scholarly journals The Impact of Virtual Environments for Future Electric Powered-Mobility Development Using Human-in-the-Loop: Part A - Fundamental Design and Modelling

Author(s):  
Jun Jie Chong ◽  
Peter J. Kay ◽  
Wei-Chin Chang

2020 ◽  
Author(s):  
Ali Al-Yacoubb ◽  
Will Eaton ◽  
Melanie Zimmer ◽  
Achim Buerkle ◽  
Dedy Ariansyaha ◽  
...  


Author(s):  
Kim-Phuong L. Vu ◽  
Jonathan VanLuven ◽  
Timothy Diep ◽  
Vernol Battiste ◽  
Summer Brandt ◽  
...  

A human-in-the-loop simulation was conducted to evaluate the impact of Unmanned Aircraft Systems (UAS) with low size, weight, and power (SWaP) sensors operating in a busy, low-altitude sector. Use of low SWaP sensors allow for UAS to perform detect-and-avoid (DAA) maneuvers against non-transponding traffic in the sector. Depending upon the detection range of the low SWaP sensor, the UAS pilot may or may not have time to coordinate with air traffic controllers (ATCos) prior to performing the DAA maneuver. ATCo’s sector performance and subjective ratings of acceptability were obtained in four conditions that varied in UAS-ATCo coordination (all or none) prior to the DAA maneuver and workload (higher or lower). For performance, ATCos committed more losses of separation in high than low workload conditions. They also had to make more flight plan changes to manage the UAS when the UAS pilot did not coordinate DAA maneuvers compared to when they did coordinate the maneuvers prior to execution. Although the ATCos found the DAA procedures used by the UAS in the study to be acceptable, most preferred the UAS pilot to coordinate their DAA maneuvers with ATCos prior to executing them.



2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.



2014 ◽  
Vol 23 (1) ◽  
pp. 33-50 ◽  
Author(s):  
Gabor Aranyi ◽  
Sid Kouider ◽  
Alan Lindsay ◽  
Hielke Prins ◽  
Imtiaj Ahmed ◽  
...  

The performance of current graphics engines makes it possible to incorporate subliminal cues within virtual environments (VEs), providing an additional way of communication, fully integrated with the exploration of a virtual scene. In order to advance the application of subliminal information in this area, it is necessary to explore in the psychological literature how techniques previously reported as rendering information subliminal can be successfully implemented in VEs. Previous literature has also described the effects of subliminal cues as quantitatively modest, which raises the issue of their inclusion in practical tasks. We used a 3D rendering engine (Unity3D) to implement a masking paradigm within the context of a realistic scene and a familiar (kitchen) environment. We report significant effects of subliminal cueing on the selection of objects in a virtual scene, demonstrating the feasibility of subliminal cueing in VEs. Furthermore, we show that multiple iterations of masked objects within a trial, as well as the speeding of selection choices, can substantially reinforce the impact of subliminal cues. This is consistent with previous findings suggesting that the effect of subliminal stimuli fades rapidly. We conclude by proposing, as part of further work, possible mechanisms for the inclusion of subliminal cueing in intelligent interfaces to maximize their effects.



2021 ◽  
Vol 35 (3) ◽  
pp. 04021004
Author(s):  
Zhengbo Zou ◽  
Semiha Ergan ◽  
Dafna Fisher-Gewirtzman ◽  
Clayton Curtis


Author(s):  
Jerry Jen-Hung Tsai ◽  
Jeff WT Kan ◽  
Xiangyu Wang ◽  
Yingsiu Huang

This chapter presents a study on the impact of design scales on collaborations in 3D virtual environments. Different domains require designers to work on different scales; for instance, urban design and electronic circuit design operate at very different scales. However, the understanding of the effects of scales upon collaboration in virtual environment is limited. In this chapter, the authors propose to use protocol analysis method to examine the differences between two design collaboration projects in virtual environments: one large scale, and another small scale within a similar domain. It shows that the difference in scale impacted more on communication control and social communication.



1996 ◽  
Vol 5 (1) ◽  
pp. 136-145 ◽  
Author(s):  
Mark R. Mine ◽  
Hans Weber

Oth law of model dynamics: In a finite (and usually very short) amount of time, users of a graphics system will generate a model that shall bring said system to its knees. The purpose of this paper is to discuss our experiences with the impact of megamodels on interactive virtual environments. We consider a megamodel to be any model that causes the Oth law of model dynamics to come into effect. We will demonstrate how working with megamodels quickly reveals the limitations of the graphics hardware and software being used to support the virtual environment. We will give examples, based upon our experiences on the Architectural Walkthrough Project here at the University of North Carolina at Chapel Hill (UNC), of the kinds of extra effort required to overcome these limitations.



Author(s):  
Kevin G. Kearney ◽  
Elizabeth M. Starkey ◽  
Scarlett R. Miller

Abstract Product dissection, in either physical or virtual form, has been found to be an effective learning tool. With the rapid growth of technology, effective virtual education tools have the potential to continue increasing in value. Although physical product dissection is often implemented in the classroom, there are some limitations to employing these tools. One such limitation is the inability to see into a product and view the internals of a product while it is functioning. Recent research has found that students who dissect physical or virtual products have similar conceptual understanding of products after dissection. Although there are promising findings for virtual dissection, there is still room for improvement in these virtual environments to enable better understanding of products. One way this may be possible is through the addition of animations, which show the functions of the internal components in a product, a capability that is currently not offered in virtual product dissection tools. These animations have the ability to show how a product works in ways unobtainable through physical product dissection and currently unavailable in virtual product dissection. Therefore, this research aims to explore the impact that animation in virtual product dissection has on learning and cognitive load for engineering students.



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