Use of a Virtual Environment in the Geowall to Increase Student Confidence and Performance During Field Mapping: An Example from an Introductory-Level Field Class

2006 ◽  
Vol 54 (2) ◽  
pp. 158-164 ◽  
Author(s):  
Michael M. Kelly ◽  
Nancy R. Riggs
2003 ◽  
Vol 02 (02) ◽  
pp. 229-246 ◽  
Author(s):  
T. KESAVADAS ◽  
M. ERNZER

This paper describes an interactive virtual environment for modeling and designing factories and shop floors. The factory building tool is developed as an open architecture in which various modules can be utilized to quickly implement factory design algorithms ranging from plant layout to factory flow analysis. Software modules and utilities have been implemented to allow easy set-up of the visual interface. In this paper, this virtual factory is used to implement cellular manufacturing (CM) system. CM has traditionally been a very complicated system to implement in practice. However successful implementation of the system has improved productivity immersely. Several issues involved in implementing CM within our virtual factory machine modeling and interface designs for defining the cells, are discussed. The mathematical clustering algorithm called Modified Boolean Method was implemented to automatically generate complex virtual environments. The virtual factory makes the process of CM-based factory design a very easy and intuitive process. Though the cell formation problem is NP-complete in 2D space, issues related to human factors and ergonomics can be better perceived in a 3D virtual environment. It also leads to further optimization with respect to maintainability and performance, and thus help get better solutions, which are not visible unless the factory is built. Our virtual factory interface also allows easy reassignment of machines and parts, subcontracting of bottleneck parts and rearranging of machines within the same design environment, making this a productive industrial tool. 3D virtual factory can also be automatically generated from the Part Machine interface called the Virtual Matrix Interface.


2020 ◽  
Vol 15 (11) ◽  
pp. P11008-P11008
Author(s):  
S. Corrodi ◽  
P. De Lurgio ◽  
D. Flay ◽  
J. Grange ◽  
R. Hong ◽  
...  

Author(s):  
Elizabeth T. Davis ◽  
Kevin Scott ◽  
Jarrell Pair ◽  
Larry F. Hodges ◽  
James Oliverio

2012 ◽  
Vol 2 (2) ◽  
pp. 11-24 ◽  
Author(s):  
Lynna J. Ausburn

This study used a trait/treatment conceptual model with a single-treatment design to examine effects of gender, computer gaming experience, age, and visual skill on learners’ performance and perceptions in an online desktop virtual environment (DVE). Participants were 55 adult students in a sub-baccalaureate surgical technology program. The DVE presented two operating rooms (ORs) and their contents. The DVE was a “first-person” environment in which learners controlled their exploration and navigation and viewed the ORs from their own perspective as if seeing them in the physical world. Results indicated that gender, gaming experience, and age affected the learners’ spatial orientation, perceived confidence, and perceived task difficulty in the DVE, but visual skill did not. Correlations were also found among several of the learner variables. Recommendations are made for both practice and further research.


2005 ◽  
Vol 14 (4) ◽  
pp. 434-449 ◽  
Author(s):  
Eva-Lotta Sallnäs

How does communication mode affect people's experience of social presence, presence, and performance, and how does it affect their actual collaboration in a virtual environment? In a first experiment, subjects communicated by text-chat, audio conference, or video conference in a desktop collaborative virtual environment (CVE). Both perceived social presence and presence were shown to be lower in the text-chat condition than in the audio- and video-conference conditions. People spent a longer time performing a decision-making task together, spoke fewer words in total, and also spoke fewer words per second in the text-chat environment. Finally, more words per second were spoken in the audio-conference than in the video-conference condition. In a second experiment, collaboration in a CVE audio- and a CVE video condition was compared to collaboration in a Web audio-conference and a Web video-conference condition. Results showed that presence was rated higher in the two video than in the two audio conditions and especially in the Web video condition. People spent more time in the video than in the audio conditions and more words per second were spoken in the Web than in the CVE conditions. In conclusion, it was found that both the communication media used and the environment in which collaboration takes place (CVE or Web) make a difference for how subjects experience interaction and for their communication behavior.


Leonardo ◽  
2005 ◽  
Vol 38 (1) ◽  
pp. 23-30 ◽  
Author(s):  
Georg Hajdu

Quintet.net is a real-time interactive environment for intermedial composition and performance on local networks as well as the Internet. Since its premiere in 2000, the environment has been used in several large projects connecting players in Europe and the U.S.A., a Munich biennale opera project among them. Quintet.net implements, in a virtual environment, the metaphor of five performers under the control of a conductor, thus dealing with important aspects of symbolic, aural and visual communication among the participants and the network audience. A composition development kit has been added to the environment (which consists of Client, Server, Listener, Conductor and Viewer) to facilitate the development of pieces that take full advantage of the wide continuum between composition and improvisation.


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