scholarly journals Surprise: challenging design perceptions in immersive virtual reality environments? The case of designing a hospital project using a CAVE (Cave Automatic Virtual Environment)

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Laura Maftei ◽  
Chris Harty

PurposeThe purpose of this paper is to examine how the use of immersive virtual reality (IVR) impacts on the surprise aspects of designing.Design/methodology/approachThe empirical case is a new hospital in the UK wherein a CAVE (Cave Automatic Virtual Environment) type of an IVR environment was used performing six design review sessions during the bid preparation stage. Drawing from a former video-based study, the authors conducted follow-up discussions with the participants to access their perspectives on design surprises emerging from their engagement with the IVR. The study developed a reflective methodology, interviewing participants about their experiences of doing design in the immersive environment. Retrospective discussions were conducted in a data review format, through playing back video clips of the IVR design sessions and asking the participants to reflect on their IVR design experience and on design surprises emerging from their engagement with the IVR.FindingsThe findings indicate that IVRs, such as the CAVE, are not only enhancing existing understandings of design but also challenging the participants' understanding of the design as they experience the immersive version of it, provoking ruptures in current procedures and driving unanticipated changes to the design.Originality/valueThis qualitative study of surprise in design work using IVRs (for a real-life design project) brings new insights into emerging practices of designing using immersive technology, such as the CAVE.

2021 ◽  
Vol 2 ◽  
pp. 21-45
Author(s):  
Reginaldo Schiavini ◽  
Heli Meurer

The objective of this study was to use virtual reality as a validation method of a new multimodal warning for use in situations of risk and danger. This warning is intended to be more efficient than the static warnings as regards their ability to convey clear, objective information and securely. The virtual environment used was developed with immersive virtual reality simulating a risk and danger to the user. This virtual environment allows situations are simulated in real life would be impossible for putting at risk the lives of people. For the warning efficiency were evaluated, we used two warnings, static and multimodal, which consisted of harmonization between the ISO and ANSI standards. As innovation factor used was the explanation of the consequences of non-compliance. Multimodal elements used in the notice were a file with a recorded human voice and a flashing red light. These results demonstrated that the virtual environment used, and the multimodal warning were efficient in their goals. The results of the variables used were positive and the hypotheses was validated with the use of statistical tests.


Languages ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 13 ◽  
Author(s):  
Jennifer Legault ◽  
Jiayan Zhao ◽  
Ying-An Chi ◽  
Weitao Chen ◽  
Alexander Klippel ◽  
...  

Learning a second language (L2) presents a significant challenge to many people in adulthood. Platforms for effective L2 instruction have been developed in both academia and the industry. While real-life (RL) immersion is often lauded as a particularly effective L2 learning platform, little is known about the features of immersive contexts that contribute to the L2 learning process. Immersive virtual reality (iVR) offers a flexible platform to simulate an RL immersive learning situation, while allowing the researcher to have tight experimental control for stimulus delivery and learner interaction with the environment. Using a mixed counterbalanced design, the current study examines individual differences in L2 performance during learning of 60 Mandarin Chinese words across two learning sessions, with each participant learning 30 words in iVR and 30 words via word–word (WW) paired association. Behavioral performance was collected immediately after L2 learning via an alternative forced-choice recognition task. Our results indicate a main effect of L2 learning context, such that accuracy on trials learned via iVR was significantly higher as compared to trials learned in the WW condition. These effects are reflected especially in the differential effects of learning contexts, in that less successful learners show a significant benefit of iVR instruction as compared to WW, whereas successful learners do not show a significant benefit of either learning condition. Our findings have broad implications for L2 education, particularly for those who struggle in learning an L2.


2019 ◽  
Vol 13 (2) ◽  
pp. 59-69
Author(s):  
Maria Jose Galvez Trigo ◽  
Penelope Jane Standen ◽  
Sue Valerie Gray Cobb

Purpose The purpose of this paper is to identify the main reasons for low uptake of robots in special education (SE), obtained from an analysis of previous studies that used robots in the area, and from interviewing SE teachers about the topic. Design/methodology/approach An analysis of 18 studies that used robots in SE was performed, and the conclusions were complemented and compared with the feedback from interviewing 13 SE teachers from Spain and the UK about the reasons they believed caused the low uptake of robots in SE classrooms. Findings Five main reasons why SE schools do not normally use robots in their classrooms were identified: the inability to acquire the system due to its price or availability; its difficulty of use; the low range of activities offered; the limited ways of interaction offered; and the inability to use different robots with the same software. Originality/value Previous studies focussed on exploring the advantages of using robots to help children with autism spectrum conditions and learning disabilities. This study takes a step further and looks into the reasons why, despite the benefits shown, robots are rarely used in real-life settings after the relevant study ends. The authors also present a potential solution to the issues found: involving end users in the design and development of new systems using a user-centred design approach for all the components, including methods of interaction, learning activities and the most suitable type of robots.


2017 ◽  
Vol 19 (1) ◽  
pp. 21-32 ◽  
Author(s):  
Gary Craig ◽  
Stephen Clay

Purpose The 2015 Modern Slavery Act focusses attention forms of modern slavery (human trafficking and forced labour), within the UK. The contemporaneous 2014 Care Act, identifies modern slavery as a new form of risk within adult social care, listing forms of abuse and vulnerability. However, it does not consider whether those providing care may themselves be vulnerable to forms of modern slavery. The paper aims to discuss these issues. Design/methodology/approach The authors describe the history of the development of modern slavery legislation in the UK, outline key provisions of the Care Act, illustrated with real-life cases. The analysis suggests that adult social care – characterised by informality, fragmentation and vulnerability – is one where instances of modern slavery may be more common than considered to date. Findings The data collected, though relatively modest, suggests that a thorough investigation should be undertaken into the possibility of modern slavery taking place within the realm of adult social care. Research limitations/implications Data have been collected through a snowball process, rolling out a survey to relevant groups of individual and organisations. A more rigorous investigation is required to examine the extent of modern slavery within adult social care. Practical implications The training of those responsible for the regulation/management of adult social care needs to ensure that they are fully equipped to understand the nature of modern slavery and how to identify its symptoms and victims. Social implications There is also a need for heightened awareness of those close to people being cared for that they may also identify the symptoms of modern slavery. Originality/value This area has not been explored to date.


2015 ◽  
Vol 15 (2) ◽  
pp. 67-75 ◽  
Author(s):  
Josefien J. F. Breedvelt ◽  
Derek K. Tracy ◽  
Emily C. Dickenson ◽  
Lucy V. Dean

Purpose – Opiod users are at high risk of suffering from drug overdoses. Naloxone has been used for decades in emergency treatment settings to reverse the symptoms of opioid overdose. Pilot studies and regional programmes have been rolled out to make naloxone more widely available. This review of user/carer administration of naloxone – so-called “take home naloxone” – aims to provide health professionals and interested readers with an up-to-date evidence base, clinical implications and practical concern considerations for such community management. The paper aims to discuss these issues. Design/methodology/approach – A review and analysis of the recent literature on naloxone. Findings – The evidence base suggests training and education is effective in preparing users for wider naloxone distribution. Furthermore, studies of varying quality indicate that naloxone may prove useful in reducing overdose-related deaths. However, even after implementation ineffective response techniques continued to be used at times and there remained a heistance to call medical services post overdose. Intranasal naloxone may reduce some of the risks associated with intramuscular naloxone. Ethical considerations, including provision of a needle and syringe kit to the community, should be considered. Studies suffered from a lack of follow-up data and methodological difficulties are associated with establishing opioid-related deaths post implementation. Two running trials in the UK might mitigate these concerns. Research limitations/implications – Future research is needed to address wider context of an overdose and targeting associated risk factors. Originality/value – Clinicians and other professionals will be informed on the most up-to-date evidence base and which areas are improtant to consider when take-home naloxone is introduced in their services.


BJPsych Open ◽  
2016 ◽  
Vol 2 (1) ◽  
pp. 74-80 ◽  
Author(s):  
Caroline J. Falconer ◽  
Aitor Rovira ◽  
John A. King ◽  
Paul Gilbert ◽  
Angus Antley ◽  
...  

BackgroundSelf-criticism is a ubiquitous feature of psychopathology and can be combatted by increasing levels of self-compassion. However, some patients are resistant to self-compassion.AimsTo investigate whether the effects of self-identification with virtual bodies within immersive virtual reality could be exploited to increase self-compassion in patients with depression.MethodWe developed an 8-minute scenario in which 15 patients practised delivering compassion in one virtual body and then experienced receiving it from themselves in another virtual body.ResultsIn an open trial, three repetitions of this scenario led to significant reductions in depression severity and self-criticism, as well as to a significant increase in self-compassion, from baseline to 4-week follow-up. Four patients showed clinically significant improvement.ConclusionsThe results indicate that interventions using immersive virtual reality may have considerable clinical potential and that further development of these methods preparatory to a controlled trial is now warranted.


2019 ◽  
Vol 52 ◽  
pp. 9-28
Author(s):  
Jacek Polechoński ◽  
Rajmund Tomik

Purpose. The study attempts to define virtual reality in tourism as well as to characterise and present chosen applications created for the purposes of virtual sightseeing. Based on the survey conducted among tourism and recreation students of the Jerzy Kukuczka Academy of Physical Education in Katowice, the study attempts to answer the provocative question: “can virtual tourism replace real-world travel?”, and to analyse participants’ opinions on the topic of virtual trips. Methods. Analysis of scientific studies as well as information and data on the possibility of using immersive virtual reality in human life with particular consideration given to tourism. An overview of applications enabling taking trips through immersive exploration of virtual environments. The survey was conducted among AWF students. Participants expressed their opinions about virtual sightseeing. Findings. Virtual reality is increasingly used in various fields of human life. It is entering the world of tourism, in which it is used to create presentations of hotels and resorts, and to promote towns and tourist facilities. Appropriate software and IT equipment allow to take deliberate, planned and very realistic virtual trips. The authors of the work defined such tourism as all activities carried out by persons who immerse themselves in virtual reality for learning and entertainment purposes in order to experience the illusion of change of their everyday, real surroundings in time and space. Tourism understood in such a way allows us not only to go to almost any place without the necessity of leaving home. It also allows for visiting areas and objects which cannot be explored in real life. It enables a visitor, among others, to travel in space and visit historical sites which no longer exist in their original form, but have been recreated in computer applications. Virtual tourism also allows for exploring fictional locations created by designers of photorealistic graphics as well as valuable and sensitive monuments, and taking trips to places which are dangerous or prohibited. In the conducted survey, it has been concluded that even though tourism and recreation students found experience with virtual reality to be positive, the majority is not convinced that this form of tourism can replace real-world travel. Research and conclusions limitations. There are only a few publications concerning immersive virtual reality travel experience. Access to the software was quite early. Practical implications. Understanding and reorganisation of issues related to immersive virtual reality travel experience. The study may constitute an original introduction and encouragement to carry out qualitative and quantitative research on newly created virtual tourism. Originality. An original concept of understanding virtual tourism was presented. Type of paper. Empirical research and review.


Author(s):  
L. Herman ◽  
O. Kvarda ◽  
Z. Stachoň

<p><strong>Abstract.</strong> In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.</p>


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Abhinesh Prabhakaran ◽  
Abdul-Majeed Mahamadu ◽  
Lamine Mahdjoubi ◽  
Patrick Manu ◽  
Che Khairil Izam Che Ibrahim ◽  
...  

PurposeThis study aims to propose a novel approach to developing an interactive and immersive virtual environment for design communication in the furniture, fixture and equipment (FFE) sector. The study further investigates its effectiveness in enhancing the design communication and coordination between the stakeholder.Design/methodology/approachQuasi-experimental research was adopted involving 12 FFE professionals, designers and end-users in single-group pre-test-post-test design. The tests were performed primarily to ascertain the impact of the application of interactive virtual reality on delivering furniture design selection and coordination tasks. Further interviews were used to elicit participants' views on the functionality and usefulness of the proposed approach.FindingsThe findings indicate that an interactive immersive virtual FFE environment: enhances the productivity of the design team through a collaborative virtual workspace offering a synchronised networked design testing and review platform; reduces the time required for the stakeholders to comprehend the design options and test those; enhances the design communication and quality of the design and encourages the collaborative culture in the industry; improves the design satisfaction of the stakeholders; and finally, requires significantly less time for design decision-making when compared to traditional methods.Research limitations/implicationsFuture studies should incorporate space planning concepts and explore non-experimental methodologies in a real-life FFE project setup.Practical implicationsThe proposed approach provides opportunities for enhanced interpretation of design intent in FFE as well as efficiency in design selection and coordination tasks when compared with conventional two-dimensional methods of communication.Originality/valueThis study proposes a step change in the way furniture design is communicated and coordinated through an immersive virtual experience. Previous studies have not addressed the issue of impact on design coordination instead focussed on marketing and sales.


2021 ◽  
Vol 2 ◽  
Author(s):  
Helena Bascuñana-Ambrós ◽  
Mª Josep Nadal-Castells ◽  
Eliot Ramírez-Mirabal ◽  
Marta Beranuy-Rodriguez ◽  
Alberto Pintor-Ojeda ◽  
...  

There is a strong recommendation for the use of intramuscular botulinum toxin in patients with persistent or progressive spasticity affecting one or more joints and who have an identifiable therapeutic target. After a botulinum toxin injection, a stretching intervention improves the results of the treatment, and it should be performed by patients and/or caregivers after being trained by a therapist. Adherence to this recommendation remains low once the therapist stops following the patient. The COVID-19 pandemic has increased the use of telemedicine with different approaches to treat patients. There has been an increased use of motivational applications, with virtual reality software and real-life videos, which provide a gaming experience that increases adherence. There are programs with synchronous telehealth exercises guided by physical therapists or software with sensor-based technology that shows the range of motion (ROM) and strength of the muscles of a particular joint. These new approaches to patient follow-up appear to increase adherence to exercise because they need to be “watched and controlled” is achieved.


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