scholarly journals USING VIRTUAL REALITY TO THE SAFETY WARNINGS DESIGN: THE EFFICIENCY THROUGH PRESENCE

2021 ◽  
Vol 2 ◽  
pp. 21-45
Author(s):  
Reginaldo Schiavini ◽  
Heli Meurer

The objective of this study was to use virtual reality as a validation method of a new multimodal warning for use in situations of risk and danger. This warning is intended to be more efficient than the static warnings as regards their ability to convey clear, objective information and securely. The virtual environment used was developed with immersive virtual reality simulating a risk and danger to the user. This virtual environment allows situations are simulated in real life would be impossible for putting at risk the lives of people. For the warning efficiency were evaluated, we used two warnings, static and multimodal, which consisted of harmonization between the ISO and ANSI standards. As innovation factor used was the explanation of the consequences of non-compliance. Multimodal elements used in the notice were a file with a recorded human voice and a flashing red light. These results demonstrated that the virtual environment used, and the multimodal warning were efficient in their goals. The results of the variables used were positive and the hypotheses was validated with the use of statistical tests.

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Laura Maftei ◽  
Chris Harty

PurposeThe purpose of this paper is to examine how the use of immersive virtual reality (IVR) impacts on the surprise aspects of designing.Design/methodology/approachThe empirical case is a new hospital in the UK wherein a CAVE (Cave Automatic Virtual Environment) type of an IVR environment was used performing six design review sessions during the bid preparation stage. Drawing from a former video-based study, the authors conducted follow-up discussions with the participants to access their perspectives on design surprises emerging from their engagement with the IVR. The study developed a reflective methodology, interviewing participants about their experiences of doing design in the immersive environment. Retrospective discussions were conducted in a data review format, through playing back video clips of the IVR design sessions and asking the participants to reflect on their IVR design experience and on design surprises emerging from their engagement with the IVR.FindingsThe findings indicate that IVRs, such as the CAVE, are not only enhancing existing understandings of design but also challenging the participants' understanding of the design as they experience the immersive version of it, provoking ruptures in current procedures and driving unanticipated changes to the design.Originality/valueThis qualitative study of surprise in design work using IVRs (for a real-life design project) brings new insights into emerging practices of designing using immersive technology, such as the CAVE.


Languages ◽  
2019 ◽  
Vol 4 (1) ◽  
pp. 13 ◽  
Author(s):  
Jennifer Legault ◽  
Jiayan Zhao ◽  
Ying-An Chi ◽  
Weitao Chen ◽  
Alexander Klippel ◽  
...  

Learning a second language (L2) presents a significant challenge to many people in adulthood. Platforms for effective L2 instruction have been developed in both academia and the industry. While real-life (RL) immersion is often lauded as a particularly effective L2 learning platform, little is known about the features of immersive contexts that contribute to the L2 learning process. Immersive virtual reality (iVR) offers a flexible platform to simulate an RL immersive learning situation, while allowing the researcher to have tight experimental control for stimulus delivery and learner interaction with the environment. Using a mixed counterbalanced design, the current study examines individual differences in L2 performance during learning of 60 Mandarin Chinese words across two learning sessions, with each participant learning 30 words in iVR and 30 words via word–word (WW) paired association. Behavioral performance was collected immediately after L2 learning via an alternative forced-choice recognition task. Our results indicate a main effect of L2 learning context, such that accuracy on trials learned via iVR was significantly higher as compared to trials learned in the WW condition. These effects are reflected especially in the differential effects of learning contexts, in that less successful learners show a significant benefit of iVR instruction as compared to WW, whereas successful learners do not show a significant benefit of either learning condition. Our findings have broad implications for L2 education, particularly for those who struggle in learning an L2.


2019 ◽  
Vol 52 ◽  
pp. 9-28
Author(s):  
Jacek Polechoński ◽  
Rajmund Tomik

Purpose. The study attempts to define virtual reality in tourism as well as to characterise and present chosen applications created for the purposes of virtual sightseeing. Based on the survey conducted among tourism and recreation students of the Jerzy Kukuczka Academy of Physical Education in Katowice, the study attempts to answer the provocative question: “can virtual tourism replace real-world travel?”, and to analyse participants’ opinions on the topic of virtual trips. Methods. Analysis of scientific studies as well as information and data on the possibility of using immersive virtual reality in human life with particular consideration given to tourism. An overview of applications enabling taking trips through immersive exploration of virtual environments. The survey was conducted among AWF students. Participants expressed their opinions about virtual sightseeing. Findings. Virtual reality is increasingly used in various fields of human life. It is entering the world of tourism, in which it is used to create presentations of hotels and resorts, and to promote towns and tourist facilities. Appropriate software and IT equipment allow to take deliberate, planned and very realistic virtual trips. The authors of the work defined such tourism as all activities carried out by persons who immerse themselves in virtual reality for learning and entertainment purposes in order to experience the illusion of change of their everyday, real surroundings in time and space. Tourism understood in such a way allows us not only to go to almost any place without the necessity of leaving home. It also allows for visiting areas and objects which cannot be explored in real life. It enables a visitor, among others, to travel in space and visit historical sites which no longer exist in their original form, but have been recreated in computer applications. Virtual tourism also allows for exploring fictional locations created by designers of photorealistic graphics as well as valuable and sensitive monuments, and taking trips to places which are dangerous or prohibited. In the conducted survey, it has been concluded that even though tourism and recreation students found experience with virtual reality to be positive, the majority is not convinced that this form of tourism can replace real-world travel. Research and conclusions limitations. There are only a few publications concerning immersive virtual reality travel experience. Access to the software was quite early. Practical implications. Understanding and reorganisation of issues related to immersive virtual reality travel experience. The study may constitute an original introduction and encouragement to carry out qualitative and quantitative research on newly created virtual tourism. Originality. An original concept of understanding virtual tourism was presented. Type of paper. Empirical research and review.


Author(s):  
L. Herman ◽  
O. Kvarda ◽  
Z. Stachoň

<p><strong>Abstract.</strong> In this paper, we analysed and tested the possibilities for the use of low-cost VR (Virtual Reality) headsets, with a focus on cartographic visualization. Low-cost devices were compared and classified into three categories (low-end, mid-range and high-end). We also created a pilot virtual environment, called “Carthoreality”, and conducted simple pilot user testing using this virtual environment and the three low-end headsets. Our pilot test shows a few drawbacks to these devices, including weight of the headset and penetrating light. Some problems in terms of user aspects were also identified, such as nausea while wearing headsets or disorientation after removing them, which occurred for all users.</p>


Author(s):  
Chris Shaw ◽  
Diane Gromala ◽  
Meehae Song

The Meditation Chamber is an immersive virtual environment (VE), initially created to enhance and augment the existing methods of training users how to meditate, and by extension, to realize the benefits from meditation practice, including the reduction of stress, anxiety and pain. Its innovative combination of immersive virtual reality (VR) and biofeedback technologies added interoceptive or dimensions of inner senses to the already sensorially rich affordances of VR. Because the Meditation Chamber enabled users to become aware of autonomic senses that they are not normally conscious of, and to manipulate them in real-time, we found that it did enhance users’ abilities to learn how to meditate, particularly those who had never meditated. We describe the Meditation Chamber, scientific methods of evaluation and findings, and discuss first-person phenomenological aspects, its long-term applicability for users who have chronic pain, and future directions.


2021 ◽  
Vol 17 (3) ◽  
pp. 415-431 ◽  
Author(s):  
Martina Paatela-Nieminen

This article explores digital material/ism by examining student teachers’ experiences, processes and products with fully immersive virtual reality (VR) as part of visual art education. The students created and painted a virtual world, given the name Gretan puutarha (‘Greta’s Garden’), using the Google application Tilt Brush. They also applied photogrammetry techniques to scan 3D objects from the real world in order to create 3D models for their VR world. Additionally, they imported 2D photographs and drawings along with applied animated effects to construct their VR world digitally, thereby remixing elements from real life and fantasy. The students were asked open-ended questions to find out how they created art virtually and the results were analysed using Burdea’s VR concepts of immersion, interaction and imagination. Digital material was created intersubjectively and intermedially while it was also remixed with real and imaginary. Various webs of meanings were created, both intertextual and rhizomatic in nature.


2020 ◽  
Vol 20 (1) ◽  
pp. 21-32
Author(s):  
Nicolas Ribeiro ◽  
Camille Sagnier ◽  
Véronique Quaglino ◽  
Yannick Gounden ◽  
Emilie Loup-Escande

Virtual reality immerses individuals in 3D environments where spatial properties are similar to those of real life. Virtual reality can therefore be effective and relevant in the study of memory processing, especially when spatial properties are involved. We studied the effect of a 20-minute rest period on memory performance for associative and relational learnings. Eighty-one participants were placed in a virtual environment in which they learned 24 associations implicating objects and their respective precise location. As expected, the performance of associative memory was improved by a rest period between study and test phases. We discuss these results and the benefits of using an immersive virtual environment for such memory investigation. In addition, elaborating our environment was highly informative and led to several recommendations that we believe could be useful for researchers who would like to rely on virtual reality for investigating memory.


2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

Objective: The assessment of cognitive functions such as prospective memory, episodic memory, attention, and executive functions benefits from an ecologically valid approach to better understand how performance outcomes generalize to everyday life. Immersive virtual reality (VR) is considered capable of simulating real-life situations to enhance ecological validity. The present study attempted to validate the Virtual Reality Everyday Assessment Lab (VR-EAL), an immersive VR neuropsychological battery, against an extensive paper-and-pencil neuropsychological battery. Methods: Forty-one participants (21 females) were recruited: 18 gamers and 23 non-gamers who attended both an immersive VR and a paper-and-pencil testing session. Bayesian Pearson correlation analyses were conducted to assess construct and convergent validity of the VR-EAL. Bayesian t-tests were performed to compare VR and paper-and-pencil testing in terms of administration time, similarity to real life tasks (i.e., ecological validity), and pleasantness. Results: VR-EAL scores were significantly correlated with their equivalent scores on the paper-and-pencil tests. The participants’ reports indicated that the VR-EAL tasks were significantly more ecologically valid and pleasant than the paper-and-pencil neuropsychological battery. The VR-EAL battery also had a shorter administration time. Conclusion: The VR-EAL appears as an effective neuropsychological tool for the assessment of everyday cognitive functions, which has enhanced ecological validity, a highly pleasant testing experience, and does not induce cybersickness.


2019 ◽  
Vol 5 (1) ◽  
pp. 529-547 ◽  
Author(s):  
Peter Scarfe ◽  
Andrew Glennerster

Virtual reality (VR) is becoming an increasingly important way to investigate sensory processing. The converse is also true: in order to build good VR technologies, one needs an intimate understanding of how our brain processes sensory information. One of the key advantages of studying perception with VR is that it allows an experimenter to probe perceptual processing in a more naturalistic way than has been possible previously. In VR, one is able to actively explore and interact with the environment, just as one would do in real life. In this article, we review the history of VR displays, including the philosophical origins of VR, before discussing some key challenges involved in generating good VR and how a sense of presence in a virtual environment can be measured. We discuss the importance of multisensory VR and evaluate the experimental tension that exists between artifice and realism when investigating sensory processing.


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