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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: 6 August 2018

Jie Geng, Xu Peng, Ying Li, Chuan Lv, Zili Wang and Dong Zhou

Current virtual simulation platforms provide various tools to generate non-immersive simulation processes purposefully in different domains. The generated simulation processes are…

Abstract

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.

Details

Assembly Automation, vol. 38 no. 3
Type: Research Article
ISSN: 0144-5154

Keywords

Article
Publication date: 11 November 2013

Jess Power

– The aim of this paper was to explore the use of objective fabric parameters in 3D virtual garment simulation.

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Abstract

Purpose

The aim of this paper was to explore the use of objective fabric parameters in 3D virtual garment simulation.

Design/methodology/approach

Two methods (fabric assurance by simple testing and Browzwear's fabric testing kit) of obtaining objective fabric measurements and the derived parameters for virtual garment simulation were studied. Three parameters (extension, shear and bend) were investigated to establish whether the selected virtual software derived comparable parameters from the objective fabric measurements.

Findings

It was found that the conversion from the objective fabric measurement data to the required parameters for virtual simulation varied significantly. Manual analysis of the objective measurements showed the two test methods to be comparable for extension and shear parameters; However, some adjustment to the test method was required. The third parameter to be investigated (bending rigidity) concluded that the test methods and results obtained from the two different apparatus were not comparable and recommended further experimentation using a different testing technique.

Research limitations/implications

Future research should be conducted on a larger variety of fabrics ensuring comparable loads are used in the testing of the extensibility parameters. An expansion of this preliminary study should give more conclusive evidence of the trends observed.

Originality/value

Objective measurement of extension, shear and bend properties was investigated in relation to the derived parameters for a selected virtual simulation package. An understanding of such parameters will aid the general industry in adapting 3D virtual garment simulation as part of the standard product development process, resulting in a significantly shorter product development cycle.

Details

International Journal of Clothing Science and Technology, vol. 25 no. 6
Type: Research Article
ISSN: 0955-6222

Keywords

Article
Publication date: 18 July 2018

Evrim Buyukaslan, Simona Jevsnik and Fatma Kalaoglu

The purpose of this paper is to compare real fabric drape images and virtual fabric drape images created by a commercial software. To achieve an in-depth comparison, actual and…

Abstract

Purpose

The purpose of this paper is to compare real fabric drape images and virtual fabric drape images created by a commercial software. To achieve an in-depth comparison, actual and virtual drape shape properties were considered under three categories: drape area, number of nodes and shape of folds. The results of this research are expected to be useful to improve the reality and accuracy of fabric and garment.

Design/methodology/approach

Five different fabrics were selected for this study. Fabrics’ mechanical properties were tested by fabric assurance for simple testing method, while drape properties were measured by a Cusick drape meter. A commercial garment simulation was used to generate virtual fabric drapes. Real fabric drape images and virtual fabric drape images were analyzed by an image analysis software and results were used to calculate drape properties. Regression analysis was performed to compare real fabric drape and virtual fabric drape properties.

Findings

Differences between real fabric drape and virtual fabric drape were stated clearly. Simulation software was found to be insufficient to reflect drape area. However, simulations were quite successful corresponding to the number of nodes. Only one simulation had +2 nodes than its actual counterpart. This study showed that area and node shape representations of simulation software should be improved while node numbers are sufficiently represented.

Research limitations/implications

There are alternative 3D garment simulation software available to the fashion business. All these companies are working on to improve their simulation reality and accuracy. Some of them are also offering various equipment to measure the fabric properties. In this study, Optitex 3D Suite was selected as the simulation software due to several reasons as explained in this paper. However, other simulation programs might also be employed to perform virtual fabric drapes. Furthermore, in this study, the drape images of five woven fabrics were compared. The fabric selection was done according to a pre-test and consequently similar fabrics were determined to be the subject of the study. However, the more the number of the fabrics, the better the comparison and eventually the better the assessment of simulation success. Therefore, it is prospected to test more fabrics with versatile fabric properties for further studies.

Originality/value

Drape shape was observed from three perspectives: drape area, node numbers, and node shapes. Dealing the problem from these perspectives provided an in-depth comparison of real and virtual drapes. In this study, standard deviation of peak angles was used to explain node distribution that is new to the literature to the authors’ knowledge.

Details

International Journal of Clothing Science and Technology, vol. 30 no. 3
Type: Research Article
ISSN: 0955-6222

Keywords

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: 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: 29 May 2009

Paz Susan Cabanero‐Johnson and Zane Berge

The purpose of this paper is to provide description and an analysis of two worlds colliding where real‐world roles or ideas play out in a virtual dimension. Inhabited by digital…

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Abstract

Purpose

The purpose of this paper is to provide description and an analysis of two worlds colliding where real‐world roles or ideas play out in a virtual dimension. Inhabited by digital natives, the virtual world in a learning organization is a journey back to the future of microworlds where the only limitation is one's imagination.

Design/methodology/approach

In 1990, when computer technology flexs its range of useful possibilities, Senge envisions its practical application in a learning organization. He purports the use of computer simulations which he calls microworlds, as a virtual sandbox for learning. His vision, is expanded today, means virtual worlds that co‐exist with the real world. Second life is an example of that virtual world. The possibilities for learning inherent in this virtual world seem limitless in a knowledge‐driven, global society hungry for the next creative and innovative way of transforming the world, real or virtual.

Findings

Digital natives are the drivers of change who will explore the brave new world of computer simulations. As simulations become more technologically infuse with artificial intelligence, its application for education and learning will broaden and expand. Unlike the static interface of a textbook, which shows limitations in content scope and delivery, this virtual world knows no limits in knowledge expansion. Validated course content, formal and informal knowledge contributions from peers and experts alike, networked knowledge coming from Web resources and the internet enrich the learner's ability beyond measure to experience the world and know it better and more intimately.

Practical implications

The emergent technology of virtual worlds utilizing simulations of real life work situations is a throwback to the microworlds of yesterday. They are ideal for conducting thought experiments that deepen with experiential understanding. This technology‐mediated form of learning affords the opportunity to experience the results of an action which may take a lifetime to learn in real time. This virtual world allows decision‐making but eliminates the risks of serious, unintended consequences. It is a wonderful resource for living vicariously experiences which are unavailable or unlikely in the real world.

Originality/value

Virtual simulations are useful for learning concepts, ideas, and assumptions that are difficult to perform or test in the physical dimension. Digital natives, people who were born in the 1980s, explore Second Life, and the paper discusses the value of this virtual world.

Details

The Learning Organization, vol. 16 no. 4
Type: Research Article
ISSN: 0969-6474

Keywords

Article
Publication date: 19 November 2018

Hamada El Kabtane, Mohamed El Adnani, Mohamed Sadgal and Youssef Mourdi

MOOCs represent a new concept that offers learning content to participants freely, anywhere and anytime. However, they suffer from several unsolved problems such as high dropout…

Abstract

Purpose

MOOCs represent a new concept that offers learning content to participants freely, anywhere and anytime. However, they suffer from several unsolved problems such as high dropout percentage, low completion rate or uncontrollable understanding level of the participants that can be caused by the lack of the practical activities and simulations. This article aims to propose a solution to ensure the integration of virtual manipulations in MOOCs.

Design/methodology/approach

This paper proposes the integration of virtual manipulations (simulations and practical activities) relying on augmented reality. To ensure the manipulation of the used 3D objects, two methods have been proposed based on markers or hand gestures. Customized markers are used, facilitating their recognition by the users, to visualize the objects and to ensure their interactions. Hand gestures have been proposed to perform the manipulation easily. Consequently, hand detection and gestures classification using hand contour detection and HSV filter have been applied.

Findings

Two MOOCs pedagogically similar were proposed to evaluate the effectiveness of the proposed solution. The only difference is that the second MOOC contains virtual manipulations that the participants can perform to understand better and to interact during the courses. The finding results show that the participants’ understanding and satisfaction levels in the second MOOC were higher, and the dropout rate was lower than the first one.

Originality/value

The integration of practical activities/simulations in MOOCs using augmented reality is the key novelty of our work. To do so, two manipulation methods have been proposed, so the instructor can feel free to choose the adequate method to ensure a better progress of the manipulations.

Details

International Journal of Web Information Systems, vol. 15 no. 2
Type: Research Article
ISSN: 1744-0084

Keywords

Article
Publication date: 1 August 2002

Hongtae Kim, Jong‐Kap Lee, Jin‐Hyoung Park, Beom‐Jin Park and Dong‐Sik Jang

This paper is mainly concerned with the digital manufacturing technologies in the context of the shipbuilding industry. New concepts such as digital shipbuilding, virtual…

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Abstract

This paper is mainly concerned with the digital manufacturing technologies in the context of the shipbuilding industry. New concepts such as digital shipbuilding, virtual shipyard, and simulation‐based design (SBD) will be explored. After reviewing the digital shipbuilding, a case study will be presented using the virtual assembly simulation system for shipbuilding (VASSS), a simulation based tool, to evaluate block erection sequence taking account of shipyard facilities, operational efficiency and equipment replacement time.

Details

Integrated Manufacturing Systems, vol. 13 no. 5
Type: Research Article
ISSN: 0957-6061

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…

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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

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