Implementation of Prototype Environment of Virtual Reality Platform for Virtual Lab (Use case of ESL)

Author(s):  
Sangwhan Cha ◽  
Yunze Tian ◽  
Majid Shaalan ◽  
Jeongwoo Hyun ◽  
Ki H. Lee
Keyword(s):  
Use Case ◽  
Information ◽  
2020 ◽  
Vol 11 (9) ◽  
pp. 425
Author(s):  
Maxim Spur ◽  
Vincent Tourre ◽  
Erwan David ◽  
Guillaume Moreau ◽  
Patrick Le Callet

Virtual reality (VR) headsets offer a large and immersive workspace for displaying visualizations with stereoscopic vision, as compared to traditional environments with monitors or printouts. The controllers for these devices further allow direct three-dimensional interaction with the virtual environment. In this paper, we make use of these advantages to implement a novel multiple and coordinated view (MCV) system in the form of a vertical stack, showing tilted layers of geospatial data. In a formal study based on a use-case from urbanism that requires cross-referencing four layers of geospatial urban data, we compared it against more conventional systems similarly implemented in VR: a simpler grid of layers, and one map that allows for switching between layers. Performance and oculometric analyses showed a slight advantage of the two spatial-multiplexing methods (the grid or the stack) over the temporal multiplexing in blitting. Subgrouping the participants based on their preferences, characteristics, and behavior allowed a more nuanced analysis, allowing us to establish links between e.g., saccadic information, experience with video games, and preferred system. In conclusion, we found that none of the three systems are optimal and a choice of different MCV systems should be provided in order to optimally engage users.


2019 ◽  
Vol 11 (4) ◽  
pp. 1027 ◽  
Author(s):  
Chung-Ho Su ◽  
Ting-Wen Cheng

This study focuses on serious virtual reality games, and how users can increase their understanding of the sustainable innovation learning (SIL) model and their familiarity with sustainable development strategies. “Users” of serious games consists of all possible target groups that are interested in attaining knowledge of sustainability through the use of games that are designed for a purpose beyond entertainment, in this case, for sustainable education. This research investigates the sustainable innovation experiential learning model by using a virtual chemistry laboratory to affect academic achievement. A questionnaire was completed by students who had used the virtual lab, and structural equation modeling (SEM) was applied for analysis. Importance-performance matrix analysis (IPMA) was able to help expand the basic partial least square (PLS)-SEM result with the fraction. The results show that experiential learning significantly affects learning motivation and academic achievement. Cognitive load and self-efficacy significantly affect learning motivation. Involvement significantly affects academic achievement. The virtual chemistry laboratory significantly affects academic achievement. Students who used the sustainability innovation experiential learning model obtained a better understanding of the chemical concepts. Moreover, a virtual lab promotes students’ motivation in regard to chemistry.


2020 ◽  
Vol 26 (7) ◽  
pp. 631-647 ◽  
Author(s):  
Liza J. M. Cornet ◽  
Jean-Louis Van Gelder

2016 ◽  
Vol 13 (02) ◽  
pp. 1550033 ◽  
Author(s):  
Olivier Hugues ◽  
Vincent Weistroffer ◽  
Alexis Paljic ◽  
Philippe Fuchs ◽  
Ahmad Abdul Karim ◽  
...  

This paper deals with the design and the evaluation of human-like robot movements. Three criteria were proposed and evaluated regarding their impact on the human-likeness of the robot movements: The inertia of the base, the inertia of the end-effector and the velocity profile. A specific tool was designed to generate different levels of anthropomorphism according to these three parameters. An industrial use case was designed to compare several robot movements. This use case was implemented with a virtual robot arm in a virtual environment, using virtual reality. A user study was conducted to determine what were the important criteria in the perception of human-like robot movements and what were their correlations with other notions such as safety and preference. The results showed that inertia on the end-effector was of most importance for a movement to be perceived as human-like and nonaggressive, and that those characteristics helped the users feel safer, less stressed and more willing to work with the robot.


Author(s):  
Lionel Bennes ◽  
Florence Bazzaro ◽  
Jean-Claude Sagot

Concurrent and multidisciplinary product design processes are necessary to maintain the competitiveness of manufacturing industries, but their implementation is complicated by difficulties of collaboration between experts from different areas of expertise. Virtual reality can be used as an intermediate design representation in order to ease this collaboration. Nowadays, virtual reality is already in use in the industry for product design, but it suffers from acceptance issues by product designers. In this paper, we propose the As Soon As Possible methodology for the anthropocentric development of immersive multidisciplinary convergence support tools. These immersive tools can ease interdisciplinary collaboration while providing a response to the lack of virtual reality acceptance by designers. The feasibility of the concept is then demonstrated by an industrial use case.


Author(s):  
T. P. Kersten ◽  
D. Trau ◽  
F. Tschirschwitz

Abstract. Virtual Reality (VR) has established itself in recent years in the geosciences through its application in the immersive visualization of spatial data. In particular, VR offers new possibilities for the user to acquire knowledge through playful interaction within a virtual environment. This paper details the development and implementation of a new form of knowledge transfer, based on interactivity within a VR system. The particular use-case discussed is a VR application focusing on the four-masted barque Peking. From 2023 on, the restored ship will form an important exhibit in the future German Hafenmuseum in Hamburg. The new VR application offers users the possibility to enter and explore a virtual model of the Peking and find out more information at three separate points of interaction (3D object models, sails and ship flags). These interaction points provide a timely opportunity to examine several of the theoretical aspects of knowledge transfer through interactivity and integrate them in the development of the VR application. Above all, the VR application should be an important part of the learning process for the user. There remains still much potential for further research into more advanced approaches such as support for user-input questions and tailored content.


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