“Wow, woo, win”: Interprofessional simulation in three-dimensional virtual world for healthcare students

2021 ◽  
pp. 105018
Author(s):  
Sok Ying Liaw ◽  
Tingwei Choo ◽  
Ling Ting Wu ◽  
Wee Shiong Lim ◽  
Hyekyung Choo ◽  
...  
Author(s):  
Chang Liu ◽  
Ying Zhong ◽  
Sertac Ozercan ◽  
Qing Zhu

This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). iVirtualWorld, a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW learning environment creation through semantics-based abstract 3DVW representation and template-based 3DVW instantiation. iVirtualWorld provides a wizard to guide the 3DVW creation process, and hide low-level programming and 3D design details through higher-level abstracts supported by pre-defined templates. Preliminary evaluation of the effectiveness of iVirtualWorld showed positive results. The contribution of this study is threefold: 1) It provides a paradigm for investigating and developing 3DVW building tools from end users’ perspective; 2) It develops a prototype of a 3DVW building tool, which gives educators a framework to easily create educational virtual worlds using domain-specific concepts; 3) It conducts empirical research and collected preliminary experimental data for evaluation.


2021 ◽  
Vol 2 ◽  
Author(s):  
Michail Pavlou ◽  
Dimitrios Laskos ◽  
Evangelia I. Zacharaki ◽  
Konstantinos Risvas ◽  
Konstantinos Moustakas

The use of virtual reality (VR) techniques for industrial training provides a safe and cost effective solution that contributes to increased engagement and knowledge retention levels. However, the process of experiential learning in a virtual world without biophysical constraints might contribute to muscle strain and discomfort, if ergonomic risk factors are not considered in advance. Under this scope, we have developed a digital platform which employs extended reality (XR) technologies for the creation and delivery of industrial training programs, by taking into account the users and workplace specificities through the adaptation of the 3D virtual world to the real environment. Our conceptual framework is composed of several inter-related modules: 1) the XR tutorial creation module, for automatic recognition of the sequence of actions composing a complex scenario while this is demonstrated by the educator in VR, 2) the XR tutorial execution module, for the delivery of visually guided and personalized XR training experiences, 3) the digital human model (DHM) based simulation module for creation and demonstration of job task simulations avoiding the need of an actual user and 4) the biophysics assessment module for ergonomics analysis given the input received from the other modules. Three-dimensional reconstruction and aligned projection of the objects situated in the real scene facilitated the imposition of inherent physical constraints, thereby allowed to seamlessly blend the virtual with the real world without losing the sense of presence.


2012 ◽  
pp. 1207-1219
Author(s):  
Rosalyn Rufer ◽  
Ruifang Hope Adams

The purpose of this chapter is to adapt instructional strategies to virtual world learning environment in Second Life and reach more diverse learners with different learning styles. Part of the approach will focus on learners who are visual as compared to auditory and kinesthetic. Additionally, the approach will examine how changes in pedagogical methods can be used to reach diverse learners with different learning styles in virtual learning environments. The major topics address how styles of learning were considered in designing an instructional strategy and how differences in learning styles were rationalized via learning in a virtual world. Thus student success can be correlated to teaching pedagogy, and hence modified to reach diverse learners. Suggestions are included for adapting a cognitive process combined with multimedia design principles in a virtual world.


2011 ◽  
pp. 2535-2543
Author(s):  
John M. Artz

Virtual worlds, while not a new phenomenon, have come to the foreground of information technology in the past few years largely due to the growth of Second Life, a three dimensional, global virtual world that has captured the imagination of millions. This article provides some background on this virtual world phenomenon providing both a history and a classification of virtual world technology. It then focuses on Second Life discussing the application, technology, and social implications. Included in the discussion are some current initiatives such as the open source client and server projects and the implications of those initiatives. Finally, we provide some speculation on the future potential of virtual world technology as an extrapolation of the current trajectory.


Author(s):  
Andrey Smorkalov ◽  
Mikhail Fominykh ◽  
Mikhail Morozov

In this paper, the authors address the challenges of applying three-dimensional virtual worlds for collaborative work and learning, such as steep learning curve and the demands for computational and network resources. We developed a texture generation model utilizing stream processors that allows displaying large amount of meaningful content in virtual worlds, reducing the technical requirements and allowing convenient tools that simplify the use of the technology, and therefore, improve the negative learning curve effect. The authors present original methods of generating images and several tools implemented in vAcademia virtual world. A tool called Sticky Notes is presented in detail as an example. In addition, the authors provide the evaluation of the suggested model and the first result of the user evaluation.


Author(s):  
Brenda Eschenbrenner ◽  
Fiona Fui-Hoon Nah ◽  
Keng Siau

Three-dimensional virtual world environments are providing new opportunities to develop engaging, immersive experiences in education. These virtual worlds are unique in that they allow individuals to interact with others through their avatars and with objects in the environment, and can create experiences that are not necessarily possible in the real world. Hence, virtual worlds are presenting opportunities for students to engage in both constructivist and collaborative learning. To assess the impact of the use of virtual worlds on education, a literature review is conducted to identify current applications, benefits being realized, as well as issues faced. Based on the review, educational opportunities in virtual worlds and gaps in meeting pedagogical objectives are discussed. Practical and research implications are also addressed. Virtual worlds are proving to provide unique educational experiences, with its potential only at the cusp of being explored.


Author(s):  
Shubham Leeladhar Patil ◽  
Shubham Narayan Ravan

The internet that we see today has progressed from read only web to the read write web to the recited write implement web which has taken the Global Web to a new dimension that we know as3-Dimensional internet. It is developing to become the virtual environment or cyber space facilitating communication, entertainment, and business on a global level. In this paper we are willing to implement 3-Dimension internet against the 2D technology and the present 3-Dimension methodologies. Our goal in this paper is getting a glance of the next generation internet and its overwhelming power. We will be discussing the intervening steps that lead to the evolution of this new virtual world, architecture, evolving technologies from it that have taken interactivity to an advanced levelled step. This paper presents new research directing the future of both for 3-Dimension internet and cognitive information communication. It reviews definitions and basic concepts and gives some “existent” view that helps to understand current projects and international trends.


Author(s):  
Jonathan Roeber ◽  
Scott Nykl ◽  
Scott Graham

Modern militaries rely upon remote image sensors for real-time intelligence. A typical remote system consists of an unmanned aerial vehicle, or UAV, with an attached camera. A video stream is sent from the UAV, through a bandwidth-constrained satellite connection, to an intelligence processing unit. In this research, an upgrade to this remote-video-stream method of collection is proposed. A set of synthetic images of a scene captured by an UAV in a virtual environment is sent to a pipeline of computer vision algorithms, collectively known as Structure from Motion. The output of Structure from Motion, a three-dimensional (3D) model, is then assessed in a 3D virtual world as a possible replacement for the images from which it was created. This study shows Structure from Motion results from a modifiable spiral flight path and compares the geoaccuracy of each result. A flattening of height is observed, and an automated compensation for this flattening is proposed and performed. Each reconstruction is also compressed, and the size of the compression is compared with the compressed size of the images from which it was created. A reduction of 49–60% of required space, or bandwidth, is shown. A corresponding video demonstrating this technique is available online.


Author(s):  
Marina U. Bers ◽  
Kathryn A. Cantrell

This chapter describes an innovative, technology-based intervention for children with critical medical conditions that utilizes the Zora virtual world. Most specifically, the chapter describes two experiences, one with post-transplant pediatric patients and the other with pediatric cancer patients who participated in Zora. The virtual experience was designed to address issues of school transition and medical adherence, while offering psychosocial support in the context of a virtual community of peers. The design of the Zora virtual world is informed by the Positive Technological Development (PTD) framework which was inspired by Positive Youth Development (PYD). In Zora, users can communicate with each other via real-time chat and participate in open-ended guided activities to create a social network of peers. They can also build the personal and public spaces in the virtual city, create interactive characters and write stories for three-dimensional objects.


Author(s):  
Alan Rea

From the interactive textual worlds of MUDs and MuSHes to the visually rich, textured three-dimensional realms of MMORPGs, participants move from loose to strong associations forming social networks via structured guidelines and interaction patterns. These virtual world inhabitants create communication conduits, collaborate to attain goals and solve problems, or entertain themselves. In this chapter, the author uses Blizzard Entertainment’s World of Warcraft, one of the most successful MMORPGs to date, to chart the various associations ranging from casual conversations to groups and guilds in which role specialization is critical to close-knit community success. The author argues that using rewards for accepted behavior creates a socialization continuum that stimulates players to interact with one another.


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