Developing Virtual Reality Experiences for Archival Collections: Case Study of the May Massee Collection at Emporia State University

2019 ◽  
Vol 82 (2) ◽  
pp. 470-483
Author(s):  
Brady D. Lund ◽  
Shari Scribner

Virtual reality has recently transformed from a complex and expensive technology that was not a practical educational tool for archives to one that is easily affordable and easy to use in a variety of archival and special collection situations. This case study discusses the use of virtual reality technology to make a special collection at Emporia State University accessible 24/7 to a global audience of classrooms and individuals. Without complex coding or high cost overhead, the design of high-quality virtual reality experiences is now accessible to any organization and can be carried out by a student assistant or intern without causing a great amount of additional work for the busy archivist. The article discusses the design process for Emporia State's virtual reality experience for the May Massee Collection, along with challenges faced and outcomes of the project.

2019 ◽  
Vol 10 (4) ◽  
pp. 241-249 ◽  
Author(s):  
Tansel Tepe ◽  
Devkan Kaleci ◽  
Hakan Tüzün

In this study, a virtual reality fire drill application was developed with Head-Mounted Display virtual reality technology for university students. The aim of the study is to evaluate the integration process of this virtual reality application into authentic learning environments in terms of student opinions. Case study methodology was used in the study. The results show that this technology provides useful and permanent learning, practice opportunity to students, and this technology increases the motivation and engagement to the courses as well. It has been pointed out by the students that this technology should be used as a practice environment after the theoretical courses in authentic learning environments because this technology can save time and prevent cost lost in addition to avoiding risk factors. The physical environment of the classes can be improved and wireless virtual reality goggles can be used for using this technology, more effectively and efficiently as a course support material in authentic learning environments. Keywords: Virtual reality; Head-Mounted Display; virtual fire drill; authentic learning environments


2021 ◽  
Vol 5 (S1) ◽  
pp. S1-44-S1-58
Author(s):  
Veronique Richard ◽  
Béatrice Lavoie-Léonard ◽  
Thomas Romeas

Goalkeepers play a very specific and crucial role in water polo. They rely on advanced perceptual–cognitive (P–C) skills to make fast and accurate decisions. However, their daily training environment often lacks stimulation and representativeness of game demands. This was exacerbated by the COVID-19 pandemic, where noncontact practices became the “new normal.” In the Canadian Women’s National Team preparation for the 2020 Olympics, goalkeepers’ P–C training was made a priority. Led by the team’s mental performance consultant and experts from transdisciplinary fields, the initiative began with an evaluation of a broad range of P–C skills in goalkeepers. Leading up to the Olympics, a series of P–C activities (i.e., anticipatory training using video occlusion, eye–hand coordination, and visuomotor drills) were adopted based on ecological dynamics principles. Virtual reality technology and constraints-focused tools were used to enrich and diversify the goalkeepers’ daily trainings environment. This case study reports the evaluation of P–C skills, the context, and the way in which the P–C activities were implemented, as well as their holistic impact on goalkeepers. Reflections and limitations are also shared to encourage interdisciplinary efforts in sport psychology and increase awareness among mental performance consultants about the importance of psycho-perceptual-motor skill training for mental performance.


Author(s):  
Alana Thomson ◽  
Ingrid Proud ◽  
Andrew L. J. Goldston ◽  
Rebecca Dodds-Gorman

Digital technologies, such as virtual reality (VR), will have an increasing influence on the way events are experienced and managed. To date, scholarship has focused predominantly on the possibilities that VR presents for event experiences by event attendees, and there has been limited consideration of the application of VR for event planning and management. In this chapter, the authors provide a brief overview of the growth and application of virtual reality technology in events. A case study of a private sector start-up in the Australian setting is examined with a focus on VR technologies, it is developing as an aid in event planning and logistics. Key opportunities and challenges of VR pertinent to event planning and management are identified, and the authors suggest a number of implications for industry practice and event education, alongside avenues for future research to support the development of VR in event management and education.


Author(s):  
Berceste Gülçin Özdemir

The adverse effects of new communication systems on children are discussed frequently today. A group of volunteers showed that new technologies could be used for providing benefit to children in workshops carried out with children under the title of Project Nebula. In that respect, the thoughts of Jean Baudrillard, who is a postmodern media theoretician, presented by way of simulation/simulacra concept were discussed in the context of children's use of VR technology. In the workshops carried out with 6-15 year old children from various socioeconomic and social cultural groups, Project Nebula requested children draw their dreams on a paper first and then showed them their dreams by means of VR technology. In the workshops carried out by Project Nebula, the discussions also include what this technology offers for children and how VR can be used in a utilitarian way by children when the interactivity that the children experience with VR technology is discussed within the context of simulation/simulacra concept.


2021 ◽  
Vol 11 (3) ◽  
pp. 917
Author(s):  
Jose-Raul Ruiz-Sarmiento ◽  
Samuel-Felipe Baltanas ◽  
Javier Gonzalez-Jimenez

Jupyter notebooks are recently emerging as a valuable pedagogical resource in academy, being adopted in educational institutions worldwide. This is mainly due to their ability to combine the expressiveness of traditional explanations from textbooks, with the interaction capabilities of software applications, which provides numerous benefits for both students and lecturers of different fields. One of the areas that could benefit from their adoption is such of mobile robotics, whose recent popularity has resulted in an increasing demand of trained practitioners with a solid theoretical and practical background. Therefore, there is a need of high quality learning materials adapted to modern tools and methodologies. With that in mind, this work explores how the introduction of Jupyter notebooks in undergraduate mobile robotic courses contributes to improve both teaching and learning experiences. For that, we first present a series of (publicly available) educational notebooks encompassing a variety of topics relevant for robotics, with a particular emphasis in the study of mobile robots and commonly used sensors. Those documents have been built from the ground up to take advantage of the Jupyter Notebook framework, bridging the typical gap between theoretical frame and interactive code. We also present a case study describing the notebooks usage in undergraduate courses at University of Málaga, including a discussion on the promising results and findings obtained.


2021 ◽  
Vol 8 (1) ◽  
pp. 59
Author(s):  
Syahrir Syahrir

The existence of a laboratory in an engineering department is very important. The reality is that not all students can use existing laboratories in the engineering department due to limited laboratory space, tools and time constraints. The very rapid development of technology cannot be avoided. Active smartphone users in Indonesia reach over 100 million users. This proves that today's technological developments are very influential in everyday life. There are various kinds of technological developments that have occurred to date. One of these very rapid developments has led to digital technology which is increasingly favored by the community such as VR ( Virtual Reality ) technology which is able to provide the worldvirtual. Therefore, VR technology is used to solve student’s problems in accessing the laboratory. Where the VR technology takes a laboratory background. The utilization is in the form of virtual laboratory applications as digital educational media using VR technology which can later interact directly with practicum tools in the virtual laboratory application.


2018 ◽  
Vol 227 ◽  
pp. 02005 ◽  
Author(s):  
Jialu Song ◽  
Sijia Huang

Virtual reality technology has been applied to a variety of fields. Various kinds of organizations have been deepening the study of this technology. This article is a discourse of the application of the VR technology in landscape design in the field of landscape architecture. The connection between virtual reality technology and landscape scene construction innovates the traditional design process and realizes the interaction between designers and customers and the public in the design process.


2003 ◽  
Vol 18 (1) ◽  
pp. 25-32 ◽  
Author(s):  
Timothy Warner ◽  
M. Duane Nellis ◽  
Tomas Brandtberg ◽  
James B. McGraw ◽  
Joseph V. Gardner

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