Adaptive Virtual Reality Design Methodology

2021 ◽  
Vol 11 (2) ◽  
pp. 42-53
Author(s):  
Alexander Yu Tychkov ◽  
Ekaterina Grosheva ◽  
Alan K. Alimuradov ◽  
Andrey Grachev ◽  
Petr P. Churakov ◽  
...  

The article provides an integrated analysis of practical application of virtual reality (VR) in healthcare. Modern VR products have been created for the diagnosis and treatment of post-traumatic syndrome, Alzheimer's disease, alcohol dependence, phobic disorders, and teenage depression. Information on such products is limited to simple scenes, without adaptation to the user. The article shows a prospect for creating a virtual system with biological feedback. The proposed system is a set of portable and stationary devices for recording physiological signals and immersion into a virtual reality environment, as well as smart nodes for registration, processing, and decision-making to correct the user's mental state. Technologies for wire/wireless transfer of audio-visual and parametric information in virtual reality systems are discussed. The analyses include the features (advantages and disadvantages) of using virtual reality in conditions of optical information transfer, wireless protocols, and wire interfaces that provide user communication with virtual reality system and technical solutions.

2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
S. Vinodh ◽  
Jiju Antony ◽  
Rohit Agrawal ◽  
Jacqueline Ann Douglas

PurposeThe purpose of this paper is to provide a review of the history, trends and needs of continuous improvement (CI) and Industry 4.0. Four strategies are reviewed, namely, Lean, Six Sigma, Kaizen and Sustainability.Design/methodology/approachDigitalization and CI practices contribute to a major transformation in industrial practices. There exists a need to amalgamate Industry 4.0 technologies with CI strategies to ensure significant benefits. A systematic literature review methodology has been followed to review CI strategy and Industry 4.0 papers (n = 92).FindingsVarious frameworks of Industry 4.0, their advantages and disadvantages were explored. A conceptual framework integrating CI strategies and Industry 4.0 is being presented in this paper.Practical implicationsThe benefits and practical application of the developed framework has been presented.Originality/valueThe article is an attempt to review CI strategies with Industry 4.0. A conceptual framework for the integration is also being presented.


Author(s):  
Nicolás González Romo ◽  
Franco Ravera Zunino

AbstractVirtual reality (VR) has increasingly been implemented in neurosurgical practice. A patient with an unruptured anterior communicating artery (AcoA) aneurysm was referred to our institution. Imaging data from computed tomography angiography (CTA) was used to create a patient specific 3D model of vascular and skull base anatomy, and then processed to a VR compatible environment. Minimally invasive approaches (mini-pterional, supraorbital and mini-orbitozygomatic) were simulated and assessed for adequate vascular exposure in VR. Using an eyebrow approach, a mini-orbitozygomatic approach was performed, with clip exclusion of the aneurysm from the circulation. The step-by-step process of VR planning is outlined, and the advantages and disadvantages for the neurosurgeon of this technology are reviewed.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 67-85
Author(s):  
Matthias Weise ◽  
Raphael Zender ◽  
Ulrike Lucke

AbstractThe selection and manipulation of objects in Virtual Reality face application developers with a substantial challenge as they need to ensure a seamless interaction in three-dimensional space. Assessing the advantages and disadvantages of selection and manipulation techniques in specific scenarios and regarding usability and user experience is a mandatory task to find suitable forms of interaction. In this article, we take a look at the most common issues arising in the interaction with objects in VR. We present a taxonomy allowing the classification of techniques regarding multiple dimensions. The issues are then associated with these dimensions. Furthermore, we analyze the results of a study comparing multiple selection techniques and present a tool allowing developers of VR applications to search for appropriate selection and manipulation techniques and to get scenario dependent suggestions based on the data of the executed study.


2020 ◽  
Vol 34 (4) ◽  
pp. 499-511 ◽  
Author(s):  
Jessica L. Pallant ◽  
Sean Sands ◽  
Ingo Oswald Karpen

Purpose Increasingly, customers are demanding products that fit their individual needs. Many firms respond by cultivating product individualization via mass customization, often integrating this capability via interactive platforms that connect them with customers. Despite such customization, research to date has lacked cohesion, often taking the organizational, rather than customer, view. The purpose of this paper is to provide inconclusive theorizing in regard to customization from the consumers’ perspective. Design/methodology/approach The review and synthesis of the literature revealed that co-configuration is an underexplored domain of mass customization. Consequently, an initial conceptualization of co-configuration is developed and compared with current customization strategies. Specifically, the definition and boundary conditions of co-configuration are compared with three domains of mass customization, namely, co-production, co-construction and co-design. This led to the development of research priority areas to establish an agenda for future research on mass customization and its role in customer’ firm relationships. Findings This paper provides the delineation of four distinct consumer customization strategies, conceptualized in a matrix, and proposes separate customer journey visualizations. In advancing the theoretical understanding by means of a unifying typology, this paper identifies three existing Cs of mass customization (co-production, co-construction and co-design) and focuses specifically on a fourth (co-configuration), identified as an understudied mass customization strategy. Originality/value This paper extends the previous conceptualizations of mass customization comprising co-production, co-design and co-construction. The proposed typology establishes a foundation for four research priority areas that can improve both academic rigor and practical application.


2013 ◽  
Vol 791-793 ◽  
pp. 1436-1440
Author(s):  
Ling Hang Yang

With the development of computer hardware and software technology, virtual reality technology of computer has been widely used in various fields. Virtual teaching process is one of the main applications of virtual reality computer technology. Tennis is one of the most common sports. Tennis process mainly includes the process of catching a ball, serving a ball and hitting a ball. Virtual process of tennis system must establish an accurate numerical simulation model to calculate the mechanical impedance during the arm movement of human. According to this, it builds a model of the mechanical impedance of human arm in tennis virtual system using three-dimensional simulation software in this paper and gets the curve of mechanical impedance through the simulation. Finally, the article compares calculation results with the theoretical results and concludes that the theoretical results and simulation results are basically consistent which provide a theoretical reference for the design of the development of virtual system for the human.


2016 ◽  
Vol 33 (1) ◽  
pp. 21-22 ◽  
Author(s):  
Martin Kesselman

Purpose – This article examines Current CITE-ings from the Popular and Trade Computing Press, Telework and Telecommuting Design/methodology/approach – The methodology adopted is a literature review. Findings – Readily available technologies now allow librarians to perform most of their work-offsite. Some traditional building-based services such as reference, have been taken over by virtual reference and now even instruction offers options on par with or even better than classroombased questions such as a webinar that can be viewed and reviewed at any time or by having librarians embedded into various courseware packages. Researchlimitations/implications – Librarians no longer need be limited to a single library; groups of subject librarians can work together in the cloud to provide services to multiple universities. Originality/value – This article collates some articles from the non-library literature that mayprovide some ideas and review advantages and disadvantages for both the library and employee


2015 ◽  
Vol 33 (4) ◽  
pp. 497-504 ◽  
Author(s):  
IdaMae Louise Craddock

Purpose – The purpose of this paper is to describe the implementation of a mobile makerspace program in a public school setting. Insights, challenges, successes, projects as well as recommendations will be shared. Design/methodology/approach – This paper describes a mobile makerspace program in a public high school in Virginia. It discusses the growth of mobile making, the advantages and disadvantages of mobility, and how the program was implemented. Findings – Mobile makerspaces are a fast-growing manifestation of maker culture. It is possible to have a makerspace in a public school and take the maker culture to other schools in the area. Having a steady supply of students or library interns that are willing to travel to other schools is critical. Originality/value – Makerspaces in libraries is still a relatively new phenomenon. While the research is coming on stationary makerspaces, mobile making is a new horizon for the maker movement. This paper seeks to provide a description of one such program.


2017 ◽  
Vol 51 (1) ◽  
pp. 82-98 ◽  
Author(s):  
Nina Åkestam ◽  
Sara Rosengren ◽  
Micael Dahlen

Purpose This paper aims to investigate whether portrayals of homosexuality in advertising can generate social effects in terms of consumer-perceived social connectedness and empathy. Design/methodology/approach In three experimental studies, the effects of advertising portrayals of homosexuality were compared to advertising portrayals of heterosexuality. Study 1 uses a thought-listing exercise to explore whether portrayals of homosexuality (vs heterosexuality) can evoke more other-related thoughts and whether such portrayals affect consumer-perceived social connectedness and empathy. Study 2 replicates the findings while introducing attitudes toward homosexuality as a boundary condition and measuring traditional advertising effects. Study 3 replicates the findings while controlling for gender, perceived similarity and targetedness. Findings The results show that portrayals of homosexuality in advertising can prime consumers to think about other people, thereby affecting them socially. In line with previous studies of portrayals of homosexuality in advertising, these effects are moderated by attitudes toward homosexuality. Research limitations/implications This paper adds to a growing body of literature on the potentially positive extended effects of advertising. They also challenge some of the previous findings regarding homosexuality in advertising. Practical implications The finding that portrayals of homosexuality in advertising can (at least, temporarily) affect consumers socially in terms of social connectedness and empathy should encourage marketers to explore the possibilities of creating advertising that benefits consumers and brands alike. Originality/value The paper challenges the idea that the extended effects of advertising have to be negative. By showing how portrayals of homosexuality can increase social connectedness and empathy, it adds to the discussion of the advantages and disadvantages of advertising on a societal level.


Sign in / Sign up

Export Citation Format

Share Document