838,739 research outputs found
Seamless and Secure VR: Adapting and Evaluating Established Authentication Systems for Virtual Reality
Virtual reality (VR) headsets are enabling a wide range of new
opportunities for the user. For example, in the near future users
may be able to visit virtual shopping malls and virtually join
international conferences. These and many other scenarios pose
new questions with regards to privacy and security, in particular
authentication of users within the virtual environment. As a first
step towards seamless VR authentication, this paper investigates
the direct transfer of well-established concepts (PIN, Android
unlock patterns) into VR. In a pilot study (N = 5) and a lab
study (N = 25), we adapted existing mechanisms and evaluated
their usability and security for VR. The results indicate that
both PINs and patterns are well suited for authentication in
VR. We found that the usability of both methods matched the
performance known from the physical world. In addition, the
private visual channel makes authentication harder to observe,
indicating that authentication in VR using traditional concepts
already achieves a good balance in the trade-off between usability
and security. The paper contributes to a better understanding of
authentication within VR environments, by providing the first
investigation of established authentication methods within VR,
and presents the base layer for the design of future authentication
schemes, which are used in VR environments only
Integration of virtual reality within the built environment curriculum
Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments
Virtual Reality in Construction
Virtual Reality (VR) has a long history of its development, but it was
popularized in 2016 with a boom of various VR-rigs (headsets, glasses, controllers).
The work of VR is to create the illusion of being present in an environment that is
virtual, i.e. computer generated. When transmitting information to various human
senses, VR can simulate a stay in a certain environment, room or location, which
allows the user to see, hear and interact with the environment through the use of a VR
headset, headphones and controllers
The use of Virtual Reality in Enhancing Interdisciplinary Research and Education
Virtual Reality (VR) is increasingly being recognized for its educational
potential and as an effective way to convey new knowledge to people, it
supports interactive and collaborative activities. Affordable VR powered by
mobile technologies is opening a new world of opportunities that can transform
the ways in which we learn and engage with others. This paper reports our study
regarding the application of VR in stimulating interdisciplinary communication.
It investigates the promises of VR in interdisciplinary education and research.
The main contributions of this study are (i) literature review of theories of
learning underlying the justification of the use of VR systems in education,
(ii) taxonomy of the various types and implementations of VR systems and their
application in supporting education and research (iii) evaluation of
educational applications of VR from a broad range of disciplines, (iv)
investigation of how the learning process and learning outcomes are affected by
VR systems, and (v) comparative analysis of VR and traditional methods of
teaching in terms of quality of learning. This study seeks to inspire and
inform interdisciplinary researchers and learners about the ways in which VR
might support them and also VR software developers to push the limits of their
craft.Comment: 6 Page
NIRS potential use for the determination of natural resources quality from dehesa (acorn and grass) in Montanera system for Iberian pigs.
NIRS technology has been used as an alternative to conventional methods to determinate the content of nutrients of acorns and grass from dehesa ecosystem. Dry matter (DM), crude fat (CF), crude protein (CP), starch, total phenolic compounds (TP), α-tocopherol, γ-tocopherol, fatty acids, neutral detergent fiber (NDF), total antioxidant activity (TAA) and total energy (TE) were determined by conventional methods for later development of NIRS predictive equations. The NIR spectrum of each sample was collected and for all studied parameters, a predictive model was obtained and external validated. Good prediction equations were obtained for moisture, crude fat, crude protein, total energy and γ-tocopherol in acorns samples, with high coefficients of correlation (1-VR) and low standard error of prediction (SEP) (1-VR=0.81, SEP=2.62; 1-VR=0.92, SEP=0.54; 1-VR=0.86, SEP=0.47; 1-VR=0.84, SEP=0.2; 1-VR=0.88, SEP=5.4, respectively) and crude protein, NDF, α-tocopherol and linolenic acid content in grass samples (1-VR=0.9, SEP=1.99; 1-VR=0.87, SEP=4.13; 1-VR=0.76, SEP=10.9; 1-VR=0.82, SEP=0.6, respectively). Therefore, these prediction models could be used to determinate the nutritional composition of Montanera natural resources
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