scholarly journals Diffusion of Innovation: Case of Co-Design of Cabins in Mobile Work Machine Industry

Computers ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 39 ◽  
Author(s):  
Asko Ellman ◽  
Tarja Tiainen

This paper describes the development of using virtual reality for work content in one application area over a decade. Virtual reality technology has developed rapidly; from walk-in CAVE-like virtual environments to head-mounted displays within a decade. In this paper, the development is studied through the lens of diffusion of innovation theory, which focuses not only on innovation itself, but also on the social system. The development of virtual technology is studied by one case, which is cabin design in the mobile work machine industry. This design process has been especially suitable for using virtual reality technology.

2014 ◽  
Vol 14 (4) ◽  
pp. 207-218 ◽  
Author(s):  
Sarah Elison ◽  
Jonathan Ward ◽  
Glyn Davies ◽  
Mark Moody

Purpose – The purpose of this paper is to explore the adoption and implementation of computer-assisted therapy (CAT) using Breaking Free Online (BFO) in a social care and health charity working with people affected by drugs and alcohol dependence, Crime Reduction Initiatives (CRI). Design/methodology/approach – Semi-structured interviews were conducted with service managers, practitioners, peer mentors and service users. Data were thematically analysed and themes conceptualised using Roger's Diffusion of Innovation Theory (Rogers, 1995, 2002, 2004). Findings – A number of perceived barriers to adoption of BFO throughout CRI were identified within the social system, including a lack of IT resources and skills. However, there were numerous perceived benefits of adoption of BFO throughout CRI, including broadening access to effective interventions to support recovery from substance dependence, and promoting digital inclusion. Along with the solutions that were found to the identified barriers to implementation, intentions around longer-term continuation of adoption of the programme were reported, with this process being supported through changes to both the social system and the individuals within it. Research limitations/implications – The introduction of innovations such as BFO within large organisations like CRI can be perceived as being disruptive, even when individuals within the organisation recognise its benefits. For successful adoption and implementation of such innovations, changes in the social system are required, at organisational and individual levels. Practical implications – The learning points from this study may be relevant to the substance misuse sector, and more widely to criminal justice, health and social care organisations. Originality/value – This study is the first of its kind to use a qualitative approach to examine processes of implementation of CAT for substance misuse within a large treatment and recovery organisation.


2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


2014 ◽  
Vol 687-691 ◽  
pp. 2391-2394
Author(s):  
Yun Peng Duan ◽  
Hai Tao Fu ◽  
Li Zhu

Virtual reality (VR) is a hot spot of technology at home and abroad in recent years, is an integrated and information science. Is with the aid of computer technology and the hardware equipment, the realization of a kind of people can be felt by touch the olfactory audio-visual means virtual dreamland. The technology has been used in industry, commerce, education, medical, military, entertainment and so on various areas to work, this article mainly from the aspects of agriculture, introduced virtual agriculture, virtual plants, and virtual technology application in agriculture.


2017 ◽  
Vol 63 (2) ◽  
pp. 67-72
Author(s):  
Simona Andreea Sandu ◽  
◽  
Călin Dan Neamţu ◽  
Sorin Dan Grigorescu ◽  
Ionel Bujorel Păvăloiu ◽  
...  

Current computerized technologies introduced into dental prosthetics use 3D imaging, simulation systems, virtual reality. The virtual reality system, based on haptic technology, is a new instrument in the teaching process, still developing. The necessity to implement virtual reality technology has emerged from the fact that medical practice has been restricted to patients in recent years. Virtual reality systems have been introduced in order to practice certain clinical maneuvers and to acquire specific skills. Actual, virtual technology is at the stage where offers advanced simulations to users by combining visual and tactile response. The efficiency of e-learning platforms is increased when including virtual reality technologies. Thus, a new, interactive concept is introduced.


Author(s):  
David B. Streusand ◽  
John Steuben ◽  
Cameron J. Turner

Virtual reality, the ability to view and interact with virtual environments, has changed the way the world solves problems and accomplishes goals. The ability to control a person’s perceptions and interactions with a virtual environment allows programmers to create situations that can be used in numerous fields. Virtual interaction can go from a computer program to an immersive experience with realistic sounds, smells, visuals, and even touch. Research in virtual reality has covered human interaction with virtual reality, different potential applications, and different techniques in creating the virtual environments. This paper reviews several key areas of virtual reality technology and related applications. An application that has large implications for our research is the control of robotic systems. Robotic systems are only as smart as their programming. This limitation often limits the utility of robotic applications in otherwise desirable circumstances. Virtual reality technologies offer the ability to couple the intelligence of a human operator with a physical robotic implementation through a user-friendly virtualized interface. This early-stage research aims to develop a technological foundation that will ultimately lead to a virtual teleoperation interface for robotics in hazardous applications. The resulting system may have applications in nuclear material handling, chemical and pharmaceutical manufacturing, and biomedical research fields.


Author(s):  
Qingjin Peng

This paper describes the experience of teaching a graduate course in Mechanical and Manufacturing Engineering Programs at University of Manitoba, Virtual reality technology in product design and manufacturing. The course has been delivered six years since 2001. The course provides an opportunity for students to plan and optimize a design or manufacturing process in virtual environments. Students are expected to analyze some complex, open-ended questions in virtual environments for conceptual design solutions. This paper introduces the course outline and teaching materials developed in the last few years. The emphasis and challenge in the teaching and learning will be discussed. Examples of course projects completed by students are presented. The further work and direction of the course improvement will also be addressed.


1997 ◽  
Vol 2 (4) ◽  
pp. 89-99 ◽  
Author(s):  
R. Schroeder

This paper examines two aspects of multi-user virtual reality (VR) systems; the socio-technical shaping of these systems and the social relations inside multi-user virtual worlds. The paper begins with an overview of the history of networked interactive computer graphics and examines the main factors which are currently shaping networked VR systems. The second part explores the social relations between users inside virtual worlds and makes comparisons with other forms of computer-mediated-communication. In the conclusion, these two parts are linked: how is the development of multi-user virtual reality technology influencing how users interact within virtual worlds - and vice versa?


2019 ◽  
Author(s):  
Thiago Porcino ◽  
Daniela Trevisan ◽  
Esteban Clua

Virtual Reality is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not offer a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness is one of the most critical problems that make the game industry fearful of higher investments. In this demo we developed a plugin for a commercial game engine to collect relevant data in a virtual reality game to use as a database to future research approaches to enhance user experience in head-mounted displays.


Information ◽  
2021 ◽  
Vol 12 (6) ◽  
pp. 244
Author(s):  
Felipe Besoain ◽  
Liza Jego ◽  
Ismael Gallardo

Virtual reality technology has grown significantly in recent years. The arrival of Head Mounted Displays (HDM) on the market for end-users has positioned these technologies as a new channel to promote new simulated or contextualized experiences. We have used the design and creation strategy to develop a virtual reality experience for the Oculus GO and Quest HDM. We digitized 30 pieces from nine local museums to provide an experience guided by a character that represents the main artisan work of the local region. A usability test was performed, showing that participants felt a high degree of immersion and realism. They were able to complete the assigned tasks, and results suggest that the software meets the main objective. Furthermore, the creation of this virtual reality (VR) experience has shown how important it is to make users a part of the creation process, as well as to develop a process to make the software useful to them and other users. Some recommendations are made based on the experience of the development, and comments are given on each step of the design and creation strategy.


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