Academic literature on the topic 'VR OBSERVATION'

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Journal articles on the topic "VR OBSERVATION"

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Militello, Matthew, Lynda Tredway, Lawrence Hodgkins, and Ken Simon. "Virtual reality classroom simulations: how school leaders improve instructional leadership capacity." Journal of Educational Administration 59, no. 3 (March 22, 2021): 286–301. http://dx.doi.org/10.1108/jea-10-2020-0219.

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PurposeThe purpose of this study was to explore the utility of a virtual reality (VR) classroom experience for improving the capacity of instructional leaders. Specifically, school leaders used VR to build their classroom observation and analysis skills to prepare to have more effective post-observation conversations with teachers. The authors provide insights from multiple data points that highlight the affordances of the virtual setting for improving classroom observation skills.Design/methodology/approachDrawing on the application of simulations to practice classroom observations, the authors developed a VR experience in which participants tag observable elements of academic discourse using codes from two observation protocols. The protocols identify elements of equitable student access: how teachers call on students and how they design questions. Seventy-five school leaders used the VR platform to observe a classroom scenario and code evidence of equitable classroom access. The authors analyzed data from tagging in the virtual reality scenario and triangulated these data with survey data focused on observation practices from participants' schools. A reflection component is included on the platform to collect these qualitative data.FindingsThe study results indicate that the virtual reality platform provides an innovative process for leadership professional development focused on building school leaders' capacity to identify elements of academic discourse during classroom observations. Participants reported that the opportunity to practice classroom observations in a risk-free environment was useful. However, for school leaders to fully transfer the data to using in conversations with teachers, they benefit from leadership coaching.Originality/valueThis study ascertains the potential effectiveness of an advanced technology for enhancing instructional leadership by using evidence-based classrooms observations to drive improvements in teaching practice. Beyond the utility of the virtual reality tool, this study provides a proof of concept for the next generation of instructional leadership through teacher observations with augmented reality.
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Oshiro, Osamu, Kumi Kamada, Masataka Imura, Kunihiro Chihara, Eiji Toyota, Yasuo Ogasawara, and Fumihiko Kajiya. "Kidney Glomerulus Observation in Interactive VR Space." International Journal of Image and Graphics 03, no. 04 (October 2003): 629–37. http://dx.doi.org/10.1142/s0219467803001226.

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This paper presents the system designed to observe kidney glomeruli interactively with conventional CCD cameras and immersive virtual reality (VR) space. First, we captured the X-ray transmitted images and converted them to computer tomogram (CT). Second, the three-dimensional (3D) image was reconstructed using various image processing, binarization, dilation, contraction, labeling and surface rendering. Third, we presented the 3D image on the immersive projection system (IPS) and installed the function of on-line counting of the number of glomeruli. This system provides an observer the immersive environment and enables him to count the kidney glomeruli interactively.
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Mathis, Florian, John H. Williamson, Kami Vaniea, and Mohamed Khamis. "Fast and Secure Authentication in Virtual Reality Using Coordinated 3D Manipulation and Pointing." ACM Transactions on Computer-Human Interaction 28, no. 1 (February 2021): 1–44. http://dx.doi.org/10.1145/3428121.

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There is a growing need for usable and secure authentication in immersive virtual reality (VR). Established concepts (e.g., 2D authentication schemes) are vulnerable to observation attacks, and most alternatives are relatively slow. We present RubikAuth, an authentication scheme for VR where users authenticate quickly and secure by selecting digits from a virtual 3D cube that leverages coordinated 3D manipulation and pointing. We report on results from three studies comparing how pointing using eye gaze, head pose, and controller tapping impact RubikAuth’s usability, memorability, and observation resistance under three realistic threat models. We found that entering a four-symbol RubikAuth password is fast: 1.69–3.5 s using controller tapping, 2.35–4.68 s using head pose and 2.39 –4.92 s using eye gaze, and highly resilient to observations: 96–99.55% of observation attacks were unsuccessful. RubikAuth also has a large theoretical password space: 45 n for an n -symbols password. Our work underlines the importance of considering novel but realistic threat models beyond standard one-time attacks to fully assess the observation-resistance of authentication schemes. We conclude with an in-depth discussion of authentication systems for VR and outline five learned lessons for designing and evaluating authentication schemes.
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Perrone, Kenneth H., Katherine Sherman Blevins, Lyn Denend, Richard Fan, Justin Huelman, and James Kennedy Wall. "Initial experiences with virtual reality as a tool for observation in needs-driven health technology innovation." BMJ Innovations 6, no. 1 (January 2020): 10–12. http://dx.doi.org/10.1136/bmjinnov-2018-000308.

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The Stanford University Biodesign Innovation Fellowship teaches a needs-based methodology for the innovation of health technologies. This involves the direct observation of patient care in a variety of settings, ranging from the hospital to the home, to identify unmet needs that can be addressed via innovative new technology-based solutions. Expanding this model to educate a larger population of undergraduate and graduate students is limited by access to real clinical observations, partly due to hospital policies and patient privacy concerns. We hypothesise that the use of virtual reality (VR) can be an effective tool to provide students access to a variety of clinical scenarios for identifying needs for innovation. In this preliminary study, two undergraduate students observed clinical care live in the operating room (OR) and using VR headsets. The students identified needs in both settings and compared the two experiences with a short survey. While VR did not offer a complete replication of the OR experience, it served as a viable tool for learning how to make observations. VR merits further investigation as an educational tool for needs finding and as a proxy for live clinical observations.
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Lu, Xu, Benjamin Davis, and Xuguang Wang. "Improving the Assimilation of Enhanced Atmospheric Motion Vectors for Hurricane Intensity Predictions with HWRF." Remote Sensing 14, no. 9 (April 24, 2022): 2040. http://dx.doi.org/10.3390/rs14092040.

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The initial conditions for hurricanes are difficult to improve due to the lack of inner-core observations over the ocean. An enhanced atmospheric motion vectors (AMVs) dataset from the Cooperative Institute for Meteorological Satellite Studies (CIMSS) has recently become available and covers the inner-core region of hurricanes. This study tries to find an optimal data assimilation (DA) configuration to better utilize the observations for the Hurricane Weather Research and Forecasting (HWRF) model with hurricane Irma (2017). The results show that (a) without vortex relocation (VR), the hourly three-dimensional ensemble–variational (3DEnVar) outperforms the 6-hourly 3DEnVar DA configuration in almost all aspects, except for long-term track predictions. The assimilation of inner-core AMVs further improves the corresponding intensity forecasts for both hourly and 6-hourly 3DEnVar DA. (b) The 6-hourly 3DEnVar DA predictions with VR can be significantly improved upon their non-VR counterparts. However, VR can be detrimental to hourly 3DEnVar minimum sea level pressure (MSLP) predictions due to the spuriously enhanced upper-level warm core. The improvements from the assimilation of additional inner-core AMVs are thus limited under hourly VR. Reducing VR frequency can reduce the detrimental effects of hourly 3DEnVar. (c) An updated observation error profile for the enhanced AMVs benefits the hourly 3DEnVar DA more than the 6-hourly 3DEnVar DA.
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Rantala, Jussi, Jari Kangas, Olli Koskinen, Tomi Nukarinen, and Roope Raisamo. "Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality." Multimodal Technologies and Interaction 5, no. 7 (June 23, 2021): 31. http://dx.doi.org/10.3390/mti5070031.

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Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they found. The results showed that slider and grab were significantly faster to use than teleport, and they did not cause significantly more simulator sickness than teleport. Moreover, the continuous techniques provided better spatial awareness than teleport.
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Giachero, Alberto, Agnese Quadrini, Francesca Pisano, Melanie Calati, Cristian Rugiero, Laura Ferrero, Lorenzo Pia, and Paola Marangolo. "Procedural Learning through Action Observation: Preliminary Evidence from Virtual Gardening Activity in Intellectual Disability." Brain Sciences 11, no. 6 (June 9, 2021): 766. http://dx.doi.org/10.3390/brainsci11060766.

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Intellectual disability (ID) compromises intellectual and adaptive functioning. People with an ID show difficulty with procedural skills, with loss of autonomy in daily life. From an embodiment perspective, observation of action promotes motor skill learning. Among promising technologies, virtual reality (VR) offers the possibility of engaging the sensorimotor system, thus, improving cognitive functions and adaptive capacities. Indeed, VR can be used as sensorimotor feedback, which enhances procedural learning. In the present study, fourteen subjects with an ID underwent progressive steps training combined with VR aimed at learning gardening procedures. All participants were trained twice a week for fourteen weeks (total 28 sessions). Participants were first recorded while sowing zucchini, then they were asked to observe a virtual video which showed the correct procedure. Next, they were presented with their previous recordings, and they were asked to pay attention and to comment on the errors made. At the end of the treatment, the results showed that all participants were able to correctly garden in a real environment. Interestingly, action observation facilitated, not only procedural skills, but also specific cognitive abilities. This evidence emphasizes, for the first time, that action observation combined with VR improves procedural learning in ID.
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Sun, Chengyu, Wei Hu, and Diqiong Xu. "Navigation modes, operation methods, observation scales and background options in UI design for high learning performance in VR-based architectural applications." Journal of Computational Design and Engineering 6, no. 2 (May 31, 2018): 189–96. http://dx.doi.org/10.1016/j.jcde.2018.05.006.

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Abstract Virtual Reality (VR) technologies have been widely applied to the field of architecture education because of its unique immersion. There have been many researches on hardware and platform development in the world. However, there are relatively few on User Interface (UI) design. This is a study of UI design in VR applications applied in architectural education, which aims to improve users' learning performance. Through a previous study and other scholars' researches, four key factors have been extracted from the challenges of UI design in VR applications: navigation modes, operation methods, observation scales and background options. A set of experiments were conducted based on correlation analysis with 120 students of these four factors and learning performance. It is concluded that fishing mode with instantaneous movement is preferred rather than flying mode in HTC Vive navigation; the way of direct grasp in virtual operation performs better than the way of using an operational proxy in virtual construction process; a virtual observation scale close to body-and-mockup in real world performs best; contribution of a background environment in VR is not as significant as expected. In brief, the learning performances in a VR platform vary greatly with different UI designs. Highlights With different UI designs, the learning performances in VR vary greatly. In HTC Vive navigation, fishing mode is preferred rather than flying mode. Grasp method performs better than proxy method in virtual construction operations. A virtual observation scale close to body-and-mockup in real world performs best.
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Wahidi, S. I., T. W. Pribadi, W. S. Rajasa, and M. S. Arif. "Virtual Reality Based Application for Safety Training at Shipyards." IOP Conference Series: Earth and Environmental Science 972, no. 1 (January 1, 2022): 012025. http://dx.doi.org/10.1088/1755-1315/972/1/012025.

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Abstract The implementation of safety training is conducted to provide knowledge on the importance of safety for its employees. However, the implementation of safety training requires many consumable things such as a lot of Portable Fire Extinguishers (PFE) that increase the operational cost and trigger the environmental pollution. This research aims to design a safety simulation based on VR (virtual reality) to provide an immersive experience for safety training and reduce the training costs. It was obtained that the application of VR technology requires two main devices namely HMD (Head-Mounted Display) and controller. Observations were conducted in the training of conventional safety and health at shipyards and training institutes. This research only simulates training on the use of PFE, fire drill, and risk observation on confined space from the ten topics of safety training based on observations that have been undertaken. Software such as Inventor, Microsoft Visual Studio, and Unity were used. After safety simulations was conducted, the result showed that safety training used VR can improve the work safety theory knowledge by 14.05%. Total cost of investment required for the development and equipment was IDR 24,043,667. The reduced cost of the safety training using VR was about IDR 193,889,154.88 or 68.13%.
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Vourvopoulos, A., A. Bernardino, i. Bermúdez Badia, and J. Alves. "Eye Gaze Correlates of Motor Impairment in VR Observation of Motor Actions." Methods of Information in Medicine 55, no. 01 (2016): 79–83. http://dx.doi.org/10.3414/me14-01-0125.

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Summary Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. Results: For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. Conclusions: This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for re -habilitation of stroke patients.
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Dissertations / Theses on the topic "VR OBSERVATION"

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Vikblom, Jacob. "Rumsljudets betydelse för upplevelse av närvaro vid fjärrproduktion : Deltagande observation under fjärrproducerad virtuell teater." Thesis, Högskolan Dalarna, Ljud- och musikproduktion, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:du-24577.

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Syftet med undersökningen är att förstå och beskriva problemen för produktionstekniker och konstnärliga ledare om rumsljudens betydelse under fjärrproduktion av virtuell teater, som är användbar för att skapa upplevd närvaro vid fjärrproduktion till publiken, skådespelarna och slutprodukten. Deltagande observation, intervjuer och webbenkät har använts som metoder för materialinsamling. Hur agerade produktionstekniker och konstnärliga ledare för att via fiber fjärrproducera närvaro under en direktsänd virtuell teater där produktionsteam, skådespelare och publik befann sig på tre platser i Norden? Tidigare forskning har pekat på ljudets betydelse för upplevd närvaro hos publiken och lyckad fjärrproduktion via fibernätet har därför benämnts som presence production (Knudsen, 2004). Forskning har även gjorts om inspelningspraxis av klassisk musik där ett imaginärt rum har betydelse för att göra musiken levande (Burlin, 2008). För analys och beskrivning av resultatet har en teori om förändringarna av konstnärers och hantverkarnas verksamhet, där hantverkarna börjar etablera sig i konstvärlden och konstnärerna börjar etablera sig i hantverkarnas värld, då de båda ser potentiella problem som kan lösas (Becker, 1978). Sedan en teori om olika roller för musikproducenter och om en produktion är dokumenterande eller producerande (Gullö, 2010). Deltagande observationen av den fjärrproducerade virtuella teatern visade att produktionstekniker och konstnärliga ledare saknade kunskapen att skapa och producera rumsljud som kunde öka skådespelarens och publikens upplevelse av närvaro. Observationerna visade även att som ensam ljudtekniker så är det svårt att hinna producera tre rumsljud, en för skådespelaren, en för publiken och en för virtuella teatern.
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Book chapters on the topic "VR OBSERVATION"

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Freiwald, Jann Philipp, Sünje Gollek, and Frank Steinicke. "VR Invite: A Project-Independent Smartphone App for VR Observation and Interactivity." In Human-Computer Interaction – INTERACT 2021, 352–70. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-85623-6_22.

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Zhou, Qinqiang, Guiye Huang, Jianyong Li, and Binghuai Chen. "VR Real-Time Monitoring System for Meteorological Observation Devices Integrated with 3D GIS." In Proceedings of Sixth International Congress on Information and Communication Technology, 661–73. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-2377-6_61.

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Langer, Jaroslav, Monika Šorfová, and David Ravnik. "Possibility of Using a VR System as an Action Observation Therapeutical Technique." In Neurorehabilitation and Physical Therapy [Working Title]. IntechOpen, 2022. http://dx.doi.org/10.5772/intechopen.105579.

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In recent years, 3D virtual reality (VR) systems are increasingly finding their way into biomedical applications. Nevertheless, in most cases a 3D VR is being used as an interactive system (such as Xbox Kinect or Playstation VR). These interactive systems, however effective they may have proven, not only limit use of 3D VR in patients incapable to engage in these systems due to their physical or mental disability, but also put significant requirements on medical institutions for an equipment, medical personal, and therefore institutional budget. In this article, we are proposing a 3D VR as an stand-alone action observation training device, which could limit requirements associated with abovementioned interactive systems due to its capability to stimulate a mirror neuron system of human brain, while adding minimal demands on both patient and medical facility. Research studies that confirm activity in the motor cortex will be described. We focus on the literature that describes theories, models, and experimental studies dealing with the effects of motion observations that are involved in the control and final performance of motor skills.
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Khan, Mohd Javed. "Silent Observation." In ICT-Based Assessment, Methods, and Programs in Tertiary Education, 336–62. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3062-7.ch017.

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With the growth of information communication technology, new technologies are emerging, and their applications in learning are increasing. Emerging technologies that may produce effective learning outcomes include 5G technology to have efficient and effective learning, artificial intelligence – imitating human-like behaviour, voice searches, augmented reality (AR), virtual reality (VR), and mixed reality (MR). Research in the field of emerging technologies reflects that they are able to engage learners and grab their attention. Learners must be assessed to measure learning gains. Learner assessment using Bloom's taxonomy has been proved effective. Algorithm “Silent Observation,” proposed to assess learners, is found to be effective in its idea of conception stage. The algorithm has sound footing in micro-research findings on formative assessment and emerging technologies. Assessment using this algorithm will be an iterative process and will refine itself using AI techniques. “Silent Observation” has a strong pedagogical framework interweaving emerging technologies.
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Guazzaroni, Giuliana. "The Impact of Augmented Reality and Virtual Reality Study Material in the Future of Learning." In Mobile Technologies and Augmented Reality in Open Education, 77–94. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-2110-5.ch004.

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Mobile augmented reality offers important opportunities for learning. Moreover, it may represent new challenges for teachers and researchers. Implementing an augmented reality (AR) or a virtual reality (VR) learning experience involves the exploration of unusual pedagogical and technological boundaries. According to recent studies, it would be more productive to consider the augmented reality as a concept rather than an educational technology (Guazzaroni, 2015; Wu et al., 2013). This chapter is devoted to analyze a high school class of 23 students invited to use AR and VR tools to create their own study material. They are about 16-year-old attending Istituto Tecnico Tecnologico “Eustachio Divini” in San Severino Marche, Italy. The basic idea of the trial is to create a short printed document augmented with the technologies of AR and VR. The experience is evaluated using tests and direct observation. The aim is to observe the impact of augmented mobile learning and to demonstrate that AR and VR study material may represent a new communication object adequate to teach future students.
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Longondjo Etambakonga, Clement. "The Rise of Virtual Reality in Online Courses: Ethical Issues and Policy Recommendations." In Factoring Ethics in Technology, Policy Making and Regulation [Working Title]. IntechOpen, 2021. http://dx.doi.org/10.5772/intechopen.97516.

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While ethical issues related to the adoption of Virtual Reality (VR) technology is analyzed across sectors from construction, architecture, retail, engineering, healthcare, less attention is paid to the ethical concerns in online courses. Using an inductive qualitative content analysis and observation in the business schools, this chapter aims to shed light on the ethical issues that may occur as results of use of VR technology in online courses. The findings indicate that the use of VR technology in online courses raises several technical and social/ethical issues. These issues comprise concerns related to record of personal data, which could be deployed in ways that threaten personal privacy, private neglect of users’ own real bodies and actual physical environments, and other moral and social security risks related with the way VR confuses the distinction between face-to-face and virtual learning. As these ethical issues raise questions about public policy, the chapter makes several recommendations that elaborate a platform for further discussion. It is argued that there is a need for a wider vision that looks beyond the teaching technological issues to those linked to students and teachers’ conducts, and institution policies.
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Spyridonis, Fotios, Gheorghita Ghinea, Tor-Morten Grønli, and Jarle Hansen. "Towards Interactive Virtual Environments through Handheld Devices for the Disabled." In Advances in Healthcare Information Systems and Administration, 237–49. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-4546-2.ch013.

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The successful integration of novel interactive virtual environments for everyday life applications may constitute an important indication towards similarly employing Virtual Reality (VR)-related technologies in primary care. This chapter presents the results of a usability study that makes use of an Android-based handheld device for investigating disabled users' performance in using an intuitive interactive VR interface for pain assessment. A convenience sample of seven wheelchair users was asked to evaluate the interface and involved the use of non-participant direct observation, note taking, and thinking-aloud protocol to collect the necessary data. The evaluation results demonstrated good acceptance and a generally positive performance of the participants when they completed a set of predefined interaction tasks. It is anticipated that the findings of this study may have good practical implications to the assessment of pain and could open the way for increasing the use of such technologies in everyday healthcare provision.
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Opitz, Rachel. "Engaging with Landscape Topography." In Digital Heritage and Archaeology in Practice, edited by Ethan Watrall and Lynne Goldstein, 36–68. University Press of Florida, 2022. http://dx.doi.org/10.5744/florida/9780813069302.003.0003.

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Archaeologists have long been looking at the shape of the landscape and reading it. Practices of topographic interpretation are highly embodied and visual, emphasizing careful observation and measurement, often through repeated and extended field visits. The increasing use of detailed digital topographic data, notably as a result of the proliferation of airborne lidar surveys, and the associated shift toward working with it in a digital software environment has fundamentally changed how archaeologists engage with the landscape’s topography. This article lays out the framework for a deliberate adaptation of field-based archaeological topographic interpretation practices to enable better engagement with the growing archive of digital topographic data through new and emerging digital tools and media, particularly those which support immersive and interactive 3D environments such as VR. It makes initial suggestions for the development of a core set of “digital fieldwork” skills for the interpretation of digital archaeological topography. It links these digital fieldwork skills both to contemporary and past archaeological practice and to current research on human interaction and experience in digital, and specifically virtual, 3D environments.
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Meri-Yilan, Serpil. "A Constructivist Desktop Virtual Reality-Based Approach to Learning in a Higher Education Institution." In Emerging Technologies in Virtual Learning Environments, 258–83. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7987-8.ch013.

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Virtual reality (VR) technology has recently started shaping learning, especially language learning, with the aim of immersing learners into a VR learning environment. However, because of the high system cost of fully immersive VR, desktop VR has been implemented and preferred in educational settings. Based on a constructivist approach, desktop VR has drawn attention to the need for learner autonomy and an authentic VR learning environment. Therefore, this chapter describes empirical research on desktop VR-based learning using a constructivist approach. The research examined university students' interaction and perceptions of learning in this kind of learning environment. Based on the empirical findings gathered from observations and interviews, this chapter has aimed to discuss not only the issues observed both in previous studies and in this chapter, but also additional issues such as scaffolding, self-paced learning, collaboration, and learner differences in order for learning to occur in a well-designed desktop VR learning environment.
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Vahle, Nils M., Sebastian Unger, and Martin J. Tomasik. "Reaction Time-Based Cognitive Assessments in Virtual Reality – A Feasibility Study with an Age Diverse Sample." In Studies in Health Technology and Informatics. IOS Press, 2021. http://dx.doi.org/10.3233/shti210552.

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Introduction: While virtual reality (VR) is an emerging paradigm in a variety of research contexts, VR-based embodiment effects on behavior and performance still lack in sufficient evidence regarding to bias in cognitive performance assessment. Methods: In this methodological observational study, we compare the VR measurement of cognitive performance with a conventional computer-based testing approach in real life (RL) in younger and older adults. The differences between VR and RL scenarios are investigated using the background of two theoretical models from cognitive psychology. Furthermore, data assessment reliability and validity are analyzed, concerning the feasibility of technological and ergonomic aspects. Results: A within-group comparison showed no change in information processing speed in either one of the two age groups, i.e., both groups perform equally well in RL and in a VR testing environment. Conclusion: The use of lifelike VR environments for cognitive performance tests seems not to lead to any performance changes compared to RL computer-based assessments, making VR suitable for similar applications. On technical concerns, we recommend the careful use of reaction time paradigms regarding to input hardware and stimuli presentation.
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Conference papers on the topic "VR OBSERVATION"

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Inoue, Yasuyuki, Fumihiro Kato, Mhd Yamen Saraiji, Charith Lasantha Fernando, and Susumu Tachi. "Observation of mirror reflection and voluntary self-touch enhance self-recognition for a telexistence robot." In 2017 IEEE Virtual Reality (VR). IEEE, 2017. http://dx.doi.org/10.1109/vr.2017.7892318.

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Pinkl, James, and Michael Cohen. "Design of a VR Action Observation Tool for Rhythmic Coordination Training." In 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW). IEEE, 2022. http://dx.doi.org/10.1109/vrw55335.2022.00232.

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Kijima, Ryugo, and Kento Miyajima. "Measurement of Head Mounted Display's latency in rotation and side effect caused by lag compensation by simultaneous observation — An example result using Oculus Rift DK2." In 2016 IEEE Virtual Reality (VR). IEEE, 2016. http://dx.doi.org/10.1109/vr.2016.7504724.

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Miyamoto, Eisaku, and Ryugo Kijima. "Evaluating Dynamic Characteristics of Head Mounted Display in Parallel Movement with Simultaneous Subjective Observation Method." In 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2019. http://dx.doi.org/10.1109/vr.2019.8798320.

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Alves, Júlio, Athanasios Vourvopoulos, Alexandre Bernardino, and Sergi Bermúdez i Badia. "Eye Gaze Patterns after Stroke: Correlates of a VR Action Execution and Observation Task." In 8th International Conference on Pervasive Computing Technologies for Healthcare. ICST, 2014. http://dx.doi.org/10.4108/icst.pervasivehealth.2014.255288.

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Mora, Diletta, Alessandra Falco, Annamaria Di Sipio, and Alessandro De Carlo. "4 STEPS FOR FIGHTING COVID-RELATED ANXIETY: AN APPLICATION OF VIRTUAL REALITY IN A SMALL COMPANY." In International Psychological Applications Conference and Trends. inScience Press, 2021. http://dx.doi.org/10.36315/2021inpact061.

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"The need to effectively fight against work-related stress and anxiety, especially due to the COVID-19 outbreak, is crucial. Employees have been faced with two options: adapting to the online environment or risking contagion in public locations ? both stressful conditions. Therefore, recovery actions were requested by organizations. To understand recovery processes, refer to the Effort-Recovery Model and the Theory of Conservation of Resources. According to the literature, one should not be excessively exposed to work demands, but, conversely, acquire new resources, including personal ones, to recover those that have been lost. Recovery processes can be initiated through what we call recovery experiences. In recent years, literature and practice have been enriched with contributions about the use of virtual reality (VR) as a tool for combating anxiety disorders, reducing stress, and developing soft skills. VR proposes a technology that allows people to be immersed in a virtual environment and to interact with different stimuli: it can be used in combination with psychology techniques to improve health and well-being. A four-step protocol, based on VR, was proposed to a small private company to improve health and performance by learning specific recovery techniques; the protocol aimed to reduce the levels of work-related stress and anxiety, in addition to enhancing personal resources such as resilience, stress management, and self-efficacy. The participants were the employees and managers of the company (N = 14) who were administered a four-week training protocol comprising four one-hour VR-based sessions. Two sessions (the first and the third) focused on body consciousness, while the other two were psychological techniques (“Virtual Three Good Things” and “Best Possible Self”). The obtained data showed a decrease in anxiety and stress and an improvement in personal resources. Data also showed greater effectiveness of the VR-based protocol compared to similar interventions conducted without VR. Qualitative observation is relevant as it shows a great emotional impact of the VR-based protocol, as well as a high perception of efficacy. The limitations of the study are primarily related to the number of participants: further restrictions due to a regional worsening of the pandemic made an intermission necessary. Agreements are already in place with the parent company to encorauge more applications. The objectives and the protocol can be a useful contribution to support employees in managing stress. VR technology can greatly help psychologists to be effective in organizations."
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Zuanon, Rachel, and Rogério Augusto Bordini. "Virtual Reality-Architecture-Neurosciences: Modeling and Evaluation of Immersive And Homeodynamic Hospital Environments at CAISM-UNICAMP." In LINK 2021. Tuwhera Open Access, 2021. http://dx.doi.org/10.24135/link2021.v2i1.92.

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Studies have shown that the use of virtual reality devices (VR) as exposure therapy resources tend to produce favorable effects on the homeodynamic balance of patients with different diseases. The sensory and sensory-motor stimuli experienced through interaction with such technologies are able to promote, for instance, relief of pain intensity, stress levels reduction and reduced risks of hypertension syndrome in blood pressure tests. Thus, the emerging body of studies about the design, validation and development procedures of such ambiences is extremely fruitful and relevant, especially regarding their consistent contributions to the biological homeostasis of human beings. In this sense, this research aims to model humanized and homeodynamic hospital VR environments for nursing professionals of the Center for Integral Care to Women (CAISM-UNICAMP), capable of reducing their stress levels resulting from physical and mental overload, to which these professionals are daily exposed in the hospital settings, and further increased by the impacts of the COVID-19 pandemic. For this, the study starts from the mapping and identification of design parameters of humanized hospital environments, both through literature systematic review on transdisciplinary cooperation (e.g. between humanized hospital environments, intelligent biointerfaces and virtual reality), and data collected in field research (e.g. collection of architectural data, design, and observation of professionals’ routine and semi-structured interviews with the healthcare team, before and after the experimental protocol application). The design and conception of these virtual environments are based on the cooperation between the fields of Architecture and Cognitive and Behavioral Neurosciences, especially subsidized by the concept of Homeodynamic Environments and Products. In addition, the investigation is also based on literature reviews about the use of VR in healthcare; a set of recommendations for conducting clinical studies using VR; exploration of VR soundscapes to reduce stress levels in hospitalized patients; and guidelines for conducting usability assessments for health-related VR applications for patient treatment, rehabilitation, and medical professional training. The tests and validation of the humanized and homeodynamic ambiences modeled are conducted with the nursing professionals of CAISM-UNICAMP, with the organization of participants in experimental and control groups. Such interventions are also associated and synchronized with the performance of intelligent biointerfaces, in order to collect consistent neuropsychophysiological data, performed during the immersion of the research subjects in the simulated environments. Thus, the results of this research aim to contribute to the reduction of stress levels of CAISM-UNICAMP nursing professionals, both in pandemic and post-pandemic context.
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Calabrese, Alessandro, Luisa Franchina, Tommaso Ruocco, and Giulia Inzerilli. "Addressing new cyber risks in immersive reality." In 8th International Conference on Human Interaction and Emerging Technologies. AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002745.

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The purpose of this paper is to assess the cyber risks associated with the development of Augmented Reality (AR) and Virtual Reality (VR) technologies also in relation to their use in the Metaverse. AR and VR represent one of the most recent and relevant technological advances that have been able to take advantage of the changes brought about by the ongoing digital transformation driven by Industry 4.0, and the pandemic crisis. Moreover, these technologies are also becoming relevant for their potential in war scenarios and military exploitation.A common goal for both technologies is to improve knowledge and operational processes, overcoming the amount of information that is received by normal observation mechanisms, reducing the interactive distance between different variables. Consequently, the fields of application are various and regard all sectors, stemming from the national defense to the health, industrial and educational sectors. The culmination of these technologies, and their applications, is reached by the recent project announced by the founder of Facebook called "Metaverse". Some of the cybersecurity challenges will be similar to and will certainly enhanced others, such as the security and privacy risks related to social media, conference and streaming platforms and even internet browsing. The future of VR and AR spaces will involve a huge increase in new devices connecting to each other, through the creation of new apps and connection bridges, requiring the elaboration and the storage of huge quantities of data. Moreover, laws rarely reflect the rapidly evolving ways in which people interact with each other online. In this context, virtual assets can become as critical as physical ones, creating a worth to be protected. As the opportunities are all encompassing, so are the risks and vulnerabilities, such as identity theft, spying and social engineering. Security of confidential and market data, privacy and security of virtual assets are the most critical issues, linked to the volatility and reliability of providers with respect to assets.Unfortunately, new technologies are often developed and brought to market long before cybersecurity issues are addressed. An early identification of the main cyber risks inherent in the application of AR and VR technologies and the provision of framework for possible solutions to the various issues identified could address the Metaverse new challenge.
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Srivastava, Rupal, Vladimir Kuts, Eber Lawrence Souza Gouveia, Niall Murray, Declan Devine, and Eoin O’Connell. "SMA-Based Haptic Gloves Usage in the Smart Factory Concept: XR Use Case." In ASME 2022 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2022. http://dx.doi.org/10.1115/imece2022-94305.

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Abstract Conceptualization of the Smart Factory started with introducing the Industry 4.0 paradigm and its nine pillars, which it stands. The paradigm itself is automation and robot-centric focused, which means less and less involvement of the humans on the manufacturing shop floor. However, even robots and simulation aspects of the factories are the most crucial aspects; Industry 4.0 still focuses on the Augmented and Virtual Reality (AR and VR input methods for the human operators, making the smooth transition to the Industry 5.0 concept a human-centric. Although VR/AR is still being enabled and widely used in the Human-Robot Interaction (HRI) research aspect, the heavy headset is limited in the observation field of view. The input methods, such as headsets, have voice and gesture recognition; however, those are mainly limited by factory noise and cameras pointing to the human hands. These headsets constrain the use of smart wearables to a given boundary inside the factory environment. A Shape Memory Alloy (SMA) based haptic glove with discrete data outputs from the kinaesthetic analysis of the hand bending can remove the need for gesture recognition. The paper proposes a modular framework using the SMA-based Haptic Gloves in the Smart Manufacturing environment. These gloves, without additional wearables, can enable interactions with heavy machinery, screens, and all other assets of the industrial area, even with holographic. In this paper, the authors aim to prose the context, design, and framework with the chosen use-cases mainly based on the robotic system applications in the Technological University of the Shannon: Midlands Midwest (TUS: MMW), Ireland, and Tallinn University of Technology (TalTech), Estonia.
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Alizadeh, Mehrasa, and Neil Cowie. "An exploratory student-centred approach to immersive virtual reality: Reflections and future directions." In ASCILITE 2021: Back to the Future – ASCILITE ‘21. University of New England, Armidale, 2021. http://dx.doi.org/10.14742/ascilite2021.0117.

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Advancements in immersive virtual reality (VR) have encouraged educators to start looking for ways to leverage the potentials of this technology. This concise paper reports the preliminary findings of a study where VR was used in an educational setting. A small group of teachers and students explored free VR apps and investigated their usefulness for learning. Through this activity, they not only compiled a list of VR apps that could potentially be used by teachers but also co-investigated the benefits and challenges of implementing VR-powered activities. The study was backed up by student app reviews, teacher observations, and focus group interviews. The results revealed that students found VR engaging and stimulating and successfully explored the educational values of multiple apps; however, they experienced some degree of cybersickness. As a response to this concern, the next phase of the study will focus on desktop VR and learner-generated content.
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Reports on the topic "VR OBSERVATION"

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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, February 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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