17 research outputs found

    Variability of Water Chemistry in Tundra Lakes, Petuniabukta Coast, Central Spitsbergen, Svalbard

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    Samples of water from small tundra lakes located on raised marine terraces on the eastern coast of Petuniabukta (Ebbadalen, Central Spitsbergen) were examined to assess the changes in water chemistry that had occurred during the summer seasons of 2001–2003 and 2006. The unique environmental conditions of the study region include the predominance of sedimentary carbonate and sulphate rocks, low precipitation values, and an active permafrost layer with a maximum thickness of 1.2 m. The average specific electric conductivity (EC) values for the three summer seasons in the four lakes ranged from 242 to 398 μS cm−1. The highest EC values were observed when the air temperature decreased and an ice cover formed (cryochemical effects). The ion composition was dominated by calcium (50.7 to 86.6%), bicarbonates (39.5 to 86.4%), and sulphate anions. The high concentrations of HCO3−, SO42−, and Ca2+ ions were attributed to the composition of the bedrock, which mainly consists of gypsum and anhydrite. The average proportion of marine components in the total load found in the Ebbadalen tundra lake waters was estimated to be 8.1%. Precipitation supplies sulphates (as much as 69–81%) and chlorides (14–36%) of nonsea origin. The chief source of these compounds may be contamination from the town of Longyearbyen. Most ions originate in the crust, the active layer of permafrost, but some are atmospheric in origin and are either transported or generated in biochemical processes. The concentrations of most components tend to increase during the summer months, reaching a maximum during freezing and partially precipitating onto the bottom sediments

    Różne rzeczywistości w nowoczesnej edukacji

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    Artykuł zamieszczony jest w : Życie Uczelni : biuletyn informacyjny Politechniki Łódzkiej, nr 155, Luty 2021Politechnika Łódzka jest koordynatorem międzynarodowych projektów ATOMIC i Mr UD oraz partnerem w projekcie VRAna, związanych z wykorzystaniem technologii rozszerzonej i wirtualnej rzeczywistości oraz rzeczywistości mieszanej w rozwoju nowoczesnych form dydaktycznych. W projekty finansowane z Erasmus+ zaangażowany jest zespół młodych osób, którzy piszą o celach prowadzonych projektów i perspektywach po ich zakończeniu

    Wirtualna rzeczywistość jako narzędzie wspomagające zrozumienie świata osób ze spektrum autyzmu

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    Over the past few years, the rapid development of virtual reality (VR) has made the technology available to the common user. VR is used extensively in the entertainment industry, training tasks, medicine, tourism, architecture, art and many other fields. It also plays an increasingly important role in education and growing awareness and sensitivity of real social phenomena. The created VR application addresses the difficulties faced by people suffering from autism spectrum. Autism, a disorder that is diagnosed more and more frequently and, according to European data, occurs in 1% of the population (with a male to female ratio between 3: 1 and 4: 1) (Lai 2014; Loomes 2017). It is characterized by difficulties in social interactions, verbal and nonverbal communication, repetitive and stereotypical behaviours. Autism spectrum disorder is often associated with withdrawal and avoidance of contact with the world and people. The COVID-19 pandemic and the isolation associated with it have created an even greater separation between people on the spectrum and their surroundings. This article presents the use of virtual reality, which allows ordinary people to see the world of autism spectrum, and thus to better understand this different perception of the environment and the problems encountered in daily functioning of people with autism spectrum disorder. The created VR application increases the level of empathy among users, which positively affects the elimination of exclusion in a world full of uncertainty and variability

    Vibrating Tilt Platform Enhancing Immersive Experience in VR

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    One of the disadvantages of virtual reality systems of the past was the fact that they had visual-only interfaces. However, with the development of haptic technology, peripheral solutions to enhance the VR experience are gaining momentum, and many haptic systems are being developed for deepening VR immersion. This paper deals with the concept of a vibrating tilt platform allowing the change of three angles of inclination to thus reinforce the VR experience. The proposed system is flexible and adaptable to different sports, health, and education applications. In this paper, we present the mechanical and mechatronics aspects of the platform and usability testing results based on an immersive geological experience application. The first tests were studied in terms of the cyber sickness, perceived realism, and anxiety through both subjective (questionnaires) and objective (electroencephalogram) measurements. The results indicate that our platform increased anxiety levels and was perceived as realistic. Adding vibrations and tilting had a considerable impact on the immersion level and brain activity

    Extended Reality in Education and Training: Case Studies in Management Education

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    This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context

    Usability Testing of Virtual Reality Applications—The Pilot Study

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    The need for objective data-driven usability testing of VR applications is becoming more tangible with the rapid development of numerous VR applications and their increased accessibility. Traditional methods of testing are too time and resource consuming and might provide results that are highly subjective. Thus, the aim of this article is to explore the possibility of automation of usability testing of VR applications by using objective features such as HMD built-in head and hands tracking, EEG sensor, video recording, and other measurable parameters in addition to automated analysis of subjective data provided in questionnaires. For this purpose, a simple VR application was created which comprised relatively easy tasks that did not generate stress for the users. Fourteen volunteers took part in the study and their signals were monitored to acquire objective automated data. At the same time the observer was taking notes of subjects’ behaviour, and their subjective opinions about the experience were recorded in a post-experiment questionnaire. The results acquired from signal monitoring and questionnaires were juxtaposed with observation and post-interview results to confirm the validity and efficacy of automated usability testing. The results were very promising, proving that automated usability testing of VR applications is potentially achievable

    Universal design and empathic design for engineers

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    This article explores the relevance of universal design and empathic design in education. The universal design focuses on creating accessible and usable products, environments, and systems for individuals with diverse abilities. Empathy, on the other hand, involves understanding and sharing the feelings of others, encompassing cognitive, emotional, and compassionate empathy. The article investigates the application of empathy in design, particularly its importance for engineers. Teaching empathy to engineers is emphasized as a crucial aspect. By developing empathic skills, engineers gain a deeper understanding of user needs and perspectives, leading to more inclusive and user-centered design solutions. Effective communication techniques such as asking open-ended questions, active listening, observation, and perspective-taking are explored to enhance empathy in communication. The article also explores methods for measuring empathy, thus enabling engineers to assess the effectiveness of their empathic design approaches. The challenges facing students, teachers, and university authorities in implementing such courses are also bulleted. Med Pr. 2023;74(3):211–2

    Enhancing empathy through virtual reality: Developing a universal design training application for students

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    The lack of empathy towards disability is a significant societal issue that hampers inclusivity and understanding. Many struggle to comprehend the daily challenges and experiences faced by people with disabilities, leading to ignorance, prejudice, and exclusion. However, empathy plays a pivotal role in addressing this problem and serves as the foundation for developing and creating better products, services, and environments. This article explores the potential of developing virtual reality (VR) applications to enhance students’ empathy towards individuals with disabilities. By increasing empathy levels, students are expected to gain significant qualifications in universal design (UD). The full application development process covers the most suitable head-mounted display (HMD) set. The implementation methodology using the Unity programming platform, the approach adopted for conducting classes using the developed VR application, and the deployment stage. Testing was successfully conducted on a student population, receiving positive user feedback. Through the integration of VR technology, the authors thoroughly describe how to address the empathy gap and equip students with essential skills for inclusive and accessible design. The findings presented in this study provide valuable guidance for educators and developers interested in harnessing VR’s potential to foster empathy and advance universal design practices. With the presented methodology and proposed application, the authors demonstrate the effectiveness of VR applications in elevating students’ empathy levels, consequently enhancing their qualifications in universal design. Med Pr. 2023;74(3):199–21
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