scholarly journals Introducing Virtual Reality Technologies to Design Education

Seminar.net ◽  
2018 ◽  
Vol 14 (1) ◽  
pp. 1-12
Author(s):  
Jonna Häkkilä ◽  
Ashley Colley ◽  
Jani Väyrynen ◽  
Antti-Jussi Yliharju

In this paper, we address the introduction of Virtual Reality (VR) tools to the education of industrial design (ID) university students. We present three cases of how we have introduced VR technology in different courses of the industrial design curriculum at the University of Lapland, Finland. As the first example (Case I), we introduced a VR simulation as an empathetic design tool to simulate visual disabilities. The second example (Case II) is reported from a course where students created concepts for a head mounted display (HMD) AR application in smart buildings, and tried out interaction with a HMD VR application. In the third example (Case III), VR was used as a display environment to exhibit students’ 3D industrial design concept models. We report our experiences and lessons learnt, as well as recorded student feedback from the trials. As salient findings, we report the general positive feedback, successful integration with the taught themes especially when connected to physical 3D models, as well as suggested improvements. Hindering the adoption of the technology from the teaching point of view, we report on the lack of infrastructure for multi-user groups in classrooms, the additional effort required to set up the technical system, and limited features supporting multimodality.

Sensors ◽  
2021 ◽  
Vol 21 (2) ◽  
pp. 397
Author(s):  
Qimeng Zhang ◽  
Ji-Su Ban ◽  
Mingyu Kim ◽  
Hae Won Byun ◽  
Chang-Hun Kim

We propose a low-asymmetry interface to improve the presence of non-head-mounted-display (non-HMD) users in shared virtual reality (VR) experiences with HMD users. The low-asymmetry interface ensures that the HMD and non-HMD users’ perception of the VR environment is almost similar. That is, the point-of-view asymmetry and behavior asymmetry between HMD and non-HMD users are reduced. Our system comprises a portable mobile device as a visual display to provide a changing PoV for the non-HMD user and a walking simulator as an in-place walking detection sensor to enable the same level of realistic and unrestricted physical-walking-based locomotion for all users. Because this allows non-HMD users to experience the same level of visualization and free movement as HMD users, both of them can engage as the main actors in movement scenarios. Our user study revealed that the low-asymmetry interface enables non-HMD users to feel a presence similar to that of the HMD users when performing equivalent locomotion tasks in a virtual environment. Furthermore, our system can enable one HMD user and multiple non-HMD users to participate together in a virtual world; moreover, our experiments show that the non-HMD user satisfaction increases with the number of non-HMD participants owing to increased presence and enjoyment.


2019 ◽  
Vol 9 (3) ◽  
pp. 281-285 ◽  
Author(s):  
Mark Taubert ◽  
Lucie Webber ◽  
Timothy Hamilton ◽  
Madeleine Carr ◽  
Mark Harvey

BackgroundVirtual reality (VR) immersive environments have been shown to be effective in medical teaching. Our university hospital received funding from our deanery, Health Education in Wales, to film teaching videos with a 360-degree camera.AimsTo evaluate whether VR is an effective and acceptable teaching environment. VR headsets were set up for medical students who rotated through Velindre Cancer Hospital’s Palliative Care department.MethodsStudents were asked to put on a VR headset and experience a pre-recorded 27 min presentation on nausea and vomiting in palliative care settings. They subsequently viewed a radiotherapy treatment experience from a patient’s point of view.ResultsOf the 72 medical students who participated, 70 found the experience comfortable, with two students stating they felt the experience uncomfortable (1=headset too tight; 1=blurry visuals). Numerical scoring on ability to concentrate in VR from 0 to 10 (0=worst, 10=best) scored an average of 8.44 (range, 7–10). Asked whether this format suited their learning style, average score was 8.31 (range 6–10). 97.2 % (n=70) students stated that they would recommend this form of learning to a colleague, with one student saying he/she would not recommend and another stating he/she was unsure. Students left anonymous free-text feedback comments which helped frame future needs in this emerging area.DiscussionThis study suggests that there is room for exploring new ways of delivering teaching and expanding it more widely in palliative care and oncology, but also provides feedback on areas that need further careful attention. Comments from students included: “Might have been the novelty factor but I learnt more from this 20 min VR thing than I have from many lectures”.SummaryThe project has proved sufficiently popular in medical student feedback, that the VR experience is now available on YouTube and has been permanently introduced into routine teaching. Further 360-degree teaching environments have been filmed. Of note is that our 360-degree videos have been viewed in Africa, so this format of teaching could prove valuable due to its global reach.


2021 ◽  
Vol 2 ◽  
Author(s):  
Lorenz S. Neuwirth ◽  
Maxime Ros

Introduction: Students interested in neuroscience surgical applications learn about stereotaxic surgery mostly through textbooks that introduce the concepts but lack sufficient details to provide students with applied learning skills related to biomedical research. The present study employed a novel pedagogical approach which used an immersive virtual reality (VR) alternative to teach students stereotaxic surgery procedures through the point of view (POV) of the neuroscientist conducting the research procedures.Methods: The study compared the 180° video virtual reality head-mounted display (180° video VR HMD) and the 3D video computer display groups to address the learning gaps created by textbooks that insufficiently teach stereotaxic surgery, by bringing students into the Revinax® Virtual Training Solutions educational instruction platform/technology. Following the VR experience, students were surveyed to determine their ratings of the learning content and comprehension of the material and how it compared to a traditional lecture, an online/hybrid lecture, and YouTube/other video content, as well as whether they would have interest in such a pedagogical tool.Results: The 180° video VR HMD and the 3D video computer display groups helped students attend to and learn the material equally, it improved their self-study, and they would recommend that their college/university invest in this type of pedagogy. Students reported that both interventions increased their rate of learning, their retention of the material, and its translatability. Students equally preferred both interventions over traditional lectures, online/hybrid courses, textbooks, and YouTube/other video content to learn stereotaxic surgery.Conclusion: Students preferred to learn in and achieve greater learning outcomes from both the 180° video VR HMD and the 3D video computer display over other pedagogical instructional formats and thought that it would be a more humane alternative to show how to conduct the stereotaxic surgical procedure without having to unnecessarily use/practice and/or demonstrate on an animal. Thus, this pedagogical approach facilitated their learning in a manner that was consistent with the 3-Rs in animal research and ethics. The 180° video VR HMD and the 3D video computer display can be a low-cost and effective pedagogical option for distance/remote learning content for students as we get through the COVID-19 pandemic or for future alternative online/hybrid classroom instruction to develop skills/reskill/upskill in relation to neuroscience techniques.


Author(s):  
Thomas Kersten ◽  
Daniel Drenkhan ◽  
Simon Deggim

AbstractTechnological advancements in the area of Virtual Reality (VR) in the past years have the potential to fundamentally impact our everyday lives. VR makes it possible to explore a digital world with a Head-Mounted Display (HMD) in an immersive, embodied way. In combination with current tools for 3D documentation, modelling and software for creating interactive virtual worlds, VR has the means to play an important role in the conservation and visualisation of cultural heritage (CH) for museums, educational institutions and other cultural areas. Corresponding game engines offer tools for interactive 3D visualisation of CH objects, which makes a new form of knowledge transfer possible with the direct participation of users in the virtual world. However, to ensure smooth and optimal real-time visualisation of the data in the HMD, VR applications should run at 90 frames per second. This frame rate is dependent on several criteria including the amount of data or number of dynamic objects. In this contribution, the performance of a VR application has been investigated using different digital 3D models of the fortress Al Zubarah in Qatar with various resolutions. We demonstrate the influence on real-time performance by the amount of data and the hardware equipment and that developers of VR applications should find a compromise between the amount of data and the available computer hardware, to guarantee a smooth real-time visualisation with approx. 90 fps (frames per second). Therefore, CAD models offer a better performance for real-time VR visualisation than meshed models due to the significant reduced data volume.


2020 ◽  
Vol 18 (6) ◽  
pp. 1889-1905
Author(s):  
Ahmet Hamurcu ◽  
Şebnem Timur ◽  
Kerem Rızvanoğlu

Purpose With the release of headsets such as HTC Vive and Oculus Rift in 2016, fully immersive virtual reality (VR) technology has become available for industrial designers to represent and communicate design ideas. However, how this development will affect industrial design education practice is not clear enough yet. The purpose of this study is to reveal and discuss the current status of using VR in industrial design education and potentials of it. Design/methodology/approach In the first part of the study, the use of computer technology in industrial design education and how VR can be positioned in the existing system is discussed by the acceptance of “design” as “representation”. In the second part, the literature review carried out to unveil and analyse the efforts for using VR in industrial design practice and education is presented. The results of the review are interpreted together with the design process in industrial design education. Findings VR has the potential for changing the operating ways of not only sketching, visualising, modelling, prototyping, presenting, demonstrating and evaluating design ideas, but also getting inspiration and collaborating in industrial design education. However, it is first necessary to solve the issue of how it will be integrated into industrial design education. Originality/value This paper presents the preliminary presumptions regarding the integration of VR into industrial design education that can contribute to future studies.


2021 ◽  
Author(s):  
K. A. Ritter ◽  
Terrence L. Chambers

AbstractVirtual field trip is a way of providing users with some knowledge and exposure of a facility without requiring them to physically visit the location. Due to the high computational costs that are necessary to produce virtual environments (VEs), the potential for photorealism is sacrificed. Often these three-dimensional (3D) modeled applications use an unrealistic VE and, therefore, do not provide a full depiction of real-world environments. Panoramas can be used to showcase complex scenarios that are difficult to model and are computationally expensive to view in virtual reality (VR). Utilizing 360° panoramas can provide a low-cost and quick-to-capture alternative with photorealistic representations of the actual environment. The advantages of photorealism over 3D models for training and education are not clearly defined. This paper initially summarizes the development of a VR training application and initial pilot study. Quantitative and qualitative study then was conducted to compare the effectiveness of a 360° panorama VR training application and a 3D modeled one. Switching to a mobile VR headset saves money, increases mobility, decreases set-up and breakdown time, and has less spatial requirements. Testing results of the 3D modeled VE group had an average normalized gain of 0.03 and the 360° panorama group, 0.43. Although the 3D modeled group had slightly higher realism according to the presence questionnaire and had slightly higher averages in the comparative analysis questionnaire, the 360° panorama application has shown to be the most effective for training and the quickest to develop.


Children ◽  
2022 ◽  
Vol 9 (1) ◽  
pp. 50
Author(s):  
Gloria Pelizzo ◽  
Sara Costanzo ◽  
Margherita Roveri ◽  
Giulia Lanfranchi ◽  
Maurizio Vertemati ◽  
...  

Video assisted thoracoscopic surgery (VATS) has been adopted in pediatric age for the treatment of congenital lung malformations (CLM). The success of VATS in pediatrics largely depends on the surgeon’s skill ability to understand the airways, vascular system and lung parenchyma anatomy in CLM. In the last years, virtual reality (VR) and 3-dimensional (3D) printing of organ models and VR head mounted display (HMD) technologies have been introduced for completion of preoperative planning in adult patients. To date no reports about the use of VR HMD technologies in a pediatric setting are available. The aim of this report is to introduce a VR HMD model in VATS procedure to improve the quality of care in children with CLM. VR HMD set-up for planning thoracoscopic surgery was performed in a series of pediatric patients with diagnosis of CLM. The preoperative VR HMD evaluation allowed a navigation into the malformation with the aim to explore, interact, and make the surgeon more confident and skilled to answer to the traps. A development of surgical simulations models and teaching program dedicated to education and training in pediatric VATS is suitable among the pediatric surgery community. Further studies should demonstrate all the benefits of such technology in pediatric patients submitted to VATS procedure.


2021 ◽  
Vol 51 (2) ◽  
pp. E16
Author(s):  
Tae Hoon Roh ◽  
Ji Woong Oh ◽  
Chang Ki Jang ◽  
Seonah Choi ◽  
Eui Hyun Kim ◽  
...  

OBJECTIVE Virtual reality (VR) is increasingly being used for education and surgical simulation in neurosurgery. So far, the 3D sources for VR simulation have been derived from medical images, which lack real color. The authors made photographic 3D models from dissected cadavers and integrated them into the VR platform. This study aimed to introduce a method of developing a photograph-integrated VR and to evaluate the educational effect of these models. METHODS A silicone-injected cadaver head was prepared. A CT scan of the specimen was taken, and the soft tissue and skull were segmented to 3D objects. The cadaver was dissected layer by layer, and each layer was 3D scanned by a photogrammetric method. The objects were imported to a free VR application and layered. Using the head-mounted display and controllers, the various neurosurgical approaches were demonstrated to neurosurgical residents. After performing hands-on virtual surgery with photographic 3D models, a feedback survey was collected from 31 participants. RESULTS Photographic 3D models were seamlessly integrated into the VR platform. Various skull base approaches were successfully performed with photograph-integrated VR. During virtual dissection, the landmark anatomical structures were identified based on their color and shape. Respondents rated a higher score for photographic 3D models than for conventional 3D models (4.3 ± 0.8 vs 3.2 ± 1.1, respectively; p = 0.001). They responded that performing virtual surgery with photographic 3D models would help to improve their surgical skills and to develop and study new surgical approaches. CONCLUSIONS The authors introduced photographic 3D models to the virtual surgery platform for the first time. Integrating photographs with the 3D model and layering technique enhanced the educational effect of the 3D models. In the future, as computer technology advances, more realistic simulations will be possible.


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