Immersive Virtual Reality in an Industrial Design Education Context: What the Future Looks Like According to its Educators

2021 ◽  
Vol 19 (2) ◽  
pp. 238-255
Author(s):  
Nuno Bernardo ◽  
Emilia Duarte
2018 ◽  
Vol 4 (3) ◽  
pp. 6-13
Author(s):  
Danilo Avola ◽  
Roberto Caronna ◽  
Luigi Cinque ◽  
Gian Luca Foresti ◽  
Marco Raoul Marini

2021 ◽  
Author(s):  
◽  
Vladimir Samoylov

<p>This study examines and critiques New Zealand intellectual property protection for industrial designs, taking into account that many New Zealand industrial design owners outsource manufacture of their designs to China.   Industrial design, which refers to improving the aesthetics of products to increase their marketability, is evolving conceptually and practically. In New Zealand, copyright and registered design laws each protect, respectively, the visual expression and the “eye appeal” of an original design. As design practices evolve with advances in technology however, it is increasingly evident that industrial design is about more than just visual expression or “eye appeal”. Many designers are not focusing solely on product stylisation and decoration, but on the provision of a more holistic product experience for the consumer.  The development process of industrial designs from concept to marketable product is also changing, with many New Zealand industrial design owners employing increasingly efficient design development strategies. The fast-paced, cost-effective infrastructure of China is often utilised by New Zealand businesses for the manufacture of industrial designs.   This study therefore sought to determine how to appropriately protect New Zealand industrial designs, in light of: a. foreseeable advances in technology; and  b. the fact that many New Zealand industrial designs are manufactured in China.   To answer these questions, this study examined and analysed New Zealand’s copyright and registered design laws, taking into account not only existing protections, but also factors that are likely to be of significant relevance in the future, such as the impact on industrial design from developments in 3D printing and virtual reality.   The Chinese intellectual property regime for industrial designs was also examined because China is a major trading partner and often, as noted, the locus of manufacture.   The study included an empirical investigation, in the form of interviews with designers and design academics as well as legal practitioners specialising in intellectual property law. The input of the interviewees, together with the legal analysis, informed a series of suggestions and recommendations for New Zealand policy and its law-makers regarding how industrial design protection can be improved.  A key finding of this study was that existing legal protections do not appropriately protect increasingly holistic designs, as well as new types of designs emerging from developing fields such as virtual reality. In assessing the appropriateness of protection, the interests of industrial design owners were balanced against the public interest in protecting the public domain. It is suggested that to achieve equilibrium copyright law should be expanded to protect design expressions for all senses. Moreover, new categories of copyright protected works should be introduced to accommodate emerging design. The definition of design in registered design law should also be reconceptualised in order to acknowledge new types of designs and evolving design practices.  Industrial design owners who outsource manufacturing to China can protect their designs via copyright as well as design patent. However, enforcement of intellectual property protection is unsatisfactory in many areas of China. Therefore, New Zealand industrial design owners should also employ non-legal protection strategies. Interviews with successful businesses, in the course of the empirical investigation for this study, revealed that the leveraging of existing relationships of those with already established operations in China, and intentionally splitting an industrial design’s component parts for manufacture among several factories in different locations, are useful strategies to employ.</p>


Author(s):  
Mathias Clasen

This chapter discusses recent and future developments in horror entertainment. It argues that future horror media will give consumers access to a wider range of experiences, some of which are more immersive and much more emotionally powerful than those offered by traditional horror media. The chapter analyzes horror videogames such as Until Dawn (2015), as well as so-called survival horror games such as Amnesia: The Dark Descent (2010), which foster immersion through interaction, and immersive virtual reality, which increases the sense of presence in a frightening computer-generated world. The chapter also analyzes haunted attractions and live-action horror experiences which situate consumers as protagonists in horror stories that unfold around them. Finally, the chapter argues that horror research needs to engage more actively with science, in theory as well as method.


2021 ◽  
Author(s):  
◽  
Vladimir Samoylov

<p>This study examines and critiques New Zealand intellectual property protection for industrial designs, taking into account that many New Zealand industrial design owners outsource manufacture of their designs to China.   Industrial design, which refers to improving the aesthetics of products to increase their marketability, is evolving conceptually and practically. In New Zealand, copyright and registered design laws each protect, respectively, the visual expression and the “eye appeal” of an original design. As design practices evolve with advances in technology however, it is increasingly evident that industrial design is about more than just visual expression or “eye appeal”. Many designers are not focusing solely on product stylisation and decoration, but on the provision of a more holistic product experience for the consumer.  The development process of industrial designs from concept to marketable product is also changing, with many New Zealand industrial design owners employing increasingly efficient design development strategies. The fast-paced, cost-effective infrastructure of China is often utilised by New Zealand businesses for the manufacture of industrial designs.   This study therefore sought to determine how to appropriately protect New Zealand industrial designs, in light of: a. foreseeable advances in technology; and  b. the fact that many New Zealand industrial designs are manufactured in China.   To answer these questions, this study examined and analysed New Zealand’s copyright and registered design laws, taking into account not only existing protections, but also factors that are likely to be of significant relevance in the future, such as the impact on industrial design from developments in 3D printing and virtual reality.   The Chinese intellectual property regime for industrial designs was also examined because China is a major trading partner and often, as noted, the locus of manufacture.   The study included an empirical investigation, in the form of interviews with designers and design academics as well as legal practitioners specialising in intellectual property law. The input of the interviewees, together with the legal analysis, informed a series of suggestions and recommendations for New Zealand policy and its law-makers regarding how industrial design protection can be improved.  A key finding of this study was that existing legal protections do not appropriately protect increasingly holistic designs, as well as new types of designs emerging from developing fields such as virtual reality. In assessing the appropriateness of protection, the interests of industrial design owners were balanced against the public interest in protecting the public domain. It is suggested that to achieve equilibrium copyright law should be expanded to protect design expressions for all senses. Moreover, new categories of copyright protected works should be introduced to accommodate emerging design. The definition of design in registered design law should also be reconceptualised in order to acknowledge new types of designs and evolving design practices.  Industrial design owners who outsource manufacturing to China can protect their designs via copyright as well as design patent. However, enforcement of intellectual property protection is unsatisfactory in many areas of China. Therefore, New Zealand industrial design owners should also employ non-legal protection strategies. Interviews with successful businesses, in the course of the empirical investigation for this study, revealed that the leveraging of existing relationships of those with already established operations in China, and intentionally splitting an industrial design’s component parts for manufacture among several factories in different locations, are useful strategies to employ.</p>


Seminar.net ◽  
2018 ◽  
Vol 14 (1) ◽  
pp. 1-12
Author(s):  
Jonna Häkkilä ◽  
Ashley Colley ◽  
Jani Väyrynen ◽  
Antti-Jussi Yliharju

In this paper, we address the introduction of Virtual Reality (VR) tools to the education of industrial design (ID) university students. We present three cases of how we have introduced VR technology in different courses of the industrial design curriculum at the University of Lapland, Finland. As the first example (Case I), we introduced a VR simulation as an empathetic design tool to simulate visual disabilities. The second example (Case II) is reported from a course where students created concepts for a head mounted display (HMD) AR application in smart buildings, and tried out interaction with a HMD VR application. In the third example (Case III), VR was used as a display environment to exhibit students’ 3D industrial design concept models. We report our experiences and lessons learnt, as well as recorded student feedback from the trials. As salient findings, we report the general positive feedback, successful integration with the taught themes especially when connected to physical 3D models, as well as suggested improvements. Hindering the adoption of the technology from the teaching point of view, we report on the lack of infrastructure for multi-user groups in classrooms, the additional effort required to set up the technical system, and limited features supporting multimodality.


2020 ◽  
Vol 18 (6) ◽  
pp. 1889-1905
Author(s):  
Ahmet Hamurcu ◽  
Şebnem Timur ◽  
Kerem Rızvanoğlu

Purpose With the release of headsets such as HTC Vive and Oculus Rift in 2016, fully immersive virtual reality (VR) technology has become available for industrial designers to represent and communicate design ideas. However, how this development will affect industrial design education practice is not clear enough yet. The purpose of this study is to reveal and discuss the current status of using VR in industrial design education and potentials of it. Design/methodology/approach In the first part of the study, the use of computer technology in industrial design education and how VR can be positioned in the existing system is discussed by the acceptance of “design” as “representation”. In the second part, the literature review carried out to unveil and analyse the efforts for using VR in industrial design practice and education is presented. The results of the review are interpreted together with the design process in industrial design education. Findings VR has the potential for changing the operating ways of not only sketching, visualising, modelling, prototyping, presenting, demonstrating and evaluating design ideas, but also getting inspiration and collaborating in industrial design education. However, it is first necessary to solve the issue of how it will be integrated into industrial design education. Originality/value This paper presents the preliminary presumptions regarding the integration of VR into industrial design education that can contribute to future studies.


2020 ◽  
Vol 220 (4) ◽  
pp. 856-857 ◽  
Author(s):  
Francesco Rizzetto ◽  
Alessandro Bernareggi ◽  
Sofia Rantas ◽  
Angelo Vanzulli ◽  
Maurizio Vertemati

2018 ◽  
Vol 29 (2) ◽  
pp. 125-141 ◽  
Author(s):  
Marianne Schmid Mast ◽  
Emmanuelle P. Kleinlogel ◽  
Benjamin Tur ◽  
Manuel Bachmann

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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