Creating Virtual Reality Teaching Modules for Low-Cost Headsets

2021 ◽  
Author(s):  
Takudzwa Mujuru ◽  
Christian Lopez

Abstract In the past few years, remote learning has been on a trend of steady growth and it is projected to remain on that course in the years to come. Additionally, the global COVID-19 pandemic forced a shift to remote learning which accelerated the existing trend to remote education. Unfortunately, learners find remote classes less engaging than traditional face-to-face classes. One technology that has shown great potential to improve students’ engagement, both in face-to-face classes and remote classes, is Virtual Reality (VR). Nevertheless, while educators are no longer limited to expensive, high-tech, and high-fidelity VR hardware thanks to the introduction of low-cost, low fidelity headset, like the Google Cardboard, educators are still limited in getting relevant content and find it difficult to create their own VR teaching modules. With the objective to address these limitations, this work introduces a new process to create VR content that is easy, rapid, and affordable for educators to adopt and implement into their curriculum. The results indicate great potential for low-cost VR in remote learning as the sample of students in this study reported that they enjoyed the ‘first-hand experience’ of touring places that were inaccessible to them due to the pandemic. However, the findings also show a strong need to address usability issues such as blurriness and dizziness.

Author(s):  
Luis Almeida ◽  
Paulo Menezes ◽  
Jorge Dias

The socialization between elderly people assumes a key role on their mind and body well-being while loneliness expects to be one of major problems of our increasing age society. This research aims to study and develop a framework to support elderly people socialization when they are confined to their homes for some reason. It can be also adequate for people following some neurological or physical rehabilitation treatment remotely or monitoring behaviors in order to prevent potential diseases. This work proposes a framework that supports the socialization through Augmented Reality (AR) based on telepresence. The aim is a low cost solution that enables users to communicate and interact remotely, experiencing the benefits of a face-to-face meeting. The authors explore computers graphics, spatial audio, and artificial vision to induce sensations of being physical in the presence of other people and exploit the potential activities that such frameworks enable. TV and phones are elderly common companion devices that should be complementarily used with emergent AR technologies to enhance and create the remote presence feeling, minimizing the loneliness. Inspired by Virtual Reality (VR) studies, one of the authors’ goals is to explore if VR presence measurement instruments are useful in the AR context by reviewing literature on the area.


The three previous papers of this series (Arnot and Milligan 1936 b ; Arnot 1937 a, b ) contain an account of experimental work which led the senior author to propose a new process of negative-ion formation. This process is the formation of negative ions at metal surfaces by bombardment of the surface with positive ions, the negative ion being formed by the positive ion capturing two electron from the surface. Further work carried out during the past year, which is described in this paper, has revealed a new variation of the above process. In this latter process the impinging positive ion causes an adsorbed atom on the surface to come off as a negative ion. It is believed that this newer process is essentially similar to the process previously reported, the difference being due merely to the transference of excitation energy from the incident positive ion, after its capture of an electron, to the atom adsorbed on the surface. The discovery of this second effect was made independently by Sloane and Press (1938), although they attribute it to a different process.


Author(s):  
Jayanthila Devi

Tele-immersion is an advanced form of virtual reality that will allow users in different places to interact in real time in a shared simulated environment. Tele-immersion is a technology to be implemented with Internet that will enable users in different geographic locations to come together in a simulated environment to interact. Users will feel like they are actually looking, talking, and meeting with each other face-to-face in the same room.This technology causes users to feel as if they were in the same room. The tele-immersion technology uses a "tele-cubicle" which is equipped with large screens, scanners, sensors, and cameras. The tele-cubicles are linked together in real-time so that they form one larger cubicle. Through the virtual environment, participants are able to interact with other group members. Also, virtual objects and data can be passed through the walls between participants, and placed on the shared table in the middle for viewing.


Electronics ◽  
2021 ◽  
Vol 10 (9) ◽  
pp. 1042
Author(s):  
Antonino Naro ◽  
Rocco Salvatore Calabrò

Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations. The present brief overview aims to summarize the available literature on VRT applications in neurorehabilitation settings, along with discussing the pros and cons of VR and introducing the practical issues for research. The available studies on VRT for rehabilitation purposes over the past two decades have been mostly preliminary and feature small sample sizes. Furthermore, the studies dealing with VRT as an assessment method are more numerous than those harnessing VRT as a training method; however, the reviewed studies show the great potential of VRT in rehabilitation. A broad application of VRT is foreseeable in the near future due to the increasing availability of low-cost VR devices and the possibility of personalizing VR settings and the use of VR at home, thus actively contributing to reducing healthcare costs and improving rehabilitation outcomes.


Author(s):  
Matthew B. Pierce ◽  
Philip A. Young ◽  
Shawn M. Doherty

There has been a general push within the past five years to commercialize virtual reality (VR) gaming for public use. Devices such as the Oculus Rift, HTC Vive, PlayStation VR, and Samsung VR on the market have emerged with more to come in the future. With these immersive technologies becoming more accessible, researchers can more easily test the idea of levels of engagement in VR games compared to non-VR games on the console or PC. VR companies market their immersive technology to be more engaging experiences but very little research has been conducted with newer models. The purpose of this study is to investigate the difference in engagement when using a VR version or a non-VR version of the game Thumper. The study will have 60 participants of varying expertise who will play Thumper for twenty-three minutes and then will be asked to take a demographic survey, the GUESS measure, and a motion sickness survey. This study is in progress and expects to shed light on the relationships between immersion and virtual reality.


2010 ◽  
Vol 1 (1) ◽  
pp. 93 ◽  
Author(s):  
Julián Flores ◽  
Antonio Otero ◽  
Eduardo Mallo ◽  
Rubén Arenas

<p>Over the past decade, projection based immersive virtual reality systems have increased in popularity. These kinds of systems and their applications left the laboratories and universities and became widely used in museums, schools, and other exhibition spaces. This trend has taken place largely due to vast improvements in the performance of projectors, CPU’s, and PC graphics cards at progressively lower costs. In this paper we present two of the most significant projects from the MAR group of University Santiago de Compostela in the design and development of low cost immersive virtual reality systems, in use at museums and public spaces.</p>


2020 ◽  
pp. 71-85
Author(s):  
A.V. Shymchenko ◽  
◽  
E.O. Kasyanenko

Researched is the problem, connected with the fact, that due to the growing interest in attracting the model of electronic distance education, it is relevant to assess the capabilities of digital tools and electronic educational platforms in the training of highly qualified specialists. Consideration of systems and platforms of electronic distance education that are in demand within the framework of the implementation of higher education programs allows us to come to the conclusion about the active use of video, audio, text and graphic methods of presenting educational information. At the same time, the results of the completed review and analysis of the requirements for a number of higher education areas demonstrate the need to form students' applied skills of physical labor. However, the absence of a kinesthetic way of perceiving information does not allow to properly consider existing solutions in the field of distance education as an effective alternative to the traditional “face-to-face” interaction between a student and a teacher in the framework of laboratory and practical training sessions. The obtained conclusion reflects the presence of a significant limitation for the preparation of a number of specialties exclusively through e-distance learning tools. Overcoming this limitation is possible by attracting new solutions based on modern digital technologies, such as virtual reality (VR), cloud computing and new generation telecommunications technologies. The potentialities of such solutions were compared with the capabilities of virtual simulators and laboratories used today. On the other hand, possible solutions were assessed from the standpoint of existing risks and limitations associated primarily with overestimated expectations for the effectiveness of these technologies.


The Ready-Made Garments (RMG) might have a remarkable contribution to a country’s economy once it possesses an understandable application of technology and innovation in its style attractiveness, healthier aspects of body and its environmental settings. The primary purpose of this study is to explore the relevance of including RMG sector in the Science and Technology Park of Extremadura (PCTEx) in Badajoz province of Spain. For this purpose, a case study based on face to face interview method is followed where primary data was collected through an unstructured open ended questionnaire. The author’s observation in this case is also used. The findings of this qualitative study support that it is relevant to include the sector in this particular zone. It concludes with the statement that PCTEx has the opportunity to include the sector in this area which can ensure greater impact in social and financial gain in this region. The findings also support that if this proposal is implemented and is supervised by the PCTEx authority in Badajoz, with the influence of this non-government association, it will flourish with its superior performance and in turn will contribute to the development of the region by creating employment opportunity for a number of unemployed people especially for women as well as to the country economy as a whole. The availability of low cost human resources especially high tech infrastructure and industry-friendly environment all work behind the motivation of the sector inclusion in this region.


2004 ◽  
Vol 18 (1) ◽  
pp. 63-65
Author(s):  
Yutaka Kuwahara

After more than 13 years of business slump in Japan and worldwide, many high-tech companies are struggling to remain competitive. Faced with the need to stay profitable, a common response of such companies in Japan has been to cut their investment in R&D. Heavy cuts in R&D have led to a lack of innovation, with the associated threat to future growth. Global ventures now constitute a major source of innovation, but during the past few years high-tech venture companies have struggled to identify strong Japanese firms that can manufacture innovative technologies they have developed. Many such ventures have tried to establish relationships with Japanese companies, but differences in culture and management structure have prevented successful interaction. In response to this problem, GVIN (Global Ventures Industries Network) was established to provide ‘Ba’ – opportunity and place – for direct interaction between the top management of both global ventures and Japanese companies. This is achieved by means of presentations and, especially, through face-to-face meetings. The GVIN experience has highlighted many issues, especially those relating to cultural differences – national cultures, large and small companies, east and west. Addressing these differences is not easy, but it is essential if the aims of GVIN are to be achieved. This paper describes the experience of starting and managing GVIN and highlights the issues that have emerged.


Crisis ◽  
2003 ◽  
Vol 24 (1) ◽  
pp. 24-28 ◽  
Author(s):  
Lourens Schlebusch ◽  
Naseema B.M. Vawda ◽  
Brenda A. Bosch

Summary: In the past suicidal behavior among Black South Africans has been largely underresearched. Earlier studies among the other main ethnic groups in the country showed suicidal behavior in those groups to be a serious problem. This article briefly reviews some of the more recent research on suicidal behavior in Black South Africans. The results indicate an apparent increase in suicidal behavior in this group. Several explanations are offered for the change in suicidal behavior in the reported clinical populations. This includes past difficulties for all South Africans to access health care facilities in the Apartheid (legal racial separation) era, and present difficulties of post-Apartheid transformation the South African society is undergoing, as the people struggle to come to terms with the deleterious effects of the former South African racial policies, related socio-cultural, socio-economic, and other pressures.


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