716 research outputs found

    New Landscapes and New Eyes: The Role of Virtual World Design for Supply Chain Education

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    With the common availability of advanced educational technology, we are able to increase the emphasis on the design of learning experiences and benefit from the given flexibility and variety of opportunities to create learning spaces. As instructional design models become more commonplace we examine their role vis-à-vis with the fidelity of the experience while learning. High-fidelity experiences are known to be valuable in learning as they provide authenticity in learning and motivation; yet, high fidelity comes at the cost of greater investment. In this paper, we outline our experiments with two setups of differing levels of fidelity: using Second Life and the consumer-focused Oculus Rift Head-Mounted Display (HMD). We show qualitatively interpreted comments and user responses to demonstrate importance of the level of fidelity, uncover important elements, and relate back the fidelity to the learning experience. High-fidelity experiences can be supported by software and hardware that are now readily available but present the seductive opportunity to greatly improve participant engagement in the virtual environments presented

    Immersive virtual reality as a tool for lighting design: Applications and opportunities

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    Immersive virtual reality offers a wide range of applications. Immersive virtual reality in particular can play an important role in lighting design, thanks to its ability to allow a quick assessment between different design choices based on spaces, colours and light. However, immersive virtual reality has to guarantee a correct reproduction of light behaviour from photometric and visual points of view, in order to be effectively used for lighting analysis. This paper presents a literature review aimed to analyse the activities of the research groups operating in this field that have addressed, with different approaches and points of view, the issue of iVR applications in the reproduction of environments illuminated by either daylight or electric lighting, as well as a combination of them

    The use of virtual reality head-mounted displays within applied sport psychology

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    This is the author accepted manuscript. The final version is available from Taylor & Francis (Routledge) via the DOI in this record.Virtual reality (VR) technology has been employed within several domains such as medicine, education, and the military. Nonetheless, there is limited research examining how VR can supplement applied sport psychology practice. This article provides the reader with an understanding of key components and concepts associated with VR head-mounted displays (HMDs). Subsequently, a range of possible applications within applied sport psychology are discussed, such as the training of perceptual-cognitive skills, relaxation strategies, and injury rehabilitation. Thereafter, the practicalities of using VR HMDs are outlined, and recommendations are provided to applied sport psychology practitioners wishing to embed this technology within their practice
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