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27,595 result(s) for "Augmented and virtual reality"
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Regulating the metaverse : a critical assessment
\"The metaverse seems to be on everybody's lips - and yet, very few people can actually explain what it means or why it is important. This book aims to fill the gap from an interdisciplinary perspective informed by law and media and communications studies. Going beyond the optimism emanating from technology companies and venture capitalists, the authors critically evaluate the antecedents and the building blocks of the metaverse, the design and regulatory challenges that need to be solved, and commercial opportunities that are yet to be fully realised. While the metaverse is poised to open new possibilities and perspectives, it will also be a dangerous place - one ripe with threats ranging from disinformation to intellectual property theft to sexual harassment. Hence, the book also offers a useful guide to the legal and political governance issues ahead while also contextualising them within the broader domain of governance and regulation of digital technologies\"-- Provided by publisher.
The effectiveness of virtual reality-based technology on anatomy teaching: a meta-analysis of randomized controlled studies
Background Virtual reality (VR) is an innovation that permits the individual to discover and operate within three-dimensional (3D) environment to gain practical understanding. This research aimed to examine the general efficiency of VR for teaching medical anatomy. Methods We executed a meta-analysis of randomized controlled studies of the performance of VR anatomy education. We browsed five databases from the year 1990 to 2019. Ultimately, 15 randomized controlled trials with a teaching outcome measure analysis were included. Two authors separately chose studies, extracted information, and examined the risk of bias. The primary outcomes were examination scores of the students. Secondary outcomes were the degrees of satisfaction of the students. Random-effects models were used for the pooled evaluations of scores and satisfaction degrees. Standardized mean difference (SMD) was applied to assess the systematic results. The heterogeneity was determined by I 2 statistics, and then was investigated by meta-regression and subgroup analyses. Results In this review, we screened and included fifteen randomized controlled researches (816 students). The pooled analysis of primary outcomes showed that VR improves test scores moderately compared with other approaches (standardized mean difference [SMD] = 0.53; 95% Confidence Interval [CI] 0.09–0.97, p  < 0.05; I 2  = 87.8%). The high homogeneity indicated that the studies were different from each other. Therefore, we carried out meta-regression as well as subgroup analyses using seven variables (year, country, learners, course, intervention, comparator, and duration). We found that VR improves post-intervention test score of anatomy compared with other types of teaching methods. Conclusions The finding confirms that VR may act as an efficient way to improve the learners’ level of anatomy knowledge. Future research should assess other factors like degree of satisfaction, cost-effectiveness, and adverse reactions when evaluating the teaching effectiveness of VR in anatomy.
Extended reality and metaverse : immersive technology in times of crisis
Latest research in the area of immersive technologies as presented at the 7th International Extended Reality (XR) Conference, held in Lisbon, Portugal in 2022. Bridging the gap between academia and industry, it showcases the latest advances in augmented reality (AR), virtual reality (VR), extended reality (XR) and metaverse and their applications in various sectors such as business, marketing, retail, education, healthcare, tourism, events, fashion, entertainment, and gaming. The volume gathers selected research papers by prominent AR, VR, XR and metaverse scholars from around the world.
Recent Trends and Future Direction of Dental Research in the Digital Era
The digital transformation in dental medicine, based on electronic health data information, is recognized as one of the major game-changers of the 21st century to tackle present and upcoming challenges in dental and oral healthcare. This opinion letter focuses on the estimated top five trends and innovations of this new digital era, with potential to decisively influence the direction of dental research: (1) rapid prototyping (RP), (2) augmented and virtual reality (AR/VR), (3) artificial intelligence (AI) and machine learning (ML), (4) personalized (dental) medicine, and (5) tele-healthcare. Digital dentistry requires managing expectations pragmatically and ensuring transparency for all stakeholders: patients, healthcare providers, university and research institutions, the medtech industry, insurance, public media, and state policy. It should not be claimed or implied that digital smart data technologies will replace humans providing dental expertise and the capacity for patient empathy. The dental team that controls digital applications remains the key and will continue to play the central role in treating patients. In this context, the latest trend word is created: augmented intelligence, e.g., the meaningful combination of digital applications paired with human qualities and abilities in order to achieve improved dental and oral healthcare, ensuring quality of life.
Immersive Interconnected Virtual and Augmented Reality: A 5G and IoT Perspective
Despite remarkable advances, current augmented and virtual reality (AR/VR) applications are a largely individual and local experience. Interconnected AR/VR, where participants can virtually interact across vast distances, remains a distant dream. The great barrier that stands between current technology and such applications is the stringent end-to-end latency requirement, which should not exceed 20 ms in order to avoid motion sickness and other discomforts. Bringing AR/VR to the next level to enable immersive interconnected AR/VR will require significant advances towards 5G ultra-reliable low-latency communication (URLLC) and a Tactile Internet of Things (IoT). In this article, we articulate the technical challenges to enable a future AR/VR end-to-end architecture, that combines 5G URLLC and Tactile IoT technology to support this next generation of interconnected AR/VR applications. Through the use of IoT sensors and actuators, AR/VR applications will be aware of the environmental and user context, supporting human-centric adaptations of the application logic, and lifelike interactions with the virtual environment. We present potential use cases and the required technological building blocks. For each of them, we delve into the current state of the art and challenges that need to be addressed before the dream of remote AR/VR interaction can become reality.
Augmented and Virtual Reality for Improving Safety in Railway Infrastructure Monitoring and Maintenance
The highly demanding safety standards adopted in the railway context imply that cutting-edge technologies must limit accidents. This paper presents the human-centered outcomes of the VRAIL project, an industrial research project aiming to use enabling technologies and develop methodologies for operators directly involved in infrastructure management in the railway field. Developing integrated monitoring systems and applications that exploit Augmented Reality (AR) and Virtual Reality (VR) becomes crucial to support the awareness of planning and maintenance operators required to comply with high-quality standards. This paper addresses the abovementioned issue by proposing the development of two different prototype applications in both AR and VR for railway infrastructure data management. These environments will provide the planning operator with a complete platform to explore, use to plan maintenance interventions, and gather detailed reports to improve the overall safety of the railway line effectively.
Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning
Although a great deal of research has evidenced the effects of proper instructional design on multimedia learning, most has focused on the cognitive aspects of learning, with little concern about the role of affective-motivational states in multimedia learning. In this study, an AR game-based learning method was designed via integrating AR technology and a digital game for assisting students’ learning, and for probing the factors of metacognitive and motivational factors of multimedia learning. A context-aware mobile learning system with reflection prompts was developed based on the implemented approach. Furthermore, a 2 × 2 experiment was conducted to identify the impacts of the implemented approach on elementary school science learning. Four groups learned with different media mechanisms (i.e., AR or Non-AR) and gaming mechanisms (i.e., Game or Non-game) during an elementary school field trip. The research results displayed that interaction between the AR and game approaches did not exist, and both significantly promoted the students’ learning motivation; however, only the game approach significantly improved the students’ learning achievements and flow states. This study evidenced the significance of flow state in a reflective context in multimedia learning. Such a result also stresses that digital games play an important role in promoting affective-motivational states in multimedia learning.
The influence of eXtended reality 3D visualization knowledge on future engineers’ technical competencies
The rapid expansion of new technologies necessitates the adaptation of educational programs to meet the evolving demands of the labor market. This study focuses on students in technical fields, investigating their understanding of XR 3D visualization and proposing a unified training approach to improve both theoretical knowledge and practical skills. The research also evaluates how this training influences students’ attitudes towards XR technologies in various applications. Key findings reveal significant improvements in technical competencies and a more positive perception of XR technologies after the training. These results suggest that targeted XR education can better prepare students for the technological challenges in their respective industries.
The mainstream and extension of contemporary virtual reality education research: Insights from a co-citation network analysis (2015–2020)
Previous studies have provided various reviews with either general or specific scopes to understand virtual reality (VR) technologies for learning and teaching. However, a review of the networking structure among VR-supported education research from a citation-based perspective has not as yet been provided. With the inclusion of a total of 49 articles accompanying 834 citations from the Web of Science, a co-citation network was used to examine the citation relationships of VR-supported research from 2015 to 2020. The result showed that a series of Makransky’s articles were identified as the most frequently referenced research. We also present a visualized network diagram for offering a holistic structural understanding of the field. In the network, the mainstream exploring the interaction between individuals’ cognition and affection in the context of learning by VR was identified. The result of the co-citation network further revealed several extensions of the research trends such as the issues of the instructional design of VR learning, virtual labs in STEM education, embodied cognition by tangible VR, and the pedagogical influences of VR on young learners. Overall, this study contributes a citation-based approach to revealing the intellectual structure of VR-supported education, providing a fresh understanding and evidence for the field.
Sketch-based interaction and modeling: where do we stand?
Sketching is a natural and intuitive communication tool used for expressing concepts or ideas which are difficult to communicate through text or speech alone. Sketching is therefore used for a variety of purposes, from the expression of ideas on two-dimensional (2D) physical media, to object creation, manipulation, or deformation in three-dimensional (3D) immersive environments. This variety in sketching activities brings about a range of technologies which, while having similar scope, namely that of recording and interpreting the sketch gesture to effect some interaction, adopt different interpretation approaches according to the environment in which the sketch is drawn. In fields such as product design, sketches are drawn at various stages of the design process, and therefore, designers would benefit from sketch interpretation technologies which support these differing interactions. However, research typically focuses on one aspect of sketch interpretation and modeling such that literature on available technologies is fragmented and dispersed. In this paper, we bring together the relevant literature describing technologies which can support the product design industry, namely technologies which support the interpretation of sketches drawn on 2D media, sketch-based search interactions, as well as sketch gestures drawn in 3D media. This paper, therefore, gives a holistic view of the algorithmic support that can be provided in the design process. In so doing, we highlight the research gaps and future research directions required to provide full sketch-based interaction support.