interactive and distributed immersion

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    PURPOSE: The Furniture, Fixture and Equipment (FFE) sector is well placed to leverage virtual reality (VR) technology for competitive and operational advantages; however, the diffusion of VR applications in this sector has followed a steep curve. This study reports on the implementation of two novel VR applications in the FFE sector and also investigates the challenges and benefits associated with their use and adaptability. DESIGN/METHODOLOGY/APPROACH: A sequential exploratory mixed research methodology consisting of three phases was adopted for this study. This included identification of factors that affect/facilitate the implementation of VR (Challenges and Benefits) using experiments during in-house prototyping of VR applications, a rigorous literature review and questionnaire survey to solicit FFE Stakeholder's (n = 117) opinion on the utility and usefulness of the proposed applications and to the understand factors that facilitate and inhibit their implementation in FFE's context, particularly as a design communication and coordination tool. FINDINGS: The findings of this study revealed that distributed and single-user VR has become essential to digitalising the FFE sector's design communication with improved design communication being regarded as the most important benefit of its use. Conversely, the most critical challenge that inhibits the implementation of these two VR applications in the FFE sector is the perceived cost. ORIGINALITY/VALUE: This study provides valuable insight to FFE's stakeholders to devise action plans to mitigate myriad complex and interrelated factors that affect the adoption of virtual reality technology in the FFE sector that are otherwise very hard to understand, and the consequential implementation of any mitigation plans cannot be devised

    Furthering Service 4.0: Harnessing Intelligent Immersive Environments and Systems

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    With the increasing complexity of service operations in different industries and more advanced uses of specialized equipment and procedures, the great current challenge for companies is to increase employees' expertise and their ability to maintain and improve service quality. In this regard, Service 4.0 aims to support and promote innovation in service operations using emergent technology. Current technological innovations present a significant opportunity to provide on-site, real-time support for field service professionals in many areas
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