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Article
Publication date: 23 March 2012

Mary Fagan, Carol Kilmon and Vivek Pandey

This study aims to explore students' perceptions of a virtual reality simulation that enable nursing students to learn how to use a medical emergency crash cart.

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Abstract

Purpose

This study aims to explore students' perceptions of a virtual reality simulation that enable nursing students to learn how to use a medical emergency crash cart.

Design/methodology/approach

The study was designed to explore how students' perceptions of ease of use and perceived usefulness from the technology acceptance model and the students' personal innovativeness in the domain of information technology explained their intentions to use the simulation. Six hypotheses were tested with a survey administered to 158 undergraduate nursing students at a midsized Southwestern university in the USA.

Findings

Data analysis based upon a structural equation modeling technique found support for all three research hypotheses based upon the technology acceptance model. Data analysis also found support for all three hypotheses drawn from the literature on personal innovativeness in the domain of information technology. Overall, the study's research model explained about 65 percent of the variance in intention to use the virtual reality simulation (R2=0.65).

Research limitations/implications

This study suggests that future research should take into account the impact of an individual characteristic, personal innovativeness in the domain of information technology, in order to better predict users' intention to adopt an information technology innovation.

Originality/value

This study extends the knowledge of technology acceptance of a virtual reality simulation by incorporating the concept of personal innovativeness in the domain of information technology into the technology acceptance model.

Details

Campus-Wide Information Systems, vol. 29 no. 2
Type: Research Article
ISSN: 1065-0741

Keywords

Article
Publication date: 21 February 2024

Aitor Ruiz de la Torre Acha, Rosa María Rio Belver, Javier Fernandez Aguirrebeña and Christophe Merlo

This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the…

Abstract

Purpose

This study explores the impact of new technologies, such as simulation and virtual reality, on the pedagogy and learning of engineering students. It aims to compare the effectiveness of these digital tools against traditional teaching methods in enhancing student learning experiences.

Design/methodology/approach

Utilizing a quantitative research approach, the study involved third-year engineering students from the “Production Management” course at the School of Engineering of Vitoria-Gasteiz. Data were collected through an ad hoc questionnaire and analyzed using SPSS software, focusing on student satisfaction, challenges in adopting new technologies and the evolving roles of students and teachers.

Findings

The research highlighted several key aspects. Firstly, it identified the need for adapting teaching methods to incorporate new technologies effectively. Secondly, the integration of simulation and virtual reality was found to facilitate a deeper understanding of real-world problems, as students could engage with these issues in a simulated, virtual environment. Finally, the study emphasized the importance of pedagogical approaches that leverage these technologies to increase student involvement and motivation. The results suggest a positive impact of digital tools on the learning process in engineering education.

Research limitations/implications

The study’s scope was limited to one course within a single institution, suggesting the need for broader research across various disciplines and educational settings.

Originality/value

This research offers valuable insights into the integration of simulation and virtual reality in engineering education, underscoring their potential to enhance the learning experience and knowledge acquisition among students.

Details

Education + Training, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 1 October 1994

Himanshu Patel and Richard Cardinali

The past two decades have witnessed the development of a new stream ofresearch in the field of virtual reality. Its primary use was thought tobe entertainment, but as research…

5396

Abstract

The past two decades have witnessed the development of a new stream of research in the field of virtual reality. Its primary use was thought to be entertainment, but as research continued the applications to more practical areas, we see how all forms of businesses can and are benefiting from virtual reality research. Briefly discusses the research being conducted on behalf of various industries, and how that research will benefit and is benefiting those industries.

Details

Management Decision, vol. 32 no. 7
Type: Research Article
ISSN: 0025-1747

Keywords

Article
Publication date: 1 June 1993

Robert J. Stone

Virtual Reality (VR) refers to the computer generation of realistic three‐dimensional artificial worlds in which humans, typically equipped with head‐mounted 3D displays…

Abstract

Virtual Reality (VR) refers to the computer generation of realistic three‐dimensional artificial worlds in which humans, typically equipped with head‐mounted 3D displays, interactive gloves and even whole‐body suits, can be ‘immersed’, and are free to explore and interact with graphical objects in real time, using such natural skills as looking from different angles, moving, pointing, grasping, listening and talking. The early history behind the emergence of VR is short and incredibly intense and characterized by a small group of familiar names. As one of the key figures, Myron Krueger has described it, ‘…Like particles in a fission reaction, personnel from one project disband and reappear with new affiliations’. That reaction continues today, with a reproduction of the American experience in Europe.

Details

Aslib Proceedings, vol. 45 no. 6
Type: Research Article
ISSN: 0001-253X

Article
Publication date: 7 September 2015

X. Wang, S.K. Ong and A.Y.C. Nee

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so…

Abstract

Purpose

This paper aims to propose and implement an integrated augmented-reality (AR)-aided assembly environment to incorporate the interaction between real and virtual components, so that users can obtain a more immersive experience of the assembly simulation in real time and achieve better assembly design.

Design/methodology/approach

A component contact handling strategy is proposed to model all the possible movements of virtual components when they interact with real components. A novel assembly information management approach is proposed to access and modify the information instances dynamically corresponding to user manipulation. To support the interaction between real and virtual components, a hybrid marker-less tracking method is implemented.

Findings

A prototype system has been developed, and a case study of an automobile alternator assembly is presented. A set of tests is implemented to validate the feasibility, efficiency, accuracy and intuitiveness of the system.

Research limitations/implications

The prototype system allows the users to manipulate and assemble the designed virtual components to the real components, so that the users can check for possible design errors and modify the original design in the context of their final use and in the real-world scale.

Originality/value

This paper proposes an integrated AR simulation and planning platform based on hybrid-tracking and ontology-based assembly information management. Component contact handling strategy based on collision detection and assembly feature surfaces mating reasoning is proposed to solve component degree of freedom.

Article
Publication date: 22 March 2021

Matthew Militello, Lynda Tredway, Lawrence Hodgkins and Ken Simon

The purpose of this study was to explore the utility of a virtual reality (VR) classroom experience for improving the capacity of instructional leaders. Specifically, school…

Abstract

Purpose

The purpose of this study was to explore the utility of a virtual reality (VR) classroom experience for improving the capacity of instructional leaders. Specifically, school leaders used VR to build their classroom observation and analysis skills to prepare to have more effective post-observation conversations with teachers. The authors provide insights from multiple data points that highlight the affordances of the virtual setting for improving classroom observation skills.

Design/methodology/approach

Drawing on the application of simulations to practice classroom observations, the authors developed a VR experience in which participants tag observable elements of academic discourse using codes from two observation protocols. The protocols identify elements of equitable student access: how teachers call on students and how they design questions. Seventy-five school leaders used the VR platform to observe a classroom scenario and code evidence of equitable classroom access. The authors analyzed data from tagging in the virtual reality scenario and triangulated these data with survey data focused on observation practices from participants' schools. A reflection component is included on the platform to collect these qualitative data.

Findings

The study results indicate that the virtual reality platform provides an innovative process for leadership professional development focused on building school leaders' capacity to identify elements of academic discourse during classroom observations. Participants reported that the opportunity to practice classroom observations in a risk-free environment was useful. However, for school leaders to fully transfer the data to using in conversations with teachers, they benefit from leadership coaching.

Originality/value

This study ascertains the potential effectiveness of an advanced technology for enhancing instructional leadership by using evidence-based classrooms observations to drive improvements in teaching practice. Beyond the utility of the virtual reality tool, this study provides a proof of concept for the next generation of instructional leadership through teacher observations with augmented reality.

Details

Journal of Educational Administration, vol. 59 no. 3
Type: Research Article
ISSN: 0957-8234

Keywords

Article
Publication date: 21 June 2021

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.

Article
Publication date: 27 April 2023

Claire Jane Stewart and Aiesha Ba Mashmous

The changing clinical landscape in psychiatry, both before and after the pandemic, has impacted students’ direct contact with psychiatric patients. It is imperative, therefore…

Abstract

Purpose

The changing clinical landscape in psychiatry, both before and after the pandemic, has impacted students’ direct contact with psychiatric patients. It is imperative, therefore, that medical education keeps pace with evolving clinical pathways to ensure that clinicians are always appropriately trained not just for common presentations but also for low-prevalence, high-risk situations. Simulated-based training is well established. However, it is not without its limitations, many of which could be overcome with the use of virtual simulation. This study aims to analyse the use of virtual simulation within medical education to train clinicians in psychiatric assessments.

Design/methodology/approach

A scoping review was undertaken with a comprehensive literature search of the six most relevant online peer-reviewed databases, including PubMed, PsycINFO, CINAHL, Medline, EMBASE and Cochrane. All published papers in English that discussed simulation in teaching psychiatric assessments were included.

Findings

Virtual patients can be used for educational, diagnostic and therapy purposes attributable to advances in speech-recognition technology. Virtual simulations are well received and positively affect clinicians’ knowledge and skill development. Educational faculties should consider using virtual simulation technologies to improve learning outcomes. Further studies should enhance the fidelity and quality of virtual assessment simulation situations, mainly focusing on the virtual patient’s empathy, gesturing and body language to enable this evidence-based tool to be used effectively and efficiently for the benefit of future patient care.

Originality/value

The changing clinical landscape in psychiatry, both before and after the pandemic, has impacted students’ direct contact with psychiatric patients. This scoping review has reviewed the use of virtual simulation-based education to train clinicians for psychiatric assessments. To the best of the authors’ knowledge, this work has not been conducted before.

Details

The Journal of Mental Health Training, Education and Practice, vol. 18 no. 3
Type: Research Article
ISSN: 1755-6228

Keywords

Article
Publication date: 5 April 2013

Pingjun Xia, António Mendes Lopes and Maria Teresa Restivo

The use of virtual reality for product assembly has been studied for more than 20 years; however its practical application in industry is still very much in its infancy. Haptics…

Abstract

Purpose

The use of virtual reality for product assembly has been studied for more than 20 years; however its practical application in industry is still very much in its infancy. Haptics is a new and important interaction method for virtual reality, and currently constitutes a strong and growing research area; however despite this, its application in industry still remains virtually unknown. This paper seeks to address this issue.

Design/methodology/approach

This paper presents a comprehensive survey of the topics of virtual reality and haptics for product assembly, from rigid parts to soft cables, and investigates some new ideas and recent advances in the area. The survey work has been divided into two parts: addressing rigid parts and soft cables. The main focus of part two, the present work, concentrates on virtual reality and haptics for soft cable design and assembly.

Findings

In the first instance, the main research groups and typical systems are investigated, followed by extensive exploration of the major research issues. The latter can be reviewed from three perspectives: geometry modelling, physical modelling and haptics interaction. Finally, the barriers that prevent successful application of virtual assembly are also discussed, and the future research directions are summarized.

Originality/value

This paper presents a comprehensive survey of the topics of virtual reality and haptics for product assembly, from rigid parts to soft cables, and investigates some new ideas and recent advances in the area.

Details

Assembly Automation, vol. 33 no. 2
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 10 June 2021

Mi Tang, Hongmei Zhou, Qingyan Yan, Ruoyu Li and Hui Lu

Healthcare employs informatics to offer its services through information technology where the social network can aid virtual medical learning. Since the usage of the internet and…

Abstract

Purpose

Healthcare employs informatics to offer its services through information technology where the social network can aid virtual medical learning. Since the usage of the internet and other electronic tools for medical services delivery is at the initial stage, it is essential to examine the factors that condition patients and medical elements in a virtual environment can develop relationship models on the health services. So, the authors have systematically reviewed virtual medical learning and offered some suggestions for the upcoming works. The authors have also discovered gaps in the state-of-the-art papers and provided solutions for them.

Design/methodology/approach

Numerous novel advancements have changed the old exercise of therapeutic and analytic learning. Virtual spaces have quickly turned into a section of the learning technology vision. Given the importance of its achievements and endless low-cost expansion of the educational system, virtual education has been considered as one of the issues raised by the information communities. Medicine and health are some of the most important fields in virtual technologies. Hence, in this paper, we have used a systematic literature review to deeply examine virtual medical learning. After establishing exclusion and inclusion criteria, an independent systematic search in Google Scholar, ACM, Scopus, Eric, Science Direct, Springer link, Emerald, Global ProQuest and IEEE for relevant studies have been performed, and 21 papers have been analyzed. Detailed data have been mined out of the papers.

Findings

The authors have found that virtual medical learning improves and expands the knowledge core and meaningfully affects the exercise. Virtual learning (VL) has been used in many therapeutic zones, like therapeutic learning, surgery, diagnosing, combining and regularizing processes. It has presented a fundamental access point and a referral mechanism for all of a course's component communities. It can also simplify communicative education, allowing learners to get abilities before applying them in a real-world situation. Also, the communicative characteristics of different VL programs can somehow be like direct teaching.

Research limitations/implications

Some excellent work may be removed owing to applying the filters to select the primary papers. Surveying all the documents on the topic of virtual medical learning is impossible, too. Nevertheless, the authors have tried to present a perfect survey of virtual medical learning. The results will be helpful for scholars to propose better virtual medical learning techniques.

Practical implications

E-learning has become an indispensable additional learning tool in medical education. The introduction of new learning technologies, the exponential growth of Internet usage and the advent of the World Wide Web can change the face of higher education. The results will be helpful for scholars for the upcoming works. The application of a literature review of partial least squares theory was useful for offering comprehensive literary coverage and completing the knowledge development analysis. The authors have backed scholars and experts for better understanding the development of virtual medical learning systems via presenting comparative data and scrutinizing the present advances.

Originality/value

The paper enhances intellectual knowledge by improving the conception of virtual medical learning. It informs the development, use of virtual medical learning and the upcoming works. The lack of comprehensive papers in this field has increased the importance of this paper. The present paper can handle the pace of publications.

1 – 10 of over 5000