scholarly journals Co‑Designing and Learning in Virtual Reality: Development of Tool for Alcohol Resistance Training

2020 ◽  
Vol 18 (3) ◽  
Author(s):  
Patricia Bianca Lyk ◽  
Gunver Majgaard ◽  
Lotte Vallentin-Holbech ◽  
Julie Dalgaard Guldager ◽  
Timo Dietrich ◽  
...  

This paper presents the design process of a Danish educational virtual reality (VR) application for alcohol prevention. Denmark is one on the countries in Europe with the highest alcohol consumption among adolescents. Alcohol abuse is a risk factor for a variety of diseases and contributes as a significant factor to motor vehicle accidents. The application offers first‑hand experiences with alcohol in a safe environment. This is done by simulating a party situation using 125 different 360‑degree movie sequences and displaying it in a virtual reality headset. The users create their own experience through a choose your own adventure game experience. The experience is designed to acquire skills for recognizing and handling peer pressure, which has been found to be one of the main reasons for drinking initiation. These skills are acquired though experimental learning. The application is a product of a co‑design process involving 10 students (aged 18‑28) studying film making and game design at Askov Folk High School (a special kind of Danish boarding school without exams for young adults), Denmark, their teachers, alcohol experts from social services and researchers with expertise within health promotion, social marketing, VR, interaction design and game development. Additionally, 35 students from Askov Boarding School (aged 15‑17) participated as actors and extras. This article contributes to research within development of 360‑degree video applications for experimental learning with a practical example. The iterative design process of the application, containing exploration of key concepts, concept design, prototype design, pre‑usability testing, innovation design and usability test is described, as well as our reflections on virtual experimental learning in the application.

Author(s):  
Ivana Moerland-Masic ◽  
Fabian Reimer ◽  
Thomas M. Bock ◽  
Frank Meller ◽  
Björn Nagel

AbstractThis paper addresses issues currently present in the aircraft cabin design process. It focuses on making the design process more time and cost efficient, while altogether involving the end-users (passengers and cabin crew) in the development process in its earliest stages. By understanding the underlying issues and reasons the cabin is developed according to the current approach, new methods are established and adapted to suit the needs of such a complex process. In this paper, the preposition is made that Virtual Reality is the key technology for achieving the following goals: shortening the initial cabin design process (from sketch to concept design) and including the end-users and their wishes and ideas into the ideation phase. Through cooperation with an external design agency, a Virtual Reality tool is implemented and tested to ensure the theory behind the established design methodology can also be put into practice.


Adolescents ◽  
2021 ◽  
Vol 1 (2) ◽  
pp. 138-150
Author(s):  
Christina Prediger ◽  
Stefanie Maria Helmer ◽  
Robert Hrynyschyn ◽  
Christiane Stock

Virtual Reality-simulations offer new opportunities for alcohol prevention in adolescents. As an innovative medium, Virtual Reality can be attractive for the target group, and avatar-based pathways allow tailoring prevention in a gender-specific manner. However, tailoring may reproduce gender stereotypes and be exclusive. Therefore, this systematic review aims to summaries existing evidence regarding Virtual Reality-simulations for alcohol prevention targeting adolescents and to examine how gender is considered. A systematic search was conducted in seven databases. Two reviewers independently performed screening, data extraction, and quality assessment. Out of 224 search hits, four publications derived out of an Australian, a Danish, and a US-American project met the inclusion criteria. Research designs included qualitative (2), quantitative (1), and mixed-method approaches (1). Qualitative methods focused on development, evaluation, and participatory methods in the creation process, demonstrating adolescents’ involvement in Virtual Reality design. Adolescents appreciated the realism and the exposure to peer pressure and to negative alcohol consequences. Quantitative designs focused mainly on measuring alcohol-related outcomes (e.g., attitude and behavioral intentions towards binge drinking), and positive changes were found. In all studies, gender was assessed in the male-female dichotomy. Further gender-sensitive research is needed to develop and test the possibilities and pitfalls of tailoring Virtual Reality-simulations.


2003 ◽  
Author(s):  
David Walshe ◽  
Elizabeth Lewis ◽  
Kathleen O'Sullivan ◽  
Brenda K. Wiederhold ◽  
Sun I. Kim

Author(s):  
Christopher R. Hale ◽  
Anna L. Rowe

This symposium addresses the challenge of translating user data to specifications suitable for interface development. Four methodologies will be presented: Decision requirements tables, ecological interface design, object-view and interaction design and procedural networks. These four methodologies will be contrasted relative to three dimensions: (1) type of data used in analysis, (2) point in the design process at which each methodology focuses its impact and (3) the formalisms each uses for translating psychological data into engineering data suitable for specification development. Our introductory remarks will elaborate on these three dimensions, and present an example design problem. The four session participants then will present their respective methodologies, how each addresses the three dimensions and how each can be used to address the example design problem.


2018 ◽  
Vol 35 (2) ◽  
pp. 168-179 ◽  
Author(s):  
A. G. Sutcliffe ◽  
C. Poullis ◽  
A. Gregoriades ◽  
I. Katsouri ◽  
A. Tzanavari ◽  
...  

Author(s):  
Nuogang Sun ◽  
Youyun Zhang ◽  
Xuesong Mei

Faithfully obtaining design specifications from customer requirements is essential for successful designs. The natural lingual, inexact, incomplete and vague attributes of customer requirements make it very difficult to map customer requirements to design specifications. In general design process, the design specifications are determined by designers based on their experience and intuition, and often a certain target value is set for a specification. However, it is on one hand very difficult, on the other hand unreasonable, so a suitable limit range rather than a certain value is preferred at the beginning of design, especially at the concept design process. In this paper, a simplified systematic approach of transforming customer requirements to design specifications is proposed. First, a two-stepped clustering approach for grouping customer requirements and design specifications based on HOQ matrix is presented, by which the mapping is limited to within each group. To further simplify the inference mapping rules of customer requirements and design specifications, the minimal condition inference mapping rules for each design specification are extracted based on rough set theory. In the end, a suitable value range is determined for a specification by applying the fuzzy rule matrix.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


2021 ◽  
Author(s):  
◽  
Gerrit Jacobus van Rooyen

<p>Writing for and designing a methodology for Virtual Reality (VR) can be difficult as the technology around this medium grows at a fast pace. Many game designers and directors of VR experiences still claim to make things up as they go along, with no definitive methodology for content and interaction design existing yet. So far, some guidelines have been set to help prevent discomfort, but clearly not enough has been done to look at how and why we should design for VR specifically. As VR is a very immersive medium that can allow the user to potentially use their entire body as they would in the real world to interact with an experience, we need to take precedents from real world interaction when designing VR experiences. This thesis focuses specifically on game design and content generation by looking at board and table top elements as the realworld precedent. To demonstrate my findings, I have created an experience named My VRchive. Much like a sketchbook an animator uses to save ideas for later use, My VRchive will house small experiences created from my research, into content and interaction design, in a format that can be added to and shared. At the finalisation of this thesis three experiences were created. My theory is that if more designers adopt this strategy, we can all add to this growing methodology of how to develop immersive content and interaction for VR gaming and experiences.</p>


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