An immersive Virtual Reality interface for Civil Engineering dissemination amongst pre-university students

Author(s):  
Fabio Matoseiro Dinis ◽  
Ana Sofia Guimaraes ◽  
Barbara Rangel Carvalho ◽  
Joao Pedro Pocas Martins
Author(s):  
Felipe Lima Rebêlo ◽  
Luiz Fellipe de Souza Silva ◽  
Antônio Áureo Melo Filho ◽  
Allan David Borges Bastos ◽  
Paulo Roberto Oliveira Silva Filho ◽  
...  

Author(s):  
Caitlin Elisabeth Naylor ◽  
Michael J Proulx ◽  
Gavin Buckingham

AbstractThe material-weight illusion (MWI) demonstrates how our past experience with material and weight can create expectations that influence the perceived heaviness of an object. Here we used mixed-reality to place touch and vision in conflict, to investigate whether the modality through which materials are presented to a lifter could influence the top-down perceptual processes driving the MWI. University students lifted equally-weighted polystyrene, cork and granite cubes whilst viewing computer-generated images of the cubes in virtual reality (VR). This allowed the visual and tactile material cues to be altered, whilst all other object properties were kept constant. Representation of the objects’ material in VR was manipulated to create four sensory conditions: visual-tactile matched, visual-tactile mismatched, visual differences only and tactile differences only. A robust MWI was induced across all sensory conditions, whereby the polystyrene object felt heavier than the granite object. The strength of the MWI differed across conditions, with tactile material cues having a stronger influence on perceived heaviness than visual material cues. We discuss how these results suggest a mechanism whereby multisensory integration directly impacts how top-down processes shape perception.


2018 ◽  
Vol 14 (05) ◽  
pp. 225 ◽  
Author(s):  
Fábio Matoseiro Dinis ◽  
João Poças Martins ◽  
Bárbara Rangel Carvalho ◽  
Ana Sofia Guimarães

<p class="0abstractCxSpFirst">The application of immersive Virtual Reality (VR) interfaces has shown favourable results for Engineering Education. In fact, VR interfaces provide new practises for improvising transferability of knowledge and communication amongst users, thus disclosing new tools for decision making, planning, project review and multidisciplinary cooperation.</p><p class="0abstractCxSpLast">The present work comprises a description of an immersive VR interface developed under the scope of Civil Engineering and an ongoing educational programme, Educational Lab - Big Machine. The project intends primarily, to disseminate Civil Engineering amongst pre-university students, simultaneously providing new tools for enhancing students’ motivation and decreasing early school leaving.</p>The VR interface is available online and can be tested anywhere as long as the minimum requirements are met.


2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  

BACKGROUND In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, usability, and acceptability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored. OBJECTIVE This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games. METHODS A total of 31 students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session. RESULTS Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends. CONCLUSIONS Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students.


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