1,031 research outputs found

    Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes

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    To evaluate Virtual Reality (VR) prototypes usability involves a va-riety of single-perspective or Hybrid methods. The latter has being suggested by literature as offering a more complete sets of requirements highlighting both ‘in-world’ and user interface problems. This paper describes our experiences in using a single-perspective method for gathering user requirements in the REVERIE (Real and Virtual Engagement In Realistic Immersive Environment) project. The study reports results involving nine evaluators who reviewed two hybrid VR prototypes with educational context. It was found that this approach was effective in highlighting a plethora of usability problems covering all as-pects of the two VR prototypes. The performance of our approach was similar to the literature. Although additional validation work is required, we can con-clude that our approach may provide a viable option to evaluate early design VR prototypes when required (e.g., when the expertise needed to use a hybrid method is not available). Future work aims to compare the performance of our approach with two-stage and multiple stage hybrid methods

    Enhancing BIM Methodology with VR Technology

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    Building information modeling (BIM) is defined as the process of generating, storing, managing, exchanging, and sharing building information. In the construction industry, the processes and technologies that support BIM are constantly evolving, making the BIM even more attractive. A current topic that requires attention is the integration of BIM with virtual reality (VR) where the user visualizes a virtual world and can interact with it. By adding VR, the BIM solution can address retrieving and presenting information and increasing efficiency on communication and problem solving in an interactive and collaborative project. The objective of this chapter is to report the improvement of BIM uses with the addition of interactive capacities allowed by VR technology. A bibliographic and software research was made to support the study

    3D immersive collection and teaching environments: the Yellow House project at UOW

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    This paper discusses the Yellow House VR project at the University of Wollongong. Innovative virtual reality technologies such as Oculus Rift are being utilised to recreate the 1970s Sydney artist community space known as the Yellow House, as both an historic replication and openly accessible, immersive teaching and learning environment for use and adaptation by teachers, students, researchers and the general community. The paper considers the role of the library in the enhanced presentation of digitised collections through new and evolving technologies that provide opportunities for knowledge enhancement and support the development of student e-portfolios

    The use of mobile devices in participatory decision-making

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    Simulations have always been used for public participation in the form of maps, photos, sketches and models. Technological developments in computing and mobile platform have brought a new perspective to simulations and their use for participation. To our best knowledge, no in-depth study has been conducted related to the strengths and weaknesses of mobile device 3D visualisation use in landscape architecture. Therefore, this paper investigates the opportunities and challenges and mobile device use during a participatory decision-making process, with the help of related literature and experiences from the surveys conducted. Although pre-prepared visualisations have positive influence on engaging the public and enhancing the understanding, there is still need for future research to decide which specific mobile visualisation technique is advantageous compared to the rest of visualisation techniques

    Coupling BIM and game engine technologies for construction knowledge enhancement

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    Interactions and collaboration between parties in construction projects are often characterised by misunderstandings and poor information exchange. Game engine technologies, when employed with building information modelling (BIM), can help address these shortcomings. Quite often, the visualisation capabilities of BIM models are not explored fully partly because of their limited interactive capability. While game engines are powerful in visualisation and interactions in the gaming industry, the literature suggests a lack of understanding of the applicability of the same in construction. This study investigates the potential of the use of game engines in construction practice which culminated in a framework that can guide the implementation of the same in enhancing interactive building walkthroughs

    Hello Shoppers? - Themed Spaces, Immersive Popular Culture Exhibition, and Museum Pedagogy

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    This dissertation explores popular culture-related themed space exhibitions and immersive museum pedagogy through the emerging post-museum, media convergence culture, and Deborah L. Perry’s museum-oriented “What Makes Learning Fun” framework. These exhibitions utilize popular media like Star Wars, Doctor Who, and the films of Hayao Miyazaki as a means of engaging audiences with brand and subject-specific pedagogy. By bringing fictional worlds to life through environmental stimuli (sets, sounds, objects, media segments), these exhibitions use popular texts as a means of facilitating the educational goals of the institution by having visitors engage in “work as play.” Learning becomes encompassed in the “fun” and “play” that is experienced with theme parks and games. Oftentimes educational programs are developed for these exhibitions that are frequently tied to specific national and regional educational requirements. In the post-museum, visitors are assigned interpretive powers where meaning is produced through their own personal experience. As Eilean Hooper-Greenhill argues, the use of visual media helps transcend usual classifications of high and low culture. This study argues that fandom within a themed space exhibition enhances this aspect, and the act of play enhances visitor interpretation. These key issues are examined through three main examples: The Doctor Who Experience (addressing public service vs. corporate profits), Star Wars Identities: The Exhibition (roleplaying as pedagogy and Alberta, Canada’s CALM program), and the Ghibli Museum (Japanese history, national identity, and self-discovery). These exhibits act as sites where the tension between branding and pedagogy operate, and illustrate how popular texts and education are localized for different audiences. The close examination of these themed spaces leads to a better understanding of contemporary media culture and its social/cultural applications on an international scale

    Virtual Reality Interactive Learning Environment

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    Open Building Manufacturing (ManuBuild) aims to promote the European construction industry beyond the state of the art. However, this requires the different stakeholders to be well informed of what ‘Open Building Manufacturing’ actually entails with respect to understanding the underlying concepts, benefits and risks. This is further challenged by the ‘traditional ways of learning’ which have been predominantly criticised for being entrenched in theories with little or no emphasis on practical issues. Experiential learning has long been suggested to overcome the problems associated with the traditional ways of learning. In this respect, it has the dual benefit of appealing to adult learner's experience base, as well as increasing the likelihood of performance change through training. On-the-job-training (OJT) is usually sought to enable ‘experiential’ learning; and it is argued to be particularly effective in complex tasks, where a great deal of independence is granted to the task performer. However, OJT has been criticised for being expensive, limited, and devoid of the actual training context. Consequently, in order to address the problems encountered with OJT, virtual reality (VR) solutions have been proposed to provide a risk free environment for learning without the ‘do-or-die’ consequences often faced on real construction projects. Since ManuBuild aims to promote the EU construction industry beyond the state of the art; training and education therefore needs also to go beyond the state of the art in order to meet future industry needs and expectations. Hence, a VR interactive learning environment was suggested for Open Building Manufacturing training to allow experiential learning to take place in a risk free environment, and consequently overcome the problems associated with OJT. This chapter discusses the development, testing, and validation of this prototype

    Immersive analytics for oncology patient cohorts

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    This thesis proposes a novel interactive immersive analytics tool and methods to interrogate the cancer patient cohort in an immersive virtual environment, namely Virtual Reality to Observe Oncology data Models (VROOM). The overall objective is to develop an immersive analytics platform, which includes a data analytics pipeline from raw gene expression data to immersive visualisation on virtual and augmented reality platforms utilising a game engine. Unity3D has been used to implement the visualisation. Work in this thesis could provide oncologists and clinicians with an interactive visualisation and visual analytics platform that helps them to drive their analysis in treatment efficacy and achieve the goal of evidence-based personalised medicine. The thesis integrates the latest discovery and development in cancer patients’ prognoses, immersive technologies, machine learning, decision support system and interactive visualisation to form an immersive analytics platform of complex genomic data. For this thesis, the experimental paradigm that will be followed is in understanding transcriptomics in cancer samples. This thesis specifically investigates gene expression data to determine the biological similarity revealed by the patient's tumour samples' transcriptomic profiles revealing the active genes in different patients. In summary, the thesis contributes to i) a novel immersive analytics platform for patient cohort data interrogation in similarity space where the similarity space is based on the patient's biological and genomic similarity; ii) an effective immersive environment optimisation design based on the usability study of exocentric and egocentric visualisation, audio and sound design optimisation; iii) an integration of trusted and familiar 2D biomedical visual analytics methods into the immersive environment; iv) novel use of the game theory as the decision-making system engine to help the analytics process, and application of the optimal transport theory in missing data imputation to ensure the preservation of data distribution; and v) case studies to showcase the real-world application of the visualisation and its effectiveness
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