Using Virtual Environments to Enhance Nursing Distance Education

2010 ◽  
Vol 16 (3) ◽  
pp. 132-135 ◽  
Author(s):  
Beth Phillips ◽  
Ryan J. Shaw ◽  
Dori Taylor Sullivan ◽  
Constance Johnson

Distance education has traditionally been two-dimensional, with limited interaction. Virtual environments enhance distance education learning through real-time interaction and social collaboration that mimic the real world. Virtual environments offer the option to create social and professional relationships that have been a missing component of distance learning.

2019 ◽  
Vol 3 (1) ◽  
pp. 1-9
Author(s):  
Aulia Sari Prihatini ◽  
Mahrizal Masri ◽  
Mhd. Zulfansyuri Siambaton

Reality Increasing or often also called AR (Augmented Reality) in English, is a technology that can add two-dimensional or three-dimensional illusions of objects together into a 3D into the real world then project illusion objects into real time. Unlike the illusion of reality where in the real world is completely replaced, reality only adds to or completes reality. Augmented Reality unites real objects and illusions into real circles, works interactively in real time and found integration between objects in 3D and good integration requires effective investigation. Web AR provides Web-based access using Augmented Reality through a web browser using a combination of technologies including WebRTC, WebGL, WebVR, and Modern APLs sensors. Catalogs are publicity tools used by companies as a way to promote their products and services. Examples of companies that use catalogs are Furniture stores that promote products. Here it will be visualized into 3D until it looks more clear and attractive to consumers. So, based on the description above, the author takes the title "Implementation of Augmented Reality with Marker Method as Media Catalog in AR-Based Furniture Stores. Keywords: Augmented Reality, WEB AR, catalog


2021 ◽  
Vol 11 (11) ◽  
pp. 5067
Author(s):  
Paulo Veloso Gomes ◽  
António Marques ◽  
João Donga ◽  
Catarina Sá ◽  
António Correia ◽  
...  

The interactivity of an immersive environment comes up from the relationship that is established between the user and the system. This relationship results in a set of data exchanges between human and technological actors. The real-time biofeedback devices allow to collect in real time the biodata generated by the user during the exhibition. The analysis, processing and conversion of these biodata into multimodal data allows to relate the stimuli with the emotions they trigger. This work describes an adaptive model for biofeedback data flows management used in the design of interactive immersive systems. The use of an affective algorithm allows to identify the types of emotions felt by the user and the respective intensities. The mapping between stimuli and emotions creates a set of biodata that can be used as elements of interaction that will readjust the stimuli generated by the system. The real-time interaction generated by the evolution of the user’s emotional state and the stimuli generated by the system allows him to adapt attitudes and behaviors to the situations he faces.


Author(s):  
Ritesh Srivastava ◽  
M.P.S. Bhatia

Twitter behaves as a social sensor of the world. The tweets provided by the Twitter Firehose reveal the properties of big data (i.e. volume, variety, and velocity). With millions of users on Twitter, the Twitter's virtual communities are now replicating the real-world communities. Consequently, the discussions of real world events are also very often on Twitter. This work has performed the real-time analysis of the tweets related to a targeted event (e.g. election) to identify those potential sub-events that occurred in the real world, discussed over Twitter and cause the significant change in the aggregated sentiment score of the targeted event with time. Such type of analysis can enrich the real-time decision-making ability of the event bearer. The proposed approach utilizes a three-step process: (1) Real-time sentiment analysis of tweets (2) Application of Bayesian Change Points Detection to determine the sentiment change points (3) Major sub-events detection that have influenced the sentiment of targeted event. This work has experimented on Twitter data of Delhi Election 2015.


2004 ◽  
Vol 4 (2) ◽  
pp. 109-113 ◽  
Author(s):  
Thomas Reuding ◽  
Pamela Meil

The predictive value and the reliability of evaluations made in immersive projection environments are limited when compared to the real world. As in other applications of numerical simulations, the acceptance of such techniques does not only depend on the stability of the methods, but also on the quality and credibility of the results obtained. In this paper, we investigate the predictive value of virtual reality and virtual environments when used for engineering assessment tasks. We examine the ergonomics evaluation of a vehicle interior, which is a complex activity relying heavily on know-how gained from personal experience, and compare performance in a VE with performance in the real world. If one assumes that within complex engineering processes certain types of work will be performed by more or less the same personnel, one can infer that a fairly consistent base of experience-based knowledge exists. Under such premises and if evaluations are conducted as comparisons within the VE, we believe that the reliability of the assessments is suitable for conceptual design work. Despite a number of unanswered questions at this time we believe this study leads to a better understanding of what determines the reliability of results obtained in virtual environments, thus making it useful for optimizing virtual prototyping processes and better utilization of the potential of VR and VEs in company work processes.


Author(s):  
Yulia Fatma ◽  
Armen Salim ◽  
Regiolina Hayami

Along with the development, the application can be used as a medium for learning. Augmented Reality is a technology that combines two-dimensional’s virtual objects and three-dimensional’s virtual objects into a real three-dimensional’s  then projecting the virtual objects in real time and simultaneously. The introduction of Solar System’s material, students are invited to get to know the planets which are directly encourage students to imagine circumtances in the Solar System. Explenational of planets form and how the planets make the revolution and rotation in books are considered less material’s explanation because its only display objects in 2D. In addition, students can not practice directly in preparing the layout of the planets in the Solar System. By applying Augmented Reality Technology, information’s learning delivery can be clarified, because in these applications are combined the real world and the virtual world. Not only display the material, the application also display images of planets in 3D animation’s objects with audio.


1996 ◽  
Vol 28 (4es) ◽  
pp. 187 ◽  
Author(s):  
Lui Sha
Keyword(s):  

2004 ◽  
Vol 41 (02) ◽  
pp. 299-312 ◽  
Author(s):  
Juri Hinz

The purpose of this paper is to analyse the real-time trading of electricity. We address a model for an auction-like trading which captures key features of real-world electricity markets. Our main result establishes that, under certain conditions, the expected total payment for electricity is independent of the particular auction type. This result is analogous to the revenue-equivalence theorem known for classical auctions and could contribute to an improved understanding of different electricity market designs and their comparison.


2019 ◽  
Vol 9 (9) ◽  
pp. 1797
Author(s):  
Chen ◽  
Lin

Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.


2012 ◽  
Author(s):  
Derek Gobel ◽  
Jan Briers ◽  
Frank de Boer ◽  
Ron Cramer ◽  
Kok-Lam Lai ◽  
...  

2003 ◽  
Vol 36 (12) ◽  
pp. 105-110
Author(s):  
Omar A.A. Orqueda ◽  
José Figueroa ◽  
Osvaldo E. Agamennoni

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