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1

Bebko, Adam O., and Nikolaus F. Troje. "bmlTUX: Design and Control of Experiments in Virtual Reality and Beyond." i-Perception 11, no. 4 (2020): 204166952093840. http://dx.doi.org/10.1177/2041669520938400.

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Advances in virtual reality technology have made it a valuable new tool for vision and perception researchers. Coding virtual reality experiments from scratch can be difficult and time-consuming, so researchers rely on software such as Unity game engine to create and edit virtual scenes. However, Unity lacks built-in tools for controlling experiments. Existing third-party add-ins requires complicated scripts to define experiments. This can be difficult and requires advanced coding knowledge, especially for multifactorial experimental designs. In this article, we describe a new free and open-source tool called the BiomotionLab Toolkit for Unity Experiments (bmlTUX) that provides a simple interface for controlling experiments in Unity. In contrast to existing tools, bmlTUX provides a graphical interface to automatically handle combinatorics, counterbalancing, randomization, mixed designs, and blocking of trial order. The toolbox works out-of-the-box since simple experiments can be created with almost no coding. Furthermore, multiple design configurations can be swapped with a drag-and-drop interface allowing researchers to test new configurations iteratively while maintaining the ability to easily revert to previous configurations. Despite its simplicity, bmlTUX remains highly flexible and customizable, catering to coding novices and experts alike.
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Cassidy, Brendan, Gavin Sim, David Wayne Robinson, and Devlin Gandy. "A Virtual Reality Platform for Analyzing Remote Archaeological Sites." Interacting with Computers 31, no. 2 (2019): 167–76. http://dx.doi.org/10.1093/iwc/iwz011.

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Abstract This paper describes a Virtual Reality (VR) prototype developed to help archaeologists and other stakeholders explore and analyse archaeological data in a more immersive context. We describe a VR reconstruction of Pleito Cave, a fragile world class rock-art site with accessibility limitation. Key stakeholders are identified and a prototype is described that provides a VR platform for visualizing and interacting with complex archaeological data (gathered from techniques such as decorrelation stretch and X-ray fluorescence) virtually ‘in situ’, in a way that would not be possible at the real site. The prototype allows multiple remote users to interact with the cave together remotely providing opportunities for collaborative interpretation and analysis of archaeological data. We also present a survey-based evaluation in which both archaeologists and Native American stakeholders indicate positive responses for measures of both engagement and value. Research Highlights An interactive, multi-user, immersive archaeological data visualization tool is described. Survey evaluation elicits insights into where the system provides value and engagement for key stakeholders. Thematic Analysis provides further design insights for future development of immersive archaeological data visualization tools.
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Steele, Patricia, Cheryl Burleigh, Liston Bailey, and Margaret Kroposki. "Studio Thinking Framework in Higher Education: Exploring Options for Shaping Immersive Experiences Across Virtual Reality/Augmented Reality Curricula." Journal of Educational Technology Systems 48, no. 3 (2019): 416–39. http://dx.doi.org/10.1177/0047239519884897.

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With an increase in the number of colleges and universities using virtual reality and augmented reality integrated programs, specific insight for exploring immersive learning approaches utilizing virtual and augmented reality tools and applications in a variety of disciplines is needed. In some instances, pedagogical approaches for creating immersive learning experiences require a sound conceptual framework for course or content design with emphasis on developing opportunities for higher order thinking in virtual reality/augmented reality educational experiences. Public access data were used in this qualitative-directed content analysis study to examine course goals, objectives, and learning outcomes of 14 U.S. Artificial Intelligence universities as to the potential for developing creative and cognitive skills, as described within the pedagogical framework of Studio Thinking Framework. Findings indicated multiple opportunities for creative and cognitive thinking as Studio Thinking Framework was integrated into these immersive spaces.
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Schwienhorst, Klaus. "The ‘third place’ – virtual reality applications for second language learning." ReCALL 10, no. 1 (1998): 118–26. http://dx.doi.org/10.1017/s095834400000433x.

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Recently we have seen a shift of focus in using the Internet from often inappropriate human-computer interactivity to human-human interaction, based on collaborative learning concepts like learner autonomy and tandem learning. The renewed discussion of interface design has provoked a reconsideration of me traditional graphical user interface and a shift towards more intuitive interfaces like virtual reality, mainly building on the concept of constructionism. The MOO (multi-user domain, object oriented) system provides a flexible, easy-to-use multiple user virtual reality that allows for the integration of language learning tools and resources in a common environment, a third place.
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Jishtu, Pearl, and Madhura A Yadav. "Futuristic Technology in Architecture & Planning - Augmented and Virtual Reality: an Overview." International Journal on Soft Computing, Artificial Intelligence and Applications 10, no. 1 (2021): 1–13. http://dx.doi.org/10.5121/ijscai.2021.10101.

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Speed has become a way of life. We are asymptotically piling data. Speed can be achieved with new design processes, techniques, and Technology. Innovations AR and VR are just some of the many forms of technologies that will play a key role in shaping the Architecture and Planning of tomorrow, making it future-ready and ushering in a new age of innovation. AR and VR in Architecture & Planning were introduced as assisting tools and has helped generate multiple design options, expanded possibilities of visualization, and provided us with more enhanced, detailed, and specific experience in real-time; enabling us to see the resultsof work on hand well before the commencement of the project. These tools are further developed for city development decisions, helping citizens interact with local authorities, access public services, and plan their commute. After reviewing multiple research papers, it had been observed that each one is moving forward with the changes brought by it, without entirely understanding its role. This paper provides a summary of theappliance of AR & VR in architecture and planning.
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Pober, Elizabeth, and Matt Cook. "Thinking in Virtual Spaces." International Journal of Virtual and Augmented Reality 3, no. 2 (2019): 23–40. http://dx.doi.org/10.4018/ijvar.2019070103.

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Throughout the iterative design process, both students and professionals rely on spatial thinking to develop and simulate these design solutions, but—in most cases—students lack the experience necessary to accurately visualize and translate the real-world scale of interior space. This is primarily because the current tools of representation are noticeably limited to the two-dimensions of visual information viewable on a traditional computer monitor or sheet of paper. The use of virtual reality systems can also support instruction focused on spatial reasoning. An immersive cohabitation of multiple designers within a detailed and complex model – at full-scale, in three dimensions, supports and augments spatial thinking by allowing designers to both conceptualize and reason volumetrically. This article will explore the experiences of the students and faculty using the virtual reality platform, and the challenges and impacts of incorporating full-scale analysis into the student's design process as they relate to scale perception, error recognition, and communication.
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ZHANG, Zhiqian, and Wei PAN. "Virtual reality (VR) supported lift planning for modular integrated construction (MiC) of high-rise buildings." HKIE Transactions 26, no. 3 (2019): 136–43. http://dx.doi.org/10.33430/v26n3thie-2019-0015.

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Modular integrated construction of high-rise buildings has shown its potential in accelerating the speed of construction, improving safety, safeguarding quality and enhancing productivity. However, due to the disruptive change to the construction process, challenges are identified to effectively plan and handle multiple lifts for hoisting heavy modules. Research on lift planning includes the development of simulation tools. However, the previous tools provided either static simulations or pre-designed animations that did not address the interactions between planners and the tools. Virtual reality (VR) offers an opportunity to build an interactive and navigable 3D environment. This paper aims to develop a userfriendly VR-supported tool for achieving effective lift planning for constructing high-rise modular buildings. First, the module lifting process and tower crane operations were analysed. Second, a VR demonstration was developed using a real-life modular building project. Third, the demonstration was used during interviews with the project team to verify the effectiveness of the developed tool. Results suggest that the tool can help optimise the site layout and lift logistics through the provided functions of collision detection and construction simulation. The findings suggest that VR-supported lift planning will contribute to ensure site safety and enhance the productivity of modular high-rise building construction.
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Cunha, Rian Dutra da, Frâncila Weidt Neiva, and Rodrigo Luis de Souza da Silva. "Virtual Reality as a Support Tool for the Treatment of People with Intellectual and Multiple Disabilities: A Systematic Literature Review." Revista de Informática Teórica e Aplicada 25, no. 1 (2018): 67. http://dx.doi.org/10.22456/2175-2745.77994.

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Since the emergence of virtual reality (VR) technologies, many researchers have argued on the benefits of their use for people with intellectual and multiple disabilities. However, up to this date there is not a single study that presents a detailed overview of the state of the art in virtual reality as a support tool for the treatment of people with intellectual and multiple disabilities, as well as Autism and Down Syndrome. The aim of this study is to provide a detailed overview of the state of the art in the virtual reality area focusing on people with multiple disabilities, that encompasses intellectual and physical disabilities. There is still no consensus on the effectiveness of VR-based treatments. Virtual reality can offer rich environment and features, but most of the researches focuses only in the experience to be inside a virtual place without taking advantage of what benefits VR provide us. Furthermore, most of our selected studies used non-immersive VR and AR. Thus, immersive VR is an open field with many opportunities to be explored. We believe VR has great potential to be effective in the treatment of people with intellectual and multiple disabilities.
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Kihonge, John N., Judy M. Vance, and Pierre M. Larochelle. "Spatial Mechanism Design in Virtual Reality With Networking." Journal of Mechanical Design 124, no. 3 (2002): 435–40. http://dx.doi.org/10.1115/1.1481363.

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Mechanisms are used in many devices to move a rigid body through a finite sequence of prescribed locations. The most commonly used mechanisms are four-bar planar mechanisms that move an object in one plane in space. Spatial mechanisms allow motion in three-dimensions (3D), however, to date they are rarely implemented in industry in great part due to the inherent visualization and design challenges involved. Nevertheless, they do provide promise as a practical solution to spatial motion generation and therefore remain an active area of research. Spatial 4C mechanisms are two degree-of-freedom kinematic closed-chains consisting of four rigid links simply connected in series by cylindrical (C) joints. A cylindrical joint is a two degree-of-freedom joint, which allows translation and rotation about a line in space. This paper describes a synthesis process for the design of 4C spatial mechanisms in a virtual environment. Virtual reality allows the user to view and interact with digital models in a more intuitive way than using the traditional human-computer interface (HCI). The software developed as part of this research also allows multiple users to network and share the designed mechanism. Networking tools have the potential to greatly enhance communication between members of the design team at different industrial sites and therefore reduce design costs. This software presents the first effort to provide a three-dimensional digital design environment for the design of spatial 4C mechanisms.
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Walsh, MT, and OH Khan. "P.105 The “Comprehensive 3D Skull Base Lab”-- enhancing resident education with virtual/augmented reality and 3D printing at Northwestern University." Canadian Journal of Neurological Sciences / Journal Canadien des Sciences Neurologiques 46, s1 (2019): S41. http://dx.doi.org/10.1017/cjn.2019.199.

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Background: Due to increasingly limited access to cadavers and first-hand operative experience, there is an increasing need for innovative modalities in neurosurgical education. Recent developments in computer modelling, virtual/augmented reality, and video game technology have created new opportunities for novel teaching tools. We set out to develop a library of 3D models of normal anatomy and pathologic states for use in conjunction with an interactive simulated environment and 3D printing for teaching of neurosurgical residents. Methods: Anatomically accurate 3D models were developed using CT/MRI data from multiple patients using open source segmentation and 3D animation software. An interactive simulated environment was then created using a 3D game engine and used in conjunction with a virtual/augmented reality system. 3D models were also used to for 3D printing. Results: 3D models and an interactive simulated environment were used in conjunction with various viewing modalities, including 3D video, 360 video, and virtual reality headsets, as well as 3D printing. These teaching tools were successfully implemented in neurosurgery didactic teaching sessions and in the skull base lab. Additional benefits were seen with patient engagement and marketing. Conclusions: 3D modeling and animation show considerable promise for neurosurgical education, with additional benefits for patient engagement, marketing, and social media.
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Petrov, Hristiyan Toshkov. "Use of Virtual Reality in Designing Urban Furniture." ANNUAL JOURNAL OF TECHNICAL UNIVERSITY OF VARNA, BULGARIA 2, no. 1 (2018): 61–70. http://dx.doi.org/10.29114/ajtuv.vol2.iss1.74.

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Virtual Reality does not have to be limited to only being a representation and experiential tool - it can be a powerful way of conceiving objects for our physical world as well. The unique features of this technology revolve around the usage of peripheral devices such as controllers (joysticks) and gloves in tandem with VR goggles. By using this type of modeling, designers can overcome some of the current limitations of the design process such as transitioning from sketch to model, scalability of physical models and manipulation difficulties of computer generated models.
 An analysis has been made of the evolution of design methodology and its natural progression to virtual and augmented reality. Traditionally the design process of urban design objects starts on paper is evolved through computer modeling and is later tested via physical models and full-scale prototypes. Virtual reality modeling can significantly optimize this process by merging several of the design development phases into one. Sketching, building and testing can be done fully in the virtual environment and the representation of newly created objects will no longer be limited to a 2D surface such as a sheet of paper or a computer screen. The transition to 3D printing is also streamlined with the outcome of the VR designed object being a clear manifestation of the object created in virtual reality.
 The goal of the study is to develop a piece of urban furniture, using a virtual reality headset, joysticks and modeling software, manipulate its features and multiply/scale it within the digital environment. The research question is whether such modeling can be precise enough to not only be used as a sketching and sculpting tool but can become the next frontier after computer 3D modeling. The experiment is carried out in two different parts of the world simultaneously – USA and Bulgaria and conceived and manipulated in real-time. The results are analyzed and the advantages and disadvantages of the approach are compared to current design development tools.
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Pedroli, Elisa, Filippo La Paglia, Pietro Cipresso, Caterina La Cascia, Giuseppe Riva, and Daniele La Barbera. "A Computational Approach for the Assessment of Executive Functions in Patients with Obsessive–Compulsive Disorder." Journal of Clinical Medicine 8, no. 11 (2019): 1975. http://dx.doi.org/10.3390/jcm8111975.

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Previous studies on obsessive–compulsive disorder (OCD) showed impairments in executive domains, particularly in cognitive inhibition. In this perspective, the use of virtual reality showed huge potential in the assessment of executive functions; however, unfortunately, to date, no study on the assessment of these patients took advantage of the use of virtual environments. One of the main problems faced within assessment protocols is the use of a limited number of variables and tools when tailoring a personalized program. The main aim of this study was to provide a heuristic decision tree for the future development of tailored assessment protocols. To this purpose, we conducted a study that involved 58 participants (29 OCD patients and 29 controls) to collect both classic neuropsychological data and precise data based on a validated protocol in virtual reality for the assessment of executive functions, namely, the VMET (virtual multiple errands test). In order to provide clear indications for working on executive functions with these patients, we carried out a cross-validation based on three learning algorithms and computationally defined two decision trees. We found that, by using three neuropsychological tests and two VMET scores, it was possible to discriminate OCD patients from controls, opening a novel scenario for future assessment protocols based on virtual reality and computational techniques.
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Kim, Deoksoon, Merijke Coenraad, and Ho Ryong Park. "Digital storytelling as a tool for reflection in virtual reality projects." Journal of Curriculum Studies Research 3, no. 1 (2021): 101–21. http://dx.doi.org/10.46303/jcsr.2021.9.

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Reflection is essential for learning and development, especially among middle school students. In this paper, we describe how middle school students can engage in reflective learning by composing digital stories in a project-based learning environment employing virtual reality. Adopting multiple case study methods, we examined the digital stories of five students, together with classroom observations and interviews about their experiences, in order to explore how digital storytelling can allowed students to reflect upon their experiences in a year-end capstone program. Creating digital stories allowed students to 1) reflect on their learning experiences teaching younger students with virtual reality, 2) present their reflections in multiple modalities, and 3) make connections between their present experiences and the past and future. This study demonstrates how digital storytelling can enable multimodal reflection for middle school students, particularly within technology-focused project-based learning environments.
 Keywords: digital storytelling; project-based learning; reflection; middle school learners
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Keshavarz, Neda, Touraj Hashemi Nosrat Abad, Mansour Beyrami, Majid Mahmoud alilou, and Abbas Bakhshipour Roudsari. "Efficacy of Virtual Reality Based Worry Exposure Therapy on the Anxiety Severity and Worry in Generalized Anxiety Disorder." Advances in Bioscience and Clinical Medicine 9, no. 2 (2021): 21. http://dx.doi.org/10.7575/aiac.abcmed.v.9n.2p.21.

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Background: Generalized anxiety disorder is one of the most common anxiety disorders observed in clinical centers and the general population. This study aimed to evaluate the efficacy of virtual reality-based worry exposure therapy on the Anxiety Severity and worry in patients with symptoms of generalized anxiety disorder. Materials and Methods: This study was conducted in the framework of a single-subject experimental design using Multiple baselines with a 6-week follow-up. Three women with GAD were selected through a structured clinical interview based on the criteria of Diagnostic and Statistical Manual of Mental Disorders 5 by Convenience Sampling among those who referred to the Counseling centers in Tabriz. The protocol of this study followed the manual by Becker and Margraf which describes imaginal exposure for GAD applied in 15 sessions. The only difference was that in this research exposure to virtual reality replaced with imagination. In this study, three 360-degree films were made by the researcher used for exposure. The content made in the form of 360-degree videos and displayed to patients through virtual reality tools. The scales to assess changes in Anxiety Severity and worry include The Penn State Worry Questionnaire and The Overall Anxiety Severity and Impairment Scale. Data analyzed with visuals inspection, improvement percentage, and reliable change index strategies. Results: Results showed that virtual reality-based worry exposure therapy has significant efficiency on the reduction of Anxiety Severity and worry clinically and statistically (p<0.05). Conclusion: Virtual reality-based worry exposure therapy has appropriate efficacy in reducing GAD symptom severity.
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Fegely, Alex, and Todd S Cherner. "A Comprehensive Rubric for Evaluating EduVR." Journal of Information Technology Education: Research 20 (2021): 137–71. http://dx.doi.org/10.28945/4737.

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Aim/Purpose: This article presents a comprehensive rubric for evaluating educational virtual reality experiences for mobile devices. The aim of this article is to systematically analyze research to address the quality of virtual reality experiences on mobile applications in order to extend the work of Lee and Cherner (2015) and their instructional application rubric. Background: Ratings in proprietary mobile application stores – The App Store and Google Play, etc. – are generic and do not provide meaningful evaluations of the virtual reality. This article utilizes research in the areas of virtual reality and education to present a comprehensive rubric for evaluating educational virtual reality for mobile applications, which continues to advance previously published, research-based rubrics. Methodology: The methodology uses a systematic process that spans multiple stages. The first stage was to locate pre-existing rubrics for virtual reality, followed by a review of literature focused on it. The third stage was to develop and vet a research-supported rubric for evaluating educational virtual reality. Contribution: The main contribution from this article is that it fills a gap in the literature by presenting a criterion-referenced, research-supported rubric for evaluating the quality of educational virtual reality for mobile devices (e.g., smartphones, tablets, and app-connected goggles). Findings: This paper’s findings include the domains, dimensions, and criterion-referenced Likert scale indicators in the form of rubric dimensions for evaluating educational virtual reality. The evaluative domains consist of (1) Positioning of the EduVR, (2) Avatar Level, (3) Virtual Environment, and (4) Virtual Experience. Recommendations for Practitioners: This rubric is a tool for instructional coaches, teacher educators, and instructional technologists to use when recommending virtual reality experiences for instructional purposes. Recommendation for Researchers: Researchers can use this tool to monitor the quality of educational virtual reality being developed for classroom use. They can also use this rubric to examine educational virtual reality experiences they would use in their studies and evaluate how those educational virtual reality experiences impact student learning, engagement, and collaboration. Impact on Society: We foresee this rubric being an aid in the development, selection, and purchase of educational virtual reality by educational institutions, educators, researchers, edtech developers, and edu-philanthropists, thus advancing the quality and expectations for educational virtual reality experiences. Future Research: Future researchers can further enhance the validity of this rubric by collecting large amounts of data from a diverse set of end users and stakeholders. Also, subsequent rubrics for evaluating augmented reality and extended reality comprise additional research avenues.
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Kersten, T. P., G. Büyüksalih, F. Tschirschwitz, et al. "THE SELIMIYE MOSQUE OF EDIRNE, TURKEY – AN IMMERSIVE AND INTERACTIVE VIRTUAL REALITY EXPERIENCE USING HTC VIVE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-5/W1 (May 16, 2017): 403–9. http://dx.doi.org/10.5194/isprs-archives-xlii-5-w1-403-2017.

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Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Wang, Mingming, Anjali Jogeshwar, Gabriel J. Diaz, Jeff B. Pelz, and Susan Farnand. "Demonstration of a Virtual Reality Driving Simulation Platform." Electronic Imaging 2020, no. 9 (2020): 39–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.9.iqsp-039.

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A virtual reality (VR) driving simulation platform has been built for use in addressing multiple research interests. This platform is a VR 3D engine (Unity © ) that provides an immersive driving experience viewed in an HTC Vive © head-mounted display (HMD). To test this platform, we designed a virtual driving scenario based on a real tunnel used by Törnros to perform onroad tests [1] . Data from the platform, including driving speed and lateral lane position, was compared the published on-road tests. The correspondence between the driving simulation and onroad tests is assessed to demonstrate the ability of our platform as a research tool. In addition, the drivers’ eye movement data, such as 3D gaze point of regard (POR), will be collected during the test with an Tobii © eye-tracker integrated in the HMD. The data set will be analyzed offline and examined for correlations with driving behaviors in future study.
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Fischnaller, Franz, and Alex Hill. "CITYCLUSTER “From the Renaissance to the Megabyte Networking Age”: A Virtual Reality and High-Speed Networking Project." Presence: Teleoperators and Virtual Environments 14, no. 1 (2005): 1–19. http://dx.doi.org/10.1162/1054746053890251.

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This paper presents the CITYCLUSTER project, a virtual-reality networking matrix, in a high-tech framework with original technological features, navigation, interactivity, graphic, and content style, in which multiple environments, ambiences, and cities, both real and imagined, can be hosted, coexist, and be interrelated within themselves through a common virtual territory. It can be interconnected by high-speed network, enabling remote participants to access, interact, and collaborate in shared environments and work together in a common virtual space over distance in real time. The framework can be expanded and modified in accordance with the digital environment to be incorporated. Meta-Net-Page, a virtual-reality collaborative networking tool, was designed and implemented ad hoc for CITYCLUSTER. “From the Renaissance to the Megabyte Networking Age” is the first CITY-CLUSTER virtual-reality networked application, which offers visitors a thrilling interactive journey, from the Renaissance to the Super Broadband Networking and Electronic Age. Florence represents the “Renaissance Age”, Chicago the “Gigabits Networking Age.” Each virtual city is inhabited by a group of avatars: David, Venus, and Machiavelli in Florence, and Mega, Giga, and Picasso in Chicago. The implementation of CITYCLUSTER has given rise to a range of technological challenges, which in turn have revealed innovative aspects and salient features relative to content management, the development of juxtaposed virtual environments, networking interactive techniques, avatar design, architecture, and virtual effects. A series of special features and enhancements have been added to the software Ygdrasil, to satisfy content and quality levels of interactivity. In consequence, the Ygdrasil system was further refined as software tools that aid the rapid and intuitive development of interactive virtual environments for artists and other nontechnical users. The CITYCLUSTER project is primarily designed to run in the CAVE and on the AGAVE (Access Grid Augmented Virtual Environment). It can run either locally or through remote networking in both SGIs and the Linux platform.
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Kelly, Dervla, Mary O'Neill, Bisola Salaja, Kieran O'Mahony, and Mark Dixon. "Acceptability and effectiveness of a 3D virtual reality cardiovascular lesson." International Paramedic Practice 9, no. 3 (2019): 67–74. http://dx.doi.org/10.12968/ippr.2019.9.3.67.

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Introduction: The aim is to describe a preliminary pilot incorporating 3D virtual reality (VR) into a cardiovascular problem-based learning (PBL) lesson. Methods: A paramedic cohort of students (n=19) took part in a 12-lesson anatomy and physiology module. Multiple choice question results from the cardiovascular PBL lesson were compared with the multiple choice question results from other organ system PBL lessons. In addition, a questionnaire was answered by 15 students assessing acceptability of the lesson. Results: The authors found that when students used VR materials, they achieved significantly better results compared with the non-VR lessons. Over 80% of students thought that VR-based PBL exercises brought the cardiovascular anatomy to life and was a useful learning tool. Conclusion: The use of VR in a PBL learning environment has a significant positive effect on the performance of the students and is valued by students as useful. It may therefore be beneficial to integrate VR-based learning into emergency medicine training.
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Torres-Madroñero, Esperanza Milena, Maria C. Torres-Madroñero, and Luz Dary Ruiz Botero. "Challenges and Possibilities of ICT-Mediated Assessment in Virtual Teaching and Learning Processes." Future Internet 12, no. 12 (2020): 232. http://dx.doi.org/10.3390/fi12120232.

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The transformations in educational environments due to the immersion of information and communication technologies (ICT) make it necessary to analyze the limits and possibilities of the assessment of the virtual training process. This paper presents an analysis of the meanings of ICT-mediated assessment, establishing what kinds of knowledge are suitable for this type of evaluation, and the challenges and possibilities of virtual tools. For this, we present a systematic review of ICT-mediated evaluation and assessment according to the educational paradigms and their implementation. We highlight that contemporary pedagogical models and their implementation in ICT mediation tools show a trend towards quantitative and summative valuation. The commonly used learning management systems (LMS) include several types of questions oriented to quantitative evaluation, with multiple-choice being the most common. However, new technological approaches like gamification, virtual reality and mobile learning open new assessment possibilities. The ICT educational platforms and new technologies demand new skills for all educational actors, such as digital literacy.
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Kersten, Thomas Peter, Felix Tschirschwitz, Maren Lindstaedt, and Simon Deggim. "The historic wooden model of Solomon’s Temple." Journal of Cultural Heritage Management and Sustainable Development 8, no. 4 (2018): 448–64. http://dx.doi.org/10.1108/jchmsd-09-2017-0067.

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PurposeRecent advances in contemporary virtual reality (VR) technologies are going to have a significant impact on everyday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such an ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate himself from the physical world. Via the headset images are fed to the eyes through two small lenses. The purpose of this paper is to present the generation of a virtual 3D model of the wooden model of Solomon’s Temple, located at the Hamburg museum (Museum für Hamburgische Geschichte), and its processing for data integration into the two game engines Unity and Unreal.Design/methodology/approachCultural heritage (CH) monuments are ideally suited for both thorough multi-dimensional geometric documentation and realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places.FindingsThe project has been carried out by the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the VR System HTC Vive.Originality/valueThe workflow from data acquisition to VR visualisation, including the necessary programming for navigation and interaction, is described. Furthermore, the use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
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Pretto, N., and F. Poiesi. "TOWARDS GESTURE-BASED MULTI-USER INTERACTIONS IN COLLABORATIVE VIRTUAL ENVIRONMENTS." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 14, 2017): 203–8. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-203-2017.

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We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user’s VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.
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Robinett, Warren, and Richard Holloway. "The Visual Display Transformation for Virtual Reality." Presence: Teleoperators and Virtual Environments 4, no. 1 (1995): 1–23. http://dx.doi.org/10.1162/pres.1995.4.1.1.

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The visual display transformation for virtual reality (VR) systems is typically much more complex than the standard viewing transformation discussed in the literature for conventional computer graphics. The process can be represented as a series of transformations, some of which contain parameters that must match the physical configuration of the system hardware and the user's body. Because of the number and complexity of the transformations, a systematic approach and a thorough understanding of the mathematical models involved are essential. This paper presents a complete model for the visual display transformation for a VR system; that is, the series of transformations used to map points from object coordinates to screen coordinates. Virtual objects are typically defined in an object-centered coordinate system (CS), but must be displayed using the screen-centered CSs of the two screens of a head-mounted display (HMD). This particular algorithm for the VR display computation allows multiple users to independently change position, orientation, and scale within the virtual world, allows users to pick up and move virtual objects, uses the measurements from a head tracker to immerse the user in the virtual world, provides an adjustable eye separation for generating two stereoscopic images, uses the off-center perspective projection required by many HMDs, and compensates for the optical distortion introduced by the lenses in an HMD. The implementation of this framework as the core of the UNC VR software is described, and the values of the UNC display parameters are given. We also introduce the vector-quaternion-scalar (VQS) representation for transformations between 3D coordinate systems, which is specifically tailored to the needs of a VR system. The transformations and CSs presented comprise a complete framework for generating the computer-graphic imagery required in a typical VR system. The model presented here is deliberately abstract in order to be general purpose; thus, issues of system design and visual perception are not addressed. While the mathematical techniques involved are already well known, there are enough parameters and pitfalls that a detailed description of the entire process should be a useful tool for someone interested in implementing a VR system.
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Sharma, Sharad, and Sri Teja Bodempudi. "Situational Awareness of COVID Pandemie data using Virtual Reality." Electronic Imaging 2021, no. 13 (2021): 177–1. http://dx.doi.org/10.2352/issn.2470-1173.2021.13.ervr-177.

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Situational awareness provides the decision making capability to identify, process, and comprehend big data. In our approach, situational awareness is achieved by integrating and analyzing multiple aspects of data using stacked bar graphs and geographic representations of the data. We provide a data visualization tool to represent COVID pandemic data on top of the geographical information. The combination of geospatial and temporal data provides the information needed to conduct situational analysis for the COVTD-19 pandemic. By providing interactivity, geographical maps can be viewed from different perspectives and offer insight into the dynamical aspects of the COVTD-19 pandemic for the fifty states in the USA. We have overlaid dynamic information on top of a geographical representation in an intuitive way for decision making. We describe how modeling and simulation of data increase situational awareness, especially when coupled with immersive virtual reality interaction. This paper presents an immersive virtual reality (VR environment and mobile environment for data visualization using Oculus Rift head-mounted display and smartphones. This work combines neural network predictions with human-centric situational awareness and data analytics to provide accurate, timely, and scientific strategies in combatting and mitigating the spread of the coronavirus pandemic. Testing and evaluation of the data visualization tool have been done with realtime feed of COVID pandemic data set for immersive environment, non-immersive environment, and mobile environment.
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Taube, Jeffrey S., Stephane Valerio, and Ryan M. Yoder. "Is Navigation in Virtual Reality with fMRI Really Navigation?" Journal of Cognitive Neuroscience 25, no. 7 (2013): 1008–19. http://dx.doi.org/10.1162/jocn_a_00386.

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Identifying the neural mechanisms underlying spatial orientation and navigation has long posed a challenge for researchers. Multiple approaches incorporating a variety of techniques and animal models have been used to address this issue. More recently, virtual navigation has become a popular tool for understanding navigational processes. Although combining this technique with functional imaging can provide important information on many aspects of spatial navigation, it is important to recognize some of the limitations these techniques have for gaining a complete understanding of the neural mechanisms of navigation. Foremost among these is that, when participants perform a virtual navigation task in a scanner, they are lying motionless in a supine position while viewing a video monitor. Here, we provide evidence that spatial orientation and navigation rely to a large extent on locomotion and its accompanying activation of motor, vestibular, and proprioceptive systems. Researchers should therefore consider the impact on the absence of these motion-based systems when interpreting virtual navigation/functional imaging experiments to achieve a more accurate understanding of the mechanisms underlying navigation.
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Baker, Steven J., Jenny Waycott, Jeni Warburton, and Frances Batchelor. "THE HIGHWAY OF LIFE: SOCIAL VIRTUAL REALITY AS A REMINISCENCE TOOL." Innovation in Aging 3, Supplement_1 (2019): S306. http://dx.doi.org/10.1093/geroni/igz038.1121.

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Abstract A large body of research demonstrates the positive impact that reminiscence activities can have on older adult wellbeing. Within this space, researchers have begun to explore how virtual reality (VR) technology might be used as a reminiscence tool. The immersive characteristics of VR could aid reminiscence by giving the sense of being fully present in a virtual environment that evokes the time being explored in the reminiscence session. However, to date, research into the use of VR as a reminiscence tool has overwhelmingly focussed on static environments that can only be viewed by a single user. This paper reports on a first-of-its-kind research project that used social VR (multiple users co-present in a single virtual environment), and 3D representations of personal artifacts (such as, photographs and recorded anecdotes), to allow a group of older adults to reminisce about their school experiences. Sixteen older adults aged 70-81 participated in a four-month user study, meeting in groups with a facilitator in a social virtual world called the Highway of Life. Results demonstrate how the social experience, tailored environment, and personal artifacts that were features of the social VR environment allowed the older adults to collaboratively reminisce about their school days. We conclude by considering the benefits and challenges associated with using social VR as a reminiscence tool with older adults.
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Korečko, Štefan, Marián Hudák, Branislav Sobota, Martin Sivý, Matúš Pleva, and William Steingartner. "Experimental Performance Evaluation of Enhanced User Interaction Components for Web-Based Collaborative Extended Reality." Applied Sciences 11, no. 9 (2021): 3811. http://dx.doi.org/10.3390/app11093811.

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COVID-19-related quarantine measures resulted in a significant increase of interest in online collaboration tools. This includes virtual reality (VR) or, in more general term, extended reality (XR) solutions. Shared XR allows for activities such as presentations, training of personnel or therapy to take place in a virtual space instead of a real one. To make online XR as accessible as possible, a significant effort has been put into the development of solutions that can run directly in web browsers. One of the most recognized solutions is the A-Frame software framework, created by Mozilla VR team and supporting most of the contemporary XR hardware. In addition, an extension called Networked-Aframe allows multiple users to share virtual environments, created using A-Frame, in real time. In this article, we introduce and experimentally evaluate three components that extend the functionality of A-Frame and Networked-Aframe. The first one extends Networked-Aframe with the ability to monitor and control users in a shared virtual scene. The second one implements six degrees of freedom motion tracking for smartphone-based VR headsets. The third one brings hand gesture support to the Microsoft HoloLens holographic computer. The evaluation was performed in a dedicated local network environment with 5, 10, 15 and 20 client computers. Each computer represented one user in a shared virtual scene. Since the experiments were carried out with and without the introduced components, the results presented here can also be regarded as a performance evaluation of A-Frame and Networked-Aframe themselves.
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Nowinski, Wieslaw L. "Computational and mathematical methods in brain atlasing." Neuroradiology Journal 30, no. 6 (2017): 520–34. http://dx.doi.org/10.1177/1971400917740362.

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Brain atlases have a wide range of use from education to research to clinical applications. Mathematical methods as well as computational methods and tools play a major role in the process of brain atlas building and developing atlas-based applications. Computational methods and tools cover three areas: dedicated editors for brain model creation, brain navigators supporting multiple platforms, and atlas-assisted specific applications. Mathematical methods in atlas building and developing atlas-aided applications deal with problems in image segmentation, geometric body modelling, physical modelling, atlas-to-scan registration, visualisation, interaction and virtual reality. Here I overview computational and mathematical methods in atlas building and developing atlas-assisted applications, and share my contribution to and experience in this field.
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Dhivya, K. "Augmented Reality based Car Parking Application for Android." Revista Gestão Inovação e Tecnologias 11, no. 2 (2021): 651–64. http://dx.doi.org/10.47059/revistageintec.v11i2.1702.

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Today, Augmented Reality plays a vital role in the tech industry. This paper is based on Augmented Reality car application and is an important topic in R&D. This application, enables to place and drive virtual cars in the real world. This paper briefly, discuss about introducing Augmented Reality application for “Android”, because not everybody can afford for an iPhone which has tons of AR applications. This is the reason why this optimised AR car application is made only for Android. It enables to place cars in real world with exact dimensions. The tools used to build this application are “UNITY” and “VUFORIA”. So, it gets easier to see whether a car can fit into a particular place or not, we can see how many cars can fit in a particular place and also, we can drive a car virtually to see whether it is possible to park a car in a congested place. It clearly shows that it saves time to park a car when compared to manual work. The result examined that real world interaction of car using Augmented Reality was successfully executed by placing multiple cars and in the mere future, there will be an update to move the car in all possible directions. It will play a major role in AR based research and also will be very useful for car buyers and also for the car companies.
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Kim, Won S. "Virtual Reality Calibration and Preview/Predictive Displays for Telerobotics." Presence: Teleoperators and Virtual Environments 5, no. 2 (1996): 173–90. http://dx.doi.org/10.1162/pres.1996.5.2.173.

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A virtual reality (VR) calibration technique of matching a virtual environment of simulated three-dimensional (3-D) graphic models with actual camera views of the remote site task environment has been developed. This VR calibration enables high-fidelity preview/predictive displays with calibrated graphics overlay on live video. Reliable and accurate calibration is achieved by operator-interactive camera calibration and object localization procedures based on new linear/nonlinear least-squares algorithms that can handle multiple-camera views. Since the object pose becomes known through the VR calibration, the operator can now effectively use the semiautomatic computer-generated trajectory mode in addition to the manual teleoperation mode. The developed VR calibration technique and the resultant high fidelity preview/predictive displays were successfully utilized in a recent JPL/NASA-GSFC (Jet Propulsion Laboratory/Goddard Space Flight Center) telerobotic servicing demonstration. Preview/predictive displays were very useful for both noncontact and contact tasks, providing an effective VR interface with immediate visual prediction/verification to the operator. The positioning alignment accuracy achieved using four-camera views in inserting a tool into the ORU hole was 0.51 cm on the average with a 1.07 cm maximum error at 95% confidence level. Results also indicate that the object localization with two well-chosen, e.g., near orthogonal camera views, could be nearly as accurate as that with four-camera views.
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Bell, C., C. Mellows, R. Rogans-Watson, H. May-Miller, and E. Heitz. "82 Virtual Reality Home Visit Simulation: Pilot Study." Age and Ageing 49, Supplement_1 (2020): i25—i26. http://dx.doi.org/10.1093/ageing/afz191.07.

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Abstract Introduction There are multiple drivers to move healthcare into community settings, including people’s own homes. Traditional healthcare training, particularly medical training, is largely hospital-based, and hospital-based models of care. Few professions have explicit training in how best to assess an individual at home, and the additional elements to examine when visiting an induvial in their own home. To meet this training need Croydon Health Services were successful in a bid for funding to develop training to meet this gap. With this funding, a programme was developed and after attempts at simulation home visits in the simulation centre, a virtual reality (VR) home visit scenario was devised and filmed in the community using a professional actor to simulate a housebound individual. The recording was then professionally edited by a specialist VR team to maximise its effectiveness including interactive educational elements. Methods A pilot study examining the acceptability of the virtual reality home visit scenario was designed. A user group of medical staff with limited community experience participated in undertaking the virtual reality scenarios, delivered via Samsung Note 8 devices combined with Samsung Gear VR headsets. Feedback was received from participants by standardised paper-based surveys. Results 7 responses were obtained. 100% of respondents described the scenario as easy to use, as well as agreeing that the same experience could not be gained from watching a standard video of the same scenario. 100% of respondents felt that the on-screen information was helpful. Feedback on areas for improvement suggested a desire for greater interactivity of other aspects of home assessment, and a desire to improve interactivity with the simulated patient, including history taking. Conclusions Virtual reality home visit simulations are an acceptable and effective tool to introduce new concepts to staff. Further development should aim to maximise interactivity in the scenario and explore options for greater interaction with the simulated patient. Further role out of the virtual reality is planned for local and regional training sessions.
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Boster, Jamie, and John McCarthy. "When You Can't Touch a Touch Screen." Seminars in Speech and Language 38, no. 04 (2017): 286–96. http://dx.doi.org/10.1055/s-0037-1604276.

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AbstractA touch screen can be an intuitive interface method for many people. Mobile phones, tablets, and tablet computer combinations have made this technology part of daily use. Touchscreen technologies are common and present unique difficulties for individuals who require alternative access methods. Dedicated augmentative and alternative communication systems continue to offer a range of access methods, but it is also important to examine existing accessibility options from mainstream companies (e.g., Microsoft [Redmond, WA], Apple [Cupertino, CA]) and how current tools can be used to allow individuals to interact with touch screen technologies. An overview of current accessibility features available on popular mainstream devices (e.g., Microsoft Surface, Apple iPad) is provided along with discussion of alternative access methods for current technologies, future research directions, and the potential impact of speech recognition, virtual reality, and augmented reality for interfacing with multiple devices.
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Lasaponara, Stefano, Fabio Marson, Fabrizio Doricchi, and Marco Cavallo. "A Scoping Review of Cognitive Training in Neurodegenerative Diseases via Computerized and Virtual Reality Tools: What We Know So Far." Brain Sciences 11, no. 5 (2021): 528. http://dx.doi.org/10.3390/brainsci11050528.

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Most prevalent neurodegenerative diseases such as Alzheimer’s disease, frontotemporal dementia, Parkinson’s disease and multiple sclerosis are heterogeneous in their clinical profiles and underlying pathophysiology, although they typically share the presence of cognitive impairment that worsens significantly during the course of the disease. Viable pharmacological options for cognitive symptoms in these clinical conditions are currently lacking. In recent years, several studies have started to apply Computerized Cognitive Training (CCT) and Virtual Reality (VR) tools to try and contrast patients’ cognitive decay over time. However, no in-depth literature review of the contribution of these promising therapeutic options across main neurodegenerative diseases has been conducted yet. The present paper reports the state-of-the-art of CCT and VR studies targeting cognitive impairment in most common neurodegenerative conditions. Our twofold aim is to point out the scientific evidence available so far and to support health professionals to consider these promising therapeutic tools when planning rehabilitative interventions, especially when the access to regular and frequent hospital consultations is not easy to be provided.
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Wingler, Deborah, Anjali Joseph, Sara Bayramzadeh, and Andrew Robb. "Using Virtual Reality to Compare Design Alternatives Using Subjective and Objective Evaluation Methods." HERD: Health Environments Research & Design Journal 13, no. 1 (2019): 129–44. http://dx.doi.org/10.1177/1937586719851266.

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Objective: This study sought to develop a method that supports a more evidence-based approach to evaluating multiple design options in virtual reality (VR), combining subjective insights gathered using traditional approaches and objective feedback gathered using the VR platform. Additionally, this study sought to understand how objective data garnered from the VR platform could be used to compliment traditional evaluation strategies. Background: VR can be a viable research platform for supporting evidence-based design practices. Prior studies have predominately utilized experiential user feedback. While able to provide valuable subjective insights, these approaches are less effective in making objective comparisons between multiple designs alternatives. Method: A repeated measures study was conducted with nursing faculty. User feedback was captured through surveys, interviews, and the VR platform. Results: The survey, interview, and the objective VR data converged in terms of identifying the highest performing design option. Survey data showed that Room 2 performed best in terms of perceived physical access to supplies, unobstructed movement, and availability of space to accommodate additional equipment. VR data showed that participants in Room 2 had significantly higher visibility to both patient and care partners throughout their simulated interaction. Conclusion: Simulation-based evaluations in VR that use a combination of users’ subjective insights and objective data obtained from VR can be an effective tool for helping designers evaluate multiple design options. The use of scenario-based simulations provided a structured and clinically relevant approach to comparing three preoperative rooms, supporting a more robust assessment of users’ physical response to a simulated healthcare environment.
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Baxter, Gavin, and Thomas Hainey. "Student perceptions of virtual reality use in higher education." Journal of Applied Research in Higher Education 12, no. 3 (2019): 413–24. http://dx.doi.org/10.1108/jarhe-06-2018-0106.

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Purpose This paper provides an analysis and insight into undergraduate student views concerning the use of virtual reality technology towards whether it has the potential to support and provide novel pedagogical avenues towards teaching and learning in higher education. The purpose of this paper is to ascertain student views about the application of VR technology within their degree programmes from a pedagogical perspective in addition to identifying potential challenges to VR adoption. Design/methodology/approach The research design adopted a mixed methods approach through the use of a questionnaire that was disseminated to undergraduate students studying in the discipline area of the creative industries. Through a series of open and closed questions, student views on VR adoption in higher education were analysed both quantitatively and qualitatively. The results were analysed statistically through a series of Mann–Whitney and Kruskal–Wallis tests. The qualitative statements were contextualised in the overall perspective of the research with the more relevant viewpoints identified to coincide with aspects of VR discovered in the literature. Findings The predominant findings of the research indicated that the majority of the students considered the use of VR to have useful pedagogical implications though not all findings were positive. The findings provided a sound overview of the benefits and potential drawbacks of VR use in general with a more specific focus in an educational context. Research limitations/implications Limitations of the research include the lack of overall generalisations that can be formed from the study due to the sample size and the fact that the results were based from one specific academic institution. Practical implications The findings of the research will provide educators with an insight into various perceptions of VR adoption within higher education. This will aid towards allowing them to reflect on whether VR is an appropriate tool to integrate within their curriculum and pedagogical approaches towards course delivery. Originality/value Though several studies have explored the use of VR in multiple contexts and subject areas, there still needs to be more research towards its potential drawbacks in a teaching and learning scenario and how to resolve these issues.
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Wolf, Mario, Florian Wehking, Michael Montag, and Heinrich Söbke. "360°-Based Virtual Field Trips to Waterworks in Higher Education." Computers 10, no. 9 (2021): 118. http://dx.doi.org/10.3390/computers10090118.

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360° models are a form of virtual reality (VR) that allow the viewer to view and explore a photorealistic object from multiple locations within the model. Hence, 360° models are an option to perform virtual field trips (VFT) independent of time and location. Thanks to recent technical progress, 360° models are creatable with little effort. Due to their characteristics of visualization and explorability, 360° models appear as excellent learning tools, especially when additional didactic features, such as annotations, are used. The subject of this explorative field study is a 360° model of a waterworks that has been annotated for learning purposes. Data are collected from a total of 55 learners in four cohorts from study programs in environmental engineering and urban studies using a questionnaire that included standardized measurement instruments on motivation, emotion, and usability. Furthermore, the eight learners of cohort 1 are surveyed using semi-structured interviews on learning, operation and features of the 360° model. Overall, a very positive view on learning suitability of 360° models in VFTs is revealed. In addition, further potential for development of the 360° model could be identified. The results indicate that VTFs based on 360° models might be valuable learning tools, because of their applicability without great effort on the part of either the lecturers or the students. VFTs based on 360° models might serve as a supplement to conventional learning activities or in self-directed learning activities.
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Bauer, Anna Cornelia Maria, and Gerda Andringa. "The Potential of Immersive Virtual Reality for Cognitive Training in Elderly." Gerontology 66, no. 6 (2020): 614–23. http://dx.doi.org/10.1159/000509830.

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The number of elderly is growing rapidly, including those that struggle with cognitive decline and, consequently, activities of daily living. Developing interventions that slow down cognitive decline would greatly benefit the autonomy of these elderly, as well as their caretakers. Virtual reality (VR) is an immersive and interactive human-computer interface with real-time simulation that is suggested to be a promising tool to improve cognitive functioning. This literature review discusses the features of immersive VR, including its opportunities and limitations, that are of special relevance for improving cognition in elderly. First, the high flexibility of VR allows for personalized and safe training of potentially harmful situations and isolated aspects of tasks. Second, VR’s dynamic and real-time feedback on performance provides a labor-extensive tool for caretakers in elderly care. Third, the acquisition of high resolution data enables the exposure of subtle changes over time, relevant for detecting the nature and extent of cognitive changes in elderly, including those with dementia. Fourth, immersive VR has been related to cybersickness. Finally, VR is immersive and enables the perception and expression of emotions, motor behaviors, and multiple senses. Aged subjects are found to have sparing of emotional learning and show increased reliance on multisensory integration for learning. Moreover, they experience high levels of flow, motivation, and presence in VR setups. Despite the clear potential of immersive VR, the studies available are small scale and have not been replicated. The digital illiteracy of elderly and healthcare personnel form an additional barrier for implementation. Hence, while replication of outcomes and standardization of VR interventions is required before it can be used in standard care, VR may provide a particularly effective tool for training cognition in elderly.
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Cano Porras, Desiderio, Petra Siemonsma, Rivka Inzelberg, Gabriel Zeilig, and Meir Plotnik. "Advantages of virtual reality in the rehabilitation of balance and gait." Neurology 90, no. 22 (2018): 1017–25. http://dx.doi.org/10.1212/wnl.0000000000005603.

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BackgroundVirtual reality (VR) has emerged as a therapeutic tool facilitating motor learning for balance and gait rehabilitation. The evidence, however, has not yet resulted in standardized guidelines. The aim of this study was to systematically review the application of VR-based rehabilitation of balance and gait in 6 neurologic cohorts, describing methodologic quality, intervention programs, and reported efficacy.MethodsThis study follows the Preferred Reporting Items for Systematic Reviews and Meta-Analyses. VR-based treatments of Parkinson disease, multiple sclerosis, acute and chronic poststroke, traumatic brain injury, and cerebral palsy were researched in PubMed and Scopus, including earliest available records. Therapeutic validity (CONTENT scale) and risk of bias in randomized controlled trials (RCT) (Cochrane Collaboration tool) and non-RCT (Newcastle-Ottawa scale) were assessed.ResultsNinety-seven articles were included, 68 published in 2013 or later. VR improved balance and gait in all cohorts, especially when combined with conventional rehabilitation. Most studies presented poor methodologic quality, lacked a clear rationale for intervention programs, and did not utilize motor learning principles meticulously. RCTs with more robust methodologic designs were widely recommended.ConclusionOur results suggest that VR-based rehabilitation is developing rapidly, has the potential to improve balance and gait in neurologic patients, and brings additional benefits when combined with conventional rehabilitation. This systematic review provides detailed information for developing theory-driven protocols that may assist overcoming the observed lack of argued choices for intervention programs and motor learning implementation and serves as a reference for the design and planning of personalized VR-based treatments.RegistrationPROSPERO CRD42016042051.
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Mok, Tsz-Ngai, Junyuan Chen, Jinghua Pan, et al. "Use of a Virtual Reality Simulator for Tendon Repair Training: Randomized Controlled Trial." JMIR Serious Games 9, no. 3 (2021): e27544. http://dx.doi.org/10.2196/27544.

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Background Virtual reality (VR) simulators have become widespread tools for training medical students and residents in medical schools. Students using VR simulators are provided with a 3D human model to observe the details by using multiple senses and they can participate in an environment that is similar to reality. Objective The aim of this study was to promote a new approach consisting of a shared and independent study platform for medical orthopedic students, to compare traditional tendon repair training with VR simulation of tendon repair, and to evaluate future applications of VR simulation in the academic medical field. Methods In this study, 121 participants were randomly allocated to VR or control groups. The participants in the VR group studied the tendon repair technique via the VR simulator, while the control group followed traditional tendon repair teaching methods. The final assessment for the medical students involved performing tendon repair with the “Kessler tendon repair with 2 interrupted tendon repair knots” (KS) method and the “Bunnell tendon repair with figure 8 tendon repair” (BS) method on a synthetic model. The operative performance was evaluated using the global rating scale. Results Of the 121 participants, 117 participants finished the assessment and 4 participants were lost to follow-up. The overall performance (a total score of 35) of the VR group using the KS method and the BS method was significantly higher (P<.001) than that of the control group. Thus, participants who received VR simulator training had a significantly higher score on the global rating scale than those who received traditional tendon repair training (P<.001). Conclusions Our study shows that compared with the traditional tendon repair method, the VR simulator for learning tendon suturing resulted in a significant improvement of the medical students in the time in motion, flow of operation, and knowledge of the procedure. Therefore, VR simulator development in the future would most likely be beneficial for medical education and clinical practice. Trial Registration Chinese Clinical Trial Registry ChiCTR2100046648; http://www.chictr.org.cn/hvshowproject.aspx?id=90180
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Militello, Matthew, Lynda Tredway, Lawrence Hodgkins, and Ken Simon. "Virtual reality classroom simulations: how school leaders improve instructional leadership capacity." Journal of Educational Administration 59, no. 3 (2021): 286–301. http://dx.doi.org/10.1108/jea-10-2020-0219.

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PurposeThe purpose of this study was to explore the utility of a virtual reality (VR) classroom experience for improving the capacity of instructional leaders. Specifically, school leaders used VR to build their classroom observation and analysis skills to prepare to have more effective post-observation conversations with teachers. The authors provide insights from multiple data points that highlight the affordances of the virtual setting for improving classroom observation skills.Design/methodology/approachDrawing on the application of simulations to practice classroom observations, the authors developed a VR experience in which participants tag observable elements of academic discourse using codes from two observation protocols. The protocols identify elements of equitable student access: how teachers call on students and how they design questions. Seventy-five school leaders used the VR platform to observe a classroom scenario and code evidence of equitable classroom access. The authors analyzed data from tagging in the virtual reality scenario and triangulated these data with survey data focused on observation practices from participants' schools. A reflection component is included on the platform to collect these qualitative data.FindingsThe study results indicate that the virtual reality platform provides an innovative process for leadership professional development focused on building school leaders' capacity to identify elements of academic discourse during classroom observations. Participants reported that the opportunity to practice classroom observations in a risk-free environment was useful. However, for school leaders to fully transfer the data to using in conversations with teachers, they benefit from leadership coaching.Originality/valueThis study ascertains the potential effectiveness of an advanced technology for enhancing instructional leadership by using evidence-based classrooms observations to drive improvements in teaching practice. Beyond the utility of the virtual reality tool, this study provides a proof of concept for the next generation of instructional leadership through teacher observations with augmented reality.
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Efrat, Liron. "REALational Perspectives: Strategies for Expanding beyond the Here and Now in Mobile Augmented Reality (AR) Art." Leonardo 53, no. 4 (2020): 374–79. http://dx.doi.org/10.1162/leon_a_01922.

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This article analyzes mobile AR installations in order to demonstrate different strategies for producing a relational sense of place and time. These installations combine multiple narratives in situ; thus, they reshape existing perceptions and influence national identities. By means of exposing actual environments as constructed and therefore as virtual landscapes, mobile AR art exposes our situatedness and becomes a strong tool for activism as it encourages us to think beyond familiar, material reality. As such, it rejects an absolute perception of reality and reconfigures it as a relational domain.
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Hanna, Matthew G., Ishtiaque Ahmed, Jeffrey Nine, Shyam Prajapati, and Liron Pantanowitz. "Augmented Reality Technology Using Microsoft HoloLens in Anatomic Pathology." Archives of Pathology & Laboratory Medicine 142, no. 5 (2018): 638–44. http://dx.doi.org/10.5858/arpa.2017-0189-oa.

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Context Augmented reality (AR) devices such as the Microsoft HoloLens have not been well used in the medical field. Objective To test the HoloLens for clinical and nonclinical applications in pathology. Design A Microsoft HoloLens was tested for virtual annotation during autopsy, viewing 3D gross and microscopic pathology specimens, navigating whole slide images, telepathology, as well as real-time pathology-radiology correlation. Results Pathology residents performing an autopsy wearing the HoloLens were remotely instructed with real-time diagrams, annotations, and voice instruction. 3D-scanned gross pathology specimens could be viewed as holograms and easily manipulated. Telepathology was supported during gross examination and at the time of intraoperative consultation, allowing users to remotely access a pathologist for guidance and to virtually annotate areas of interest on specimens in real-time. The HoloLens permitted radiographs to be coregistered on gross specimens and thereby enhanced locating important pathologic findings. The HoloLens also allowed easy viewing and navigation of whole slide images, using an AR workstation, including multiple coregistered tissue sections facilitating volumetric pathology evaluation. Conclusions The HoloLens is a novel AR tool with multiple clinical and nonclinical applications in pathology. The device was comfortable to wear, easy to use, provided sufficient computing power, and supported high-resolution imaging. It was useful for autopsy, gross and microscopic examination, and ideally suited for digital pathology. Unique applications include remote supervision and annotation, 3D image viewing and manipulation, telepathology in a mixed-reality environment, and real-time pathology-radiology correlation.
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43

Barber, Stuart, and Rebekah Brown. "Rapid transformation of work integrated learning from the farm to virtual reality." Pacific Journal of Technology Enhanced Learning 3, no. 1 (2021): 32–33. http://dx.doi.org/10.24135/pjtel.v3i1.100.

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All veterinary schools in Australasia require students in the first half of their course to complete work integrated learning (WIL) during vacation time on a range of animal enterprises. This allows students to gain an understanding of how the enterprises function on a day to day basis and compare to the theoretical training that students receive on-campus. The time on-property required is equivalent to 60 days of work with a requirement to visit several enterprises (AVBC, 2016). COVID-19 required immediate cessation of all on-property placements. Given the limited number of holiday weeks available for WIL we developed an on-line experiential program to support student learning.
 
 The backbone of the online WIL experience relied on previously developed or developing virtual reality (VR) farm resources; the 4DVirtual Farm and DookieVR (Barber etal, 2016). These resources allow students to visit properties via multiple 360 images through time on a property, allowing virtual travel through time and place to see what happens on an enterprise throughout a year. They also integrate environmental variables and both 360 and standard video to provide access to further information. They are viewable using mobile phones, laptop and desktop systems as well as VR viewers. The basic VR resource allows students to take their own tour around the property however the week of experiential learning was planned to reinforce the students’ ability to see what happens on the individual property throughout the year. This compares to an individual property visit where a student gains more “hands-on” insight for a much more limited timespan of the year, usually 1-2 weeks.
 
 The week of synchronous, experiential learning used Zoom as the primary tool to allow communication between staff and students with content managed on the learning management system, Canvas. The standard format for each day involved an initial entire class group session, mostly in didactic information transfer from staff to students and then a mixture of small group, full class or individual tasks. Assessment of content understanding was evaluated on a regular basis using multiple choice questions or word responses using PollEverywhere. The large class group of 100-250 students broke into small virtual rooms of 6 to 8 students. Each day this small student group had a task to complete and submit via Feedback Fruits, which then allocated individual students to provide written feedback on the group report by the next day. Time was allocated for students to review these reports both individually and then to discuss the multiple reports that group members were assessing and submit feedback. In addition, each small group reported on a relevant name to the veterinary industry, either from current or historical times. A short video detailing the link of this name to the veterinary industry was posted to Flipgrid for both staff and other students to review. Student understanding of the week was measured at the commencement and completion of the week using an online multiple choice quiz as well as receiving student feedback by an online survey. This presentation will cover the background, development and design of the week and associated material.
 
 References
 
 AVBC (2016), Standard 9.3 Extra Mural Studies (EMS or Workplace Learning), page 32, Australasian Veterinary Boards Council, https://avbc.asn.au/wp-content/uploads/documents/public/AVBCStandardsAug2016.pdf
 Barber S, Hallein E, Shallcross D, Weston J, Jacobson C, Bramley E, Celi P, McGowan M (2016), Final report: Development of 4D farms to improve student learning and safety, Office of Learning and Teaching https://ltr.edu.au/resources/ID12_2365_Barber_Report_2016.pdf
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Hullo, J. F., G. Thibault, and C. Boucheny. "ADVANCES IN MULTI-SENSOR SCANNING AND VISUALIZATION OF COMPLEX PLANTS: THE UTMOST CASE OF A REACTOR BUILDING." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XL-5/W4 (February 18, 2015): 163–69. http://dx.doi.org/10.5194/isprsarchives-xl-5-w4-163-2015.

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In a context of increased maintenance operations and workers generational renewal, a nuclear owner and operator like Electricité de France (EDF) is interested in the scaling up of tools and methods of “as-built virtual reality” for larger buildings and wider audiences. However, acquisition and sharing of as-built data on a large scale (large and complex multi-floored buildings) challenge current scientific and technical capacities. <br><br> In this paper, we first present a state of the art of scanning tools and methods for industrial plants with very complex architecture. Then, we introduce the inner characteristics of the multi-sensor scanning and visualization of the interior of the most complex building of a power plant: a nuclear reactor building. We introduce several developments that made possible a first complete survey of such a large building, from acquisition, processing and fusion of multiple data sources (3D laser scans, total-station survey, RGB panoramic, 2D floor plans, 3D CAD as-built models). In addition, we present the concepts of a smart application developed for the painless exploration of the whole dataset. The goal of this application is to help professionals, unfamiliar with the manipulation of such datasets, to take into account spatial constraints induced by the building complexity while preparing maintenance operations. Finally, we discuss the main feedbacks of this large experiment, the remaining issues for the generalization of such large scale surveys and the future technical and scientific challenges in the field of industrial “virtual reality”.
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Szczepańska, Agnieszka, Rafał Kaźmierczak, and Monika Myszkowska. "Virtual Reality as a Tool for Public Consultations in Spatial Planning and Management." Energies 14, no. 19 (2021): 6046. http://dx.doi.org/10.3390/en14196046.

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Planning and management of urban space that involves the local community the process is key to optimal management of the surroundings, in line with social needs. Social isolation imposed because of the COVID-19 pandemic considerably reduces the possibility of conducting public consultations. This study hypothesized that such consultations can be carried out using new visualisation technologies in the virtual reality (VR) area. Owing to the development of new technologies, innovative services can be created which make it easier for recipients to absorb new content. To this end, the ArchitektVR application was developed, which uses enhanced reality for public consultations concerning planned land development. 3D visualisation with VR enables the presentation of various aspects of area development in a clear form, understandable to an average user with no specialist qualifications. It facilitates the presentation and creation of multiple variants/scenarios for the future shape of the area. The research assumptions were tested for a disused area of a water body. According to preliminary tests, the use of virtual reality could provide a new form of communication between decision-makers and citizens. Effective and easy-to-understand visualisations might provide encouragement to participate in local matters and enable citizens to make better decisions. 3D visualisation enabled concerned individuals to assess the potential development of a selected area fragment without an in-person visit, either in the field or to an office. This is of particular importance in relation to the COVID-19 pandemic and sanitary restrictions.
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Bendeck Soto, Juan Habib, Diana Carolina Toro Ocampo, Lued Del Carmen Beltrán Colon, and Alejandro Valencia Oropesa. "Perceptions of ImmerseMe Virtual Reality Platform to Improve English Communicative Skills in Higher Education." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 07 (2020): 4. http://dx.doi.org/10.3991/ijim.v14i07.12181.

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The main objective of this project was to evaluate the impact of the application of the virtual reality platform ImmerseMe as an empowering and innovative tool for learning English in a private university, as well as evaluating its possible future implementation in a private university in Medellín. It was applied in speaking activities to measure and evaluate the level of speaking of students from levels 1 to 3, as a pilot test for the use of immersive virtual reality within the thematic units currently designed from the department of foreign languages and cultures. The findings of the study showed that an immersive VR platform like this one is ideal to enhance the different skills of English as a foreign language (EFL) from an immersive focus considering different contexts and thinking of the development of communicative skills and interaction with native speakers in higher education. The recommendations given are for teachers and students’ participation and motivation for its implementation contemplating the cost and the multiple advantages of immersing students in a second language virtual environment.
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Poustinchi, Ebrahim. "Subtractive digital fabrication with actual robot and virtual material using a MARI platform." International Journal of Architectural Computing 16, no. 4 (2018): 281–94. http://dx.doi.org/10.1177/1478077118801594.

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This article presents a project-based research study using a new hybrid augmented reality platform called the Mixed Architectural Robotic Interface. Using the Mixed Architectural Robotic Interface as a mixture of different software and hardware platforms, ranging from design/modeling software, simulation engine, and an augmented reality application, the designer would be able to evaluate the possibilities/limitations of the fabrication, in real time and as part of the design. This method advances designer’s understanding of the fabrication equipment as an input for the design decision-making process. This article demonstrates the potential of a virtual/actual hybridized platform as a new medium to design, simulate, and evaluate, in order to enhance the digital design and fabrication. Introducing the possibility of real-time communication between the digital design software and the fabrication platforms as well as the augmented reality simulation of the fabrication process, the Mixed Architectural Robotic Interface enables designers to test the fabrication process with the fabrication equipment in the early stages of the design process. This method makes it possible to move beyond the traditional limitations of machines pursuing “un-expected creativity,” without any additional time or cost for the process. Using the virtual material for fabrication, the Mixed Architectural Robotic Interface reduces the time and cost of having multiple iterations and encourages the hands-on experimental use of the fabrication tool (in this article robotic/computer numeric control milling) not only as a production tool but also as a design study tool.
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Wang, Yuqing. "Physical Education Teaching in Colleges and Universities Assisted by Virtual Reality Technology Based on Artificial Intelligence." Mathematical Problems in Engineering 2021 (April 13, 2021): 1–11. http://dx.doi.org/10.1155/2021/5582716.

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Virtual reality technology has promoted the reform of education. This research mainly discusses college physical education teaching assisted by artificial intelligence-based virtual reality technology. According to the position change of the virtual human’s center of gravity, the spline keyframe interpolation method is used for interpolation, and the model pose obtained in each frame is rendered to obtain the virtual human’s animation. After synthesizing a virtual human animation with three-dimensional human motion data, the animation can have functions such as video storage, fast playback, slow playback, and freeze. At the same time, the system can also display and play the virtual human animation and the video shot by the camera on the same screen, in order to make an intuitive comparison of the athletes’ movements. Coaches can edit by hand or shoot the sports of outstanding domestic and foreign athletes on the spot and then use VC++6.0 as a development tool to analyze and get the simulation video of the 3D virtual human body. The virtual human animation technology in the motion analysis system is to relocate the three-dimensional motion data extracted from the video captured by the camera to the three-dimensional virtual human model we have established, and the three-dimensional virtual human will then simulate the technical actions of the athletes, which indirectly reflects that the three-dimensional movement information of the athletes enables coaches and athletes to observe the athletes’ technical movements in a three-dimensional space in real time, repeatedly, and from multiple angles so that the coach can accurately guide the athletes’ technical movements. Finally, a neural network based on artificial intelligence technology is used to evaluate the teaching effect. In the comparative experiment, 35% of the people in the virtual teaching experiment group were excellent, while the control group had only 10% in this excellent range (90–100). This research contributes to the smooth progress of VR technology teaching in colleges and universities.
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Kondryko, A., та A. Drachova. "НОВІТНІ ТЕХНОЛОГІЇ МЕДІАІНДУСТРІЇ: МОЖЛИВОСТІ ТА ОСОБЛИВОСТІ ВИКОРИСТАННЯ В УКРАЇНІ". State and Regions. Series: Social Communications, № 1(41) (10 березня 2020): 122. http://dx.doi.org/10.32840/cpu2219-8741/2020.1(41).19.

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<div><p><em>In the article covered the features of implementing and using additional Internet functionality in the information space: in particular, audience analysis services, content research, fact-checking in real-time, automatic news generation, bots and mobile apps that are rapidly gaining popularity in modern journalism.</em></p></div><p> </p><p><em>Defined, some mobile apps: The Dragon Diction (speechy), Cogi, Imovie, Snapseed, Camscanner, Canva, Sweet Text: Story Maker & GIF can help detect dictation and save it in text format; make notes, add some images, select certain parts; compose multiple videos, add audio effects and titles; edit images, backgrounds, colours, shades; scan documents and savе them in the required format; create any infographic, text and publication in different formats; make animated text stories accordingly.</em><em></em></p><p><em>The essence and purpose of IT capabilities such as virtual reality (enhancing user interest, stimulating brain activity while browsing content, etc.) and augmented reality (enhancing the effect of information through additional materials, graphics and visualisation) are detailed. It is emphasised that the introduction of the cyber tools in the media is due to the need to meet market trends, competition at local and global levels, the need to clarify data, the demanding potential audience.</em><em></em></p><p><em>Monitoring of using the latest IT in the Ukrainian media industry has revealed the presence its in the TV programs: «Siogodni», «Siogodni. Pidsymku z Olegom Panyutoyu» (TV channel «Ukrayina»), «TSN» («1+1»), programs of TV-channel «NASH», multimedia project «Ukrainer», magazine «Marie Claire», which confirmed the popularity of new formats for creating and implementing information product in Ukraine.</em><em></em></p><p><strong><em>Key words:</em></strong><em> visualisation, virtual reality, augmented reality, Internet functionality, cyber tools, media product, fact-checking.</em><em></em></p>
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Raspelli, Simona, Federica Pallavicini, Laura Carelli, et al. "Validating the Neuro VR-Based Virtual Version of the Multiple Errands Test: Preliminary Results." Presence: Teleoperators and Virtual Environments 21, no. 1 (2012): 31–42. http://dx.doi.org/10.1162/pres_a_00077.

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The purpose of this study was to establish ecological validity and initial construct validity of the virtual reality version of the Multiple Errands Test based on NeuroVR software as an assessment tool for executive functions. In particular, the Multiple Errands Test is an assessment of executive functions in daily life which consists of tasks that abide by certain rules and is performed in a shopping mall-like setting where there are items to be bought and information to be obtained. The study population included three groups: post-stroke participants (n = 9), healthy young participants (n = 10), and healthy older participants (n = 10). The general purpose of the study was investigated through the following specific objectives: (1) to examine the relationships between the performance of three groups of participants in the Virtual Multiple Errands Test (VMET) and in the traditional neuropsychological tests employed to assess executive functions; and (2) to compare the performance of post-stroke participants to those of healthy young and older controls in the Virtual Multiple Errands Test and in the traditional neuropsychological tests employed to assess executive functions. Correlations between Virtual Multiple Errands Test variables and some traditional executive functions measures provide preliminary support for the ecological and construct validity of the VMET; further performance obtained at the Virtual Multiple Errands Test provided a distinction between the clinical and healthy population, and between the two age control groups. These results suggest a possible future application of such an ecological approach for cognitive assessment and rehabilitation of stroke patients and elderly population with age-related cognitive decline.
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