scholarly journals Evolution of XR Research in Brazil according to the first 22 SVR editions

2021 ◽  
Vol 12 (1) ◽  
pp. 232-252
Author(s):  
Fabiana F F Peres ◽  
João Marcelo Teixeira

Although Virtual Reality technology was first developed almost sixty years ago, there has been little survey work giving an overview on how research in VR, AR and MR evolved in Brazil along with their future trends. We provide such analysis by reviewing the development made since the first WRV event, back in 1997, until SVR 2020. The first 22 event editions may help understand how the area was explored and provide a roadmap for future research. The 609 full papers analyzed were compiled into an open catalog, available on the internet. It features important filter capabilities, enabling the quick selection of papers based on citation number, conference topic, area of application, user experiments, statistical analysis and so on. We hope this tool to be of great value to the field, and also for helping researchers decide which topics should be explored when they are beginning their own studies in the area. In this analysis, we also refer to the most frequent authors in the area and how they contributed to the field based on their expertise and research group.

2014 ◽  
Vol 933 ◽  
pp. 753-756
Author(s):  
Xian Qi Xu

Based on the analysis of power equipment disassembling and assembling situation, this paper puts forward establishing a training system of power equipment disassembling and assembling for the practical training teaching on the basis of virtual reality technology simulation. The system is issued on the internet for realizing remote teaching evaluation and sharing of resources.


Author(s):  
Jervis D. Kester

The high bypass ratio engines being introduced into service have generally been acknowledged to provide significant improvement in noise abatement. Substanital improvements in future designs will require research into several areas of engine-component noise generation. Low-noise standards also will be influenced by the aircraft mission requirements that affect selection of the power-plant cycle. Each mission requirement presents special noise problems, which must be solved. This paper explores the relationships among aircraft mission requirements, noise research in process at Pratt & Whitney Aircraft, and trends predicted for future research.


2018 ◽  
Vol 23 (2) ◽  
pp. 72-83 ◽  
Author(s):  
Jamie L. Miller ◽  
Amanda C. Capino ◽  
Amber Thomas ◽  
Kevin Couloures ◽  
Peter N. Johnson

OBJECTIVES To describe the method of delivery, dosage regimens, and outcomes of sedatives and analgesics administered via the extravascular route for laceration repair in children METHODS Medline, Embase, and International Pharmaceutical Abstracts were searched using the keywords “child,” “midazolam,” “ketamine,” dexmedetomidine,” “fentanyl,” “nitrous oxide” (N2O), and “laceration repair.” Articles evaluating the use of extravascular sedation in children for laceration repair published in the English language between 1946 and June 2017 were included. Two authors independently screened each article for inclusion. Reports were excluded if they did not contain sufficient details on dosage regimen and outcomes. RESULTS A total of 16 reports representing 953 children receiving sedatives and analgesics via the extravascular route were included for analyses. A statistical analysis was not performed because of heterogeneity in dosing and types of analyses conducted. Midazolam and N2O were the most common agents, with oral (PO) midazolam being the most common agent. Other agents that have supporting data were intranasal (IN) dexmedetomidine, IN ketamine, IN midazolam, PO diazepam, PO ketamine, transmucosal (TM) midazolam, and TM fentanyl. CONCLUSIONS Most of the agents administered through the extravascular route were efficacious. Selection of the agents should be based on perceived need for analgesia versus sedation, patient accessibility, and adverse drug events. Future research is needed to determine the optimal agent and route for laceration repair.


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.


i-com ◽  
2020 ◽  
Vol 19 (2) ◽  
pp. 123-137
Author(s):  
Natalie Hube ◽  
Mathias Müller ◽  
Esther Lapczyna ◽  
Jan Wojdziak

AbstractDue to constantly and rapidly growing digitization, requirements for international cooperation are changing. Tools for collaborative work such as video telephony are already an integral part of today’s communication across companies. However, these tools are not sufficient to represent the full physical presence of an employee or a product as well as its components in another location, since the representation of information in a two-dimensional way and the resulting limited communication loses concrete objectivity. Thus, we present a novel object-centered approach that compromises of Augmented and Virtual Reality technology as well as design suggestions for remote collaboration. Furthermore, we identify current key areas for future research and specify a design space for the use of Augmented and Virtual Reality remote collaboration in the manufacturing process in the automotive industry.


2014 ◽  
Vol 651-653 ◽  
pp. 1523-1526
Author(s):  
Li Liu ◽  
Guo Xi Yin ◽  
Kun Sha ◽  
Bin Gao

As one of the key technologies in the future development of the Internet,virtual reality technology has been more and more applied to the field of sports training, which will subvert the traditional sports training and bring a series of major changes to the traditional sports training. This paper will be based on the interpretation of virtual reality technology and combine it with the analysis on trend of virtual reality technology, so as to explore the construction of the system of virtual sports scene by means of virtual reality technology.


Author(s):  
Mohamed Berrada

The purpose of this article is to explore the potential value added to the concept of value co-creation applied to the tourism sector and to investigate how tourists can conceive their participation through the Internet in the design of their trip with tourist producers. To do so, a survey was conducted on tourists in Morocco who have never used this practice which still does not exist locally. The objective behind this choice is to explore whether this new approach will raise the interest of the tourists and be accepted as an innovative way to live differently the tourist experience. The results of the descriptive analysis showed that Moroccan tourists – by using the Internet – think they can create value by being involved in the process which makes them satisfied. It would be stimulating as a future research to test tourists’ satisfaction after living an experience they really co-created. After all, co-creation is still a new concept in tourism that will be developed through further research and become a real trend. Especially tourists are currently looking for meaning, support, interaction, involvement, participation, authenticity, personalization of offers and unique experience. This article opens up new paths of research and allows tourist producers to know the future trends in this sector.


2012 ◽  
Vol 214 ◽  
pp. 664-668
Author(s):  
Sheng Jian Chen

With the rapid development of the Internet, a remote education assistant system (REAS) is developed to aid the VPETS to be used over the Internet. It is designed in Client/Server mode and is based on virtual reality. It is composed of three parts: the server, the teacher client and the student client. It extends the VPETS to an Internet version and realizes the management of the experiment reports over the Internet. Thus, it can be used for distributed remote teaching and management, freeing teachers and students from the restriction of space and time and stimulating their go-aheadism. It has several advantages: stability, security, and expandability.


Author(s):  
Rafael Capilla

The phenomenon of virtual reality has crossed geographical and social barriers since virtual reality applications started to be used massively by non-expert users. The development of high-cost and complex virtual reality applications for concrete domains and highly skilled users have widened its scope to the general public, which exploits the Internet to create, share, and configure virtual communities of users and avatars that transcend organizational, political, cultural and social barriers. This chapter analyses the social impact of different software platforms and environments that can be used to create virtual communities, and also how these platforms provide different collaborative capabilities among their members. The author also analyzes how virtual reality technology impacts in the creation and use of virtual communities, as well as outlining the benefits and drawbacks in a globalized context.


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