scholarly journals A Virtual Reality Etruscan Museum Exhibition – Preliminary Results Of The Participants’ Experience

2020 ◽  
pp. 40-49
Author(s):  
Antonella Poce ◽  
Alessio Caccamo ◽  
Francesca Amenduni ◽  
Maria Rosaria Re ◽  
Carlo De Medio ◽  
...  

The current global health emergency has posed the need to reflect upon how to guarantee high standard of quality in 100% virtual exhibition. In this case study, we present one of the possible solutions to design a VR museum exhibition for educational purposes. The Centre for Museum Studies designed “The E-Trouria App”, a VR exhibition which is aimed at providing participants with personalised learning path based on an Etruscan museum collection in Rome. The App was designed by combining different pedagogical methods such as Digital Storytelling and Reflective Questioning. The goals of the research were to understand visitors' evaluation of their experience. 20 postgraduate students (F = 17; M = 3; Average age = 36 years) in Museum Education took part in the pre-pilot experimentation. Participants expressed very positive evaluation on the visit and their features (narratives, soundtrack and multimodality). Participants were emotionally engaged during the visit and the most reported emotions were “pleasure” and “wondering”. Future research steps are illustrated.

2020 ◽  
pp. postgradmedj-2020-137538
Author(s):  
Sofia Hadjieconomou ◽  
Michal Tombs

The purpose of this study was to examine postgraduate students’ perceptions of assessment feedback. Using the Critical Incident Technique, students enrolled on a taught clinical course were asked for their perceptions of effective and ineffective examples of assessment feedback. The data were analysed using thematic analysis and nine themes emerged that capture perceptions associated with feedback content and feedback process. Students perceived effective feedback if it was specific and clear, using positive tone of language. They expressed a preference for feedback that is delivered in a standardised format, reflecting the grades given, individualised, and when the marking criteria is explicit and enables dialogue with the marker. Students perceived feedback to be ineffective when it focused on grammatical errors rather than content, when it was provided by anonymous graders and if it was too personal. Timeliness of feedback was also important to participants. Practical implications and suggestions for future research are highlighted in this paper.


Author(s):  
Kathleen M. Ingraham ◽  
Annette Romualdo ◽  
Angelica Fulchini Scruggs ◽  
Eric Imperiale ◽  
Lisa A. Dieker ◽  
...  

As virtual reality (VR) technologies continue to improve and become more accessible, educators are increasingly incorporating VR learning experiences in teacher education contexts. This chapter is a case study of TeachLivE™, a virtual classroom platform designed for practicing teaching in a safe virtual space. This chapter describes the system, development, and challenges faced when incorporating immersive VR technologies. Recommendations are provided for future research, development, use, and facilitation of immersive VR learning experiences.


Author(s):  
Alana Thomson ◽  
Ingrid Proud ◽  
Andrew L. J. Goldston ◽  
Rebecca Dodds-Gorman

Digital technologies, such as virtual reality (VR), will have an increasing influence on the way events are experienced and managed. To date, scholarship has focused predominantly on the possibilities that VR presents for event experiences by event attendees, and there has been limited consideration of the application of VR for event planning and management. In this chapter, the authors provide a brief overview of the growth and application of virtual reality technology in events. A case study of a private sector start-up in the Australian setting is examined with a focus on VR technologies, it is developing as an aid in event planning and logistics. Key opportunities and challenges of VR pertinent to event planning and management are identified, and the authors suggest a number of implications for industry practice and event education, alongside avenues for future research to support the development of VR in event management and education.


2019 ◽  
Vol 18 (02) ◽  
pp. 1950020
Author(s):  
Mohanad Halaweh

Although technology acceptance and adoption have been intensively investigated using well-established theories called the Technology Acceptance Model (TAM) and Innovation Diffusion Theory (IDT), this paper claims that Emerging Technology (ET) has particular characteristics that differentiate it from the adoption of traditional technology that has been used for a long time. Therefore, it argues that TAM and IDT are not sufficient to investigate the adoption of ET. Investigating the adoption of ET requires additional, unique, non-traditional factors (constructs). Therefore, this paper aims first to conceptually develop a model of ETs adoption (META). To achieve this objective, TAM and IDT will be reviewed. Then, this paper will use the characteristics of ET as the basis for developing the factors that influence the adoption of ET. Secondly, to validate the model, a case study of an ET (i.e. Virtual Reality) will be analysed in-depth to reveal the factors that influence on its adoption by applying META. A discussion of META applications and implications for future research are also provided.


2020 ◽  
Vol 17 (5) ◽  
pp. 205-221
Author(s):  
Qing Zhang ◽  
◽  
Jingmin Wang ◽  
Ruihong Ji ◽  
Tairan Huang ◽  
...  

Postgraduate education in China bears the dual mission of "high-end talent supply" and "scientific and technological innovation" as delegated by the Ministry of Education of China (2017). Improve the quality of postgraduate student training and management is essential for Chinese universities to meet this requirement. This paper investigates the practical effectiveness of using a specially designed, internationally collaborative research training workshop to enhance new Chinese postgraduate students' scientific literacy and self-efficacy. The research results show that the workshop, which integrates seminar presentations and both individual and group-based student activities, is of practical significance for improving the experiences of first-year postgraduate students. The findings indicate the application of enactive mastery and vicarious learning strategies in research training workshop effectively boost students' motivation, confidence and feeling of accomplishment at their early research career, and can provide ongoing benefits to support Chinese students to further develop research skills and capabilities. The positive findings in this exploratory study can inform future research projects to examine the transferability of this research training workshop model in the broader Chinese higher education context.


Mathematics ◽  
2021 ◽  
Vol 9 (11) ◽  
pp. 1253
Author(s):  
Shu-Fen Huang

In the entertainment industry, providing games to players is a main business activity with a long history. There are various kinds of game types such as the computer game, web game, pocket game, mobile game developed for play. Virtual reality is a new technology which can integrate into the computer or mobile for generating virtual reality games. The goal of this study is to develop a framework to evaluate and select the virtual reality games development project. In the proposed framework, Linguistic VIKOR is integrated with fuzzy cognitive maps to select the project. For readers to understand the proposed method, a case study has been introduced to evaluate the project based on the proposed method. Finally, the conclusion and future research are discussed as an ending.


2021 ◽  
Vol 9 ◽  
Author(s):  
Timo Dietrich ◽  
Julie Dalgaard Guldager ◽  
Patricia Lyk ◽  
Lotte Vallentin-Holbech ◽  
Sharyn Rundle-Thiele ◽  
...  

Addressing the need for collaborative involvement in health intervention design requires application of processes that researchers and practitioners can apply confidently to actively involve end-users and wider stakeholder groups. Co-creation enables participation by focusing on empowering a range of stakeholders with opportunities to influence the final intervention design. While collaboration with users and stakeholders during intervention design processes are considered vital, clear articulation of procedures and considerations for various co-creation methodologies warrants further research attention. This paper is based on two case studies conducted in Australia and Denmark where researchers co-created virtual reality interventions in an alcohol prevention context. This paper explored and reflected on two co-creation methods–co-design and the Living Lab—and showcased the different processes and procedures of each approach. The study demonstrates that both approaches have merit, yet highlights tensions in distinguishing between the application of each of the respective steps undertaken in each of the processes. While a lot of similarities exist between approaches, differences are evident. Overall, it can be said that the Living Lab is broader in scope and processes applied within the Living Labs approach are more abstract. The co-design process that we applied in the first case study is described more granularly delivering a clear a step-by-step guide that practitioners can implement to co-design solutions that end-users value and that stakeholders support. An agenda to guide future research is outlined challenging researchers to identify the most effective co-creation approach.


2006 ◽  
Author(s):  
Georgina Cardenas-Lopez ◽  
Sandra Munoz ◽  
Maribel Gonzalez ◽  
Carmen Ramos
Keyword(s):  

2018 ◽  
Author(s):  
Lorraine Tudor Car ◽  
Bhone Myint Kyaw ◽  
Josip Car

BACKGROUND Digital technology called Virtual Reality (VR) is increasingly employed in health professions’ education. Yet, based on the current evidence, its use is narrowed around a few most applications and disciplines. There is a lack of an overview that would capture the diversity of different VR applications in health professions’ education and inform its use and research. OBJECTIVE This narrative review aims to explore different potential applications of VR in health professions’ education. METHODS The narrative synthesis approach to literature review was used to analyse the existing evidence. RESULTS We outline the role of VR features such as immersion, interactivity and feedback and explain the role of VR devices. Based on the type and scope of educational content VR can represent space, individuals, objects, structures or their combination. Application of VR in medical education encompasses environmental, organ and micro level. Environmental VR focuses on training in relation to health professionals’ environment and human interactions. Organ VR educational content targets primarily human body anatomy; and micro VR microscopic structures at the level of cells, molecules and atoms. We examine how different VR features and health professional education areas match these three VR types. CONCLUSIONS We conclude by highlighting the gaps in the literature and providing suggestions for future research.


Author(s):  
Hyojin Kim ◽  
Daesik Hur ◽  
Tobias Schoenherr

Supplier development has been a critical supply management practice since the 1990s. In many instances, it has even become imperative for buyer firms to support and prepare their supply bases for uncertain economic and market environments, socially and environmentally conscious customers, advances in digital technologies, and increasing competition. Yet, research that approaches supplier development with the objective to advance all these dimensions in an integrated fashion is scarce. This study fills this void by exploring how a buyer firm may address these emerging challenges in its supply base. Specifically, an in-depth case study of LG Electronics explores how the firm designs and operates multidimensional supplier development activities to foster the stability and sustainability of its supply base while enhancing its core suppliers’ competitive capabilities. This chapter illustrates how supplier development can be taken to the next level, presents implications for managerial practice, and outlines promising future research avenues.


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