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1 – 10 of 393Kung Wong Lau, Chi Wai Kan and Pui Yuen Lee
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development…
Abstract
Purpose
The purpose of this paper is to discuss the use of stereoscopic virtual technology in textile and fashion studies in particular to the area of chemical experiment. The development of a designed virtual platform, called Stereoscopic Chemical Laboratory (SCL), is introduced.
Design/methodology/approach
To implement the suggested educational approaches of SCL, a set of teaching and learning materials with emphasis on the application methods was revised from the existing subjects. The architecture of SCL includes building of virtual objects with the Autodesk software Maya and designing of interactivity by using Unity, a game engine system. Prototype version of the SCL has been passed to selected academic colleagues and students for further evaluation and application feedback.
Findings
Textile students can conduct laboratory experiments associated with coloration and finishing of textile technologies in a stereoscopic 3D and multisensory laboratory, and hence enhance their learning experience. With the use of SCL, students can learn relevant experiment tools, experimental processes, procedures, and safety and health precautions.
Originality/value
There is very limited educational or training approach in applying stereoscopic virtual reality in teaching activities. In the area of textile experiment, the authors could say it is virtual and does not exist in current research domains.
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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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Hai Chao Li, Hong Ming Gao and Lin Wu
This paper aims to develop a performing approach for telerobotic arc welding in an unstructured environment.
Abstract
Purpose
This paper aims to develop a performing approach for telerobotic arc welding in an unstructured environment.
Design/methodology/approach
A teleteaching approach is presented for an arc welding telerobotic system in an unstructured environment. Improved laser vision sensor enhances the precision of teleteaching welding seam. Stereoscopic vision display system is developed to provide the perception information of remote environment that increased the dexterity of the teleteaching process. Operator interacts with the system by welding multi‐modal human‐machine interface, which integrated the teleteaching operation window, status display window and space mouse.
Findings
The sensor‐based teleteaching approach, which integrated laser vision sensing and stereoscopic vision display, can perform arc welding of most welding seam trajectory in an unstructured environment. The approach releases the payload of human operator and improves adaptability of the arc welding system.
Research limitations/implications
The paper provides the remote welding telerobotic approach that is gentle to most unstructured environments.
Practical implications
The sensor‐based teleteaching approach provides the capability of a telerobotic system used in remote welding field, which can shorten the incident response time and maintenance period of nuclear plants, space and underwater.
Originality/value
This paper introduces the sensor‐based teleteaching concept and performing procedure to be used for remote telerobotic arc welding.
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Mel Siegel, Priyan Gunatilake and Gregg Podnar
Aircraft flight pressurization/depressurization cycling causes the skin to inflate and deflate, stressing it around the rivets that fasten it to the airframe. The resulting…
Abstract
Aircraft flight pressurization/depressurization cycling causes the skin to inflate and deflate, stressing it around the rivets that fasten it to the airframe. The resulting strain, exacerbated by corrosion, drives the growth of initially microscopic cracks. To avoid catastrophe, aircraft are inspected periodically for cracks and corrosion. The inspection technology employed is ∼90 percent naked‐eye vision. We have developed and demonstrated robotic deployment of both remote enhanced 3D‐stereoscopic video instrumentation for visual inspection and remote eddy current probes for instrumented inspection. This article describes the aircraft skin inspection application, how robotic deployment may alleviate human performance problems and workplace hazards during inspection, practical robotic deployment systems, their instrumentation packages, and our progress toward developing image enhancement and understanding techniques that could help aircraft inspectors to find cracks, corrosion, and other visually detectable damage.
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To explore the phenomenon of stereoscopic vision and its exploitation in engineering and other professional applications, and in entertainment.
Abstract
Purpose
To explore the phenomenon of stereoscopic vision and its exploitation in engineering and other professional applications, and in entertainment.
Design/methodology/approach
Starts with a review of how stereo vision works, and the techniques used in 3D movies to present the illusion of depth and movement at right angles to the screen. Looks at some engineering products that build on these techniques, and then at the development of 3D television, based on a different image separation method. Finally looks at developments in stereo machine vision.
Findings
A variety of techniques exist to present left and right views of a scene to the correct eyes and stimulate 3D perception: for example, light‐filtering, alternate‐frame sequencing and optical separation. Fatigue occurs when there is crosstalk between those images, or when the images are presented at too low a frame rate. Many computer modelling software providers produce programs with 3D‐viewing capability for professional engineers. There are some exciting recent developments, such as add‐on PC stereo systems, and 3D TV.
Originality/value
Makes the general scientist aware of the wide range of professional uses of stereo vision, and of the engineering challenges behind 3D film and television.
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This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies…
Abstract
Purpose
This study aims to deepen understanding of the use of stereoscopic 3D technology (stereo3D) in facilitating organizational learning. The emergence of advanced virtual technologies, in particular to the stereo3D virtual reality, has fundamentally changed the ways in which organizations train their employees. However, in academic or professional studies, there is hitherto, very limited research has been found in understanding the framework of distributed organizational learning in stereo3D virtual reality.
Design/methodology/approach
The aim of this research is to investigate the employees’ learning achievement in both the conventional in-house training program and distributed organizational learning approach in a designed stereo3D virtual reality to deepen our understanding of this undiscovered framework. In all, 76 employees from local fashion and apparel organizations were recruited in this empirical study. The quasi-experimental method was adopted to compare the experimental and control groups. The criterion-referenced assessment scale was applied as a post-test to assess employees’ learning achievement in a customer service management training course. A tailor-made stereo3D virtual learning environment was established to conduct the virtual training program.
Findings
Surprisingly, the results of this research found no significant difference in both the groups, which indicates that, nowadays, the two completely different learning formats have become similar in organizational learning practices.
Originality/value
This research, therefore, suggests a new organizational learning framework with three components: a blended in-house training, a distributed enhancement program in stereo3D virtual reality and an organizational memory system.
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This chapter investigates the need to focus on the gap between the pure quantification of the body, expressed by robotic implants, and recent research aiming to recover…
Abstract
This chapter investigates the need to focus on the gap between the pure quantification of the body, expressed by robotic implants, and recent research aiming to recover qualitative aspects of touch, such as sensation. The solution proposed is to analyse new implant technologies with a stereoscopic vision that is able to consider sensation both as intensity of neural signals and as something that we feel. The central question is: what is the value of introducing qualitative analysis into typically quantified robotics research, governed by data?
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Eleonora Pantano and Rocco Servidio
The aim of this research is to investigate how virtual reality, with emphasis on pervasive environments, might affect tourism choice of a destination, in order to exploit it as a…
Abstract
Purpose
The aim of this research is to investigate how virtual reality, with emphasis on pervasive environments, might affect tourism choice of a destination, in order to exploit it as a marketing tool to promote tourism destination in a global perspective. In particular, the paper analyzes the case of Calabrian territory (Southern Italy), due to the high archaeological value, heritage of the ancient Magna Graecia culture (VIII cent. B.D.‐I cent. A.D.). Despite this heritage, Calabria has been not fully exploited its resources in a tourism perspective.
Design/methodology/approach
The research methodology is based on a qualitative approach, focused on a questionnaire promoted along with tourists. In particular, the authors asked them to explore the pervasive environments which reproduce some Calabrian scenarios, and answer some specific questions related to the experience. The interviews have been processed with the MaxQDA software for the content analysis.
Findings
Two aspects of the results emerge from a theoretical standpoint: the role of pervasive environments for improving tourism contents communication; and the influence of pervasive environments on the tourists' destination choice. Furthermore, the use of pervasive environments is efficient especially for the territories with a high archaeological value.
Originality/value
The increasing competition among territories forces the tourism industry to develop new strategies for enhancing competitive advantages. This paper studies how pervasive environments might have an impact on the promotion of tourism destinations, which have not been yet fully appraised by the current literature.
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JingRong Li, YuHua Xu, JianLong Ni and QingHui Wang
Hand gesture-based interaction can provide far more intuitive, natural and immersive feelings for users to manipulate 3D objects for virtual assembly (VA). A mechanical assembly…
Abstract
Purpose
Hand gesture-based interaction can provide far more intuitive, natural and immersive feelings for users to manipulate 3D objects for virtual assembly (VA). A mechanical assembly consists of mostly general-purpose machine elements or mechanical parts that can be defined into four types based on their geometric features and functionalities. For different types of machine elements, engineers formulate corresponding grasping gestures based on their domain knowledge or customs for ease of assembly. Therefore, this paper aims to support a virtual hand to assemble mechanical parts.
Design/methodology/approach
It proposes a novel glove-based virtual hand grasping approach for virtual mechanical assembly. The kinematic model of virtual hand is set up first by analyzing the hand structure and possible movements, and then four types of grasping gestures are defined with joint angles of fingers for connectors and three types of parts, respectively. The recognition of virtual hand grasping is developed based on collision detection and gesture matching. Moreover, stable grasping conditions are discussed.
Findings
A prototype system is designed and developed to implement the proposed approach. The case study on VA of a two-stage gear reducer demonstrates the functionality of the system. From the users’ feedback, it is found that more natural and stable hand grasping interaction for VA of mechanical parts can be achieved.
Originality/value
It proposes a novel glove-based virtual hand grasping approach for virtual mechanical assembly.
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