scholarly journals Fully Immersive Virtual Reality in Logistics Modelling and Simulation Education

2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.

Author(s):  
David Checa ◽  
Carola Gatto ◽  
Doriana Cisternino ◽  
Lucio Tommaso De Paolis ◽  
Andres Bustillo

2020 ◽  
Vol 2020 ◽  
pp. 1-21
Author(s):  
César Martínez-Olvera

Industry 4.0, an information and communication umbrella of terms that includes the Internet of Things (IoT) and cyber-physical systems, aims to ensure the future of the manufacturing industry competing in a proper environment of mass customization: demand for short delivery time, high quality, and small-lot products. Within this context of an Industry 4.0 mass customization environment, success depends on its sustainability, where the latter can only be achieved by the manufacturing efficiency of the smart factory-based Industry 4.0 transforming processes. Even though Industry 4.0 is associated with an optimal resource and energy productivity/efficiency, it becomes necessary to answer if the integration of Industry 4.0 elements (like CPS) has a favorable sustainability payoff. This requires performing energy consumption what-if analyses. The original contribution of this paper is the use of the entropy-based formulation as an alternative way of performing the initial steps of the energy consumption what-if analyses. The usefulness of the proposed approach is demonstrated by comparing the results of a discrete-event simulation model of mass customization 4.0 environment and the values obtained by using the entropy-based formulation. The obtained results suggest that the entropy-based formulation acts as a fairly good trend indicator of the system’s performance parameters increase/decrease. The managerial implications of these findings are presented at the end of this document.


Author(s):  
Surya Indrawan ◽  
Nur Budi Nugraha ◽  
Juni Saputra ◽  
Sirlyana Sirlyana

The revolution in information and communication technology occurred during the last few years. During the COVID-19 pandemic that hit Indonesia, all sectors experienced obstacles, including the education sector which was hampered from carrying out teaching and learning activities. Along with the times, the process of teaching and learning activities in the classroom now has many challenges and demands. One-way learning makes the learning atmosphere boring, it is feared that it will affect students' motivation to study the material, so it is modified into blended learning. This model combines offline and online learning, is student centered, namely students must be active in understanding the material, efficient in time, energy, and place because it can be done anywhere. The methods used in this training activity are lectures and discussions, guidance and training. As a result of this blended learning In House Training, all participants actively participated in this activity and participants gained new insights about blended learning strategies that could be implemented in the classroom teaching process during the COVID-19 pandemic to become more varied and innovative


Sensors ◽  
2020 ◽  
Vol 20 (17) ◽  
pp. 4956
Author(s):  
Jose Llanes-Jurado ◽  
Javier Marín-Morales ◽  
Jaime Guixeres ◽  
Mariano Alcañiz

Fixation identification is an essential task in the extraction of relevant information from gaze patterns; various algorithms are used in the identification process. However, the thresholds used in the algorithms greatly affect their sensitivity. Moreover, the application of these algorithm to eye-tracking technologies integrated into head-mounted displays, where the subject’s head position is unrestricted, is still an open issue. Therefore, the adaptation of eye-tracking algorithms and their thresholds to immersive virtual reality frameworks needs to be validated. This study presents the development of a dispersion-threshold identification algorithm applied to data obtained from an eye-tracking system integrated into a head-mounted display. Rules-based criteria are proposed to calibrate the thresholds of the algorithm through different features, such as number of fixations and the percentage of points which belong to a fixation. The results show that distance-dispersion thresholds between 1–1.6° and time windows between 0.25–0.4 s are the acceptable range parameters, with 1° and 0.25 s being the optimum. The work presents a calibrated algorithm to be applied in future experiments with eye-tracking integrated into head-mounted displays and guidelines for calibrating fixation identification algorithms


Author(s):  
Gregory McGowin ◽  
Stephen M. Fiore ◽  
Kevin Oden

Technological advances have led to a rapid increase in the implementation of virtual reality (VR) across multiple sectors of society. Further, we are seeing more researchers explore how the technology can be used to promote learning and training in a variety of domains. But there is a problematic gap between development of VR for training and education and learning theory to ensure its efficacy. We address this need by providing a theoretical lens through which to evaluate existing research in VR. We consider technology developments that have made VR more sophisticated and draw from research in the learning and cognitive sciences to evaluate their utility as learning affordances. With this, we examine existing research as a way to illustrate the practical value of theoretical evaluation. We conclude with a discussion how this theoretical framing can point the way for both better designed studies to accelerate learning and training as well as for more innovative adaptations for accelerating learning in immersive virtual reality.


2018 ◽  
Vol 25 (3) ◽  
pp. 280-285 ◽  
Author(s):  
Tobias Huber ◽  
Markus Paschold ◽  
Christian Hansen ◽  
Hauke Lang ◽  
Werner Kneist

Introduction. Immersive virtual reality (VR) laparoscopy simulation connects VR simulation with head-mounted displays to increase presence during VR training. The goal of the present study was the comparison of 2 different surroundings according to performance and users’ preference. Methods. With a custom immersive virtual reality laparoscopy simulator, an artificially created VR operating room (AVR) and a highly immersive VR operating room (IVR) were compared. Participants (n = 30) performed 3 tasks (peg transfer, fine dissection, and cholecystectomy) in AVR and IVR in a crossover study design. Results. No overall difference in virtual laparoscopic performance was obtained when comparing results from AVR with IVR. Most participants preferred the IVR surrounding (n = 24). Experienced participants (n = 10) performed significantly better than novices (n = 10) in all tasks regardless of the surrounding ( P < .05). Participants with limited experience (n = 10) showed differing results. Presence, immersion, and exhilaration were significantly higher in IVR. Two thirds assumed that IVR would have a positive influence on their laparoscopic simulator use. Conclusion. This first study comparing AVR and IVR did not reveal differences in virtual laparoscopic performance. IVR is considered the more realistic surrounding and is therefore preferred by the participants.


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