scholarly journals Education Support by Research in Local Transportation History

2016 ◽  
Vol 6 (1) ◽  
pp. 1-12 ◽  
Author(s):  
Juraj Štefanovič ◽  
Frank Schindler

Abstract Aim of the article is to present our research dealing with virtual reality modeling and education activities. It involves a chain of development steps: taking pictures of objects, collecting information, creation of 3D models and panoramas, setting up the interactive virtual reality environment along with educational support and testing the user experience with students. Methodology/methods of work: the creation of 3D models and panoramas is done by taking pictures of real objects and using them as textures. The education materials are created as interactive presentations and the usability testing of these presentations should be planned. Scientific goal is to measure the quality of interaction by this education support in order to derive rules testing effectiveness of support, interactive applications and presentations. Findings: 3D models and other educational support materials may be created voluntarily by teachers. The open source library for many different models should be created by whole community provided suitable interfaces of modeling tools will be arranged. Conclusions: Complex educational and interactive materials including virtual reality and panoramas are satisfactory when combined with easy 3D models that are made from taken pictures, which could be made by teachers themselves and/or open communities by existing cameras.

2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


2021 ◽  
Author(s):  
Haowen Jiang ◽  
Sunitha Vimalesvaran ◽  
Jeremy King Wang ◽  
Kee Boon Lim ◽  
Sreenivasulu Reddy Mogali ◽  
...  

BACKGROUND Virtual reality (VR) is a digital education modality that produces a virtual manifestation of the real world and it has been increasingly used in medical education. As VR encompasses different modalities, tools and applications, there is a need to explore how VR has been employed in medical education. OBJECTIVE The objective of this scoping review is to map existing research on the use of VR in undergraduate medical education and to identify areas of future research METHODS We performed a search of 4 bibliographic databases in December 2020, with data extracted using a standardized data extraction form. The data was narratively synthesized and reported in line with the PRISMA-ScR guidelines. RESULTS Of 114 included studies, 69 studies (61%) reported the use of commercially available surgical VR simulators. Other VR modalities included 3D models (15 [14%]) and virtual worlds (20 [18%]), mainly used for anatomy education. Most of the VR modalities included were semi-immersive (68 [60%]) and of high interactivity (79 [70%]). There is limited evidence on the use of more novel VR modalities such as mobile VR and virtual dissection tables (8 [7%]), as well as the use of VR for training of non-surgical and non-psychomotor skills (20 [18%]) or in group setting (16 [14%]). Only 3 studies reported the use conceptual frameworks or theories in the design of VR. CONCLUSIONS Despite extensive research available on VR in medical education, there continues to be important gaps in the evidence. Future studies should explore the use of VR for the development of non-psychomotor skills and in areas other than surgery and anatomy.


Author(s):  
P. Clini ◽  
L. Ruggeri ◽  
R. Angeloni ◽  
M. Sasso

Thanks to their playful and educational approach Virtual Museum systems are very effective for the communication of Cultural Heritage. Among the latest technologies Immersive Virtual Reality is probably the most appealing and potentially effective to serve this purpose; nevertheless, due to a poor user-system interaction, caused by an incomplete maturity of a specific technology for museum applications, it is still quite uncommon to find immersive installations in museums.<br> This paper explore the possibilities offered by this technology and presents a workflow that, starting from digital documentation, makes possible an interaction with archaeological finds or any other cultural heritage inside different kinds of immersive virtual reality spaces.<br> Two different cases studies are presented: the National Archaeological Museum of Marche in Ancona and the 3D reconstruction of the Roman Forum of Fanum Fortunae. Two different approaches not only conceptually but also in contents; while the Archaeological Museum is represented in the application simply using spherical panoramas to give the perception of the third dimension, the Roman Forum is a 3D model that allows visitors to move in the virtual space as in the real one.<br> In both cases, the acquisition phase of the artefacts is central; artefacts are digitized with the photogrammetric technique Structure for Motion then they are integrated inside the immersive virtual space using a PC with a HTC Vive system that allows the user to interact with the 3D models turning the manipulation of objects into a fun and exciting experience.<br> The challenge, taking advantage of the latest opportunities made available by photogrammetry and ICT, is to enrich visitors’ experience in Real Museum making possible the interaction with perishable, damaged or lost objects and the public access to inaccessible or no longer existing places promoting in this way the preservation of fragile sites.


2011 ◽  
Vol 2 (3) ◽  
pp. 65 ◽  
Author(s):  
Josep Blasco Senabre ◽  
Sebastián Varea ◽  
Fernando Cotino Vila ◽  
Albert Ribera Lacomba ◽  
Oreto García Puchol

<p>In the present communication we offer some examples that illustrate the methodological corpus applied by our company (Global S.L) in relation with the photogrametrical documentation and the virtual reality in the field of the archaeology. The use of these technologies of computerized documentation offers a great range of possibilities for the graphic documentation of an archaeological excavation, allowing to generate planimetry and pertinent sections and to improve the times in the process of obtaining of information. The possibility of producing 3D models supposes an essential addition to show in a three –dimensional way the current condition of the monument, as well as for its virtual recreation by means of the technologies of virtual reality and increased reality.</p>


Author(s):  
D A Zherdev ◽  
V V Prokudin

In the work there is a modernization of the parallel algorithm for the radar images formation of 3D models with the synthesis of the antenna aperture. In the formation of the scene description, the various structures are used in which it is possible to use more efficient and derived calculations. In addition, it is the topical task to recognize objects on radar images. Thus, on the basis of the implemented parallel program for modelling, the high performance required for simulating multiple radar images can be achieved.


Author(s):  
Nguyen Ngoc Duy Phuong ◽  
Quang Ngoc Thuy Van ◽  
Nguyen Duc Dung

The research attempts to quantify the significance of perceived education support, self-efficacy, and the theory of planned behavior in predicting the entrepreneurial intention among undergraduate students in Ho Chi Minh City (HCMC). The paper employs a 28-item questionnaire to acquire information on undergraduate demographics and six variables based on the five-point Likert scale. SmartPLS version 3.0 was applied to analyze statistical data collecting from 312 students in three selected universities in Ho Chi Minh City. The findings indicate that perceived education support and two elements of theory planned behavior, specifically, attitude towards entrepreneurship and perceived behavioral control positively and significantly affect entrepreneurial intention. Furthermore, perceived education support had a strong correlation on attitude towards entrepreneurship. Overall, the paper suggests practical implications in increasing entrepreneurship intention toward undergraduates.


Author(s):  
Manoj Srinivasan ◽  
Syed T. Mubarrat ◽  
Quentin Humphrey ◽  
Thomas Chen ◽  
Kieran Binkley ◽  
...  

In this study, we developed a low-cost simulated testbed of a physically interactive virtual reality (VR) system and evaluated its efficacy as an occupational virtual trainer for human-robot collaborative (HRC) tasks. The VR system could be implemented in industrial training applications for sensorimotor skill acquisitions and identifying potential task-, robot-, and human-induced hazards in the industrial environments. One of the challenges in designing and implementing such simulation testbed is the effective integration of virtual and real objects and environment, including human movement biomechanics. Therefore, this study aimed to compare the movement kinematics (joint angles) and kinetics (center of pressure) of the human participants while performing pick-and-place lifting tasks with and without using a physically interactive VR testbed. Results showed marginal differences in human movement kinematics and kinetics between real and virtual environment tasks, suggesting the effective transfer of training benefits from VR to real-life situations.


Author(s):  
María Castro Malpica ◽  
Clara Zamorano Martín ◽  
José Ángel Sánchez Fernández

2013 ◽  
pp. 970-990
Author(s):  
Mercedes Farjas Abadía ◽  
Manuel Sillero Quintana ◽  
Pedro Ángel Merino Calvo

Since the dawn of time man has attempted to represent the human figure with techniques ranging from simple drawings to techniques that manage to reflect the movement of body segments. In parallel, cartographic techniques have developed very advanced capture and 3D representation systems, but even though they have been applied in recent years to other sciences, they have not been applied yet to virtual reality. The appearance of the laser acquisition systems has enabled us to acquire data without discrimination on points and to get quick 3D models. This situation allows us to work directly on the concept of surface and to analyze it from the uniqueness of the detail, compared to traditional systems which capture points for, later, imaging surfaces from them. Under this prism, a research group was formed by graduates in Physical Activity and Sport and in Cartography, in order to bring together both sciences and to improve techniques of capture and representation of the human body. The road is not completely gone, but some results have been obtained and are presented in this work.


Author(s):  
Paolo Clini ◽  
Ramona Quattrini ◽  
Emanuele Frontoni ◽  
Roberto Pierdicca ◽  
Romina Nespeca

Recent advances in data acquisition techniques and modeling tools lead towards a large availability of digital 3D models. Cultural Heritage domain, and particularly Architecture and Archaeology Heritage (AAH) significantly benefits from the introduction of digital 3D modeling, which represents a means of communication and dissemination. An underlying research challenge is represented by the portability of complex artifact, making them suitable for a large set of devices (e.g. mobile devices). The aim of this chapter is to outline best practices for the correct visualization of the 3D reconstructions of architectural and cultural heritage, especially for Mobile Augmented Reality and Holographic applications. A complete methodology is presented, ranging from data acquisition, simplification and visualization, underlining the importance of fostering architectural values in a compelling way. Authors also provide state of art challenges, limitations and opportunities, arguing the dissertation through a set of ad-hoc applications developed for different case studies.


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