Validation of virtual reality as a tool to understand and prevent child pedestrian injury.
Schwebel, David C; Gaines, Joanna; Severson, Joan
2008-07-01
In recent years, virtual reality has emerged as an innovative tool for health-related education and training. Among the many benefits of virtual reality is the opportunity for novice users to engage unsupervised in a safe environment when the real environment might be dangerous. Virtual environments are only useful for health-related research, however, if behavior in the virtual world validly matches behavior in the real world. This study was designed to test the validity of an immersive, interactive virtual pedestrian environment. A sample of 102 children and 74 adults was recruited to complete simulated road-crossings in both the virtual environment and the identical real environment. In both the child and adult samples, construct validity was demonstrated via significant correlations between behavior in the virtual and real worlds. Results also indicate construct validity through developmental differences in behavior; convergent validity by showing correlations between parent-reported child temperament and behavior in the virtual world; internal reliability of various measures of pedestrian safety in the virtual world; and face validity, as measured by users' self-reported perception of realism in the virtual world. We discuss issues of generalizability to other virtual environments, and the implications for application of virtual reality to understanding and preventing pediatric pedestrian injuries.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2009-09-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
Realistic terrain visualization based on 3D virtual world technology
NASA Astrophysics Data System (ADS)
Huang, Fengru; Lin, Hui; Chen, Bin; Xiao, Cai
2010-11-01
The rapid advances in information technologies, e.g., network, graphics processing, and virtual world, have provided challenges and opportunities for new capabilities in information systems, Internet applications, and virtual geographic environments, especially geographic visualization and collaboration. In order to achieve meaningful geographic capabilities, we need to explore and understand how these technologies can be used to construct virtual geographic environments to help to engage geographic research. The generation of three-dimensional (3D) terrain plays an important part in geographical visualization, computer simulation, and virtual geographic environment applications. The paper introduces concepts and technologies of virtual worlds and virtual geographic environments, explores integration of realistic terrain and other geographic objects and phenomena of natural geographic environment based on SL/OpenSim virtual world technologies. Realistic 3D terrain visualization is a foundation of construction of a mirror world or a sand box model of the earth landscape and geographic environment. The capabilities of interaction and collaboration on geographic information are discussed as well. Further virtual geographic applications can be developed based on the foundation work of realistic terrain visualization in virtual environments.
ERIC Educational Resources Information Center
Dickey, Michele D.
2005-01-01
Three-dimensional virtual worlds are an emerging medium currently being used in both traditional classrooms and for distance education. Three-dimensional (3D) virtual worlds are a combination of desk-top interactive Virtual Reality within a chat environment. This analysis provides an overview of Active Worlds Educational Universe and Adobe…
Exploring Non-Traditional Learning Methods in Virtual and Real-World Environments
ERIC Educational Resources Information Center
Lukman, Rebeka; Krajnc, Majda
2012-01-01
This paper identifies the commonalities and differences within non-traditional learning methods regarding virtual and real-world environments. The non-traditional learning methods in real-world have been introduced within the following courses: Process Balances, Process Calculation, and Process Synthesis, and within the virtual environment through…
Future Evolution of Virtual Worlds as Communication Environments
NASA Astrophysics Data System (ADS)
Prisco, Giulio
Extensive experience creating locations and activities inside virtual worlds provides the basis for contemplating their future. Users of virtual worlds are diverse in their goals for these online environments; for example, immersionists want them to be alternative realities disconnected from real life, whereas augmentationists want them to be communication media supporting real-life activities. As the technology improves, the diversity of virtual worlds will increase along with their significance. Many will incorporate more advanced virtual reality, or serve as major media for long-distance collaboration, or become the venues for futurist social movements. Key issues are how people can create their own virtual worlds, travel across worlds, and experience a variety of multimedia immersive environments. This chapter concludes by noting the view among some computer scientists that future technologies will permit uploading human personalities to artificial intelligence avatars, thereby enhancing human beings and rendering the virtual worlds entirely real.
ERIC Educational Resources Information Center
Liu, Chang; Zhong, Ying; Ozercan, Sertac; Zhu, Qing
2013-01-01
This paper presents a template-based solution to overcome technical barriers non-technical computer end users face when developing functional learning environments in three-dimensional virtual worlds (3DVW). "iVirtualWorld," a prototype of a platform-independent 3DVW creation tool that implements the proposed solution, facilitates 3DVW…
Human Rights and Private Ordering in Virtual Worlds
NASA Astrophysics Data System (ADS)
Oosterbaan, Olivier
This paper explores the application of human rights in (persistent) virtual world environments. The paper begins with describing a number of elements that most virtual environments share and that are relevant for the application of human rights in such a setting; and by describing in a general nature the application of human rights between private individuals. The paper then continues by discussing the application in virtual environments of two universally recognized human rights, namely freedom of expression, and freedom from discrimination. As these specific rights are discussed, a number of more general conclusions on the application of human rights in virtual environments are drawn. The first general conclusion being that, because virtual worlds are private environments, participants are subject to private ordering. The second general conclusion being that participants and non-participants alike have to accept at times that in-world expressions are to an extent private speech. The third general conclusion is that, where participants represent themselves in-world, other participants cannot assume that such in-world representation share the characteristics of the human player; and that where virtual environments contain game elements, participants and non-participants alike should not take everything that happens in the virtual environment at face value or literally, which does however not amount to having to accept a higher level of infringement on their rights for things that happen in such an environment.
2009-03-20
involved the development of an environment within the Multiverse virtual world, oriented toward allowing individuals to acquire and reinforce skills via...PetBrain software G2: Creation of a scavenger hunt scenario in the Multiverse virtual world, in which humans and AIs can collaboratively play scavenger...carried out by Novamente LLC for AOARD during June 2008 ? February 2009. It involved the development of an environment within the Multiverse virtual world
Coercive Narratives, Motivation and Role Playing in Virtual Worlds
2002-01-01
resource for making immersive virtual environments highly engaging. Interaction also appeals to our natural desire to discover. Reading a book contains...participation in an open-ended Virtual Environment (VE). I intend to take advantage of a participants’ natural tendency to prefer interaction when possible...I hope this work will expand the potential of experience within virtual worlds. K e y w o r d s : Immersive Environments , Virtual Environments
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel-Robert; Amedi, Amir
2013-01-01
Virtual worlds and environments are becoming an increasingly central part of our lives, yet they are still far from accessible to the blind. This is especially unfortunate as such environments hold great potential for them for uses such as social interaction, online education and especially for use with familiarizing the visually impaired user with a real environment virtually from the comfort and safety of his own home before visiting it in the real world. We have implemented a simple algorithm to improve this situation using single-point depth information, enabling the blind to use a virtual cane, modeled on the “EyeCane” electronic travel aid, within any virtual environment with minimal pre-processing. Use of the Virtual-EyeCane, enables this experience to potentially be later used in real world environments with identical stimuli to those from the virtual environment. We show the fast-learned practical use of this algorithm for navigation in simple environments. PMID:23977316
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis.
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.
Virtual World Currency Value Fluctuation Prediction System Based on User Sentiment Analysis
Kim, Young Bin; Lee, Sang Hyeok; Kang, Shin Jin; Choi, Myung Jin; Lee, Jung; Kim, Chang Hun
2015-01-01
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it. PMID:26241496
Virtual hand: a 3D tactile interface to virtual environments
NASA Astrophysics Data System (ADS)
Rogowitz, Bernice E.; Borrel, Paul
2008-02-01
We introduce a novel system that allows users to experience the sensation of touch in a computer graphics environment. In this system, the user places his/her hand on an array of pins, which is moved about space on a 6 degree-of-freedom robot arm. The surface of the pins defines a surface in the virtual world. This "virtual hand" can move about the virtual world. When the virtual hand encounters an object in the virtual world, the heights of the pins are adjusted so that they represent the object's shape, surface, and texture. A control system integrates pin and robot arm motions to transmit information about objects in the computer graphics world to the user. It also allows the user to edit, change and move the virtual objects, shapes and textures. This system provides a general framework for touching, manipulating, and modifying objects in a 3-D computer graphics environment, which may be useful in a wide range of applications, including computer games, computer aided design systems, and immersive virtual worlds.
ERIC Educational Resources Information Center
Sadler, Randall
2012-01-01
This book focuses on one area in the field of Computer-Mediated Communication that has recently exploded in popularity--Virtual Worlds. Virtual Worlds are online multiplayer three-dimensional environments where avatars represent their real world counterparts. In particular, this text explores the potential for these environments to be used for…
Confessions of a Second Life: Conforming in the Virtual World?
NASA Astrophysics Data System (ADS)
Chicas, K.; Bailenson, J.; Stevenson Won, A.; Bailey, J.
2012-12-01
Virtual Worlds such as Second Life or World of Warcraft are increasingly popular, with people all over the world joining these online communities. In these virtual environments people break the barrier of reality every day when they fly, walk through walls and teleport places. It is easy for people to violate the norms and behaviors of the real world in the virtual environment without real world consequences. However, previous research has shown that users' behavior may conform to their digital self-representation (avatar). This is also known as the Proteus effect (Yee, 2007). Are people behaving in virtual worlds in ways that most people would not in the physical world? It's important to understand the behaviors that occur in the virtual world if they have an impact on how people act in the real world.
Virtual Environments: Issues and Opportunities for Researching Inclusive Educational Practices
NASA Astrophysics Data System (ADS)
Sheehy, Kieron
This chapter argues that virtual environments offer new research areas for those concerned with inclusive education. Further, it proposes that they also present opportunities for developing increasingly inclusive research processes. This chapter considers how researchers might approach researching some of these affordances. It discusses the relationship between specific features of inclusive pedagogy, derived from an international systematic literature review, and the affordances of different forms of virtual characters and environments. Examples are drawn from research in Second LifeTM (SL), virtual tutors and augmented reality. In doing this, the chapter challenges a simplistic notion of isolated physical and virtual worlds and, in the context of inclusion, between the practice of research and the research topic itself. There are a growing number of virtual worlds in which identified educational activities are taking place, or whose activities are being noted for their educational merit. These encompasses non-themed worlds such as SL and Active Worlds, game based worlds such as World of Warcraft and Runescape, and even Club Penguin, a themed virtual where younger players interact through a variety of Penguin themed environments and activities. It has been argued that these spaces, outside traditional education, are able to offer pedagogical insights (Twining 2009) i.e. that these global virtual communities have been identified as being useful as creative educational environments (Delwiche 2006; Sheehy 2009). This chapter will explore how researchers might use these spaces to investigative and create inclusive educational experiences for learners. In order to do this the chapter considers three interrelated issues: What is inclusive education?; How might inclusive education influence virtual world research? And, what might inclusive education look like in virtual worlds?
ERIC Educational Resources Information Center
Zhong, Ying
2013-01-01
Virtual worlds are well-suited for building virtual laboratories for educational purposes to complement hands-on physical laboratories. However, educators may face technical challenges because developing virtual worlds requires skills in programming and 3D design. Current virtual world building tools are developed for users who have programming…
Pre-Service Teachers Designing Virtual World Learning Environments
ERIC Educational Resources Information Center
Jacka, Lisa; Booth, Kate
2012-01-01
Integrating Information Technology Communications in the classroom has been an important part of pre-service teacher education for over a decade. The advent of virtual worlds provides the pre-service teacher with an opportunity to study teaching and learning in a highly immersive 3D computer-based environment. Virtual worlds also provide a place…
Sounds of silence: How to animate virtual worlds with sound
NASA Technical Reports Server (NTRS)
Astheimer, Peter
1993-01-01
Sounds are an integral and sometimes annoying part of our daily life. Virtual worlds which imitate natural environments gain a lot of authenticity from fast, high quality visualization combined with sound effects. Sounds help to increase the degree of immersion for human dwellers in imaginary worlds significantly. The virtual reality toolkit of IGD (Institute for Computer Graphics) features a broad range of standard visual and advanced real-time audio components which interpret an object-oriented definition of the scene. The virtual reality system 'Virtual Design' realized with the toolkit enables the designer of virtual worlds to create a true audiovisual environment. Several examples on video demonstrate the usage of the audio features in Virtual Design.
Pain modulation during drives through cold and hot virtual environments.
Mühlberger, Andreas; Wieser, Matthias J; Kenntner-Mabiala, Ramona; Pauli, Paul; Wiederhold, Brenda K
2007-08-01
Evidence exists that virtual worlds reduce pain perception by providing distraction. However, there is no experimental study to show that the type of world used in virtual reality (VR) distraction influences pain perception. Therefore, we investigated whether pain triggered by heat or cold stimuli is modulated by "warm "or "cold " virtual environments and whether virtual worlds reduce pain perception more than does static picture presentation. We expected that cold worlds would reduce pain perception from heat stimuli, while warm environments would reduce pain perception from cold stimuli. Additionally, both virtual worlds should reduce pain perception in general. Heat and cold pain stimuli thresholds were assessed outside VR in 48 volunteers in a balanced crossover design. Participants completed three 4-minute assessment periods: virtual "walks " through (1) a winter and (2) an autumn landscape and static exposure to (3) a neutral landscape. During each period, five heat stimuli or three cold stimuli were delivered via a thermode on the participant's arm, and affective and sensory pain perceptions were rated. Then the thermode was changed to the other arm, and the procedure was repeated with the opposite pain stimuli (heat or cold). We found that both warm and cold virtual environments reduced pain intensity and unpleasantness for heat and cold pain stimuli when compared to the control condition. Since participants wore a head-mounted display (HMD) in both the control condition and VR, we concluded that the distracting value of virtual environments is not explained solely by excluding perception of the real world. Although VR reduced pain unpleasantness, we found no difference in efficacy between the types of virtual world used for each pain stimulus.
NASA Astrophysics Data System (ADS)
McFadden, D.; Tavakkoli, A.; Regenbrecht, J.; Wilson, B.
2017-12-01
Virtual Reality (VR) and Augmented Reality (AR) applications have recently seen an impressive growth, thanks to the advent of commercial Head Mounted Displays (HMDs). This new visualization era has opened the possibility of presenting researchers from multiple disciplines with data visualization techniques not possible via traditional 2D screens. In a purely VR environment researchers are presented with the visual data in a virtual environment, whereas in a purely AR application, a piece of virtual object is projected into the real world with which researchers could interact. There are several limitations to the purely VR or AR application when taken within the context of remote planetary exploration. For example, in a purely VR environment, contents of the planet surface (e.g. rocks, terrain, or other features) should be created off-line from a multitude of images using image processing techniques to generate 3D mesh data that will populate the virtual surface of the planet. This process usually takes a tremendous amount of computational resources and cannot be delivered in real-time. As an alternative, video frames may be superimposed on the virtual environment to save processing time. However, such rendered video frames will lack 3D visual information -i.e. depth information. In this paper, we present a technique to utilize a remotely situated robot's stereoscopic cameras to provide a live visual feed from the real world into the virtual environment in which planetary scientists are immersed. Moreover, the proposed technique will blend the virtual environment with the real world in such a way as to preserve both the depth and visual information from the real world while allowing for the sensation of immersion when the entire sequence is viewed via an HMD such as Oculus Rift. The figure shows the virtual environment with an overlay of the real-world stereoscopic video being presented in real-time into the virtual environment. Notice the preservation of the object's shape, shadows, and depth information. The distortions shown in the image are due to the rendering of the stereoscopic data into a 2D image for the purposes of taking screenshots.
Evaluation of the cognitive effects of travel technique in complex real and virtual environments.
Suma, Evan A; Finkelstein, Samantha L; Reid, Myra; V Babu, Sabarish; Ulinski, Amy C; Hodges, Larry F
2010-01-01
We report a series of experiments conducted to investigate the effects of travel technique on information gathering and cognition in complex virtual environments. In the first experiment, participants completed a non-branching multilevel 3D maze at their own pace using either real walking or one of two virtual travel techniques. In the second experiment, we constructed a real-world maze with branching pathways and modeled an identical virtual environment. Participants explored either the real or virtual maze for a predetermined amount of time using real walking or a virtual travel technique. Our results across experiments suggest that for complex environments requiring a large number of turns, virtual travel is an acceptable substitute for real walking if the goal of the application involves learning or reasoning based on information presented in the virtual world. However, for applications that require fast, efficient navigation or travel that closely resembles real-world behavior, real walking has advantages over common joystick-based virtual travel techniques.
ERIC Educational Resources Information Center
Barkand, Jonathan; Kush, Joseph
2009-01-01
Virtual Learning Environments (VLEs) are becoming increasingly popular in online education environments and have multiple pedagogical advantages over more traditional approaches to education. VLEs include 3D worlds where students can engage in simulated learning activities such as Second Life. According to Claudia L'Amoreaux at Linden Lab, "at…
ERIC Educational Resources Information Center
Coban, Murat; Karakus, Turkan; Karaman, Asiye; Gunay, Fatma; Goktas, Yuksel
2015-01-01
Research into virtual worlds demonstrates that to successfully use virtual world platforms in different disciplines, certain limitations and potential difficulties of these platforms must be overcome. The current study extends previous research by investigating problems in integrating virtual worlds in education with a longitudinal observation of…
Virtual Labs and Virtual Worlds
NASA Astrophysics Data System (ADS)
Boehler, Ted
2006-12-01
Virtual Labs and Virtual Worlds Coastline Community College has under development several virtual lab simulations and activities that range from biology, to language labs, to virtual discussion environments. Imagine a virtual world that students enter online, by logging onto their computer from home or anywhere they have web access. Upon entering this world they select a personalized identity represented by a digitized character (avatar) that can freely move about, interact with the environment, and communicate with other characters. In these virtual worlds, buildings, gathering places, conference rooms, labs, science rooms, and a variety of other “real world” elements are evident. When characters move about and encounter other people (players) they may freely communicate. They can examine things, manipulate objects, read signs, watch video clips, hear sounds, and jump to other locations. Goals of critical thinking, social interaction, peer collaboration, group support, and enhanced learning can be achieved in surprising new ways with this innovative approach to peer-to-peer communication in a virtual discussion world. In this presentation, short demos will be given of several online learning environments including a virtual biology lab, a marine science module, a Spanish lab, and a virtual discussion world. Coastline College has been a leader in the development of distance learning and media-based education for nearly 30 years and currently offers courses through PDA, Internet, DVD, CD-ROM, TV, and Videoconferencing technologies. Its distance learning program serves over 20,000 students every year. sponsor Jerry Meisner
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
What People Talk About in Virtual Worlds
NASA Astrophysics Data System (ADS)
Maher, Mary Lou
This chapter examines what people talk about in virtual worlds, employing protocol analysis. Each of two scenario studies was developed to assess the impact of virtual worlds as a collaborative environment for a specific purpose: one for learning and one for designing. The first designed a place in Active Worlds for a course on Web Site Design, having group learning spaces surrounded by individual student galleries. Student text chat was analyzed through a coding scheme with four major categories: control, technology, learning, and place. The second studied expert architects in a Second Life environment called DesignWorld that combined 3D modeling and sketching tools. Video and audio recordings were coded in terms of four categories of communication content (designing, representation of the model, awareness of each other, and software features), and in terms of synthesis comparing alternative designs versus analysis of how well the proposed solution satisfies the given design task. Both studies found that people talk about their avatars, identity, and location in the virtual world. However, the discussion is chiefly about the task and not about the virtual world, implying that virtual worlds provide a viable environment for learning and designing that does not distract people from their task.
ERIC Educational Resources Information Center
Jacob, Laura Beth
2012-01-01
Virtual world environments have evolved from object-oriented, text-based online games to complex three-dimensional immersive social spaces where the lines between reality and computer-generated begin to blur. Educators use virtual worlds to create engaging three-dimensional learning spaces for students, but the impact of virtual worlds in…
A virtual therapeutic environment with user projective agents.
Ookita, S Y; Tokuda, H
2001-02-01
Today, we see the Internet as more than just an information infrastructure, but a socializing place and a safe outlet of inner feelings. Many personalities develop aside from real world life due to its anonymous environment. Virtual world interactions are bringing about new psychological illnesses ranging from netaddiction to technostress, as well as online personality disorders and conflicts in multiple identities that exist in the virtual world. Presently, there are no standard therapy models for the virtual environment. There are very few therapeutic environments, or tools especially made for virtual therapeutic environments. The goal of our research is to provide the therapy model and middleware tools for psychologists to use in virtual therapeutic environments. We propose the Cyber Therapy Model, and Projective Agents, a tool used in the therapeutic environment. To evaluate the effectiveness of the tool, we created a prototype system, called the Virtual Group Counseling System, which is a therapeutic environment that allows the user to participate in group counseling through the eyes of their Projective Agent. Projective Agents inherit the user's personality traits. During the virtual group counseling, the user's Projective Agent interacts and collaborates to recover and increase their psychological growth. The prototype system provides a simulation environment where psychologists can adjust the parameters and customize their own simulation environment. The model and tool is a first attempt toward simulating online personalities that may exist only online, and provide data for observation.
Using SecondLife Online Virtual World Technology to Introduce Educators to the Digital Culture
NASA Technical Reports Server (NTRS)
Jamison, John
2008-01-01
The rapidly changing culture resulting from new technologies and digital gaming has created an increasing language gap between traditional educators and today's learners (Natkin, 2006; Seely-Brown, 2000). This study seeks to use the online virtual world of SecondLife.com as a tool to introduce educators to this new environment for learning. This study observes the activities and perceptions of a group of educators given unscripted access to this virtual environment. The results 'suggest that although serious technology limitations do currently exist, the potential of this virtual world environment as a learning experience for educators is strong.
Games as Distributed Teaching and Learning Systems
ERIC Educational Resources Information Center
Gee, Elisabeth; Gee, James Paul
2017-01-01
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
Teaching with Virtual Worlds: Factors to Consider for Instructional Use of Second Life
ERIC Educational Resources Information Center
Mayrath, Michael C.; Traphagan, Tomoko; Jarmon, Leslie; Trivedi, Avani; Resta, Paul
2010-01-01
Substantial evidence now supports pedagogical applications of virtual worlds; however, most research supporting virtual worlds for education has been conducted using researcher-developed Multi-User Virtual Environments (MUVE). Second Life (SL) is a MUVE that has been adopted by a large number of academic institutions; however, little research has…
Focus, locus, and sensus: the three dimensions of virtual experience.
Waterworth, E L; Waterworth, J A
2001-04-01
A model of virtual/physical experience is presented, which provides a three dimensional conceptual space for virtual and augmented reality (VR and AR) comprising the dimensions of focus, locus, and sensus. Focus is most closely related to what is generally termed presence in the VR literature. When in a virtual environment, presence is typically shared between the VR and the physical world. "Breaks in presence" are actually shifts of presence away from the VR and toward the external environment. But we can also have "breaks in presence" when attention moves toward absence--when an observer is not attending to stimuli present in the virtual environment, nor to stimuli present in the surrounding physical environment--when the observer is present in neither the virtual nor the physical world. We thus have two dimensions of presence: focus of attention (between presence and absence) and the locus of attention (the virtual vs. the physical world). A third dimension is the sensus of attention--the level of arousal determining whether the observer is highly conscious or relatively unconscious while interacting with the environment. After expanding on each of these three dimensions of experience in relation to VR, we present a couple of educational examples as illustrations, and also relate our model to a suggested spectrum of evaluation methods for virtual environments.
Using voice input and audio feedback to enhance the reality of a virtual experience
DOE Office of Scientific and Technical Information (OSTI.GOV)
Miner, N.E.
1994-04-01
Virtual Reality (VR) is a rapidly emerging technology which allows participants to experience a virtual environment through stimulation of the participant`s senses. Intuitive and natural interactions with the virtual world help to create a realistic experience. Typically, a participant is immersed in a virtual environment through the use of a 3-D viewer. Realistic, computer-generated environment models and accurate tracking of a participant`s view are important factors for adding realism to a virtual experience. Stimulating a participant`s sense of sound and providing a natural form of communication for interacting with the virtual world are equally important. This paper discusses the advantagesmore » and importance of incorporating voice recognition and audio feedback capabilities into a virtual world experience. Various approaches and levels of complexity are discussed. Examples of the use of voice and sound are presented through the description of a research application developed in the VR laboratory at Sandia National Laboratories.« less
Bringing the Real World in: Reflection on Building a Virtual Learning Environment
ERIC Educational Resources Information Center
Mundkur, Anuradha; Ellickson, Cara
2012-01-01
We reflect on translating participatory and experiential learning methodologies into an online teaching environment through a Virtual Learning Environment (VLE) that simulates the "real-world" contexts of international development in order to develop an applied critical understanding of gender analysis and gender mainstreaming. Rather than being…
Is There a Second Life for Virtual Worlds?
ERIC Educational Resources Information Center
Ramaswami, Rama
2011-01-01
Just a few years ago, virtual worlds were credited with the power to transform the universe. Used since the late 1990s in military and medical applications, virtual worlds first gained mainstream media attention when Linden Lab released Second Life in 2003. While other worlds, including open source environments, have launched since then (examples…
Command & Control in Virtual Environments: Designing a Virtual Environment for Experimentation
2010-06-01
proceed with the research: Second Life/ OpenSim A popular leader in the desktop virtual worlds revolution, for many Second Life has become...prototype environments and adapt them quickly within the world. OpenSim is an open-source community built around upon the Second Life platform...functionality natively present in Second Life and the Opensim platform. With the recent release of Second Life Viewer 2.0, which contains a complete
Methods and systems relating to an augmented virtuality environment
Nielsen, Curtis W; Anderson, Matthew O; McKay, Mark D; Wadsworth, Derek C; Boyce, Jodie R; Hruska, Ryan C; Koudelka, John A; Whetten, Jonathan; Bruemmer, David J
2014-05-20
Systems and methods relating to an augmented virtuality system are disclosed. A method of operating an augmented virtuality system may comprise displaying imagery of a real-world environment in an operating picture. The method may further include displaying a plurality of virtual icons in the operating picture representing at least some assets of a plurality of assets positioned in the real-world environment. Additionally, the method may include displaying at least one virtual item in the operating picture representing data sensed by one or more of the assets of the plurality of assets and remotely controlling at least one asset of the plurality of assets by interacting with a virtual icon associated with the at least one asset.
ERIC Educational Resources Information Center
Rigby, C. Scott; Przybylski, Andrew K.
2009-01-01
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Brain Activity on Navigation in Virtual Environments.
ERIC Educational Resources Information Center
Mikropoulos, Tassos A.
2001-01-01
Assessed the cognitive processing that takes place in virtual environments by measuring electrical brain activity using Fast Fourier Transform analysis. University students performed the same task in a real and a virtual environment, and eye movement measurements showed that all subjects were more attentive when navigating in the virtual world.…
ERIC Educational Resources Information Center
Ryan, Jenna; Porter, Marjorie; Miller, Rebecca
2010-01-01
Current literature on libraries is abundant with articles about the uses and the potential of new interactive communication technology, including Web 2.0 tools. Recently, the advent and use of virtual worlds have received top billing in these works. Many library institutions are exploring these virtual environments; this exploration and the…
A study of navigation in virtual space
NASA Technical Reports Server (NTRS)
Darken, Rudy; Sibert, John L.; Shumaker, Randy
1994-01-01
In the physical world, man has developed efficient methods for navigation and orientation. These methods are dependent on the high-fidelity stimuli presented by the environment. When placed in a virtual world which cannot offer stimuli of the same quality due to computing constraints and immature technology, tasks requiring the maintenance of position and orientation knowledge become laborious. In this paper, we present a representative set of techniques based on principles of navigation derived from real world analogs including human and avian navigation behavior and cartography. A preliminary classification of virtual worlds is presented based on the size of the world, the density of objects in the world, and the level of activity taking place in the world. We also summarize an informal study we performed to determine how the tools influenced the subjects' navigation strategies and behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.
Learning in the Wild of a Virtual World
ERIC Educational Resources Information Center
Aurilio, Suzanne
2009-01-01
This study took place in the online 3D virtual world Second Life[R], a recreational environment designed for world-building and socializing, and intended for individuals 18 years old and older. It described learning from the perspective of Second Life[R] Residents and focused on their world-building activities. As a virtual ethnographer, my avatar…
Simulating Geriatric Home Safety Assessments in a Three-Dimensional Virtual World
ERIC Educational Resources Information Center
Andrade, Allen D.; Cifuentes, Pedro; Mintzer, Michael J.; Roos, Bernard A.; Anam, Ramanakumar; Ruiz, Jorge G.
2012-01-01
Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with…
NASA Astrophysics Data System (ADS)
Tsoupikova, Daria
2006-02-01
This paper will explore how the aesthetics of the virtual world affects, transforms, and enhances the immersive emotional experience of the user. What we see and what we do upon entering the virtual environment influences our feelings, mental state, physiological changes and sensibility. To create a unique virtual experience the important component to design is the beauty of the virtual world based on the aesthetics of the graphical objects such as textures, models, animation, and special effects. The aesthetic potency of the images that comprise the virtual environment can make the immersive experience much stronger and more compelling. The aesthetic qualities of the virtual world as born out through images and graphics can influence the user's state of mind. Particular changes and effects on the user can be induced through the application of techniques derived from the research fields of psychology, anthropology, biology, color theory, education, art therapy, music, and art history. Many contemporary artists and developers derive much inspiration for their work from their experience with traditional arts such as painting, sculpture, design, architecture and music. This knowledge helps them create a higher quality of images and stereo graphics in the virtual world. The understanding of the close relation between the aesthetic quality of the virtual environment and the resulting human perception is the key to developing an impressive virtual experience.
ERIC Educational Resources Information Center
Pares-Toral, Maria T.
2013-01-01
The ever increasing popularity of virtual worlds, also known as 3-D multi-user virtual environments (MUVEs) or simply virtual worlds provides language instructors with a new tool they can exploit in their courses. For now, "Second Life" is one of the most popular MUVEs used for teaching and learning, and although "Second Life"…
Establishing a virtual learning environment: a nursing experience.
Wood, Anya; McPhee, Carolyn
2011-11-01
The use of virtual worlds has exploded in popularity, but getting started may not be easy. In this article, the authors, members of the corporate nursing education team at University Health Network, outline their experience with incorporating virtual technology into their learning environment. Over a period of several months, a virtual hospital, including two nursing units, was created in Second Life®, allowing more than 500 nurses to role-play in a safe environment without the fear of making a mistake. This experience has provided valuable insight into the best ways to develop and learn in a virtual environment. The authors discuss the challenges of installing and building the Second Life® platform and provide guidelines for preparing users and suggestions for crafting educational activities. This article provides a starting point for organizations planning to incorporate virtual worlds into their learning environment. Copyright 2011, SLACK Incorporated.
Interaction Design and Usability of Learning Spaces in 3D Multi-user Virtual Worlds
NASA Astrophysics Data System (ADS)
Minocha, Shailey; Reeves, Ahmad John
Three-dimensional virtual worlds are multimedia, simulated environments, often managed over the Web, which users can 'inhabit' and interact via their own graphical, self-representations known as 'avatars'. 3D virtual worlds are being used in many applications: education/training, gaming, social networking, marketing and commerce. Second Life is the most widely used 3D virtual world in education. However, problems associated with usability, navigation and way finding in 3D virtual worlds may impact on student learning and engagement. Based on empirical investigations of learning spaces in Second Life, this paper presents design guidelines to improve the usability and ease of navigation in 3D spaces. Methods of data collection include semi-structured interviews with Second Life students, educators and designers. The findings have revealed that design principles from the fields of urban planning, Human- Computer Interaction, Web usability, geography and psychology can influence the design of spaces in 3D multi-user virtual environments.
Collaborative Virtual Gaming Worlds in Higher Education
ERIC Educational Resources Information Center
Whitton, Nicola; Hollins, Paul
2008-01-01
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi-user virtual environments (MUVEs) and massively multi-player online role-playing games (MMORPGs) for collaborative learning. However, this paper argues that collaborative gaming worlds have been in use much longer and are much wider…
The Pixelated Professor: Faculty in Immersive Virtual Worlds
ERIC Educational Resources Information Center
Blackmon, Stephanie
2015-01-01
Online environments, particularly virtual worlds, can sometimes complicate issues of self expression. For example, the faculty member who loves punk rock has an opportunity, through hairstyle and attire choices in the virtual world, to share that part of herself with students. However, deciding to share that part of the self can depend on a number…
Managing Multimodal Data in Virtual World Research for Language Learning
ERIC Educational Resources Information Center
Palomeque, Cristina; Pujolà, Joan-Tomàs
2018-01-01
The study of multimodality in communication has attracted the attention of researchers studying online multimodal environments such as virtual worlds. Specifically, 3D virtual worlds have especially attracted the interest of educators and academics due to the multiplicity of verbal channels, which are often comprised of text and voice channels, as…
Social Presence and Motivation in a Three-Dimensional Virtual World: An Explanatory Study
ERIC Educational Resources Information Center
Yilmaz, Rabia M.; Topu, F. Burcu; Goktas, Yuksel; Coban, Murat
2013-01-01
Three-dimensional (3-D) virtual worlds differ from other learning environments in their similarity to real life, providing opportunities for more effective communication and interaction. With these features, 3-D virtual worlds possess considerable potential to enhance learning opportunities. For effective learning, the users' motivation levels and…
Working Group Reports and Presentations: Virtual Worlds and Virtual Exploration
NASA Technical Reports Server (NTRS)
LAmoreaux, Claudia
2006-01-01
Scientists and engineers are continually developing innovative methods to capitalize on recent developments in computational power. Virtual worlds and virtual exploration present a new toolset for project design, implementation, and resolution. Replication of the physical world in the virtual domain provides stimulating displays to augment current data analysis techniques and to encourage public participation. In addition, the virtual domain provides stakeholders with a low cost, low risk design and test environment. The following document defines a virtual world and virtual exploration, categorizes the chief motivations for virtual exploration, elaborates upon specific objectives, identifies roadblocks and enablers for realizing the benefits, and highlights the more immediate areas of implementation (i.e. the action items). While the document attempts a comprehensive evaluation of virtual worlds and virtual exploration, the innovative nature of the opportunities presented precludes completeness. The authors strongly encourage readers to derive additional means of utilizing the virtual exploration toolset.
DWTP: a basis for networked VR on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang; Schick, Daniel
1998-04-01
Shared virtual worlds are one of today's major research topics. While limited to particular application areas and high speed networks in the past, they become more and more available to a large number of users. One reason for this development was the introduction of VRML (the Virtual Reality Modeling Language), which has been established as a standard of the exchange of 3D worlds on the Internet. Although a number of prototype systems have been developed to realize shared multi-user worlds based on VRML, no suitable network protocol to support the demands of such environments has yet been established. In this paper we will introduce our approach of a network protocol for shared virtual environments: DWTP--the Distributed Worlds Transfer and communication Protocol. We will show how DWTP meets the demands of shared virtual environments on the Internet. We will further present SmallView, our prototype of a distributed multi-user VR system, to show how DWTP can be used to realize shared worlds.
Treasure hunt of mineral resources: a serious game in a virtual world
NASA Astrophysics Data System (ADS)
Boniello, Annalisa
2015-04-01
This posterdescribes a geoscience activities on mineral resources for students of 14-18 years old. The activities are created as a treasure hunt of mineral resources, students must pass test and solve questions, search mineral in different environments: near a volcanos, in the river, in a lake, in a cave, under the sea and on a mountain. The activity is created using a virtual environment a virtual world built with a software, Opensim, a opensource software. In this virtual world every student as avatar, a virtual rapresentation of himself, search information, objects, mineral as in a serious game, a digital serious game. In the serious game buit as a treasure hunt, students interact with environment in a learning by doing, and they interact with other students in a cooperative learning and a collaborative environment. In the hunt there is a challenge that student must overcome: understanding what is a mineral resource collecting data on mineral analyzing environments where they are created so the students can improve motivation and learn, and improve scientific skills.
Brundage, Shelley B; Hancock, Adrienne B
2015-05-01
Virtual reality environments (VREs) are computer-generated, 3-dimensional worlds that allow users to experience situations similar to those encountered in the real world. The purpose of this study was to investigate VREs for potential use in assessing and treating persons who stutter (PWS) by determining the extent to which PWS's affective, behavioral, and cognitive measures in a VRE correlate with those same measures in a similar live environment. Ten PWS delivered speeches-first to a live audience and, on another day, to 2 virtual audiences (neutral and challenging audiences). Participants completed standard tests of communication apprehension and confidence prior to each condition, and frequency of stuttering was measured during each speech. Correlational analyses revealed significant, positive correlations between virtual and live conditions for affective and cognitive measures as well as for frequency of stuttering. These findings suggest that virtual public speaking environments engender affective, behavioral, and cognitive reactions in PWS that correspond to those experienced in the real world. Therefore, the authentic, safe, and controlled environments provided by VREs may be useful for stuttering assessment and treatment.
Deploying Embodied AI into Virtual Worlds
NASA Astrophysics Data System (ADS)
Burden, David J. H.
The last two years have seen the start of commercial activity within virtual worlds. Unlike computer games where Non-Player-Character avatars are common, in most virtual worlds they are the exception — and until recently in Second Life they were non-existent. However there is real commercial scope for Als in these worlds — in roles from virtual sales staff and tutors to personal assistants. Deploying an embodied AI into a virtual world offers a unique opportunity to evaluate embodied Als, and to develop them within an environment where human and computer are on almost equal terms. This paper presents an architecture being used for the deployment of chatbot driven avatars within the Second Life virtual world, looks at the challenges of deploying an AI within such a virtual world, the possible implications for the Turing Test, and identifies research directions for the future.
On Being Bored and Lost (in Virtuality)
ERIC Educational Resources Information Center
Moore, Kristen; Pflugfelder, Ehren Helmut
2010-01-01
Education in virtual worlds has the potential, it seems, for engaging students in innovative ways and for enabling new discourses on a host of issues. Virtual locations like "Second Life," "Kaneva," or "World of Warcraft," among other multi-user virtual environments (MUVEs), also come with unique challenges for educators as they consider the…
A Virtual World for Collaboration: The AETZone
ERIC Educational Resources Information Center
Cheney, Amelia W.; Sanders, Robert L.; Matzen, Nita J.; Bronack, Stephen C.; Riedl, Richard E.; Tashner, John H.
2009-01-01
Participation in learning communities, and the construction of knowledge in communities of practice, are important considerations in the use of 3D immersive worlds. This article describes the creation of this type of learning environment in AETZone, an immersive virtual environment in use within graduate programs at Appalachian State University…
An Intelligent Crawler for a Virtual World
ERIC Educational Resources Information Center
Eno, Joshua
2010-01-01
Virtual worlds, which allow users to create and interact with content in a 3D, multi-user environment, growing and becoming more integrated with the traditional flat web. However, little is empirically known about the content users create in virtual world and how it can be indexed and searched effectively. In order to gain a better understanding…
Using Virtual Worlds in Education: Second Life[R] as an Educational Tool
ERIC Educational Resources Information Center
Baker, Suzanne C.; Wentz, Ryan K.; Woods, Madison M.
2009-01-01
The online virtual world Second Life (www.secondlife.com) has multiple potential uses in teaching. In Second Life (SL), users create avatars that represent them in the virtual world. Within SL, avatars can interact with each other and with objects and environments. SL offers tremendous creative potential in that users can create content within the…
ERIC Educational Resources Information Center
Winkelmann, Kurt; Keeney-Kennicutt, Wendy; Fowler, Debra; Macik, Maria
2017-01-01
Virtual worlds are a potential medium for teaching college-level chemistry laboratory courses. To determine the feasibility of conducting chemistry experiments in such an environment, undergraduate students performed two experiments in the immersive virtual world of Second Life (SL) as part of their regular General Chemistry 2 laboratory course.…
ERIC Educational Resources Information Center
Yilmaz, Turkan Karakus; Cagiltay, Kursat
2016-01-01
Many virtual worlds have been adopted for implementation within educational settings because they are potentially useful for building effective learning environments. Since the flexibility of virtual worlds challenges to obtain effective and efficient educational outcomes, the design of such platforms need more attention. In the present study, the…
Virtual Worlds: A New Opportunity for People with Lifelong Disability?
ERIC Educational Resources Information Center
Stendal, Karen; Balandin, Susan; Molka-Danielsen, Judith
2011-01-01
Virtual worlds, such as Second Life[R], are the latest star in the online communication sky. Created by Linden Lab, Second Life is a three-dimensional environment that provides a context for avatars to communicate and socialise with other avatars in a variety of settings (Bell, 2009). Virtual worlds have been used to train people with intellectual…
ERIC Educational Resources Information Center
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved…
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality.
Cushman, Laura A; Stein, Karen; Duffy, Charles J
2008-09-16
Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community.
The Role of Semantics in Next-Generation Online Virtual World-Based Retail Store
NASA Astrophysics Data System (ADS)
Sharma, Geetika; Anantaram, C.; Ghosh, Hiranmay
Online virtual environments are increasingly becoming popular for entrepreneurship. While interactions are primarily between avatars, some interactions could occur through intelligent chatbots. Such interactions require connecting to backend business applications to obtain information, carry out real-world transactions etc. In this paper, we focus on integrating business application systems with virtual worlds. We discuss the probable features of a next-generation online virtual world-based retail store and the technologies involved in realizing the features of such a store. In particular, we examine the role of semantics in integrating popular virtual worlds with business applications to provide natural language based interactions.
Internet-based distributed collaborative environment for engineering education and design
NASA Astrophysics Data System (ADS)
Sun, Qiuli
2001-07-01
This research investigates the use of the Internet for engineering education, design, and analysis through the presentation of a Virtual City environment. The main focus of this research was to provide an infrastructure for engineering education, test the concept of distributed collaborative design and analysis, develop and implement the Virtual City environment, and assess the environment's effectiveness in the real world. A three-tier architecture was adopted in the development of the prototype, which contains an online database server, a Web server as well as multi-user servers, and client browsers. The environment is composed of five components, a 3D virtual world, multiple Internet-based multimedia modules, an online database, a collaborative geometric modeling module, and a collaborative analysis module. The environment was designed using multiple Intenet-based technologies, such as Shockwave, Java, Java 3D, VRML, Perl, ASP, SQL, and a database. These various technologies together formed the basis of the environment and were programmed to communicate smoothly with each other. Three assessments were conducted over a period of three semesters. The Virtual City is open to the public at www.vcity.ou.edu. The online database was designed to manage the changeable data related to the environment. The virtual world was used to implement 3D visualization and tie the multimedia modules together. Students are allowed to build segments of the 3D virtual world upon completion of appropriate undergraduate courses in civil engineering. The end result is a complete virtual world that contains designs from all of their coursework and is viewable on the Internet. The environment is a content-rich educational system, which can be used to teach multiple engineering topics with the help of 3D visualization, animations, and simulations. The concept of collaborative design and analysis using the Internet was investigated and implemented. Geographically dispersed users can build the same geometric model simultaneously over the Internet and communicate with each other through a chat room. They can also conduct finite element analysis collaboratively on the same object over the Internet. They can mesh the same object, apply and edit the same boundary conditions and forces, obtain the same analysis results, and then discuss the results through the Internet.
What about the Firewall? Creating Virtual Worlds in a Public Primary School Using Sim-on-a-Stick
ERIC Educational Resources Information Center
Jacka, Lisa; Booth, Kate
2012-01-01
Virtual worlds are highly immersive, engaging and popular computer mediated environments being explored by children and adults. Why then aren't more teachers using virtual worlds in the classroom with primary and secondary school students? Reasons often cited are the learning required to master the technology, low-end graphics cards, poor…
The Use of Internet Resources and Browser-Based Virtual Worlds in Teaching Grammar
ERIC Educational Resources Information Center
Kruk, Mariusz
2014-01-01
Online virtual worlds are becoming important tools in foreign/second language instruction in view of the fact that they enhance learner motivation, promote autonomy and social presence in a 3D environment. Virtual worlds are a type of reality in which students can meet and communicate with other learners in the target language using text, voice or…
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M
2016-07-01
Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Cognitive therapy using virtual reality could prove highly effective in treating delusions. © The Royal College of Psychiatrists 2016.
Freeman, Daniel; Bradley, Jonathan; Antley, Angus; Bourke, Emilie; DeWeever, Natalie; Evans, Nicole; Černis, Emma; Sheaves, Bryony; Waite, Felicity; Dunn, Graham; Slater, Mel; Clark, David M.
2016-01-01
Background Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. Aims To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). Method Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. Results In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). Conclusion Cognitive therapy using virtual reality could prove highly effective in treating delusions. PMID:27151071
Virtual Environments Supporting Learning and Communication in Special Needs Education
ERIC Educational Resources Information Center
Cobb, Sue V. G.
2007-01-01
Virtual reality (VR) describes a set of technologies that allow users to explore and experience 3-dimensional computer-generated "worlds" or "environments." These virtual environments can contain representations of real or imaginary objects on a small or large scale (from modeling of molecular structures to buildings, streets, and scenery of a…
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments.
Rincon, J A; Poza-Lujan, Jose-Luis; Julian, V; Posadas-Yagüe, Juan-Luis; Carrascosa, C
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system.
Extending MAM5 Meta-Model and JaCalIV E Framework to Integrate Smart Devices from Real Environments
2016-01-01
This paper presents the extension of a meta-model (MAM5) and a framework based on the model (JaCalIVE) for developing intelligent virtual environments. The goal of this extension is to develop augmented mirror worlds that represent a real and virtual world coupled, so that the virtual world not only reflects the real one, but also complements it. A new component called a smart resource artifact, that enables modelling and developing devices to access the real physical world, and a human in the loop agent to place a human in the system have been included in the meta-model and framework. The proposed extension of MAM5 has been tested by simulating a light control system where agents can access both virtual and real sensor/actuators through the smart resources developed. The results show that the use of real environment interactive elements (smart resource artifacts) in agent-based simulations allows to minimize the error between simulated and real system. PMID:26926691
Detecting navigational deficits in cognitive aging and Alzheimer disease using virtual reality
Cushman, Laura A.; Stein, Karen; Duffy, Charles J.
2008-01-01
Background: Older adults get lost, in many cases because of recognized or incipient Alzheimer disease (AD). In either case, getting lost can be a threat to individual and public safety, as well as to personal autonomy and quality of life. Here we compare our previously described real-world navigation test with a virtual reality (VR) version simulating the same navigational environment. Methods: Quantifying real-world navigational performance is difficult and time-consuming. VR testing is a promising alternative, but it has not been compared with closely corresponding real-world testing in aging and AD. We have studied navigation using both real-world and virtual environments in the same subjects: young normal controls (YNCs, n = 35), older normal controls (ONCs, n = 26), patients with mild cognitive impairment (MCI, n = 12), and patients with early AD (EAD, n = 14). Results: We found close correlations between real-world and virtual navigational deficits that increased across groups from YNC to ONC, to MCI, and to EAD. Analyses of subtest performance showed similar profiles of impairment in real-world and virtual testing in all four subject groups. The ONC, MCI, and EAD subjects all showed greatest difficulty in self-orientation and scene localization tests. MCI and EAD patients also showed impaired verbal recall about both test environments. Conclusions: Virtual environment testing provides a valid assessment of navigational skills. Aging and Alzheimer disease (AD) share the same patterns of difficulty in associating visual scenes and locations, which is complicated in AD by the accompanying loss of verbally mediated navigational capacities. We conclude that virtual navigation testing reveals deficits in aging and AD that are associated with potentially grave risks to our patients and the community. GLOSSARY AD = Alzheimer disease; EAD = early Alzheimer disease; MCI = mild cognitive impairment; MMSE = Mini-Mental State Examination; ONC = older normal control; std. wt. = standardized weight; THSD = Tukey honestly significant difference; VR = virtual reality; YNC = young normal control. PMID:18794491
The Problem Patron and the Academic Library Web Site as Virtual Reference Desk.
ERIC Educational Resources Information Center
Taylor, Daniel; Porter, George S.
2002-01-01
Considers problem library patrons in a virtual environment based on experiences at California Institute of Technology's Web site and its use for virtual reference. Discusses the virtual reference desk concept; global visibility and access to the World Wide Web; problematic email; and advantages in the electronic environment. (LRW)
The role of cognitive apprenticeship in learning science in a virtual world
NASA Astrophysics Data System (ADS)
Ramdass, Darshanand
2012-12-01
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, Science games and the development of possible selves. In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on the application of various components of the sociocultural perspective of learning in classroom environments and the potential for applying them in virtual worlds. I propose that research in science education should explore the processes underlying cognitive apprenticeship and determine how these processes can be used in virtual environments to help students learn science successfully.
Ontological implications of being in immersive virtual environments
NASA Astrophysics Data System (ADS)
Morie, Jacquelyn F.
2008-02-01
The idea of Virtual Reality once conjured up visions of new territories to explore, and expectations of awaiting worlds of wonder. VR has matured to become a practical tool for therapy, medicine and commercial interests, yet artists, in particular, continue to expand the possibilities for the medium. Artistic virtual environments created over the past two decades probe the phenomenological nature of these virtual environments. When we inhabit a fully immersive virtual environment, we have entered into a new form of Being. Not only does our body continue to exist in the real, physical world, we are also embodied within the virtual by means of technology that translates our bodied actions into interactions with the virtual environment. Very few states in human existence allow this bifurcation of our Being, where we can exist simultaneously in two spaces at once, with the possible exception of meta-physical states such as shamanistic trance and out-of-body experiences. This paper discusses the nature of this simultaneous Being, how we enter the virtual space, what forms of persona we can don there, what forms of spaces we can inhabit, and what type of wondrous experiences we can both hope for and expect.
Kibria, Muhammad Golam; Ali, Sajjad; Jarwar, Muhammad Aslam; Kumar, Sunil; Chong, Ilyoung
2017-09-22
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented.
Chong, Ilyoung
2017-01-01
Due to a very large number of connected virtual objects in the surrounding environment, intelligent service features in the Internet of Things requires the reuse of existing virtual objects and composite virtual objects. If a new virtual object is created for each new service request, then the number of virtual object would increase exponentially. The Web of Objects applies the principle of service modularity in terms of virtual objects and composite virtual objects. Service modularity is a key concept in the Web Objects-Enabled Internet of Things (IoT) environment which allows for the reuse of existing virtual objects and composite virtual objects in heterogeneous ontologies. In the case of similar service requests occurring at the same, or different locations, the already-instantiated virtual objects and their composites that exist in the same, or different ontologies can be reused. In this case, similar types of virtual objects and composite virtual objects are searched and matched. Their reuse avoids duplication under similar circumstances, and reduces the time it takes to search and instantiate them from their repositories, where similar functionalities are provided by similar types of virtual objects and their composites. Controlling and maintaining a virtual object means controlling and maintaining a real-world object in the real world. Even though the functional costs of virtual objects are just a fraction of those for deploying and maintaining real-world objects, this article focuses on reusing virtual objects and composite virtual objects, as well as discusses similarity matching of virtual objects and composite virtual objects. This article proposes a logistic model that supports service modularity for the promotion of reusability in the Web Objects-enabled IoT environment. Necessary functional components and a flowchart of an algorithm for reusing composite virtual objects are discussed. Also, to realize the service modularity, a use case scenario is studied and implemented. PMID:28937590
ERIC Educational Resources Information Center
Iqbal, Ahmer
2012-01-01
The following paper examines the results of a research study in which a virtual world, Quest Atlantis (QA), was used to engage students in exploratory learning to teach about water quality issues. The main aim of the research was to find out how new digital learning environments and educational technology, such as virtual worlds, can be introduced…
Emerging CAE technologies and their role in Future Ambient Intelligence Environments
NASA Astrophysics Data System (ADS)
Noor, Ahmed K.
2011-03-01
Dramatic improvements are on the horizon in Computer Aided Engineering (CAE) and various simulation technologies. The improvements are due, in part, to the developments in a number of leading-edge technologies and their synergistic combinations/convergence. The technologies include ubiquitous, cloud, and petascale computing; ultra high-bandwidth networks, pervasive wireless communication; knowledge based engineering; networked immersive virtual environments and virtual worlds; novel human-computer interfaces; and powerful game engines and facilities. This paper describes the frontiers and emerging simulation technologies, and their role in the future virtual product creation and learning/training environments. The environments will be ambient intelligence environments, incorporating a synergistic combination of novel agent-supported visual simulations (with cognitive learning and understanding abilities); immersive 3D virtual world facilities; development chain management systems and facilities (incorporating a synergistic combination of intelligent engineering and management tools); nontraditional methods; intelligent, multimodal and human-like interfaces; and mobile wireless devices. The Virtual product creation environment will significantly enhance the productivity and will stimulate creativity and innovation in future global virtual collaborative enterprises. The facilities in the learning/training environment will provide timely, engaging, personalized/collaborative and tailored visual learning.
ERIC Educational Resources Information Center
Lim, Keol; Kim, Mi Hwa
2015-01-01
The use of virtual learning environments (VLEs) has become more common and educators recognized the potential of VLEs as educational environments. The learning community in VLEs can be a mixture of people from all over the world with different cultural backgrounds. However, despite many studies about the use of virtual environments for learning,…
Virtual Learning Environments.
ERIC Educational Resources Information Center
Follows, Scott B.
1999-01-01
Illustrates the possibilities and educational benefits of virtual learning environments (VLEs), based on experiences with "Thirst for Knowledge," a VLE that simulates the workplace of a major company. While working in this virtual office world, students walk through the building, attend meetings, read reports, receive e-mail, answer the telephone,…
Social Virtual Worlds for Technology-Enhanced Learning on an Augmented Learning Platform
ERIC Educational Resources Information Center
Jin, Li; Wen, Zhigang; Gough, Norman
2010-01-01
Virtual worlds have been linked with e-learning applications to create virtual learning environments (VLEs) for the past decade. However, while they can support many educational activities that extend both traditional on-campus teaching and distance learning, they are used primarily for learning content generated and managed by instructors. With…
The Potential for Scientific Collaboration in Virtual Ecosystems
ERIC Educational Resources Information Center
Magerko, Brian
2010-01-01
This article explores the potential benefits of creating "virtual ecosystems" from real-world data. These ecosystems are intended to be realistic virtual representations of environments that may be costly or difficult to access in person. They can be constructed as 3D worlds rendered from stereo video data, augmented with scientific data, and then…
An Investigation into Cooperative Learning in a Virtual World Using Problem-Based Learning
ERIC Educational Resources Information Center
Parson, Vanessa; Bignell, Simon
2017-01-01
Three-dimensional multi-user virtual environments (MUVEs) have the potential to provide experiential learning qualitatively similar to that found in the real world. MUVEs offer a pedagogically-driven immersive learning opportunity for educationalists that is cost-effective and enjoyable. A family of digital virtual avatars was created within…
The scientific research potential of virtual worlds.
Bainbridge, William Sims
2007-07-27
Online virtual worlds, electronic environments where people can work and interact in a somewhat realistic manner, have great potential as sites for research in the social, behavioral, and economic sciences, as well as in human-centered computer science. This article uses Second Life and World of Warcraft as two very different examples of current virtual worlds that foreshadow future developments, introducing a number of research methodologies that scientists are now exploring, including formal experimentation, observational ethnography, and quantitative analysis of economic markets or social networks.
Instructional Features for Training in Virtual Environments
2006-07-01
Technical Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring...Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring University of...provides in comparison to traditional, real world experience training programs (Hays & Singer , 1989; Swezey & Andrews, 2001). First, as with the
Pre-Service Teachers' Perspectives on Using Scenario-Based Virtual Worlds in Science Education
ERIC Educational Resources Information Center
Kennedy-Clark, Shannon
2011-01-01
This paper presents the findings of a study on the current knowledge and attitudes of pre-service teachers on the use of scenario-based multi-user virtual environments in science education. The 28 participants involved in the study were introduced to "Virtual Singapura," a multi-user virtual environment, and completed an open-ended questionnaire.…
The Evolution of Constructivist Learning Environments: Immersion in Distributed, Virtual Worlds.
ERIC Educational Resources Information Center
Dede, Chris
1995-01-01
Discusses the evolution of constructivist learning environments and examines the collaboration of simulated software models, virtual environments, and evolving mental models via immersion in artificial realities. A sidebar gives a realistic example of a student navigating through cyberspace. (JMV)
Tuning self-motion perception in virtual reality with visual illusions.
Bruder, Gerd; Steinicke, Frank; Wieland, Phil; Lappe, Markus
2012-07-01
Motion perception in immersive virtual environments significantly differs from the real world. For example, previous work has shown that users tend to underestimate travel distances in virtual environments (VEs). As a solution to this problem, researchers proposed to scale the mapped virtual camera motion relative to the tracked real-world movement of a user until real and virtual motion are perceived as equal, i.e., real-world movements could be mapped with a larger gain to the VE in order to compensate for the underestimation. However, introducing discrepancies between real and virtual motion can become a problem, in particular, due to misalignments of both worlds and distorted space cognition. In this paper, we describe a different approach that introduces apparent self-motion illusions by manipulating optic flow fields during movements in VEs. These manipulations can affect self-motion perception in VEs, but omit a quantitative discrepancy between real and virtual motions. In particular, we consider to which regions of the virtual view these apparent self-motion illusions can be applied, i.e., the ground plane or peripheral vision. Therefore, we introduce four illusions and show in experiments that optic flow manipulation can significantly affect users' self-motion judgments. Furthermore, we show that with such manipulations of optic flow fields the underestimation of travel distances can be compensated.
Tal, Aner; Wansink, Brian
2011-01-01
Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. PMID:21527088
Tal, Aner; Wansink, Brian
2011-03-01
Virtual reality (VR) provides a potentially powerful tool for researchers seeking to investigate eating and physical activity. Some unique conditions are necessary to ensure that the psychological processes that influence real eating behavior also influence behavior in VR environments. Accounting for these conditions is critical if VR-assisted research is to accurately reflect real-world situations. The current work discusses key considerations VR researchers must take into account to ensure similar psychological functioning in virtual and actual reality and does so by focusing on the process of spontaneous mental simulation. Spontaneous mental simulation is prevalent under real-world conditions but may be absent under VR conditions, potentially leading to differences in judgment and behavior between virtual and actual reality. For simulation to occur, the virtual environment must be perceived as being available for action. A useful chart is supplied as a reference to help researchers to investigate eating and physical activity more effectively. © 2011 Diabetes Technology Society.
Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World
ERIC Educational Resources Information Center
Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis
2016-01-01
This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…
Teaching Physics to Deaf College Students in a 3-D Virtual Lab
ERIC Educational Resources Information Center
Robinson, Vicki
2013-01-01
Virtual worlds are used in many educational and business applications. At the National Technical Institute for the Deaf at Rochester Institute of Technology (NTID/RIT), deaf college students are introduced to the virtual world of Second Life, which is a 3-D immersive, interactive environment, accessed through computer software. NTID students use…
L2 Immersion in 3D Virtual Worlds: The Next Thing to Being There?
ERIC Educational Resources Information Center
Paillat, Edith
2014-01-01
Second Life is one of the many three-dimensional virtual environments accessible through a computer and a fast broadband connection. Thousands of participants connect to this platform to interact virtually with the world, join international communities of practice and, for some, role play groups. Unlike online role play games however, Second Life…
iSee: Teaching Visual Learning in an Organic Virtual Learning Environment
ERIC Educational Resources Information Center
Han, Hsiao-Cheng
2017-01-01
This paper presents a three-year participatory action research project focusing on the graduate level course entitled Visual Learning in 3D Animated Virtual Worlds. The purpose of this research was to understand "How the virtual world processes of observing and creating can best help students learn visual theories". The first cycle of…
ERIC Educational Resources Information Center
Grenfell, Janette
2013-01-01
Selected ubiquitous technologies encourage collaborative participation between higher education students and educators within a virtual socially networked e-learning landscape. Multiple modes of teaching and learning, ranging from real world experiences, to text and digital images accessed within the Deakin studies online learning management…
Investigating Various Application Areas of Three-Dimensional Virtual Worlds for Higher Education
ERIC Educational Resources Information Center
Ghanbarzadeh, Reza; Ghapanchi, Amir Hossein
2018-01-01
Three-dimensional virtual world (3DVW) have been adopted extensively in the education sector worldwide, and there has been remarkable growth in the application of these environments for distance learning. A wide variety of universities and educational organizations across the world have utilized this technology for their regular learning and…
Virtual reality and telerobotics applications of an Address Recalculation Pipeline
NASA Technical Reports Server (NTRS)
Regan, Matthew; Pose, Ronald
1994-01-01
The technology described in this paper was designed to reduce latency to user interactions in immersive virtual reality environments. It is also ideally suited to telerobotic applications such as interaction with remote robotic manipulators in space or in deep sea operations. in such circumstances the significant latency is observed response to user stimulus which is due to communications delays, and the disturbing jerkiness due to low and unpredictable frame rates on compressed video user feedback or computationally limited virtual worlds, can be masked by our techniques. The user is provided with highly responsive visual feedback independent of communication or computational delays in providing physical video feedback or in rendering virtual world images. Virtual and physical environments can be combined seamlessly using these techniques.
Managing in the Virtual World: How Second Life is Rewriting the Rules of "Real Life" Business
NASA Astrophysics Data System (ADS)
Wyld, David C.
In this paper, we will explore the growth of virtual worlds - one of the most exciting and fast-growing concepts in the Web 2.0 era. We will see that while there has been significant growth across all demographic groups, online gaming in MMOGs (Massively Multiplayer Online Games) are finding particular appeal in today's youth - the so-called "digital native" generation. We then overview the today's virtual world marketplace, both in the youth and adult-oriented markets. Second Life is emerging as the most important virtual world today, due to the intense interest amongst both large organizations and individual entrepreneurs to conduct real business in the virtual environment. Due to its prominence today and its forecasted growth over the next decade, we take a look at the unscripted world of Second Life, examining the corporate presence in-world, as well as the economic, technical, legal, ethical and security issues involved for companies doing business in the virtual world. In conclusion, we present an analysis of where we stand in terms of virtual world development today and a projection of where we will be heading in the near future. Finally, we present advice to management practitioners and academicians on how to learn about virtual worlds and explore the world of opportunities in them.
ERIC Educational Resources Information Center
Richardson, April; Hazzard, Matthew; Challman, Sandra D.; Morgenstein, Aaron M.; Brueckner, Jennifer K.
2011-01-01
This article describes the emerging role of educational multiuser virtual environments, specifically Second Life[TM], in anatomical sciences education. Virtual worlds promote inquiry-based learning and conceptual understanding, potentially making them applicable for teaching and learning gross anatomy. A short introduction to Second Life as an…
ERIC Educational Resources Information Center
Triggs, Riley; Jarmon, Leslie; Villareal, Tracy A.
2010-01-01
Virtual environments can resolve many practical and pedagogical challenges within higher education. Economic considerations, accessibility issues, and safety concerns can all be somewhat alleviated by creating learning activities in a virtual space. Because of the removal of real-world physical limitations like gravity, durability and scope,…
Active Learning through the Use of Virtual Environments
ERIC Educational Resources Information Center
Mayrose, James
2012-01-01
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts to give users the sensation of being fully immersed in a synthetic environment by providing them with 3D hardware, and allowing them to interact with objects in virtual worlds. The technology is extremely effective for learning and exploration, and…
A Virtual World Workshop Environment for Learning Agile Software Development Techniques
ERIC Educational Resources Information Center
Parsons, David; Stockdale, Rosemary
2012-01-01
Multi-User Virtual Environments (MUVEs) are the subject of increasing interest for educators and trainers. This article reports on a longitudinal project that seeks to establish a virtual agile software development workshop hosted in the Open Wonderland MUVE, designed to help learners to understand the basic principles of some core agile software…
ERIC Educational Resources Information Center
Patera, Marianne; Draper, Steve; Naef, Martin
2008-01-01
This paper presents an exploratory study that created a virtual reality environment (VRE) to stimulate motivation and creativity in imaginative writing at primary school level. The main aim of the study was to investigate if an interactive, semi-immersive virtual reality world could increase motivation and stimulate pupils' imagination in the…
Walk, Fly, or Teleport to Learning: Virtual Worlds in the Classroom
ERIC Educational Resources Information Center
Yoder, Maureen Brown
2009-01-01
For educators looking for new ways to engage their students, multiuser virtual environments (MUVEs) offer a great opportunity for creative teaching and learning. MUVEs teach students social, technical, and practical life skills in a setting that is engaging and playful. One might be surprised how much these virtual environments teach students…
Balandin, Susan; Molka-Danielsen, Judith
2015-01-01
The aim of this research was to explore educators' perceptions of a virtual world Second Life TM as an environment for social interaction and social inclusion for the Norwegian adult students with intellectual disability that they supported. Five educators who supported a total of 10 adult students with intellectual disability in computer classes in community Adult Education Centres participated in individual in-depth interviews. The interviews were transcribed verbatim and analysed using a content analysis. Participants were positive about Second Life although they did not perceive that it offered a successful context for social interaction or inclusion. They identified a number of benefits to using a virtual world and for students participating in virtual world research. Barriers identified included language, literacy, and technology issues along with the complexity of participating independently in a virtual world. Some people with intellectual disability can use virtual worlds but the skills required need additional research. Virtual worlds may provide a stimulating, safe, and exciting context for a range of activities but the level of support required by many people is high and consequently expensive.
The perception of spatial layout in real and virtual worlds.
Arthur, E J; Hancock, P A; Chrysler, S T
1997-01-01
As human-machine interfaces grow more immersive and graphically-oriented, virtual environment systems become more prominent as the medium for human-machine communication. Often, virtual environments (VE) are built to provide exact metrical representations of existing or proposed physical spaces. However, it is not known how individuals develop representational models of these spaces in which they are immersed and how those models may be distorted with respect to both the virtual and real-world equivalents. To evaluate the process of model development, the present experiment examined participant's ability to reproduce a complex spatial layout of objects having experienced them previously under different viewing conditions. The layout consisted of nine common objects arranged on a flat plane. These objects could be viewed in a free binocular virtual condition, a free binocular real-world condition, and in a static monocular view of the real world. The first two allowed active exploration of the environment while the latter condition allowed the participant only a passive opportunity to observe from a single viewpoint. Viewing conditions were a between-subject variable with 10 participants randomly assigned to each condition. Performance was assessed using mapping accuracy and triadic comparisons of relative inter-object distances. Mapping results showed a significant effect of viewing condition where, interestingly, the static monocular condition was superior to both the active virtual and real binocular conditions. Results for the triadic comparisons showed a significant interaction for gender by viewing condition in which males were more accurate than females. These results suggest that the situation model resulting from interaction with a virtual environment was indistinguishable from interaction with real objects at least within the constraints of the present procedure.
2010-10-01
organization in the WoW virtual world. Unlike the real world guilds of olden days (e.g., stone masons, leather workers, apothecaries) and unions of current...oriented sports teams (e.g., football, hockey, rugby ). This is the case in particular with player-vs- player combat. Fourth, organizational learning is...Microsystems Telecom Italia Telus Mobility Text 100 Toyota Trades Union Congress Union Network International New Unionism
Virtual Representations in 3D Learning Environments
ERIC Educational Resources Information Center
Shonfeld, Miri; Kritz, Miki
2013-01-01
This research explores the extent to which virtual worlds can serve as online collaborative learning environments for students by increasing social presence and engagement. 3D environments enable learning, which simulates face-to-face encounters while retaining the advantages of online learning. Students in Education departments created avatars…
Virtual Jupiter - Real Learning
NASA Astrophysics Data System (ADS)
Ruzhitskaya, Lanika; Speck, A.; Laffey, J.
2010-01-01
How many earthlings went to visit Jupiter? None. How many students visited virtual Jupiter to fulfill their introductory astronomy courses’ requirements? Within next six months over 100 students from University of Missouri will get a chance to explore the planet and its Galilean Moons using a 3D virtual environment created especially for them to learn Kepler's and Newton's laws, eclipses, parallax, and other concepts in astronomy. The virtual world of Jupiter system is a unique 3D environment that allows students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The virtual learning environment let students to work individually or collaborate with their teammates. The 3D world is also a great opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of 3D environment is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3-dimensional environment.
Design Concerns in the Engineering of Virtual Worlds for Learning
ERIC Educational Resources Information Center
Rapanotti, Lucia; Hall, Jon G.
2011-01-01
The convergence of 3D simulation and social networking into current multi-user virtual environments has opened the door to new forms of interaction for learning in order to complement the face-to-face and Web 2.0-based systems. Yet, despite a growing user community, design knowledge for virtual worlds remains patchy, particularly when it comes to…
Vision-based navigation in a dynamic environment for virtual human
NASA Astrophysics Data System (ADS)
Liu, Yan; Sun, Ji-Zhou; Zhang, Jia-Wan; Li, Ming-Chu
2004-06-01
Intelligent virtual human is widely required in computer games, ergonomics software, virtual environment and so on. We present a vision-based behavior modeling method to realize smart navigation in a dynamic environment. This behavior model can be divided into three modules: vision, global planning and local planning. Vision is the only channel for smart virtual actor to get information from the outside world. Then, the global and local planning module use A* and D* algorithm to find a way for virtual human in a dynamic environment. Finally, the experiments on our test platform (Smart Human System) verify the feasibility of this behavior model.
Productive confusions: learning from simulations of pandemic virus outbreaks in Second Life
NASA Astrophysics Data System (ADS)
Cárdenas, Micha; Greci, Laura S.; Hurst, Samantha; Garman, Karen; Hoffman, Helene; Huang, Ricky; Gates, Michael; Kho, Kristen; Mehrmand, Elle; Porteous, Todd; Calvitti, Alan; Higginbotham, Erin; Agha, Zia
2011-03-01
Users of immersive virtual reality environments have reported a wide variety of side and after effects including the confusion of characteristics of the real and virtual worlds. Perhaps this side effect of confusing the virtual and real can be turned around to explore the possibilities for immersion with minimal technological support in virtual world group training simulations. This paper will describe observations from my time working as an artist/researcher with the UCSD School of Medicine (SoM) and Veterans Administration San Diego Healthcare System (VASDHS) to develop trainings for nurses, doctors and Hospital Incident Command staff that simulate pandemic virus outbreaks. By examining moments of slippage between realities, both into and out of the virtual environment, moments of the confusion of boundaries between real and virtual, we can better understand methods for creating immersion. I will use the mixing of realities as a transversal line of inquiry, borrowing from virtual reality studies, game studies, and anthropological studies to better understand the mechanisms of immersion in virtual worlds. Focusing on drills conducted in Second Life, I will examine moments of training to learn the software interface, moments within the drill and interviews after the drill.
Learning in Virtual Worlds: Using Communities of Practice to Explain How People Learn from Play
ERIC Educational Resources Information Center
Oliver, Martin; Carr, Diane
2009-01-01
Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were…
Virtual Worlds as the Next Asset of Virtual Learning Environments for Students in Business?
ERIC Educational Resources Information Center
Pelet, Jean-Eric; Lecat, Benoît
2012-01-01
The authors' research examines the effectiveness of a web-based virtual learning environment (VLE) in the context of management studies. This article provides two main contributions. First, an exploratory study introduces and describes the concept of VLE applied to the training of seven students in an "interactivity design" (IS) course.…
Civic Participation among Seventh-Grade Social Studies Students in Multi-User Virtual Environments
ERIC Educational Resources Information Center
Zieger, Laura; Farber, Matthew
2012-01-01
Technological advances on the Internet now enable students to develop participation skills in virtual worlds. Similar to controlling a character in a video game, multi-user virtual environments, or MUVEs, allow participants to interact with others in synchronous, online settings. The authors of this study created a link between MUVEs and…
ERIC Educational Resources Information Center
Lawless-Reljic, Sabine Karine
2010-01-01
Growing interest of educational institutions in desktop 3D graphic virtual environments for hybrid and distance education prompts questions on the efficacy of such tools. Virtual worlds, such as Second Life[R], enable computer-mediated immersion and interactions encompassing multimodal communication channels including audio, video, and text-.…
ERIC Educational Resources Information Center
Kim, Mi Hwa
2013-01-01
The purpose of this experimental study was to investigate the impact of the use of a virtual environment for learning Korean history on high school students' learning outcomes and attitudes toward virtual worlds (collaboration, engagement, general use of SL [Second Life], and immersion). In addition, this experiment examined the relationships…
3D Virtual Learning Environments in Education: A Meta-Review
ERIC Educational Resources Information Center
Reisoglu, I.; Topu, B.; Yilmaz, R.; Karakus Yilmaz, T.; Göktas, Y.
2017-01-01
The aim of this study is to investigate recent empirical research studies about 3D virtual learning environments. A total of 167 empirical studies that involve the use of 3D virtual worlds in education were examined by meta-review. Our findings show that the "Second Life" platform has been frequently used in studies. Among the reviewed…
The Therapeutic Stage Encounters the Virtual World
ERIC Educational Resources Information Center
Imholz, Susan
2008-01-01
Clinical research in expressive therapies, psychodrama in particular, offer education researchers and software designers descriptive analyses and evidence-based impact studies on attitudinal shifts and enhanced problem solving abilities for patients and students who participate in psychodrama role-play. Gaming environments and virtual worlds that…
García-Peñalvo, Francisco J.; Pérez-Blanco, Jonás Samuel; Martín-Suárez, Ana
2014-01-01
This paper discusses how cloud-based architectures can extend and enhance the functionality of the training environments based on virtual worlds and how, from this cloud perspective, we can provide support to analysis of training processes in the area of health, specifically in the field of training processes in quality assurance for pharmaceutical laboratories, presenting a tool for data retrieval and analysis that allows facing the knowledge discovery in the happenings inside the virtual worlds. PMID:24778593
Smoking cues in a virtual world provoke craving in cigarette smokers.
Baumann, Stephen B; Sayette, Michael A
2006-12-01
Twenty smoking-deprived cigarette smokers participated in a study to test the ability of smoking cues within a virtual world to provoke self-reported craving to smoke. Participants were exposed to 2 virtual-reality simulations displayed on a computer monitor: a control environment not containing any intentional smoking stimuli and a cue-exposure environment containing smoking stimuli. At various points, participants rated their urge to smoke on a scale of 0-100. Results indicated that baseline urge ratings were equivalent in both conditions, but the maximum increase in urge ratings was significantly higher in the cue-exposure environment than in the control environment. This is comparable to what in vivo studies have reported, but with the advantage of simulating more naturalistic and complex settings in a controlled environment. (c) 2006 APA, all rights reserved
Taylor, Michael J; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2017-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility.
Taylor, Michael J.; Taylor, Dave; Vlaev, Ivo; Elkin, Sarah
2015-01-01
Recent advances in communication technologies enable potential provision of remote education for patients using computer-generated environments known as virtual worlds. Previous research has revealed highly variable levels of patient receptiveness to using information technologies for healthcare-related purposes. This preliminary study involved implementing a questionnaire investigating attitudes and access to computer technologies of respiratory outpatients, in order to assess potential for use of virtual worlds to facilitate health-related education for this sample. Ninety-four patients with a chronic respiratory condition completed surveys, which were distributed at a Chest Clinic. In accordance with our prediction, younger participants were more likely to be able to use, and have access to a computer and some patients were keen to explore use virtual worlds for healthcare-related purposes: Of those with access to computer facilities, 14.50% expressed a willingness to attend a virtual world focus group. Results indicate future virtual world health education facilities should be designed to cater for younger patients, because this group are most likely to accept and use such facilities. Within the study sample, this is likely to comprise of people diagnosed with asthma. Future work could investigate the potential of creating a virtual world asthma education facility. PMID:28239187
ERIC Educational Resources Information Center
Panettieri, Joseph C.
2007-01-01
Across the globe, progressive universities are embracing any number of MUVEs (multi-user virtual environments), 3D environments, and "immersive" virtual reality tools. And within the next few months, several universities are expected to test so-called "telepresence" videoconferencing systems from Cisco Systems and other leading…
Simulating geriatric home safety assessments in a three-dimensional virtual world.
Andrade, Allen D; Cifuentes, Pedro; Mintzer, Michael J; Roos, Bernard A; Anam, Ramanakumar; Ruiz, Jorge G
2012-01-01
Virtual worlds could offer inexpensive and safe three-dimensional environments in which medical trainees can learn to identify home safety hazards. Our aim was to evaluate the feasibility, usability, and acceptability of virtual worlds for geriatric home safety assessments and to correlate performance efficiency in hazard identification with spatial ability, self-efficacy, cognitive load, and presence. In this study, 30 medical trainees found the home safety simulation easy to use, and their self-efficacy was improved. Men performed better than women in hazard identification. Presence and spatial ability were correlated significantly with performance. Educators should consider spatial ability and gender differences when implementing virtual world training for geriatric home safety assessments.
ERIC Educational Resources Information Center
Yu, Tao Wang
2009-01-01
A much more attractive way to use the internet was discovered. Users are represented by avatars in the fantasy persistent 3D world, and the avatars apparently come to occupy a special place in the hearts of their creators (Castronova, 2001). At present, millions of people worldwide have accounts to some kind of virtual environments. Virtual world…
Knowledge-Driven Design of Virtual Patient Simulations
ERIC Educational Resources Information Center
Vergara, Victor; Caudell, Thomas; Goldsmith, Timothy; Panaiotis; Alverson, Dale
2009-01-01
Virtual worlds provide unique opportunities for instructors to promote, study, and evaluate student learning and comprehension. In this article, Victor Vergara, Thomas Caudell, Timothy Goldsmith, Panaiotis, and Dale Alverson explore the advantages of using virtual reality environments to create simulations for medical students. Virtual simulations…
Socio-Linguistic Factors and Gender Mapping Across Real and Virtual World Cultures
2012-07-25
multiplayer online games and other virtual world environments. Which in- game features...decaste@sfu.ca ABSTRACT This study examines a large corpus of online gaming chat and avatar names to...chat interactions in online gaming environments. In addition, we study the relationship
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen
2002-02-01
In 2004, the European COLUMBUS Module is to be attached to the International Space Station. On the way to the successful planning, deployment and operation of the module, computer generated and animated models are being used to optimize performance. Under contract of the German Space Agency DLR, it has become IRF's task to provide a Projective Virtual Reality System to provide a virtual world built after the planned layout of the COLUMBUS module let astronauts and experimentators practice operational procedures and the handling of experiments. The key features of the system currently being realized comprise the possibility for distributed multi-user access to the virtual lab and the visualization of real-world experiment data. Through the capabilities to share the virtual world, cooperative operations can be practiced easily, but also trainers and trainees can work together more effectively sharing the virtual environment. The capability to visualize real-world data will be used to introduce measured data of experiments into the virtual world online in order to realistically interact with the science-reference model hardware: The user's actions in the virtual world are translated into corresponding changes of the inputs of the science reference model hardware; the measured data is than in turn fed back into the virtual world. During the operation of COLUMBUS, the capabilities for distributed access and the capabilities to visualize measured data through the use of metaphors and augmentations of the virtual world may be used to provide virtual access to the COLUMBUS module, e.g. via Internet. Currently, finishing touches are being put to the system. In November 2001 the virtual world shall be operational, so that besides the design and the key ideas, first experimental results can be presented.
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks–walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience. PMID:26882473
Perception of Graphical Virtual Environments by Blind Users via Sensory Substitution.
Maidenbaum, Shachar; Buchs, Galit; Abboud, Sami; Lavi-Rotbain, Ori; Amedi, Amir
2016-01-01
Graphical virtual environments are currently far from accessible to blind users as their content is mostly visual. This is especially unfortunate as these environments hold great potential for this population for purposes such as safe orientation, education, and entertainment. Previous tools have increased accessibility but there is still a long way to go. Visual-to-audio Sensory-Substitution-Devices (SSDs) can increase accessibility generically by sonifying on-screen content regardless of the specific environment and offer increased accessibility without the use of expensive dedicated peripherals like electrode/vibrator arrays. Using SSDs virtually utilizes similar skills as when using them in the real world, enabling both training on the device and training on environments virtually before real-world visits. This could enable more complex, standardized and autonomous SSD training and new insights into multisensory interaction and the visually-deprived brain. However, whether congenitally blind users, who have never experienced virtual environments, will be able to use this information for successful perception and interaction within them is currently unclear.We tested this using the EyeMusic SSD, which conveys whole-scene visual information, to perform virtual tasks otherwise impossible without vision. Congenitally blind users had to navigate virtual environments and find doors, differentiate between them based on their features (Experiment1:task1) and surroundings (Experiment1:task2) and walk through them; these tasks were accomplished with a 95% and 97% success rate, respectively. We further explored the reactions of congenitally blind users during their first interaction with a more complex virtual environment than in the previous tasks-walking down a virtual street, recognizing different features of houses and trees, navigating to cross-walks, etc. Users reacted enthusiastically and reported feeling immersed within the environment. They highlighted the potential usefulness of such environments for understanding what visual scenes are supposed to look like and their potential for complex training and suggested many future environments they wished to experience.
Generating Contextual Descriptions of Virtual Reality (VR) Spaces
NASA Astrophysics Data System (ADS)
Olson, D. M.; Zaman, C. H.; Sutherland, A.
2017-12-01
Virtual reality holds great potential for science communication, education, and research. However, interfaces for manipulating data and environments in virtual worlds are limited and idiosyncratic. Furthermore, speech and vision are the primary modalities by which humans collect information about the world, but the linking of visual and natural language domains is a relatively new pursuit in computer vision. Machine learning techniques have been shown to be effective at image and speech classification, as well as at describing images with language (Karpathy 2016), but have not yet been used to describe potential actions. We propose a technique for creating a library of possible context-specific actions associated with 3D objects in immersive virtual worlds based on a novel dataset generated natively in virtual reality containing speech, image, gaze, and acceleration data. We will discuss the design and execution of a user study in virtual reality that enabled the collection and the development of this dataset. We will also discuss the development of a hybrid machine learning algorithm linking vision data with environmental affordances in natural language. Our findings demonstrate that it is possible to develop a model which can generate interpretable verbal descriptions of possible actions associated with recognized 3D objects within immersive VR environments. This suggests promising applications for more intuitive user interfaces through voice interaction within 3D environments. It also demonstrates the potential to apply vast bodies of embodied and semantic knowledge to enrich user interaction within VR environments. This technology would allow for applications such as expert knowledge annotation of 3D environments, complex verbal data querying and object manipulation in virtual spaces, and computer-generated, dynamic 3D object affordances and functionality during simulations.
Virtual Worlds; Real Learning: Design Principles for Engaging Immersive Environments
NASA Technical Reports Server (NTRS)
Wu (u. Sjarpm)
2012-01-01
The EMDT master's program at Full Sail University embarked on a small project to use a virtual environment to teach graduate students. The property used for this project has evolved our several iterations and has yielded some basic design principles and pedagogy for virtual spaces. As a result, students are emerging from the program with a better grasp of future possibilities.
Game-Like Language Learning in 3-D Virtual Environments
ERIC Educational Resources Information Center
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David
2013-01-01
This paper presents our recent experiences with the design of game-like applications in 3-D virtual environments as well as its impact on student motivation and learning. Therefore our paper starts with a brief analysis of the motivational aspects of videogames and virtual worlds (VWs). We then go on to explore the possible benefits of both in the…
NASA Astrophysics Data System (ADS)
Masetti, Margaret; Bowers, S.
2011-01-01
Students around the country are becoming experts on the James Webb Space Telescope by designing solutions to two of the design challenges presented by this complex mission. RealWorld-InWorld has two parts; the first (the Real World portion) has high-school students working face to face in their classroom as engineers and scientists. The InWorld phase starts December 15, 2010 as interested teachers and their teams of high school students register to move their work into a 3D multi-user virtual world environment. At the start of this phase, college students from all over the country choose a registered team to lead InWorld. Each InWorld team is also assigned an engineer or scientist mentor. In this virtual world setting, each team refines their design solutions and creates a 3D model of the Webb telescope. InWorld teams will use 21st century tools to collaborate and build in the virtual world environment. Each team will learn, not only from their own team members, but will have the opportunity to interact with James Webb Space Telescope researchers through the virtual world setting, which allows for synchronous interactions. Halfway through the challenge, design solutions will be critiqued and a mystery problem will be introduced for each team. The top five teams will be invited to present their work during a synchronous Education Forum April 14, 2011. The top team will earn scholarships and technology. This is an excellent opportunity for professionals in both astronomy and associated engineering disciplines to become involved with a unique educational program. Besides the chance to mentor a group of interested students, there are many opportunities to interact with the students as a guest, via chats and presentations.
NASA Astrophysics Data System (ADS)
Ge, Yuanzheng; Chen, Bin; liu, Liang; Qiu, Xiaogang; Song, Hongbin; Wang, Yong
2018-02-01
Individual-based computational environment provides an effective solution to study complex social events by reconstructing scenarios. Challenges remain in reconstructing the virtual scenarios and reproducing the complex evolution. In this paper, we propose a framework to reconstruct a synthetic computational environment, reproduce the epidemic outbreak, and evaluate management interventions in a virtual university. The reconstructed computational environment includes 4 fundamental components: the synthetic population, behavior algorithms, multiple social networks, and geographic campus environment. In the virtual university, influenza H1N1 transmission experiments are conducted, and gradually enhanced interventions are evaluated and compared quantitatively. The experiment results indicate that the reconstructed virtual environment provides a solution to reproduce complex emergencies and evaluate policies to be executed in the real world.
Quadrado, Virgínia Helena; Silva, Talita Dias da; Favero, Francis Meire; Tonks, James; Massetti, Thais; Monteiro, Carlos Bandeira de Mello
2017-11-10
To examine whether performance improvements in the virtual environment generalize to the natural environment. we had 64 individuals, 32 of which were individuals with DMD and 32 were typically developing individuals. The groups practiced two coincidence timing tasks. In the more tangible button-press task, the individuals were required to 'intercept' a falling virtual object at the moment it reached the interception point by pressing a key on the computer. In the more abstract task, they were instructed to 'intercept' the virtual object by making a hand movement in a virtual environment using a webcam. For individuals with DMD, conducting a coincidence timing task in a virtual environment facilitated transfer to the real environment. However, we emphasize that a task practiced in a virtual environment should have higher rates of difficulties than a task practiced in a real environment. IMPLICATIONS FOR REHABILITATION Virtual environments can be used to promote improved performance in ?real-world? environments. Virtual environments offer the opportunity to create paradigms similar ?real-life? tasks, however task complexity and difficulty levels can be manipulated, graded and enhanced to increase likelihood of success in transfer of learning and performance. Individuals with DMD, in particular, showed immediate performance benefits after using virtual reality.
Development of a virtual speaking simulator using Image Based Rendering.
Lee, J M; Kim, H; Oh, M J; Ku, J H; Jang, D P; Kim, I Y; Kim, S I
2002-01-01
The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology has enabled the use of virtual reality (VR) for the treatment of the fear of public speaking. There are two techniques for building virtual environments for the treatment of this fear: a model-based and a movie-based method. Both methods have the weakness that they are unrealistic and not controllable individually. To understand these disadvantages, this paper presents a virtual environment produced with Image Based Rendering (IBR) and a chroma-key simultaneously. IBR enables the creation of realistic virtual environments where the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma-keys puts virtual audience members under individual control in the environment. In addition, real time capture technique is used in constructing the virtual environments enabling spoken interaction between the subject and a therapist or another subject.
Get immersed in the Soil Sciences: the first community of avatars in the EGU Assembly 2015!
NASA Astrophysics Data System (ADS)
Castillo, Sebastian; Alarcón, Purificación; Beato, Mamen; Emilio Guerrero, José; José Martínez, Juan; Pérez, Cristina; Ortiz, Leovigilda; Taguas, Encarnación V.
2015-04-01
Virtual reality and immersive worlds refer to artificial computer-generated environments, with which users act and interact as in a known environment by the use of figurative virtual individuals (avatars). Virtual environments will be the technology of the early twenty-first century that will most dramatically change the way we live, particularly in the areas of training and education, product development and entertainment (Schmorrow, 2009). The usefulness of immersive worlds has been proved in different fields. They reduce geographic and social barriers between different stakeholders and create virtual social spaces which can positively impact learning and discussion outcomes (Lorenzo et al. 2012). In this work we present a series of interactive meetings in a virtual building to celebrate the International Year of Soil to promote the importance of soil functions and its conservation. In a virtual room, the avatars of different senior researchers will meet young scientist avatars to talk about: 1) what remains to be done in Soil Sciences; 2) which are their main current limitations and difficulties and 3) which are the future hot research lines. The interactive participation does not require physically attend to the EGU Assembly 2015. In addition, this virtual building inspired in Soil Sciences can be completed with different teaching resources from different locations around the world and it will be used to improve the learning of Soil Sciences in a multicultural context. REFERENCES: Lorenzo C.M., Sicilia, M.A., Sánchez S. 2012. Studying the effectiveness of multi-user immersive environments for collaborative evaluation tasks. Computers & Education 59 (2012) 1361-1376 Schmorrow D.D. 2009. "Why virtual?" Theoretical Issues in Ergonomics Science 10(3): 279-282.
Meaningful Learning and Creativity in Virtual Worlds
ERIC Educational Resources Information Center
Ferguson, Rebecca
2011-01-01
Virtual worlds open new possibilities for learners, prompting a reconsideration of how learning takes place, and setting education in a context of playfulness, delight and creativity. They provide environments in which it is not only possible but also necessary to generate and try out ideas. They therefore offer opportunities to explore new…
ERIC Educational Resources Information Center
Warburton, Steven
2009-01-01
"Second Life" (SL) is currently the most mature and popular multi-user virtual world platform being used in education. Through an in-depth examination of SL, this article explores its potential and the barriers that multi-user virtual environments present to educators wanting to use immersive 3-D spaces in their teaching. The context is set by…
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
HVS: an image-based approach for constructing virtual environments
NASA Astrophysics Data System (ADS)
Zhang, Maojun; Zhong, Li; Sun, Lifeng; Li, Yunhao
1998-09-01
Virtual Reality Systems can construct virtual environment which provide an interactive walkthrough experience. Traditionally, walkthrough is performed by modeling and rendering 3D computer graphics in real-time. Despite the rapid advance of computer graphics technique, the rendering engine usually places a limit on scene complexity and rendering quality. This paper presents a approach which uses the real-world image or synthesized image to comprise a virtual environment. The real-world image or synthesized image can be recorded by camera, or synthesized by off-line multispectral image processing for Landsat TM (Thematic Mapper) Imagery and SPOT HRV imagery. They are digitally warped on-the-fly to simulate walking forward/backward, to left/right and 360-degree watching around. We have developed a system HVS (Hyper Video System) based on these principles. HVS improves upon QuickTime VR and Surround Video in the walking forward/backward.
Virtual reality, disability and rehabilitation.
Wilson, P N; Foreman, N; Stanton, D
1997-06-01
Virtual reality, or virtual environment computer technology, generates simulated objects and events with which people can interact. Existing and potential applications for this technology in the field of disability and rehabilitation are discussed. The main benefits identified for disabled people are that they can engage in a range of activities in a simulator relatively free from the limitations imposed by their disability, and they can do so in safety. Evidence that the knowledge and skills acquired by disabled individuals in simulated environments can transfer to the real world is presented. In particular, spatial information and life skills learned in a virtual environment have been shown to transfer to the real world. Applications for visually impaired people are discussed, and the potential for medical interventions and the assessment and treatment of neurological damage are considered. Finally some current limitations of the technology, and ethical concerns in relation to disability, are discussed.
Synchronous Learning Best Practices: An Action Research Study
ERIC Educational Resources Information Center
Warden, Clyde A.; Stanworth, James O.; Ren, Jian Biao; Warden, Antony R.
2013-01-01
Low cost and significant advances in technology now allow instructors to create their own virtual learning environments. Creating social interactions within a virtual space that emulates the physical classroom remains challenging. While students are familiar with virtual worlds and video meetings, they are inexperienced as virtual learners. Over a…
The role of E-mentorship in a virtual world for youth transplant recipients.
Cantrell, Kathryn; Fischer, Amy; Bouzaher, Alisha; Bers, Marina
2010-01-01
Because of geographic distances, many youth transplant recipients do not have the opportunity to meet and form relationships with peers who have undergone similar experiences. This article explores the role of E-mentorship in virtual environments. Most specifically, by analyzing data from a study conducted with the Zora virtual world with pediatric transplant recipients, suggestions and recommendations are given for conceiving the role of virtual mentors and allocating the needed resources. Zora is a graphical virtual world designed to create a community that offers psychoeducational support and the possibility of participating in virtual activities following a curriculum explicitly designed to address issues of school transition and medical adherence. Activities are designed to foster relationships, teach technological skills, and facilitate the formation of a support network of peers and mentors.This article addresses the research question, "What makes a successful E-mentorship model in virtual worlds for children with serious illnesses?" by looking at E-mentoring patterns such as time spent online, chat analysis, initiation of conversation, initiation of activities, and out-of-world contact.
Undertaking qualitative health research in social virtual worlds.
McElhinney, Evelyn; Cheater, Francine M; Kidd, Lisa
2014-06-01
This paper discusses the methodological challenges of using the 3D social virtual world Second Life for research and offers some solutions on a range of research issues including research ethics committee approval, gaining consent, recruitment of sample, data collection and engagement with 'in - world culture'. The attraction of social virtual worlds to researchers is their ability to mimic the physical world, as they, are seen as 'places' where people have a feeling of presence (being there) and social presence (being there with others) through the use of a 'customisable' avatar (digital self-representation). Emerging research demonstrating the persuasive nature of avatars on health behaviours through virtual worlds, online games and the 3D web has increased the use of and interest in these areas for delivering health information, advice and support. However, conducting research can be challenging in a 3D world where people are represented as anonymous avatars in an environment unlike any other online media. 25 semi-structured interviews were conducted in Second Life from September 2011-June 2012. Nurses wishing to undertake research in social virtual worlds should spend time in-world to acquire technical skills and gain an understanding of the culture of the world. Our experience of an interview-based study in virtual worlds indicates that researchers require several virtual world technical skills to create innovative tools to recruit, gain consent and collect data and an understanding of in-world culture, language and social norms to increase the chances of successful research. © 2013 John Wiley & Sons Ltd.
ERIC Educational Resources Information Center
López Gavira, Rosario; Omoteso, Kamil
2013-01-01
As the power of the virtual world continues to manifest itself in people's quality of life and capabilities (including learning), this paper aims to assess accounting students' perceptions of the usefulness of Virtual Learning Environments (VLE) to their learning experiences. It also considers the factors that may influence students' preferences…
3D Technology Selection for a Virtual Learning Environment by Blending ISO 9126 Standard and AHP
ERIC Educational Resources Information Center
Cetin, Aydin; Guler, Inan
2011-01-01
Web3D presents many opportunities for learners in a virtual world or virtual environment over the web. This is a great opportunity for open-distance education institutions to benefit from web3d technologies to create courses with interactive 3d materials. There are many open source and commercial products offering 3d technologies over the web…
ERIC Educational Resources Information Center
Huang, Hsiu-Mei; Rauch, Ulrich; Liaw, Shu-Sheng
2010-01-01
The use of animation and multimedia for learning is now further extended by the provision of entire Virtual Reality Learning Environments (VRLE). This highlights a shift in Web-based learning from a conventional multimedia to a more immersive, interactive, intuitive and exciting VR learning environment. VRLEs simulate the real world through the…
The Influences of the 2D Image-Based Augmented Reality and Virtual Reality on Student Learning
ERIC Educational Resources Information Center
Liou, Hsin-Hun; Yang, Stephen J. H.; Chen, Sherry Y.; Tarng, Wernhuar
2017-01-01
Virtual reality (VR) learning environments can provide students with concepts of the simulated phenomena, but users are not allowed to interact with real elements. Conversely, augmented reality (AR) learning environments blend real-world environments so AR could enhance the effects of computer simulation and promote students' realistic experience.…
Effect of Viewing Plane on Perceived Distances in Real and Virtual Environments
ERIC Educational Resources Information Center
Geuss, Michael N.; Stefanucci, Jeanine K.; Creem-Regehr, Sarah H.; Thompson, William B.
2012-01-01
Three experiments examined perceived absolute distance in a head-mounted display virtual environment (HMD-VE) and a matched real-world environment, as a function of the type and orientation of the distance viewed. In Experiment 1, participants turned and walked, without vision, a distance to match the viewed interval for both egocentric…
Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.
Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor
2008-03-01
To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.
ERIC Educational Resources Information Center
Cooper, Karen E.
2009-01-01
Virtual Worlds have become an attractive platform for work, play, and learning. Businesses, including the public sector and academia, are increasingly investing their time, money, and attention to understanding the value of virtual worlds as a productivity tool. For example, educators are leading the way with research in Second Life, one of the…
Tambone, V; Alessi, A; Macchi, I; Milighetti, S; Muzii, L
2009-01-01
The main difference between a virtual reality and a generic representation is to be directly involved into the action you are performing. As a matter of fact, within the shift from real to virtual world, our biological physique does not mutate but is amplified and connected to the virtual world by technological interfaces. Training using a virtual reality simulator is an option to supplement (or replace) standard training. One of the two main goals of our study is to test, at first, how much students enrolled to the Faculty of Medicine at "University Campus Bio-Medico of Rome" are familiar with synthetic worlds, how long they have been using them and how they would like their Avatar to look like. Moreover, the second aim is to collect students' opinion about the use of virtual, interactive environments to enable learning and participation in dynamic, problem based, clinical, virtual simulations. Simulations might be used to allow learners to make mistakes safely in lieu of real life situations, learn from those mistakes and ultimately to improve performances by subsequent avoidance of those mistakes. The selected approach to the study is based on a semi-structured questionnaire made of 14 questions administered to all the medical students. Most of the students appear not to be very confident with virtual worlds mostly because of a lack of interest. However, a large majority of them are likely to use a virtual world for fun or escaping from reality. Students would select and customize their Avatar by giving her/him the same sexual identity, same figure, same social class but different employment. It is important to notice that a wide majority of the students is interested in practicing on a virtual world in order to manage new experiences and being able to face them; their willing is to get benefits from the ability to make mistakes in a safe environment as well as to record a positive impact on their understanding.
Designing Virtual Worlds for Use in Mathematics Education.
ERIC Educational Resources Information Center
Winn, William; Bricken, William
Virtual Reality (VR) is a computer generated, multi-dimensional, inclusive environment that can build axioms of algebra into the behavior of the world. This paper discusses the use of VR to represent part of the algebra curriculum in order to improve students' classroom experiences in learning algebra. Students learn to construct their knowledge…
The SEE Experience: Edutainment in 3D Virtual Worlds.
ERIC Educational Resources Information Center
Di Blas, Nicoletta; Paolini, Paolo; Hazan, Susan
Shared virtual worlds are innovative applications where several users, represented by Avatars, simultaneously access via Internet a 3D space. Users cooperate through interaction with the environment and with each other, manipulating objects and chatting as they go. Apart from in the well documented online action games industry, now often played…
13 Tips for Virtual World Teaching
ERIC Educational Resources Information Center
Villano, Matt
2008-01-01
Multi-user virtual environments (MUVEs) are gaining momentum as the latest and greatest learning tool in the world of education technology. How does one get started with them? How do they work? This article shares 13 secrets from immersive education experts and educators on how to have success in implementing these new tools and technologies on…
Foreign Language Anxiety Levels in Second Life Oral Interaction
ERIC Educational Resources Information Center
Melchor-Couto, Sabela
2017-01-01
Virtual worlds have been described as low anxiety environments (Dickey, 2005), where students may feel "shielded" behind their avatars (Rosell-Aguilar, 2005: 432). The aim of this article is to analyse the evolution of the Foreign Language Anxiety (FLA) levels experienced by a group of participants who used the virtual world "Second…
An Adaptive Display to Treat Stress-Related Disorders: EMMA's World
ERIC Educational Resources Information Center
Banos, R. M.; Botella, C.; Guillen, V.; Garcia-Palacios, A.; Quero, S.; Breton-Lopez, J.; Alcaniz, M.
2009-01-01
Most of the virtual environments currently available in the field of psychological treatments were designed to solve a specific problem. Our research group has developed a versatile virtual reality system (an adaptive display) called "EMMA's world", which can address a wide range of problems. It was designed to assist in clinical situations where…
Virtual community centre for power wheelchair training: Experience of children and clinicians.
Torkia, Caryne; Ryan, Stephen E; Reid, Denise; Boissy, Patrick; Lemay, Martin; Routhier, François; Contardo, Resi; Woodhouse, Janet; Archambault, Phillipe S
2017-11-02
To: 1) characterize the overall experience in using the McGill immersive wheelchair - community centre (miWe-CC) simulator; and 2) investigate the experience of presence (i.e., sense of being in the virtual rather than in the real, physical environment) while driving a PW in the miWe-CC. A qualitative research design with structured interviews was used. Fifteen clinicians and 11 children were interviewed after driving a power wheelchair (PW) in the miWe-CC simulator. Data were analyzed using the conventional and directed content analysis approaches. Overall, participants enjoyed using the simulator and experienced a sense of presence in the virtual space. They felt a sense of being in the virtual environment, involved and focused on driving the virtual PW rather than on the surroundings of the actual room where they were. Participants reported several similarities between the virtual community centre layout and activities of the miWe-CC and the day-to-day reality of paediatric PW users. The simulator replicated participants' expectations of real-life PW use and promises to have an effect on improving the driving skills of new PW users. Implications for rehabilitation Among young users, the McGill immersive wheelchair (miWe) simulator provides an experience of presence within the virtual environment. This experience of presence is generated by a sense of being in the virtual scene, a sense of being involved, engaged, and focused on interacting within the virtual environment, and by the perception that the virtual environment is consistent with the real world. The miWe is a relevant and accessible approach, complementary to real world power wheelchair training for young users.
Surgery applications of virtual reality
NASA Technical Reports Server (NTRS)
Rosen, Joseph
1994-01-01
Virtual reality is a computer-generated technology which allows information to be displayed in a simulated, bus lifelike, environment. In this simulated 'world', users can move and interact as if they were actually a part of that world. This new technology will be useful in many different fields, including the field of surgery. Virtual reality systems can be used to teach surgical anatomy, diagnose surgical problems, plan operations, simulate and perform surgical procedures (telesurgery), and predict the outcomes of surgery. The authors of this paper describe the basic components of a virtual reality surgical system. These components include: the virtual world, the virtual tools, the anatomical model, the software platform, the host computer, the interface, and the head-coupled display. In the chapter they also review the progress towards using virtual reality for surgical training, planning, telesurgery, and predicting outcomes. Finally, the authors present a training system being developed for the practice of new procedures in abdominal surgery.
Modulation of visually evoked movement responses in moving virtual environments.
Reed-Jones, Rebecca J; Vallis, Lori Ann
2009-01-01
Virtual-reality technology is being increasingly used to understand how humans perceive and act in the moving world around them. What is currently not clear is how virtual reality technology is perceived by human participants and what virtual scenes are effective in evoking movement responses to visual stimuli. We investigated the effect of virtual-scene context on human responses to a virtual visual perturbation. We hypothesised that exposure to a natural scene that matched the visual expectancies of the natural world would create a perceptual set towards presence, and thus visual guidance of body movement in a subsequently presented virtual scene. Results supported this hypothesis; responses to a virtual visual perturbation presented in an ambiguous virtual scene were increased when participants first viewed a scene that consisted of natural landmarks which provided 'real-world' visual motion cues. Further research in this area will provide a basis of knowledge for the effective use of this technology in the study of human movement responses.
ENVIRONMENTAL REMOTE SENSING ANALYSIS USING OPEN SOURCE VIRTUAL EARTHS AND PUBLIC DOMAIN IMAGERY
Human activities increasingly impact natural environments. Globally, many ecosystems are stressed to unhealthy limits, leading to loss of valuable ecosystem services- economic, ecologic and intrinsic. Virtual earths (virtual globes) (-e.g., NASA World Wind, ossimPlanet, ArcGIS...
ERIC Educational Resources Information Center
Fialho, Francisco Antonio Pereira; Catapan, Araci Hack
1999-01-01
Argues that the creation of distributed environments for constructivist learning is a challenge which requires a multidisciplinary development and support team. Outlines recommended strategies for the collective creation of virtual worlds which can improve learning. Contains 11 references. (Author/WRM)
Techtalk: "Second Life" and Developmental Education
ERIC Educational Resources Information Center
Burgess, Melissa L.; Caverly, David C.
2009-01-01
In our previous two columns, we discussed the potential for using blogs and wikis with developmental education (DE) students. Another Web 2.0 technology, virtual environments like "Second Life", provides a virtual world where residents create avatars (three-dimensional [3-D] self-representations) and navigate around an online environment (Caverly,…
Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play
NASA Astrophysics Data System (ADS)
Barab, Sasha A.; Sadler, Troy D.; Heiselt, Conan; Hickey, Daniel; Zuiker, Steven
2007-02-01
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.
Erratum to: Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play
NASA Astrophysics Data System (ADS)
Barab, Sasha A.; Sadler, Troy D.; Heiselt, Conan; Hickey, Daniel; Zuiker, Steven
2010-08-01
In this paper we describe our research using a multi-user virtual environment, Quest Atlantis, to embed fourth grade students in an aquatic habitat simulation. Specifically targeted towards engaging students in a rich inquiry investigation, we layered a socio-scientific narrative and an interactive rule set into a multi-user virtual environment gaming engine to establish a virtual world through which students learned about science inquiry, water quality concepts, and the challenges in balancing scientific and socio-economic factors. Overall, students were clearly engaged, participated in rich scientific discourse, submitted quality work, and learned science content. Further, through participation in this narrative, students developed a rich perceptual, conceptual, and ethical understanding of science. This study suggests that multi-user virtual worlds can be effectively leveraged to support academic content learning.
Understanding the Adaptive Use of Virtual World Technology Capabilities and Trust in Virtual Teams
ERIC Educational Resources Information Center
Owens, Dawn
2012-01-01
In an environment of global competition and constant technological change, the use of virtual teams has become commonplace for many organizations. Virtual team members are geographically and temporally dispersed, experience cultural diversity, and lack shared social context and face-to-face encounters considered as irreplaceable for building and…
Ruppert, Barb
2011-03-01
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.
Parallel-distributed mobile robot simulator
NASA Astrophysics Data System (ADS)
Okada, Hiroyuki; Sekiguchi, Minoru; Watanabe, Nobuo
1996-06-01
The aim of this project is to achieve an autonomous learning and growth function based on active interaction with the real world. It should also be able to autonomically acquire knowledge about the context in which jobs take place, and how the jobs are executed. This article describes a parallel distributed movable robot system simulator with an autonomous learning and growth function. The autonomous learning and growth function which we are proposing is characterized by its ability to learn and grow through interaction with the real world. When the movable robot interacts with the real world, the system compares the virtual environment simulation with the interaction result in the real world. The system then improves the virtual environment to match the real-world result more closely. This the system learns and grows. It is very important that such a simulation is time- realistic. The parallel distributed movable robot simulator was developed to simulate the space of a movable robot system with an autonomous learning and growth function. The simulator constructs a virtual space faithful to the real world and also integrates the interfaces between the user, the actual movable robot and the virtual movable robot. Using an ultrafast CG (computer graphics) system (FUJITSU AG series), time-realistic 3D CG is displayed.
Game-Based Virtual Worlds as Decentralized Virtual Activity Systems
NASA Astrophysics Data System (ADS)
Scacchi, Walt
There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).
Transduction between worlds: using virtual and mixed reality for earth and planetary science
NASA Astrophysics Data System (ADS)
Hedley, N.; Lochhead, I.; Aagesen, S.; Lonergan, C. D.; Benoy, N.
2017-12-01
Virtual reality (VR) and augmented reality (AR) have the potential to transform the way we visualize multidimensional geospatial datasets in support of geoscience research, exploration and analysis. The beauty of virtual environments is that they can be built at any scale, users can view them at many levels of abstraction, move through them in unconventional ways, and experience spatial phenomena as if they had superpowers. Similarly, augmented reality allows you to bring the power of virtual 3D data visualizations into everyday spaces. Spliced together, these interface technologies hold incredible potential to support 21st-century geoscience. In my ongoing research, my team and I have made significant advances to connect data and virtual simulations with real geographic spaces, using virtual environments, geospatial augmented reality and mixed reality. These research efforts have yielded new capabilities to connect users with spatial data and phenomena. These innovations include: geospatial x-ray vision; flexible mixed reality; augmented 3D GIS; situated augmented reality 3D simulations of tsunamis and other phenomena interacting with real geomorphology; augmented visual analytics; and immersive GIS. These new modalities redefine the ways in which we can connect digital spaces of spatial analysis, simulation and geovisualization, with geographic spaces of data collection, fieldwork, interpretation and communication. In a way, we are talking about transduction between real and virtual worlds. Taking a mixed reality approach to this, we can link real and virtual worlds. This paper presents a selection of our 3D geovisual interface projects in terrestrial, coastal, underwater and other environments. Using rigorous applied geoscience data, analyses and simulations, our research aims to transform the novelty of virtual and augmented reality interface technologies into game-changing mixed reality geoscience.
ERIC Educational Resources Information Center
Cooper, Rory A.; Ding, Dan; Simpson, Richard; Fitzgerald, Shirley G.; Spaeth, Donald M.; Guo, Songfeng; Koontz, Alicia M.; Cooper, Rosemarie; Kim, Jongbae; Boninger, Michael L.
2005-01-01
Some aspects of assistive technology can be enhanced by the application of virtual reality. Although virtual simulation offers a range of new possibilities, learning to navigate in a virtual environment is not equivalent to learning to navigate in the real world. Therefore, virtual reality simulation is advocated as a useful preparation for…
A Review of Virtual Character's Emotion Model
NASA Astrophysics Data System (ADS)
Liu, Zhen
2008-11-01
Emotional virtual characters are essential to digital entertainment, an emotion is related to virtual environment and a virtual character's inner variables, emotion model of virtual character is a hot topic in many fields, domain knowledge is very important for modeling emotion, and the current research of emotion expression in the world was also summarized, and some new research directions of emotion model are presented.
NASA Astrophysics Data System (ADS)
Bouta, Hara; Paraskeva, Fotini
2013-03-01
Research spanning two decades shows that there is a continuing development of 3D virtual worlds and investment in such environments for educational purposes. Research stresses the need for these environments to be well-designed and for suitable pedagogies to be implemented in the teaching practice in order for these worlds to be fully effective. To this end, we propose a pedagogical framework based on the cognitive apprenticeship for deriving principles and guidelines to inform the design, development and use of a 3D virtual environment. This study examines how the use of a 3D virtual world facilitates the teaching of mathematics in primary education by combining design principles and guidelines based on the Cognitive Apprenticeship Theory and the teaching methods that this theory introduces. We focus specifically on 5th and 6th grade students' engagement (behavioral, affective and cognitive) while learning fractional concepts over a period of two class sessions. Quantitative and qualitative analyses indicate considerable improvement in the engagement of the students who participated in the experiment. This paper presents the findings regarding students' cognitive engagement in the process of comprehending basic fractional concepts - notoriously hard for students to master. The findings are encouraging and suggestions are made for further research.
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit.
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-08-31
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain.
A User-Centric Knowledge Creation Model in a Web of Object-Enabled Internet of Things Environment
Kibria, Muhammad Golam; Fattah, Sheik Mohammad Mostakim; Jeong, Kwanghyeon; Chong, Ilyoung; Jeong, Youn-Kwae
2015-01-01
User-centric service features in a Web of Object-enabled Internet of Things environment can be provided by using a semantic ontology that classifies and integrates objects on the World Wide Web as well as shares and merges context-aware information and accumulated knowledge. The semantic ontology is applied on a Web of Object platform to virtualize the real world physical devices and information to form virtual objects that represent the features and capabilities of devices in the virtual world. Detailed information and functionalities of multiple virtual objects are combined with service rules to form composite virtual objects that offer context-aware knowledge-based services, where context awareness plays an important role in enabling automatic modification of the system to reconfigure the services based on the context. Converting the raw data into meaningful information and connecting the information to form the knowledge and storing and reusing the objects in the knowledge base can both be expressed by semantic ontology. In this paper, a knowledge creation model that synchronizes a service logistic model and a virtual world knowledge model on a Web of Object platform has been proposed. To realize the context-aware knowledge-based service creation and execution, a conceptual semantic ontology model has been developed and a prototype has been implemented for a use case scenario of emergency service. PMID:26393609
A User-Centric Knowledge Creation Model in a Web of Object-Enabled Internet of Things Environment.
Kibria, Muhammad Golam; Fattah, Sheik Mohammad Mostakim; Jeong, Kwanghyeon; Chong, Ilyoung; Jeong, Youn-Kwae
2015-09-18
User-centric service features in a Web of Object-enabled Internet of Things environment can be provided by using a semantic ontology that classifies and integrates objects on the World Wide Web as well as shares and merges context-aware information and accumulated knowledge. The semantic ontology is applied on a Web of Object platform to virtualize the real world physical devices and information to form virtual objects that represent the features and capabilities of devices in the virtual world. Detailed information and functionalities of multiple virtual objects are combined with service rules to form composite virtual objects that offer context-aware knowledge-based services, where context awareness plays an important role in enabling automatic modification of the system to reconfigure the services based on the context. Converting the raw data into meaningful information and connecting the information to form the knowledge and storing and reusing the objects in the knowledge base can both be expressed by semantic ontology. In this paper, a knowledge creation model that synchronizes a service logistic model and a virtual world knowledge model on a Web of Object platform has been proposed. To realize the context-aware knowledge-based service creation and execution, a conceptual semantic ontology model has been developed and a prototype has been implemented for a use case scenario of emergency service.
Virtual Reality: A New Learning Environment.
ERIC Educational Resources Information Center
Ferrington, Gary; Loge, Kenneth
1992-01-01
Discusses virtual reality (VR) technology and its possible uses in military training, medical education, industrial design and development, the media industry, and education. Three primary applications of VR in the learning process--visualization, simulation, and construction of virtual worlds--are described, and pedagogical and moral issues are…
Lee, Jae M; Ku, Jeong H; Jang, Dong P; Kim, Dong H; Choi, Young H; Kim, In Y; Kim, Sun I
2002-06-01
The fear of speaking is often cited as the world's most common social phobia. The rapid growth of computer technology enabled us to use virtual reality (VR) for the treatment of the fear of public speaking. There have been two techniques used to construct a virtual environment for the treatment of the fear of public speaking: model-based and movie-based. Virtual audiences and virtual environments made by model-based technique are unrealistic and unnatural. The movie-based technique has a disadvantage in that each virtual audience cannot be controlled respectively, because all virtual audiences are included in one moving picture file. To address this disadvantage, this paper presents a virtual environment made by using image-based rendering (IBR) and chroma keying simultaneously. IBR enables us to make the virtual environment realistic because the images are stitched panoramically with the photos taken from a digital camera. And the use of chroma keying allows a virtual audience to be controlled individually. In addition, a real-time capture technique was applied in constructing the virtual environment to give the subjects more interaction, in that they can talk with a therapist or another subject.
Student Perceptions of Constructivist Concepts in Classes Using Virtual Worlds
ERIC Educational Resources Information Center
Bowers, K. Westmoreland
2014-01-01
The purpose of this study was to identify constructivist concepts that are important to student-perceived learning outcomes in college courses that use a virtual world, such as Second Life, as an educational tool. Identification of these concepts will help instructors to make the best use of their course design efforts in mediated environments.…
Supporting Authors in the Development of Task-Based Learning in Serious Virtual Worlds
ERIC Educational Resources Information Center
Bellotti, Francesco; Berta, Riccardo; De Gloria, Alessandro; Primavera, Ludovica
2010-01-01
Serious virtual worlds (SVWs) represent a great opportunity for learning and should embed a lot of high-quality contextualised information so that the player can take the most from his or her exploration of the environment. This requires defining new methodologies and tools for effective production. We have investigated this issue in implementing…
Novel graphical environment for virtual and real-world operations of tracked mobile manipulators
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.; Azam, Mir; Lassiter, Nils T.
1993-08-01
A simulation, animation, visualization and interactive control (SAVIC) environment has been developed for the design and operation of an integrated mobile manipulator system. This unique system possesses the abilities for (1) multi-sensor simulation, (2) kinematics and locomotion animation, (3) dynamic motion and manipulation animation, (4) transformation between real and virtual modes within the same graphics system, (5) ease in exchanging software modules and hardware devices between real and virtual world operations, and (6) interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
Ecological validity of virtual environments to assess human navigation ability
van der Ham, Ineke J. M.; Faber, Annemarie M. E.; Venselaar, Matthijs; van Kreveld, Marc J.; Löffler, Maarten
2015-01-01
Route memory is frequently assessed in virtual environments. These environments can be presented in a fully controlled manner and are easy to use. Yet they lack the physical involvement that participants have when navigating real environments. For some aspects of route memory this may result in reduced performance in virtual environments. We assessed route memory performance in four different environments: real, virtual, virtual with directional information (compass), and hybrid. In the hybrid environment, participants walked the route outside on an open field, while all route information (i.e., path, landmarks) was shown simultaneously on a handheld tablet computer. Results indicate that performance in the real life environment was better than in the virtual conditions for tasks relying on survey knowledge, like pointing to start and end point, and map drawing. Performance in the hybrid condition however, hardly differed from real life performance. Performance in the virtual environment did not benefit from directional information. Given these findings, the hybrid condition may offer the best of both worlds: the performance level is comparable to that of real life for route memory, yet it offers full control of visual input during route learning. PMID:26074831
Ganier, Franck; Hoareau, Charlotte; Tisseau, Jacques
2014-01-01
Virtual reality opens new opportunities for operator training in complex tasks. It lowers costs and has fewer constraints than traditional training. The ultimate goal of virtual training is to transfer knowledge gained in a virtual environment to an actual real-world setting. This study tested whether a maintenance procedure could be learnt equally well by virtual-environment and conventional training. Forty-two adults were divided into three equally sized groups: virtual training (GVT® [generic virtual training]), conventional training (using a real tank suspension and preparation station) and control (no training). Participants then performed the procedure individually in the real environment. Both training types (conventional and virtual) produced similar levels of performance when the procedure was carried out in real conditions. Performance level for the two trained groups was better in terms of success and time taken to complete the task, time spent consulting job instructions and number of times the instructor provided guidance.
ERIC Educational Resources Information Center
Hmeljak, Dimitrij
2010-01-01
Virtual worlds provide useful platforms for social behavioral research, but impose stringent limitations on the rules of engagement, responsiveness, and data collection, along with other resource restrictions. The major challenge from a computer science standpoint in developing group behavior applications for such environments is accommodating the…
Evaluating Technology-Based Educational Interventions: A Review of Two Projects
ERIC Educational Resources Information Center
Adamo-Villani, Nicoletta; Dib, Hazar
2013-01-01
The article discusses current evaluation methodologies used to assess the usability, user enjoyment, and pedagogical efficacy of virtual learning environments (VLEs) and serious games. It also describes the evaluations of two recently developed projects: a virtual learning environment that employs a fantasy 3D world to engage deaf and hearing…
ERIC Educational Resources Information Center
Wang, Shwu-huey
2012-01-01
In order to understand (1) what kind of students can be facilitated through the help of three-dimensional virtual learning environment (3D VLE), and (2) the relationship between a conventional test (ie, paper and pencil test) and the 3D VLE used in this study, the study designs a 3D virtual supermarket (3DVS) to help students transform their role…
Distributed Pervasive Worlds: The Case of Exergames
ERIC Educational Resources Information Center
Laine, Teemu H.; Sedano, Carolina Islas
2015-01-01
Pervasive worlds are computing environments where a virtual world converges with the physical world through context-aware technologies such as sensors. In pervasive worlds, technology is distributed among entities that may be distributed geographically. We explore the concept, possibilities, and challenges of distributed pervasive worlds in a case…
Workshop Report on Virtual Worlds and Immersive Environments
NASA Technical Reports Server (NTRS)
Langhoff, Stephanie R.; Cowan-Sharp, Jessy; Dodson, Karen E.; Damer, Bruce; Ketner, Bob
2009-01-01
The workshop revolved around three framing ideas or scenarios about the evolution of virtual environments: 1. Remote exploration: The ability to create high fidelity environments rendered from external data or models such that exploration, design and analysis that is truly interoperable with the physical world can take place within them. 2. We all get to go: The ability to engage anyone in being a part of or contributing to an experience (such as a space mission), no matter their training or location. It is the creation of a new paradigm for education, outreach, and the conduct of science in society that is truly participatory. 3. Become the data: A vision of a future where boundaries between the physical and the virtual have ceased to be meaningful. What would this future look like? Is this plausible? Is it desirable? Why and why not?
Rapid prototyping 3D virtual world interfaces within a virtual factory environment
NASA Technical Reports Server (NTRS)
Kosta, Charles Paul; Krolak, Patrick D.
1993-01-01
On-going work into user requirements analysis using CLIPS (NASA/JSC) expert systems as an intelligent event simulator has led to research into three-dimensional (3D) interfaces. Previous work involved CLIPS and two-dimensional (2D) models. Integral to this work was the development of the University of Massachusetts Lowell parallel version of CLIPS, called PCLIPS. This allowed us to create both a Software Bus and a group problem-solving environment for expert systems development. By shifting the PCLIPS paradigm to use the VEOS messaging protocol we have merged VEOS (HlTL/Seattle) and CLIPS into a distributed virtual worlds prototyping environment (VCLIPS). VCLIPS uses the VEOS protocol layer to allow multiple experts to cooperate on a single problem. We have begun to look at the control of a virtual factory. In the virtual factory there are actors and objects as found in our Lincoln Logs Factory of the Future project. In this artificial reality architecture there are three VCLIPS entities in action. One entity is responsible for display and user events in the 3D virtual world. Another is responsible for either simulating the virtual factory or communicating with the real factory. The third is a user interface expert. The interface expert maps user input levels, within the current prototype, to control information for the factory. The interface to the virtual factory is based on a camera paradigm. The graphics subsystem generates camera views of the factory on standard X-Window displays. The camera allows for view control and object control. Control or the factory is accomplished by the user reaching into the camera views to perform object interactions. All communication between the separate CLIPS expert systems is done through VEOS.
Integrated Data Visualization and Virtual Reality Tool
NASA Technical Reports Server (NTRS)
Dryer, David A.
1998-01-01
The Integrated Data Visualization and Virtual Reality Tool (IDVVRT) Phase II effort was for the design and development of an innovative Data Visualization Environment Tool (DVET) for NASA engineers and scientists, enabling them to visualize complex multidimensional and multivariate data in a virtual environment. The objectives of the project were to: (1) demonstrate the transfer and manipulation of standard engineering data in a virtual world; (2) demonstrate the effects of design and changes using finite element analysis tools; and (3) determine the training and engineering design and analysis effectiveness of the visualization system.
Scenario-Based Spoken Interaction with Virtual Agents
ERIC Educational Resources Information Center
Morton, Hazel; Jack, Mervyn A.
2005-01-01
This paper describes a CALL approach which integrates software for speaker independent continuous speech recognition with embodied virtual agents and virtual worlds to create an immersive environment in which learners can converse in the target language in contextualised scenarios. The result is a self-access learning package: SPELL (Spoken…
Virtual environments special needs and evaluative methods.
Brown, D J; Standen, P J; Cobb, S V
1998-01-01
This paper presents an overview of the development of the Learning in Virtual Environments programme (LIVE), carried out in special education over the last four years. It is more precisely a project chronology, so that the reader can sense the historical development of the programme rather than giving emphasis to any one particular feature or breakthrough, which are covered in other papers and available through the authors. The project conception in a special school in Nottingham is followed by a description of the development of experiential and communicational virtual learning environments. These are followed, in turn, by the results of our testing programmes which show that experience gained in a virtual environment can transfer to the real world and that their use can encourage self-directed activity in students with severe learning difficulties. Also included is a discussion of the role of virtual learning environments (VLEs) in special education and of its attributes in the context of contemporary educational theory.
NASA Astrophysics Data System (ADS)
Simonnet, Mathieu; Jacobson, Dan; Vieilledent, Stephane; Tisseau, Jacques
Navigating consists of coordinating egocentric and allocentric spatial frames of reference. Virtual environments have afforded researchers in the spatial community with tools to investigate the learning of space. The issue of the transfer between virtual and real situations is not trivial. A central question is the role of frames of reference in mediating spatial knowledge transfer to external surroundings, as is the effect of different sensory modalities accessed in simulated and real worlds. This challenges the capacity of blind people to use virtual reality to explore a scene without graphics. The present experiment involves a haptic and auditory maritime virtual environment. In triangulation tasks, we measure systematic errors and preliminary results show an ability to learn configurational knowledge and to navigate through it without vision. Subjects appeared to take advantage of getting lost in an egocentric “haptic” view in the virtual environment to improve performances in the real environment.
Developing Mixed Reality Educational Applications: The Virtual Touch Toolkit
Mateu, Juan; Lasala, María José; Alamán, Xavier
2015-01-01
In this paper, we present Virtual Touch, a toolkit that allows the development of educational activities through a mixed reality environment such that, using various tangible elements, the interconnection of a virtual world with the real world is enabled. The main goal of Virtual Touch is to facilitate the installation, configuration and programming of different types of technologies, abstracting the creator of educational applications from the technical details involving the use of tangible interfaces and virtual worlds. Therefore, it is specially designed to enable teachers to themselves create educational activities for their students in a simple way, taking into account that teachers generally lack advanced knowledge in computer programming and electronics. The toolkit has been used to develop various educational applications that have been tested in two secondary education high schools in Spain. PMID:26334275
ERIC Educational Resources Information Center
Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter
2017-01-01
This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…
ERIC Educational Resources Information Center
Okutsu, Masataka; DeLaurentis, Daniel; Brophy, Sean; Lambert, Jason
2013-01-01
To test the concept of multiuser 3D virtual environments as media to teach semester-long courses, we developed a software prototype called Aeroquest. An aerospace design course--offered to 135 second-year students for university credits in Fall 2009--was divided into two groups: the real-world group attending lectures, physically, in a campus hall…
Design on the MUVE: Synergizing Online Design Education with Multi-User Virtual Environments (MUVE)
ERIC Educational Resources Information Center
Sakalli, Isinsu; Chung, WonJoon
2015-01-01
The world is becoming increasingly virtual. Since the invention of the World Wide Web, information and human interaction has been transferring to the web at a rapid rate. Education is one of the many institutions that is taking advantage of accessing large numbers of people globally through computers. While this can be a simpler task for…
Using a virtual world for robot planning
NASA Astrophysics Data System (ADS)
Benjamin, D. Paul; Monaco, John V.; Lin, Yixia; Funk, Christopher; Lyons, Damian
2012-06-01
We are building a robot cognitive architecture that constructs a real-time virtual copy of itself and its environment, including people, and uses the model to process perceptual information and to plan its movements. This paper describes the structure of this architecture. The software components of this architecture include PhysX for the virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture that controls the perceptual processing and task planning. The RS (Robot Schemas) language is implemented in Soar, providing the ability to reason about concurrency and time. This Soar/RS component controls visual processing, deciding which objects and dynamics to render into PhysX, and the degree of detail required for the task. As the robot runs, its virtual model diverges from physical reality, and errors grow. The Match-Mediated Difference component monitors these errors by comparing the visual data with corresponding data from virtual cameras, and notifies Soar/RS of significant differences, e.g. a new object that appears, or an object that changes direction unexpectedly. Soar/RS can then run PhysX much faster than real-time and search among possible future world paths to plan the robot's actions. We report experimental results in indoor environments.
ERIC Educational Resources Information Center
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John
2008-01-01
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
SciEthics Interactive: Science and Ethics Learning in a Virtual Environment
ERIC Educational Resources Information Center
Nadolny, Larysa; Woolfrey, Joan; Pierlott, Matthew; Kahn, Seth
2013-01-01
Learning in immersive 3D environments allows students to collaborate, build, and interact with difficult course concepts. This case study examines the design and development of the TransGen Island within the SciEthics Interactive project, a National Science Foundation-funded, 3D virtual world emphasizing learning science content in the context of…
Designing for Real-World Scientific Inquiry in Virtual Environments
ERIC Educational Resources Information Center
Ketelhut, Diane Jass; Nelson, Brian C.
2010-01-01
Background: Most policy doctrines promote the use of scientific inquiry in the K-12 classroom, but good inquiry is hard to implement, particularly for schools with fiscal and safety constraints and for teachers struggling with understanding how to do so. Purpose: In this paper, we present the design of a multi-user virtual environment (MUVE)…
ERIC Educational Resources Information Center
Schneider, Jeffrey; von der Emde, Silke
2000-01-01
Describes an online approach through using a MOO, a computer program that allows students to share text-based virtual reality. The goal of the program was to build an environment that both enabled practice in the target language and sustained reflection on the processes of cultural production and reception. (Author/VWL)
Mon-Williams, M; Wann, J P; Rushton, S
1993-10-01
The short-term effects on binocular stability of wearing a conventional head-mounted display (HMD) to explore a virtual reality environment were examined. Twenty adult subjects (aged 19-29 years) wore a commercially available HMD for 10 min while cycling around a computer generated 3-D world. The twin screen presentations were set to suit the average interpupillary distance of our subject population, to mimic the conditions of public access virtual reality systems. Subjects were examined before and after exposure to the HMD and there were clear signs of induced binocular stress for a number of the subjects. The implications of introducing such HMDs into the workplace and entertainment environments are discussed.
NASA Astrophysics Data System (ADS)
Chen, ChuXin; Trivedi, Mohan M.
1992-03-01
This research is focused on enhancing the overall productivity of an integrated human-robot system. A simulation, animation, visualization, and interactive control (SAVIC) environment has been developed for the design and operation of an integrated robotic manipulator system. This unique system possesses the abilities for multisensor simulation, kinematics and locomotion animation, dynamic motion and manipulation animation, transformation between real and virtual modes within the same graphics system, ease in exchanging software modules and hardware devices between real and virtual world operations, and interfacing with a real robotic system. This paper describes a working system and illustrates the concepts by presenting the simulation, animation, and control methodologies for a unique mobile robot with articulated tracks, a manipulator, and sensory modules.
NASA Astrophysics Data System (ADS)
Bainbridge, William Sims
2010-01-01
This essay introduces the opportunity for theory development and even empirical research on some aspects of astrosociology through today's online virtual worlds. The examples covered present life on other planets or in space itself, in a manner that can be experienced by the user and where the user's reactions may simulate to some degree future human behavior in real extraterrestrial environments: Tabula Rasa, Anarchy Online, Entropia Universe, EVE Online, StarCraft and World of Warcraft. Ethnographic exploration of these computerized environments raises many questions about the social science both of space exploration and of direct contact with extraterrestrials. The views expressed in this essay do not necessarily represent the views of the National Science Foundation or the United States.
Evaluating the Usability of Pinchigator, a system for Navigating Virtual Worlds using Pinch Gloves
NASA Technical Reports Server (NTRS)
Hamilton, George S.; Brookman, Stephen; Dumas, Joseph D. II; Tilghman, Neal
2003-01-01
Appropriate design of two dimensional user interfaces (2D U/I) utilizing the well known WIMP (Window, Icon, Menu, Pointing device) environment for computer software is well studied and guidance can be found in several standards. Three-dimensional U/I design is not nearly so mature as 2D U/I, and standards bodies have not reached consensus on what makes a usable interface. This is especially true when the tools for interacting with the virtual environment may include stereo viewing, real time trackers and pinch gloves instead of just a mouse & keyboard. Over the last several years the authors have created a 3D U/I system dubbed Pinchigator for navigating virtual worlds based on the dVise dV/Mockup visualization software, Fakespace Pinch Gloves and Pohlemus trackers. The current work is to test the usability of the system on several virtual worlds, suggest improvements to increase Pinchigator s usability, and then to generalize about what was learned and how those lessons might be applied to improve other 3D U/I systems.
Treatment of Complicated Grief Using Virtual Reality: A Case Report
ERIC Educational Resources Information Center
Botella, C.; Osma, J.; Palacios, A. Garcia; Guillen, V.; Banos, R.
2008-01-01
This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description…
Student Responses to Their Immersion in a Virtual Environment.
ERIC Educational Resources Information Center
Taylor, Wayne
Undertaken in conjunction with a larger study that investigated the educational efficacy of students building their own virtual worlds, this study measures the reactions of students in grades 4-12 to the experience of being immersed in virtual reality (VR). The study investigated the sense of "presence" experienced by the students, the…
ERIC Educational Resources Information Center
Hartwick, Peggy
2018-01-01
This article investigates research approaches used in traditional classroom-based interaction studies for identifying a suitable research method for studies in three-dimensional virtual learning environments (3DVLEs). As opportunities for language learning and teaching in virtual worlds emerge, so too do new research questions. An understanding of…
The Implications of Virtual World Technology for K-12 Students in a Foreign Language Course of Study
ERIC Educational Resources Information Center
Parrott, David L.
2014-01-01
The use of virtual world technology for language instruction is a recent development in education. The goal of this study was to provide a functioning 3D environment for German language students to experience as avatars. The student's impressions, attitudes, and perceptions of this learning activity would be recorded and analyzed to see if this…
ERIC Educational Resources Information Center
Evans, Michael A.; Wang, Feihong
2008-01-01
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Enhancing Navigation Skills through Audio Gaming.
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2010-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks.
NASA Technical Reports Server (NTRS)
Sierhuis, Maarten; Clancey, William J.; Damer, Bruce; Brodsky, Boris; vanHoff, Ron
2007-01-01
A virtual worlds presentation technique with embodied, intelligent agents is being developed as an instructional medium suitable to present in situ training on long term space flight. The system combines a behavioral element based on finite state automata, a behavior based reactive architecture also described as subsumption architecture, and a belief-desire-intention agent structure. These three features are being integrated to describe a Brahms virtual environment model of extravehicular crew activity which could become a basis for procedure training during extended space flight.
Enhancing Navigation Skills through Audio Gaming
Sánchez, Jaime; Sáenz, Mauricio; Pascual-Leone, Alvaro; Merabet, Lotfi
2014-01-01
We present the design, development and initial cognitive evaluation of an Audio-based Environment Simulator (AbES). This software allows a blind user to navigate through a virtual representation of a real space for the purposes of training orientation and mobility skills. Our findings indicate that users feel satisfied and self-confident when interacting with the audio-based interface, and the embedded sounds allow them to correctly orient themselves and navigate within the virtual world. Furthermore, users are able to transfer spatial information acquired through virtual interactions into real world navigation and problem solving tasks. PMID:25505796
2014-01-01
Virtual worlds (VWs), in which participants navigate as avatars through three-dimensional, computer-generated, realistic-looking environments, are emerging as important new technologies for distance health education. However, there is relatively little documented experience using VWs for international healthcare training. The Geneva Foundation for Medical Education and Research (GFMER) conducted a VW training for healthcare professionals enrolled in a GFMER training course. This paper describes the development, delivery, and results of a pilot project undertaken to explore the potential of VWs as an environment for distance healthcare education for an international audience that has generally limited access to conventionally delivered education. PMID:24555833
ERIC Educational Resources Information Center
Ogba, Ike-Elechi; Saul, Neil; Coates, Nigel F.
2012-01-01
Most if not all UK universities and many in other parts of the world support their student learning via a virtual learning environment (VLE). Online resources are going to be increasingly important to students as the internet is very much part of their lives. However, the VLE will require ongoing investment to keep pace with technological…
Towards Gesture-Based Multi-User Interactions in Collaborative Virtual Environments
NASA Astrophysics Data System (ADS)
Pretto, N.; Poiesi, F.
2017-11-01
We present a virtual reality (VR) setup that enables multiple users to participate in collaborative virtual environments and interact via gestures. A collaborative VR session is established through a network of users that is composed of a server and a set of clients. The server manages the communication amongst clients and is created by one of the users. Each user's VR setup consists of a Head Mounted Display (HMD) for immersive visualisation, a hand tracking system to interact with virtual objects and a single-hand joypad to move in the virtual environment. We use Google Cardboard as a HMD for the VR experience and a Leap Motion for hand tracking, thus making our solution low cost. We evaluate our VR setup though a forensics use case, where real-world objects pertaining to a simulated crime scene are included in a VR environment, acquired using a smartphone-based 3D reconstruction pipeline. Users can interact using virtual gesture-based tools such as pointers and rulers.
Designing a successful HMD-based experience
NASA Technical Reports Server (NTRS)
Pierce, J. S.; Pausch, R.; Sturgill, C. B.; Christiansen, K. D.; Kaiser, M. K. (Principal Investigator)
1999-01-01
For entertainment applications, a successful virtual experience based on a head-mounted display (HMD) needs to overcome some or all of the following problems: entering a virtual world is a jarring experience, people do not naturally turn their heads or talk to each other while wearing an HMD, putting on the equipment is hard, and people do not realize when the experience is over. In the Electric Garden at SIGGRAPH 97, we presented the Mad Hatter's Tea Party, a shared virtual environment experienced by more than 1,500 SIGGRAPH attendees. We addressed these HMD-related problems with a combination of back story, see-through HMDs, virtual characters, continuity of real and virtual objects, and the layout of the physical and virtual environments.
ERIC Educational Resources Information Center
Korallo, Liliya; Foreman, Nigel; Boyd-Davis, Stephen; Moar, Magnus; Coulson, Mark
2012-01-01
Single linear virtual timelines have been used effectively with undergraduates and primary school children to convey the chronological ordering of historical items, improving on PowerPoint and paper/textual displays. In the present study, a virtual environment (VE) consisting of three parallel related timelines (world history and the histories of…
Surfing for Knowledge: Virtual Libraries and Books on the Web
ERIC Educational Resources Information Center
Wicks, Pamela
2011-01-01
Virtual environments such as Second Life (SL) may provide a way to connect with today's digital native and increase the readership of the community college student, both in virtual and real world libraries. Many colleges and universities already have a presence in SL. Books and services typically found in a "brick and mortar" library can…
ERIC Educational Resources Information Center
Hay, Lyn; Pymm, Bob
2011-01-01
Following a review of the online delivery of distance education programs within the School of Information Studies (SIS) program at Charles Sturt University, a team of academics worked with an external consultant to design a purpose built SIS Learning Centre in Second Life (SL), a 3D virtual world environment in which people (via their avatars) may…
Design and Implementation of a 3D Multi-User Virtual World for Language Learning
ERIC Educational Resources Information Center
Ibanez, Maria Blanca; Garcia, Jose Jesus; Galan, Sergio; Maroto, David; Morillo, Diego; Kloos, Carlos Delgado
2011-01-01
The best way to learn is by having a good teacher and the best language learning takes place when the learner is immersed in an environment where the language is natively spoken. 3D multi-user virtual worlds have been claimed to be useful for learning, and the field of exploiting them for education is becoming more and more active thanks to the…
Augmented reality and photogrammetry: A synergy to visualize physical and virtual city environments
NASA Astrophysics Data System (ADS)
Portalés, Cristina; Lerma, José Luis; Navarro, Santiago
2010-01-01
Close-range photogrammetry is based on the acquisition of imagery to make accurate measurements and, eventually, three-dimensional (3D) photo-realistic models. These models are a photogrammetric product per se. They are usually integrated into virtual reality scenarios where additional data such as sound, text or video can be introduced, leading to multimedia virtual environments. These environments allow users both to navigate and interact on different platforms such as desktop PCs, laptops and small hand-held devices (mobile phones or PDAs). In very recent years, a new technology derived from virtual reality has emerged: Augmented Reality (AR), which is based on mixing real and virtual environments to boost human interactions and real-life navigations. The synergy of AR and photogrammetry opens up new possibilities in the field of 3D data visualization, navigation and interaction far beyond the traditional static navigation and interaction in front of a computer screen. In this paper we introduce a low-cost outdoor mobile AR application to integrate buildings of different urban spaces. High-accuracy 3D photo-models derived from close-range photogrammetry are integrated in real (physical) urban worlds. The augmented environment that is presented herein requires for visualization a see-through video head mounted display (HMD), whereas user's movement navigation is achieved in the real world with the help of an inertial navigation sensor. After introducing the basics of AR technology, the paper will deal with real-time orientation and tracking in combined physical and virtual city environments, merging close-range photogrammetry and AR. There are, however, some software and complex issues, which are discussed in the paper.
Validating agent based models through virtual worlds.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Lakkaraju, Kiran; Whetzel, Jonathan H.; Lee, Jina
As the US continues its vigilance against distributed, embedded threats, understanding the political and social structure of these groups becomes paramount for predicting and dis- rupting their attacks. Agent-based models (ABMs) serve as a powerful tool to study these groups. While the popularity of social network tools (e.g., Facebook, Twitter) has provided extensive communication data, there is a lack of ne-grained behavioral data with which to inform and validate existing ABMs. Virtual worlds, in particular massively multiplayer online games (MMOG), where large numbers of people interact within a complex environ- ment for long periods of time provide an alternative sourcemore » of data. These environments provide a rich social environment where players engage in a variety of activities observed between real-world groups: collaborating and/or competing with other groups, conducting battles for scarce resources, and trading in a market economy. Strategies employed by player groups surprisingly re ect those seen in present-day con icts, where players use diplomacy or espionage as their means for accomplishing their goals. In this project, we propose to address the need for ne-grained behavioral data by acquiring and analyzing game data a commercial MMOG, referred to within this report as Game X. The goals of this research were: (1) devising toolsets for analyzing virtual world data to better inform the rules that govern a social ABM and (2) exploring how virtual worlds could serve as a source of data to validate ABMs established for analogous real-world phenomena. During this research, we studied certain patterns of group behavior to compliment social modeling e orts where a signi cant lack of detailed examples of observed phenomena exists. This report outlines our work examining group behaviors that underly what we have termed the Expression-To-Action (E2A) problem: determining the changes in social contact that lead individuals/groups to engage in a particular behavior. Results from our work indicate that virtual worlds have the potential for serving as a proxy in allocating and populating behaviors that would be used within further agent-based modeling studies.« less
ERIC Educational Resources Information Center
Simsek, Irfan
2016-01-01
With this research, in Second Life environment which is a three dimensional online virtual world, it is aimed to reveal the effects of student attitudes toward mathematics courses and design activities which will enable the third grade students of secondary school (primary education seventh grade) to see the 3D objects in mathematics courses in a…
A Direct Comparison of Real-World and Virtual Navigation Performance in Chronic Stroke Patients.
Claessen, Michiel H G; Visser-Meily, Johanna M A; de Rooij, Nicolien K; Postma, Albert; van der Ham, Ineke J M
2016-04-01
An increasing number of studies have presented evidence that various patient groups with acquired brain injury suffer from navigation problems in daily life. This skill is, however, scarcely addressed in current clinical neuropsychological practice and suitable diagnostic instruments are lacking. Real-world navigation tests are limited by geographical location and associated with practical constraints. It was, therefore, investigated whether virtual navigation might serve as a useful alternative. To investigate the convergent validity of virtual navigation testing, performance on the Virtual Tubingen test was compared to that on an analogous real-world navigation test in 68 chronic stroke patients. The same eight subtasks, addressing route and survey knowledge aspects, were assessed in both tests. In addition, navigation performance of stroke patients was compared to that of 44 healthy controls. A correlation analysis showed moderate overlap (r = .535) between composite scores of overall real-world and virtual navigation performance in stroke patients. Route knowledge composite scores correlated somewhat stronger (r = .523) than survey knowledge composite scores (r = .442). When comparing group performances, patients obtained lower scores than controls on seven subtasks. Whereas the real-world test was found to be easier than its virtual counterpart, no significant interaction-effects were found between group and environment. Given moderate overlap of the total scores between the two navigation tests, we conclude that virtual testing of navigation ability is a valid alternative to navigation tests that rely on real-world route exposure.
Language-driven anticipatory eye movements in virtual reality.
Eichert, Nicole; Peeters, David; Hagoort, Peter
2018-06-01
Predictive language processing is often studied by measuring eye movements as participants look at objects on a computer screen while they listen to spoken sentences. This variant of the visual-world paradigm has revealed that information encountered by a listener at a spoken verb can give rise to anticipatory eye movements to a target object, which is taken to indicate that people predict upcoming words. The ecological validity of such findings remains questionable, however, because these computer experiments used two-dimensional stimuli that were mere abstractions of real-world objects. Here we present a visual-world paradigm study in a three-dimensional (3-D) immersive virtual reality environment. Despite significant changes in the stimulus materials and the different mode of stimulus presentation, language-mediated anticipatory eye movements were still observed. These findings thus indicate that people do predict upcoming words during language comprehension in a more naturalistic setting where natural depth cues are preserved. Moreover, the results confirm the feasibility of using eyetracking in rich and multimodal 3-D virtual environments.
Horseless Classrooms and Virtual Learning: Reshaping Our Environments.
ERIC Educational Resources Information Center
Bossert, Philip J.
1997-01-01
Unlike the rest of the industrialized world, educational institutions were largely untouched by last century's transportation revolution. Teachers have been workhorses pulling students in instructional wagons along well-worn curricula. Since television and the Internet already provide "horseless" classrooms and virtual-learning…
NASA Astrophysics Data System (ADS)
Schmeil, Andreas; Eppler, Martin J.
Despite the fact that virtual worlds and other types of multi-user 3D collaboration spaces have long been subjects of research and of application experiences, it still remains unclear how to best benefit from meeting with colleagues and peers in a virtual environment with the aim of working together. Making use of the potential of virtual embodiment, i.e. being immersed in a space as a personal avatar, allows for innovative new forms of collaboration. In this paper, we present a framework that serves as a systematic formalization of collaboration elements in virtual environments. The framework is based on the semiotic distinctions among pragmatic, semantic and syntactic perspectives. It serves as a blueprint to guide users in designing, implementing, and executing virtual collaboration patterns tailored to their needs. We present two team and two community collaboration pattern examples as a result of the application of the framework: Virtual Meeting, Virtual Design Studio, Spatial Group Configuration, and Virtual Knowledge Fair. In conclusion, we also point out future research directions for this emerging domain.
SmallTool - a toolkit for realizing shared virtual environments on the Internet
NASA Astrophysics Data System (ADS)
Broll, Wolfgang
1998-09-01
With increasing graphics capabilities of computers and higher network communication speed, networked virtual environments have become available to a large number of people. While the virtual reality modelling language (VRML) provides users with the ability to exchange 3D data, there is still a lack of appropriate support to realize large-scale multi-user applications on the Internet. In this paper we will present SmallTool, a toolkit to support shared virtual environments on the Internet. The toolkit consists of a VRML-based parsing and rendering library, a device library, and a network library. This paper will focus on the networking architecture, provided by the network library - the distributed worlds transfer and communication protocol (DWTP). DWTP provides an application-independent network architecture to support large-scale multi-user environments on the Internet.
Virtual reality: a reality for future military pilotage?
NASA Astrophysics Data System (ADS)
McIntire, John P.; Martinsen, Gary L.; Marasco, Peter L.; Havig, Paul R.
2009-05-01
Virtual reality (VR) systems provide exciting new ways to interact with information and with the world. The visual VR environment can be synthetic (computer generated) or be an indirect view of the real world using sensors and displays. With the potential opportunities of a VR system, the question arises about what benefits or detriments a military pilot might incur by operating in such an environment. Immersive and compelling VR displays could be accomplished with an HMD (e.g., imagery on the visor), large area collimated displays, or by putting the imagery on an opaque canopy. But what issues arise when, instead of viewing the world directly, a pilot views a "virtual" image of the world? Is 20/20 visual acuity in a VR system good enough? To deliver this acuity over the entire visual field would require over 43 megapixels (MP) of display surface for an HMD or about 150 MP for an immersive CAVE system, either of which presents a serious challenge with current technology. Additionally, the same number of sensor pixels would be required to drive the displays to this resolution (and formidable network architectures required to relay this information), or massive computer clusters are necessary to create an entirely computer-generated virtual reality with this resolution. Can we presently implement such a system? What other visual requirements or engineering issues should be considered? With the evolving technology, there are many technological issues and human factors considerations that need to be addressed before a pilot is placed within a virtual cockpit.
Estimation of detection thresholds for redirected walking techniques.
Steinicke, Frank; Bruder, Gerd; Jerald, Jason; Frenz, Harald; Lappe, Markus
2010-01-01
In immersive virtual environments (IVEs), users can control their virtual viewpoint by moving their tracked head and walking through the real world. Usually, movements in the real world are mapped one-to-one to virtual camera motions. With redirection techniques, the virtual camera is manipulated by applying gains to user motion so that the virtual world moves differently than the real world. Thus, users can walk through large-scale IVEs while physically remaining in a reasonably small workspace. In psychophysical experiments with a two-alternative forced-choice task, we have quantified how much humans can unknowingly be redirected on physical paths that are different from the visually perceived paths. We tested 12 subjects in three different experiments: (E1) discrimination between virtual and physical rotations, (E2) discrimination between virtual and physical straightforward movements, and (E3) discrimination of path curvature. In experiment E1, subjects performed rotations with different gains, and then had to choose whether the visually perceived rotation was smaller or greater than the physical rotation. In experiment E2, subjects chose whether the physical walk was shorter or longer than the visually perceived scaled travel distance. In experiment E3, subjects estimate the path curvature when walking a curved path in the real world while the visual display shows a straight path in the virtual world. Our results show that users can be turned physically about 49 percent more or 20 percent less than the perceived virtual rotation, distances can be downscaled by 14 percent and upscaled by 26 percent, and users can be redirected on a circular arc with a radius greater than 22 m while they believe that they are walking straight.
The Evolution of Sonic Ecosystems
NASA Astrophysics Data System (ADS)
McCormack, Jon
This chapter describes a novel type of artistic artificial life software environment. Agents that have the ability to make and listen to sound populate a synthetic world. An evolvable, rule-based classifier system drives agent behavior. Agents compete for limited resources in a virtual environment that is influenced by the presence and movement of people observing the system. Electronic sensors create a link between the real and virtual spaces, virtual agents evolve implicitly to try to maintain the interest of the human audience, whose presence provides them with life-sustaining food.
Virtual goods recommendations in virtual worlds.
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods.
Virtual Goods Recommendations in Virtual Worlds
Chen, Kuan-Yu; Liao, Hsiu-Yu; Chen, Jyun-Hung; Liu, Duen-Ren
2015-01-01
Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. However, the rapidity of development incurs virtual unrelated items which will be difficult to remarket. It not only wastes virtual global companies' intelligence resources, but also makes it difficult for users to find suitable virtual goods fit for their virtual home in daily virtual life. In the VWs, users decorate their houses, visit others' homes, create families, host parties, and so forth. Users establish their social life circles through these activities. This research proposes a novel virtual goods recommendation method based on these social interactions. The contact strength and contact influence result from interactions with social neighbors and influence users' buying intention. Our research highlights the importance of social interactions in virtual goods recommendation. The experiment's data were retrieved from an online VW platform, and the results show that the proposed method, considering social interactions and social life circle, has better performance than existing recommendation methods. PMID:25834837
Modeling infectious diseases dissemination through online role-playing games.
Balicer, Ran D
2007-03-01
As mathematical modeling of infectious diseases becomes increasingly important for developing public health policies, a novel platform for such studies might be considered. Millions of people worldwide play interactive online role-playing games, forming complex and rich networks among their virtual characters. An unexpected outbreak of an infective communicable disease (unplanned by the game creators) recently occurred in this virtual world. This outbreak holds surprising similarities to real-world epidemics. It is possible that these virtual environments could serve as a platform for studying the dissemination of infectious diseases, and as a testing ground for novel interventions to control emerging communicable diseases.
Brown, Ross; Rasmussen, Rune; Baldwin, Ian; Wyeth, Peta
2012-08-01
Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training. Copyright © 2012 Australian College of Critical Care Nurses Ltd. Published by Elsevier Ltd. All rights reserved.
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
NASA Astrophysics Data System (ADS)
McMullen, Kyla A.
Although the concept of virtual spatial audio has existed for almost twenty-five years, only in the past fifteen years has modern computing technology enabled the real-time processing needed to deliver high-precision spatial audio. Furthermore, the concept of virtually walking through an auditory environment did not exist. The applications of such an interface have numerous potential uses. Spatial audio has the potential to be used in various manners ranging from enhancing sounds delivered in virtual gaming worlds to conveying spatial locations in real-time emergency response systems. To incorporate this technology in real-world systems, various concerns should be addressed. First, to widely incorporate spatial audio into real-world systems, head-related transfer functions (HRTFs) must be inexpensively created for each user. The present study further investigated an HRTF subjective selection procedure previously developed within our research group. Users discriminated auditory cues to subjectively select their preferred HRTF from a publicly available database. Next, the issue of training to find virtual sources was addressed. Listeners participated in a localization training experiment using their selected HRTFs. The training procedure was created from the characterization of successful search strategies in prior auditory search experiments. Search accuracy significantly improved after listeners performed the training procedure. Next, in the investigation of auditory spatial memory, listeners completed three search and recall tasks with differing recall methods. Recall accuracy significantly decreased in tasks that required the storage of sound source configurations in memory. To assess the impacts of practical scenarios, the present work assessed the performance effects of: signal uncertainty, visual augmentation, and different attenuation modeling. Fortunately, source uncertainty did not affect listeners' ability to recall or identify sound sources. The present study also found that the presence of visual reference frames significantly increased recall accuracy. Additionally, the incorporation of drastic attenuation significantly improved environment recall accuracy. Through investigating the aforementioned concerns, the present study made initial footsteps guiding the design of virtual auditory environments that support spatial configuration recall.
ERIC Educational Resources Information Center
Franetovic, Marija
2012-01-01
Current educational initiatives encourage the use of authentic learning environments to realistically prepare students for jobs in a constantly changing world. Many students of the Millennial generation may be social media savvy. However, what can be said about learning conditions and student readiness for active, reflective and collaborative…
A Brave New World: Synchronous Environments in the Literature Classroom.
ERIC Educational Resources Information Center
Rozema, Robert
The Internet may be the ultimate immersive and participatory medium, opening doors as it does to countless story worlds. As such, it has much to offer reading instruction in both elementary and secondary classrooms. This paper explores how a teacher used one web application--a text-based virtual environment called a MOO--to encourage his high…
Treatment of complicated grief using virtual reality: a case report.
Botella, C; Osma, J; Palacios, A García; Guillén, V; Baños, R
2008-01-01
This is the first work exploring the application of new technologies, concretely virtual reality, to facilitate emotional processing in the treatment of Complicated Grief. Our research team has designed a virtual reality environment (EMMA's World) to foster the expression and processing of emotions. In this study the authors present a description of EMMA's World, the clinical protocol, and a case report. The treatment program was applied in eight sessions. We present a brief description of the session agendas including the techniques used. We offer short-term (from pre-test to post-test) and long-term (2-, 6- and 12-month follow-ups) efficacy data. Our results offer preliminary support of the use of EMMA's World for the treatment of Complicated Grief.
Crossing the Virtual World Barrier with OpenAvatar
NASA Technical Reports Server (NTRS)
Joy, Bruce; Kavle, Lori; Tan, Ian
2012-01-01
There are multiple standards and formats for 3D models in virtual environments. The problem is that there is no open source platform for generating models out of discrete parts; this results in the process of having to "reinvent the wheel" when new games, virtual worlds and simulations want to enable their users to create their own avatars or easily customize in-world objects. OpenAvatar is designed to provide a framework to allow artists and programmers to create reusable assets which can be used by end users to generate vast numbers of complete models that are unique and functional. OpenAvatar serves as a framework which facilitates the modularization of 3D models allowing parts to be interchanged within a set of logical constraints.
Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo
2014-04-15
Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients' brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies.
Gatica-Rojas, Valeska; Méndez-Rebolledo, Guillermo
2014-01-01
Two key characteristics of all virtual reality applications are interaction and immersion. Systemic interaction is achieved through a variety of multisensory channels (hearing, sight, touch, and smell), permitting the user to interact with the virtual world in real time. Immersion is the degree to which a person can feel wrapped in the virtual world through a defined interface. Virtual reality interface devices such as the Nintendo® Wii and its peripheral nunchuks-balance board, head mounted displays and joystick allow interaction and immersion in unreal environments created from computer software. Virtual environments are highly interactive, generating great activation of visual, vestibular and proprioceptive systems during the execution of a video game. In addition, they are entertaining and safe for the user. Recently, incorporating therapeutic purposes in virtual reality interface devices has allowed them to be used for the rehabilitation of neurological patients, e.g., balance training in older adults and dynamic stability in healthy participants. The improvements observed in neurological diseases (chronic stroke and cerebral palsy) have been shown by changes in the reorganization of neural networks in patients’ brain, along with better hand function and other skills, contributing to their quality of life. The data generated by such studies could substantially contribute to physical rehabilitation strategies. PMID:25206907
Weeks, Keith W; Meriel Hutton, B; Coben, Diana; Clochesy, John M; Pontin, David
2013-03-01
When designing learning and assessment environments it is essential to articulate the underpinning education philosophy, theory, model and learning style support mechanisms that inform their structure and content. We elaborate on original PhD research that articulates the design rationale of authentic medication dosage calculation problem-solving (MDC-PS) learning and diagnostic assessment environments. These environments embody the principles of authenticity, building knowledge and skills and competency assessment and are designed to support development of competence and bridging of the theory-practice gap. Authentic learning and diagnostic assessment environments capture the features and expert practices that are located in real world practice cultures and recreate them in authentic virtual clinical environments. We explore how this provides students with a safe virtual authentic environment to actively experience, practice and undertake MDC-PS learning and assessment activities. We argue that this is integral to the construction and diagnostic assessment of schemata validity (mental constructions and frameworks that are an individual's internal representation of their world), bridging of the theory-practice gap and cognitive and functional competence development. We illustrate these principles through the underpinning pedagogical design of two online virtual authentic learning and diagnostic assessment environments (safeMedicate and eDose™). Copyright © 2012. Published by Elsevier Ltd.
EMERGENCY RESPONSE TEAMS TRAINING IN PUBLIC HEALTH CRISIS - THE SERIOUSNESS OF SERIOUS GAMES.
Stanojevic, Vojislav; Stanojevic, Cedomirka
2016-07-01
The rapid development of multimedia technologies in the last twenty years has lead to the emergence of new ways of learning academic and professional skills, which implies the application of multimedia technology in the form of a software -" serious computer games". Three-Dimensional Virtual Worlds. The basis of this game-platform is made of the platform of three-dimensional virtual worlds that can be described as communication systems in which participants share the same three-dimensional virtual space within which they can move, manipulate objects and communicate through their graphical representatives- avatars. Medical Education and Training. Arguments in favor of these computer tools in the learning process are accessibility, repeatability, low cost, the use of attractive graphics and a high degree of adaptation to the user. Specifically designed avatars allow students to get adapted to their roles in certain situations, especially to those which are considered rare, dangerous or unethical in real life. Drilling of major incidents, which includes the need to create environments for training, cannot be done in the real world due to high costs'and necessity to utilize the extensive resources. In addition, it is impossible to engage all the necessary health personnel at the same time. New technologies intended for conducting training, which are also called "virtual worlds", make the following possible: training at all times depending on user's commitments; simultaneous simulations on multiple levels, in several areas, in different circumstances, including dozens of unique victims; repeated scenarios and learning from mistakes; rapid feedback and the development of non-technical skills which are critical for reducing errors in dynamic, high-risk environments. Virtual worlds, which should be the subject of further research and improvements, in the field of hospital emergency response training for mass casualty incidents, certainly have a promising future.
Factors Affecting Training Effectiveness in Synchronous, Dispersed Virtual Environments
2014-06-01
technology to its technical training programs. Specifically, a distance learning model with instruction provided through 3-D virtual worlds could...ABSTRACT The U.S. Navy is investigating the feasibility of incorporating distance learning technology to its technical training programs. Specifically...15 A. TECHNOLOGY ACCEPTANCE MODEL
A Conceptual Framework for Mediated Environments
ERIC Educational Resources Information Center
Childs, Mark
2010-01-01
Background: Immersive virtual worlds are one of a range of different platforms that can be grouped under the concept of mediated environments, i.e. environments that create a metaphorical space in which participants can position themselves and be embodied. Synthesising the literatures concerning the various mediated environment technologies…
An artificial reality environment for remote factory control and monitoring
NASA Technical Reports Server (NTRS)
Kosta, Charles Paul; Krolak, Patrick D.
1993-01-01
Work has begun on the merger of two well known systems, VEOS (HITLab) and CLIPS (NASA). In the recent past, the University of Massachusetts Lowell developed a parallel version of NASA CLIPS, called P-CLIPS. This modification allows users to create smaller expert systems which are able to communicate with each other to jointly solve problems. With the merger of a VEOS message system, PCLIPS-V can now act as a group of entities working within VEOS. To display the 3D virtual world we have been using a graphics package called HOOPS, from Ithaca Software. The artificial reality environment we have set up contains actors and objects as found in our Lincoln Logs Factory of the Future project. The environment allows us to view and control the objects within the virtual world. All communication between the separate CLIPS expert systems is done through VEOS. A graphical renderer generates camera views on X-Windows devices; Head Mounted Devices are not required. This allows more people to make use of this technology. We are experimenting with different types of virtual vehicles to give the user a sense that he or she is actually moving around inside the factory looking ahead through windows and virtual monitors.
Worldwide R&D of Virtual Observatory
NASA Astrophysics Data System (ADS)
Cui, C. Z.; Zhao, Y. H.
2008-07-01
Virtual Observatory (VO) is a data intensive online astronomical research and education environment, taking advantages of advanced information technologies to achieve seamless and uniform access to astronomical information. The concept of VO was introduced in the late 1990s to meet the challenges brought up with data avalanche in astronomy. In the paper, current status of International Virtual Observatory Alliance, technical highlights from world wide VO projects are reviewed, a brief introduction of Chinese Virtual Observatory is given.
Experiencing Soil Science from your office through virtual experiences
NASA Astrophysics Data System (ADS)
Beato, M. Carmen; González-Merino, Ramón; Campillo, M. Carmen; Fernández-Ahumada, Elvira; Ortiz, Leovigilda; Taguas, Encarnación V.; Guerrero, José Emilio
2017-04-01
Currently, numerous tools based on the new information and communication technologies offer a wide range of possibilities for the implementation of interactive methodologies in Education and Science. In particular, virtual reality and immersive worlds - artificially generated computer environments where users interact through a figurative individual that represents them in that environment (their "avatar") - have been identified as the technology that will change the way we live, particularly in educational terms, product development and entertainment areas (Schmorrow, 2009). Gisbert-Cervera et al. (2011) consider that the 3D worlds in education, among others, provide a unique training and exchange of knowledge environment which allows a goal reflection to support activities and achieve learning outcomes. In Soil Sciences, the experimental component is essential to acquire the necessary knowledge to understand the biogeochemical processes taking place and their interactions with time, climate, topography and living organisms present. In this work, an immersive virtual environment which reproduces a series of pits have been developed to evaluate and differentiate soil characteristics such as texture, structure, consistency, color and other physical-chemical and biological properties for educational purposes. Bibliographical material such as pictures, books, papers and were collected in order to classify the information needed and to build the soil profiles into the virtual environment. The programming language for the virtual recreation was Unreal Engine4 (UE4; https://www.unrealengine.com/unreal-engine-4). This program was chosen because it provides two toolsets for programmers and it can also be used in tandem to accelerate development workflows. In addition, Unreal Engine4 technology powers hundreds of games as well as real-time 3D films, training simulations, visualizations and it creates very realistic graphics. For the evaluation of its impact and its usefulness in teaching, a series of surveys will be presented to undergraduate students and teachers. REFERENCES: Gisbert-Cervera M, Esteve-Gonzalez V., Camacho-Marti M.M. (2011). Delve into the Deep: Learning Potential in Metaverses and 3D Worlds. eLearning (25) Papers ISSN: 1887-1542 Schmorrow D.D. (2009). Why virtual? Theoretical Issues in Ergonomics Science 10(3): 279-282.
Real-time recording and classification of eye movements in an immersive virtual environment.
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-10-10
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements.
Real-time recording and classification of eye movements in an immersive virtual environment
Diaz, Gabriel; Cooper, Joseph; Kit, Dmitry; Hayhoe, Mary
2013-01-01
Despite the growing popularity of virtual reality environments, few laboratories are equipped to investigate eye movements within these environments. This primer is intended to reduce the time and effort required to incorporate eye-tracking equipment into a virtual reality environment. We discuss issues related to the initial startup and provide algorithms necessary for basic analysis. Algorithms are provided for the calculation of gaze angle within a virtual world using a monocular eye-tracker in a three-dimensional environment. In addition, we provide algorithms for the calculation of the angular distance between the gaze and a relevant virtual object and for the identification of fixations, saccades, and pursuit eye movements. Finally, we provide tools that temporally synchronize gaze data and the visual stimulus and enable real-time assembly of a video-based record of the experiment using the Quicktime MOV format, available at http://sourceforge.net/p/utdvrlibraries/. This record contains the visual stimulus, the gaze cursor, and associated numerical data and can be used for data exportation, visual inspection, and validation of calculated gaze movements. PMID:24113087
Development of an Environmental Virtual Field Laboratory
ERIC Educational Resources Information Center
Ramasundaram, V.; Grunwald, S.; Mangeot, A.; Comerford, N. B.; Bliss, C. M.
2005-01-01
Laboratory exercises, field observations and field trips are a fundamental part of many earth science and environmental science courses. Field observations and field trips can be constrained because of distance, time, expense, scale, safety, or complexity of real-world environments. Our objectives were to develop an environmental virtual field…
Tasks for Easily Modifiable Virtual Environments
ERIC Educational Resources Information Center
Swier, Robert
2014-01-01
Recent studies of learner interaction in virtual worlds have tended to select basic tasks involving open-ended communication. There is evidence that such tasks are supportive of language acquisition, however it may also be beneficial to consider more complex tasks. Research in task-based learning has identified features such as non-linguistic…
Understanding the Potential of Virtual Environments for Improving C2 Performance
2011-06-01
unprecedented ability to design and program custom virtual world solutions in a streamlined and affordable manner. This product is very much like videogame ...range of choice and interactions usually not supported in traditional videogames . In a videogame , you play the game, but you can’t necessarily
Learning the Virtual Life: Public Pedagogy in a Digital World
ERIC Educational Resources Information Center
Trifonas, Peter Pericles, Ed.
2011-01-01
Digital technologies have transformed cultural perceptions of learning and what it means to be literate, expanding the importance of experience alongside interpretation and reflection. "Living the Virtual Life" offers ways to consider the local and global effects of digital media on educational environments, as well as the cultural transformations…
Presence revisited: imagination, competence, and activity in text-based virtual worlds.
Jacobson, D
2001-12-01
Presence is the sense of being caught up in the representations of virtual worlds. Drawing on social and literary theories and on ethnographic fieldwork, this paper examines the ways in which imagination, competence, and activity promote or undermine a sense of presence in online text-based environments known as MOOs. These factors vary for newbies, socials, and techies, categories that reflect differences in length of experience in participating in these worlds, in comfort and/or competence in the use of commands for navigation and communication, and in the interests and/or degree of participation in socializing or programming.
Ketelhut, Diane Jass; Niemi, Steven M
2007-01-01
This article examines several new and exciting communication technologies. Many of the technologies were developed by the entertainment industry; however, other industries are adopting and modifying them for their own needs. These new technologies allow people to collaborate across distance and time and to learn in simulated work contexts. The article explores the potential utility of these technologies for advancing laboratory animal care and use through better education and training. Descriptions include emerging technologies such as augmented reality and multi-user virtual environments, which offer new approaches with different capabilities. Augmented reality interfaces, characterized by the use of handheld computers to infuse the virtual world into the real one, result in deeply immersive simulations. In these simulations, users can access virtual resources and communicate with real and virtual participants. Multi-user virtual environments enable multiple participants to simultaneously access computer-based three-dimensional virtual spaces, called "worlds," and to interact with digital tools. They allow for authentic experiences that promote collaboration, mentoring, and communication. Because individuals may learn or train differently, it is advantageous to combine the capabilities of these technologies and applications with more traditional methods to increase the number of students who are served by using current methods alone. The use of these technologies in animal care and use programs can create detailed training and education environments that allow students to learn the procedures more effectively, teachers to assess their progress more objectively, and researchers to gain insights into animal care.
The Third Place in Second Life: Real Life Community in a Virtual World
NASA Astrophysics Data System (ADS)
Peachey, Anna
In June 2006 The Open University (OU) purchased its first land in Second LifeTM (SL). Over a two and a half year period, the OU presence evolved and grew to a point where an average of between 150 and 250 unique users in any 7-day period are active in an OU area. This chapter charts the history of the development of the OU Second Life social community and considers the nature of that activity at a point of critical change, in January 2009, shortly before a new island is developed to provide a permanent home for the community. In order for the community to continue evolving it is necessary to understand the nature of the core activities of these users, and to consider this in a context of sustainable development. Through reference to aspects of socialisation and physical community, the author proposes that a virtual world environment can be described using the physical world concept of a Third Place in the information age, and considers the value of virtual space to a learning community. From a perspective of ethnography, this chapter captures a community development within SL and proposes that physical world concepts of community and Third Place are exhibited in a virtual world, and that there are equivalent benefits in the sense of support and belonging to a virtual world community.
NASA Astrophysics Data System (ADS)
Machet, Tania; Lowe, David; Gütl, Christian
2012-12-01
This paper explores the hypothesis that embedding a laboratory activity into a virtual environment can provide a richer experimental context and hence improve the understanding of the relationship between a theoretical model and the real world, particularly in terms of the model's strengths and weaknesses. While an identified learning objective of laboratories is to support the understanding of the relationship between models and reality, the paper illustrates that this understanding is hindered by inherently limited experiments and that there is scope for improvement. Despite the contextualisation of learning activities having been shown to support learning objectives in many fields, there is traditionally little contextual information presented during laboratory experimentation. The paper argues that the enhancing laboratory activity with contextual information affords an opportunity to improve students' understanding of the relationship between the theoretical model and the experiment (which is effectively a proxy for the complex real world), thereby improving their understanding of the relationship between the model and reality. The authors propose that these improvements can be achieved by setting remote laboratories within context-rich virtual worlds.
The Feasibility and Impact of Delivering a Mind-Body Intervention in a Virtual World
Hoch, Daniel B.; Watson, Alice J.; Linton, Deborah A.; Bello, Heather E.; Senelly, Marco; Milik, Mariola T.; Baim, Margaret A.; Jethwani, Kamal; Fricchione, Gregory L.; Benson, Herbert; Kvedar, Joseph C.
2012-01-01
Introduction Mind-body medical approaches may ameliorate chronic disease. Stress reduction is particularly helpful, but face-to-face delivery systems cannot reach all those who might benefit. An online, 3-dimensional virtual world may be able to support the rich interpersonal interactions required of this approach. In this pilot study, we explore the feasibility of translating a face-to-face stress reduction program into an online virtual setting and estimate the effect size of the intervention. Methods and Findings Domain experts in virtual world technology joined with mind body practitioners to translate an existing 8 week relaxation response-based resiliency program into an 8-week virtual world-based program in Second Life™ (SL). Twenty-four healthy volunteers with at least one month's experience in SL completed the program. Each subject filled out the Perceived Stress Scale (PSS) and the Symptom Checklist 90- Revised (SCL-90-R) before and after taking part. Participants took part in one of 3 groups of about 10 subjects. The participants found the program to be helpful and enjoyable. Many reported that the virtual environment was an excellent substitute for the preferred face-to-face approach. On quantitative measures, there was a general trend toward decreased perceived stress, (15.7 to 15.0), symptoms of depression, (57.6 to 57.0) and anxiety (56.8 to 54.8). There was a significant decrease of 2.8 points on the SCL-90-R Global Severity Index (p<0.05). Conclusions This pilot project showed that it is feasible to deliver a typical mind-body medical intervention through a virtual environment and that it is well received. Moreover, the small reduction in psychological distress suggests further research is warranted. Based on the data collected for this project, a randomized trial with less than 50 subjects would be appropriately powered if perceived stress is the primary outcome. PMID:22470483
The feasibility and impact of delivering a mind-body intervention in a virtual world.
Hoch, Daniel B; Watson, Alice J; Linton, Deborah A; Bello, Heather E; Senelly, Marco; Milik, Mariola T; Baim, Margaret A; Jethwani, Kamal; Fricchione, Gregory L; Benson, Herbert; Kvedar, Joseph C
2012-01-01
Mind-body medical approaches may ameliorate chronic disease. Stress reduction is particularly helpful, but face-to-face delivery systems cannot reach all those who might benefit. An online, 3-dimensional virtual world may be able to support the rich interpersonal interactions required of this approach. In this pilot study, we explore the feasibility of translating a face-to-face stress reduction program into an online virtual setting and estimate the effect size of the intervention. Domain experts in virtual world technology joined with mind body practitioners to translate an existing 8 week relaxation response-based resiliency program into an 8-week virtual world-based program in Second Life™ (SL). Twenty-four healthy volunteers with at least one month's experience in SL completed the program. Each subject filled out the Perceived Stress Scale (PSS) and the Symptom Checklist 90- Revised (SCL-90-R) before and after taking part. Participants took part in one of 3 groups of about 10 subjects. The participants found the program to be helpful and enjoyable. Many reported that the virtual environment was an excellent substitute for the preferred face-to-face approach. On quantitative measures, there was a general trend toward decreased perceived stress, (15.7 to 15.0), symptoms of depression, (57.6 to 57.0) and anxiety (56.8 to 54.8). There was a significant decrease of 2.8 points on the SCL-90-R Global Severity Index (p<0.05). This pilot project showed that it is feasible to deliver a typical mind-body medical intervention through a virtual environment and that it is well received. Moreover, the small reduction in psychological distress suggests further research is warranted. Based on the data collected for this project, a randomized trial with less than 50 subjects would be appropriately powered if perceived stress is the primary outcome.
Collaborative virtual environments art exhibition
NASA Astrophysics Data System (ADS)
Dolinsky, Margaret; Anstey, Josephine; Pape, Dave E.; Aguilera, Julieta C.; Kostis, Helen-Nicole; Tsoupikova, Daria
2005-03-01
This panel presentation will exhibit artwork developed in CAVEs and discuss how art methodologies enhance the science of VR through collaboration, interaction and aesthetics. Artists and scientists work alongside one another to expand scientific research and artistic expression and are motivated by exhibiting collaborative virtual environments. Looking towards the arts, such as painting and sculpture, computer graphics captures a visual tradition. Virtual reality expands this tradition to not only what we face, but to what surrounds us and even what responds to our body and its gestures. Art making that once was isolated to the static frame and an optimal point of view is now out and about, in fully immersive mode within CAVEs. Art knowledge is a guide to how the aesthetics of 2D and 3D worlds affect, transform, and influence the social, intellectual and physical condition of the human body through attention to psychology, spiritual thinking, education, and cognition. The psychological interacts with the physical in the virtual in such a way that each facilitates, enhances and extends the other, culminating in a "go together" world. Attention to sharing art experience across high-speed networks introduces a dimension of liveliness and aliveness when we "become virtual" in real time with others.
How virtual reality works: illusions of vision in "real" and virtual environments
NASA Astrophysics Data System (ADS)
Stark, Lawrence W.
1995-04-01
Visual illusions abound in normal vision--illusions of clarity and completeness, of continuity in time and space, of presence and vivacity--and are part and parcel of the visual world inwhich we live. These illusions are discussed in terms of the human visual system, with its high- resolution fovea, moved from point to point in the visual scene by rapid saccadic eye movements (EMs). This sampling of visual information is supplemented by a low-resolution, wide peripheral field of view, especially sensitive to motion. Cognitive-spatial models controlling perception, imagery, and 'seeing,' also control the EMs that shift the fovea in the Scanpath mode. These illusions provide for presence, the sense off being within an environment. They equally well lead to 'Telepresence,' the sense of being within a virtual display, especially if the operator is intensely interacting within an eye-hand and head-eye human-machine interface that provides for congruent visual and motor frames of reference. Interaction, immersion, and interest compel telepresence; intuitive functioning and engineered information flows can optimize human adaptation to the artificial new world of virtual reality, as virtual reality expands into entertainment, simulation, telerobotics, and scientific visualization and other professional work.
The role of physicality in rich programming environments
NASA Astrophysics Data System (ADS)
Liu, Allison S.; Schunn, Christian D.; Flot, Jesse; Shoop, Robin
2013-12-01
Computer science proficiency continues to grow in importance, while the number of students entering computer science-related fields declines. Many rich programming environments have been created to motivate student interest and expertise in computer science. In the current study, we investigated whether a recently created environment, Robot Virtual Worlds (RVWs), can be used to teach computer science principles within a robotics context by examining its use in high-school classrooms. We also investigated whether the lack of physicality in these environments impacts student learning by comparing classrooms that used either virtual or physical robots for the RVW curriculum. Results suggest that the RVW environment leads to significant gains in computer science knowledge, that virtual robots lead to faster learning, and that physical robots may have some influence on algorithmic thinking. We discuss the implications of physicality in these programming environments for learning computer science.
Evolving a Neural Olfactorimotor System in Virtual and Real Olfactory Environments
Rhodes, Paul A.; Anderson, Todd O.
2012-01-01
To provide a platform to enable the study of simulated olfactory circuitry in context, we have integrated a simulated neural olfactorimotor system with a virtual world which simulates both computational fluid dynamics as well as a robotic agent capable of exploring the simulated plumes. A number of the elements which we developed for this purpose have not, to our knowledge, been previously assembled into an integrated system, including: control of a simulated agent by a neural olfactorimotor system; continuous interaction between the simulated robot and the virtual plume; the inclusion of multiple distinct odorant plumes and background odor; the systematic use of artificial evolution driven by olfactorimotor performance (e.g., time to locate a plume source) to specify parameter values; the incorporation of the realities of an imperfect physical robot using a hybrid model where a physical robot encounters a simulated plume. We close by describing ongoing work toward engineering a high dimensional, reversible, low power electronic olfactory sensor which will allow olfactorimotor neural circuitry evolved in the virtual world to control an autonomous olfactory robot in the physical world. The platform described here is intended to better test theories of olfactory circuit function, as well as provide robust odor source localization in realistic environments. PMID:23112772
Fieldwork Skills in Virtual Worlds
NASA Astrophysics Data System (ADS)
Craven, Benjamin; Lloyd, Geoffrey; Gordon, Clare; Houghton, Jacqueline; Morgan, Daniel
2017-04-01
Virtual reality has an increasingly significant role to play in teaching and research, but for geological applications realistic landscapes are required that contain sufficient detail to prove viable for investigation by both inquisitive students and critical researchers. To create such virtual landscapes, we combine DTM data with digitally modelled outcrops in the game engine Unity. Our current landscapes are fictional worlds, invented to focus on generation techniques and the strategic and spatial immersion within a digital environment. These have proved very successful in undergraduate teaching; however, we are now moving onto recreating real landscapes for more advanced teaching and research. The first of these is focussed on Rhoscolyn, situated within the Ynys Mon Geopark on Anglesey, UK. It is a popular area for both teaching and research in structural geology so has a wide usage demographic. The base of the model is created from DTM data, both 1 m LiDAR and 5 m GPS point data, and manipulated with QGIS before import to Unity. Substance is added to the world via models of architectural elements (e.g. walls and buildings) and appropriate flora and fauna, including sounds. Texturing of these models is performed using 25 cm aerial imagery and field photographs. Whilst such elements enhance immersion, it is the use of digital outcrop models that fully completes the experience. From fieldwork, we have a library of photogrammetric outcrops that can be modelled into 3D features using free (VisualSFM and MeshLab) and non-free (AgiSoft Photoscan) tools. These models are then refined and converted in Maya to create models for better insertion into the Unity environment. The finished product is a virtual landscape; a Rhoscolyn `world' that is sufficiently detailed to provide a base not only for geological teaching and training but also for geological research. Additionally, the `Rhoscolyn World' represents a significant tool for those students who are unable to attend conventional field classes and really enhances their learning experience. This project is part of the larger Virtual Landscapes project, which is a collaboration between The University of Leeds and Leeds College of Art, UK. All our current virtual landscapes are freely available online at www.see.leeds.ac.uk/virtual-landscapes/.
Samothrakis, S; Arvanitis, T N; Plataniotis, A; McNeill, M D; Lister, P F
1997-11-01
Virtual Reality Modelling Language (VRML) is the start of a new era for medicine and the World Wide Web (WWW). Scientists can use VRML across the Internet to explore new three-dimensional (3D) worlds, share concepts and collaborate together in a virtual environment. VRML enables the generation of virtual environments through the use of geometric, spatial and colour data structures to represent 3D objects and scenes. In medicine, researchers often want to interact with scientific data, which in several instances may also be dynamic (e.g. MRI data). This data is often very large and is difficult to visualise. A 3D graphical representation can make the information contained in such large data sets more understandable and easier to interpret. Fast networks and satellites can reliably transfer large data sets from computer to computer. This has led to the adoption of remote tale-working in many applications including medical applications. Radiology experts, for example, can view and inspect in near real-time a 3D data set acquired from a patient who is in another part of the world. Such technology is destined to improve the quality of life for many people. This paper introduces VRML (including some technical details) and discusses the advantages of VRML in application developing.
Feasibility Pilot Study: Training Soft Skills in Virtual Worlds.
Abshier, Patricia
2012-04-01
In a world where funding is limited, training for healthcare professionals is turning more and more to distance learning in an effort to maintain a knowledgeable and skilled work force. In 2010, Cicatelli Associates, Inc. began exploring the feasibility of using games and virtual worlds as an alternative means to teach skills-training in a distance-learning environment. The pilot study was conducted with six individuals familiar with general counseling and communication skills used by the healthcare industry to promote behavior change. Participants reported that the venue, although challenging at first, showed great potential for use with healthcare providers, as it allowed for more interaction and activities than traditional Webinars. However, there are significant limitations that must be overcome in order for this healthcare training modality to be utilized on a large scale. These limitations included a lack of microgestures and issues regarding the technology being used. In spite of the limitations, however, the potential use of virtual worlds for the training of healthcare providers exists and should be researched further. This article discusses the need and intended benefits of virtual world training as well as the results and conclusions of the pilot study.
Role of virtual reality for cerebral palsy management.
Weiss, Patrice L Tamar; Tirosh, Emanuel; Fehlings, Darcy
2014-08-01
Virtual reality is the use of interactive simulations to present users with opportunities to perform in virtual environments that appear, sound, and less frequently, feel similar to real-world objects and events. Interactive computer play refers to the use of a game where a child interacts and plays with virtual objects in a computer-generated environment. Because of their distinctive attributes that provide ecologically realistic and motivating opportunities for active learning, these technologies have been used in pediatric rehabilitation over the past 15 years. The ability of virtual reality to create opportunities for active repetitive motor/sensory practice adds to their potential for neuroplasticity and learning in individuals with neurologic disorders. The objectives of this article is to provide an overview of how virtual reality and gaming are used clinically, to present the results of several example studies that demonstrate their use in research, and to briefly remark on future developments. © The Author(s) 2014.
A CALL for Evolving Teacher Education through 3D Microteaching
ERIC Educational Resources Information Center
Pappa, Giouli; Papadima-Sophocleous, Salomi
2016-01-01
This paper describes micro-teaching delivery in virtual worlds. Emphasis is placed on examining the effectiveness of Singularity Viewer, an Internet-based Multi-User Virtual Environment (MUVE) as the tool used for assessment of the student teacher performance. The overall goal of this endeavour lies in exploiting the opportunities derived from…
A Virtual Walk through London: Culture Learning through a Cultural Immersion Experience
ERIC Educational Resources Information Center
Shih, Ya-Chun
2015-01-01
Integrating Google Street View into a three-dimensional virtual environment in which users control personal avatars provides these said users with access to an innovative, interactive, and real-world context for communication and culture learning. We have selected London, a city famous for its rich historical, architectural, and artistic heritage,…
ERIC Educational Resources Information Center
Nahl, Diane
2010-01-01
New users of virtual environments face a steep learning curve, requiring persistence and determination to overcome challenges experienced while acclimatizing to the demands of avatar-mediated behavior. Concurrent structured self-reports can be used to monitor the personal affective and cognitive struggles involved in virtual world adaptation to…
Learning to Communicate in a Virtual World: The Case of a JFL Classroom
ERIC Educational Resources Information Center
Yamazaki, Kasumi
2015-01-01
The proliferation of online simulation games across the globe in many different languages offers Computer Assisted Language Learning (CALL) researchers an opportunity to examine how language learning occurs in such virtual environments. While there has recently been an increase in the number of exploratory studies involving learning experiences of…
"Homo Virtualis": Virtual Worlds, Learning, and an Ecology of Embodied Interaction
ERIC Educational Resources Information Center
Jarmon, Leslie
2010-01-01
This article previews the emergence of "homo virtualis." Drawing on data from seven research studies, peer-reviewed published research articles, and selected excerpts of 30 months of field notes taken in Second Life [SL], the article examines virtual learning environments and embodiment through the lens of interactions of avatars with…
Virtual K-12 Learning: New Learning Frontiers for State Education Agencies
ERIC Educational Resources Information Center
Natale, Catherine Fisk; Cook, Janet
2012-01-01
This article explores the role of state education agencies in three states that have embarked on ambitious kindergarten through Grade 12 (K-12) virtual learning initiatives: Alabama, Florida, and Idaho. Subject to a rapidly changing environment influenced by factors beyond the jurisdiction of many state departments of education, the world of…
Internet, Multimedia and Virtual Laboratories in a 'Third World' Environment.
ERIC Educational Resources Information Center
Monge-Najera, Julian Antonio; Rivas Rossi, Marta; Mendez-Estrada, Victor Hugo
2001-01-01
Describes the development of low-cost multimedia courses and materials for use on the Internet, as well as virtual laboratories, at the Universidad Estatal a Distancia (Costa Rica). Explains how simultaneous production of traditional printed materials and online courses, outsourcing, and the use of HTML and Java can reduce costs for developing…
ERIC Educational Resources Information Center
Waters, John K.
2009-01-01
In this article, the author talks about the 3D virtual world known as Second Life and its potential as a learning platform. In the last few years, many colleges, universities, and libraries have established resources in what has become the preeminent multiuser virtual environment. Today, more than 100 Second Life "regions" are used for educational…
In Search of a Method to Assess Dispositional Behaviours: The Case of Otago Virtual Hospital
ERIC Educational Resources Information Center
Loke, Swee-Kin; Blyth, Phil; Swan, Judith
2012-01-01
While the potentials of virtual worlds to support experiential learning in medical education are well documented, assessment of student learning within these environments is relatively scarce and often incongruent. In this article, a conceptual framework is proposed for formatively assessing dispositional behaviours in scenario-based learning…
Enhancing Mathematical Communication for Virtual Math Teams
ERIC Educational Resources Information Center
Stahl, Gerry; Çakir, Murat Perit; Weimar, Stephen; Weusijana, Baba Kofi; Ou, Jimmy Xiantong
2010-01-01
The Math Forum is an online resource center for pre-algebra, algebra, geometry and pre-calculus. Its Virtual Math Teams (VMT) service provides an integrated web-based environment for small teams of people to discuss math and to work collaboratively on math problems or explore interesting mathematical micro-worlds together. The VMT Project studies…
Libraries' Place in Virtual Social Networks
ERIC Educational Resources Information Center
Mathews, Brian S.
2007-01-01
Do libraries belong in the virtual world of social networking? With more than 100 million users, this environment is impossible to ignore. A rising philosophy for libraries, particularly in blog-land, involves the concept of being where the users are. Simply using new media to deliver an old message is not progress. Instead, librarians should…
ERIC Educational Resources Information Center
Van Dusen, Gerald C.
The "virtual campus" is a metaphor for the electronic teaching, learning, and research environment created by the convergence of several relatively new technologies including, but not restricted to, the Internet, World Wide Web, computer-mediated communication, video conferencing, multi-media, groupware, video-on-demand, desktop…
Virtualized Traffic: reconstructing traffic flows from discrete spatiotemporal data.
Sewall, Jason; van den Berg, Jur; Lin, Ming C; Manocha, Dinesh
2011-01-01
We present a novel concept, Virtualized Traffic, to reconstruct and visualize continuous traffic flows from discrete spatiotemporal data provided by traffic sensors or generated artificially to enhance a sense of immersion in a dynamic virtual world. Given the positions of each car at two recorded locations on a highway and the corresponding time instances, our approach can reconstruct the traffic flows (i.e., the dynamic motions of multiple cars over time) between the two locations along the highway for immersive visualization of virtual cities or other environments. Our algorithm is applicable to high-density traffic on highways with an arbitrary number of lanes and takes into account the geometric, kinematic, and dynamic constraints on the cars. Our method reconstructs the car motion that automatically minimizes the number of lane changes, respects safety distance to other cars, and computes the acceleration necessary to obtain a smooth traffic flow subject to the given constraints. Furthermore, our framework can process a continuous stream of input data in real time, enabling the users to view virtualized traffic events in a virtual world as they occur. We demonstrate our reconstruction technique with both synthetic and real-world input. © 2011 IEEE Published by the IEEE Computer Society
A microbased shared virtual world prototype
NASA Technical Reports Server (NTRS)
Pitts, Gerald; Robinson, Mark; Strange, Steve
1993-01-01
Virtual reality (VR) allows sensory immersion and interaction with a computer-generated environment. The user adopts a physical interface with the computer, through Input/Output devices such as a head-mounted display, data glove, mouse, keyboard, or monitor, to experience an alternate universe. What this means is that the computer generates an environment which, in its ultimate extension, becomes indistinguishable from the real world. 'Imagine a wraparound television with three-dimensional programs, including three-dimensional sound, and solid objects that you can pick up and manipulate, even feel with your fingers and hands.... 'Imagine that you are the creator as well as the consumer of your artificial experience, with the power to use a gesture or word to remold the world you see and hear and feel. That part is not fiction... three-dimensional computer graphics, input/output devices, computer models that constitute a VR system make it possible, today, to immerse yourself in an artificial world and to reach in and reshape it.' Our research's goal was to propose a feasibility experiment in the construction of a networked virtual reality system, making use of current personal computer (PC) technology. The prototype was built using Borland C compiler, running on an IBM 486 33 MHz and a 386 33 MHz. Each game currently is represented as an IPX client on a non-dedicated Novell server. We initially posed the two questions: (1) Is there a need for networked virtual reality? (2) In what ways can the technology be made available to the most people possible?
NASA Astrophysics Data System (ADS)
Watanuki, Keiichi; Kojima, Kazuyuki
The environment in which Japanese industry has achieved great respect is changing tremendously due to the globalization of world economies, while Asian countries are undergoing economic and technical development as well as benefiting from the advances in information technology. For example, in the design of custom-made casting products, a designer who lacks knowledge of casting may not be able to produce a good design. In order to obtain a good design and manufacturing result, it is necessary to equip the designer and manufacturer with a support system related to casting design, or a so-called knowledge transfer and creation system. This paper proposes a new virtual reality based knowledge acquisition and job training system for casting design, which is composed of the explicit and tacit knowledge transfer systems using synchronized multimedia and the knowledge internalization system using portable virtual environment. In our proposed system, the education content is displayed in the immersive virtual environment, whereby a trainee may experience work in the virtual site operation. Provided that the trainee has gained explicit and tacit knowledge of casting through the multimedia-based knowledge transfer system, the immersive virtual environment catalyzes the internalization of knowledge and also enables the trainee to gain tacit knowledge before undergoing on-the-job training at a real-time operation site.
ERIC Educational Resources Information Center
Jauregi, Kristi; Kuure, Leena; Bastian, Pim; Reinhardt, Dennis; Koivisto, Tuomo
2015-01-01
Within the European TILA project a case study was carried out where pupils from schools in Finland and the Netherlands engaged in debating sessions using the 3D virtual world of OpenSim once a week for a period of 5 weeks. The case study had two main objectives: (1) to study the impact that the discussion tasks undertaken in a virtual environment…
Educational Uses of Virtual Reality Technology.
1998-01-01
technology. It is affordable in that a basic level of technology can be achieved on most existing personal computers at either no cost or some minimal...actually present in a virtual environment is termed "presence" and is an artifact of being visually immersed in the computer -generated virtual world...Carolina University, VREL Teachers 1996 onward £ CO ■3 u VR in Education University of Illinois, National Center for Super- computing Applications
Thomas, J Graham; Spitalnick, Josh S; Hadley, Wendy; Bond, Dale S; Wing, Rena R
2015-01-01
Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. © 2014 Diabetes Technology Society.
Spitalnick, Josh S.; Hadley, Wendy; Bond, Dale S.; Wing, Rena R.
2014-01-01
Virtual reality (VR) technology can provide a safe environment for observing, learning, and practicing use of behavioral weight management skills, which could be particularly useful in enhancing minimal contact online weight management programs. The Experience Success (ES) project developed a system for creating and deploying VR scenarios for online weight management skills training. Virtual environments populated with virtual actors allow users to experiment with implementing behavioral skills via a PC-based point and click interface. A culturally sensitive virtual coach guides the experience, including planning for real-world skill use. Thirty-seven overweight/obese women provided feedback on a test scenario focused on social eating situations. They reported that the scenario gave them greater skills, confidence, and commitment for controlling eating in social situations. PMID:25367014
Ubiquitous health in practice: the interreality paradigm.
Gaggioli, Andrea; Raspelli, Simona; Grassi, Alessandra; Pallavicini, Federica; Cipresso, Pietro; Wiederhold, Brenda K; Riva, Giuseppe
2011-01-01
In this paper we introduce a new ubiquitous computing paradigm for behavioral health care: "Interreality". Interreality integrates assessment and treatment within a hybrid environment, that creates a bridge between the physical and virtual worlds. Our claim is that bridging virtual experiences (fully controlled by the therapist, used to learn coping skills and emotional regulation) with real experiences (allowing both the identification of any critical stressors and the assessment of what has been learned) using advanced technologies (virtual worlds, advanced sensors and PDA/mobile phones) may improve existing psychological treatment. To illustrate the proposed concept, a clinical scenario is also presented and discussed: Daniela, a 40 years old teacher, with a mother affected by Alzheimer's disease.
LivePhantom: Retrieving Virtual World Light Data to Real Environments.
Kolivand, Hoshang; Billinghurst, Mark; Sunar, Mohd Shahrizal
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera's position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems.
LivePhantom: Retrieving Virtual World Light Data to Real Environments
2016-01-01
To achieve realistic Augmented Reality (AR), shadows play an important role in creating a 3D impression of a scene. Casting virtual shadows on real and virtual objects is one of the topics of research being conducted in this area. In this paper, we propose a new method for creating complex AR indoor scenes using real time depth detection to exert virtual shadows on virtual and real environments. A Kinect camera was used to produce a depth map for the physical scene mixing into a single real-time transparent tacit surface. Once this is created, the camera’s position can be tracked from the reconstructed 3D scene. Real objects are represented by virtual object phantoms in the AR scene enabling users holding a webcam and a standard Kinect camera to capture and reconstruct environments simultaneously. The tracking capability of the algorithm is shown and the findings are assessed drawing upon qualitative and quantitative methods making comparisons with previous AR phantom generation applications. The results demonstrate the robustness of the technique for realistic indoor rendering in AR systems. PMID:27930663
NASA Astrophysics Data System (ADS)
Terzopoulos, Demetri; Qureshi, Faisal Z.
Computer vision and sensor networks researchers are increasingly motivated to investigate complex multi-camera sensing and control issues that arise in the automatic visual surveillance of extensive, highly populated public spaces such as airports and train stations. However, they often encounter serious impediments to deploying and experimenting with large-scale physical camera networks in such real-world environments. We propose an alternative approach called "Virtual Vision", which facilitates this type of research through the virtual reality simulation of populated urban spaces, camera sensor networks, and computer vision on commodity computers. We demonstrate the usefulness of our approach by developing two highly automated surveillance systems comprising passive and active pan/tilt/zoom cameras that are deployed in a virtual train station environment populated by autonomous, lifelike virtual pedestrians. The easily reconfigurable virtual cameras distributed in this environment generate synthetic video feeds that emulate those acquired by real surveillance cameras monitoring public spaces. The novel multi-camera control strategies that we describe enable the cameras to collaborate in persistently observing pedestrians of interest and in acquiring close-up videos of pedestrians in designated areas.
Heyden, Robin; Mejilla, Roanne; Capelson, Roberta; Chalmers, Karen A; Rizzo DePaoli, Maria; Veerappa, Chetty; Wiecha, John M
2014-01-01
Background Virtual world environments have the potential to increase access to diabetes self-management interventions and may lower cost. Objective We tested the feasibility and comparative effectiveness of a virtual world versus a face-to-face diabetes self-management group intervention. Methods We recruited African American women with type 2 diabetes to participate in an 8-week diabetes self-management program adapted from Power to Prevent, a behavior-change in-person group program for African Americans with diabetes or pre-diabetes. The program is social cognitive theory–guided, evidence-based, and culturally tailored. Participants were randomized to participate in the program via virtual world (Second Life) or face-to-face, both delivered by a single intervention team. Blinded assessors conducted in-person clinical (HbA1c), behavioral, and psychosocial measurements at baseline and 4-month follow-up. Pre-post differences within and between intervention groups were assessed using t tests and chi-square tests (two-sided and intention-to-treat analyses for all comparisons). Results Participants (N=89) were an average of 52 years old (SD 10), 60% had ≤high school, 82% had household incomes
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
Development of virtual environment for treating acrophobia.
Ku, J; Jang, D; Shin, M; Jo, H; Ahn, H; Lee, J; Cho, B; Kim, S I
2001-01-01
Virtual Reality (VR) is a new technology that makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. Virtual Reality Therapy (VRT), based on this sophisticated technology, has been recently used in the treatment of subjects diagnosed with acrophobia, a disorder that is characterized by marked anxiety upon exposure to heights, avoidance of heights, and a resulting interference in functioning. Conventional virtual reality system for the treatment of acrophobia has a limitation in scope that it is based on over-costly devices or somewhat unrealistic graphic scene. The goal of this study was to develop a inexpensive and more realistic virtual environment for the exposure therapy of acrophobia. We constructed two types virtual environment. One is constituted a bungee-jump tower in the middle of a city. It includes the open lift surrounded by props beside tower that allowed the patient to feel sense of heights. Another is composed of diving boards which have various heights. It provides a view of a lower diving board and people swimming in the pool to serve the patient stimuli upon exposure to heights.
Determinants of Presence in 3D Virtual Worlds: A Structural Equation Modelling Analysis
ERIC Educational Resources Information Center
Chow, Meyrick
2016-01-01
There is a growing body of evidence that feeling present in virtual environments contributes to effective learning. Presence is a psychological state of the user; hence, it is generally agreed that individual differences in user characteristics can lead to different experiences of presence. Despite the fact that user characteristics can play a…
Issues in E-Research: Log In/Out Virtual Fields
ERIC Educational Resources Information Center
Pangeni, Shesha Kanta
2017-01-01
Evolution of technology and its tremendous use in education has changed the ways of educational services in higher education around the world. There is worldwide access to higher education through virtual learning environments. This is a new avenue for 21st century education and within a short time, it has been able to establish new culture of…
Designing Interactive and Collaborative Learning Tasks in a 3-D Virtual Environment
ERIC Educational Resources Information Center
Berns, Anke; Palomo-Duarte, Manuel; Fernández, David Camacho
2012-01-01
The aim of our study is to explore several possibilities to use virtual worlds (VWs) and game-applications with learners of the A1 level (CEFR) of German as a foreign language. Our interest focuses especially on designing those learning tools which increase firstly, learner motivation towards online-learning and secondly, enhance autonomous…
The Role of Cognitive Apprenticeship in Learning Science in a Virtual World
ERIC Educational Resources Information Center
Ramdass, Darshanand
2012-01-01
This article extends the discussion started by Margaret Beier, Leslie Miller, and Shu Wang's (2012) paper, "Science games and the development of possible selves". In this paper, I suggest that a theoretical framework based on a sociocultural theory of learning is critical in learning in a virtual environment. I will discuss relevant research on…
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin; McCandless, Kevin
2014-01-01
The purpose of this mixed methods study was to help pre-service teachers experience and evaluate the potential of Second Life, a three-dimensional immersive virtual environment, for potential integration into their future teaching. By completing collaborative assignments in Second Life, nineteen pre-service general education teachers explored an…
EFL Learner Collaborative Interaction in Second Life
ERIC Educational Resources Information Center
Peterson, Mark
2012-01-01
This paper reports on the task-based interaction of English as a Foreign Language (EFL) learners in the 3D multiuser virtual environment (MUVE) Second Life. The discussion first explores research on the precursors of MUVEs, text-based 2D virtual worlds known as MOOs. This is followed by an examination of studies on the use of MUVEs in Computer…
ERIC Educational Resources Information Center
Yang, Mau-Tsuen; Liao, Wan-Che
2014-01-01
The physical-virtual immersion and real-time interaction play an essential role in cultural and language learning. Augmented reality (AR) technology can be used to seamlessly merge virtual objects with real-world images to realize immersions. Additionally, computer vision (CV) technology can recognize free-hand gestures from live images to enable…
Telearch - Integrated visual simulation environment for collaborative virtual archaeology.
NASA Astrophysics Data System (ADS)
Kurillo, Gregorij; Forte, Maurizio
Archaeologists collect vast amounts of digital data around the world; however, they lack tools for integration and collaborative interaction to support reconstruction and interpretation process. TeleArch software is aimed to integrate different data sources and provide real-time interaction tools for remote collaboration of geographically distributed scholars inside a shared virtual environment. The framework also includes audio, 2D and 3D video streaming technology to facilitate remote presence of users. In this paper, we present several experimental case studies to demonstrate the integration and interaction with 3D models and geographical information system (GIS) data in this collaborative environment.
A Pilot Study of Motivational Interviewing Training in a Virtual World
Heyden, Robin; Heyden, Neil; Schroy, Paul; Andrew, Stephen; Sadikova, Ekaterina; Wiecha, John
2011-01-01
Background Motivational interviewing (MI) is an evidence-based, patient-centered counseling strategy proven to support patients seeking health behavior change. Yet the time and travel commitment for MI training is often a barrier to the adoption of MI by health care professionals. Virtual worlds such as Second Life (SL) are rapidly becoming part of the educational technology landscape and offer not only the potential to improve access to MI training but also to deepen the MI training experience through the use of immersive online environments. Despite SL’s potential for medical education applications, little work is published studying its use for this purpose and still less is known of educational outcomes for physician training in MI using a virtual-world platform. Objective Our aims were to (1) explore the feasibility, acceptability, and effectiveness of a virtual-world platform for delivering MI training designed for physicians and (2) pilot test instructional designs using SL for MI training. Methods We designed and pilot tested an MI training program in the SL virtual world. We trained and enrolled 13 primary care physicians in a two-session, interactive program in SL on the use of MI for counseling patients about colorectal cancer screening. We measured self-reported changes in confidence and clinical practice patterns for counseling on colorectal cancer screening, and acceptability of the virtual-world learning environment and the MI instructional design. Effectiveness of the MI training was assessed by coding and scoring tape-recorded interviews with a blinded mock patient conducted pre- and post-training. Results A total of 13 physicians completed the training. Acceptability ratings for the MI training ranged from 4.1 to 4.7 on a 5-point scale. The SL learning environment was also highly rated, with 77% (n = 10) of the doctors reporting SL to be an effective educational medium. Learners’ confidence and clinical practice patterns for colorectal cancer screening improved after training. Pre- to post-training mean confidence scores for the ability to elicit and address barriers to colorectal cancer screening (4.5 to 6.2, P = .004) and knowledge of decision-making psychology (4.5 to 5.7, P = .02) and behavior change psychology (4.9 to 6.2, P = .02) increased significantly. Global MI skills scores increased significantly and component scores for the MI skills also increased, with statistically significant improvements in 4 of the 5 component skills: empathy (3.12 to 3.85, P = .001), autonomy (3.07 to 3.85, P < .001), collaboration (2.88 to 3.46, P = .02), and evocative response (2.80 to 3.61, P = .008). Conclusions The results of this pilot study suggest that virtual worlds offer the potential for a new medical education pedagogy that will enhance learning outcomes for patient-centered communication skills training. PMID:21946183
Using Five Stage Model to Design of Collaborative Learning Environments in Second Life
ERIC Educational Resources Information Center
Orhan, Sevil; Karaman, M. Kemal
2014-01-01
Specifically Second Life (SL) among virtual worlds draws attention of researchers to form collaborative learning environments (Sutcliffe & Alrayes, 2012) since it could be used as a rich platform to simulate a real environment containing many collaborative learning characteristics and interaction tools within itself. Five Stage Model (FSM)…
Fish in the matrix: motor learning in a virtual world.
Engert, Florian
2012-01-01
One of the large remaining challenges in the field of zebrafish neuroscience is the establishment of techniques and preparations that permit the recording and perturbation of neural activity in animals that can interact meaningfully with the environment. Since it is very difficult to do this in freely behaving zebrafish, I describe here two alternative approaches that meet this goal via tethered preparations. The first uses head-fixation in agarose in combination with online imaging and analysis of tail motion. In the second method, paralyzed fish are suspended with suction pipettes in mid-water and nerve root recordings serve as indicators for intended locomotion. In both cases, fish can be immersed into a virtual environment and allowed to interact with this virtual world via real or fictive tail motions. The specific examples given in this review focus primarily on the role of visual feedback~- but the general principles certainly extend to other modalities, including proprioception, hearing, balance, and somatosensation.
Fish in the matrix: motor learning in a virtual world
Engert, Florian
2013-01-01
One of the large remaining challenges in the field of zebrafish neuroscience is the establishment of techniques and preparations that permit the recording and perturbation of neural activity in animals that can interact meaningfully with the environment. Since it is very difficult to do this in freely behaving zebrafish, I describe here two alternative approaches that meet this goal via tethered preparations. The first uses head-fixation in agarose in combination with online imaging and analysis of tail motion. In the second method, paralyzed fish are suspended with suction pipettes in mid-water and nerve root recordings serve as indicators for intended locomotion. In both cases, fish can be immersed into a virtual environment and allowed to interact with this virtual world via real or fictive tail motions. The specific examples given in this review focus primarily on the role of visual feedback~– but the general principles certainly extend to other modalities, including proprioception, hearing, balance, and somatosensation. PMID:23355810
Dots and dashes: art, virtual reality, and the telegraph
NASA Astrophysics Data System (ADS)
Ruzanka, Silvia; Chang, Ben
2009-02-01
Dots and Dashes is a virtual reality artwork that explores online romance over the telegraph, based on Ella Cheever Thayer's novel Wired Love - a Romance in Dots and Dashes (an Old Story Told in a New Way)1. The uncanny similarities between this story and the world of today's virtual environments provides the springboard for an exploration of a wealth of anxieties and dreams, including the construction of identities in an electronically mediated environment, the shifting boundaries between the natural and machine worlds, and the spiritual dimensions of science and technology. In this paper we examine the parallels between the telegraph networks and our current conceptions of cyberspace, as well as unique social and cultural impacts specific to the telegraph. These include the new opportunities and roles available to women in the telegraph industry and the connection between the telegraph and the Spiritualist movement. We discuss the development of the artwork, its structure and aesthetics, and the technical development of the work.
Linkenauger, Sally A.; Leyrer, Markus; Bülthoff, Heinrich H.; Mohler, Betty J.
2013-01-01
The notion of body-based scaling suggests that our body and its action capabilities are used to scale the spatial layout of the environment. Here we present four studies supporting this perspective by showing that the hand acts as a metric which individuals use to scale the apparent sizes of objects in the environment. However to test this, one must be able to manipulate the size and/or dimensions of the perceiver’s hand which is difficult in the real world due to impliability of hand dimensions. To overcome this limitation, we used virtual reality to manipulate dimensions of participants’ fully-tracked, virtual hands to investigate its influence on the perceived size and shape of virtual objects. In a series of experiments, using several measures, we show that individuals’ estimations of the sizes of virtual objects differ depending on the size of their virtual hand in the direction consistent with the body-based scaling hypothesis. Additionally, we found that these effects were specific to participants’ virtual hands rather than another avatar’s hands or a salient familiar-sized object. While these studies provide support for a body-based approach to the scaling of the spatial layout, they also demonstrate the influence of virtual bodies on perception of virtual environments. PMID:23874681
When Worlds Collide: An Augmented Reality Check
ERIC Educational Resources Information Center
Villano, Matt
2008-01-01
The technology is simple: Mobile technologies such as handheld computers and global positioning systems work in sync to create an alternate, hybrid world that mixes virtual characters with the actual physical environment. The result is a digital simulation that offers powerful game-playing opportunities and allows students to become more engaged…
Molecular Rift: Virtual Reality for Drug Designers.
Norrby, Magnus; Grebner, Christoph; Eriksson, Joakim; Boström, Jonas
2015-11-23
Recent advances in interaction design have created new ways to use computers. One example is the ability to create enhanced 3D environments that simulate physical presence in the real world--a virtual reality. This is relevant to drug discovery since molecular models are frequently used to obtain deeper understandings of, say, ligand-protein complexes. We have developed a tool (Molecular Rift), which creates a virtual reality environment steered with hand movements. Oculus Rift, a head-mounted display, is used to create the virtual settings. The program is controlled by gesture-recognition, using the gaming sensor MS Kinect v2, eliminating the need for standard input devices. The Open Babel toolkit was integrated to provide access to powerful cheminformatics functions. Molecular Rift was developed with a focus on usability, including iterative test-group evaluations. We conclude with reflections on virtual reality's future capabilities in chemistry and education. Molecular Rift is open source and can be downloaded from GitHub.
Predicting Innovation Acceptance by Simulation in Virtual Environments (Theoretical Foundations)
NASA Astrophysics Data System (ADS)
León, Noel; Duran, Roberto; Aguayo, Humberto; Flores, Myrna
This paper extends the current development of a methodology for Computer Aided Innovation. It begins with a presentation of concepts related to the perceived capabilities of virtual environments in the Innovation Cycle. The main premise establishes that it is possible to predict the acceptance of a new product in a specific market, by releasing an early prototype in a virtual scenario to quantify its general reception and to receive early feedback from potential customers. The paper continues to focus this research on a synergistic extension of techniques that have their origins in optimization and innovation disciplines. TRIZ (Theory of Inventive Problem Solving), extends the generation of variants with Evolutionary Algorithms (EA) and finally to present the designer and the intended customer, creative and innovative alternatives. All of this developed on a virtual software interface (Virtual World). The work continues with a general description of the project as a step forward to improve the overall strategy.
Augmenting breath regulation using a mobile driven virtual reality therapy framework.
Abushakra, Ahmad; Faezipour, Miad
2014-05-01
This paper presents a conceptual framework of a virtual reality therapy to assist individuals, especially lung cancer patients or those with breathing disorders to regulate their breath through real-time analysis of respiration movements using a smartphone. Virtual reality technology is an attractive means for medical simulations and treatment, particularly for patients with cancer. The theories, methodologies and approaches, and real-world dynamic contents for all the components of this virtual reality therapy (VRT) via a conceptual framework using the smartphone will be discussed. The architecture and technical aspects of the offshore platform of the virtual environment will also be presented.
Kim, Kwanguk; Kim, Chan-Hyung; Cha, Kyung Ryeol; Park, Junyoung; Han, Kiwan; Kim, Yun Ki; Kim, Jae-Jin; Kim, In Young; Kim, Sun I
2008-12-01
The current study is a preliminary test of a virtual reality (VR) anxiety-provoking tool using a sample of participants with obsessive-compulsive disorder (OCD). The tasks were administrated to 33 participants with OCD and 30 healthy control participants. In the VR task, participants navigated through a virtual environment using a joystick and head-mounted display. The virtual environment consisted of three phases: training, distraction, and the main task. After the training and distraction phases, participants were allowed to check (a common OCD behavior) freely, as they would in the real world, and a visual analogy scale of anxiety was recorded during VR. Participants' anxiety in the virtual environment was measured with a validated measure of psychiatric symptoms and functions and analyzed with a VR questionnaire. Results revealed that those with OCD had significantly higher anxiety in the virtual environment than did healthy controls, and the decreased ratio of anxiety in participants with OCD was also higher than that of healthy controls. Moreover, the degree of anxiety of an individual with OCD was positively correlated with a his or her symptom score and immersive tendency score. These results suggest the possibility that VR technology has a value as an anxiety-provoking or treatment tool for OCD.
Watson, Alice J.; Grant, Richard W.; Bello, Heather; Hoch, Daniel B.
2008-01-01
New technologies, such as online networking tools, offer innovative ways to engage patients in their diabetes care. Second Life (SL) is one such virtual world that allows patients to interact in a 3D environment with peers and healthcare providers. This article presents a framework that demonstrates how applications within SL can be constructed to meet the needs of patients with diabetes, allowing them to attend group visits, learn more about lifestyle changes, and foster a sense of support and emotional well-being. This experiential approach to education may prove more engaging, and therefore successful, than existing strategies. Addressing concerns relating to privacy and liability is a necessary first step to engage providers in this new approach to patient care. PMID:19885247
State-of-the-Art of Virtual Reality Technologies for Children on the Autism Spectrum
ERIC Educational Resources Information Center
Parsons, Sarah; Cobb, Sue
2011-01-01
In the past decade there has been a rapid advance in the use of virtual reality (VR) technologies for leisure, training and education. VR is argued to offer particular benefits for children on the autism spectrum, chiefly because it can offer simulations of authentic real-world situations in a carefully controlled and safe environment. Given the…
Lost in Second Life: Virtual Embodiment and Language Learning via Multimodal Communication
ERIC Educational Resources Information Center
Pasfield-Neofitou, Sarah; Huang, Hui; Grant, Scott
2015-01-01
Increased recognition of the role of the body and environment in cognition has taken place in recent decades in the form of new theories of embodied and extended cognition. The growing use of ever more sophisticated computer-generated 3D virtual worlds and avatars has added a new dimension to these theories of cognition. Both developments provide…
VILLAGE--Virtual Immersive Language Learning and Gaming Environment: Immersion and Presence
ERIC Educational Resources Information Center
Wang, Yi Fei; Petrina, Stephen; Feng, Francis
2017-01-01
3D virtual worlds are promising for immersive learning in English as a Foreign Language (EFL). Unlike English as a Second Language (ESL), EFL typically takes place in the learners' home countries, and the potential of the language is limited by geography. Although learning contexts where English is spoken is important, in most EFL courses at the…
Employing Virtual Humans for Education and Training in X3D/VRML Worlds
ERIC Educational Resources Information Center
Ieronutti, Lucio; Chittaro, Luca
2007-01-01
Web-based education and training provides a new paradigm for imparting knowledge; students can access the learning material anytime by operating remotely from any location. Web3D open standards, such as X3D and VRML, support Web-based delivery of Educational Virtual Environments (EVEs). EVEs have a great potential for learning and training…
A New Roman World: Using Virtual Reality Technology as a Critical Teaching Tool.
ERIC Educational Resources Information Center
Kuo, Elaine W.; Levis, Marc R.
The purpose of this study is to examine how technology, namely virtual reality (VR), can be developed as a critical pedagogical tool. More specifically, the study explores whether the use of VR can challenge the traditional lecture format and make the classroom a more student-centered environment. In this instance, VR is defined as a set of…
Avatar Re/Assembling as Art-Making, Knowledge-Making, and Self-Making
ERIC Educational Resources Information Center
Liao, Christine Ling-Yin
2011-01-01
An avatar is a representation of an identity in an online virtual world. Most virtual environments provide options for avatar customization. This means that a person can either create an avatar from an existing selection of body parts and apparel or design an even more personalized image. Second Life, the investigative site for this study, is a…
Virtual Teleoperation for Unmanned Aerial Vehicles
2012-01-24
Gilbert, S., “Wayfinder: Evaluating Multitouch Interaction in Supervisory Control of Unmanned Vehicles,” Proceedings of ASME 2nd World Conference on... interactive virtual reality environment that fuses available information into a coherent picture that can be viewed from multiple perspectives and scales...for multimodal interaction • Generally abstracted controller hardware and graphical interfaces facilitating deployment on a variety of VR platform
ERIC Educational Resources Information Center
Liu, Chang; Franklin, Teresa; Shelor, Roger; Ozercan, Sertac; Reuter, Jarrod; Ye, En; Moriarty, Scott
2011-01-01
Game-like three-dimensional (3D) virtual worlds have become popular venues for youth to explore and interact with friends. To bring vital financial literacy education to them in places they frequent, a multi-disciplinary team of computer scientists, educators, and financial experts developed a youth-oriented financial literacy education game in…
Combining Face-to-Face Learning with Online Learning in Virtual Worlds
ERIC Educational Resources Information Center
Berns, Anke; Gonzalez-Pardo, Antonio; Camacho, David
2012-01-01
This paper focuses on the development of videogame-like applications in a 3D virtual environment as a complement to the face-to-face teaching and learning. With the changing role of teaching and learning and the increasing use of "blended learning," instructors are increasingly expected to explore new ways to attend to the needs of their…
ERIC Educational Resources Information Center
Helle, Laura; Nivala, Markus; Kronqvist, Pauliina
2013-01-01
The adoption of virtual microscopy at the University of Turku, Finland, created a unique real-world laboratory for exploring ways of reforming the learning environment. The purpose of this study was to evaluate the students' reactions and the impact of a set of measures designed to boost an experimental group's understanding of abnormal histology…
Ambient clumsiness in virtual environments
NASA Astrophysics Data System (ADS)
Ruzanka, Silvia; Behar, Katherine
2010-01-01
A fundamental pursuit of Virtual Reality is the experience of a seamless connection between the user's body and actions within the simulation. Virtual worlds often mediate the relationship between the physical and virtual body through creating an idealized representation of the self in an idealized space. This paper argues that the very ubiquity of the medium of virtual environments, such as the massively popular Second Life, has now made them mundane, and that idealized representations are no longer appropriate. In our artwork we introduce the attribute of clumsiness to Second Life by creating and distributing scripts that cause users' avatars to exhibit unpredictable stumbling, tripping, and momentary poor coordination, thus subtly and unexpectedly intervening with, rather than amplifying, a user's intent. These behaviors are publicly distributed, and manifest only occasionally - rather than intentional, conscious actions, they are involuntary and ambient. We suggest that the physical human body is itself an imperfect interface, and that the continued blurring of distinctions between the physical body and virtual representations calls for the introduction of these mundane, clumsy elements.
ERIC Educational Resources Information Center
Tutwiler, M. Shane; Lin, Ming-Chao; Chang, Chun-Yen
2013-01-01
In this study, a follow-up analysis of the data reported in Lin et al. ("Learn Media Technol." doi: 10.1080/17439884.2011.629660 , 2011), we investigated the relationship between student use of a virtual field trip (VFT) system and the probability of students reporting wanting to visit the national park site upon which the VFT was modeled,…
Recovering stereo vision by squashing virtual bugs in a virtual reality environment.
Vedamurthy, Indu; Knill, David C; Huang, Samuel J; Yung, Amanda; Ding, Jian; Kwon, Oh-Sang; Bavelier, Daphne; Levi, Dennis M
2016-06-19
Stereopsis is the rich impression of three-dimensionality, based on binocular disparity-the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task-a 'bug squashing' game-in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information.This article is part of the themed issue 'Vision in our three-dimensional world'. © 2016 The Author(s).
A cognitive approach to vision for a mobile robot
NASA Astrophysics Data System (ADS)
Benjamin, D. Paul; Funk, Christopher; Lyons, Damian
2013-05-01
We describe a cognitive vision system for a mobile robot. This system works in a manner similar to the human vision system, using saccadic, vergence and pursuit movements to extract information from visual input. At each fixation, the system builds a 3D model of a small region, combining information about distance, shape, texture and motion. These 3D models are embedded within an overall 3D model of the robot's environment. This approach turns the computer vision problem into a search problem, with the goal of constructing a physically realistic model of the entire environment. At each step, the vision system selects a point in the visual input to focus on. The distance, shape, texture and motion information are computed in a small region and used to build a mesh in a 3D virtual world. Background knowledge is used to extend this structure as appropriate, e.g. if a patch of wall is seen, it is hypothesized to be part of a large wall and the entire wall is created in the virtual world, or if part of an object is recognized, the whole object's mesh is retrieved from the library of objects and placed into the virtual world. The difference between the input from the real camera and from the virtual camera is compared using local Gaussians, creating an error mask that indicates the main differences between them. This is then used to select the next points to focus on. This approach permits us to use very expensive algorithms on small localities, thus generating very accurate models. It also is task-oriented, permitting the robot to use its knowledge about its task and goals to decide which parts of the environment need to be examined. The software components of this architecture include PhysX for the 3D virtual world, OpenCV and the Point Cloud Library for visual processing, and the Soar cognitive architecture, which controls the perceptual processing and robot planning. The hardware is a custom-built pan-tilt stereo color camera. We describe experiments using both static and moving objects.
Maker Culture and "Minecraft": Implications for the Future of Learning
ERIC Educational Resources Information Center
Niemeyer, Dodie J.; Gerber, Hannah R.
2015-01-01
Collaborative learning environments found with gaming communities can provide excellent structures to study the way that learners act within informal learning environments. For example, many of these gaming communities encourage gamers to create videogames and virtual world walkthroughs and commentaries. Walkthroughs and commentaries provide…
Efficacy of virtual reality in pedestrian safety research.
Deb, Shuchisnigdha; Carruth, Daniel W; Sween, Richard; Strawderman, Lesley; Garrison, Teena M
2017-11-01
Advances in virtual reality technology present new opportunities for human factors research in areas that are dangerous, difficult, or expensive to study in the real world. The authors developed a new pedestrian simulator using the HTC Vive head mounted display and Unity software. Pedestrian head position and orientation were tracked as participants attempted to safely cross a virtual signalized intersection (5.5 m). In 10% of 60 trials, a vehicle violated the traffic signal and in 10.84% of these trials, a collision between the vehicle and the pedestrian was observed. Approximately 11% of the participants experienced simulator sickness and withdrew from the study. Objective measures, including the average walking speed, indicate that participant behavior in VR matches published real world norms. Subjective responses indicate that the virtual environment was realistic and engaging. Overall, the study results confirm the effectiveness of the new virtual reality technology for research on full motion tasks. Copyright © 2017 Elsevier Ltd. All rights reserved.
Designing 3 Dimensional Virtual Reality Using Panoramic Image
NASA Astrophysics Data System (ADS)
Wan Abd Arif, Wan Norazlinawati; Wan Ahmad, Wan Fatimah; Nordin, Shahrina Md.; Abdullah, Azrai; Sivapalan, Subarna
The high demand to improve the quality of the presentation in the knowledge sharing field is to compete with rapidly growing technology. The needs for development of technology based learning and training lead to an idea to develop an Oil and Gas Plant Virtual Environment (OGPVE) for the benefit of our future. Panoramic Virtual Reality learning based environment is essential in order to help educators overcome the limitations in traditional technical writing lesson. Virtual reality will help users to understand better by providing the simulations of real-world and hard to reach environment with high degree of realistic experience and interactivity. Thus, in order to create a courseware which will achieve the objective, accurate images of intended scenarios must be acquired. The panorama shows the OGPVE and helps to generate ideas to users on what they have learnt. This paper discusses part of the development in panoramic virtual reality. The important phases for developing successful panoramic image are image acquisition and image stitching or mosaicing. In this paper, the combination of wide field-of-view (FOV) and close up image used in this panoramic development are also discussed.
Spiritual and Affective Responses to a Physical Church and Corresponding Virtual Model.
Murdoch, Matt; Davies, Jim
2017-11-01
Architectural and psychological theories posit that built environments have the potential to elicit complex psychological responses. However, few researchers have seriously explored this potential. Given the increasing importance and fidelity of virtual worlds, such research should explore whether virtual models of built environments are also capable of eliciting complex psychological responses. The goal of this study was to test these hypotheses, using a church, a corresponding virtual model, and an inclusive measure of state spirituality ("spiritual feelings"). Participants (n = 33) explored a physical church and corresponding virtual model, completing a measure of spiritual feelings after exploring the outside and inside of each version of the church. Using spiritual feelings after exploring the outside of the church as a baseline measure, change in state spirituality was assessed by taking the difference between spiritual feelings after exploring the inside and outside of the church (inside-outside) for both models. Although this change was greater in response to the physical church, there was no significant difference between the two models in eliciting such change in spiritual feelings. Despite the limitations of this exploratory study, these findings indicate that both built environments and corresponding virtual models are capable of evoking complex psychological responses.
Virtual GEOINT Center: C2ISR through an avatar's eyes
NASA Astrophysics Data System (ADS)
Seibert, Mark; Tidbal, Travis; Basil, Maureen; Muryn, Tyler; Scupski, Joseph; Williams, Robert
2013-05-01
As the number of devices collecting and sending data in the world are increasing, finding ways to visualize and understand that data is becoming more and more of a problem. This has often been coined as the problem of "Big Data." The Virtual Geoint Center (VGC) aims to aid in solving that problem by providing a way to combine the use of the virtual world with outside tools. Using open-source software such as OpenSim and Blender, the VGC uses a visually stunning 3D environment to display the data sent to it. The VGC is broken up into two major components: The Kinect Minimap, and the Geoint Map. The Kinect Minimap uses the Microsoft Kinect and its open-source software to make a miniature display of people the Kinect detects in front of it. The Geoint Map collect smartphone sensor information from online databases and displays them in real time onto a map generated by Google Maps. By combining outside tools and the virtual world, the VGC can help a user "visualize" data, and provide additional tools to "understand" the data.
Virtually Naked: Virtual Environment Reveals Sex-Dependent Nature of Skin Disclosure
Lomanowska, Anna M.; Guitton, Matthieu J.
2012-01-01
The human tendency to reveal or cover naked skin reflects a competition between the individual propensity for social interactions related to sexual appeal and interpersonal touch versus climatic, environmental, physical, and cultural constraints. However, due to the ubiquitous nature of these constraints, isolating on a large scale the spontaneous human tendency to reveal naked skin has remained impossible. Using the online 3-dimensional virtual world of Second Life, we examined spontaneous human skin-covering behavior unhindered by real-world climatic, environmental, and physical variables. Analysis of hundreds of avatars revealed that virtual females disclose substantially more naked skin than virtual males. This phenomenon was not related to avatar hypersexualization as evaluated by measurement of sexually dimorphic body proportions. Furthermore, analysis of skin-covering behavior of a population of culturally homogeneous avatars indicated that the propensity of female avatars to reveal naked skin persisted despite explicit cultural norms promoting less revealing attire. These findings have implications for further understanding how sex-specific aspects of skin disclosure influence human social interactions in both virtual and real settings. PMID:23300580
Virtually naked: virtual environment reveals sex-dependent nature of skin disclosure.
Lomanowska, Anna M; Guitton, Matthieu J
2012-01-01
The human tendency to reveal or cover naked skin reflects a competition between the individual propensity for social interactions related to sexual appeal and interpersonal touch versus climatic, environmental, physical, and cultural constraints. However, due to the ubiquitous nature of these constraints, isolating on a large scale the spontaneous human tendency to reveal naked skin has remained impossible. Using the online 3-dimensional virtual world of Second Life, we examined spontaneous human skin-covering behavior unhindered by real-world climatic, environmental, and physical variables. Analysis of hundreds of avatars revealed that virtual females disclose substantially more naked skin than virtual males. This phenomenon was not related to avatar hypersexualization as evaluated by measurement of sexually dimorphic body proportions. Furthermore, analysis of skin-covering behavior of a population of culturally homogeneous avatars indicated that the propensity of female avatars to reveal naked skin persisted despite explicit cultural norms promoting less revealing attire. These findings have implications for further understanding how sex-specific aspects of skin disclosure influence human social interactions in both virtual and real settings.
Incidental memory and navigation in panoramic virtual reality for electronic commerce.
Howes, A; Miles, G E; Payne, S J; Mitchell, C D; Davies, A J
2001-01-01
Recently much effort has been dedicated to designing and implementing World Wide Web sites for virtual shopping and e-commerce. Despite this effort, relatively little empirical work has been done to determine the effectiveness with which different site designs sell products. We report three experiments in which participants were asked to search for products in various experimental e-commerce sites. Across the experiments participants were asked to search in either QTVR (QuickTime Virtual Reality), hypertext, or pictorially rich hypertext environments; they were then tested for their ability to recall the products seen and to recognize product locations. The experiments demonstrated that when using QTVR (Experiments 1, 2, and 3) or pictorial environments (Experiment 2), participants retained more information about products that were incidental to their goals. In two of the experiments it was shown that participants navigated more efficiently when using a QTVR environment. The costs and benefits of using 3D virtual environments for on-line shops are discussed. Actual or potential applications of this research include support for the development of e-commerce design guidelines.
Virtual reality for the assessment of frontotemporal dementia, a feasibility study.
Mendez, Mario F; Joshi, Aditi; Jimenez, Elvira
2015-03-01
Behavioral variant frontotemporal dementia (bvFTD) is a non-Alzheimer dementia characterized by difficulty in documenting social-emotional changes. Few investigations have used virtual reality (VR) for documentation and rehabilitation of non-Alzheimer dementias. Five bvFTD patients underwent insight interviews while immersed in a virtual environment. They were interviewed by avatars, their answers were recorded, and their heart rates were monitored. They were asked to give ratings of their stress immediately at the beginning and at the end of the session. The patients tolerated the head-mounted display and VR without nausea or disorientation, heart rate changes, or worsening stress ratings. Their insight responses were comparable to real world interviews. All bvFTD patients showed their presence in the VR environment as they moved their heads to face and respond to each avatar's questions. The bvFTD patients tended to greater verbal elaboration of answers with larger mean length of utterances compared to their real world interviews. VR is feasible and well-tolerated in bvFTD. These patients may have VR responses comparable to real world performance and they may display a presence in the virtual environment which could even facilitate assessment. Further research can explore the promise of VR for the evaluation and rehabilitation of dementias beyond Alzheimer's disease. Implications for Rehabilitation Clinicians need effective evaluation and rehabilitation strategies for dementia, a neurological syndrome of epidemic proportions and a leading cause of disability. Memory and cognitive deficits are the major disabilities and targets for rehabilitation in Alzheimer's disease, the most common dementia. In contrast, social and emotional disturbances are the major disabilities and targets for rehabilitation in behavioral variant frontotemporal dementia (bvFTD), an incompletely understood non-Alzheimer dementia. Virtual reality is a technology that holds great promise for the evaluation and rehabilitation of patients with bvFTD and other non-Alzheimer dementias, and preliminary evidence suggests that this technology is feasible in patients with bvFTD.
Engagement of neural circuits underlying 2D spatial navigation in a rodent virtual reality system.
Aronov, Dmitriy; Tank, David W
2014-10-22
Virtual reality (VR) enables precise control of an animal's environment and otherwise impossible experimental manipulations. Neural activity in rodents has been studied on virtual 1D tracks. However, 2D navigation imposes additional requirements, such as the processing of head direction and environment boundaries, and it is unknown whether the neural circuits underlying 2D representations can be sufficiently engaged in VR. We implemented a VR setup for rats, including software and large-scale electrophysiology, that supports 2D navigation by allowing rotation and walking in any direction. The entorhinal-hippocampal circuit, including place, head direction, and grid cells, showed 2D activity patterns similar to those in the real world. Furthermore, border cells were observed, and hippocampal remapping was driven by environment shape, suggesting functional processing of virtual boundaries. These results illustrate that 2D spatial representations can be engaged by visual and rotational vestibular stimuli alone and suggest a novel VR tool for studying rat navigation.
Engagement of neural circuits underlying 2D spatial navigation in a rodent virtual reality system
Aronov, Dmitriy; Tank, David W.
2015-01-01
SUMMARY Virtual reality (VR) enables precise control of an animal’s environment and otherwise impossible experimental manipulations. Neural activity in navigating rodents has been studied on virtual linear tracks. However, the spatial navigation system’s engagement in complete two-dimensional environments has not been shown. We describe a VR setup for rats, including control software and a large-scale electrophysiology system, which supports 2D navigation by allowing animals to rotate and walk in any direction. The entorhinal-hippocampal circuit, including place cells, grid cells, head direction cells and border cells, showed 2D activity patterns in VR similar to those in the real world. Hippocampal neurons exhibited various remapping responses to changes in the appearance or the shape of the virtual environment, including a novel form in which a VR-induced cue conflict caused remapping to lock to geometry rather than salient cues. These results suggest a general-purpose tool for novel types of experimental manipulations in navigating rats. PMID:25374363
The Martian: Examining Human Physical Judgments across Virtual Gravity Fields.
Ye, Tian; Qi, Siyuan; Kubricht, James; Zhu, Yixin; Lu, Hongjing; Zhu, Song-Chun
2017-04-01
This paper examines how humans adapt to novel physical situations with unknown gravitational acceleration in immersive virtual environments. We designed four virtual reality experiments with different tasks for participants to complete: strike a ball to hit a target, trigger a ball to hit a target, predict the landing location of a projectile, and estimate the flight duration of a projectile. The first two experiments compared human behavior in the virtual environment with real-world performance reported in the literature. The last two experiments aimed to test the human ability to adapt to novel gravity fields by measuring their performance in trajectory prediction and time estimation tasks. The experiment results show that: 1) based on brief observation of a projectile's initial trajectory, humans are accurate at predicting the landing location even under novel gravity fields, and 2) humans' time estimation in a familiar earth environment fluctuates around the ground truth flight duration, although the time estimation in unknown gravity fields indicates a bias toward earth's gravity.
Kozlov, Michail D; Johansen, Mark K
2010-12-01
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtual environments (VEs) for psychological research on real-world behavior. To this end, this research explored several high-level social phenomena in a simple, inexpensive computer-game environment: the reduced likelihood of helping under time pressure and the bystander effect, which is reduced helping in the presence of bystanders. In the first experiment, participants had to find the exit in a virtual labyrinth under either high or low time pressure. They encountered rooms with and without virtual bystanders, and in each room, a virtual person requested assistance. Participants helped significantly less frequently under time pressure but the presence/absence of a small number of bystanders did not significantly moderate helping. The second experiment increased the number of virtual bystanders, and participants were instructed to imagine that these were real people. Participants helped significantly less in rooms with large numbers of bystanders compared to rooms with no bystanders, thus demonstrating a bystander effect. These results indicate that even sophisticated high-level social behaviors can be observed and experimentally manipulated in simple VEs, thus implying the broad usefulness of this paradigm in psychological research as a good compromise between experimental control and ecological validity.
Virtual fixtures as tools to enhance operator performance in telepresence environments
NASA Astrophysics Data System (ADS)
Rosenberg, Louis B.
1993-12-01
This paper introduces the notion of virtual fixtures for use in telepresence systems and presents an empirical study which demonstrates that such virtual fixtures can greatly enhance operator performance within remote environments. Just as tools and fixtures in the real world can enhance human performance by guiding manual operations, providing localizing references, and reducing the mental processing required to perform a task, virtual fixtures are computer generated percepts overlaid on top of the reflection of a remote workspace which can provide similar benefits. Like a ruler guiding a pencil in a real manipulation task, a virtual fixture overlaid on top of a remote workspace can act to reduce the mental processing required to perform a task, limit the workload of certain sensory modalities, and most of all allow precision and performance to exceed natural human abilities. Because such perceptual overlays are virtual constructions they can be diverse in modality, abstract in form, and custom tailored to individual task or user needs. This study investigates the potential of virtual fixtures by implementing simple combinations of haptic and auditory sensations as perceptual overlays during a standardized telemanipulation task.
The Creation of a Theoretical Framework for Avatar Creation and Revision
ERIC Educational Resources Information Center
Beck, Dennis; Murphy, Cheryl
2014-01-01
Multi-User Virtual Environments (MUVE) are increasingly being used in education and provide environments where users can manipulate minute details of their avatar's appearance including those traditionally associated with gender and race identification. The ability to choose racial and gender characteristics differs from real-world educational…
A Web-Based Virtual Classroom System Model
ERIC Educational Resources Information Center
Adewale, Olumide S.; Ibam, Emmanuel O.; Alese, B. K.
2012-01-01
The population of students all over the world is growing without a proportionate increase in teaching/learning resources/infrastructure. There is also much quest for learning in an environment that provides equal opportunities to all learners. The need to provide an equal opportunity learning environment that will hitherto improve the system of…
Learning in Transformational Computer Games: Exploring Design Principles for a Nanotechnology Game
ERIC Educational Resources Information Center
Masek, Martin; Murcia, Karen; Morrison, Jason; Newhouse, Paul; Hackling, Mark
2012-01-01
Transformational games are digital computer and video applications purposefully designed to create engaging and immersive learning environments for delivering specified learning goals, outcomes and experiences. The virtual world of a transformational game becomes the social environment within which learning occurs as an outcome of the complex…
Mobile Learning: At the Tipping Point
ERIC Educational Resources Information Center
Franklin, Teresa
2011-01-01
Mobile technologies are interfacing with all aspects of our lives including Web 2.0 tools and applications, immersive virtual world environments, and online environments to present educational opportunities for 24/7 learning at the learner's discretion. Mobile devices are allowing educators to build new community learning ecosystems for and by…
Learning in a virtual world: experience with using second life for medical education.
Wiecha, John; Heyden, Robin; Sternthal, Elliot; Merialdi, Mario
2010-01-23
Virtual worlds are rapidly becoming part of the educational technology landscape. Second Life (SL) is one of the best known of these environments. Although the potential of SL has been noted for health professions education, a search of the world's literature and of the World Wide Web revealed a limited number of formal applications of SL for this purpose and minimal evaluation of educational outcomes. Similarly, the use of virtual worlds for continuing health professional development appears to be largely unreported. We designed and delivered a pilot postgraduate medical education program in the virtual world, Second Life. Our objectives were to: (1) explore the potential of a virtual world for delivering continuing medical education (CME) designed for physicians; (2) determine possible instructional designs using SL for CME; (3) understand the limitations of SL for CME; (4) understand the barriers, solutions, and costs associated with using SL, including required training; and (5) measure participant learning outcomes and feedback. We trained and enrolled 14 primary care physicians in an hour-long, highly interactive event in SL on the topic of type 2 diabetes. Participants completed surveys to measure change in confidence and performance on test cases to assess learning. The post survey also assessed participants' attitudes toward the virtual learning environment. Of the 14 participant physicians, 12 rated the course experience, 10 completed the pre and post confidence surveys, and 10 completed both the pre and post case studies. On a seven-point Likert scale (1, strongly disagree to 7, strongly agree), participants' mean reported confidence increased from pre to post SL event with respect to: selecting insulin for patients with type 2 diabetes (pre = 4.9 to post = 6.5, P= .002); initiating insulin (pre = 5.0 to post = 6.2, P= .02); and adjusting insulin dosing (pre = 5.2 to post = 6.2, P= .02). On test cases, the percent of participants providing a correct insulin initiation plan increased from 60% (6 of 10) pre to 90% (9 of 10) post (P= .2), and the percent of participants providing correct initiation of mealtime insulin increased from 40% (4 of 10) pre to 80% (8 of 10) post (P= .09). All participants (12 of 12) agreed that this experience in SL was an effective method of medical education, that the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course. Only 17% (2 of 12) disagreed with the statement that this potential Second Life method of CME is superior to face-to-face CME. The results of this pilot suggest that virtual worlds offer the potential of a new medical education pedagogy to enhance learning outcomes beyond that provided by more traditional online or face-to-face postgraduate professional development activities. Obvious potential exists for application of these methods at the medical school and residency levels as well.
Virtual Reference Canada (VRC): A Canadian Service in a Multicultural Environment.
ERIC Educational Resources Information Center
Gaudet, Franceen; Savard, Nicolas
Virtual Reference Canada (VRC) is a digital reference service using World Wide Web technology. It was initiated by the National Library of Canada (NLC) in spring 2001 and went into test mode at the start of 2002. It draws on the contribution of a wide range of Canadian libraries and allied institutions. The development of VRC owes a great deal to…
DOE Office of Scientific and Technical Information (OSTI.GOV)
Tikotekar, Anand A; Vallee, Geoffroy R; Naughton III, Thomas J
2008-01-01
The topic of system-level virtualization has recently begun to receive interest for high performance computing (HPC). This is in part due to the isolation and encapsulation offered by the virtual machine. These traits enable applications to customize their environments and maintain consistent software configurations in their virtual domains. Additionally, there are mechanisms that can be used for fault tolerance like live virtual machine migration. Given these attractive benefits to virtualization, a fundamental question arises, how does this effect my scientific application? We use this as the premise for our paper and observe a real-world scientific code running on a Xenmore » virtual machine. We studied the effects of running a radiative transfer simulation, Hydrolight, on a virtual machine. We discuss our methodology and report observations regarding the usage of virtualization with this application.« less
Virtual VMASC: A 3D Game Environment
NASA Technical Reports Server (NTRS)
Manepalli, Suchitra; Shen, Yuzhong; Garcia, Hector M.; Lawsure, Kaleen
2010-01-01
The advantages of creating interactive 3D simulations that allow viewing, exploring, and interacting with land improvements, such as buildings, in digital form are manifold and range from allowing individuals from anywhere in the world to explore those virtual land improvements online, to training military personnel in dealing with war-time environments, and to making those land improvements available in virtual worlds such as Second Life. While we haven't fully explored the true potential of such simulations, we have identified a requirement within our organization to use simulations like those to replace our front-desk personnel and allow visitors to query, naVigate, and communicate virtually with various entities within the building. We implemented the Virtual VMASC 3D simulation of the Virginia Modeling Analysis and Simulation Center (VMASC) office building to not only meet our front-desk requirement but also to evaluate the effort required in designing such a simulation and, thereby, leverage the experience we gained in future projects of this kind. This paper describes the goals we set for our implementation, the software approach taken, the modeling contribution made, and the technologies used such as XNA Game Studio, .NET framework, Autodesk software packages, and, finally, the applicability of our implementation on a variety of architectures including Xbox 360 and PC. This paper also summarizes the result of our evaluation and the lessons learned from our effort.
Multidimensional Environmental Data Resource Brokering on Computational Grids and Scientific Clouds
NASA Astrophysics Data System (ADS)
Montella, Raffaele; Giunta, Giulio; Laccetti, Giuliano
Grid computing has widely evolved over the past years, and its capabilities have found their way even into business products and are no longer relegated to scientific applications. Today, grid computing technology is not restricted to a set of specific grid open source or industrial products, but rather it is comprised of a set of capabilities virtually within any kind of software to create shared and highly collaborative production environments. These environments are focused on computational (workload) capabilities and the integration of information (data) into those computational capabilities. An active grid computing application field is the fully virtualization of scientific instruments in order to increase their availability and decrease operational and maintaining costs. Computational and information grids allow to manage real-world objects in a service-oriented way using industrial world-spread standards.
Immersive Environments - A Connectivist Approach
NASA Astrophysics Data System (ADS)
Loureiro, Ana; Bettencourt, Teresa
We are conducting a research project with the aim of achieving better and more efficient ways to facilitate teaching and learning in Higher Level Education. We have chosen virtual environments, with particular emphasis to Second Life® platform augmented by web 2.0 tools, to develop the study. The Second Life® environment has some interesting characteristics that captured our attention, it is immersive; it is a real world simulator; it is a social network; it allows real time communication, cooperation, collaboration and interaction; it is a safe and controlled environment. We specifically chose tools from web 2.0 that enable sharing and collaborative way of learning. Through understanding the characteristics of this learning environment, we believe that immersive learning along with other virtual tools can be integrated in today's pedagogical practices.
Parsons, Thomas D.
2015-01-01
An essential tension can be found between researchers interested in ecological validity and those concerned with maintaining experimental control. Research in the human neurosciences often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and interactions. While this research is valuable, there is a growing interest in the human neurosciences to use cues about target states in the real world via multimodal scenarios that involve visual, semantic, and prosodic information. These scenarios should include dynamic stimuli presented concurrently or serially in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Furthermore, there is growing interest in contextually embedded stimuli that can constrain participant interpretations of cues about a target’s internal states. Virtual reality environments proffer assessment paradigms that combine the experimental control of laboratory measures with emotionally engaging background narratives to enhance affective experience and social interactions. The present review highlights the potential of virtual reality environments for enhanced ecological validity in the clinical, affective, and social neurosciences. PMID:26696869
NPSNET: Aural cues for virtual world immersion
NASA Astrophysics Data System (ADS)
Dahl, Leif A.
1992-09-01
NPSNET is a low-cost visual and aural simulation system designed and implemented at the Naval Postgraduate School. NPSNET is an example of a virtual world simulation environment that incorporates real-time aural cues through software-hardware interaction. In the current implementation of NPSNET, a graphics workstation functions in the sound server role which involves sending and receiving networked sound message packets across a Local Area Network, composed of multiple graphics workstations. The network messages contain sound file identification information that is transmitted from the sound server across an RS-422 protocol communication line to a serial to Musical Instrument Digital Interface (MIDI) converter. The MIDI converter, in turn relays the sound byte to a sampler, an electronic recording and playback device. The sampler correlates the hexadecimal input to a specific note or stored sound and sends it as an audio signal to speakers via an amplifier. The realism of a simulation is improved by involving multiple participant senses and removing external distractions. This thesis describes the incorporation of sound as aural cues, and the enhancement they provide in the virtual simulation environment of NPSNET.
Parsons, Thomas D
2015-01-01
An essential tension can be found between researchers interested in ecological validity and those concerned with maintaining experimental control. Research in the human neurosciences often involves the use of simple and static stimuli lacking many of the potentially important aspects of real world activities and interactions. While this research is valuable, there is a growing interest in the human neurosciences to use cues about target states in the real world via multimodal scenarios that involve visual, semantic, and prosodic information. These scenarios should include dynamic stimuli presented concurrently or serially in a manner that allows researchers to assess the integrative processes carried out by perceivers over time. Furthermore, there is growing interest in contextually embedded stimuli that can constrain participant interpretations of cues about a target's internal states. Virtual reality environments proffer assessment paradigms that combine the experimental control of laboratory measures with emotionally engaging background narratives to enhance affective experience and social interactions. The present review highlights the potential of virtual reality environments for enhanced ecological validity in the clinical, affective, and social neurosciences.
Social Experience in "World of Warcraft": Technological and Ideological Mediations
ERIC Educational Resources Information Center
Crenshaw, Nicole Kathryn
2017-01-01
As society shifts towards spending more time online for business and leisure, examining human behavior in virtual environments is crucial. To better understand the role that games play in our society, I analyze social experience in World of Warcraft (WoW), one of the longest running massively multiplayer online role-playing games (MMO). Since its…
Publishing on the WWW. Part 5 - A brief history of the Internet and the World Wide Web
Grech, V
2001-01-01
This article focuses on the history of the Internet and the World Wide Web, the media that in recent years have created the concept of objects existing ‘on-line’ in a virtual computer environment. These objects naturally include on-line journals such as Images in Paediatric Cardiology. PMID:22368602
Virtual worlds and team training.
Dev, Parvati; Youngblood, Patricia; Heinrichs, W Leroy; Kusumoto, Laura
2007-06-01
An important component of all emergency medicine residency programs is managing trauma effectively as a member of an emergency medicine team, but practice on live patients is often impractical and mannequin-based simulators are expensive and require all trainees to be physically present at the same location. This article describes a project to develop and evaluate a computer-based simulator (the Virtual Emergency Department) for distance training in teamwork and leadership in trauma management. The virtual environment provides repeated practice opportunities with life-threatening trauma cases in a safe and reproducible setting.
Love 2.0: a quantitative exploration of sex and relationships in the virtual world Second Life.
Craft, Ashley John
2012-08-01
This study presents the quantitative results of a web-based survey exploring the experiences of those who seek sex and relationships in the virtual world of Second Life. The survey gathered data on demographics, relationships, and sexual behaviors from 235 Second Life residents to compare with U.S. General Social Survey data on Internet users and the general population. The Second Life survey also gathered data on interests in and experiences with a number of sexual practices in both offline and online environments. Comparative analysis found that survey participants were significantly older, more educated, and less religious than a wider group of Internet users, and in certain age groups were far less likely to be married or have children. Motivations for engaging in cybersex were presented. Analysis of interest and experience of different sexual practices supported findings by other researchers that online environments facilitated access, but also indicated that interest in certain sexual practices could differ between offline and online environments.
Schmitt, Paul J; Agarwal, Nitin; Prestigiacomo, Charles J
2012-01-01
Military explorations of the practical role of simulators have served as a driving force for much of the virtual reality technology that we have today. The evolution of 3-dimensional and virtual environments from the early flight simulators used during World War II to the sophisticated training simulators in the modern military followed a path that virtual surgical and neurosurgical devices have already begun to parallel. By understanding the evolution of military simulators as well as comparing and contrasting that evolution with current and future surgical simulators, it may be possible to expedite the development of appropriate devices and establish their validity as effective training tools. As such, this article presents a historical perspective examining the progression of neurosurgical simulators, the establishment of effective and appropriate curricula for using them, and the contributions that the military has made during the ongoing maturation of this exciting treatment and training modality. Copyright © 2012. Published by Elsevier Inc.
Virtual Reality as a Distraction Technique in Chronic Pain Patients
Gao, Kenneth; Sulea, Camelia; Wiederhold, Mark D.
2014-01-01
Abstract We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures. PMID:24892196
Educational Online Technologies in Blended Tertiary Environments: A Review of Literature
ERIC Educational Resources Information Center
Tuapawa, Kimberley N.
2013-01-01
This is a review of the literature surrounding five popular media-rich educational online technologies (EOTs) currently being used by educationalists to support blended learning within tertiary environments. This review considers the following EOTs: 1) connective media, 2) interactive gaming, 3) virtual worlds, 4) web conferencing and 5) learning…
Second Life: Creating Worlds of Wonder for Language Learners
ERIC Educational Resources Information Center
Ocasio, Michelle A.
2016-01-01
This article describes Second Life, a three-dimensional virtual environment in which a user creates an avatar for the purpose of socializing, learning, developing skills, and exploring a variety of academic and social areas. Since its inception in 2003, Second Life has been used by educators to build and foster innovative learning environments and…
Learning in a Virtual World: Experience With Using Second Life for Medical Education
Heyden, Robin; Sternthal, Elliot; Merialdi, Mario
2010-01-01
Background Virtual worlds are rapidly becoming part of the educational technology landscape. Second Life (SL) is one of the best known of these environments. Although the potential of SL has been noted for health professions education, a search of the world’s literature and of the World Wide Web revealed a limited number of formal applications of SL for this purpose and minimal evaluation of educational outcomes. Similarly, the use of virtual worlds for continuing health professional development appears to be largely unreported. Methods We designed and delivered a pilot postgraduate medical education program in the virtual world, Second Life. Our objectives were to: (1) explore the potential of a virtual world for delivering continuing medical education (CME) designed for physicians; (2) determine possible instructional designs using SL for CME; (3) understand the limitations of SL for CME; (4) understand the barriers, solutions, and costs associated with using SL, including required training; and (5) measure participant learning outcomes and feedback. We trained and enrolled 14 primary care physicians in an hour-long, highly interactive event in SL on the topic of type 2 diabetes. Participants completed surveys to measure change in confidence and performance on test cases to assess learning. The post survey also assessed participants’ attitudes toward the virtual learning environment. Results Of the 14 participant physicians, 12 rated the course experience, 10 completed the pre and post confidence surveys, and 10 completed both the pre and post case studies. On a seven-point Likert scale (1, strongly disagree to 7, strongly agree), participants’ mean reported confidence increased from pre to post SL event with respect to: selecting insulin for patients with type 2 diabetes (pre = 4.9 to post = 6.5, P= .002); initiating insulin (pre = 5.0 to post = 6.2, P= .02); and adjusting insulin dosing (pre = 5.2 to post = 6.2, P= .02). On test cases, the percent of participants providing a correct insulin initiation plan increased from 60% (6 of 10) pre to 90% (9 of 10) post (P= .2), and the percent of participants providing correct initiation of mealtime insulin increased from 40% (4 of 10) pre to 80% (8 of 10) post (P= .09). All participants (12 of 12) agreed that this experience in SL was an effective method of medical education, that the virtual world approach to CME was superior to other methods of online CME, that they would enroll in another such event in SL, and that they would recommend that their colleagues participate in an SL CME course. Only 17% (2 of 12) disagreed with the statement that this potential Second Life method of CME is superior to face-to-face CME. Conclusions The results of this pilot suggest that virtual worlds offer the potential of a new medical education pedagogy to enhance learning outcomes beyond that provided by more traditional online or face-to-face postgraduate professional development activities. Obvious potential exists for application of these methods at the medical school and residency levels as well. PMID:20097652
Development of visual 3D virtual environment for control software
NASA Technical Reports Server (NTRS)
Hirose, Michitaka; Myoi, Takeshi; Amari, Haruo; Inamura, Kohei; Stark, Lawrence
1991-01-01
Virtual environments for software visualization may enable complex programs to be created and maintained. A typical application might be for control of regional electric power systems. As these encompass broader computer networks than ever, construction of such systems becomes very difficult. Conventional text-oriented environments are useful in programming individual processors. However, they are obviously insufficient to program a large and complicated system, that includes large numbers of computers connected to each other; such programming is called 'programming in the large.' As a solution for this problem, the authors are developing a graphic programming environment wherein one can visualize complicated software in virtual 3D world. One of the major features of the environment is the 3D representation of concurrent process. 3D representation is used to supply both network-wide interprocess programming capability (capability for 'programming in the large') and real-time programming capability. The authors' idea is to fuse both the block diagram (which is useful to check relationship among large number of processes or processors) and the time chart (which is useful to check precise timing for synchronization) into a single 3D space. The 3D representation gives us a capability for direct and intuitive planning or understanding of complicated relationship among many concurrent processes. To realize the 3D representation, a technology to enable easy handling of virtual 3D object is a definite necessity. Using a stereo display system and a gesture input device (VPL DataGlove), our prototype of the virtual workstation has been implemented. The workstation can supply the 'sensation' of the virtual 3D space to a programmer. Software for the 3D programming environment is implemented on the workstation. According to preliminary assessments, a 50 percent reduction of programming effort is achieved by using the virtual 3D environment. The authors expect that the 3D environment has considerable potential in the field of software engineering.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Markidis, S.; Rizwan, U.
The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. Inmore » this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)« less
A Typology of Ethnographic Scales for Virtual Worlds
NASA Astrophysics Data System (ADS)
Boellstorff, Tom
This chapter outlines a typology of genres of ethnographic research with regard to virtual worlds, informed by extensive research the author has completed both in Second Life and in Indonesia. It begins by identifying four confusions about virtual worlds: they are not games, they need not be graphical or even visual, they are not mass media, and they need not be defined in terms of escapist role-playing. A three-part typology of methods for ethnographic research in virtual worlds focuses on the relationship between research design and ethnographic scale. One class of methods for researching virtual worlds with regard to ethnographic scale explores interfaces between virtual worlds and the actual world, whereas a second examines interfaces between two or more virtual worlds. The third class involves studying a single virtual world in its own terms. Recognizing that all three approaches have merit for particular research purposes, ethnography of virtual worlds can be a vibrant field of research, contributing to central debates about human selfhood and sociality.
3D Virtual Reality for Teaching Astronomy
NASA Astrophysics Data System (ADS)
Speck, Angela; Ruzhitskaya, L.; Laffey, J.; Ding, N.
2012-01-01
We are developing 3D virtual learning environments (VLEs) as learning materials for an undergraduate astronomy course, in which will utilize advances both in technologies available and in our understanding of the social nature of learning. These learning materials will be used to test whether such VLEs can indeed augment science learning so that it is more engaging, active, visual and effective. Our project focuses on the challenges and requirements of introductory college astronomy classes. Here we present our virtual world of the Jupiter system and how we plan to implement it to allow students to learn course material - physical laws and concepts in astronomy - while engaging them into exploration of the Jupiter's system, encouraging their imagination, curiosity, and motivation. The VLE can allow students to work individually or collaboratively. The 3D world also provides an opportunity for research in astronomy education to investigate impact of social interaction, gaming features, and use of manipulatives offered by a learning tool on students’ motivation and learning outcomes. Use of this VLE is also a valuable source for exploration of how the learners’ spatial awareness can be enhanced by working in 3D environment. We will present the Jupiter-system environment along with a preliminary study of the efficacy and usability of our Jupiter 3D VLE.
Virtual Gaming Simulation in Nursing Education: A Focus Group Study.
Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L
2017-05-01
The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.
Controlling social stress in virtual reality environments.
Hartanto, Dwi; Kampmann, Isabel L; Morina, Nexhmedin; Emmelkamp, Paul G M; Neerincx, Mark A; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = -0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes.
Controlling Social Stress in Virtual Reality Environments
Hartanto, Dwi; Kampmann, Isabel L.; Morina, Nexhmedin; Emmelkamp, Paul G. M.; Neerincx, Mark A.; Brinkman, Willem-Paul
2014-01-01
Virtual reality exposure therapy has been proposed as a viable alternative in the treatment of anxiety disorders, including social anxiety disorder. Therapists could benefit from extensive control of anxiety eliciting stimuli during virtual exposure. Two stimuli controls are studied in this study: the social dialogue situation, and the dialogue feedback responses (negative or positive) between a human and a virtual character. In the first study, 16 participants were exposed in three virtual reality scenarios: a neutral virtual world, blind date scenario, and job interview scenario. Results showed a significant difference between the three virtual scenarios in the level of self-reported anxiety and heart rate. In the second study, 24 participants were exposed to a job interview scenario in a virtual environment where the ratio between negative and positive dialogue feedback responses of a virtual character was systematically varied on-the-fly. Results yielded that within a dialogue the more positive dialogue feedback resulted in less self-reported anxiety, lower heart rate, and longer answers, while more negative dialogue feedback of the virtual character resulted in the opposite. The correlations between on the one hand the dialogue stressor ratio and on the other hand the means of SUD score, heart rate and audio length in the eight dialogue conditions showed a strong relationship: r(6) = 0.91, p = 0.002; r(6) = 0.76, p = 0.028 and r(6) = −0.94, p = 0.001 respectively. Furthermore, more anticipatory anxiety reported before exposure was found to coincide with more self-reported anxiety, and shorter answers during the virtual exposure. These results demonstrate that social dialogues in a virtual environment can be effectively manipulated for therapeutic purposes. PMID:24671006
Measuring Presence in Virtual Environments
1994-10-01
viewpoint to change what they see, or to reposition their head to affect binaural hearing, or to search the environment haptically, they will experience a...increase presence in an alternate environment. For example a head mounted display that isolates the user from the real world may increase the sense...movement interface devices such as treadmills and trampolines , different gloves, and auditory equipment. Even as a low end technological implementation of
NASA Astrophysics Data System (ADS)
Kersten, T. P.; Büyüksalih, G.; Tschirschwitz, F.; Kan, T.; Deggim, S.; Kaya, Y.; Baskaraca, A. P.
2017-05-01
Recent advances in contemporary Virtual Reality (VR) technologies are going to have a significant impact on veryday life. Through VR it is possible to virtually explore a computer-generated environment as a different reality, and to immerse oneself into the past or in a virtual museum without leaving the current real-life situation. For such the ultimate VR experience, the user should only see the virtual world. Currently, the user must wear a VR headset which fits around the head and over the eyes to visually separate themselves from the physical world. Via the headset images are fed to the eyes through two small lenses. Cultural heritage monuments are ideally suited both for thorough multi-dimensional geometric documentation and for realistic interactive visualisation in immersive VR applications. Additionally, the game industry offers tools for interactive visualisation of objects to motivate users to virtually visit objects and places. In this paper the generation of a virtual 3D model of the Selimiye mosque in the city of Edirne, Turkey and its processing for data integration into the game engine Unity is presented. The project has been carried out as a co-operation between BİMTAŞ, a company of the Greater Municipality of Istanbul, Turkey and the Photogrammetry & Laser Scanning Lab of the HafenCity University Hamburg, Germany to demonstrate an immersive and interactive visualisation using the new VR system HTC Vive. The workflow from data acquisition to VR visualisation, including the necessary programming for navigation, is described. Furthermore, the possible use (including simultaneous multiple users environments) of such a VR visualisation for a CH monument is discussed in this contribution.
NASA Astrophysics Data System (ADS)
Lukes, George E.; Cain, Joel M.
1996-02-01
The Advanced Distributed Simulation (ADS) Synthetic Environments Program seeks to create robust virtual worlds from operational terrain and environmental data sources of sufficient fidelity and currency to interact with the real world. While some applications can be met by direct exploitation of standard digital terrain data, more demanding applications -- particularly those support operations 'close to the ground' -- are well-served by emerging capabilities for 'value-adding' by the user working with controlled imagery. For users to rigorously refine and exploit controlled imagery within functionally different workstations they must have a shared framework to allow interoperability within and between these environments in terms of passing image and object coordinates and other information using a variety of validated sensor models. The Synthetic Environments Program is now being expanded to address rapid construction of virtual worlds with research initiatives in digital mapping, softcopy workstations, and cartographic image understanding. The Synthetic Environments Program is also participating in a joint initiative for a sensor model applications programer's interface (API) to ensure that a common controlled imagery exploitation framework is available to all researchers, developers and users. This presentation provides an introduction to ADS and the associated requirements for synthetic environments to support synthetic theaters of war. It provides a technical rationale for exploring applications of image understanding technology to automated cartography in support of ADS and related programs benefitting from automated analysis of mapping, earth resources and reconnaissance imagery. And it provides an overview and status of the joint initiative for a sensor model API.
Connors, Erin C; Yazzolino, Lindsay A; Sánchez, Jaime; Merabet, Lotfi B
2013-03-27
Audio-based Environment Simulator (AbES) is virtual environment software designed to improve real world navigation skills in the blind. Using only audio based cues and set within the context of a video game metaphor, users gather relevant spatial information regarding a building's layout. This allows the user to develop an accurate spatial cognitive map of a large-scale three-dimensional space that can be manipulated for the purposes of a real indoor navigation task. After game play, participants are then assessed on their ability to navigate within the target physical building represented in the game. Preliminary results suggest that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building as indexed by their performance on a series of navigation tasks. These tasks included path finding through the virtual and physical building, as well as a series of drop off tasks. We find that the immersive and highly interactive nature of the AbES software appears to greatly engage the blind user to actively explore the virtual environment. Applications of this approach may extend to larger populations of visually impaired individuals.
Human-machine interface for a VR-based medical imaging environment
NASA Astrophysics Data System (ADS)
Krapichler, Christian; Haubner, Michael; Loesch, Andreas; Lang, Manfred K.; Englmeier, Karl-Hans
1997-05-01
Modern 3D scanning techniques like magnetic resonance imaging (MRI) or computed tomography (CT) produce high- quality images of the human anatomy. Virtual environments open new ways to display and to analyze those tomograms. Compared with today's inspection of 2D image sequences, physicians are empowered to recognize spatial coherencies and examine pathological regions more facile, diagnosis and therapy planning can be accelerated. For that purpose a powerful human-machine interface is required, which offers a variety of tools and features to enable both exploration and manipulation of the 3D data. Man-machine communication has to be intuitive and efficacious to avoid long accustoming times and to enhance familiarity with and acceptance of the interface. Hence, interaction capabilities in virtual worlds should be comparable to those in the real work to allow utilization of our natural experiences. In this paper the integration of hand gestures and visual focus, two important aspects in modern human-computer interaction, into a medical imaging environment is shown. With the presented human- machine interface, including virtual reality displaying and interaction techniques, radiologists can be supported in their work. Further, virtual environments can even alleviate communication between specialists from different fields or in educational and training applications.
Cognitive factors associated with immersion in virtual environments
NASA Technical Reports Server (NTRS)
Psotka, Joseph; Davison, Sharon
1993-01-01
Immersion into the dataspace provided by a computer, and the feeling of really being there or 'presence', are commonly acknowledged as the uniquely important features of virtual reality environments. How immersed one feels appears to be determined by a complex set of physical components and affordances of the environment, and as yet poorly understood psychological processes. Pimentel and Teixeira say that the experience of being immersed in a computer-generated world involves the same mental shift of 'suspending your disbelief for a period of time' as 'when you get wrapped up in a good novel or become absorbed in playing a computer game'. That sounds as if it could be right, but it would be good to get some evidence for these important conclusions. It might be even better to try to connect these statements with theoretical positions that try to do justice to complex cognitive processes. The basic precondition for understanding Virtual Reality (VR) is understanding the spatial representation systems that localize our bodies or egocenters in space. The effort to understand these cognitive processes is being driven with new energy by the pragmatic demands of successful virtual reality environments, but the literature is largely sparse and anecdotal.
Sculpting 3D worlds with music: advanced texturing techniques
NASA Astrophysics Data System (ADS)
Greuel, Christian; Bolas, Mark T.; Bolas, Niko; McDowall, Ian E.
1996-04-01
Sound within the virtual environment is often considered to be secondary to the graphics. In a typical scenario, either audio cues are locally associated with specific 3D objects or a general aural ambiance is supplied in order to alleviate the sterility of an artificial experience. This paper discusses a completely different approach, in which cues are extracted from live or recorded music in order to create geometry and control object behaviors within a computer- generated environment. Advanced texturing techniques used to generate complex stereoscopic images are also discussed. By analyzing music for standard audio characteristics such as rhythm and frequency, information is extracted and repackaged for processing. With the Soundsculpt Toolkit, this data is mapped onto individual objects within the virtual environment, along with one or more predetermined behaviors. Mapping decisions are implemented with a user definable schedule and are based on the aesthetic requirements of directors and designers. This provides for visually active, immersive environments in which virtual objects behave in real-time correlation with the music. The resulting music-driven virtual reality opens up several possibilities for new types of artistic and entertainment experiences, such as fully immersive 3D `music videos' and interactive landscapes for live performance.
ERIC Educational Resources Information Center
Savin-Baden, Maggi
2008-01-01
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio-political impact of virtual world learning on higher education remains under-researched. Much of the recent research into learning in immersive virtual worlds centres around games and…
Chalil Madathil, Kapil; Greenstein, Joel S
2017-11-01
Collaborative virtual reality-based systems have integrated high fidelity voice-based communication, immersive audio and screen-sharing tools into virtual environments. Such three-dimensional collaborative virtual environments can mirror the collaboration among usability test participants and facilitators when they are physically collocated, potentially enabling moderated usability tests to be conducted effectively when the facilitator and participant are located in different places. We developed a virtual collaborative three-dimensional remote moderated usability testing laboratory and employed it in a controlled study to evaluate the effectiveness of moderated usability testing in a collaborative virtual reality-based environment with two other moderated usability testing methods: the traditional lab approach and Cisco WebEx, a web-based conferencing and screen sharing approach. Using a mixed methods experimental design, 36 test participants and 12 test facilitators were asked to complete representative tasks on a simulated online shopping website. The dependent variables included the time taken to complete the tasks; the usability defects identified and their severity; and the subjective ratings on the workload index, presence and satisfaction questionnaires. Remote moderated usability testing methodology using a collaborative virtual reality system performed similarly in terms of the total number of defects identified, the number of high severity defects identified and the time taken to complete the tasks with the other two methodologies. The overall workload experienced by the test participants and facilitators was the least with the traditional lab condition. No significant differences were identified for the workload experienced with the virtual reality and the WebEx conditions. However, test participants experienced greater involvement and a more immersive experience in the virtual environment than in the WebEx condition. The ratings for the virtual environment condition were not significantly different from those for the traditional lab condition. The results of this study suggest that participants were productive and enjoyed the virtual lab condition, indicating the potential of a virtual world based approach as an alternative to conventional approaches for synchronous usability testing. Copyright © 2017 Elsevier Ltd. All rights reserved.
Virtual Worlds for Virtual Organizing
NASA Astrophysics Data System (ADS)
Rhoten, Diana; Lutters, Wayne
The members and resources of a virtual organization are dispersed across time and space, yet they function as a coherent entity through the use of technologies, networks, and alliances. As virtual organizations proliferate and become increasingly important in society, many may exploit the technical architecture s of virtual worlds, which are the confluence of computer-mediated communication, telepresence, and virtual reality originally created for gaming. A brief socio-technical history describes their early origins and the waves of progress followed by stasis that brought us to the current period of renewed enthusiasm. Examination of contemporary examples demonstrates how three genres of virtual worlds have enabled new arenas for virtual organizing: developer-defined closed worlds, user-modifiable quasi-open worlds, and user-generated open worlds. Among expected future trends are an increase in collaboration born virtually rather than imported from existing organizations, a tension between high-fidelity recreations of the physical world and hyper-stylized imaginations of fantasy worlds, and the growth of specialized worlds optimized for particular sectors, companies, or cultures.
Using CLIPS to represent knowledge in a VR simulation
NASA Technical Reports Server (NTRS)
Engelberg, Mark L.
1994-01-01
Virtual reality (VR) is an exciting use of advanced hardware and software technologies to achieve an immersive simulation. Until recently, the majority of virtual environments were merely 'fly-throughs' in which a user could freely explore a 3-dimensional world or a visualized dataset. Now that the underlying technologies are reaching a level of maturity, programmers are seeking ways to increase the complexity and interactivity of immersive simulations. In most cases, interactivity in a virtual environment can be specified in the form 'whenever such-and-such happens to object X, it reacts in the following manner.' CLIPS and COOL provide a simple and elegant framework for representing this knowledge-base in an efficient manner that can be extended incrementally. The complexity of a detailed simulation becomes more manageable when the control flow is governed by CLIPS' rule-based inference engine as opposed to by traditional procedural mechanisms. Examples in this paper will illustrate an effective way to represent VR information in CLIPS, and to tie this knowledge base to the input and output C routines of a typical virtual environment.
Studying and Treating Schizophrenia Using Virtual Reality: A New Paradigm
Freeman, Daniel
2008-01-01
Understanding schizophrenia requires consideration of patients’ interactions in the social world. Misinterpretation of other peoples’ behavior is a key feature of persecutory ideation. The occurrence and intensity of hallucinations is affected by the social context. Negative symptoms such as anhedonia, asociality, and blunted affect reflect difficulties in social interactions. Withdrawal and avoidance of other people is frequent in schizophrenia, leading to isolation and rumination. The use of virtual reality (VR)—interactive immersive computer environments—allows one of the key variables in understanding psychosis, social environments, to be controlled, providing exciting applications to research and treatment. Seven applications of virtual social environments to schizophrenia are set out: symptom assessment, identification of symptom markers, establishment of predictive factors, tests of putative causal factors, investigation of the differential prediction of symptoms, determination of toxic elements in the environment, and development of treatment. The initial VR studies of persecutory ideation, which illustrate the ascription of personalities and mental states to virtual people, are highlighted. VR, suitably applied, holds great promise in furthering the understanding and treatment of psychosis. PMID:18375568
An Investigation of the Role of Background Music in IVWs for Learning
ERIC Educational Resources Information Center
Richards, Debbie; Fassbender, Eric; Bilgin, Ayse; Thompson, William Forde
2008-01-01
Empirical evidence is needed to corroborate the intuitions of gamers and game developers in understanding the benefits of Immersive Virtual Worlds (IVWs) as a learning environment and the role that music plays within these environments. We report an investigation to determine if background music of the genre typically found in computer-based…
Linking Immersive Virtual Field Trips with an Adaptive Learning Platform
NASA Astrophysics Data System (ADS)
Bruce, G.; Taylor, W.; Anbar, A. D.; Semken, S. C.; Buxner, S.; Mead, C.; El-Moujaber, E.; Summons, R. E.; Oliver, C.
2016-12-01
The use of virtual environments in science education has been constrained by the difficulty of guiding a learner's actions within the those environments. In this work, we demonstrate how advances in education software technology allow educators to create interactive learning experiences that respond and adapt intelligently to learner input within the virtual environment. This innovative technology provides a far greater capacity for delivering authentic inquiry-driven educational experiences in unique settings from around the world. Our immersive virtual field trips (iVFT) bring students virtually to geologically significant but inaccessible environments, where they learn through authentic practices of scientific inquiry. In one recent example, students explore the fossil beds in Nilpena, South Australia to learn about the Ediacaran fauna. Students interactively engage in 360° recreations of the environment, uncover the nature of the historical ecosystem by identifying fossils with a dichotomous key, explore actual fossil beds in high resolution imagery, and reconstruct what an ecosystem might have looked like millions of years ago in an interactive simulation. With the new capacity to connect actions within the iVFT to an intelligent tutoring system, these learning experiences can be tracked, guided, and tailored individually to the immediate actions of the student. This new capacity also has great potential for learning designers to take a data-driven approach to lesson improvement and for education researchers to study learning in virtual environments. Thus, we expect iVFT will be fertile ground for novel research. Such iVFT are currently in use in several introductory classes offered online at Arizona State University in anthropology, introductory biology, and astrobiology, reaching thousands of students to date. Drawing from these experiences, we are designing a curriculum for historical geology that will be built around iVFT-based exploration of Earth history.
Using the computer-driven VR environment to promote experiences of natural world immersion
NASA Astrophysics Data System (ADS)
Frank, Lisa A.
2013-03-01
In December, 2011, over 800 people experienced the exhibit, <1>:"der"//pattern for a virtual environment, created for the fully immersive CAVETM at the University of Wisconsin-Madison. This exhibition took my nature-based photographic work and reinterpreted it for virtual reality (VR).Varied responses such as: "It's like a moment of joy," or "I had to see it twice," or "I'm still thinking about it weeks later" were common. Although an implied goal of my 2D artwork is to create a connection that makes viewers more aware of what it means to be a part of the natural world, these six VR environments opened up an unexpected area of inquiry that my 2D work has not. Even as the experience was mediated by machines, there was a softening at the interface between technology and human sensibility. Somehow, for some people, through the unlikely auspices of a computer-driven environment, the project spoke to a human essence that they connected with in a way that went beyond all expectations and felt completely out of my hands. Other interesting behaviors were noted: in some scenarios some spoke of intense anxiety, acrophobia, claustrophobia-even fear of death when the scene took them underground. These environments were believable enough to cause extreme responses and disorientation for some people; were fun, pleasant and wonder-filled for most; and were liberating, poetic and meditative for many others. The exhibition seemed to promote imaginative skills, creativity, emotional insight, and environmental sensitivity. It also revealed the CAVETM to be a powerful tool that can encourage uniquely productive experiences. Quite by accident, I watched as these nature-based environments revealed and articulated an essential relationship between the human spirit and the physical world. The CAVETM is certainly not a natural space, but there is clear potential to explore virtual environments as a path to better and deeper connections between people and nature. We've long associated contact with nature as restorative, but those poetic reflections of Thoreau and others are now confirmed by research. Studies are showing that contact with nature can produce faster, greater recovery from stress and other illnesses, reduction in anger, and an increased sense of well-being. Additionally, I discovered that the novelty of a virtual reality experience can bring new focus and fresh attention to elements of our world that we have grown immune to. Possibly, the `boletus edulis' in one scene seemed to have been made more remarkable and mysterious in VR than if it was seen in the backyard. A VR environment can be used to create opportunities to experience being in the world differently. Here they can be inside of an egg that is inside of a nest that is held by tree branches over a creek bed in a floating landscape where a light spring snow is falling. We are liberated from the worldly limitations of our body. The question is this: in an anti-natural environment, can immersants in a CAVETM become more ecologically sympathetic and spiritually connected? Although the exhibit was not put through any form of testing as of yet, my observations amount to a remarkable vision of what VR might provide for us as an instrument to expand consciousness and promote wellness. Creating exceptional, transformative experiences may seem like a lofty goal for VR but that purpose is at the heart of any art making process.
Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li
2016-12-16
Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.
Hedman, Leif; Felländer-Tsai, Li
2016-01-01
Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645
Motivational interviewing workshop in a virtual world: learning as avatars.
Shershneva, Marianna; Kim, Ji-Hye; Kear, Cynthia; Heyden, Robin; Heyden, Neil; Lee, Jay; Mitchell, Suzanne
2014-04-01
Limited research has been done to understand outcomes of continuing medical education offered in three-dimensional, immersive virtual worlds. We studied a case of a virtual world workshop on motivational interviewing (MI) applied to smoking cessation counseling and its educational impact. To facilitate content development and evaluation, we specified desired MI competencies. The workshop consisted of three sessions, which included lectures, practice with standardized patients, and chat interactions. Data were collected from 13 primary care physicians and residents through workshop observation, and pre- and 3-month post-workshop telephone/Skype interviews and interactions with standardized patients. Interactions with standardized patients were assessed by an expert using a validated MI tool and by standardized patients using a tool developed for this study. For 11 participants who attended two or three sessions, we conducted paired-samples t tests comparing mean differences between the competency scores before and after the workshop. Expert assessment showed significant improvement on six of seven MI competencies. All participants reported learning new knowledge and skills, and nine described incorporating new learning into their clinical practice. Practicing MI with standardized patients and/or observing others' practice appeared to be the most helpful workshop component. The evaluated workshop had positive impact on participants' competencies and practice as related to MI applied to smoking cessation counseling. Our findings support further exploration of three-dimensional virtual worlds as learning environments for continuing medical education.
Interreality: A New Paradigm for E-health.
Riva, Giuseppe
2009-01-01
"Interreality" is a personalized immersive e-therapy whose main novelty is a hybrid, closed-loop empowering experience bridging physical and virtual worlds. The main feature of interreality is a twofold link between the virtual and the real world: (a) behavior in the physical world influences the experience in the virtual one; (b) behavior in the virtual world influences the experience in the real one. This is achieved through: (1) 3D Shared Virtual Worlds: role-playing experiences in which one or more users interact with one another within a 3D world; (2) Bio and Activity Sensors (From the Real to the Virtual World): They are used to track the emotional/health/activity status of the user and to influence his/her experience in the virtual world (aspect, activity and access); (3) Mobile Internet Appliances (From the Virtual to the Real One): In interreality, the social and individual user activity in the virtual world has a direct link with the users' life through a mobile phone/digital assistant. The different technologies that are involved in the interreality vision and its clinical rationale are addressed and discussed.
Theft of Virtual Property — Towards Security Requirements for Virtual Worlds
NASA Astrophysics Data System (ADS)
Beyer, Anja
The article is focused to introduce the topic of information technology security for Virtual Worlds to a security experts’ audience. Virtual Worlds are Web 2.0 applications where the users cruise through the world with their individually shaped avatars to find either amusement, challenges or the next best business deal. People do invest a lot of time but beyond they invest in buying virtual assets like fantasy witcheries, wepaons, armour, houses, clothes,...etc with the power of real world money. Although it is called “virtual” (which is often put on the same level as “not existent”) there is a real value behind it. In November 2007 dutch police arrested a seventeen years old teenager who was suspicted to have stolen virtual items in a Virtual World called Habbo Hotel [Reuters07]. In order to successfully provide security mechanisms into Virtual Worlds it is necessarry to fully understand the domain for which the security mechansims are defined. As Virtual Worlds must be clasified into the domain of Social Software the article starts with an overview of how to understand Web 2.0 and gives a short introduction to Virtual Worlds. The article then provides a consideration of assets of Virtual Worlds participants, describes how these assets can be threatened and gives an overview of appopriate security requirements and completes with an outlook of possible countermeasures.
NASA Astrophysics Data System (ADS)
Gillen, Julia
In this chapter I deploy a synthesis of methods I term virtual literacy ethnography to investigate the diverse literacy practices of the Schome Park project (SPP). This project worked with teenagers on the first European "closed" (i.e. protected) island in the 3D virtual world Teen Second LifeTM (TSL) as described in the previous chapter. Firstly I introduce an ethnographic perspective on this lengthy, rich project and reflect on my own interpretive approach. Introducing my own focus of interest, the new literacy practices fostered by the environment and in particular activities I judge to be especially creative, I begin to develop the methodology of a "virtual literacy ethnography". I show how the diverse multimodal affordances of the communicative domains are imaginatively exploited by the students, supported by peers and staff in an environment characterised by "fluid leadership". I include some analysis of literacy work around a genre traditionally valued by educators, a dictionary, which I was not involved in at the time. I suggest this is an exemplar literacy practice, creative in itself and illustrative of the methodological possibilities and of course limitations linked with the technologies utilised. Traditional distinctions between "reading" and "writing" become permeable in interesting ways as new creative practices, fostered by the environment of the Schome Park programme, emerged. I offer support for Kress's (2005) claim that changes in writing and reading practices amount to a "revolution in the world of communication." In conclusion, I claim that virtual literacy ethnography, as I have proposed it here, can be fruitful in exploring the complexity and creativity of the students' literacy practices, although more developmental work is needed.
Lorenz, D; Armbruster, W; Vogelgesang, C; Hoffmann, H; Pattar, A; Schmidt, D; Volk, T; Kubulus, D
2016-09-01
Chief emergency physicians are regarded as an important element in the care of the injured and sick following mass casualty accidents. Their education is very theoretical; practical content in contrast often falls short. Limitations are usually the very high costs of realistic (large-scale) exercises, poor reproducibility of the scenarios, and poor corresponding results. To substantially improve the educational level because of the complexity of mass casualty accidents, modified training concepts are required that teach the not only the theoretical but above all the practical skills considerably more intensively than at present. Modern training concepts should make it possible for the learner to realistically simulate decision processes. This article examines how interactive virtual environments are applicable for the education of emergency personnel and how they could be designed. Virtual simulation and training environments offer the possibility of simulating complex situations in an adequately realistic manner. The so-called virtual reality (VR) used in this context is an interface technology that enables free interaction in addition to a stereoscopic and spatial representation of virtual large-scale emergencies in a virtual environment. Variables in scenarios such as the weather, the number wounded, and the availability of resources, can be changed at any time. The trainees are able to practice the procedures in many virtual accident scenes and act them out repeatedly, thereby testing the different variants. With the aid of the "InSitu" project, it is possible to train in a virtual reality with realistically reproduced accident situations. These integrated, interactive training environments can depict very complex situations on a scale of 1:1. Because of the highly developed interactivity, the trainees can feel as if they are a direct part of the accident scene and therefore identify much more with the virtual world than is possible with desktop systems. Interactive, identifiable, and realistic training environments based on projector systems could in future enable a repetitive exercise with changes within a decision tree, in reproducibility, and within different occupational groups. With a hard- and software environment numerous accident situations can be depicted and practiced. The main expense is the creation of the virtual accident scenes. As the appropriate city models and other three-dimensional geographical data are already available, this expenditure is very low compared with the planning costs of a large-scale exercise.
How Do Virtual World Experiences Bring about Learning? A Critical Review of Theories
ERIC Educational Resources Information Center
Loke, Swee-Kin
2015-01-01
While students do learn real-world knowledge and skills in virtual worlds, educators have yet to adequately theorise how students' virtual world experiences bring about this learning. This paper critically reviewed theories currently used to underpin empirical work in virtual worlds for education. In particular, it evaluated how applicable these…
Risks and Uncertainties in Virtual Worlds: An Educators' Perspective
ERIC Educational Resources Information Center
Farahmand, Fariborz; Yadav, Aman; Spafford, Eugene H.
2013-01-01
Virtual worlds present tremendous advantages to cyberlearning. For example, in virtual worlds users can socialize with others, build objects and share them, customize parts of the world and hold lectures, do experiments, or share data. However, virtual worlds pose a wide range of security, privacy, and safety concerns. This may lead educators to…
Female artists and the VR crucible: expanding the aesthetic vocabulary
NASA Astrophysics Data System (ADS)
Morie, Jacquelyn Ford
2012-03-01
Virtual Reality was a technological wonder in its early days, and it was widely held to be a domain where men were the main practitioners. However, a survey done in 2007 of VR Artworks (Immersive Virtual Environments or VEs) showed that women have actually created the majority of artistic immersive works. This argues against the popular idea that the field has been totally dominated by men. While men have made great contributions in advancing the field, especially technologically, it appears most artistic works emerge from a decidedly feminine approach. Such an approach seems well suited to immersive environments as it incorporates aspects of inclusion, wholeness, and a blending of the body and the spirit. Female attention to holistic concerns fits the gestalt approach needed to create in a fully functional yet open-ended virtual world, which focuses not so much on producing a finished object (like a text or a sculpture) but rather on creating a possibility for becoming, like bringing a child into the world. Immersive VEs are not objective works of art to be hung on a wall and critiqued. They are vehicles for experience, vessels to live within for a piece of time.
Ocular effects of virtual reality headset wear in young adults.
Turnbull, Philip R K; Phillips, John R
2017-11-23
Virtual Reality (VR) headsets create immersion by displaying images on screens placed very close to the eyes, which are viewed through high powered lenses. Here we investigate whether this viewing arrangement alters the binocular status of the eyes, and whether it is likely to provide a stimulus for myopia development. We compared binocular status after 40-minute trials in indoor and outdoor environments, in both real and virtual worlds. We also measured the change in thickness of the ocular choroid, to assess the likely presence of signals for ocular growth and myopia development. We found that changes in binocular posture at distance and near, gaze stability, amplitude of accommodation and stereopsis were not different after exposure to each of the 4 environments. Thus, we found no evidence that the VR optical arrangement had an adverse effect on the binocular status of the eyes in the short term. Choroidal thickness did not change after either real world trial, but there was a significant thickening (≈10 microns) after each VR trial (p < 0.001). The choroidal thickening which we observed suggest that a VR headset may not be a myopiagenic stimulus, despite the very close viewing distances involved.
Human Fear Conditioning Conducted in Full Immersion 3-Dimensional Virtual Reality
Huff, Nicole C.; Zielinski, David J.; Fecteau, Matthew E.; Brady, Rachael; LaBar, Kevin S.
2010-01-01
Fear conditioning is a widely used paradigm in non-human animal research to investigate the neural mechanisms underlying fear and anxiety. A major challenge in conducting conditioning studies in humans is the ability to strongly manipulate or simulate the environmental contexts that are associated with conditioned emotional behaviors. In this regard, virtual reality (VR) technology is a promising tool. Yet, adapting this technology to meet experimental constraints requires special accommodations. Here we address the methodological issues involved when conducting fear conditioning in a fully immersive 6-sided VR environment and present fear conditioning data. In the real world, traumatic events occur in complex environments that are made up of many cues, engaging all of our sensory modalities. For example, cues that form the environmental configuration include not only visual elements, but aural, olfactory, and even tactile. In rodent studies of fear conditioning animals are fully immersed in a context that is rich with novel visual, tactile and olfactory cues. However, standard laboratory tests of fear conditioning in humans are typically conducted in a nondescript room in front of a flat or 2D computer screen and do not replicate the complexity of real world experiences. On the other hand, a major limitation of clinical studies aimed at reducing (extinguishing) fear and preventing relapse in anxiety disorders is that treatment occurs after participants have acquired a fear in an uncontrolled and largely unknown context. Thus the experimenters are left without information about the duration of exposure, the true nature of the stimulus, and associated background cues in the environment1. In the absence of this information it can be difficult to truly extinguish a fear that is both cue and context-dependent. Virtual reality environments address these issues by providing the complexity of the real world, and at the same time allowing experimenters to constrain fear conditioning and extinction parameters to yield empirical data that can suggest better treatment options and/or analyze mechanistic hypotheses. In order to test the hypothesis that fear conditioning may be richly encoded and context specific when conducted in a fully immersive environment, we developed distinct virtual reality 3-D contexts in which participants experienced fear conditioning to virtual snakes or spiders. Auditory cues co-occurred with the CS in order to further evoke orienting responses and a feeling of "presence" in subjects 2 . Skin conductance response served as the dependent measure of fear acquisition, memory retention and extinction. PMID:20736913
Learning Competencies Used In the U.S. Navy’s Virtual Schoolhouse Learning Environment
2016-12-01
military applications. Most studies still focus on synchronous gaming in the virtual world and not an academic setting. Given this lack of research...Played a PC based video game ? Never Seldom Sometimes Frequently Often 2. Played a console video game system (e.g., XBox, PlayStation 3, Wii...etc…)? Never Seldom Sometimes Frequently Often 3. During an average week, how many hours will you spend playing video games ? < 1
Building intuitive 3D interfaces for virtual reality systems
NASA Astrophysics Data System (ADS)
Vaidya, Vivek; Suryanarayanan, Srikanth; Seitel, Mathias; Mullick, Rakesh
2007-03-01
An exploration of techniques for developing intuitive, and efficient user interfaces for virtual reality systems. Work seeks to understand which paradigms from the better-understood world of 2D user interfaces remain viable within 3D environments. In order to establish this a new user interface was created that applied various understood principles of interface design. A user study was then performed where it was compared with an earlier interface for a series of medical visualization tasks.
Using Virtual Reality to Improve Walking Post-Stroke: Translation to Individuals with Diabetes
Deutsch, Judith E
2011-01-01
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. PMID:21527098
Using virtual reality to improve walking post-stroke: translation to individuals with diabetes.
Deutsch, Judith E
2011-03-01
Use of virtual reality (VR) technology to improve walking for people post-stroke has been studied for its clinical application since 2004. The hardware and software used to create these systems has varied but has predominantly been constituted by projected environments with users walking on treadmills. Transfer of training from the virtual environment to real-world walking has modest but positive research support. Translation of the research findings to clinical practice has been hampered by commercial availability and costs of the VR systems. Suggestions for how the work for individuals post-stroke might be applied and adapted for individuals with diabetes and other impaired ambulatory conditions include involvement of the target user groups (both practitioners and clients) early in the design and integration of activity and education into the systems. © 2011 Diabetes Technology Society.
[What do virtual reality tools bring to child and adolescent psychiatry?
Bioulac, S; de Sevin, E; Sagaspe, P; Claret, A; Philip, P; Micoulaud-Franchi, J A; Bouvard, M P
2018-06-01
Virtual reality is a relatively new technology that enables individuals to immerse themselves in a virtual world. It offers several advantages including a more realistic, lifelike environment that may allow subjects to "forget" they are being assessed, allow a better participation and an increased generalization of learning. Moreover, the virtual reality system can provide multimodal stimuli, such as visual and auditory stimuli, and can also be used to evaluate the patient's multimodal integration and to aid rehabilitation of cognitive abilities. The use of virtual reality to treat various psychiatric disorders in adults (phobic anxiety disorders, post-traumatic stress disorder, eating disorders, addictions…) and its efficacy is supported by numerous studies. Similar research for children and adolescents is lagging behind. This may be particularly beneficial to children who often show great interest and considerable success on computer, console or videogame tasks. This article will expose the main studies that have used virtual reality with children and adolescents suffering from psychiatric disorders. The use of virtual reality to treat anxiety disorders in adults is gaining popularity and its efficacy is supported by various studies. Most of the studies attest to the significant efficacy of the virtual reality exposure therapy (or in virtuo exposure). In children, studies have covered arachnophobia social anxiety and school refusal phobia. Despite the limited number of studies, results are very encouraging for treatment in anxiety disorders. Several studies have reported the clinical use of virtual reality technology for children and adolescents with autistic spectrum disorders (ASD). Extensive research has proven the efficiency of technologies as support tools for therapy. Researches are found to be focused on communication and on learning and social imitation skills. Virtual reality is also well accepted by subjects with ASD. The virtual environment offers the opportunity to administer controlled tasks such as the typical neuropsychological tools, but in an environment much more like a standard classroom. The virtual reality classroom offers several advantages compared to classical tools such as more realistic and lifelike environment but also records various measures in standardized conditions. Most of the studies using a virtual classroom have found that children with Attention Deficit/Hyperactivity Disorder make significantly fewer correct hits and more commission errors compared with controls. The virtual classroom has proven to be a good clinical tool for evaluation of attention in ADHD. For eating disorders, cognitive behavioural therapy (CBT) program enhanced by a body image specific component using virtual reality techniques was shown to be more efficient than cognitive behavioural therapy alone. The body image-specific component using virtual reality techniques boots efficiency and accelerates the CBT change process for eating disorders. Virtual reality is a relatively new technology and its application in child and adolescent psychiatry is recent. However, this technique is still in its infancy and much work is needed including controlled trials before it can be introduced in routine clinical use. Virtual reality interventions should also investigate how newly acquired skills are transferred to the real world. At present virtual reality can be considered a useful tool in evaluation and treatment for child and adolescent disorders. Copyright © 2017 L'Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.
How incorporation of scents could enhance immersive virtual experiences
Ischer, Matthieu; Baron, Naëm; Mermoud, Christophe; Cayeux, Isabelle; Porcherot, Christelle; Sander, David; Delplanque, Sylvain
2014-01-01
Under normal everyday conditions, senses all work together to create experiences that fill a typical person's life. Unfortunately for behavioral and cognitive researchers who investigate such experiences, standard laboratory tests are usually conducted in a nondescript room in front of a computer screen. They are very far from replicating the complexity of real world experiences. Recently, immersive virtual reality (IVR) environments became promising methods to immerse people into an almost real environment that involves more senses. IVR environments provide many similarities to the complexity of the real world and at the same time allow experimenters to constrain experimental parameters to obtain empirical data. This can eventually lead to better treatment options and/or new mechanistic hypotheses. The idea that increasing sensory modalities improve the realism of IVR environments has been empirically supported, but the senses used did not usually include olfaction. In this technology report, we will present an odor delivery system applied to a state-of-the-art IVR technology. The platform provides a three-dimensional, immersive, and fully interactive visualization environment called “Brain and Behavioral Laboratory—Immersive System” (BBL-IS). The solution we propose can reliably deliver various complex scents during different virtual scenarios, at a precise time and space and without contamination of the environment. The main features of this platform are: (i) the limited cross-contamination between odorant streams with a fast odor delivery (< 500 ms), (ii) the ease of use and control, and (iii) the possibility to synchronize the delivery of the odorant with pictures, videos or sounds. How this unique technology could be used to investigate typical research questions in olfaction (e.g., emotional elicitation, memory encoding or attentional capture by scents) will also be addressed. PMID:25101017
Remote laboratories for optical metrology: from the lab to the cloud
NASA Astrophysics Data System (ADS)
Osten, W.; Wilke, M.; Pedrini, G.
2012-10-01
The idea of remote and virtual metrology has been reported already in 2000 with a conceptual illustration by use of comparative digital holography, aimed at the comparison of two nominally identical but physically different objects, e.g., master and sample, in industrial inspection processes. However, the concept of remote and virtual metrology can be extended far beyond this. For example, it does not only allow for the transmission of static holograms over the Internet, but also provides an opportunity to communicate with and eventually control the physical set-up of a remote metrology system. Furthermore, the metrology system can be modeled in the environment of a 3D virtual reality using CAD or similar technology, providing a more intuitive interface to the physical setup within the virtual world. An engineer or scientist who would like to access the remote real world system can log on to the virtual system, moving and manipulating the setup through an avatar and take the desired measurements. The real metrology system responds to the interaction between the avatar and the 3D virtual representation, providing a more intuitive interface to the physical setup within the virtual world. The measurement data are stored and interpreted automatically for appropriate display within the virtual world, providing the necessary feedback to the experimenter. Such a system opens up many novel opportunities in industrial inspection such as the remote master-sample-comparison and the virtual assembling of parts that are fabricated at different places. Moreover, a multitude of new techniques can be envisaged. To them belong modern ways for documenting, efficient methods for metadata storage, the possibility for remote reviewing of experimental results, the adding of real experiments to publications by providing remote access to the metadata and to the experimental setup via Internet, the presentation of complex experiments in classrooms and lecture halls, the sharing of expensive and complex infrastructure within international collaborations, the implementation of new ways for the remote test of new devices, for their maintenance and service, and many more. The paper describes the idea of remote laboratories and illustrates the potential of the approach on selected examples with special attention to optical metrology.
A Study Comparing the Pedagogical Effectiveness of Virtual Worlds and of Classical Methods
2014-08-01
Approved for public release; distribution is unlimited. A Study Comparing the Pedagogical Effectiveness of Virtual Worlds and of Classical Methods...ABSTRACT A Study Comparing the Pedagogical Effectiveness of Virtual Worlds and of Classical Methods Report Title This experiment tests whether a virtual... PEDAGOGICAL EFFECTIVENESS OF VIRTUAL WORLDS AND OF TRADITIONAL TRAINING METHODS A Thesis by BENJAMIN PETERS
Virtual reality treatment versus exposure in vivo: a comparative evaluation in acrophobia.
Emmelkamp, P M G; Krijn, M; Hulsbosch, A M; de Vries, S; Schuemie, M J; van der Mast, C A P G
2002-05-01
The aim of the present study was to evaluate the effectiveness of low-budget virtual reality (VR) exposure versus exposure in vivo in a between-group design in 33 patients suffering from acrophobia. The virtual environments used in treatment were exactly copied from the real environments used in the exposure in vivo program. VR exposure was found to be as effective as exposure in vivo on anxiety and avoidance as measured with the Acrophobia Questionnaire (AQ), the Attitude Towards Heights Questionnaire (ATHQ) and the Behavioral Avoidance Test (BAT). Results were maintained up to six months follow-up. The present study shows that VR exposure can be effective with relatively cheap hardware and software on stand-alone computers currently on the market. Further studies into the effectiveness of VR exposure are recommended in other clinical groups as agoraphobics and social phobics and studies in which VR exposure is compared with more emerging virtual worlds as presented in CAVE-type systems.
Virtual reality and the new psychophysics.
de Gelder, Beatrice; Kätsyri, Jari; de Borst, Aline W
2018-05-28
Virtual reality (VR) promises methodological rigour with the extra benefit of allowing us to study the context-dependent behaviour of individuals in their natural environment. Pan and Hamilton (2018, Br. J. Psychol.) provide a useful overview of methodological recommendations for using VR. Here, we highlight some other aspects of the use of VR. Our first argument is that VR can be useful by virtue of its differences from the normal perceptual environment. That is, by virtue of its relative non-realism and poverty of its perceptual elements, it can actually offer increased clarity with respect to the features of interest for the researcher. Our second argument is that VR exerts its measurable influence more by eliciting an acceptance of the virtual world (i.e., 'suspension of disbelief') rather than by eliciting a true belief of the realism of the VR environment. We conclude by providing a novel suggestion for combining neuroimaging methods with embodied VR that relies on the suspension of disbelief. © 2018 The British Psychological Society.
The use of strain gauge platform and virtual reality tool for patient stability examination
NASA Astrophysics Data System (ADS)
Walendziuk, Wojciech; Wysk, Lukasz; Skoczylas, Marcin
2016-09-01
Virtual reality is one of the fastest growing information technologies. This paper is only a prelude to a larger study on the use of virtual reality tools in analysing bony labyrinth and sense of balance. Problems with the functioning of these areas of the body are a controversial topic in debate among specialists. The result of still unresolved imbalance treatments is a constant number of people reporting this type of ailment. Considering above, authors created a system and application that contains a model of virtual environment, and a tool for the modification of the obstacles in 3D space. Preliminary studies of patients from a test group aged 22-49 years were also carried out, in which behaviour and sense of balance in relation to the horizontal curvature of the virtual world around patient has been analysed. Experiments carried out on a test group showed that the shape of the curve and the virtual world space and age of patient has a major impact on a sense of balance. The data obtained can be linked with actual disorders of bony labyrinth and human behaviour at the time of their occurrence. Another important achievement that will be the subject of further work is possible use a modified version of the software for rehabilitation purposes.
Virtual Reality As a Training Tool to Treat Physical Inactivity in Children.
Kiefer, Adam W; Pincus, David; Richardson, Michael J; Myer, Gregory D
2017-01-01
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child's level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to "real-world" NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Priedhorsky, Reid; Randles, Tim
Charliecloud is a set of scripts to let users run a virtual cluster of virtual machines (VMs) on a desktop or supercomputer. Key functions include: 1. Creating (typically by installing an operating system from vendor media) and updating VM images; 2. Running a single VM; 3. Running multiple VMs in a virtual cluster. The virtual machines can talk to one another over the network and (in some cases) the outside world. This is accomplished by calling external programs such as QEMU and the Virtual Distributed Ethernet (VDE) suite. The goal is to let users have a virtual cluster containing nodesmore » where they have privileged access, while isolating that privilege within the virtual cluster so it cannot affect the physical compute resources. Host configuration enforces security; this is not included in Charliecloud, though security guidelines are included in its documentation and Charliecloud is designed to facilitate such configuration. Charliecloud manages passing information from host computers into and out of the virtual machines, such as parameters of the virtual cluster, input data specified by the user, output data from virtual compute jobs, VM console display, and network connections (e.g., SSH or X11). Parameters for the virtual cluster (number of VMs, RAM and disk per VM, etc.) are specified by the user or gathered from the environment (e.g., SLURM environment variables). Example job scripts are included. These include computation examples (such as a "hello world" MPI job) as well as performance tests. They also include a security test script to verify that the virtual cluster is appropriately sandboxed. Tests include: 1. Pinging hosts inside and outside the virtual cluster to explore connectivity; 2. Port scans (again inside and outside) to see what services are available; 3. Sniffing tests to see what traffic is visible to running VMs; 4. IP address spoofing to test network functionality in this case; 5. File access tests to make sure host access permissions are enforced. This test script is not a comprehensive scanner and does not test for specific vulnerabilities. Importantly, no information about physical hosts or network topology is included in this script (or any of Charliecloud); while part of a sensible test, such information is specified by the user when the test is run. That is, one cannot learn anything about the LANL network or computing infrastructure by examining Charliecloud code.« less
Distributed Administration of Online Learning Accounts
ERIC Educational Resources Information Center
Gamrat, Betsy
2004-01-01
Distance learning is a vital part of today's educational environment. Using complex technology, schools are able to connect instructors and students across geographic, physical, and temporal boundaries. Sophisticated software and world-wide connectivity create virtual classrooms that span the globe. These large, accessible, asynchronous,…
The RoboCup Mixed Reality League - A Case Study
NASA Astrophysics Data System (ADS)
Gerndt, Reinhard; Bohnen, Matthias; da Silva Guerra, Rodrigo; Asada, Minoru
In typical mixed reality systems there is only a one-way interaction from real to virtual. A human user or the physics of a real object may influence the behavior of virtual objects, but real objects usually cannot be influenced by the virtual world. By introducing real robots into the mixed reality system, we allow a true two-way interaction between virtual and real worlds. Our system has been used since 2007 to implement the RoboCup mixed reality soccer games and other applications for research and edutainment. Our framework system is freely programmable to generate any virtual environment, which may then be further supplemented with virtual and real objects. The system allows for control of any real object based on differential drive robots. The robots may be adapted for different applications, e.g., with markers for identification or with covers to change shape and appearance. They may also be “equipped” with virtual tools. In this chapter we present the hardware and software architecture of our system and some applications. The authors believe this can be seen as a first implementation of Ivan Sutherland’s 1965 idea of the ultimate display: “The ultimate display would, of course, be a room within which the computer can control the existence of matter …” (Sutherland, 1965, Proceedings of IFIPS Congress 2:506-508).
Immersive realities: articulating the shift from VR to mobile AR through artistic practice
NASA Astrophysics Data System (ADS)
Margolis, Todd; Cornish, Tracy; Berry, Rodney; DeFanti, Thomas A.
2012-03-01
Our contemporary imaginings of technological engagement with digital environments has transitioned from flying through Virtual Reality to mobile interactions with the physical world through personal media devices. Experiences technologically mediated through social interactivity within physical environments are now being preferenced over isolated environments such as CAVEs or HMDs. Examples of this trend can be seen in early tele-collaborative artworks which strove to use advanced networking to join multiple participants in shared virtual environments. Recent developments in mobile AR allow untethered access to such shared realities in places far removed from labs and home entertainment environments, and without the bulky and expensive technologies attached to our bodies that accompany most VR. This paper addresses the emerging trend favoring socially immersive artworks via mobile Augmented Reality rather than sensorially immersive Virtual Reality installations. With particular focus on AR as a mobile, locative technology, we will discuss how concepts of immersion and interactivity are evolving with this new medium. Immersion in context of mobile AR can be redefined to describe socially interactive experiences. Having distinctly different sensory, spatial and situational properties, mobile AR offers a new form for remixing elements from traditional virtual reality with physically based social experiences. This type of immersion offers a wide array of potential for mobile AR art forms. We are beginning to see examples of how artists can use mobile AR to create social immersive and interactive experiences.
Jin, Seung-A Annie
2009-12-01
The rapid growth of virtual worlds is one of the most recent Internet trends. Some distinguishing features of virtual environments include the employment of avatars and multimodal communication among avatars. This study examined the effects of the modality (text vs. audio) of message presentation on people's evaluation of spokes-avatar credibility and the informational value of promotional messages in avatar-based advertising inside 3D virtual environments. An experiment was conducted in the virtual Apple retail store inside Second Life, the most popular and fastest growing virtual world. The author designed a two-group (textual advertisement vs. auditory advertisement) comparison experiment by manipulating the modality of conveying advertisement messages. The author also created a spokes-avatar that represents a real-life organization (Apple) and presents promotional messages about its innovative product, the iPhone. Data analyses showed that (a) textual modality (vs. auditory modality) resulted in greater source expertise, informational value of the advertisement message, and social presence; and that (b) high product involvement (vs. low product involvement) resulted in a more positive attitude toward the product, higher buying intention, and a higher level of perceived interactivity. In addition to the main effects of product involvement and modality, results showed significant interaction between involvement and modality. Modality effects were stronger for people with low product involvement than for those with high product involvement, thus confirming the moderating effects of product involvement. Results of a path analysis also showed that social presence mediated the effects of modality on the perceived informational value of the advertisement message.
Virtual Collaborative Environments for System of Systems Engineering and Applications for ISAT
NASA Technical Reports Server (NTRS)
Dryer, David A.
2002-01-01
This paper describes an system of systems or metasystems approach and models developed to help prepare engineering organizations for distributed engineering environments. These changes in engineering enterprises include competition in increasingly global environments; new partnering opportunities caused by advances in information and communication technologies, and virtual collaboration issues associated with dispersed teams. To help address challenges and needs in this environment, a framework is proposed that can be customized and adapted for NASA to assist in improved engineering activities conducted in distributed, enhanced engineering environments. The approach is designed to prepare engineers for such distributed collaborative environments by learning and applying e-engineering methods and tools to a real-world engineering development scenario. The approach consists of two phases: an e-engineering basics phase and e-engineering application phase. The e-engineering basics phase addresses skills required for e-engineering. The e-engineering application phase applies these skills in a distributed collaborative environment to system development projects.
Arias, Pablo; Robles-García, Verónica; Sanmartín, Gabriel; Flores, Julian; Cudeiro, Javier
2012-01-01
This work presents an immersive Virtual Reality (VR) system to evaluate, and potentially treat, the alterations in rhythmic hand movements seen in Parkinson's disease (PD) and the elderly (EC), by comparison with healthy young controls (YC). The system integrates the subjects into a VR environment by means of a Head Mounted Display, such that subjects perceive themselves in a virtual world consisting of a table within a room. In this experiment, subjects are presented in 1st person perspective, so that the avatar reproduces finger tapping movements performed by the subjects. The task, known as the finger tapping test (FT), was performed by all three subject groups, PD, EC and YC. FT was carried out by each subject on two different days (sessions), one week apart. In each FT session all subjects performed FT in the real world (FTREAL) and in the VR (FTVR); each mode was repeated three times in randomized order. During FT both the tapping frequency and the coefficient of variation of inter-tap interval were registered. FTVR was a valid test to detect differences in rhythm formation between the three groups. Intra-class correlation coefficients (ICC) and mean difference between days for FTVR (for each group) showed reliable results. Finally, the analysis of ICC and mean difference between FTVR vs FTREAL, for each variable and group, also showed high reliability. This shows that FT evaluation in VR environments is valid as real world alternative, as VR evaluation did not distort movement execution and detects alteration in rhythm formation. These results support the use of VR as a promising tool to study alterations and the control of movement in different subject groups in unusual environments, such as during fMRI or other imaging studies. PMID:22279559
John, Nigel W; Pop, Serban R; Day, Thomas W; Ritsos, Panagiotis D; Headleand, Christopher J
2018-05-01
Navigating a powered wheelchair and avoiding collisions is often a daunting task for new wheelchair users. It takes time and practice to gain the coordination needed to become a competent driver and this can be even more of a challenge for someone with a disability. We present a cost-effective virtual reality (VR) application that takes advantage of consumer level VR hardware. The system can be easily deployed in an assessment centre or for home use, and does not depend on a specialized high-end virtual environment such as a Powerwall or CAVE. This paper reviews previous work that has used virtual environments technology for training tasks, particularly wheelchair simulation. We then describe the implementation of our own system and the first validation study carried out using thirty three able bodied volunteers. The study results indicate that at a significance level of 5 percent then there is an improvement in driving skills from the use of our VR system. We thus have the potential to develop the competency of a wheelchair user whilst avoiding the risks inherent to training in the real world. However, the occurrence of cybersickness is a particular problem in this application that will need to be addressed.
Postural and Spatial Orientation Driven by Virtual Reality
Keshner, Emily A.; Kenyon, Robert V.
2009-01-01
Orientation in space is a perceptual variable intimately related to postural orientation that relies on visual and vestibular signals to correctly identify our position relative to vertical. We have combined a virtual environment with motion of a posture platform to produce visual-vestibular conditions that allow us to explore how motion of the visual environment may affect perception of vertical and, consequently, affect postural stabilizing responses. In order to involve a higher level perceptual process, we needed to create a visual environment that was immersive. We did this by developing visual scenes that possess contextual information using color, texture, and 3-dimensional structures. Update latency of the visual scene was close to physiological latencies of the vestibulo-ocular reflex. Using this system we found that even when healthy young adults stand and walk on a stable support surface, they are unable to ignore wide field of view visual motion and they adapt their postural orientation to the parameters of the visual motion. Balance training within our environment elicited measurable rehabilitation outcomes. Thus we believe that virtual environments can serve as a clinical tool for evaluation and training of movement in situations that closely reflect conditions found in the physical world. PMID:19592796
Virtually the ultimate research lab.
Kulik, Alexander
2018-04-26
Virtual reality (VR) can serve as a viable platform for psychological research. The real world with many uncontrolled variables can be masked to immerse participants in complex interactive environments that are under full experimental control. However, as any other laboratory setting, these simulations are not perceived equally to reality and they also afford different behaviour. We need a better understanding of these differences, which are often related to parameters of the technical setup, to support valid interpretations of experimental results. © 2018 The British Psychological Society.
Virtual Worlds? "Outlook Good"
ERIC Educational Resources Information Center
Kelton, AJ
2008-01-01
Many people believed that virtual worlds would end up like the eight-track audiotape: a memory of something no longer used (or useful). Yet today there are hundreds of higher education institutions represented in three-dimensional (3D) virtual worlds such as Active Worlds and Second Life. The movement toward the virtual realm as a viable teaching…
Maidenbaum, Shachar; Levy-Tzedek, Shelly; Chebat, Daniel Robert; Namer-Furstenberg, Rinat; Amedi, Amir
2014-01-01
Mobility training programs for helping the blind navigate through unknown places with a White-Cane significantly improve their mobility. However, what is the effect of new assistive technologies, offering more information to the blind user, on the underlying premises of these programs such as navigation patterns? We developed the virtual-EyeCane, a minimalistic sensory substitution device translating single-point-distance into auditory cues identical to the EyeCane's in the real world. We compared performance in virtual environments when using the virtual-EyeCane, a virtual-White-Cane, no device and visual navigation. We show that the characteristics of virtual-EyeCane navigation differ from navigation with a virtual-White-Cane or no device, and that virtual-EyeCane users complete more levels successfully, taking shorter paths and with less collisions than these groups, and we demonstrate the relative similarity of virtual-EyeCane and visual navigation patterns. This suggests that additional distance information indeed changes navigation patterns from virtual-White-Cane use, and brings them closer to visual navigation.
Predicting Virtual World User Population Fluctuations with Deep Learning
Park, Nuri; Zhang, Qimeng; Kim, Jun Gi; Kang, Shin Jin; Kim, Chang Hun
2016-01-01
This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds. PMID:27936009
Predicting Virtual World User Population Fluctuations with Deep Learning.
Kim, Young Bin; Park, Nuri; Zhang, Qimeng; Kim, Jun Gi; Kang, Shin Jin; Kim, Chang Hun
2016-01-01
This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds.
Motivational Interviewing Workshop in a Virtual World: Learning as Avatars
Shershneva, Marianna; Kim, Ji-Hye; Kear, Cynthia; Heyden, Robin; Heyden, Neil; Lee, Jay; Mitchell, Suzanne
2015-01-01
Background Limited research has been done to understand outcomes of continuing medical education offered in three-dimensional, immersive virtual worlds. Objectives We studied a case of a virtual world workshop on motivational interviewing (MI) applied to smoking cessation counseling and its educational impact. Methods To facilitate content development and evaluation, we specified desired MI competencies. The workshop consisted of three sessions, which included lectures, practice with standardized patients, and chat interactions. Data were collected from 13 primary care physicians and residents through workshop observation, and pre- and three-month post-workshop telephone/Skype interviews and interactions with standardized patients. Interactions with standardized patients were assessed by an expert using a validated MI tool, and by standardized patients using a tool developed for this study. For 11 participants who attended two or three sessions, we conducted paired-samples t-tests comparing mean differences between the competency scores pre- and post-event. Results Expert assessment showed significant improvement on six of seven MI competencies (p< .05). All participants reported learning new knowledge and skills, and nine described incorporating new learning into their clinical practice. Practicing MI with standardized patients and/or observing others' practice appeared to be the most helpful workshop component. Conclusions The evaluated workshop had positive impact on participants' competencies and practice as related to MI applied to smoking cessation counseling. Our findings support further exploration of three-dimensional virtual worlds as learning environments for continuing medical education. PMID:24788420
ERIC Educational Resources Information Center
Bower, Matt; Lee, Mark J. W.; Dalgarno, Barney
2017-01-01
This article presents the outcomes of a pilot study investigating factors that supported and constrained collaborative learning in a blended reality environment. Pre-service teachers at an Australian university took part in a hybrid tutorial lesson involving a mixture of students who were co-located in the same face-to-face (F2F) classroom along…
NASA's Hybrid Reality Lab: One Giant Leap for Full Dive
NASA Technical Reports Server (NTRS)
Delgado, Francisco J.; Noyes, Matthew
2017-01-01
This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.
Entertainment Technology and Military Virtual Environments
2001-03-01
over long television with the World Wide Web, and the continued distances. Defining (modeling), organizing and rapid growth of multiplayer Internet 3D...for "high fidelity": hurt in factional violence while preventing, as much as verisimilitude, possible, new flare ups among the factions. By sharing
Effective environmental stewardship requires timely geospatial information about ecology and
environment for informed environmental decision support. Unprecedented public access to high resolution
imagery from earth-looking sensors via online virtual earth browsers ...
Google Earth as a method for connecting scientific research with the World
NASA Astrophysics Data System (ADS)
Graham, J. R.
2012-12-01
Google Earth has proven itself to be an exceptionally successful and ambitious application: fully capable as a scientific tool, yet able to also satisfy the intellectual and virtual touristic needs of students, educators and the general public. It is difficult to overstate Google Earth's impact on our understanding of the World we inhabit, and yet there is also considerable potential that remains unexplored. This paper will discuss Google Earth's potential as a social network for the science community - connecting the general public with scientists, and scientists with their research. This paper will look at the University of Lethbridge's RAVE (Reaching Audiences through Virtual Entryways) project as a model for how this social network can function within the Google Earth environment.
2008-01-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and “serious gaming” that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger’s Diffusion of Innovations Theory and Siemens’ Connectivism Theory for today’s learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare. PMID:18762473
Neuroanatomical basis of concern-based altruism in virtual environment.
Patil, Indrajeet; Zanon, Marco; Novembre, Giovanni; Zangrando, Nicola; Chittaro, Luca; Silani, Giorgia
2017-02-22
Costly altruism entails helping others at a cost to the self and prior work shows that empathic concern (EC) for the well-being of distressed and vulnerable individuals is one of the primary motivators of such behavior. However, extant work has investigated costly altruism with paradigms that did not feature self-relevant and severe costs for the altruist and have solely focused on neurofunctional, and not neuroanatomical, correlates. In the current study, we used a contextually-rich virtual reality environment to study costly altruism and found that individuals who risked their own lives in the virtual world to try to save someone in danger had enlarged right anterior insula and exhibited greater empathic concern than those who did not. These findings add to the growing literature showing the role of caring motivation in promoting altruism and prosociality and its neural correlates in the right anterior insula. Copyright © 2017 Elsevier Ltd. All rights reserved.
Hansen, Margaret M
2008-09-01
The author provides a critical overview of three-dimensional (3-D) virtual worlds and "serious gaming" that are currently being developed and used in healthcare professional education and medicine. The relevance of this e-learning innovation for teaching students and professionals is debatable and variables influencing adoption, such as increased knowledge, self-directed learning, and peer collaboration, by academics, healthcare professionals, and business executives are examined while looking at various Web 2.0/3.0 applications. There is a need for more empirical research in order to unearth the pedagogical outcomes and advantages associated with this e-learning technology. A brief description of Roger's Diffusion of Innovations Theory and Siemens' Connectivism Theory for today's learners is presented as potential underlying pedagogical tenets to support the use of virtual 3-D learning environments in higher education and healthcare.
Virtual Economies: Threats and Risks
NASA Astrophysics Data System (ADS)
Thorpe, Christopher; Hammer, Jessica; Camp, Jean; Callas, Jon; Bond, Mike
In virtual economies, human and computer players produce goods and services, hold assets, and trade them with other in-game entities, in the same way that people and corporations participate in "real-world" economies. As the border between virtual worlds and the real world grows more and more permeable, privacy and security in virtual worlds matter more and more.
Collective Action Situated in Virtual Worlds
ERIC Educational Resources Information Center
Blodgett, Bridget M.
2011-01-01
For the first time in the history of collective action, the offline world has experienced a virtually organized and enacted union strike. While this was the first publicly noticed political action in a virtual world, others have been going on for several years now. As virtual worlds continue to grow in popularity, this type of protest of action…
Faculty Perspectives of Faculty Persona in a Virtual World
ERIC Educational Resources Information Center
Blackmon, Stephanie J.
2013-01-01
Immersive virtual worlds provide a new way to deliver online courses or parts of online and face-to-face courses. There is a growing body of research on online learning, and the data on virtual worlds is also increasing. However, literature concerning professors' experiences with specific aspects of virtual worlds is limited. For example,…
Conboy-Hill, Suzanne; Taylor, Dave
2011-01-01
Background People with intellectual disabilities have poor access to health care, which may be further compromised by a lack of accessible health information. To be effective, health information must be easily understood and remembered. People with intellectual disabilities learn better from multimodal information sources, and virtual reality offers a 3-dimensional (3D) computer-generated environment that can be used for providing information and learning. To date, research into virtual reality experiences for people with intellectual disabilities has been limited to skill-based training and leisure opportunities within the young to mid age ranges. Objective This study assessed the acceptability, usability, and potential utility of a virtual reality experience as a means of providing health care-related information to people with intellectual disabilities. We designed a prototype multimodal experience based on a hospital scenario and situated on an island in the Second Life 3D virtual world. We wanted to know how people of different ages and with varying levels of cognitive function would participate in the customized virtual environment, what they understood from being there, and what they remembered a week later. Methods The study drew on qualitative data. We used a participatory research approach that involved working alongside people with intellectual disabilities and their supporters in a community setting. Cognitive function was assessed, using the Matrix Analogies Test and the British Picture Vocabulary Scale, to describe the sample. Participants, supported by facilitators, were video recorded accessing and engaging with the virtual environment. We assessed recall 1 week later, using a specialized interview technique. Data were downloaded into NVivo 8 and analyzed using the framework analysis technique. Results Study participants were 20 people aged between 20 and 80 years with mild to severe intellectual disabilities. All participants were able to access the environment and voluntarily stayed there for between 23 and 57 minutes. With facilitator support, all participants moved the avatar themselves. Participants engaged with the scenario as if they were actually there, indicating cognitive presence. Some referred back to previous medical experiences, indicating the potential for experiential knowledge to become the foundation of new learning and retention of knowledge. When interviewed, all participants remembered some aspects of the environment. Conclusions A sample of adults with intellectual disabilities of all ages, and with varying levels of cognitive function, accessed and enjoyed a virtual-world environment that drew on a health care-related scenario, and remembered aspects of it a week later. The small sample size limits generalizability of findings, but the potential shown for experiential learning to aid retention of knowledge on which consent is based appears promising. Successfully delivering health care-related information in a non-National Health Service setting indicates potential for delivery in institutional, community, or home settings, thereby widening access to the information. PMID:22082765
Environmental Remote Sensing Analysis Using Open Source Virtual Earths and Public Domain Imagery
NASA Astrophysics Data System (ADS)
Pilant, A. N.; Worthy, L. D.
2008-12-01
Human activities increasingly impact natural environments. Globally, many ecosystems are stressed to unhealthy limits, leading to loss of valuable ecosystem services- economic, ecologic and intrinsic. Virtual earths (virtual globes) (e.g., NASA World Wind, ossimPlanet, ArcGIS Explorer, Google Earth, Microsoft Virtual Earth) are geospatial data integration tools that can aid our efforts to understand and protect the environment. Virtual earths provide unprecedented desktop views of our planet, not only to professional scientists, but also to citizen scientists, students, environmental stewards, decision makers, urban developers and planners. Anyone with a broadband internet connection can explore the planet virtually, due in large part to freely available open source software and public domain imagery. This has at least two important potential benefits. One, individuals can study the planet from the visually intuitive perspective of the synoptic aerial view, promoting environmental awareness and stewardship. Two, it opens up the possibility of harnessing the in situ knowledge and observations of citizen scientists familiar with landscape conditions in their locales. Could this collective knowledge be harnessed (crowd sourcing) to validate and quality assure land cover and other maps? In this presentation we present examples using public domain imagery and two open source virtual earths to highlight some of the functionalities currently available. OssimPlanet is used to view aerial data from the USDA Geospatial Data Gateway. NASA World Wind is used to extract georeferenced high resolution USGS urban area orthoimagery. ArcGIS Explorer is used to demonstrate an example of image analysis using web processing services. The research presented here was conducted under the Environmental Feature Finder project of the Environmental Protection Agency's Advanced Monitoring Initiative. Although this work was reviewed by EPA and approved for publication, it may not necessarily reflect official Agency policy. Use of trade names does not imply endorsement by the authors or the EPA.
A New Virtual and Remote Experimental Environment for Teaching and Learning Science
NASA Astrophysics Data System (ADS)
Lustigova, Zdena; Lustig, Frantisek
This paper describes how a scientifically exact and problem-solving-oriented remote and virtual science experimental environment might help to build a new strategy for science education. The main features are: the remote observations and control of real world phenomena, their processing and evaluation, verification of hypotheses combined with the development of critical thinking, supported by sophisticated relevant information search, classification and storing tools and collaborative environment, supporting argumentative writing and teamwork, public presentations and defense of achieved results, all either in real presence, in telepresence or in combination of both. Only then real understanding of generalized science laws and their consequences can be developed. This science learning and teaching environment (called ROL - Remote and Open Laboratory), has been developed and used by Charles University in Prague since 1996, offered to science students in both formal and informal learning, and also to science teachers within their professional development studies, since 2003.
Innovative application of virtual display technique in virtual museum
NASA Astrophysics Data System (ADS)
Zhang, Jiankang
2017-09-01
Virtual museum refers to display and simulate the functions of real museum on the Internet in the form of 3 Dimensions virtual reality by applying interactive programs. Based on Virtual Reality Modeling Language, virtual museum building and its effective interaction with the offline museum lie in making full use of 3 Dimensions panorama technique, virtual reality technique and augmented reality technique, and innovatively taking advantages of dynamic environment modeling technique, real-time 3 Dimensions graphics generating technique, system integration technique and other key virtual reality techniques to make sure the overall design of virtual museum.3 Dimensions panorama technique, also known as panoramic photography or virtual reality, is a technique based on static images of the reality. Virtual reality technique is a kind of computer simulation system which can create and experience the interactive 3 Dimensions dynamic visual world. Augmented reality, also known as mixed reality, is a technique which simulates and mixes the information (visual, sound, taste, touch, etc.) that is difficult for human to experience in reality. These technologies make virtual museum come true. It will not only bring better experience and convenience to the public, but also be conducive to improve the influence and cultural functions of the real museum.
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2016-01-01
This case study describes how a systematic 7-Step Virtual Worlds Teacher Training Workshop guided the enculturation of 18 special education teachers into three-dimensional virtual worlds. The main purpose was to enable these teachers to make informed decisions about the usability of virtual worlds for students with social skills challenges, such…
In-World Behaviors and Learning in a Virtual World
ERIC Educational Resources Information Center
Nadolny, Larysa; Childs, Mark
2014-01-01
Educational virtual worlds can give students opportunities that would not otherwise be possible in face-to-face settings. The SciEthics Interactive simulations allow learners to conduct scientific research and practice ethical decision-making within a virtual world. This study examined the in-world behaviors that identify students who perceive…
Developing interprofessional health competencies in a virtual world
King, Sharla; Chodos, David; Stroulia, Eleni; Carbonaro, Mike; MacKenzie, Mark; Reid, Andrew; Torres, Lisa; Greidanus, Elaine
2012-01-01
Background Virtual worlds provide a promising means of delivering simulations for developing interprofessional health skills. However, developing and implementing a virtual world simulation is a challenging process, in part because of the novelty of virtual worlds as a simulation platform and also because of the degree of collaboration required among technical and subject experts. Thus, it can be difficult to ensure that the simulation is both technically satisfactory and educationally appropriate. Methods To address this challenge, we propose the use of de Freitas and Oliver's four-dimensional framework as a means of guiding the development process. We give an overview of the framework and describe how its principles can be applied to the development of virtual world simulations. Results We present two virtual world simulation pilot projects that adopted this approach, and describe our development experience in these projects. We directly connect this experience to the four-dimensional framework, thus validating the framework's applicability to the projects and to the context of virtual world simulations in general. Conclusions We present a series of recommendations for developing virtual world simulations for interprofessional health education. These recommendations are based on the four-dimensional framework and are also informed by our experience with the pilot projects. PMID:23195649
Learning Application of Astronomy Based Augmented Reality using Android Platform
NASA Astrophysics Data System (ADS)
Maleke, B.; Paseru, D.; Padang, R.
2018-02-01
Astronomy is a branch of science involving observations of celestial bodies such as stars, planets, nebular comets, star clusters, and galaxies as well as natural phenomena occurring outside the Earth’s atmosphere. The way of learning of Astronomy is quite varied, such as by using a book or observe directly with a telescope. But both ways of learning have shortcomings, for example learning through books is only presented in the form of interesting 2D drawings. While learning with a telescope requires a fairly expensive cost to buy the equipment. This study will present a more interesting way of learning from the previous one, namely through Augmented Reality (AR) application using Android platform. Augmented Reality is a combination of virtual world (virtual) and real world (real) made by computer. Virtual objects can be text, animation, 3D models or videos that are combined with the actual environment so that the user feels the virtual object is in his environment. With the use of the Android platform, this application makes the learning method more interesting because it can be used on various Android smartphones so that learning can be done anytime and anywhere. The methodology used in making applications is Multimedia Lifecycle, along with C # language for AR programming and flowchart as a modelling tool. The results of research on some users stated that this application can run well and can be used as an alternative way of learning Astronomy with more interesting.
The Microscopic World of Diatoms
ERIC Educational Resources Information Center
Sultany, Molly; Bixby, Rebecca
2016-01-01
For students in biology, chemistry, or environmental science, diatoms offer excellent insight into watershed health and human impact on the environment. Diatoms are found globally in virtually every habitat that has sunlight and moisture, including polar seas, tropical streams, and on moist soils and mosses. Studying diatoms as biological…
Constructing Virtual Worlds: Tracing the Historical Development of Learner Practices.
ERIC Educational Resources Information Center
Barab, Sasha A.; Hay, Kenneth E.; Barnett, Michael; Squire, Kurt
2001-01-01
Explored learning and instruction within a technology-rich, collaborative, participatory learning environment by tracking the emergence of shared understanding and products through student and teacher practices. Found that becoming knowledgeably skillful with respect to a particular practice or concept is a multigenerational process, evolving in…
The Effect of Perspective on Presence and Space Perception
Ling, Yun; Nefs, Harold T.; Brinkman, Willem-Paul; Qu, Chao; Heynderickx, Ingrid
2013-01-01
In this paper we report two experiments in which the effect of perspective projection on presence and space perception was investigated. In Experiment 1, participants were asked to score a presence questionnaire when looking at a virtual classroom. We manipulated the vantage point, the viewing mode (binocular versus monocular viewing), the display device/screen size (projector versus TV) and the center of projection. At the end of each session of Experiment 1, participants were asked to set their preferred center of projection such that the image seemed most natural to them. In Experiment 2, participants were asked to draw a floor plan of the virtual classroom. The results show that field of view, viewing mode, the center of projection and display all significantly affect presence and the perceived layout of the virtual environment. We found a significant linear relationship between presence and perceived layout of the virtual classroom, and between the preferred center of projection and perceived layout. The results indicate that the way in which virtual worlds are presented is critical for the level of experienced presence. The results also suggest that people ignore veridicality and they experience a higher level of presence while viewing elongated virtual environments compared to viewing the original intended shape. PMID:24223156
Sensorimotor Training in Virtual Reality: A Review
Adamovich, Sergei V.; Fluet, Gerard G.; Tunik, Eugene; Merians, Alma S.
2010-01-01
Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies has great potential for the development of novel strategies for sensorimotor training in neurorehabilitation. We discuss what the adaptive and engaging virtual environments can provide for massive and intensive sensorimotor stimulation needed to induce brain reorganization. Second, discrepancies between the veridical and virtual feedback can be introduced in VR to facilitate activation of targeted brain networks, which in turn can potentially speed up the recovery process. Here we review the existing experimental evidence regarding the beneficial effects of training in virtual environments on the recovery of function in the areas of gait, upper extremity function and balance, in various patient populations. We also discuss possible mechanisms underlying these effects. We feel that future research in the area of virtual rehabilitation should follow several important paths. Imaging studies to evaluate the effects of sensory manipulation on brain activation patterns and the effect of various training parameters on long term changes in brain function are needed to guide future clinical inquiry. Larger clinical studies are also needed to establish the efficacy of sensorimotor rehabilitation using VR approaches in various clinical populations and most importantly, to identify VR training parameters that are associated with optimal transfer into real-world functional improvements. PMID:19713617
An experimental study on fear of public speaking using a virtual environment.
Slater, Mel; Pertaub, David-Paul; Barker, Chris; Clark, David M
2006-10-01
This paper examines a necessary condition for successful exploitation of a virtual environment (VE) in therapeutic intervention for fear of public speaking. The condition is that clients experience a degree of anxiety in the VE that is similar to what they would have been expected to experience in a similar real world setting. We refer to this as a "presence" response. The experimental study involved 20 people who were confident public speakers and 16 who were phobic, assessed on a standard psychological scale. Half of each group spoke within a VE depicting an empty seminar room, and the other half within the same room but populated by a neutrally behaving virtual audience of five people. Three responses were measured--a questionnaire-based measure of anxiety, a measure of self-focused attention on somatic responses, and actual heart rate. On all responses, the people with phobia showed a significant increase in signs of anxiety when speaking to the virtual audience compared to the empty room, whereas the confident people did not. The result was strong in spite of the relatively low representational and behavioral fidelity of the virtual characters.
Can hazard risk be communicated through a virtual experience?
Mitchell, J T
1997-09-01
Cyberspace, defined by William Gibson as a consensual hallucination, now refers to all computer-generated interactive environments. Virtual reality, one of a class of interactive cyberspaces, allows us to create and interact directly with objects not available in the everyday world. Despite successes in the entertainment and aviation industries, this technology has been called a 'solution in search of a problem'. The purpose of this commentary is to suggest such a problem: the inability to acquire experience with a hazard to motivate mitigation. Direct experience with a hazard has been demonstrated as a powerful incentive to adopt mitigation measures. While we lack the ability to summon hazard events at will in order to gain access to that experience, a virtual environment can provide an arena where potential victims are exposed to a hazard's effects. Immersion as an active participant within the hazard event through virtual reality may stimulate users to undertake mitigation steps that might otherwise remain undone. This paper details the possible direction in which virtual reality may be applied to hazards mitigation through a discussion of the technology, the role of hazard experience, the creation of a hazard stimulation and the issues constraining implementation.
Community-based pedestrian safety training in virtual reality: A pragmatic trial.
Schwebel, David C; Combs, Tabitha; Rodriguez, Daniel; Severson, Joan; Sisiopiku, Virginia
2016-01-01
Child pedestrian injuries are a leading cause of mortality and morbidity across the United States and the world. Repeated practice at the cognitive-perceptual task of crossing a street may lead to safer pedestrian behavior. Virtual reality offers a unique opportunity for repeated practice without the risk of actual injury. This study conducted a pre-post within-subjects trial of training children in pedestrian safety using a semi-mobile, semi-immersive virtual pedestrian environment placed at schools and community centers. Pedestrian safety skills among a group of 44 seven- and eight-year-old children were assessed in a laboratory, and then children completed six 15-minute training sessions in the virtual pedestrian environment at their school or community center following pragmatic trial strategies over the course of three weeks. Following training, pedestrian safety skills were re-assessed. Results indicate improvement in delay entering traffic following training. Safe crossings did not demonstrate change. Attention to traffic and time to contact with oncoming vehicles both decreased somewhat, perhaps an indication that training was incomplete and children were in the process of actively learning to be safer pedestrians. The findings suggest virtual reality environments placed in community centers hold promise for teaching children to be safer pedestrians, but future research is needed to determine the optimal training dosage. Copyright © 2015 Elsevier Ltd. All rights reserved.
Fernandez Montenegro, Juan Manuel; Argyriou, Vasileios
2017-05-01
Alzheimer's screening tests are commonly used by doctors to diagnose the patient's condition and stage as early as possible. Most of these tests are based on pen-paper interaction and do not embrace the advantages provided by new technologies. This paper proposes novel Alzheimer's screening tests based on virtual environments and game principles using new immersive technologies combined with advanced Human Computer Interaction (HCI) systems. These new tests are focused on the immersion of the patient in a virtual room, in order to mislead and deceive the patient's mind. In addition, we propose two novel variations of Turing Test proposed by Alan Turing as a method to detect dementia. As a result, four tests are introduced demonstrating the wide range of screening mechanisms that could be designed using virtual environments and game concepts. The proposed tests are focused on the evaluation of memory loss related to common objects, recent conversations and events; the diagnosis of problems in expressing and understanding language; the ability to recognize abnormalities; and to differentiate between virtual worlds and reality, or humans and machines. The proposed screening tests were evaluated and tested using both patients and healthy adults in a comparative study with state-of-the-art Alzheimer's screening tests. The results show the capacity of the new tests to distinguish healthy people from Alzheimer's patients. Copyright © 2017. Published by Elsevier Inc.
Farahani, Navid; Post, Robert; Duboy, Jon; Ahmed, Ishtiaque; Kolowitz, Brian J; Krinchai, Teppituk; Monaco, Sara E; Fine, Jeffrey L; Hartman, Douglas J; Pantanowitz, Liron
2016-01-01
Digital slides obtained from whole slide imaging (WSI) platforms are typically viewed in two dimensions using desktop personal computer monitors or more recently on mobile devices. To the best of our knowledge, we are not aware of any studies viewing digital pathology slides in a virtual reality (VR) environment. VR technology enables users to be artificially immersed in and interact with a computer-simulated world. Oculus Rift is among the world's first consumer-targeted VR headsets, intended primarily for enhanced gaming. Our aim was to explore the use of the Oculus Rift for examining digital pathology slides in a VR environment. An Oculus Rift Development Kit 2 (DK2) was connected to a 64-bit computer running Virtual Desktop software. Glass slides from twenty randomly selected lymph node cases (ten with benign and ten malignant diagnoses) were digitized using a WSI scanner. Three pathologists reviewed these digital slides on a 27-inch 5K display and with the Oculus Rift after a 2-week washout period. Recorded endpoints included concordance of final diagnoses and time required to examine slides. The pathologists also rated their ease of navigation, image quality, and diagnostic confidence for both modalities. There was 90% diagnostic concordance when reviewing WSI using a 5K display and Oculus Rift. The time required to examine digital pathology slides on the 5K display averaged 39 s (range 10-120 s), compared to 62 s with the Oculus Rift (range 15-270 s). All pathologists confirmed that digital pathology slides were easily viewable in a VR environment. The ratings for image quality and diagnostic confidence were higher when using the 5K display. Using the Oculus Rift DK2 to view and navigate pathology whole slide images in a virtual environment is feasible for diagnostic purposes. However, image resolution using the Oculus Rift device was limited. Interactive VR technologies such as the Oculus Rift are novel tools that may be of use in digital pathology.
World Reaction to Virtual Space
NASA Technical Reports Server (NTRS)
1999-01-01
DRaW Computing developed virtual reality software for the International Space Station. Open Worlds, as the software has been named, can be made to support Java scripting and virtual reality hardware devices. Open Worlds permits the use of VRML script nodes to add virtual reality capabilities to the user's applications.
This is Not a Game - Social Virtual Worlds, Fun, and Learning
NASA Astrophysics Data System (ADS)
Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg
This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.
A convertor and user interface to import CAD files into worldtoolkit virtual reality systems
NASA Technical Reports Server (NTRS)
Wang, Peter Hor-Ching
1996-01-01
Virtual Reality (VR) is a rapidly developing human-to-computer interface technology. VR can be considered as a three-dimensional computer-generated Virtual World (VW) which can sense particular aspects of a user's behavior, allow the user to manipulate the objects interactively, and render the VW at real-time accordingly. The user is totally immersed in the virtual world and feel the sense of transforming into that VW. NASA/MSFC Computer Application Virtual Environments (CAVE) has been developing the space-related VR applications since 1990. The VR systems in CAVE lab are based on VPL RB2 system which consists of a VPL RB2 control tower, an LX eyephone, an Isotrak polhemus sensor, two Fastrak polhemus sensors, a folk of Bird sensor, and two VPL DG2 DataGloves. A dynamics animator called Body Electric from VPL is used as the control system to interface with all the input/output devices and to provide the network communications as well as VR programming environment. The RB2 Swivel 3D is used as the modelling program to construct the VW's. A severe limitation of the VPL VR system is the use of RB2 Swivel 3D, which restricts the files to a maximum of 1020 objects and doesn't have the advanced graphics texture mapping. The other limitation is that the VPL VR system is a turn-key system which does not provide the flexibility for user to add new sensors and C language interface. Recently, NASA/MSFC CAVE lab provides VR systems built on Sense8 WorldToolKit (WTK) which is a C library for creating VR development environments. WTK provides device drivers for most of the sensors and eyephones available on the VR market. WTK accepts several CAD file formats, such as Sense8 Neutral File Format, AutoCAD DXF and 3D Studio file format, Wave Front OBJ file format, VideoScape GEO file format, Intergraph EMS stereolithographics and CATIA Stereolithographics STL file formats. WTK functions are object-oriented in their naming convention, are grouped into classes, and provide easy C language interface. Using a CAD or modelling program to build a VW for WTK VR applications, we typically construct the stationary universe with all the geometric objects except the dynamic objects, and create each dynamic object in an individual file.
WeaVR: a self-contained and wearable immersive virtual environment simulation system.
Hodgson, Eric; Bachmann, Eric R; Vincent, David; Zmuda, Michael; Waller, David; Calusdian, James
2015-03-01
We describe WeaVR, a computer simulation system that takes virtual reality technology beyond specialized laboratories and research sites and makes it available in any open space, such as a gymnasium or a public park. Novel hardware and software systems enable HMD-based immersive virtual reality simulations to be conducted in any arbitrary location, with no external infrastructure and little-to-no setup or site preparation. The ability of the WeaVR system to provide realistic motion-tracked navigation for users, to improve the study of large-scale navigation, and to generate usable behavioral data is shown in three demonstrations. First, participants navigated through a full-scale virtual grocery store while physically situated in an open grass field. Trajectory data are presented for both normal tracking and for tracking during the use of redirected walking that constrained users to a predefined area. Second, users followed a straight path within a virtual world for distances of up to 2 km while walking naturally and being redirected to stay within the field, demonstrating the ability of the system to study large-scale navigation by simulating virtual worlds that are potentially unlimited in extent. Finally, the portability and pedagogical implications of this system were demonstrated by taking it to a regional high school for live use by a computer science class on their own school campus.
Cutting the Stovepipes: An Improved Staff Model for the Modern Unified Commander
2001-04-01
quick to point out, their profit was the result of creating an environment that liberated people’s creativity , nurtured their commitment, and inspired...production networks, and telecommuting .”23 These businesses operate in an electronic world (vice physical) and are facilitated by an array of information...achieve the efficiencies and creativity businesses have gained in the virtual and reengineered environments, while at the same time retaining the
ERIC Educational Resources Information Center
Cela-Ranilla, Jose María; Esteve-Gonzalez, Vanessa; Esteve-Mon, Francesc; Gisbert-Cervera, Merce
2014-01-01
In this study we analyze how 57 Spanish university students of Education developed a learning process in a virtual world by conducting activities that involved the skill of self-management. The learning experience comprised a serious game designed in a 3D simulation environment. Descriptive statistics and non-parametric tests were used in the…
What makes virtual agents believable?
NASA Astrophysics Data System (ADS)
Bogdanovych, Anton; Trescak, Tomas; Simoff, Simeon
2016-01-01
In this paper we investigate the concept of believability and make an attempt to isolate individual characteristics (features) that contribute to making virtual characters believable. As the result of this investigation we have produced a formalisation of believability and based on this formalisation built a computational framework focused on simulation of believable virtual agents that possess the identified features. In order to test whether the identified features are, in fact, responsible for agents being perceived as more believable, we have conducted a user study. In this study we tested user reactions towards the virtual characters that were created for a simulation of aboriginal inhabitants of a particular area of Sydney, Australia in 1770 A.D. The participants of our user study were exposed to short simulated scenes, in which virtual agents performed some behaviour in two different ways (while possessing a certain aspect of believability vs. not possessing it). The results of the study indicate that virtual agents that appear resource bounded, are aware of their environment, own interaction capabilities and their state in the world, agents that can adapt to changes in the environment and exist in correct social context are those that are being perceived as more believable. Further in the paper we discuss these and other believability features and provide a quantitative analysis of the level of contribution for each such feature to the overall perceived believability of a virtual agent.
Young Children's Literacy Practices in a Virtual World: Establishing an Online Interaction Order
ERIC Educational Resources Information Center
Marsh, Jackie
2011-01-01
This study examined the literacy practices of children ages 5-11 as they engaged in out-of-school use of virtual worlds. The purpose of the study was to explore the nature, purpose, and role of literacy in children's use of a virtual world. In this article, I reflect on how children's use of literacy practices in the virtual world constructed and…
NASA Astrophysics Data System (ADS)
Dotterweich, Markus
2017-04-01
In the last few years, the use of smartphone-apps has become a daily routine in our life. However, only a few approaches have been undertaken to use apps for transferring scientific knowledge to the public audience. The development of learning apps or serious games requires large efforts and several levels of simplification which is different to traditional text books or learning webpages. Current approaches often lack a connection to the real life and/or innovative gamification concepts. Another almost untapped potential is the use of Virtual Reality, a fast growing technology which replicates a virtual environment in order to simulate physical experiences in artificial or real worlds. Hence, smartphone-apps and VR provides new opportunities for capacity building, knowledge transfer, citizen science or interactive engagement in the realm of environmental sciences. This presentation will show some examples and discuss the advantages of these immersive approaches to improve the knowledge transfer between scientists and citizens and to stimulate actions in the real world.
Learning Experience with Virtual Worlds
ERIC Educational Resources Information Center
Wagner, Christian
2008-01-01
Virtual worlds create a new opportunity to enrich the educational experience through media-rich immersive learning. Virtual worlds have gained notoriety in games such as World of Warcraft (WoW), which has become the most successful online game ever, and in "general purpose" worlds, such as Second Life (SL), whose participation levels (more than 10…
Ethnography in a Virtual World
ERIC Educational Resources Information Center
Shumar, Wesley; Madison, Nora
2013-01-01
This article situates the discussion of virtual ethnography within the larger political/economic changes of twenty-first century consumer capitalism and suggests that increasingly our entire social world is a virtual world and that there were very particular utopian and dystopian framings of virtual community growing out of that history. The…
Qu, Chao; Ling, Yun; Heynderickx, Ingrid; Brinkman, Willem-Paul
2015-01-01
Bystanders in a real world's social setting have the ability to influence people's beliefs and behavior. This study examines whether this effect can be recreated in a virtual environment, by exposing people to virtual bystanders in a classroom setting. Participants (n = 26) first witnessed virtual students answering questions from an English teacher, after which they were also asked to answer questions from the teacher as part of a simulated training for spoken English. During the experiment the attitudes of the other virtual students in the classroom was manipulated; they could whisper either positive or negative remarks to each other when a virtual student was talking or when a participant was talking. The results show that the expressed attitude of virtual bystanders towards the participants affected their self-efficacy, and their avoidance behavior. Furthermore, the experience of witnessing bystanders commenting negatively on the performance of other students raised the participants' heart rate when it was their turn to speak. Two-way interaction effects were also found on self-reported anxiety and self-efficacy. After witnessing bystanders' positive attitude towards peer students, participants' self-efficacy when answering questions received a boost when bystanders were also positive towards them, and a blow when bystanders reversed their attitude by being negative towards them. Still, inconsistency, instead of consistency, between the bystanders' attitudes towards virtual peers and the participants was not found to result in a larger change in the participants' beliefs. Finally the results also reveal that virtual flattering or destructive criticizing affected the participants' beliefs not only about the virtual bystanders, but also about the neutral teacher. Together these findings show that virtual bystanders in a classroom can affect people's beliefs, anxiety and behavior.
A Virtual Hosting Environment for Distributed Online Gaming
NASA Astrophysics Data System (ADS)
Brossard, David; Prieto Martinez, Juan Luis
With enterprise boundaries becoming fuzzier, it’s become clear that businesses need to share resources, expose services, and interact in many different ways. In order to achieve such a distribution in a dynamic, flexible, and secure way, we have designed and implemented a virtual hosting environment (VHE) which aims at integrating business services across enterprise boundaries and virtualising the ICT environment within which these services operate in order to exploit economies of scale for the businesses as well as achieve shorter concept-to-market time scales. To illustrate the relevance of the VHE, we have applied it to the online gaming world. Online gaming is an early adopter of distributed computing and more than 30% of gaming developer companies, being aware of the shift, are focusing on developing high performance platforms for the new online trend.
Interreality: The Experiential Use of Technology in the Treatment of Obesity
G, Riva; B.K, Wiederhold; F, Mantovani; A, Gaggioli
2011-01-01
For many of us, obesity is the outcome of an energy imbalance: more energy input than expenditure. However, our waistlines are growing in spite of the huge amount of diets and fat-free/low-calorie products available to cope with this issue. Even when we are able to reduce our waistlines, maintaining the new size is very difficult: in the year after the end of a nutritional and/or behavioral treatment obese persons typically regain from 30% to 50% of their initial losses. A possible strategy for improving the treatment of obesity is the use of advanced information technologies. In the past, different technologies (internet, virtual reality, mobile phones) have shown promising effects in producing a healthy lifestyle in obese patients. Here we suggest that a new technological paradigm - Interreality – that integrates assessment and treatment within a hybrid experiential environment - including both virtual and real worlds - has the potential to improve the clinical outcome of obesity treatments. The potential advantages offered by this approach are: (a) an extended sense of presence: Interreality uses advanced simulations (virtual experiences) to transform health guidelines and provisions in experiences; (b) an extended sense of community: Interreality uses virtual communities to provide users with targeted – but also anonymous, if required - social support in both real and virtual worlds; (c) real-time feedback between physical and virtual worlds: Interreality uses bio and activity sensors and devices (smartphones) both to track in real time the behavior/health status of the user, and to provide targeted suggestions and guidelines. This paper describes in detail the different technologies involved in the Interreality vision. In order to illustrate the concept of Interreality in practice, a clinical scenario is also presented and discussed: Daniela, a 35-year-old fast-food worker with obesity problems. PMID:21559236
Identifying Anxiety Through Tracked Head Movements in a Virtual Classroom.
Won, Andrea Stevenson; Perone, Brian; Friend, Michelle; Bailenson, Jeremy N
2016-06-01
Virtual reality allows the controlled simulation of complex social settings, such as classrooms, and thus provides an opportunity to test a range of theories in the social sciences in a way that is both naturalistic and controlled. Importantly, virtual environments also allow the body movements of participants in the virtual world to be tracked and recorded. In the following article, we discuss how tracked head movements were correlated with participants' reports of anxiety in a simulation of a classroom. Participants who reported a high sense of awareness of and concern about the other virtual people in the room showed different patterns of head movement (more lateral head movement, indicating scanning behavior) from those who reported a low level of concern. We discuss the implications of this research for understanding nonverbal behavior associated with anxiety and for the design of online educational systems.
Visual Stability of Objects and Environments Viewed through Head-Mounted Displays
NASA Technical Reports Server (NTRS)
Ellis, Stephen R.; Adelstein, Bernard D.
2015-01-01
Virtual Environments (aka Virtual Reality) is again catching the public imagination and a number of startups (e.g. Oculus) and even not-so-startup companies (e.g. Microsoft) are trying to develop display systems to capitalize on this renewed interest. All acknowledge that this time they will get it right by providing the required dynamic fidelity, visual quality, and interesting content for the concept of VR to take off and change the world in ways it failed to do so in past incarnations. Some of the surprisingly long historical background of the technology that the form of direct simulation that underlies virtual environment and augmented reality displays will be briefly reviewed. An example of a mid 1990's augmented reality display system with good dynamic performance from our lab will be used to illustrate some of the underlying phenomena and technology concerning visual stability of virtual environments and objects during movement. In conclusion some idealized performance characteristics for a reference system will be proposed. Interestingly, many systems more or less on the market now may actually meet many of these proposed technical requirements. This observation leads to the conclusion that the current success of the IT firms trying to commercialize the technology will depend on the hidden costs of using the systems as well as the development of interesting and compelling content.
Teaching the blind to find their way by playing video games.
Merabet, Lotfi B; Connors, Erin C; Halko, Mark A; Sánchez, Jaime
2012-01-01
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.
NASA Astrophysics Data System (ADS)
Aharoni, Daniel Benjamin
The integration of multimodal sensory information into a common neural code is a critical function of all complex nervous systems. This process is required for adaptive responding to incoming stimuli as well as the formation of a cognitive map of the external sensory environment. The underlying neural mechanisms of multimodal integration are poorly understood due, in part, to the technical difficulties of manipulating multimodal sensory information in combination with simultaneous in-vivo electrophysiological recording in awake behaving animals. We therefore developed a non-invasive multimodal virtual reality system that is conducive to wired electrophysiological recording techniques. This system allows for the dynamic presentation of highly immersive audiovisual virtual environments to rats maintained in a body fixed position on top of a quiet spherical treadmill. Notably, this allows the rats to remain at the same spatial location in the real world without the need for head fixation. This method opens the door for a wide array of future studies aimed at elucidating the underlying neural mechanisms of multimodal integration.
Science Education Using a Computer Model-Virtual Puget Sound
NASA Astrophysics Data System (ADS)
Fruland, R.; Winn, W.; Oppenheimer, P.; Stahr, F.; Sarason, C.
2002-12-01
We created an interactive learning environment based on an oceanographic computer model of Puget Sound-Virtual Puget Sound (VPS)-as an alternative to traditional teaching methods. Students immersed in this navigable 3-D virtual environment observed tidal movements and salinity changes, and performed tracer and buoyancy experiments. Scientific concepts were embedded in a goal-based scenario to locate a new sewage outfall in Puget Sound. Traditional science teaching methods focus on distilled representations of agreed-upon knowledge removed from real-world context and scientific debate. Our strategy leverages students' natural interest in their environment, provides meaningful context and engages students in scientific debate and knowledge creation. Results show that VPS provides a powerful learning environment, but highlights the need for research on how to most effectively represent concepts and organize interactions to support scientific inquiry and understanding. Research is also needed to ensure that new technologies and visualizations do not foster misconceptions, including the impression that the model represents reality rather than being a useful tool. In this presentation we review results from prior work with VPS and outline new work for a modeling partnership recently formed with funding from the National Ocean Partnership Program (NOPP).
NASA Technical Reports Server (NTRS)
Lathrop, William B.; Kaiser, Mary K.
2002-01-01
Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.
Visualization of N-body Simulations in Virtual Worlds
NASA Astrophysics Data System (ADS)
Knop, Robert A.; Ames, J.; Djorgovski, G.; Farr, W.; Hut, P.; Johnson, A.; McMillan, S.; Nakasone, A.; Vesperini, E.
2010-01-01
We report on work to use virtual worlds for visualizing the results of N-body calculations, on three levels. First, we have written a demonstration 3-body solver entirely in the scripting language of the popularly used virtual world Second Life. Second, we have written a physics module for the open source virtual world OpenSim that performs N-body calculations as the physics engine for the server, allowing natural 3-d visualization of the solution as the solution is being performed. Finally, we give an initial report on the potential use of virtual worlds to visualize calculations which have previously been performed, or which are being performed in other processes and reported to the virtual world server. This work has been performed as part of the Meta-Institute of Computational Astrophysics (MICA). http://www.mica-vw.org
Studying the Effectiveness of Multi-User Immersive Environments for Collaborative Evaluation Tasks
ERIC Educational Resources Information Center
Lorenzo, Carlos-Miguel; Sicilia, Miguel Angel; Sanchez, Salvador
2012-01-01
Massively Multiuser On-line Learning (MMOL) Platforms, often called "virtual learning worlds", constitute a still unexplored context for communication-enhanced learning, where synchronous communication skills in an explicit social setting enhance the potential of effective collaboration. In this paper, we report on an experimental study of…
Tourism in a Globalizing World
ERIC Educational Resources Information Center
Yudina, Elena V.; Uhina, Tatiana V.; Bushueva, Irina V.; Pirozhenko, Natalia T.
2016-01-01
The relevance of the investigated problem is caused by the fact that virtually no comprehensive research on issues related to tourism as an integrative multidimensional phenomenon in the socio-cultural environment in the context of globalization has been made by now. The purpose of this article is based on sociological and cultural approach to…
Variations in Cognitive Maps: Understanding Individual Differences in Navigation
ERIC Educational Resources Information Center
Weisberg, Steven M.; Schinazi, Victor R.; Newcombe, Nora S.; Shipley, Thomas F.; Epstein, Russell A.
2014-01-01
There are marked individual differences in the formation of cognitive maps both in the real world and in virtual environments (VE; e.g., Blajenkova, Motes, & Kozhevnikov, 2005; Chai & Jacobs, 2010; Ishikawa & Montello, 2006; Wen, Ishikawa, & Sato, 2011). These differences, however, are poorly understood and can be difficult to…
ERIC Educational Resources Information Center
Foster, Andrea L.
2008-01-01
Despite its image as an all-American city, downtown Peoria, Illinois, home of Bradley University, is also a place of strip clubs and violent crime. For undergraduates, it's a risky environment in which to conduct field research. Edward Lamoureux, an associate professor in Bradley's multimedia program, saw a better place in the virtual world Second…
Piromchai, Patorn; Avery, Alex; Laopaiboon, Malinee; Kennedy, Gregor; O'Leary, Stephen
2015-09-09
Virtual reality simulation uses computer-generated imagery to present a simulated training environment for learners. This review seeks to examine whether there is evidence to support the introduction of virtual reality surgical simulation into ear, nose and throat surgical training programmes. 1. To assess whether surgeons undertaking virtual reality simulation-based training achieve surgical ('patient') outcomes that are at least as good as, or better than, those achieved through conventional training methods.2. To assess whether there is evidence from either the operating theatre, or from controlled (simulation centre-based) environments, that virtual reality-based surgical training leads to surgical skills that are comparable to, or better than, those achieved through conventional training. The Cochrane Ear, Nose and Throat Disorders Group (CENTDG) Trials Search Co-ordinator searched the CENTDG Trials Register; Central Register of Controlled Trials (CENTRAL 2015, Issue 6); PubMed; EMBASE; ERIC; CINAHL; Web of Science; ClinicalTrials.gov; ICTRP and additional sources for published and unpublished trials. The date of the search was 27 July 2015. We included all randomised controlled trials and controlled trials comparing virtual reality training and any other method of training in ear, nose or throat surgery. We used the standard methodological procedures expected by The Cochrane Collaboration. We evaluated both technical and non-technical aspects of skill competency. We included nine studies involving 210 participants. Out of these, four studies (involving 61 residents) assessed technical skills in the operating theatre (primary outcomes). Five studies (comprising 149 residents and medical students) assessed technical skills in controlled environments (secondary outcomes). The majority of the trials were at high risk of bias. We assessed the GRADE quality of evidence for most outcomes across studies as 'low'. Operating theatre environment (primary outcomes) In the operating theatre, there were no studies that examined two of three primary outcomes: real world patient outcomes and acquisition of non-technical skills. The third primary outcome (technical skills in the operating theatre) was evaluated in two studies comparing virtual reality endoscopic sinus surgery training with conventional training. In one study, psychomotor skill (which relates to operative technique or the physical co-ordination associated with instrument handling) was assessed on a 10-point scale. A second study evaluated the procedural outcome of time-on-task. The virtual reality group performance was significantly better, with a better psychomotor score (mean difference (MD) 1.66, 95% CI 0.52 to 2.81; 10-point scale) and a shorter time taken to complete the operation (MD -5.50 minutes, 95% CI -9.97 to -1.03). Controlled training environments (secondary outcomes) In a controlled environment five studies evaluated the technical skills of surgical trainees (one study) and medical students (three studies). One study was excluded from the analysis. Surgical trainees: One study (80 participants) evaluated the technical performance of surgical trainees during temporal bone surgery, where the outcome was the quality of the final dissection. There was no difference in the end-product scores between virtual reality and cadaveric temporal bone training. Medical students: Two other studies (40 participants) evaluated technical skills achieved by medical students in the temporal bone laboratory. Learners' knowledge of the flow of the operative procedure (procedural score) was better after virtual reality than conventional training (SMD 1.11, 95% CI 0.44 to 1.79). There was also a significant difference in end-product score between the virtual reality and conventional training groups (SMD 2.60, 95% CI 1.71 to 3.49). One study (17 participants) revealed that medical students acquired anatomical knowledge (on a scale of 0 to 10) better during virtual reality than during conventional training (MD 4.3, 95% CI 2.05 to 6.55). No studies in a controlled training environment assessed non-technical skills. There is limited evidence to support the inclusion of virtual reality surgical simulation into surgical training programmes, on the basis that it can allow trainees to develop technical skills that are at least as good as those achieved through conventional training. Further investigations are required to determine whether virtual reality training is associated with better real world outcomes for patients and the development of non-technical skills. Virtual reality simulation may be considered as an additional learning tool for medical students.
Auditory spatial representations of the world are compressed in blind humans.
Kolarik, Andrew J; Pardhan, Shahina; Cirstea, Silvia; Moore, Brian C J
2017-02-01
Compared to sighted listeners, blind listeners often display enhanced auditory spatial abilities such as localization in azimuth. However, less is known about whether blind humans can accurately judge distance in extrapersonal space using auditory cues alone. Using virtualization techniques, we show that auditory spatial representations of the world beyond the peripersonal space of blind listeners are compressed compared to those for normally sighted controls. Blind participants overestimated the distance to nearby sources and underestimated the distance to remote sound sources, in both reverberant and anechoic environments, and for speech, music, and noise signals. Functions relating judged and actual virtual distance were well fitted by compressive power functions, indicating that the absence of visual information regarding the distance of sound sources may prevent accurate calibration of the distance information provided by auditory signals.
Virtual reality in autism: state of the art.
Bellani, M; Fornasari, L; Chittaro, L; Brambilla, P
2011-09-01
Autism spectrum disorders are characterized by core deficits with regard to three domains, i.e. social interaction, communication and repetitive or stereotypic behaviour. It is crucial to develop intervention strategies helping individuals with autism, their caregivers and educators in daily life. For this purpose, virtual reality (VR), i.e. a simulation of the real world based on computer graphics, can be useful as it allows instructors and therapists to offer a safe, repeatable and diversifiable environment during learning. This mini review examines studies that have investigated the use of VR in autism.
Virtual worlds: a new frontier for nurse education?
Green, Janet; Wyllie, Aileen; Jackson, Debra
2014-01-01
Virtual worlds have the potential to offer nursing students social networking and, learning, opportunities through the use of collaborative and immersive learning. If nursing educators, are to stay, abreast of contemporary learning opportunities an exploration of the potential benefits of, virtual, worlds and their possibilities is needed. Literature was sourced that explored virtual worlds, and their, use in education, but nursing education specifically. It is clear that immersive learning has, positive, benefits for nursing, however the best way to approach virtual reality in nursing education, has yet to, be ascertained.
Virtual environments for motor rehabilitation: review.
Holden, Maureen K
2005-06-01
In this paper, the current "state of the art" for virtual reality (VR) applications in the field of motor rehabilitation is reviewed. The paper begins with a brief overview of available equipment options. Next, a discussion of the scientific rationale for use of VR in motor rehabilitation is provided. Finally, the major portion of the paper describes the various VR systems that have been developed for use with patients, and the results of clinical studies reported to date in the literature. Areas covered include stroke rehabilitation (upper and lower extremity training, spatial and perceptual-motor training), acquired brain injury, Parkinson's disease, orthopedic rehabilitation, balance training, wheelchair mobility and functional activities of daily living training, and the newly developing field of telerehabilitation. Four major findings emerge from these studies: (1) people with disabilities appear capable of motor learning within virtual environments; (2) movements learned by people with disabilities in VR transfer to real world equivalent motor tasks in most cases, and in some cases even generalize to other untrained tasks; (3) in the few studies (n = 5) that have compared motor learning in real versus virtual environments, some advantage for VR training has been found in all cases; and (4) no occurrences of cybersickness in impaired populations have been reported to date in experiments where VR has been used to train motor abilities.
Virtual Application of Darul Arif Palace from Serdang Sultanate using Virtual Reality
NASA Astrophysics Data System (ADS)
Syahputra, M. F.; Annisa, T.; Rahmat, R. F.; Muchtar, M. A.
2017-01-01
Serdang Sultanate is one of Malay Sultanate in Sumatera Utara. In the 18th century, many Malay Aristocrats have developed in Sumatera Utara. Social revolution has happened in 1946, many sultanates were overthrown and member of PKI (Communist Party of Indonesia) did mass killing on members of the sultanate families. As the results of this incident, many cultural and historical heritage destroyed. The integration of heritage preservation and the digital technology has become recent trend. The digital technology is not only able to record, preserve detailed documents and information of heritage completely, but also effectively bring the value-added. In this research, polygonal modelling techniques from 3D modelling technology is used to reconstruct Darul Arif Palace of Serdang Sultanate. After modelling the palace, it will be combined with virtual reality technology to allow user to explore the palace and the environment around the palace. Virtual technology is simulation of real objects in virtual world. The results in this research is that virtual reality application can run using Head-Mounted Display.
Estimating Distance in Real and Virtual Environments: Does Order Make a Difference?
Ziemer, Christine J.; Plumert, Jodie M.; Cremer, James F.; Kearney, Joseph K.
2010-01-01
This investigation examined how the order in which people experience real and virtual environments influences their distance estimates. Participants made two sets of distance estimates in one of the following conditions: 1) real environment first, virtual environment second; 2) virtual environment first, real environment second; 3) real environment first, real environment second; or 4) virtual environment first, virtual environment second. In Experiment 1, participants imagined how long it would take to walk to targets in real and virtual environments. Participants’ first estimates were significantly more accurate in the real than in the virtual environment. When the second environment was the same as the first environment (real-real and virtual-virtual), participants’ second estimates were also more accurate in the real than in the virtual environment. When the second environment differed from the first environment (real-virtual and virtual-real), however, participants’ second estimates did not differ significantly across the two environments. A second experiment in which participants walked blindfolded to targets in the real environment and imagined how long it would take to walk to targets in the virtual environment replicated these results. These subtle, yet persistent order effects suggest that memory can play an important role in distance perception. PMID:19525540
[Virtual reality in neurosurgery].
Tronnier, V M; Staubert, A; Bonsanto, M M; Wirtz, C R; Kunze, S
2000-03-01
Virtual reality enables users to immerse themselves in a virtual three-dimensional world and to interact in this world. The simulation is different from the kind in computer games, in which the viewer is active but acts in a nonrealistic world, or on the TV screen, where we are passively driven in an active world. In virtual reality elements look realistic, they change their characteristics and have almost real-world unpredictability. Virtual reality is not only implemented in gambling dens and the entertainment industry but also in manufacturing processes (cars, furniture etc.), military applications and medicine. Especially the last two areas are strongly correlated, because telemedicine or telesurgery was originated for military reasons to operate on war victims from a secure distance or to perform surgery on astronauts in an orbiting space station. In medicine and especially neurosurgery virtual-reality methods are used for education, surgical planning and simulation on a virtual patient.
Hu, Jian; Xu, Xiang-yang; Song, En-min; Tan, Hong-bao; Wang, Yi-ning
2009-09-01
To establish a new visual educational system of virtual reality for clinical dentistry based on world wide web (WWW) webpage in order to provide more three-dimensional multimedia resources to dental students and an online three-dimensional consulting system for patients. Based on computer graphics and three-dimensional webpage technologies, the software of 3Dsmax and Webmax were adopted in the system development. In the Windows environment, the architecture of whole system was established step by step, including three-dimensional model construction, three-dimensional scene setup, transplanting three-dimensional scene into webpage, reediting the virtual scene, realization of interactions within the webpage, initial test, and necessary adjustment. Five cases of three-dimensional interactive webpage for clinical dentistry were completed. The three-dimensional interactive webpage could be accessible through web browser on personal computer, and users could interact with the webpage through rotating, panning and zooming the virtual scene. It is technically feasible to implement the visual educational system of virtual reality for clinical dentistry based on WWW webpage. Information related to clinical dentistry can be transmitted properly, visually and interactively through three-dimensional webpage.