11 research outputs found

    تأثير استخدام تقنيات التسويق الغامر الحديثة على عملية اتخاذ قرار الشراء

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    يهدف البحث إلى دراسة تأثير استخدام تقنيات التسويق الغامر على عملية اتخاذ قرار الشراء، وذلك عبر مراحلها الخمسة والتي تتضمن: مرحلة إدراك المشكلة، جمع المعلومات، تقييم البدائل، اتخاذ قرار الشراء، سلوك ما بعد الشراء. واعتمدت الدراسة المنهج الوصفي التّحليلي لتوصيف متغيّرات الدراسة، كما اعتمدت الدّراسة الأسلوب الإحصائي في معالجة البيانات الأولية التي تم جمعها باستخدام الاستبانة التي تم توزيعها عينة قصدية من العملاء ممن يستوفون شرط الدراسة باستخدام التطبيقات الحديثة للتسويق، وبلغ إجمالي عدد العينة التي استجابت مع الباحثة 113 فرداً من الأفراد المستخدمين لهذه التطبيقات. وقد توصلت الباحثة إلى عدة نتائج أهمّها: يوجد تأثير جيد لاستخدام تقنيات التسويق الغامر على جميع مراحل عملية اتخاذ قرار الشراء، إلا أن مستوى ثقة المبحوثين باقتناء المنتجات عبر هذه التطبيقات متوسط، كما لا تتوافر وسائل الدفع الملائمة لاقتناء هذه المنتجات نظراً لعدم وجود تسهيلات الدفع الإلكتروني للعملاء السوريين، وأيضاً لا تتوافر المعدات الداعمة لتقنيات التسويق السورية بشكل جيد

    Digital technologies for enhancing crane safety in construction: a combined quantitative and qualitative analysis

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    A digital-enabled safety management approach is increasingly crucial for crane operations, which are common yet highly hazardous activities sensitive to environmental dynamics on construction sites. However, there exists a knowledge gap regarding the current status and developmental trajectory of this approach. Therefore, this paper aims to provide a comprehensive overview of digital technologies for enhancing crane safety, drawing insights from articles published between 2008 and 2021. Special emphasis is placed on the sensing devices currently in use for gathering “man-machine-environment” data, as well as the communication networks, data processing algorithms, and intuitive visualization platforms employed. Through qualitative and quantitative analysis of the literature, it is evident that while notable advancements have been made in digital-enabled crane safety management, these achievements remain largely confined to the experimentation stage. Consequently, a framework is proposed in this study to facilitate the practical implementation of digital-enabled crane safety management. Furthermore, recommendations for future research directions are presented. This comprehensive review offers valuable guidance for ensuring safe crane operations in the construction industry

    Prototipo de programa computarizado en realidad virtual para la enseñanza de la anatomía cerebral a estudiantes de psicología en la Universidad de la Costa

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    The present document seeks to achieve the development of a computational tool for teaching brain anatomy, using virtual learning tools as purpose to facilitate the learning process to college students, incentivizing the use of technological tools in education given the current needs identified in the training area and research laboratories, where activities are carried out for the training of health professionals in the discipline of study, where models and images are used and in some cases, a software, resulting in limitations of knowledge. Therefore, it is proposed to provide students with the description of brain anatomy through virtual learning tools with the purpose of providing improvements to undergraduate education regarding this topic. The project is based on four methodological stages starting with the definition of the requirements for the tool´s design, collecting the required academic components, followed by the definition and selection of the input information, being the basis for the tool´s development. Finally, the validations are carried out and evaluation tests are applied to know the satisfaction of the target audience with respect to the competences acquired in virtual learning in the teaching of cerebral anatomy. The results show that the software has an excellent rate of approbation by the teachers.El presente documento busca mostrar como es el desarrollo de una herramienta computacional para la enseñanza de la anatomía cerebral, utilizando herramientas virtuales de aprendizaje como propósito para facilitar la enseñanza de la temática a nivel académico en pregrado, incentivando el uso de herramientas tecnológicas en la educación dadas las necesidades actuales identificadas en el área de formación y en laboratorios de investigación, donde se realizan actividades para la formación de profesionales de la salud en la disciplina de estudio, mediante el uso de maquetas e imágenes; y en algunos casos, software. Lo anterior, puede limitar la profundización del conocimiento. Se busca facilitar a los estudiantes la descripción de la anatomía cerebral mediante herramientas de aprendizaje virtual con el propósito de brindar mejoras a la educación en pregrado respecto a esta temática. El proyecto se sustenta en cuatro etapas metodológicas iniciando con la definición de los requerimientos para el diseño de la herramienta recopilando los componentes académicos del área de la salud requeridos, de manera seguida se define y se selecciona la información de entrada, siendo la base el desarrollo de la herramienta. Finalmente, se realizaron las validaciones y se aplican fichas de evaluación para conocer la satisfacción del público objetivo respecto a las competencias adquiridas en el aprendizaje virtual en la enseñanza de la anatomía cerebral, obteniendo unas excelentes valoraciones de parte de los usuarios

    SimCrane 3D+: A Crane Simulator with Kinesthetic and Stereoscopic Vision

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    在營建工業,多用途的特性使吊車在工地扮演著關鍵的角色,提供適當的吊車操作訓練對吊車工安及良好的吊車施工品質是非常重要的。近年來,研究者開發了吊車模擬器用於吊車操作訓練。吊車模擬器的使用可降低吊車訓練的成本,包括機具及場地的租用;另一方面,吊車模擬器可提供擬真的工地環境和工項來增進操作者熟練度。然而,目前吊車模擬器的視覺資訊顯示方式無法提供足夠的視覺深度訊息。若吊車操作者無法透過雙眼及身體位置得到相對應的正確三維資訊,則訓練的效果將會大打折扣,尤其是在模擬複雜的空間場景時;然而實際工地場景通常是複雜的,擬真場景是使用吊車模擬器的重要目的之一。因此,本研究增進了兩個機制於吊車模擬系統:體感視覺與立體視覺。為了實作體感視覺機制,本研究使用微軟公司(Microsoft)的Kinect作為身體資訊的偵測器,並推導了兩個轉換矩陣(transformation matrices)用於三維電腦繪圖流程(rendering pipeline):一個是用來將從Kinect讀取到的視點位置導入繪圖流程中;另一個是用於計算視角對三維繪圖畫面的影響。另外,本研究使用NVIDIA 3D VisionTM套裝工具實現立體視覺,包含了立體視覺的繪圖演算法及相關硬體設備,並搭配了3D眼鏡及3D電視。綜合了體感視覺與立體視覺,本研究開發了體感立體視覺吊車模擬系統(SimCrane3D+),此系統是使用微軟公司的XNA遊戲開發工具開發,本研究也建立了虛擬的吊裝工程場景作為研究案例。案例顯示,SimCrane3D+可藉由讀取操作者身體位置而提供對應其視角的連續動態畫面,及提供雙眼視覺的立體畫面。透過體感及立體視覺,操作者可感受到較佳的視覺深度訊息;而且當視角不同時,也會感受到相對應的視野及遮障。本研究成果未來可應用於吊車操作的虛擬訓練及精密吊裝工程的施工前虛擬演練。Since cranes have a critical and versatile role in construction sites, it is extremely important that operators be provided with adequate training to enable them perform erections safely and efficiently. Several researchers have developed crane simulators to facilitate operator training. The use of simulators reduces the costs associated with renting actual cranes, and enables the training of operators in a range of tasks and environments, allowing the use of virtual environments to develop the operators’ skills. However, a critical drawback common to most existing simulators is the lack of perception of depth. The effectiveness of training may be reduced if the 3D perspective, obtained through human eyes and body movements is not simulated, especially for complex erection tasks, which are the main objectives of virtual trainings. Therefore, this research added two major components to the simulation system, kinesthetic vision and stereoscopic vision. To realize kinesthetic vision, we integrated Microsoft Kinect as the motion sensor. We also derived two transformation matrices: one for the dynamic eye position captured by the motion sensor and the other for compensating for distortion induced due to the inclined view angle. Stereoscopic vision was realized by integrating the NVIDIA 3D VisionTM package, which includes a 3D rendering pipeline, a pair of 3D glasses, and a 3D display. We also developed a crane simulator, called SimCrane 3D+, by integrating kinesthetic vision and stereoscopic vision into a game framework based on the Microsoft XNA toolset. We also developed a typical erection scenario in a complex simulated environment as an example. We found that SimCrane 3D+ can process continuous readings from the motion sensor and smoothly render stereoscopic views. With the addition of kinesthetic and stereoscopic vision, users now have better depth perception and excellent visibility during the operation. The research results show that the system has great potential for training operators and rehearsing critical erections

    Remote Visual Observation of Real Places Through Virtual Reality Headsets

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    Virtual Reality has always represented a fascinating yet powerful opportunity that has attracted studies and technology developments, especially since the latest release on the market of powerful high-resolution and wide field-of-view VR headsets. While the great potential of such VR systems is common and accepted knowledge, issues remain related to how to design systems and setups capable of fully exploiting the latest hardware advances. The aim of the proposed research is to study and understand how to increase the perceived level of realism and sense of presence when remotely observing real places through VR headset displays. Hence, to produce a set of guidelines that give directions to system designers about how to optimize the display-camera setup to enhance performance, focusing on remote visual observation of real places. The outcome of this investigation represents unique knowledge that is believed to be very beneficial for better VR headset designs towards improved remote observation systems. To achieve the proposed goal, this thesis presents a thorough investigation of existing literature and previous researches, which is carried out systematically to identify the most important factors ruling realism, depth perception, comfort, and sense of presence in VR headset observation. Once identified, these factors are further discussed and assessed through a series of experiments and usability studies, based on a predefined set of research questions. More specifically, the role of familiarity with the observed place, the role of the environment characteristics shown to the viewer, and the role of the display used for the remote observation of the virtual environment are further investigated. To gain more insights, two usability studies are proposed with the aim of defining guidelines and best practices. The main outcomes from the two studies demonstrate that test users can experience an enhanced realistic observation when natural features, higher resolution displays, natural illumination, and high image contrast are used in Mobile VR. In terms of comfort, simple scene layouts and relaxing environments are considered ideal to reduce visual fatigue and eye strain. Furthermore, sense of presence increases when observed environments induce strong emotions, and depth perception improves in VR when several monocular cues such as lights and shadows are combined with binocular depth cues. Based on these results, this investigation then presents a focused evaluation on the outcomes and introduces an innovative eye-adapted High Dynamic Range (HDR) approach, which the author believes to be of great improvement in the context of remote observation when combined with eye-tracked VR headsets. Within this purpose, a third user study is proposed to compare static HDR and eye-adapted HDR observation in VR, to assess that the latter can improve realism, depth perception, sense of presence, and in certain cases even comfort. Results from this last study confirmed the author expectations, proving that eye-adapted HDR and eye tracking should be used to achieve best visual performances for remote observation in modern VR systems
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