scholarly journals Construction Hazard Investigation Leveraging Object Anatomization on an Augmented Photoreality Platform

2019 ◽  
Vol 9 (21) ◽  
pp. 4477 ◽  
Author(s):  
Hai Chien Pham ◽  
Nhu-Ngoc Dao ◽  
Sungrae Cho ◽  
Phong Thanh Nguyen ◽  
Anh-Tuan Pham-Hang

Hazard investigation education plays a crucial role in equipping students with adequate knowledge and skills to avoid or eliminate construction hazards at workplaces. With the emergence of various visualization technologies, virtual photoreality as well as 3D virtual reality have been adopted and proved advantageous to various educational disciplines. Despite the significant benefits of providing an engaging and immersive learning environment to promote construction education, recent research has also pointed out that virtual photoreality lacks a 3D object anatomization tools to support learning, while 3D-virtual reality cannot provide a real-world environment. In recent years, research efforts have studied virtual reality applications separately, and there is a lack of research integrating these technologies to overcome limitations and maximize advantages for enhancing learning outcomes. In this regard, the paper develops a construction hazard investigation system leveraging object anatomization on an Interactive Augmented Photoreality platform (iAPR). The proposed iAPR system integrates virtual photoreality with 3D-virtual reality. The iAPR consists of three key learning modules, namely Hazard Understanding Module (HUM), Hazard Recognition Module (HRM), and Safety Performance Module (SPM), which adopt the revised Bloom’s taxonomy theory. A prototype is developed and evaluated objectively through interactive system trials with educators, construction professionals, and learners. The findings demonstrate that the iAPR platform has significant pedagogic methods to improve learner’s construction hazard investigation knowledge and skills, which improve safety performance.

2021 ◽  
Vol 6 (7) ◽  
pp. 1163-1170
Author(s):  
Hardi Santosa ◽  
Hardi Prasetiawan

Guidance and Counseling Teachers' Consultation (MGBK) is a community of teachers in the field of guidance and counseling. One of the main tasks of guidance and counseling teachers in schools is to guide students to become human beings with character as required by the National Education System Law No. 20 of 2003 concerning the complete goals of national education. However, not all guidance and counseling teachers have the competence to guard this goal. For this reason, guidance and counseling teachers need to be given training, so that they have adequate knowledge and skills in carrying out their duties. This training aims to increase the knowledge and skills of guidance and counseling teachers in implementing prophetic guidance. Prophetic guidance is designed with the aim of strengthening the character of students. The training method used socratic dialogue. The participants of the activity were 30 representatives from 30 high school, vocational, and MA schools in Pringsewu Regency, Lampung. The results of the training showed that 74% of participants stated that they really got the benefits and new knowledge, even as many as 61% of participants stated that they had increased their confidence. Thus, this service activity has a significant impact on improving the competence and performance of teachers in providing guidance and counseling services.


2020 ◽  
Vol 20 (3) ◽  
pp. 509-542 ◽  
Author(s):  
Jing Wen ◽  
Masoud Gheisari

Purpose The architecture, engineering and construction (AEC) industry exists in a dynamic environment and requires several stakeholders to communicate regularly. However, evidence indicates current communication practices fail to meet the requirements of increasingly complex projects. With the advent of Industry 4.0, a trend is noted to create a digital communication environment between stakeholders. Identified as a central technology in Industry 4.0, virtual reality (VR) has the potential to supplement current communication and facilitate the digitization of the AEC industry. This paper aims to explore how VR has been applied and future research directions for communication purpose. Design/methodology/approach This research follows a systematic literature assessment methodology to summarize the results of 41 research articles in the last 15 years and outlines the applications of VR in facilitating communication in the AEC domain. Findings Relevant VR applications are mainly found in building inspection, facility management, safety training, construction education and design and review. Communication tools and affordance are provided or built in several forms: text-based tools, voice chat tool, visual sharing affordance and avatars. Objective and subjective communication assessments are observed from those publications. Originality/value This review contributes to identifying the recent employment areas and future research directions of VR to facilitate communication in the AEC domain. The outcome can be a practical resource to guide both industry professionals and researchers to recognize the potentials of VR and will ultimately facilitate the creation of digital construction environments.


Author(s):  
Hao Song ◽  
Fangyuan Chen ◽  
Qingjin Peng ◽  
Jian Zhang ◽  
Peihua Gu

User experience has a significant impact on the effective product design and improvement, especially for a personalized product to meet user’s individual need. The development of personalized products requires data from user experience in the evaluation of the product function and performance. The existing methods of Internet-based interactive platforms and direct market user surveys cannot provide users full experience of product features. This research proposes a user interactive system based on virtual reality technologies to provide users a close-real experience in the development of open-architecture products. The system provides users an interface built on the virtual environment. The users can review a product design by virtually operating and evaluating the product. The system records users’ operations and feedbacks for designers to improve the product. Food trucks designed using the open-architecture concept are used as applications to verify the proposed method. A user survey is conducted to examine the system effectiveness.


2020 ◽  
Author(s):  
Mary Ann Go ◽  
Jake Rogers ◽  
Giuseppe P. Gava ◽  
Catherine Davey ◽  
Seigfred Prado ◽  
...  

ABSTRACTThe hippocampal place cell system in rodents has provided a major paradigm for the scientific investigation of memory function and dysfunction. Place cells have been observed in area CA1 of the hippocampus of both freely moving animals, and of head-fixed animals navigating in virtual reality environments. However, spatial coding in virtual reality preparations has been observed to be impaired. Here we show that the use of a real-world environment system for head-fixed mice, consisting of a track floating on air, provides some advantages over virtual reality systems for the study of spatial memory. We imaged the hippocampus of head-fixed mice injected with the genetically encoded calcium indicator GCaMP6s while they navigated circularly constrained or open environments on the floating platform. We observed consistent place tuning in a substantial fraction of cells with place fields remapping when animals entered a different environment. When animals re-entered the same environment, place fields typically remapped over a time period of multiple days, faster than in freely moving preparations, but comparable with virtual reality. Spatial information rates were within the range observed in freely moving mice. Manifold analysis indicated that spatial information could be extracted from a low-dimensional subspace of the neural population dynamics. This is the first demonstration of place cells in head-fixed mice navigating on an air-lifted real-world platform, validating its use for the study of brain circuits involved in memory and affected by neurodegenerative disorders.


Author(s):  
Mary Ann Go ◽  
Jake Rogers ◽  
Giuseppe P. Gava ◽  
Catherine E. Davey ◽  
Seigfred Prado ◽  
...  

The hippocampal place cell system in rodents has provided a major paradigm for the scientific investigation of memory function and dysfunction. Place cells have been observed in area CA1 of the hippocampus of both freely moving animals, and of head-fixed animals navigating in virtual reality environments. However, spatial coding in virtual reality preparations has been observed to be impaired. Here we show that the use of a real-world environment system for head-fixed mice, consisting of an air-floating track with proximal cues, provides some advantages over virtual reality systems for the study of spatial memory. We imaged the hippocampus of head-fixed mice injected with the genetically encoded calcium indicator GCaMP6s while they navigated circularly constrained or open environments on the floating platform. We observed consistent place tuning in a substantial fraction of cells despite the absence of distal visual cues. Place fields remapped when animals entered a different environment. When animals re-entered the same environment, place fields typically remapped over a time period of multiple days, faster than in freely moving preparations, but comparable with virtual reality. Spatial information rates were within the range observed in freely moving mice. Manifold analysis indicated that spatial information could be extracted from a low-dimensional subspace of the neural population dynamics. This is the first demonstration of place cells in head-fixed mice navigating on an air-lifted real-world platform, validating its use for the study of brain circuits involved in memory and affected by neurodegenerative disorders.


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