scholarly journals How Do Nature-Based Solutions’ Color Tones Influence People’s Emotional Reaction? An Assessment via Virtual and Augmented Reality in a Participatory Process

2021 ◽  
Vol 13 (23) ◽  
pp. 13388
Author(s):  
Barbara Ester Adele Piga ◽  
Gabriele Stancato ◽  
Nicola Rainisio ◽  
Marco Boffi

Simulations of urban transformations are an effective tool for engaging citizens and enhancing their understanding of urban design outcomes. Citizens’ involvement can positively contribute to foster resilience for mitigating the impact of climate change. Successful integration of Nature-Based Solutions (NBS) into the urban fabric enables both the mitigation of climate hazards and positive reactions of citizens. This paper presents two case studies in a southern district of Milan (Italy), investigating the emotional reaction of citizens to existing urban greenery and designed NBS. During the events, the participants explored in Virtual Reality (VR) (n = 48) and Augmented Reality (AR) (n = 63) (i) the district in its current condition and (ii) the design project of a future transformation including NBS. The environmental exploration and the data collection took place through the exp-EIA© method, integrated into the mobile app City Sense. The correlations between the color features of the viewed landscape and the emotional reaction of participants showed that weighted saturation of green and lime colors reduced the unpleasantness both in VR and AR, while the lime pixel area (%) reduced the unpleasantness only in VR. No effects were observed on the Arousal and Sleepiness factors. The effects show high reliability between VR and AR for some of the variables. Implications of the method and the benefits for urban simulation and participatory processes are discussed.

2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


2021 ◽  
Vol 10 (34) ◽  
Author(s):  
Z.I IVANOVA ◽  

Objective : to determine the character and forms of the new generation educational materials in the conditions of a new reality - the dominance of clip consciousness, because it is focused on the perception of changing visual images and it limits the formation of systemic knowledge about the subject of study. 2) to make an overview of augmented reality (AR) programs and applications that can be used in the preparation of educational materials. Applied method : analysis of documents, including publications of domestic and foreign authors, describing the experience of introducing virtual (VR), augmented (AR) and mixed (MR) realities technologies into the educational process and educational materials; online sources for the latest augmented reality learning software. Results : textbooks with AR enable to observe objects in 3D in real time and in a real physical environment using smartphones, special glasses; it will allow them to gain practical knowledge and experience. Educational materials with AR and VR will become more in demand in technical / engineering and architectural and construction education, they will allow to visualize projects, to view the architectural models in detail. Conclusions : the use of augmented reality elements has a positive effect on the quality of education, but its effectiveness for students of different specialties is different. The greatest effectiveness of AR in the process of teaching undergraduate students of engineering and architectural specialties was revealed. In general, the impact of virtual and augmented reality on consumers is ambiguous. The problem requires further study, in particular, in the aspect of technostress.


Author(s):  
Э.Д. Алисултанова ◽  
И.Р. Усамов ◽  
А.М. Мамуев

Данное исследование посвящено рассмотрению роли виртуальной и дополненной реальности в учебном процессе. Рассмотрена характеристика виртуальной и дополненной реальности, краткая историческая справка, области применения, и проведен анализ влияния на учебный процесс обучения, выделены основные достоинства и недостатки. Сегодня технологии виртуальной и дополненной реальности развиваются и внедряются в образовательный процесс на государственном уровне. Многие учителя выявили достоинства данной технологии в процессе обучения. This study focuses on the role of virtual and augmented reality in the educational process. The characteristics of virtual and augmented reality, a brief historical background, areas of application, and most importantly, the analysis of the impact on the educational process of learning is carried out, the main advantages and disadvantages are highlighted. Today, virtual and augmented reality technologies are being developed and implemented in the educational process at the state federal level. Many teachers have identified the advantages of this technology in the learning process.


2021 ◽  
Author(s):  
Trevor Nelson

Virtual Reality (VR) and Augmented Reality (AR), provide immersive experiences that are increasingly considered for implementation within Theme Parks. This paper seeks to determine the impact of virtual technologies on the Theme Parks. The method for this paper involved interviews with industry leading experts from the Theme Park industry. The interviews were structured to determine more detailed information on how they are approaching VR/AR in Theme Park attractions. Theme Parks need to provide guests with something they can’t get at home. There are many challenges with head mounted displays (HMD) in Theme Parks, as a result, several participants pointed to Mixed Reality (MR) as a better current solution. It mixes physical spaces with digital overlays with less complicated and operationally challenging technology. New attractions using VR/AR/MR technologies need to carefully consider what content they will use, mechanics of the experience and the business case to ultimately achieve overall success.


Author(s):  
M. Nawaf ◽  
P. Drap ◽  
M. Ben-Ellefi ◽  
E. Nocerino ◽  
B. Chemisky ◽  
...  

Abstract. Cultural Heritage (CH) resources are partial, heterogeneous, discontinuous, and subject to ongoing updates and revisions. The use of semantic web technologies associated with 3D graphical tools is proposed to improve access, exploration, exploitation and enrichment of these CH data in a standardized and more structured form. This article presents the monitoring work developed for more than ten years on the excavation of the Xlendi site. Around an exceptional shipwreck, the oldest from the Archaic period in the Western Mediterranean, we have set up a unique excavation at a depth of 110m assisted by a rigorous and continuous photogrammetry campaign. All the collected results are modelled by an ontology and visualized with virtual and augmented reality tools that allow a bidirectional link between the proposed graphical representations and the non-graphical archaeological data. It is also important to highlight the development of an innovative 3D mobile app that lets users study and understand the site as well as experience sensations close to those of a diver visiting the site.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Yining Wang ◽  
Eunju Ko ◽  
Huanzhang Wang

PurposeDue to the lack of relevant literatures on the application of mobile augmented reality (AR) service in beauty industry, the purpose of this study is to explore the impact of the mobile AR service on consumers' purchase behavior and brand awareness in beauty industry. And this study also wants to identify the different effects of the relationship among flow experience (concentration, playfulness and exploratory behavior), decision comfort and purchase intention moderated by different levels of consumer characteristics (individualism and fashion innovativeness).Design/methodology/approachThis study set up a research model based on SOR model. The study used AR mobile app named “Youcam Makeup” as stimulus to do the questionnaire survey. First, the authors describe the way to use this AR mobile app and make sure each participant experience this app for about 5 min to understand AR well and finally, finished the questionnaire. SPSS and AMOS were used to do data analysis.FindingsThe results of this study showed that first, in the field of fashion and beauty makeup, compared with the ability to control or modify virtual contents – the perception of vividness, reality and aesthetics – are more relevant to consumers. Second, besides the playfulness that AR provides, AR technology can also encourage exploratory behavior in consumers, which will directly affect their intention to purchase. Finally, when using mobile AR technology, consumers with different levels of individualism or fashion innovativeness will gain different perceptions of their purchase intention.Research limitations/implicationsFirst, the study targets millennial female consumers. The future studies can be conducted on consumers of different age groups. Second, the sampling of this study is insufficient; if it had more samples, the results would be more accurate. Finally, AR is integrated into people's lives; therefore, to not be limited to millennial consumers, demographic characteristics need to be applied to future research.Practical implicationsThis study provides a theoretical basis for marketers to formulate marketing strategies. First of all, marketers can use this technology to provide consumers with a more vivid and specific online shopping experience. Second, technical developers can focus on developing the features of AR with the strongest consumer perception based on the results of this study. Finally, this study researched consumer traits that can deepen understanding of both emerging technologies and consumer behavior as compared to research only on mobile AR services. Marketers need to understand the characteristics of consumers when making marketing plans and expand the characteristics of AR technology corresponding to the characteristics of consumers to attract consumers with different attributes.Social implicationsBy using interactive technology, the brand can be closer to consumers and provide help and fun for consumers when they consume online. AR can also lead to future tool reuse behavior, thus establishing long-term relationships with consumers. More than that, AR can be used with the mobile phone, which can be used anytime and anywhere, eliminating space and time constraints. Therefore, the brand can establish cheap and extensive technology as a marketing strategy. Also, it can become one of the most common marketing tools.Originality/valueThis research fills the gap in the literature on mobile AR technology in the beauty industry. Such knowledge will not only facilitate the online development of brands but also help support retailers' development in the beauty industry, providing necessary capabilities for the expansion and application of this new technology. With regard to marketing strategies, the study on consumer characteristic provides the knowledge foundation for marketers to create marketing strategies, which is easier for them to formulate marketing schemes favorable to the brand for varying consumers.


2020 ◽  
Vol 19 (2) ◽  
Author(s):  
Silvia Cacho-Elizondo ◽  
José-Domingo Lázaro Álvarez ◽  
Victor-Ernesto Garcia

2019 ◽  
Author(s):  
Paul Linton

Near distances are overestimated in virtual reality, and far distances are underestimated, but an explanation for these distortions remains elusive. One potential concern is that whilst the eye rotates to look at the virtual scene, the virtual cameras remain static. Could using eye-tracking to change the perspective of the virtual cameras as the eye rotates improve depth perception in virtual reality? This paper identifies 14 distinct perspective distortions that could in theory occur from keeping the virtual cameras fixed whilst the eye rotates in the context of near-eye displays. However, the impact of eye movements on the displayed image depends on the optical, rather than physical, distance of the display. Since the optical distance of most head-mounted displays is over 1m, most of these distortions will have only a negligible effect. The exception are ‘gaze-contingent disparities’, which will leave near virtual objects looking displaced from physical objects that are meant to be at the same distance in augmented reality.


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