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1 – 10 of 68Abstract
Purpose
Current virtual simulation platforms provide various tools to generate non-immersive simulation processes purposefully in different domains. The generated simulation processes are adopted for analysis, presentation, demonstration and verification. In the virtual maintenance domain, this intuitive and visual method has benefitted product maintainability design and improvement. Generating an ideal and reasonable non-immersive virtual maintenance simulation is always time-consuming because of the complicated human operations and logical relationships involved. This study aims to propose a semiautomatic approach to increase efficiency in non-immersive virtual maintenance simulation implementation.
Design/methodology/approach
The methodology analyzes the general catalogs of common maintenance tasks and explores the corresponding secondary development approaches of simulation tools that can achieve motion simulation in virtual environments, by focusing on the diversity, complexity and uncertainty in non-immersive virtual simulation process generation. Afterward, a single virtual human motion can be generated by controlling the parameters and indices of the simulation tools. Subsequently, all of the generated single motions are connected logically to simulate the entire maintenance process.
Findings
Instead of selecting various tools, such as that in a traditional method, the proposed methodology analyzes and integrates the necessary basic parameters considering the characteristics of virtual maintenance simulation for a target maintenance activity.
Originality/value
The user can control the predefined parameters to generate the simulation combining several other simple operations in virtual environments. Consequently, the methodology decreases simulation tool selection and logic consideration and increases efficiency to a certain extent in non-immersive virtual maintenance simulation generation.
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Jaime A. Hannans, Colleen M. Nevins and Kristin Jordan
The aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in…
Abstract
Purpose
The aim of the study was to explore aspects of learning in terms of gain in knowledge, confidence and empathy with immersive virtual reality (VR) from the patient perspective in undergraduate nursing students.
Design/methodology/approach
A pilot study integrating immersive VR experiences during clinical courses was facilitated based on the INACSL (2016) standards for simulation practices with a convenience sample of 165 nursing students in three levels of cohorts, using two different VR scenario simulations. Quantitative and qualitative data were collected through pre- and post-surveys.
Findings
Student participants embodied patients with chronic disease using immersive VR. Findings showed substantial gains in most measures of knowledge, confidence and empathy, with slightly less difference seen in lower level nursing students particularly with empathy and understanding.
Research limitations/implications
Embodiment through immersive VR scenarios was shown to increase learner development. The positive findings from the pilot study justified continuance of integration of immersive VR in nursing education, recommending further use and research.
Originality/value
Simulated learning for nursing has known benefits on knowledge and understanding. Immersive VR is gaining recognition within nursing education as a method to enhance cognitive and affective knowledge. This paper hopes to add insights on the impact of immersive VR for student learning and encourage discussion about the future for innovative immersive teaching and learning approaches for experiential learning.
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Mirza Rayana Sanzana, Mostafa Osama Mostafa Abdulrazic, Jing Ying Wong, Kher Hui Ng and Shams Ghazy
This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study…
Abstract
Purpose
This paper presents an educational virtual reality (VR) game and experiments with different methods of including it into the teaching process. The purpose of this research study is to discover if immersive VR games can be used as an effective pedagogical tool if blended with traditional lectures by assisting learning gain, memory and knowledge retention while increasing edutainment value.
Design/methodology/approach
This research design comprises three different methods of learning: lecture-based involving lecture slides, infographics, and a video, game-based involving an immersive VR game of oil rig exploration, and the combination of lecture and game-based. Participants of each method filled up a questionnaire before and after participation to measure the learning gain, memory, and knowledge retention.
Findings
From the predominant findings of the study, the combined method demonstrated a significant increase in learning gain, memory, and knowledge retention and maybe a potentially suitable pedagogical tool.
Research limitations/implications
Limitations of the study include findings based on one VR game with a specific educational topic, additionally, it is suspected that having different participants for each of the three methods may have slightly affected the results, albeit to a limited extent.
Practical implications
Findings of this study will provide evidence that VR games can be used alongside traditional lectures to aid in the learning process. Educators can choose to include VR games into their curriculums to improve the educational delivery process.
Originality/value
This research contributes to ways of incorporating VR games into educational curriculums through findings of this study highlighting the combination of VR games with lectures.
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Hanneke du Preez, Tanya Hill, Liza Coetzee, Lungelo Motsamai and Karen Stark
Students completing their tertiary education at a university may be equipped with theoretical knowledge with little to no practical experience. In order to bridge this gap in…
Abstract
Purpose
Students completing their tertiary education at a university may be equipped with theoretical knowledge with little to no practical experience. In order to bridge this gap in practical skills, a computer simulation was developed based on the e-filing platform of the South African Revenue Services (SARS). Students were exposed to this self-developed computer simulation to answer the question: to what extent will the e-filing simulation improve students' confidence to practically apply their theoretical knowledge?
Design/methodology/approach
The research applied a pre–post questionnaire research method to gauge the students' ability to apply their theoretical knowledge to a practical scenario before and after the simulation.
Findings
From the results, it is apparent that the students were inspired with confidence in getting to terms with the application of their theoretical knowledge in a real-life scenario. The computer simulation provided the platform for learning to take place in a practical environment without the risk of errors that would translate into real financial consequences.
Originality/value
The contribution of this research can be found in a teaching intervention that may support the training of future tax professionals in practical application skills. The contribution can be extended to the enhancement of education in the field of taxation, particularly with the results' showing that the students experienced high levels of increased confidence in their application of theoretical knowledge to real-life scenarios.
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Abstract
Purpose
Maintainability is a critical design characteristic that shows how well a product can be maintained; maintenance time is a comprehensive parameter of product maintainability design. This paper aims to provide an integrated methodology for complex product maintainability verification and maintenance time prediction using virtual prototypes and humans in a virtual dynamic simulation of the maintenance process.
Design/methodology/approach
An integrated platform for maintainability verification and maintenance time prediction is designed. Decomposition of maintenance tasks, corrective measurement time method, and an impact matrix of maintenance therbligs and time are presented.
Findings
The proposed methodology can efficiently conduct complex product maintainability verification and maintenance time prediction.
Practical implications
Early and effective verification and prediction of the maintainability and maintenance time program can significantly improve the maintainability and availability of a complex product.
Originality/value
A universally applicable method for product maintainability verification and maintenance time prediction is presented.
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Sunseng Tea, Kriengsak Panuwatwanich, Rathavoot Ruthankoon and Manop Kaewmoracharoen
The purpose of this study is to develop and assess the real-time multiuser virtual reality (VR) application that can be used in the design review process. In particular, the…
Abstract
Purpose
The purpose of this study is to develop and assess the real-time multiuser virtual reality (VR) application that can be used in the design review process. In particular, the application was aimed to accommodate the design review meetings conducted among participants who are in different locations, which has become commonplace during the COVID-19 outbreak.
Design/methodology/approach
This paper presents a methodology for the development of a real-time multiuser immersive VR application, to support remote collaboration during the design review process. The developed application can immerse remote project participants into the same virtual environment and provide virtual face-to-face discussions. An experiment was conducted with 44 university students to investigate the applicability and performance of the developed application by comparing it with the traditional approach.
Findings
Results indicated that the group of students who used the developed immersive VR application outperformed the group that used the traditional approach. This was measured by the percentage of correctly identified design errors during a building inspection experiment.
Originality/value
The difficulty of bringing remote stakeholders together in a virtual environment has impeded the implementation of VR technology in the architecture, engineering and construction (AEC) industry. Most research has focused on the improvement of a single user’s experience. Most of the previous multiuser VR studies were conducted in other industries while similar research in the AEC industry is limited. The study presented in this paper contributes to the AEC industry by presenting the development of multiuser immersive VR applications for real-time remote collaboration and the empirical evidence to substantiate its potential benefits.
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The application of virtual reality (VR) in industry was the subject of a seminar at Cadcentre in Cambridge. The event, organised for UK VR Forum, the UK DTI’s VR awareness…
Abstract
The application of virtual reality (VR) in industry was the subject of a seminar at Cadcentre in Cambridge. The event, organised for UK VR Forum, the UK DTI’s VR awareness programme, prompted discussion on what is VR, highlighting the differences between immersive and non‐immersive techniques and where these are being applied. Three VR application case studies published by the Forum are described: design of a railcar by The Engineering Link, designing for assembly and maintenance by human operators in aircraft by Short Brothers and the installation design of an offshore oil platform by Brown and Root for Conoco. These examples illustrate the potential that VR has to achieve very large reductions in the timescales and costs of large projects.
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Julia Beck, Mattia Rainoldi and Roman Egger
Emerging technologies, such as virtual reality (VR), have been influencing both the tourism supply side and tourists alike. The purpose of this study is to analyse VR research in…
Abstract
Purpose
Emerging technologies, such as virtual reality (VR), have been influencing both the tourism supply side and tourists alike. The purpose of this study is to analyse VR research in tourism and to provide a comprehensive state-of-the-art review. As the technological connotation of the term VR has been changing and encompasses various VR systems with different capabilities, this paper aims to provide a systematic and structured overview. The overall objective of this paper is to contribute to a thorough understanding of VR research in tourism.
Design/methodology/approach
This paper comprehensively reviews and analyses existing literature on VR in tourism, published from 1994 to February 2018. Using a wide variety of sources, these papers were examined so as to give a state-of-the-art literature review and to deepen one’s understanding of the diverse applications of VR in a tourism context. This paper also presents a novel classification of different VR systems according to the level of immersion and depicts their respective technological capabilities.
Findings
The advent of new VR hardware necessitates a distinction for different VR systems applied in the tourism sector. Research conducted during the past three years has been focussing on the application of head-mounted displays, which reflects the temporal development of VR technology. Regardless of the VR system, most studies examine VR as a marketing tool for promotion and communication purposes during the pre-travel phase, focussing on behavioural aspects. Advances in technology will yield new opportunities and application possibilities for the tourism industry.
Originality/value
The key contribution of this paper lies in its structural approach, which differentiates between non-, semi- and fully immersive VR systems in tourism, as well as the proposition of respective definitions. The concluding part of the paper proposes practical implications for tourism businesses together with directions for future studies.
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Meredith Thompson, Cigdem Uz-Bilgin, M. Shane Tutwiler, Melat Anteneh, Josephine Camille Meija, Annie Wang, Philip Tan, Richard Eberhardt, Dan Roy, Judy Perry and Eric Klopfer
This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same…
Abstract
Purpose
This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD).
Design/methodology/approach
In the game, players diagnose a cell by exploring a virtual cell and search for clues that indicate one of five possible types of cystic fibrosis. Fifty-one adults completed all aspects of the study. Players took pre and post assessments and drew pictures of cells and translation before and after the game. Players were randomly assigned to play the game with the HMD (stereoscopic view) or without the headset (non-stereoscopic view). Players were interviewed about their drawings and experiences at the end of the session.
Findings
Players in both groups improved in their knowledge of the cell environment and the process of translation. Players who experienced the immersive stereoscopic view had a more positive learning effect in the content assessment, and stronger improvement in their mental models of the process of translation between pre- and post-drawings compared to players who played the two-dimensional game.
Originality/value
This study suggests that immersion alone has a positive effect on conceptual understanding, especially in helping learners understand spatial environments and processes. These findings set the stage for a new wave of research on learning in immersive environments; research that moves beyond determining whether immersive media correlate with more learning, toward a focus on the types of learning outcomes that are best supported by immersive media.
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