scholarly journals Virtual Reality? Investment Consultants’ Claims About Their Own Performance

2021 ◽  
Author(s):  
Gordon Cookson ◽  
Tim Jenkinson ◽  
Howard Jones ◽  
Jose Vicente Martinez
Keyword(s):  

Investment consultants market their services by claiming their fund manager recommendations add significant value. Using nonpublic data sourced from investment consultants and the UK regulator, we find no such evidence, but identify several practices that explain their exaggerated claims: comparisons to benchmarks instead of peers, inclusion of simulated and backfilled returns, use of investment horizons that allow losers to be forgotten, and unexplained exclusions of products from the analysis. Consultants do not fully disclose their methodology to investors, who therefore cannot verify or reliably compare their performance. This paper was accepted by Haoxiang Zhu, finance.

2021 ◽  
Vol 26 ◽  
pp. 758-762
Author(s):  
Nashwan Dawood ◽  
Farzad Pour Rahimian

This special issue of ITCON brought together ten papers on Construction 4.0 related topics. These papers are drawn from papers presented at the 20th International Conference on Construction Applications of Virtual Reality (CONVR 2021) held at Teesside University, Middlesbrough TS1 3JN, the UK, in October 2020. CONVR is one of the world-leading conferences in the areas of Virtual Reality, augmented reality and building information modelling. Each year, more than 100 participants from all around the globe meet to discuss and exchange the latest developments and applications of virtual technologies in the architectural, engineering, construction and operation industry (AECO). The conference is also known for having a unique blend of participants from both academia and industry. The overarching theme for CONVR2020 was "Enabling the development and implementation of Digital Twins."


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Abdulmalik Abubakar Badamasi ◽  
Komal Raj Aryal ◽  
Usman Umar Makarfi ◽  
Mansir Dodo

PurposeVirtual reality (VR) offers unique features of a three-dimensional (3D) model during early design stages in the virtual environment with immersive functions. Although the potential of VR is to increase the effectiveness and productivity of the project phases from initial concept design to detailed design preparation. VR adoption in the United Kingdom (UK) Architectural Engineering and Construction (AEC) sector is slow compared to other sectors. This research focuses on ascertaining the drivers and barriers of VR in construction projects in the UK.Design/methodology/approachThe study adopts an online survey design. It uses Bristol Online Survey (BOS) to create a structured questionnaire that is used to assess UK construction professionals using a convenience sampling technique. Therefore, researcher uses descriptive and inferential technique for data analysis and presentation based on Statistical Package for Social Sciences (SPSS) to analyze the questionnaire.FindingsThe research findings revealed the most significant barriers to VR adoption in UK construction industry were lack of skills/expertise and cultural change. Hence, the main drivers of VR adoption as rated by the professionals in the UK construction industry are improved safety, improved quality and improved productivity.Practical implicationsThe identification and assessment of the drivers and barriers to VR adoption could advance VR adoption among construction professionals and other stakeholders of the UK AEC sector. This could also be extended to developing countries, given the status of VR as being in the developing stage.Originality/valueThis study provides valuable insights to construction professionals and stakeholders to plan actions that could enhance the drivers and mitigate the barriers of VR. This study's main contribution is to group and classify various drivers and barriers into easily understood categories, in order to potentiate the drivers and reduce the barriers effectively. The groupings could be used as benchmarks in similar studies in developing countries.


2020 ◽  
pp. bmjstel-2020-000677
Author(s):  
Shivan S Jassim ◽  
Sundeep K Varma ◽  
Manoj Ramachandran ◽  
Kashif S N Akhtar

BackgroundSimulation training in surgery is widespread and allows surgeons to practise novel operative techniques and acquaint themselves with unfamiliar surgical procedures. The use of box or virtual reality simulators in many surgical specialities is established; however, its use within trauma and orthopaedics (T&O) in the UK and the attitudes of trainee towards it are not known. The aim of this study is to explore the experiences and opinions of T&O trainees towards simulation training.MethodsAn electronic survey consisting of 11 questions on the experiences of simulation training and attitudes towards it was sent to all T&O speciality trainees in London.ResultsFewer than 10% of the responders had used or had ready access to simulators to prepare for unfamiliar operations, with almost 90% preferring to read about them in a journal or watch them on an online video site. Over half had only seen simulators on courses or been aware of them. Over 75% of the responders believed that simulators should be available for trainees, but most did not feel that they should be used as part of formal assessments.ConclusionsMethods for preparing for new operations have expanded over the past 20 years, yet the use of simulator machines is not widespread. Many trainees believe current machines are not widely available nor realistic enough to be useful, with most preferring online videos and operative technique books for preparing for an unfamiliar operation.


2019 ◽  
Vol 1 ◽  
pp. 1-1
Author(s):  
Alexander J. Kent ◽  
Łukasz Halik

<p><strong>Abstract.</strong> Virtual reality (VR) is a display and control technology that provides an interactive computer-generated three-dimensional environment to a user, often via a Head Mounted Display (HMD). VR delivers an immediate and immersive sensory experience of simulated worlds (which may or may not resemble reality), particularly of environments that might otherwise be physically inaccessible to the user due to their location, scale, time or danger. Although the first VR systems began to emerge in the 1960s, their relevance to cartographic applications has only recently become an explicit focus of research. Moreover, the potential of VR technology to visualize topographic databases has yet to be explored by cartographers.</p><p>In this experiment, we designed a VR application of a fictitious city derived from state 1&amp;thinsp;:&amp;thinsp;10,000 topographic data (Polish Database of Topographic Objects BDOT10k) to test user preferences for 2D or 3D urban geovisualizations. The app allows the user to switch between 2D and 3D representations of buildings in the simulation using a remote controller. This functionality enabled participants of the experiment to freely select 2D or 3D mode and for their preferences to be recorded and measured.</p><p>Our experiment involved two groups, one based in Poland and one in the UK, each comprising 30 participants (students enrolled on a Geography undergraduate course at each author’s institution). Participants performed spatial ability tests to help ensure consistency in the sample and each group was divided into two sub-groups. Participants in the first sub-group were each given a navigation task that required their movement across the simulated city from point A to point B in the shortest possible time. Those in the second sub-group were given the freedom to explore the simulated city without being given a specific navigational task. We then interviewed participants in order to understand their own perception of their experiences in using the app.</p><p>The results indicate the preferences of the two groups and sub-groups of participants. In particular, we establish whether users preferred the 2D mode for the navigational task and the 3D mode for free exploration. The findings suggest how producers of topographic datasets might develop the functionality of their products using VR.</p>


2021 ◽  
Author(s):  
Christian Matthias Pawassar ◽  
Victor Tiberius

BACKGROUND Research on the application of Virtual Reality technology to the healthcare sector has grown rapidly, leading to a large research field difficult to oversee. OBJECTIVE We provide an overview of the annual publication numbers and the most productive and influential countries, journals, and authors, as well as the most used, most co-occurring, and most recent keywords. METHODS Based on a dataset of 356 publicatons and 20,363 citations derived from the Web of Sci-ence, we conducted a bibliometric analysis using Bibexcel, HistCite, and VOSViewer. RESULTS The strongest growth of publications occurred in 2020, accounting for 29.49% of all publi-cations so far. The most productice countries are the USA, the UK, and Spain; the most influential countries are the USA, Canada, and the UK. The most productive journals are JMIR, JMIR Serious Games, and Games for Health Journal; the most influential journals are Patient Education and Counselling, Medical Education, and Quality of Life Research. The most productive authors are G. Riva, L. Del Piccolo, and D. C. Schwebel; the most in-fluential authors are A. Finset, L. del Piccolo, and H. Eide. The most occurring noun key-words besides Virtual and Reality are Training, Trial, and Patients. The most relevant re-search themes are communication, education, and novel treatments; the most recent re-search trends are fitness and exergames. CONCLUSIONS The analysis shows that the field has left its infant state and advances its specialization, with a clear focus on patient usability.


Paranoia ◽  
2008 ◽  
Author(s):  
Daniel Freeman ◽  
Jason Freeman

What causes paranoia? That’s a tough question to answer, and for at least a couple of reasons. For one thing, there’s no simple explanation. Paranoia, like so many psychological experiences, is the result of a complex interaction of numerous factors—as we’ll see over the course of the next three chapters. But there’s a bigger, more fundamental problem. How can we accurately and scientifically observe paranoid thinking? Paranoid thoughts don’t pop into our heads out of the blue. They’re generally our attempt to make sense of something we’ve experienced—perhaps a colleague ignored us at lunch or someone looked at us oddly on the bus. We can ask people about their paranoid thoughts, but how do we get at the truth of the situation? How do we even know for sure whether their thoughts are genuinely paranoid? Perhaps the colleague ignored us because our existing paranoia makes us reluctant to socialize. Or perhaps our fears are a legitimate response to a threatening situation. Maybe the guy on the bus really was looking for trouble. Any rigorous, scientific study of paranoia would need to expose a statistically significant number of people to exactly the same experience to see which of them reacted in a paranoid way. Once you had these data, you could start probing to see whether there was anything distinctive about the paranoid group. But how on earth can we arrange for hundreds of people to experience exactly the same everyday event in laboratory conditions? It’s impossible, right? Actually, there is a way, and it’s one we used in a groundbreaking recent experiment. That way is virtual reality. In the summer of 2006, we sent a leaflet to all households local to King’s College London. The leaflet announced a study of virtual reality at the college and invited people to participate. In the end we recruited 100 men and 100women of varying ages from 18 to 77, and from very diverse socioeconomic backgrounds. The mix, in fact, was pretty representative of the UK as a whole. We didn’t tell the volunteers that we were researching into paranoia until we’d completed the experiment.


Robotica ◽  
1992 ◽  
Vol 10 (5) ◽  
pp. 461-467 ◽  
Author(s):  
Robert Stone

SUMMARYThe UK Advanced Robotics Research Centre's VERDEX Project (Virtual Environment demote Driving Experiment) is an experimental test bed for investigating telepresence and virtual reality technologies in the design of human-system interfaces for telerobots. The achievements of the Project to date include the transformation of scanning laser rangefinder output to stereo virtual imagery (viewed using the VPL EyePhoneTM), the Teletact® Tactile Feedback Glove (for use with the VPL DataGloveTM), a high-speed, head-slaved stereo TV system, and a T800/i860 SuperVisionTM graphics/video parallel processing system.


1998 ◽  
Vol 38 (11) ◽  
pp. 303-310 ◽  
Author(s):  
Adrian Barraclough ◽  
Ian Guymer

The need for environmental education at several levels in society is discussed. The paper describes the role of the Environment Agency in the UK and outlines its responsibilities with respect to education. A brief description of the concept of virtual reality is provided together with an overview of some available tools. The possible application and subsequent benefits of employing virtual reality techniques to education related to environmental issues is discussed.


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