Academic literature on the topic 'Virtual and augmented reality, and related simulations'

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Journal articles on the topic "Virtual and augmented reality, and related simulations"

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Salvetti, Fernando, Barbara Bertagni, Pierluigi Ingrassia, and Gabriele Pratticò. "HoloLens, Augmented Reality and Teamwork: Merging Virtual and Real Workplaces." International Journal of Advanced Corporate Learning (iJAC) 11, no. 1 (August 29, 2018): 44. http://dx.doi.org/10.3991/ijac.v11i1.9228.

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<p>Two projects are introduced: a cooperative game aimed at fostering behavioral, cognitive and meta-cognitive skills within organizations (Holo-Transportation), and a technical procedure aimed at saving lives (Holo-Defibrillation). e-REAL was the educational setting: an environment where physical and digital objects co-exist and interact in real time.Both the two projects were self-instruction learning simulation programs developed to maximize learning results, reducing instructor intervention and cost. Cascading and growing technical know-how about defibrillation was the main target of Holo-Defibrillation, while Holo-Transportation was aimed at empowering teamwork by fostering cognitive flexibility, emotional intelligence and self-awareness, as well as at honing the epistemic acumen related to reviewing ongoing processes and procedures, errors and alternative options.</p>
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Wong, Kevin, Halina M. Yee, Brian A. Xavier, and Gregory A. Grillone. "Applications of Augmented Reality in Otolaryngology: A Systematic Review." Otolaryngology–Head and Neck Surgery 159, no. 6 (August 21, 2018): 956–67. http://dx.doi.org/10.1177/0194599818796476.

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Objective Augmented reality (AR) is a rapidly developing technology. The aim of this systematic review was to (1) identify and evaluate applications of AR in otolaryngology and (2) examine trends in publication over time. Data Sources PubMed and EMBASE. Review Methods A systematic review was performed according to PRISMA guidelines without temporal limits. Studies were included if they reported otolaryngology-related applications of AR. Exclusion criteria included non-English articles, abstracts, letters/commentaries, and reviews. A linear regression model was used to compare publication trends over time. Results Twenty-three articles representing 18 AR platforms were included. Publications increased between 1997 and 2018 ( P < .05). Twelve studies were level 5 evidence; 9 studies, level 4; 1 study, level 2; and 1 study, level 1. There was no trend toward increased level of evidence over time. The most common subspecialties represented were rhinology (52.2%), head and neck (30.4%), and neurotology (26%). The most common purpose of AR was intraoperative guidance (54.5%), followed by surgical planning (24.2%) and procedural simulations (9.1%). The most common source of visual inputs was endoscopes (50%), followed by eyewear (22.2%) and microscopes (4.5%). Computed tomography was the most common virtual input (83.3%). Optical trackers and fiducial markers were the most common forms of tracking and registration, respectively (38.9% and 44.4%). Mean registration error was 2.48 mm. Conclusion AR holds promise in simulation, surgical planning, and perioperative navigation. Although level of evidence remains modest, the role of AR in otolaryngology has grown rapidly and continues to expand.
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Raposo, Alberto. "Editor’s Note." Journal on Interactive Systems 6, no. 2 (December 1, 2015): 1. http://dx.doi.org/10.5753/jis.2015.657.

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The SBC Journal on Interactive Systems (JIS) has been integrated to the Brazilian academic community in the areas of Virtual and Augmented Reality since the beginning. Since 2010 JIS has published special issues with extended versions of selected papers from SVR - Symposium on Virtual and Augmented Reality, the premier conference in Brazil covering these areas. The year of 2015 could not be different. For the 6th year, I am glad to announce JIS special issue on SVR.This issue contains extended versions of four papers selected among the best full papers of SVR 2015 – XVII Symposium on Virtual and Augmented Reality. I would like to thank Judith Kelner and Eduardo Albuquerque for their dedication as guest editors in this special issue, and invite you to read their editorial in the following.We also have in this issue an original paper by Amyr Borges Fortes Neto, Soraia Raupp Musse, and Catherine Pelachaud, entitled “Emotion Contagion Model for Crowds”. In this paper, the authors use a computational model for emotion contagion process in the context of crowd simulation to create realistic perception of agent behaviors on crowds.I also would like to thank the authors and reviewers that contributed to this issue of JIS, and I hope it fulfills your expectations. JIS Editorial Board is looking forward to receiving your contributions in areas related to Virtual and Augmented Reality, Games, and/or Human-Computer Interaction.
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Yokoyama, Itsuo, Tsuyosi Sarai, Toshinori Asai, Nobuyuki Kitou, Hirotaka Nozaki, Yuki Kondo, Yusaku Nomura, Atsushi Morizane, Michi Sekikawa, and Dage Liu. "Virtual reality and augmented reality applications and simulation in vascular access management with three-dimensional visualization." Journal of Vascular Access 20, no. 1_suppl (April 28, 2019): 65–70. http://dx.doi.org/10.1177/1129729818776904.

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Obtaining adequate and precise anatomical information is mandatory to prevent vascular access–related complications in dialysis patients. For this purpose, we underwent Doppler ultrasound, vascular access angiogram, and plain computer-assisted tomography scan of the arm with vascular access. With the use of computer graphics software, the anatomical structure of the vascular access can be visualized three dimensionally which is shared among the staffs for precise and better recognition. Furthermore, created object is applicable for virtual reality and/or augmented reality presentation that provides useful means for education and practical procedures in the management of vascular access.
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Ricci, Serena, Andrea Calandrino, Giacomo Borgonovo, Marco Chirico, and Maura Casadio. "Viewpoint: Virtual and Augmented Reality in Basic and Advanced Life Support Training." JMIR Serious Games 10, no. 1 (March 23, 2022): e28595. http://dx.doi.org/10.2196/28595.

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The use of augmented reality (AR) and virtual reality (VR) for life support training is increasing. These technologies provide an immersive experience that supports learning in a safe and controlled environment. This review focuses on the use of AR and VR for emergency care training for health care providers, medical students, and nonprofessionals. In particular, we analyzed (1) serious games, nonimmersive games, both single-player and multiplayer; (2) VR tools ranging from semi-immersive to immersive virtual and mixed reality; and (3) AR applications. All the toolkits have been investigated in terms of application goals (training, assessment, or both), simulated procedures, and skills. The main goal of this work is to summarize and organize the findings of studies coming from multiple research areas in order to make them accessible to all the professionals involved in medical simulation. The analysis of the state-of-the-art technologies reveals that tools and studies related to the multiplayer experience, haptic feedback, and evaluation of user’s manual skills in the foregoing health care-related environments are still limited and require further investigation. Also, there is an additional need to conduct studies aimed at assessing whether AR/VR-based systems are superior or, at the minimum, comparable to traditional training methods.
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Hounsell, Marcelo da Silva, Juliana Patrícia Detroz, Marcio Geovani Jasinski, Rafaela Bosse, and Thiago Luiz Berlim. "A Brief History of Virtual Reality in Brazil: A survey over the publications in the “Symposium on Virtual and Augmented Reality”." Journal on Interactive Systems 5, no. 3 (December 30, 2014): 1. http://dx.doi.org/10.5753/jis.2014.728.

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Virtual Reality (VR) is becoming a mature technology field. To understand its origins and foresee strategies, a study on the last decade of papers published in the Brazilians´ most prominent symposium (the SVR – Symposium on Virtual and Augmented Reality) has been carried out. Papers were classified according to subject of study (including application domains, sub-areas and technologies, among others) as well asresearch structure (including authorship counts and geographical distribution, research approaches, among others). The study shows that health related applications have received most of the attention although techniques and tools proposal have raised the most recently which could be related to the lowlevel programming languages and frameworks preferences found to this community. The number of Augmented Reality (AR) papers has grown steadily and a great variety of underlying knowledge fields (such as 3D interaction and real-time simulation) is a persistent aspect of SVR. Data also show that expected shift from VRML to other 3D Web technologies have already happened. Although oversees participation has been not constant, papers published in English has proven stable in SVR editions. Few institutions from Southeast have dominated the research area but another few from Northeast have just surpassed them. Regarding the research, a lack of higher-level maturity research approaches has been noticed. In addition, it was found difficult to assess the relevance of papers to other researches due to poor abstracts and no centralized database of papers. The analysis of 262 papers suggest that (i) by improving the research budget to the area could impact productivity; (ii) a centralized database would facilitate recovering past contributions and; (iii) that enforcing more scientifically rigorous papers with better abstracts and written in English could raise the visibility of Brazilians´ research in VR/AR.
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Chen and Lin. "Virtual Object Replacement Based on Real Environments: Potential Application in Augmented Reality Systems." Applied Sciences 9, no. 9 (April 29, 2019): 1797. http://dx.doi.org/10.3390/app9091797.

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Augmented reality (AR) is an emerging technology that allows users to interact with simulated environments, including those emulating scenes in the real world. Most current AR technologies involve the placement of virtual objects within these scenes. However, difficulties in modeling real-world objects greatly limit the scope of the simulation, and thus the depth of the user experience. In this study, we developed a process by which to realize virtual environments that are based entirely on scenes in the real world. In modeling the real world, the proposed scheme divides scenes into discrete objects, which are then replaced with virtual objects. This enables users to interact in and with virtual environments without limitations. An RGB-D camera is used in conjunction with simultaneous localization and mapping (SLAM) to obtain the movement trajectory of the user and derive information related to the real environment. In modeling the environment, graph-based segmentation is used to segment point clouds and perform object segmentation to enable the subsequent replacement of objects with equivalent virtual entities. Superquadrics are used to derive shape parameters and location information from the segmentation results in order to ensure that the scale of the virtual objects matches the original objects in the real world. Only after the objects have been replaced with their virtual counterparts in the real environment converted into a virtual scene. Experiments involving the emulation of real-world locations demonstrated the feasibility of the proposed rendering scheme. A rock-climbing application scenario is finally presented to illustrate the potential use of the proposed system in AR applications.
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Bosse, Stefan, and Uwe Engel. "Augmented Virtual Reality: Combining Crowd Sensing and Social Data Mining with Large-Scale Simulation Using Mobile Agents for Future Smart Cities." Proceedings 4, no. 1 (November 14, 2018): 49. http://dx.doi.org/10.3390/ecsa-5-05762.

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Augmented reality is well known for extending the real world by adding computer-generated perceptual information and overlaid sensory information. In contrast, simulation worlds are commonly closed and rely on artificial sensory information generated by the simulator program or using data collected off-line. In this work, a new simulation paradigm is introduced, providing augmented virtuality by integrating crowd sensing and social data mining in simulation worlds by using mobile agents. The simulation world interacts with real world environments, humans, machines, and other virtual worlds in real-time. Mobile agents are closely related to bots that can interact with humans via chat blogs. Among the mining of physical sensors (temperature, motion, position, light, …), mobile agents can perform Crowd Sensing by participating in question–answer dialogs via a chat blog provided by a WEB App that can be used by the masses. Additionally, mobile agents can act as virtual sensors (offering data exchanged with other agents). Virtual sensors are sensor aggregators performing sensor fusion in a spatially region.
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Zhao, He, Qin Heng Zhao, and Beata Ślusarczyk. "Sustainability and Digitalization of Corporate Management Based on Augmented/Virtual Reality Tools Usage: China and Other World IT Companies’ Experience." Sustainability 11, no. 17 (August 29, 2019): 4717. http://dx.doi.org/10.3390/su11174717.

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The article is tasked with studying the modern possibilities and effectiveness of the application of virtual and augmented reality technologies in the field of managing human recourses (HRs) and basic operational corporate business processes. Using examples of successful use of AR (augmented reality)/VR (virtual reality) in the labor market by the largest companies in the USA, China, and Europe, the most relevant areas and forms of using these technologies in the work of HR specialists were considered. The study examined issues related to improving the performance of the main modern vectors of corporate development in the field of operational technological improvements, and, as the main result, a model of the company (organization) development was proposed based on improved management of business and HR processes using VR and AR tools. The developed model demonstrates the advantages of using it, and presents the reasons for the economic expediency of using these technologies at all stages of personnel management, including recruiting, staff selection, demonstration of the employer’s brand, testing candidates’ skills, improving internal communications, creating a positive corporate culture for employees, imitating the workflow, VR and AR-simulations as a tool for passing the input testing for recruitment, selection and management of remote employees, training, assessment, and adaptation of staff. The possibilities of using VR/AR as tools for operational improvements (lean management), for example, for organizing virtual business meetings and meetings, creating virtual presentations, online controlling in the manufacturing sector, automating operational processes, and using VR technologies, are also separately disclosed in the management of logistics, distribution, marketing, and advertising. The results of the analysis of theoretical and statistical sources of information showed the promise of using the possibilities of virtual reality in corporate management, which shifts the emphasis from the traditional understanding and perception of these technologies exclusively in the entertainment field. The obtained developments within the framework of the conducted research are universal in nature and can be applicable both in the study of modern methods of personnel management and in corporate lean management of modern business companies at various levels.
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Lucena-Anton, David, Juan Carlos Fernandez-Lopez, Ana I. Pacheco-Serrano, Cristina Garcia-Munoz, and Jose A. Moral-Munoz. "Virtual and Augmented Reality versus Traditional Methods for Teaching Physiotherapy: A Systematic Review." European Journal of Investigation in Health, Psychology and Education 12, no. 12 (December 2, 2022): 1780–92. http://dx.doi.org/10.3390/ejihpe12120125.

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The use of virtual worlds in health-related education is increasingly popular, but an overview of their use in physiotherapy education is still needed. The aim of this review was to analyse the use of virtual and augmented reality (VR/AR) compared to traditional methods for teaching physiotherapy. A systematic review was performed up to October 2022 in PubMed, Web of Science, Scopus, CINAHL, and PsycInfo. The quality appraisal and risk of bias were assessed by the Joana Briggs Institute checklist and the Cochrane Collaboration’s RoB Tool 2.0, respectively. A total of seven randomised and non-randomised controlled studies were included, involving 737 students. VR/AR-based teaching approaches included simulation and virtual worlds, and were conducted through immersive head-mounted displays, AR-based applications, and 3D visualisations. Three studies were focused on teaching anatomy content, two on clinical decision making skills, and the rest were focused on pathology, physiotherapy tasks or exercise performance, and movement analysis of lower limbs. Inconclusive results were found in terms of learning satisfaction and academic performance, showing VR/AR-based teaching models to be equally effective as traditional methods for teaching physiotherapy. We encourage researchers and teachers to include games in their VR/AR-based teaching approaches to enhance interaction and active learning in physiotherapy education.
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Dissertations / Theses on the topic "Virtual and augmented reality, and related simulations"

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Paakkola, Dennis, and Robin Rännar. "Ökad användarberedskap för digitala miljösimuleringar : Kravställning,utveckling och utvärdering av digital prototyp för användarintroduktion." Thesis, Mittuniversitetet, Institutionen för data- och systemvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-38021.

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Digital environmental simulations can be performed with different techniques and the most common technologies are virtual reality, augmented reality and mixed reality. Digital environmental simulations have proven to be effective in practicing surgery, industrial activities and for military exercises. Previous studies have shown that technology habits are a factor that affects whether digital environmental simulations can be used effectively. Thus, the purpose of the study was to investigate how users can be introduced to digital environmental simulations. To achieve the purpose, the following question was needed: How can a digital prototype be designed to introduce users to digital environmental simulations based on user needs? The study was based on design science as a research strategy, which meant that the study was carried out in three phases: development of requirements, development and evaluation of digital prototype. The production of requirements was made through a qualitative data collection in the form of semi-structured interviews. The interview questions were developed using a theoretical framework on digital competence. The interviews resulted in a requirement specification containing 15 user stories that were prioritized.Based onthe requirement specification, a digital prototype was developed in thedevelopment environment Unity. The evaluation of the digital prototype wascarried out in two stages, where the first was to evaluate internally and thesecond step was to evaluate externally. The external evaluation was conductedwith respondents who carried out a use test of the digital prototype thatresulted in proposals for further development. But it also resulted in usershaving increased knowledge and ability to see opportunities with digitalenvironmental simulations. The conclusion is that users can be introduced to digitalenvironmental simulations through a digital prototype designed based on userneeds.
Digitala miljösimuleringar kan utföras med olika tekniker och de vanligaste teknikerna är virtual reality, augmented reality och mixed reality. Digitala miljösimuleringar har visat sig vara effektiva för att öva på kirurgi, industrimoment samt för militärövningar. Tidigare studier har visat att teknikvana är en faktor som påverkar om digitala miljösimuleringar kan användas effektivt. Således var syftet med studien att undersöka hur användare kan introduceras till digitala miljösimuleringar. För att uppnå syftet behövdes följande frågeställning besvaras: Hur kan en digital prototyp utformas för att introducera användare till digitala miljösimuleringar baserat på användares behov? Studien har utgått från design science som forskningsstrategi, vilket medförde att studien har utförts i tre faser: framtagning av krav, utveckling och utvärdering av digital prototyp. Framtagning av krav skedde genom en kvalitativ datainsamling i form av semistrukturerade intervjuer. Intervjufrågorna togs fram med hjälp av ett teoretiskt ramverk om digital kompetens. Intervjuerna resulterade i en kravspecifikation innehållande 15 användarberättelser som prioriterades.   Utifrån kravspecifikationen utvecklades en digital prototyp i utvecklingsmiljön Unity. Utvärderingen av den digitala prototypen genomfördes i två steg, där det första var att utvärdera internt och det andra steget var att utvärdera externt. Den externa utvärderingen genomfördes med respondenter som utförde ett användningstest av den digitala prototypen som resulterade i förslag till vidareutvecklingMen det resulterade även i att användare fick ökadkunskap och förmåga att se möjligheter med digitala miljösimuleringar.Slutsatsen är att användare kan introduceras till digitala miljösimuleringargenom en digital prototyp som utformats baserat på användares behov.
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(8755488), Daniel S. Andersen. "Effective User Guidance through Augmented Reality Interfaces: Advances and Applications." Thesis, 2020.

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Computer visualization can effectively deliver instructions to a user whose task requires understanding of a real world scene. Consider the example of surgical telementoring, where a general surgeon performs an emergency surgery under the guidance of a remote mentor. The mentor guidance includes annotations of the operating field, which conventionally are displayed to the surgeon on a nearby monitor. However, this conventional visualization of mentor guidance requires the surgeon to look back and forth between the monitor and the operating field, which can lead to cognitive load, delays, or even medical errors. Another example is 3D acquisition of a real-world scene, where an operator must acquire multiple images of the scene from specific viewpoints to ensure appropriate scene coverage and thus achieve quality 3D reconstruction. The conventional approach is for the operator to plan the acquisition locations using conventional visualization tools, and then to try to execute the plan from memory, or with the help of a static map. Such approaches lead to incomplete coverage during acquisition, resulting in an inaccurate reconstruction of the 3D scene which can only be addressed at the high and sometimes prohibitive cost of repeating acquisition.

Augmented reality (AR) promises to overcome the limitations of conventional out-of-context visualization of real world scenes by delivering visual guidance directly into the user's field of view, guidance that remains in-context throughout the completion of the task. In this thesis, we propose and validate several AR visual interfaces that provide effective visual guidance for task completion in the context of surgical telementoring and 3D scene acquisition.

A first AR interface provides a mentee surgeon with visual guidance from a remote mentor using a simulated transparent display. A computer tablet suspended above the patient captures the operating field with its on-board video camera, the live video is sent to the mentor who annotates it, and the annotations are sent back to the mentee where they are displayed on the tablet, integrating the mentor-created annotations directly into the mentee's view of the operating field. We show through user studies that surgical task performance improves when using the AR surgical telementoring interface compared to when using the conventional visualization of the annotated operating field on a nearby monitor.

A second AR surgical telementoring interface provides the mentee surgeon with visual guidance through an AR head-mounted display (AR HMD). We validate this approach in user studies with medical professionals in the context of practice cricothyrotomy and lower-limb fasciotomy procedures, and show improved performance over conventional surgical guidance. A comparison between our simulated transparent display and our AR HMD surgical telementoring interfaces reveals that the HMD has the advantages of reduced workspace encumbrance and of correct depth perception of annotations, whereas the transparent display has the advantage of reduced surgeon head and neck encumbrance and of annotation visualization quality.

A third AR interface provides operator guidance for effective image-based modeling and rendering of real-world scenes. During the modeling phase, the AR interface builds and dynamically updates a map of the scene that is displayed to the user through an AR HMD, which leads to the efficient acquisition of a five-degree-of-freedom image-based model of large, complex indoor environments. During rendering, the interface guides the user towards the highest-density parts of the image-based model which result in the highest output image quality. We show through a study that first-time users of our interface can acquire a quality image-based model of a 13m $\times$ 10m indoor environment in 7 minutes.

A fourth AR interface provides operator guidance for effective capture of a 3D scene in the context of photogrammetric reconstruction. The interface relies on an AR HMD with a tracked hand-held camera rig to construct a sufficient set of six-degrees-of-freedom camera acquisition poses and then to steer the user to align the camera with the prescribed poses quickly and accurately. We show through a study that first-time users of our interface are significantly more likely to achieve complete 3D reconstructions compared to conventional freehand acquisition. We then investigated the design space of AR HMD interfaces for mid-air pose alignment with an added ergonomics concern, which resulted in five candidate interfaces that sample this design space. A user study identified the aspects of the AR interface design that influence the ergonomics during extended use, informing AR HMD interface design for the important task of mid-air pose alignment.
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(9371225), A'aeshah Abduallah Alhakamy. "Extraction and Integration of Physical Illumination in Dynamic Augmented Reality Environments." Thesis, 2020.

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Although current augmented, virtual, and mixed reality (AR/VR/MR) systems are facing advanced and immersive experience in the entertainment industry with countless media forms. Theses systems suffer a lack of correct direct and indirect illumination modeling where the virtual objects render with the same lighting condition as the real environment. Some systems are using baked GI, pre-recorded textures, and light probes that are mostly accomplished offline to compensate for precomputed real-time global illumination (GI). Thus, illumination information can be extracted from the physical scene for interactively rendering the virtual objects into the real world which produces a more realistic final scene in real-time. This work approaches the problem of visual coherence in AR by proposing a system that detects the real-world lighting conditions in dynamic scenes, then uses the extracted illumination information to render the objects added to the scene. The system covers several major components to achieve a more realistic augmented reality outcome. First, the detection of the incident light (direct illumination) from the physical scene with the use of computer vision techniques based on the topological structural analysis of 2D images using a live-feed 360o camera instrumented on an AR device that captures the entire radiance map. Also, the physics-based light polarization eliminates or reduces false-positive lights such as white surfaces, reflections, or glare which negatively affect the light detection process. Second, the simulation of the reflected light (indirect illumination) that bounce between the real-world surfaces to be rendered into the virtual objects and reflect their existence in the virtual world. Third, defining the shading characteristic/properties of the virtual object to depict the correct lighting assets with a suitable shadow casting. Fourth, the geometric properties of real-scene including plane detection, 3D surface reconstruction, and simple meshing are incorporated with the virtual scene for more realistic depth interactions between the real and virtual objects. These components are developed methods which assumed to be working simultaneously in real-time for photo-realistic AR. The system is tested with several lighting conditions to evaluate the accuracy of the results based on the error incurred between the real/virtual objects casting shadow and interactions. For system efficiency, the rendering time is compared with previous works and research. Further evaluation of human perception is conducted through a user study. The overall performance of the system is investigated to reduce the cost to a minimum.
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Stafford, Aaron. "The God-like Interaction Framework: tools and techniques for communicating in mixed-space collaboration." 2008. http://arrow.unisa.edu.au:8081/1959.8/48842.

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This dissertation presents the god-like interaction framework, consisting of tools and techniques for remote communication of situational and navigational information. The framework aims to facilitated intuitive and effective communication between a group of experts and remote field workers in the context of military, fire-fighting, and search and rescue.
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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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"A Virtual Approach to Communication: Augmented Reality and Language Related Episodes in Second Language Learning." Doctoral diss., 2020. http://hdl.handle.net/2286/R.I.63029.

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abstract: In the last decade, the educational field, in general, has experienced increasing interest in applying augmented reality (AR) for educational purposes. Studies have shown that when AR is effectively applied in education, it can increase students’ learning interest and concentration (Zhang et al., 2014), reduce cognitive overload (Bower et al., 2014, p.1), and provide a more authentic learning experience (Klopfer, 2008). This study uses both cognitive and sociocultural theoretical perspectives to better understand the role of AR in peer interaction by investigating language-related episodes (LREs) during collaborative dialogue. The current study investigates whether mobile-based AR influence the number, nature, outcome, and correction orientation of LREs during two oral and writing-focused activities of ten advanced L2 Spanish dyads using AR and non-AR mobile applications. The results show significant differences in the incidence of LREs in both settings (AR vs non-AR) and modality focus (oral vs writing-focused). Although significant differences were found between mechanical LREs vs. lexical and grammatical LREs, no significant differences were found between lexical and grammatical LREs in both modalities and settings. Likewise, the correction orientation was similar in both modalities, whereas the LRE outcomes were significantly different in both settings. Immediate posttests were administered to determine whether participants retained the results of the LREs based on the LRE outcome types. The posttests showed a strong correlation between the recognition and production scores of the grammatical structures. However, no significant differences were found in the recognition or production of grammatical structures nor the production of lexical items between the two settings.
Dissertation/Thesis
Doctoral Dissertation Spanish 2020
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Book chapters on the topic "Virtual and augmented reality, and related simulations"

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Šiđanin, Predrag, Jovana Plavšić, Ilija Arsenić, and Miodrag Krmar. "The Use of VR Simulations in Nuclear Physics Education at the University Level." In Augmented Reality and Virtual Reality, 155–66. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-68086-2_12.

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Graf, Holger, and André Stork. "Virtual Reality Based Interactive Conceptual Simulations." In Virtual Augmented and Mixed Reality. Designing and Developing Augmented and Virtual Environments, 13–22. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39405-8_2.

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Casiez, Géry, Xavier Granier, Martin Hachet, Vincent Lepetit, Guillaume Moreau, and Olivier Nannipieri. "Towards VE that are More Closely Related to the Real World." In Virtual Reality and Augmented Reality, 217–45. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2018. http://dx.doi.org/10.1002/9781119341031.ch4.

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Liestøl, Gunnar. "Situated Simulations Between Virtual Reality and Mobile Augmented Reality: Designing a Narrative Space." In Handbook of Augmented Reality, 309–19. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4614-0064-6_14.

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Veermans, Koen, and Tomi Jaakkola. "Bringing Simulations to the Classroom: Teachers’ Perspectives." In Virtual and Augmented Reality, Simulation and Serious Games for Education, 123–35. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6_10.

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Rios, Horacio, Mauricio Hincapié, Andrea Caponio, Emilio Mercado, and Eduardo González Mendívil. "Augmented Reality: An Advantageous Option for Complex Training and Maintenance Operations in Aeronautic Related Processes." In Virtual and Mixed Reality - New Trends, 87–96. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-22021-0_11.

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Parnaudeau, Miia, and Hervé Garcia. "Designing Simulations for Health Managers in Sub-Saharan African Countries: Adherence to ehealth Services." In Virtual, Augmented Reality and Serious Games for Healthcare 1, 93–109. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_6.

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Stuckless, Pamela, Michelle Hogan, and Bill Kapralos. "Virtual Simulations and Serious Games in Community Health Nursing Education: A Review of the Literature." In Virtual, Augmented Reality and Serious Games for Healthcare 1, 145–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_8.

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Gutierrez-Maldonado, José, Mar Clua i Sánchez, Bruno Porras-Garcia, Marta Ferrer-Garcia, Eduardo Serrano, Marta Carulla, Franck Meschberger-Annweiler, and Mariarca Ascione. "Body-Related Attentional Bias in Anorexia Nervosa and Body Dissatisfaction in Females: An Eye-Tracking and Virtual Reality New Paradigm." In Virtual, Augmented and Mixed Reality: Design and Development, 443–54. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05939-1_30.

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Papaevripidou, Marios, Nikoletta Xenofontos, Tasos Hovardas, and Zacharias Zacharia. "Examining Pre-service Teachers’ Capability to Design Inquiry Learning Activity Sequences with Embedded Simulations." In Virtual and Augmented Reality, Simulation and Serious Games for Education, 101–10. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-1361-6_8.

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Conference papers on the topic "Virtual and augmented reality, and related simulations"

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Kuts, Vladimir, Tauno Otto, Yevhen Bondarenko, and Fei Yu. "Digital Twin: Collaborative Virtual Reality Environment for Multi-Purpose Industrial Applications." In ASME 2020 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/imece2020-23390.

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Abstract Industrial Digital Twins (DT) is the precise virtual representation of the manufacturing environment and mainly consists of the system-level simulation, which combines both manufacturing processes and parametric models of the product. As being one of the pillars of the Industry 4.0 paradigm, DT-s are widely integrated into the existing factories, enhancing the concept of the virtual factories. View from the research perspective is that experiments on the Internet of Things, data acquisition, cybersecurity, telemetry synchronization with physical factories, etc. are being executed in those virtual simulations. Moreover, new ways of interactions and interface to oversee, interact and learn are being developed via the assistance of Virtual Reality (VR) and Augmented Reality (AR) technologies, which are already widely spread on the consumer market. However, already, VR is being used widely in existing commercial software packages and toolboxes to provide students, teachers, operators, engineers, production managers, and researchers with an immersive way of interacting with the factory while the manufacturing simulation is running. This gives a better understanding and more in-depth knowledge of the actual manufacturing processes, not being directly accessing those. However, the virtual presence mentioned above experience is limited to a single person. It does not enable additional functionalities for the simulations, which can be re-planning or even re-programming of the physical factory in an online connection by using VR or AR interfaces. The main aim of the related research paper is to enhance already existing fully synchronized with physical world DT-s with multi-user experience, enabling factory operators to work with and re-program the real machinery from remote locations in a more intuitive way instead thinking about final aim than about the process itself. Moreover, being developed using real-time platform Unity3D, this multiplayer solution gives opportunities for training and educational purposes and is connecting people from remote locations of the world. Use-cases exploits industrial robots placed in the Industrial Virtual and Augmented Reality Laboratory environment of Tallinn University of Technology and a mobile robot solution developed based on a collaboration between the University of Southern Denmark and a Danish company. Experiments are being performed on the connection between Estonia and Denmark while performing reprogramming tasks of the physical heavy industrial robots. Furthermore, the mobile robot solution is demonstrated in a virtual warehouse environment. Developed methods and environments together with the collected data will enable us to widen the use-cases with non-manufacturing scenarios, i.e., smart city and smart healthcare domains, for the creation of a set of new interfaces and multiplayer experiences.
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Mouw, Jolien, Marjon Fokkens-Bruinsma, and Gert-Jan Verheij. "Using Virtual Reality to promote pre-service teachers’ classroom management skills and teacher resilience: A qualitative evaluation." In Sixth International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2020. http://dx.doi.org/10.4995/head20.2020.11049.

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Many novice teachers have difficulties in selecting and applying effective classroom management strategies to prevent or diminish disruptive behaviors. Negative experiences with classroom management largely determine teacher wellbeing and early attrition. Therefore, more in-training opportunities are needed to prepare prospective teachers to manage complex classroom practices effectively. A Virtual Reality-environment seems promising in developing classroom management skills and promoting teacher resilience; however, its potential is influenced by students’ perceptions towards this technology. This study describes four pre-service teachers’ and six school-based teacher educators’ experiences with and perceptions towards the use of a Virtual Reality learning environment to train classroom management skills and promote teacher resilience. Responses of semi-structured interviews reflect five themes: software- and equipment-related issues; feedback cues; realism and authenticity; instructor proficiency; and added value for teacher training. Results show that, for most themes, pre-service teachers and school-based teacher educators raised similar remarks and/or suggestions for improvement; however, they differed in their perceptions towards the added value of Virtual Reality to teacher training curricula. Our study highlights teachers’ needs for highly authentic and realistic simulations aligned with real-life classrooms and presents recommendations to augment the immersive experience needed for teachers to develop effective CMS and become more resilient.
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Kuts, Vladimir, Yevhen Bondarenko, Marietta Gavriljuk, Andriy Paryshev, Sergei Jegorov, Simone Pizzagall, and Tauno Otto. "Digital Twin: Universal User Interface for Online Management of the Manufacturing System." In ASME 2021 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2021. http://dx.doi.org/10.1115/imece2021-69092.

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Abstract Industry 4.0 concept enables connecting a multitude of equipment to computer simulations through IoT and virtual commissioning, but using conventional interfaces for each separate piece of equipment for control and maintenance of Digital Twins is not always an optimal solution. Industrial Digital Twins software toolkits usually consist of simulation or offline programming tools. It can even connect real machines and controllers and sensors to feed a simulation with actual production data and later analyze it. Moreover, Virtual Reality (VR) and Augmented Reality (AR) are used in different ways for monitoring and design purposes. However, there are many software tools for the simulation and re-programming of robots on the market already, but those are a limited number of software that combine all these features, and all of those send data only in one way, not allowing to re-program machines from the simulations. The related research aims to build a modular framework for designing and deploying Digital Twins of industrial equipment (i.e., robots, manufacturing lines), focusing on online connectivity for monitoring and control. A developed use-case solution enables one to operate the equipment in VR/AR/Personal Computer (PC) and mobile interfaces from any point globally while receiving real-time feedback and state information of the machinery equipment. Gamified multi-platform interfaces allow for more intuitive interactions with Digital Twins, providing a real-scale model of the real device, augmented by spatial UIs, actuated physical elements, and gesture tracking. The introduced solution can control and simulate any aspect of the production line without limitation of brand or type of the machine and being managed and self-learning independently by exploiting Machine Learning algorithms. Moreover, various interfaces such as PC, mobile, VR, and AR give an unlimited number of options for interactions with your manufacturing shop floor both offline and online. Furthermore, when it comes to manufacturing floor data monitoring, all gathered data is being used for statistical analysis, and in a later phase, predictive maintenance functions are enabled based on it. However, the research scope is broader; this particular research paper introduces a use-case interface on a mobile platform, monitoring and controlling the production unit of three various industrial- and three various mobile robots, partially supported by data monitoring sensors. The solution is developed using the game engine Unity3D, Robot Operation System (ROS), and MQTT for connectivity. Thus, developed is a universal modular Digital Twin all-in-one software platform for users and operators, enabling full control over the manufacturing system unit.
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Kelsey, Shelley, Chantal Trudel, and Samantha Astles. "Evaluating XR Techniques in Air Travel Design for Early Technology Readiness Levels." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002014.

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Extended Reality (XR) is an emerging technology and potential tool to support the creation of design concept sketches for remote review and evaluation. Design and engineering for air travel can be a lengthy and expensive process, interfering with rapid innovation. In the field of air travel design, researchers, designers, and engineers have been studying the use of XR (e.g., Virtual Reality and Augmented Reality) to support design workflows and comparing this technique to traditional industrial design methods. Early steps in aerospace design, i.e. research and brainstorming, have largely employed traditional methods, including sketching concepts and eliciting user feedback on early development work. In recent years, XR tools have been adopted to augment the design process and help drive innovative solutions, such as using virtual (VR) and augmented reality (AR) for simulated architecture design. However, XR development has primarily focused on simulating experiences; comparatively fewer resources are available to support the implementation of XR in the early phases of the design workflow. In response, this study investigated the application of XR techniques to support the early stages of the air travel design workflow with a focus on the industrial design contribution to the process. Specifically, the study evaluated the use of XR techniques to support the early stages of design within the Technology Readiness Levels (TRL) framework. The study used VR as a tool for 3D sketching and VR/AR hardware and software to engage users in evaluating the 3D design sketches generated using VR. The concepts generated were related to aircraft cabin concepts focused on a timely event, namely, creating concepts to support air travel during the COVID-19 pandemic.The study consisted of two phases: (1) comparing sketching in VR to traditional sketching methods from the researcher’s first-hand experience; and (2) the distribution of traditional 2D versus 3D VR developed sketches for design and evaluation. In Phase 1, we compared the use of VR versus traditional methods for design sketching by way of journaling first–person experience. In Phase 2, 2D and 3D sketches developed were shared in an online survey with two user groups: designers and non-designers (general population). These groups reviewed the sketches remotely via an online survey, and their experience was evaluated using the System Usability Scale to evaluate the system (traditional 2D illustrations versus VR/AR simulation). The designers completed an additional questionnaire (Technology Acceptance Model) to evaluate the ease and usability of the use of XR techniques in designer workflow. This paper presents initial results of Phase 1: A comparison of VR vs traditional sketching. An analysis of Phase 2, with a focus on the sharing of completed designs as traditional sketches vs VR/AR simulation is underway. The findings will support the development of best practices for embedding XR within the aerospace design and evaluation process.
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Kasowski, Justin, and Michael Beyeler. "Immersive Virtual Reality Simulations of Bionic Vision." In AHs 2022: Augmented Humans 2022. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3519391.3522752.

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Ghazwani, Yahya, and Shamus Smith. "Interaction in Augmented Reality." In ICVARS 2020: 2020 4th International Conference on Virtual and Augmented Reality Simulations. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3385378.3385384.

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Kasowski, Justin, Nathan Wu, and Michael Beyeler. "Towards Immersive Virtual Reality Simulations of Bionic Vision." In AHs '21: Augmented Humans International Conference 2021. New York, NY, USA: ACM, 2021. http://dx.doi.org/10.1145/3458709.3459003.

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Becker, Eric. "Session details: Telepresence, virtual and augmented reality." In PETRA '19: The 12th PErvasive Technologies Related to Assistive Environments Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337993.

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Burzo, Mihai. "Session details: Telepresence, Virtual and Augmented Reality." In PETRA '16: 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/3258060.

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Verma, Prashant, Kushal Agrawal, and V. Sarasvathi. "Indoor Navigation Using Augmented Reality." In ICVARS 2020: 2020 4th International Conference on Virtual and Augmented Reality Simulations. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3385378.3385387.

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Reports on the topic "Virtual and augmented reality, and related simulations"

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Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), September 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is researching opportunities to advance ship simulation to deliver the Ship Simulator of the Future (SSoF). The SSoF will be equipped with a VR mode and will more accurately resolve nearshore wave phenomena by ingesting precalculated output from a Boussinesq-type wave model. This initial prototype of the SSoF application is intended for research and development purposes; however, the technologies employed will be applicable to other disciplines and project scopes, including the Synthetic Training Environment (STE) and ship and coastal structure design in future versions.
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