Enhancing the learning effect of virtual reality 3D modeling: a new model of learner’s design collaboration and a comparison of its field system usability

Author(s):  
Hsinfu Huang ◽  
Chiaying Lin ◽  
Dengchuan Cai
2022 ◽  
Vol 12 (2) ◽  
pp. 797
Author(s):  
Hyekyung Imottesjo ◽  
Jaan-Henrik Kain

Both policy and research highlight the importance of diverse stakeholder input in urban development processes but visualizing future built environments and creating two-way design communication for non-expert stakeholders are challenging. The present study develops an intuitive and simplified 3D modeling platform that integrates web-based desktop, virtual reality and mobile augmented reality technologies for remote simultaneous urban design collaboration. Through iterative prototyping, based on two series of workshops with stakeholders, the study resulted in such an integrated platform as a minimum viable product as well as specifications for a minimum marketable product to be used in real projects. Further study is required to evaluate the minimum level of detail in the 3D modeling necessary for good perception of scale and environmental impact simulation.


Fast track article for IS&T International Symposium on Electronic Imaging 2021: Imaging and Multimedia Analytics in a Web and Mobile World 2021 proceedings.


2018 ◽  
Vol 141 (1) ◽  
Author(s):  
Junfeng Ma ◽  
Raed Jaradat ◽  
Omar Ashour ◽  
Michael Hamilton ◽  
Parker Jones ◽  
...  

Manufacturing system design is a complex engineering field that requires cooperated and aggregated multiple-disciplinary theoretical and practical support. Thereby, the concepts and topics in manufacturing system design courses are not easy to grasp by students. Advances in virtual reality (VR) technology present a new opportunity that can provide the implementation of complex engineering theory from industrial real-life practice in a virtual 3D model. The authors developed a unique queuing theory VR teaching module that can be used in a manufacturing system design course. The module uses Oculus Rift headset, Oculus Touch, and unity 3D software package. The efficacy of this VR teaching module is measured through simulation sickness, system usability, and user experience tools. The statistical analysis shows that VR teaching module is a user-friendly and efficient tool for delivering queueing theory. Approximately 91.7% of the participants experienced below moderate level simulation sickness and none of them withdrew from the study; 91.67% had “above average” satisfaction in terms of system usability. The average user experience was found to be 3.625 out 6. The results also show that the system usability has impact on students' knowledge gain but not motivation, while user experience can affect student's knowledge gain and motivation. VR teaching module outperforms the traditional teaching module in terms of knowledge gain and motivation. Overall, the findings of the study confirm the efficacy of VR technology in teaching queuing theory.


Author(s):  
Nada M. Alhakkak

The literature generally describes a conventional neighbourhood as an urban area that consists of houses, schools, shopping, religious buildings, and open spaces. This work focuses on the challenge of establishing smart neighbourhoods. The contribution here is in presenting a new model for a smart neighbourhood that contains two frameworks. The first framework is related to input specific parameters from the user and gets reports for timetable, map, and materials. The second framework uses the virtual reality aspect and compound of multiple layers. The concluding remarks figured out that the importance of using the model's work depends on reusing and ABC clustering algorithm.


2019 ◽  
Vol 71 ◽  
pp. 05010
Author(s):  
V. Dobrova ◽  
P. Labzina ◽  
N. Ageenko ◽  
S. Menshenina

Globalization and innovation have recently resulted in the extensive use of the latest technological products practically everywhere, and in education especially. Various technologies are now employed in different spheres of education. Virtual Reality (VR) is a global innovative technology with great potentials and enormous pedagogical possibilities that offers new methods and techniques for education. The main features of it are visibility, security, involvement, presence and focusing. It enables to combine the computer-generated virtual information and the real environment in real time. The presented VR language program is based on the concept of 3D modeling and semantic frame method.


2011 ◽  
Vol 271-273 ◽  
pp. 1235-1238
Author(s):  
Kai Ma ◽  
Yan Jiang

Computer Basis is one of public obligatory courses in university. According to its characteristic and the different computer skills of undergraduates, network teaching has become the priority of educational reform for this course. It mostly focuses on theoretical knowledge, while very little on interactivity. This paper discussed Virtual Reality Technology with 3D Modeling by 3dsMax and building virtual reality scenes on VR-Platform, and also gave three examples of how to deploy this technology to create interactive network teaching: Computer hardware assembly experiment, Computer working principle demonstration and Computer network experiment.


2021 ◽  
Vol 11 ◽  
Author(s):  
James M. Finley ◽  
Marientina Gotsis ◽  
Vangelis Lympouridis ◽  
Shreya Jain ◽  
Aram Kim ◽  
...  

People with Parkinson's disease (PD) commonly have gait impairments that reduce their ability to walk safely in the community. These impairments are characterized, in part, by a compromised ability to turn and negotiate both predictable and unpredictable environments. Here, we describe the development and usability assessment of a virtual reality training application, Wordplay VR, that allows people with PD to practice skills such as turning, obstacle avoidance, and problem-solving during over-ground walking in a game-based setting. Nine people with PD completed three sessions with Wordplay VR, and each session was directed by their personal physical therapist. Our outcome measures included perceived sense of presence measured using the International Test Commission–Sense of Presence Inventory (ITC-SOPI), levels of motivation using the Intrinsic Motivation Inventory (IMI), overall system usability using the System Usability Scale (SUS), and setup time by the physical therapists. Both the people with PD and the physical therapists rated their sense of presence in the training system positively. The system received high ratings on the interest and value subscales of the IMI, and the system was also rated highly on usability, from the perspective of both the patient during gameplay and the therapist while controlling the experience. These preliminary results suggest that the application and task design yielded an experience that was motivating and user-friendly for both groups. Lastly, with repeated practice over multiple sessions, therapists were able to reduce the time required to help their patients don the headset and sensors and begin the training experience.


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