8,276 research outputs found

    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

    Virtual reality urban modelling - an overview

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    This paper offers an overview of the increasing use of Virtual Reality (VR) technologies for the simulation of urban environments. It provides a summary of cities worldwide where three-dimensional computer modelling is being utilised to aid urban planning. The study considers the need for a digital representation of cities and raises issues pertaining to advantages, barriers and ownership. A case study of a pilot project on the visualisation of Newcastle upon Tyne is examined to show an approach adopted for the representation of this city in North East England. The process of this visualisation is summarised and future research is outlined in relation to this city model

    Alternative sweetener from curculigo fruits

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    This study gives an overview on the advantages of Curculigo Latifolia as an alternative sweetener and a health product. The purpose of this research is to provide another option to the people who suffer from diabetes. In this research, Curculigo Latifolia was chosen, due to its unique properties and widely known species in Malaysia. In order to obtain the sweet protein from the fruit, it must go through a couple of procedures. First we harvested the fruits from the Curculigo trees that grow wildly in the garden. Next, the Curculigo fruits were dried in the oven at 50 0C for 3 days. Finally, the dried fruits were blended in order to get a fine powder. Curculin is a sweet protein with a taste-modifying activity of converting sourness to sweetness. The curculin content from the sample shown are directly proportional to the mass of the Curculigo fine powder. While the FTIR result shows that the sample spectrum at peak 1634 cm–1 contains secondary amines. At peak 3307 cm–1 contains alkynes

    Interactive Camera Network Design using a Virtual Reality Interface

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    Traditional literature on camera network design focuses on constructing automated algorithms. These require problem specific input from experts in order to produce their output. The nature of the required input is highly unintuitive leading to an unpractical workflow for human operators. In this work we focus on developing a virtual reality user interface allowing human operators to manually design camera networks in an intuitive manner. From real world practical examples we conclude that the camera networks designed using this interface are highly competitive with, or superior to those generated by automated algorithms, but the associated workflow is much more intuitive and simple. The competitiveness of the human-generated camera networks is remarkable because the structure of the optimization problem is a well known combinatorial NP-hard problem. These results indicate that human operators can be used in challenging geometrical combinatorial optimization problems given an intuitive visualization of the problem.Comment: 11 pages, 8 figure

    Valid Virtual Reality Applications for Commercial Kitchen Safety Training

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    The rise in the number of workers in gastronomy tourism has coincided with an increase in workplace accidents. New workers lack hazard identification abilities and fail to recognize dangerous events in the workplace. Thus, a two-fold goal has been established: (1) design and develop VR applications for spotting risks in the kitchen workplace, and (2) validate the VR application's effectiveness. The invention involved the 360-degree camera and VR software, and it was validated with multiple experts who had long working experience. The VR technology was found noteworthy as it received positive acceptance in the hospitality business. Keywords: Virtual Reality; Workplace Safety; Food Service Safety; Employee Safety eISSN: 2398-4287 © 2022. The Authors. Published for AMER ABRA cE-Bs by e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians/Africans/Arabians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v7i19.320

    Material Thermal Inputs of Iowa Materials for MEPDG, 2011

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    The thermal properties of concrete materials, such as coeffi cient of thermal expansion (CTE), thermal conductivity, and heat capacity, are required by the MEPDG program as the material inputs for pavement design. However, a limited amount of test data is available on the thermal properties of concrete in Iowa. The default values provided by the MEPDG program may not be suitable for Iowa concrete, since aggregate characteristics have signifi cant infl uence on concrete thermal properties

    A biomechanical approach to prevent falls in ergonomic settings

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    Introduction: Fall-related injuries are exceptionally prevalent in occupational settings. While endangering the workers’ health, falls cause poor productivity and increased economic burden in the workplace. Hence, identifying these threats and training workers to achieve proper postural control is crucial. Purpose: Study 1: To investigate the ankle joint kinematics in unexpected and expected trip responses during single-tasking (ST), dual-tasking (DT), and triple-tasking (TT), before and after a physically fatiguing exercise. Study 2: To investigate the impact of virtual heights, DT, and training on static postural stability and cognitive processing. Methods: Study 1: Twenty collegiate volunteers (10 males and females, one left leg dominant, age 20.35 plus-minus 1.04 years, height 174.83 plus-minus 9.03 cm, mass 73.88 plus-minus 15.55 kg) were recruited. Ankle joint kinematics were recorded while treadmill walking during normal gait (NG), unexpected trip (UT), and expected trip (ET) perturbations with DT and physical fatigue. Study 2: Twenty-eight collegiate volunteers (14 males and females; all right leg dominant; age 20.48 plus-minus 1.26 years; height 172.67 plus-minus 6.66 cm; mass 69.52 plus-minus 13.78 kg; body mass index 23.32 plus-minus 3.54 kg/m2) were recruited. They were exposed to different virtual environments (VEs) over three days with and without DT. Postural sway parameters, lower extremity muscle activity, heart rate, and subjective anxiety parameters were collected. Results: Study 1: Greater maximum ankle angles were observed during UT compared to NG, MDT compared to ST, and TT compared to ST, while greater minimum ankle angles were observed during ET compared to NG and during post-fatigue compared to pre-fatigue. Study 2: Greater postural decrements and poor cognitive processing were observed in high altitudes and DT. Discussion & conclusions: Study 1: Trip recovery responses are different between during DT, TT, and fatigue. Study 2: Static postural stability deteriorates at higher virtual altitudes and with DT, while it improves with a two-day training. Virtual height exposure reduces cognitive performance. Importance: The findings of these studies will provide insights into the biomechanics of falls in ergonomic settings and aid in designing functional and convenient fall prevention programs

    Development and Assessment of a Virtual Reality Forklift Simulator as a Research Tool to Study Whole-Body Vibration

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    Operators of forklifts and other heavy machinery are exposed to whole-body vibration as a result of their daily work routine. Lower-back pain and other health risks have been linked to whole-body vibration exposure. A virtual reality simulator has been developed as a tool to study the effects of whole-body vibration and other risk factors associated with forklift operation. This study aims to demonstrate that the vibration exposure during simulation can be adjusted, and to compare the chassis accelerations to those of a real forklift. A sensitivity analysis examined three key parameters to determine their effect on the vibration properties of the simulator chassis. A comparison of field chassis accelerations during a standard work task revealed that the simulator better replicated accelerations for events involving transient surface irregularities, but the simulator had smaller vibrations when traveling across the relatively smooth warehouse floor. The simulator in its current state is a functional tool for evaluating the ergonomics of forklifts; however, further adjustment is required before the system can be considered a viable platform for whole-body vibration research
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