virtual technology
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Author(s):  
Yang Junko ◽  
Chia-Hsiang Hsu ◽  
Tsong-Zen Liu

AbstractVirtual reality technology in recent year has been a hot topic in tourism and hospitality field, both for research and practical purposes. Virtual technology has some limitation, such as costs and time, which can be addressed by a different form of virtual technology, which is video games. The purpose of this study is to analyze the effects of mental imagery, sense of presence and addition of storytelling towards tourism experience by using video games as a medium. Previous studies have analyzed effects of mental imagery and presence towards the tourism experience, but there is lack of research in using storytelling or narratives to add to the tourism experience. Storytelling has been studied in marketing field, and has been found to be a great marketing tool, because people love to hear stories. Video games can be a better tool for delivering storytelling, while providing solid mental imagery and a sense of presence to the location. The methodology proposed for this study is a quantitative approach, using survey questionnaire as a tool. Two sampling method is proposed. The first is to use players of location-based games as the population, and randomly take the sample. The second method is to uses tourists or potential tourists of a destination, have the respondents try out the game, and answer the questionnaire. The proposed research could provide the importance of storytelling to be added for virtual reality and video games usage in tourism and hospitality field.


Author(s):  
Rishi Bansal ◽  
Rita Jezrawi ◽  
Ari Greenwald ◽  
Simerpreet Sandhanwalia ◽  
Emmy Luo ◽  
...  

Author(s):  
Lyudmyla Tanska

Visual turn as an interpretive model of stage synthesis of arts in the culture of the XX–XXI century Purpose of the Article. The research is related to the definition of visual and virtual dimensions of the interpretation of fashion activity as a certain communicative scene. The research methodology is to apply a retrospective analysis of visual patterns in the stage space of everyday culture. The scientific novelty of the work is that the scene is perceived by the recipient as an optical phenomenon, has a wide space in which the actor of action or event performs certain communicative acts verbally and optically. The components of this synthesis plastically, gesturally, verbally-dramatically and optically-visually present a whole selection of arts that form a stage synthesis. Drama is verbalized as a plastic behavior, where the action, movements determine the high space of mise-en-scène of the tank, which testifies to both the expressive arts known since ancient Greek chorea and the visual-optical patterns. Thus, in the context of visual rotation, ocular centrism is actualized - trust in the picture. Conclusions. It should be noted that there is an artistic critique of the media, producers, galleries, magazines, that is, a space of unification and adequate representation of various art phenomena is formed. It is not the artists themselves, the actors of the big stage, the producers of the great culture of everyday life who live a full life, but those who create art events, local scenes of the presentation. Visual research tends to eclecticism, which turns into a polymorphic set of discourses, which indicates that you need to find a comfort zone, certain attractions of everyday culture. Without them, the realization of a modern art product is no longer possible. Advertising management, imageology are presented in society as an indirect reality, similar to virtual technology. Imagination as a video presentation becomes a problem of interpretation, a problem of vision. Visual culture tries to rehabilitate the image and determine its meaning without a name, without a name. Such a culture without a name leads to the fact that researchers are beginning to determine only what has a name. Art history describes the relationships between objects, chronological order, movement, formal preferences, and iconographic data. Needless to say, the work of art in this case remains an individual creation, a special source of life, and a social text. The culture of everyday life in the context of visual rotation is simultaneously a text, an image, a stage artifact, a pattern, and a flash image. Key words: culture, culture of everyday life, stage synthesis of culture of everyday life, image, visual turn.


2021 ◽  
Vol 48 (2) ◽  
pp. 87-96
Author(s):  
Bramasta Putra Redyantanu ◽  
Altrerosje Asri

The development of technology cannot be separated from the development of science, including the learning method. There is an elective course named Virtual Reality Architecture in Architecture Department of Petra Chrisitan University. This course focuses on the process of learning architecture at the stage of presenting and communicating ideas. The virtual technology used as a learning method includes three types of technology, animation, augmented reality and virtual reality. The three technologies are elaborated as a simulation method. The simplicity of its application can be seen in the support for hardware, software, and special devices used by students in their daily lives. This study aims to test the achievement of goals at the final level of learning. Students who have attended this lecture are then interviewed and observed, in relation to proving whether this simple virtual technology can be a supporter in the learning process in the architecture study program.


2021 ◽  
Vol 2021 ◽  
pp. 1-14
Author(s):  
Fan Ying ◽  
Zhou Bo

With the rapid development of computer technology, the virtual scene construction technology of image processing has gradually become a hotspot in computer research. The application of virtual scene construction technology in the construction industry is also expanding, with the intelligentization of architectural design and construction. With the rapid development of the industry, virtual technology can better provide users with diversified services and experiences. The main content of the article is as follows: (1) The article introduces image construction technology and analyzes the three-dimensional presentation of virtual technology in construction design and the diversified application of virtual technology in construction design. (2) The article introduces two virtual scene construction techniques: one is to combine the real scene obtained by taking pictures with the virtual scene by image technology processing to construct a natural virtual scene; the other is the use of geometric construction by architects. The virtual building model is drawn by the model method, and the virtual building model is thus obtained. (3) The article chooses two representative buildings as cases. The virtual platform monitors and records the movement trajectory of volunteers in the virtual environment in real time. The experimental results show that the number and shape characteristics of the escalators in the building all have a little impact on volunteers’ awareness. (4) The article sets up three control groups of normal mode, fixed skin, and variable skin. It analyzes the environmental impact of buildings from three different aspects of wind environment, thermal environment, and light environment and proposes related control measures.


2021 ◽  
Vol 17 (6) ◽  
pp. 241-246
Author(s):  
Malabika Ghosh ◽  
Diane Cox

Background: Motor neurone disease (MND) is a progressive neurological condition with no known cure. Supportive management and symptom control by a multidisciplinary team forms the mainstay of treatment. Caring for patients with MND throughout the COVID-19 required service providers to think of ways to adapt the service in order to meet the acute and constantly changing needs of their service users within pandemic guidelines. Aims: This paper explores innovative changes within the occupational therapy service provision during the pandemic and how it supports the multidisciplinary team (MDT) working. It also evaluates the merits and disadvantages of using virtual technology in specific areas of occupational therapy intervention. Methods: A set of prioritisation criteria was developed to understand the rationale for virtual versus face-to-face input. A reflective process has been used to identify and evaluate innovative service provision in occupational therapy in the management of motor neurone disease. Findings: Virtual consultations were an effective way of providing certain aspects of occupational therapy input. Virtual consultations were found to be less effective during moving and handling assessments, complex environmental adaptations assessment and when managing complex cognitive presentations. During the pandemic there was a rise in referrals for cognitive behavioural management, a specialist area of expertise for occupational therapy in this clinical area. A holistic approach was paramount in meeting the evolving needs of patients across functional domains. Occupational therapy complemented the caring and supportive role of nurses and other members of the MDT in the management of MND. Conclusions: Occupational therapy input can support an MDT by providing valuable assessment of functional decline, specialist equipment, supporting cognitive-behavioural performance, restoring life roles and minimising the challenges imposed by the environment. Using virtual technology discernibly can be an invaluable approach to occupational therapy practice within an MDT setting for managing a progressive neurological condition, such as MND, during a pandemic.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 402-403
Author(s):  
Tamar Shovali

Abstract Mentor Up is a technology training program designed to reduce loneliness through technology training and intergenerational relationships. The program, which has similarities to Cyber Seniors, has been held at Eckerd College for four years and has traditionally been held in-person at a local Continuing Care Retirement Community (CCRC). During the pandemic we partnered with AARP to re-think the program and offer a modified version of Mentor Up on Zoom. Five one-hour one-on-one virtual technology training sessions led by 16 students were scheduled. Participants joined to ask questions about how to use features on their smartphones or how to navigate the Zoom virtual platform more effectively. The remote nature of programming allows for expanded 2021 participation, including AARP members across Florida and all three Westminster Communities of Florida in the area (CCRC, ALF, SNF). Participation rates, strategies to implement intergenerational programs on a virtual platform, and lessons learned will be highlighted.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 107-107
Author(s):  
Troy Andersen ◽  
Linda Edelman

Abstract Aging Well in Utah is a competitive 2-semester project-based Honor’s College Praxis Laboratory for 9 students from different degree programs dedicated to deepening understanding of the aging process through a broad gerontological lens. This session will address how the course was adapted during the COVID-19 pandemic, including: 1) scheduling virtual class times with guest lecturers; 2) conducting older adult interviews via Zoom to provide students experience in communicating “what matters most”, one of the 4Ms of Age Friendly HealthCare; 3) adapting a student-designed medical narrative project highlighting stories of transition and healing through the dying process for previously unsheltered residents of a hospice program to focus on the lived experience of hospice patients during COVID-19; and 4) utilizing virtual technology to interview hospice patients, family members and hospice staff. In spite of challenges, student evaluations were above average and reported increased interest in incorporating age-friendly concepts into future careers.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Yanfang Zhou

There are many difficulties in using cloud computing technology to solve this problem, and edge computing technology just provides an effective way to solve this problem. Changing from two-dimensional to three-dimensional will make education more realistic. This article uses the VR technology algorithm to design and analyze the English teaching system, combined with the current environment and requirements, in the construction of teaching resources, in order to clarify the direction in practical application. Secondly, according to the scene of human behavior recognition, a human behavior data collection, processing and analysis system based on edge computing is designed and implemented. And on the basis of detailed analysis of VR technology, the theoretical basis of VR technology applied to experiment teaching is discussed, and the development of virtual experiment is analyzed concretely using systematic teaching design ideas. VR technology greatly stimulates students’ learning motivation but also significantly improves their interest in learning. In addition, the application of virtual technology has greatly improved students’ learning enthusiasm. According to the findings of this article, based on the application of virtual reality technology, students’ English comprehension skills have increased by 19%, and the degree of resource sharing has increased by 11%.


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