scholarly journals EMBODIED DIGITAL TWINS FOR ENVIRONMENTAL APPLICATIONS

Author(s):  
A. Klippel ◽  
P. Sajjadi ◽  
J. Zhao ◽  
J. O. Wallgrün ◽  
J. Huang ◽  
...  

Abstract. The synergies of advances in environmental sensing and modeling and the mainstreaming of immersive technologies lay the foundation for a theoretical grounding of embodied digital twins. Embodied digital twins draw on an established understanding of the importance of place for environmental sciences as well as a paradigmatic shift in the cognitive sciences toward embodied cognition. Nonetheless, the excitement of realizing embodied experiences through immersive technologies such as augmented and virtual reality stands in stark contrast to a lack of consistent terminology and empirical research. In this vision paper, we are proposing to draw more deeply on the theoretical basis of embodied cognition and to establish research frameworks for advancing embodied digital twins. We discuss several examples for turning environmentally sensed and modeled information into high-fidelity immersive experiences and provide a discussion and outlook on critical topics to address.

2020 ◽  
Author(s):  
David Harris ◽  
Mark Wilson ◽  
Tim Holmes ◽  
Toby de Burgh ◽  
Samuel James Vine

Head-mounted eye tracking has been fundamental for developing an understanding of sporting expertise, as the way in which performers sample visual information from the environment is a major determinant of successful performance. There is, however, a long running tension between the desire to study realistic, in-situ gaze behaviour and the difficulties of acquiring accurate ocular measurements in dynamic and fast-moving sporting tasks. Here, we describe how immersive technologies, such as virtual reality, offer an increasingly compelling approach for conducting eye movement research in sport. The possibility of studying gaze behaviour in representative and realistic environments, but with high levels of experimental control, could enable significant strides forward for eye tracking in sport and improve understanding of how eye movements underpin sporting skills. By providing a rationale for virtual reality as an optimal environment for eye tracking research, as well as outlining practical considerations related to hardware, software and data analysis, we hope to guide researchers and practitioners in the use of this approach.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Peter E. Wais ◽  
Melissa Arioli ◽  
Roger Anguera-Singla ◽  
Adam Gazzaley

AbstractTherapeutic interventions have not yet been shown to demonstrate restorative effects for declining long-term memory (LTM) that affects many healthy older adults. We developed a virtual reality (VR) spatial wayfinding game (Labyrinth-VR) as a cognitive intervention with the hypothesis that it could improve detailed, high-fidelity LTM capability. Spatial navigation tasks have been used as a means to achieve environmental enrichment via exposure to and learning about novel and complex information. Engagement has been shown to enhance learning and has been linked to the vitality of the LTM system in the brain. In the current study, 48 older adults (mean age 68.7 ± 6.4 years) with average cognitive abilities for their age were randomly assigned to 12 h of computer game play over four weeks in either the Labyrinth-VR or placebo control game arms. Promptly before and after each participant’s treatment regimen, high-fidelity LTM outcome measures were tested to assess mnemonic discrimination and other memory measures. The results showed a post-treatment gain in high-fidelity LTM capability for the Labyrinth-VR arm, relative to placebo, which reached the levels attained by younger adults in another experiment. This novel finding demonstrates generalization of benefits from the VR wayfinding game to important, and untrained, LTM capabilities. These cognitive results are discussed in the light of relevant research for hippocampal-dependent memory functions.


Author(s):  
Sarah Beadle ◽  
Randall Spain ◽  
Benjamin Goldberg ◽  
Mahdi Ebnali ◽  
Shannon Bailey ◽  
...  

Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or virtual environment work before engaging with attendees in an interactive demonstration period. During this period, the presenters will each have a multimedia display of their immersive technology as well as discuss their work and development efforts. The selected demonstrations cover issues of designing immersive interfaces, military and medical training, and using simulation to better understand complex tasks. This includes a mix of government, industry, and academic-based work. Attendees will be virtually immersed in the technologies and research presented allowing for interaction with the work being done in this field.


2019 ◽  
Vol 21 (8) ◽  
pp. 1734-1749 ◽  
Author(s):  
Kaylee Payne Kruzan ◽  
Andrea Stevenson Won

How the body is perceived through media is key to many well-being interventions. Researchers have examined the effects of platforms on users’ self-perceptions, including immersive virtual reality, nonimmersive virtual worlds, and social media such as Facebook. In this article, we use several conceptions of levels of embodiment to compare empirical work on the effects of virtual reality and social media as they relate to perceptions and conceptions of the self and body. We encourage social media researchers to utilize research on embodiment in virtual reality to help frame the effects of social media use on well-being. Similarly, researchers in immersive media should consider the opportunities and risks that may arise as embodied experiences become more social. We conclude our discussion with implications for future applications in mental health.


2019 ◽  
Vol 28 (6) ◽  
pp. 593-599 ◽  
Author(s):  
Markus Ostarek ◽  
Falk Huettig

Twenty years after Barsalou’s seminal perceptual-symbols article, embodied cognition, the notion that cognition involves simulations of sensory, motor, or affective states, has moved from an outlandish proposal to a mainstream position adopted by many researchers in the psychological and cognitive sciences (and neurosciences). Though it has generated productive work in the cognitive sciences as a whole, it has had a particularly strong impact on research into language comprehension. The view of a mental lexicon based on symbolic word representations, which are arbitrarily linked to sensory aspects of their referents, was generally accepted since the cognitive revolution in the 1950s. This has radically changed. Given the current status of embodiment as a main theory of cognition, it is somewhat surprising that a close look at the literature reveals that the debate about the nature of the processes involved in language comprehension is far from settled, and key questions remain unanswered. We present several suggestions for a productive way forward.


2020 ◽  
Vol 10 (2) ◽  
pp. 486 ◽  
Author(s):  
Andrzej Burghardt ◽  
Dariusz Szybicki ◽  
Piotr Gierlak ◽  
Krzysztof Kurc ◽  
Paulina Pietruś ◽  
...  

The article presents a method of programming robots using virtual reality and digital twins. The virtual environment is a digital twin of a robotic station, built based on CAD models of existing station elements. The virtual reality system is used to record human movements in a virtual environment, which are then reproduced by a real robot. The method developed is dedicated mainly to such situations in which it is necessary for the robot to reproduce the movements of a human performing a process that is complicated from the point of view of robotization. An example of using the method for programming a robot implementing the process of cleaning ceramic casting moulds is presented.


2017 ◽  
Vol 114 (39) ◽  
pp. 10356-10360 ◽  
Author(s):  
Lesleis Nagy ◽  
Wyn Williams ◽  
Adrian R. Muxworthy ◽  
Karl Fabian ◽  
Trevor P. Almeida ◽  
...  

Interpretations of paleomagnetic observations assume that naturally occurring magnetic particles can retain their primary magnetic recording over billions of years. The ability to retain a magnetic recording is inferred from laboratory measurements, where heating causes demagnetization on the order of seconds. The theoretical basis for this inference comes from previous models that assume only the existence of small, uniformly magnetized particles, whereas the carriers of paleomagnetic signals in rocks are usually larger, nonuniformly magnetized particles, for which there is no empirically complete, thermally activated model. This study has developed a thermally activated numerical micromagnetic model that can quantitatively determine the energy barriers between stable states in nonuniform magnetic particles on geological timescales. We examine in detail the thermal stability characteristics of equidimensional cuboctahedral magnetite and find that, contrary to previously published theories, such nonuniformly magnetized particles provide greater magnetic stability than their uniformly magnetized counterparts. Hence, nonuniformly magnetized grains, which are commonly the main remanence carrier in meteorites and rocks, can record and retain high-fidelity magnetic recordings over billions of years.


2009 ◽  
Vol 24 (2) ◽  
pp. 366-370 ◽  
Author(s):  
Irina Kruglikova ◽  
Teodor P. Grantcharov ◽  
Asbjorn M. Drewes ◽  
Peter Funch-Jensen

2016 ◽  
Vol 10 (3) ◽  
Author(s):  
Yunhe Shen ◽  
Jack Norfleet ◽  
Zichen Zhao ◽  
David Hananel ◽  
Daniel Burke ◽  
...  

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