Effect of body-gender transfer in virtual reality on the perception of sexual harassment

Author(s):  
Linfeng Wu ◽  
Karen B. Chen ◽  
Edward P. Fitts

While sexual harassments are inappropriate behaviors in the society, the interpretation of and sensitivity toward sexual harassment can vary by individual. Differences across individuals, such as gender, may influence whether one interprets an action to be sexually harassing or not. Virtual reality technology enables human behavior assessment without interfacing with physical danger. The present work examined whether gender and body-gender transfer in VR influenced the perception of sexually harassing behaviors, and explored the utility of emerging technology in increasing one’s awareness of behaviors that may be considered sexually harassing. Participants (n=12) embodied in virtual characters of different genders and experienced seven sexually harassing scenarios in an immersive virtual environment in random order. In general, participants provided higher rating to the sensitivity toward sexual harassment in the VR harassment scenarios than those scenarios described on paper. There was an increase in participants’ sensitivity toward sexual harassment after experiencing sexual harassment scenarios from the perspective of the victim in VR. Participants perceived higher level of sexual harassment when they embodied in female avatars, which suggested there was an effect of VR with body-gender transfer on perception of sexual harassment. There were gender differences in awareness of harassing behaviors in VR environment, and VR may be a training method to narrow gender gap and increase awareness toward sexual harassment.


2013 ◽  
Vol 303-306 ◽  
pp. 2453-2457 ◽  
Author(s):  
Wu Chi ◽  
Qiu Shi Zhang ◽  
Liu Fan ◽  
Han Feng He ◽  
Ming Hong Su ◽  
...  

This paper introduces the basic concepts and characteristics of virtual reality technology briefly and analyzes the defects of the artificial guiding teaching of the current live working from the angle of skills and safety, combing the power grid’s physical characteristics and virtual reality techniques. By summing up the transmission live working running operating procedures, the methods and means of using virtual reality technology in the teaching and training of the transmission network for live working are proposed. Summary transmission live working training status and analyze the application prospect of the virtual reality technology in the power transmission network live working on the basis of summarizing the power transmission network live working training status. The transmission live working simulation training method brings a new look to the power companies and also does great benefit for the enhancement of the operators' skill level and the improvement of their security awareness of operating.



2012 ◽  
Vol 463-464 ◽  
pp. 1155-1159
Author(s):  
Yong Mei Jiang

With the producing process becoming more and more complex, Enterprise replies on automatic simulation system from more aspects. To improve the efficiency of automatic simulation system on training, method Design and platform update. The virtual Reality Technology is applied to simulation system and a novel method is proposed, the structure and workflow is interpreted details. Finally a application case about chemical industry control is introduced and the effective of technology proposed is proven.



2021 ◽  
Vol 2021 ◽  
pp. 1-10
Author(s):  
Yajun Zhang ◽  
Sang-Bing Tsai

Virtual reality technology has many characteristics, such as high immersion, dynamic interactive response, and multidimensional information digitization. These characteristics are needed by the combination of modern sports development and scientific and technological progress. The introduction of virtual reality technology into the field of sports will be conducive to the scientific training of sports competition and the digital research of technical theory and to the rapid development of modern sports. This paper constructs the framework of sports training based on virtual reality technology and designs a motion capture data algorithm based on behavior string, which successfully improves the advantages of virtual reality technology. In addition, the training experiment method is used to verify the effectiveness and superiority of the system, focusing on the high-school students learning tennis for the first time as the experimental object to study the differences in training effects between the traditional training method and the training method using virtual reality technology. The training effect of tennis is better than the traditional training method, and the difference is significant; the internal motivation of training psychology is better than the traditional training method, and the difference is significant. Compared with the traditional training method, this training method can stimulate students’ interest in training, improve students’ training effect, and promote students’ psychological internal motivation to continue training. This study provides useful enlightenment for the further application of virtual reality technology and in the modern sports training for various sports events.



2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Huai Jian Beh ◽  
Ali Rashidi ◽  
Amin Talei ◽  
Yee Sye Lee

PurposeThe construction site operates under a hazardous environment that requires a high level of understanding in building systems to minimise accidents. However, the current building education generally adopts paper-based learning approaches that lack hands-on experiences. Furthermore, to achieve Industrial Revolution 4.0 in line with any unforeseen pandemic, the most optimum solution is to transition from physical to technological-based building education. This paper aims to address the problems by proposing a game-based virtual reality (GBVR) for building utility inspection training.Design/methodology/approachThe feasibility of the GBVR for building the utility inspection training approach is validated on a sample of undergraduate engineering students through user experience (survey) and performance-based comparisons against traditional paper-based training method.FindingsThe results show that the developed GBVR training has higher system usability in terms of visual output and knowledge retention than paper-based training due to visualisation technologies. The GBVR training method has also higher user-friendliness because of the higher motivational and engagement factors through the adoption of virtual reality and game-based learning.Research limitations/implicationsGBVR training required a longer training duration and achieved a lower performance score (effectiveness) but can be improved by transitioning into hands-on tasks. This study has the potentials to be extended to vocational training platforms for competency development in the construction workforce by using cutting-edge extended reality technologies.Originality/valueThis paper portrays the benefits of integrating virtual reality technology in building education to overcome the low practicality and engagement of paper-based training.







2008 ◽  
Vol 4 (4) ◽  
pp. 48-61 ◽  
Author(s):  
Lynna J. Ausburn ◽  
◽  
Floyd B. Ausburn ◽  


2017 ◽  
Author(s):  
Nicholas Gmeiner

This project aims to provide students with disabilities the same in class learning experience through virtual reality technology, 360-degree video capture, and the use of Arduino units. These technologies will be combined to facilitate communication between teachers in physical classrooms with students in virtual classrooms. The goal is to provide a person who is affected by a disability (which makes it hard to be in a traditional classroom) the same benefits of a safe and interactive learning environment.



Sign in / Sign up

Export Citation Format

Share Document