1,532 research outputs found

    Using virtual reality in criminological research

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    Since the pioneering early studies of the 1990s hinted at its promise as a research method, virtual reality (VR) technology has increasingly been used by social scientists. Given recent developments that have greatly enhanced realism, reduced costs, and increased possibilities for application, VR seems well on its way to become an established research tool in the social sciences. However, as with other ethodological innovations, the field of criminology hasbeen slow to catch on. To address this gap, this article explores the potential of VR as a tool for crime research. It provides readers with a brief and non-technical description of VR and its main elements and reviews severalapplications of VR in social scientific research that are potentially relevant for criminologists. By way of illustration, we identify and discuss in more detail different areas in which we think the field of criminology can particularly benefit from VR and offer suggestions for research. Some of the equipment available on the consumer market is also reviewed.In conjunction, the different sections should equip readers interested in applying VR in their own research with a fundamental understanding of what it entails and how it can be applied

    The Herbert Virtual Museum

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    In recent years, virtual reality and augmented reality have emerged as areas of extreme interest as unique methods for visualising and interacting with digital museum artefacts in a different context, for example, as a virtual museum or exhibition, particularly over the Internet. Modern cultural heritage exhibitions have evolved from static to dynamic exhibitions and challenging explorations. This paper presents two different applications developed for the Herbert Museum and Art Gallery that make the user's experience more immersive, engaging, and interactive. The first application utilizes mobile phone devices in order to enrich the visitors experience in the museum, and the second application is a serious game for cultural heritage and in particular for museum environments focusing on the younger visitors

    Disability Employment 101

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    [Excerpt] Employers face workforce challenges daily, and the forecast of labor market shortages is not getting any brighter. The 2005 survey report, Cost and Effectiveness of Accommodations in the Workplace: Preliminary Results of a Nationwide Study, conducted by the Job Accommodation Network (JAN), a service of the Office of Disability Employment Policy (ODEP) of the U.S. Department of Labor (DOL), reveals that workforce development and retention of workers at all skill levels are two of the major issues facing small and large businesses today. Moreover, a 2003 Aspen Institute report projects a critical shortage of workers over the next 20 years, particularly in jobs requiring higher education and training. The report confirms what businesses already knowā€”there are too few qualified workers to meet projected needs

    PENGEMBANGAN PROGRAM SIMULASI BERBASIS KOMPUTER DALAM PERKULIAHAN GELOMBANG DAN OPTIKA UNTUK MENINGKATKAN PEMAHAMAN KONSEP CALON GURU FISIKA

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    This research is aimed to produce computer simulation program and its supporting tools to enhance the concept understanding of physics teacher candidates. This research was a kind of a mixed method research design with experimental embedded. The research found that a) the validity of the mean value of 4.1 Learning Implementation Plan are included in the category of very high levels of validity with reliability 0.98, b) the average value of validity Student Activity Sheet 4.1 are included in the category of very high levels of validity with reliability 0.96, c) the mean value of validity assessment of science process skills 4.2 are included in the category of very high levels of validity with reliability 0.97 d) mean value of 4.2 validity of student teaching materials are included in the category of very high levels of validity reliability of 0.98. Conclusion of this research is supporting the implementation of the learning wave and optics subject with computer simulation program based that was developed to meet the criteria validity and reliability.Penelitian ini bertujuan menghasilkan program simulasi computer dan perangkat pendukungnya untuk meningkatkan pemahaman konsep fisika calon guru.Ā  Penelitian ini merupakan suatu bentukĀ  mixed methodĀ  dengan desain penelitian embedded experimental.Ā  Hasil penelitian ditemukan bahwa a) rerata nilai kevalidan Rencana Pelaksanaan Pembelajaran dan Buku ajar adalah 4,1 yang termasuk dalam kategori tingkat kevalidan sangat tinggi dengan reliabilitas 0,98; b) rerata nilai kevalidan Lembar Kegiatan Mahasiswa 4,1 yang termasuk dalam kategori tingkat kevalidan sangat tinggi dengan reliabilitas 0,96; c) rerata nilai kevalidan tes kemampuan pemahaman konsep fisika 4,2 yang termasuk dalam kategori tingkat kevalidan sangat tinggi dengan reliabilitas 0,97; d) rerata nilai kevalidan bahan ajar mahasiswa 4,2 yang termasuk dalam kategori tingkat kevalidan sangat tinggi dengan reliabilitas 0,98. Kesimpulan yang diperoleh dari penelitian ini adalah perangkat pembelajaran dengan menggunakan program simulasi computer untuk meningkatkan pemahaman konsep Mahasiswa memenuhi kriteria kevalidan dan reliabel.Kata Kunci:Ā  Program simulasi komputer, pemahaman konsep fisika

    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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