AIDE-VR: Extending a Virtual Living Lab Framework Using Virtual Reality

Author(s):  
Thiago Vieira de Aguiar ◽  
Nayat Sánchez-Pi ◽  
Vera Maria Benjamim Werneck
Keyword(s):  
2019 ◽  
Vol 29 (Supplement_4) ◽  
Author(s):  
C Stock ◽  
L Vallentin-Holbech ◽  
T Dietrich ◽  
G Majgaard

Abstract Issue/problem Health promotion programmes that train social competencies in situations adolescents commonly encounter are likely to minimise the social influence and social pressure to drink or use other substances. In the Virtual Reality (VR) TestLab project, an innovative VR learning tool is developed that shows a typical party situation for young people. The game user can navigate through the party making their own choices, which result in different outcomes. Description of the problem The Living Lab method guided the development of the VR learning tool. During the four phases of the Living Lab process three groups of 16-25-year-old students were involved, as well as two prevention practitioners, three prevention scientists, three VR game designers and one film production expert. Results At the initial exploration stage of the Living Lab framework a list of key concepts/scenes were co-created with all stakeholders. At the concept stage students were invited to co-create a film script for the VR game. The prototype stage involved students as actors for the scenes, which were then finally recorded in technical collaboration with game developers and the film production expert. Post production, the finalised scenes were integrated into a game engine to develop the interactive branching narrative. At the innovation stage the group was invited to examine, explore and test its usability and share their experiences, thoughts, and attitudes. Lessons The Living Lab framework was useful in order to structure the co-creation process into meaningful phases and to ensure that all stakeholders were consulted throughout the development of the VR game. The Living lab framework gave ‘voice’ for the end-users (young people and practitioners) to actively engage in the co-creation process. Main message This first Living Lab application in drug prevention contributes to a better understanding of the importance of involving users of health promotion products and services through co-creation.


2021 ◽  
Vol 1 (2) ◽  
pp. 66-73
Author(s):  
Aniesa Samira Bafadhal

The management of tourist destinations that not only have a function as a cultural heritage site but also residents' homes such as Kampoeng Wisata Heritage Kojoetangan, Malang City has a tendency to contain several problems that must be faced together because it is feared that if it is not immediately fixed it will only be a short-lived cultural euphoria. One solution that can be used is through the initiation of a living labbased collaboration in the form of co-creation of virtual tourism content creation based on virtual reality websites by considering the information and needs of stakeholders, namely, local government, destination managers, tourists, residents in Kampoeng Wisata Heritage Kojoetangan. .This community service is an implementation of action research in the form of assistance to destination managers, namely the Tourism Awareness Group


Energies ◽  
2021 ◽  
Vol 14 (13) ◽  
pp. 4065
Author(s):  
Timothy M. O’Grady ◽  
Nicholas Brajkovich ◽  
Roberto Minunno ◽  
Heap-Yih Chong ◽  
Gregory M. Morrison

This paper presents a new virtual reality (VR)-based approach to advanced learnings and experiences of the circular economy (CE) in the construction industry. The approach involves incorporating game design and a building information modelling (BIM) digital twin of a purposed CE prototype building. Our novel approach introduces VR environments designed to provide a visual representation of materials and components that can be reintroduced into the supply chain at the end of life and their removal procedures and material provenance. A case study methodology was applied to a purposely designed CE building, namely the Legacy Living Lab (L3). To reflect the real-life building, L3’s BIM model was combined with Unify game software to advance the literature in three key areas. First, the research investigates VR tools that will allow building designers to view and implement their strategies to advance CE design. Second, this research proposes an advanced VR tool to visualise the bill of quantities (BoQ) and material stock embedded in the studied building, further understanding concepts such as buildings as material banks. Finally, the proposed VR environment defines CE techniques implemented within the case study to be disseminated across the vast construction industry. This VR research identifies three key pillars in reducing the waste generated by the construction industry: education, documentation and visualisation. Furthermore, this paper provides a visual link between the BIM, BoQ and resiliency of the selected materials.


2021 ◽  
Vol 9 ◽  
Author(s):  
Timo Dietrich ◽  
Julie Dalgaard Guldager ◽  
Patricia Lyk ◽  
Lotte Vallentin-Holbech ◽  
Sharyn Rundle-Thiele ◽  
...  

Addressing the need for collaborative involvement in health intervention design requires application of processes that researchers and practitioners can apply confidently to actively involve end-users and wider stakeholder groups. Co-creation enables participation by focusing on empowering a range of stakeholders with opportunities to influence the final intervention design. While collaboration with users and stakeholders during intervention design processes are considered vital, clear articulation of procedures and considerations for various co-creation methodologies warrants further research attention. This paper is based on two case studies conducted in Australia and Denmark where researchers co-created virtual reality interventions in an alcohol prevention context. This paper explored and reflected on two co-creation methods–co-design and the Living Lab—and showcased the different processes and procedures of each approach. The study demonstrates that both approaches have merit, yet highlights tensions in distinguishing between the application of each of the respective steps undertaken in each of the processes. While a lot of similarities exist between approaches, differences are evident. Overall, it can be said that the Living Lab is broader in scope and processes applied within the Living Labs approach are more abstract. The co-design process that we applied in the first case study is described more granularly delivering a clear a step-by-step guide that practitioners can implement to co-design solutions that end-users value and that stakeholders support. An agenda to guide future research is outlined challenging researchers to identify the most effective co-creation approach.


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

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