28,460 research outputs found
Describe Innovative and Creative Approaches to On-The-Go Learning
As the landscape of technology changes, businesses are seeking the best ways to incorporate on-the-go learning into educating employees. Recognizing this, when using mobile education for knowledge transfer it is beneficial to look at companies successfully implementing such training and what they are doing in terms of utilizing innovation and newest trends of on-the-go learning. The purpose of this article is to offer a snapshot of what is on the forefront of mobile learning and the organizations putting these approaches into practice
Regulating Habit-Forming Technology
Tech developers, like slot machine designers, strive to maximize the userâs âtime on device.â They do so by designing habit-forming productsâ products that draw consciously on the same behavioral design strategies that the casino industry pioneered. The predictable result is that most tech users spend more time on device than they would like, about five hours of phone time a day, while a substantial minority develop life-changing behavioral problems similar to problem gambling. Other countries have begun to regulate habit-forming tech, and American jurisdictions may soon follow suit. Several state legislatures today are considering bills to regulate âloot boxes,â a highly addictive slot-machine- like mechanic that is common in online video games. The Federal Trade Commission has also announced an investigation into the practice. As public concern mounts, it is surprisingly easy to envision consumer regulation extending beyond video games to other types of apps. Just as tobacco regulations might prohibit brightly colored packaging and fruity flavors, a social media regulation might limit the use of red notification badges or âstreaksâ that reward users for daily use. It is unclear how much of this regulation could survive First Amendment scrutiny; software, unlike other consumer products, is widely understood as a form of protected âexpression.â But it is also unclear whether well-drawn laws to combat compulsive technology use would seriously threaten First Amendment values. At a very low cost to the expressive interests of tech companies, these laws may well enhance the quality and efficacy of online speech by mitigating distraction and promoting deliberation
Internship in Augmented and Virtual Reality - Rapid Model Import Tool
The integration of virtual and augmented reality, sometimes called mixed reality, is an emerging technology which will likely skyrocket overnight much in the way smartphones did a decade ago. Kennedy Space Center's Augmented and Virtual Reality (AVR) Lab is developing a Rapid Model Import Tool (RMIT) to create a quick and efficient way to bring NASA's complex engineering 3D models into virtual and augmented environments. The long-term objective is to create a tool that will ultimately benefit KSC engineers. Its various uses within NASA can potentially span from astronaut training, to marketing, to public outreach, to name a few. Unity is a prolific cross-platform game engine that allows users to build high quality 2D and 3D games for desktop, mobile, web, and game console platforms. It is perhaps also the most widely used software for virtual reality game development. At the AVR lab, we are looking at alternative uses of Unity to build tools for NASA engineers to perform design, development, testing, and training on spacecraft, rocket delivery systems, ground support equipment, and facilities at KSC. As an intern for the RMIT project, I am charged with the task of performing research on Unity-compatible file types to develop an efficient, affordable, preservative process to bring models from CATIA 3D engineering software into the Unity environment. With a tool called the NASA Enterprise Visualization Application (NEVA), developed by the Boeing Design Visualization group at KSC, we are able to easily convert CATIA's design models to. DAE (also known as COLLADA) and .OBJ file formats. I first reduce the polygon count of the model within CATIA itself, make any necessary tweaks to reduce the model further, and then export using NEVA. The .OBJ or. DAE files that I am left with are then converted by another intern to a Unity-compatible file format using a custom Python script. I have generated extensive documentation of this process in a NEVA User Guide. By the end of this semester, we will have built a solid framework for RMIT based on a thorough understanding of virtual reality specifications and file requirements, allowing future software development teams to go forward with development on the custom tool
Paving the way to e-services: Innovation through online games
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment. --Online value creation,virtual world,virtual good,value chain,digital content convergence,new business models,services
Design of VR app applied to cognitive training
Lâobjectiu principal dâaquest projecte Ă©s el disseny dâuna aplicaciĂł de realitat virtual per millorar el tractament dels pacients amb deteriorament cognitiu lleu, aixĂ com estudiar els possibles avantatges que aquesta tecnologia pot proporcionar en aquest camp. Es va escollir la realitat virtual perquĂš permet augmentar la sensaciĂł dâimmersiĂł pel que fa a les tecnologies actuals. Actualment la realitat virtual sâestĂ utilitzant amb aquest tipus de tractament i estĂ aconseguint gran resultats amb els pacients. A mĂ©s, mitjançant lâĂșs dâaquesta tĂšcnica dâimmersiĂł visual, sâespera que ajudi a millorar la capacitat dels pacients davant nous problemes, com pot ser la iniciaciĂł a la realitat virtual, una qĂŒestiĂł fonamental que ajuda a la millora dels pacients que es troben en les primeres etapes de la malaltia. LâaplicaciĂł consisteix en un entorn de supermercat virtual on el pacient pot realitzar diverses proves. En aquesta hi haurĂ diferents nivells amb diverses complexitats, sempre desprĂ©s dâhaver realitzat un tutorial previ. LâaplicaciĂł sâha realitzat en dues fases diferents: primer es va crear el guiĂł, amb col·laboraciĂł amb la unitat dâAlzheimer de lâHospital ClĂnic. Els nivells de lâaplicaciĂł es van definir aquĂ. El segĂŒent va ser la realitzaciĂł de lâaplicaciĂł amb col·laboraciĂł amb la companyia Vysion 360. Per a la seva utilitzaciĂł per la unitat dâAlzheimer de lâHospital ClĂnic, lâaplicaciĂł tenia que complir diferents criteris. En primer lloc, els nivells de dificultat tenen que ser suficients per realitzar un tractament a llarg termini. En segon lloc, per crear una bona experiĂšncia de immersiĂł, lâentorn creat tĂ© que ser el mĂ©s realista possible. Finalment, sâha creat una base de dades local per guardar la informaciĂł de totes les sessions, utilitzat posteriorment en lâanĂ lisi de evoluciĂł dels pacients. Amb aquesta aplicaciĂł, sâespera que els resultats en els pacients amb deteriorament cognitiu lleu milloren respecte a les tĂšcniques anteriors. Especialment grĂ cies a la gran experiĂšncia dâimmersiĂł aconseguida amb la realitat virtual, la qual ajuda a la concentraciĂł dels pacients durant el tractament
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