28 papers · ranked by Valyu relevance
Peng Wang, Peng Wu, Jun Wang, Hung-Lin Chi + 1 more
Virtual Reality (VR) has been rapidly recognized and implemented in construction engineering education and training (CEET) in recent years due to its benefits of providing an engaging and immersive environment. The objective of this review is to critically collect and analyze the VR applications in CEET, aiming at all…
Bin Wang, Haijiang Li, Yacine Rezgui, Alex Bradley + 1 more
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper…
Kabir Swain, Sijie Han, Ayush Raina, Jin Zhang + 3 more
As large language models (LLMs) continue to improve in reasoning and decision-making, there is a growing need for realistic and interactive environments where their abilities can be rigorously evaluated. We present VirtualEnv, a next-generation simulation platform built on Unreal Engine 5 that enables fine-grained…
Juliana M. de Oliveira, Rafael Carneiro G. Fernandes, Cristtiano S. Pinto, Plácido R. Pinheiro + 2 more
'Cristtiano S. Pinto' 'Plácido R. Pinheiro' 'Sidarta Ribeiro' 'Victor Hugo C. de Albuquerque'] Cerebral palsy is a severe condition usually caused by decreased brain oxygenation during pregnancy, at birth or soon after birth. Conventional treatments for cerebral palsy are often tiresome and expensive, leading patients…
Joshua C. Poore, Clint Bowers
As of 2013, US persons spend an average of 37 h per month using smartphone applications, another 27 h using the internet on personal computers, and 133 h watching live television (Nielsen, ). Coupled with the estimated 64% of US persons that own a smartphone (Pew, ), people are spending a large sum of their waking…
Thomas D. Parsons
Clinicians are increasingly interested in the potential of virtual environments for research and praxes. Virtual environments include both immersive and non-immersive simulations of everyday activities. Moreover, algorithmic devices and adaptive virtual environments allow clinicians a medium for personalizing…
Yong-Gu Lee, Kevin W. Lyons, Shaw C. Feng
A Virtual Environment (VE) uses multiple computer-generated media to let a user experience situations that are temporally and spatially prohibiting. The information flow between the user and the VE is bidirectional and the user can influence the environment. The software development of a VE requires orchestrating…
Milan Doležal, Jiří Chmelík, Fotis Liarokapis
— This paper presents an immersive virtual reality environment that can be used to develop collaborative educational applications. Multiple users can collaborate within the virtual shared space and communicate with each other through voice. To asses the feasibility of the collaborative environment a novel case-study…
Leah R. Enders, Robert J. Smith, Stephen M. Gordon, Anthony J. Ries + 1 more
Eye tracking has been an essential tool within the vision science community for many years. However, the majority of studies involving eye-tracking technology employ a relatively passive approach through the use of static imagery, prescribed motion, or video stimuli. This is in contrast to our everyday interaction with…
Gunther Eysenbach, Kai Erenli, Cheryl Lian, Francisco Sendra-Portero + 3 more
'Rocío Lorenzo-Álvarez' 'Teodoro Rudolphi-Solero' 'Miguel José Ruiz-Gómez'] The immersive virtual world platform Second Life (SL) was conceived 25 years ago, when Philip Rosedale founded Linden Lab in 1999 with the intention of developing computing hardware that would allow people to immerse themselves in a virtual…
Radhwan Y. Ameen, Asmaa Y. Hamo
— Virtualization is a term that refers to the abstraction of computer resources. The purpose of virtual computing environment is to improve resource utilization by providing a unified integrated operating platform for users and applications based on aggregation of heterogeneous and autonomous resources. More recently…
Carole Guedj, Rémi Tyrand, Emmanuel Badier, Lou Planchamp + 5 more
Attention is a crucial cognitive function that enables us to selectively focus on relevant information from the surrounding world to achieve our goals. When this sustained ability to direct attention is impaired, individuals face significant challenges in everyday life. This is the case for children with Attention…
Madis Vasser, Markus Kängsepp, Murad Magomedkerimov, Kälver Kilvits + 4 more
We present VREX, a free open-source Unity toolbox for virtual reality research in the fields of experimental psychology and neuroscience. Different study protocols about perception, attention, cognition and memory can be constructed using the toolbox. VREX provides a procedural generation of (interconnected) rooms that…
Kerimbayev Nurassyl
The virtual learning in High University Education is the learning which is presented by set of integrated information and pedagogical technologies, in a process of interaction between subjects and objects as the virtual educational resources. This interaction characterize as the set of dialectically interconnected…
Tiffany I. Leung, Farhana Zulkernine, Haruna Isah
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which…
Ayush Sharma, Piyush Bajpai, Sukhdev Singh, Kiran Khatter
Objectives: This paper presents an up-to-date overview of research performed in the Virtual Reality (VR) environment ranging from definitions, its presence in the various fields, and existing market players and their projects in the VR technology. Further an attempt is made to gain an insight on the psychological…
Ratun Rahman, Md Rafid Islam
—Virtual reality is the way of the future. The use of virtual reality is expanding over time across all sectors, from the entertainment industry to the military and space. VREd is a similar concept where a virtual reality-based classroom is used for online education where the user will have better interaction and more…
Alejandro A. Franco, Emilie Loup-Escande, Goran Loiseaux, Jean-Noël Chotard + 5 more
We present two digital-based serious games aiming to engage students and the general public with battery sciences. The first one is a multiscale simulator in Mixed Reality of a battery-powered Electric Vehicle (EV) interacting with an Electrical Grid. One of the players drives the EV in a Virtual Reality (VR)…
Lucie Denisart, Diana Zapata-Dominguez, Xavier David, Aubin Leclere + 5 more
The manufacturing process of batteries can be complex and time-consuming. We introduce a new version of the digital twin of our lithium ion battery pilot line, Simubat 4.0 Gen-2, based on a new combination of Virtual Reality and Mixed Reality. This digital twin is designed to deliver training on the lithium-ion battery…
Authors not listed
Laboratory practices are essential to prepare students and professionals to drive future innovations in the field of energy storage and conversion. However, universities and industries working in the battery field encounter challenges such as effective and efficient training on complex concepts related to battery…
Ariana F Tortolani, Nicolas G Kunigk, Anton R Sobinov, Michael L Boninger + 4 more
As brain-computer interface (BCI) research advances, many new applications are being developed. Tasks can be performed in different environments, and whether a BCI user can switch environments seamlessly will influence the ultimate utility of a clinical device. Here we investigate the importance of the immersiveness of…
Sabine U. König, Ashima Keshava, Viviane Clay, Kirsten Rittershofer + 2 more
Investigating spatial learning in virtual environments allows studying different sources of information under controlled conditions. We built a virtual environment in the style of a European village and investigated spatial knowledge acquisition by experience in the virtual environment and by the use of an interactive…
Junjun Zhang, Xiaoyan Yang, Zhenlan Jin, Ling Li
The experience in virtual reality (VR) is unique, in that observers are in a real-world location while browsing through a virtual scene. Previous studies have investigated the effect of the virtual environment on distance estimation. However, it is unclear how the real-world environment influences distance estimation…
Erick Martins Ratamero, Dom Bellini, Christopher G. Dowson, Rudolf A. Röemer
The ability to precisely visualize the atomic geometry of the interactions between a drug and its protein target in structural models is critical in predicting the correct modifications in previously identified inhibitors to create more effective next generation drugs. It is currently common practice among medicinal…
Wei Zhang, Jonathan A Fine, Christopher Sculley, Jordon McGraw + 1 more
The representation of complex biomolecular structures and interactions is a difficult challenge across life sciences. Researchers and students use unintuitive 2D representations to gain an intuitive understanding of 3D space and molecular interactions. Since this is cumbersome for complex structures, such as…
Fozlur Rahman, Marium Sana Mim, Feekra Baset Baishakhi, Mahmudul Hasan + 1 more
'Mahmudul Hasan' 'Md. Kishor Morol'] Abstract—Virtual Reality (VR) has became a significant element of education throughout the years. To understand the quality and advantages of these techniques, it's important to understand how they were developed and evaluated. Since COVID-19, the education system has drastically…
Rika Kobayashi, Theodorus P. M. Gouman, N. Ole Carstensen, Thomas M. Soini + 11 more
The COVID-19 pandemic disrupted chemistry teaching practices globally as many courses were forced online necessitating adaptation to the digital platform. The biggest impact was to the practical component of the chemistry curriculum – the so-called wet lab. Naively, it would be thought that computer-based teaching labs…
Rika Kobayashi, Theodorus P. M. Goumans, N. Ole Carstensen, Thomas M. Soini + 11 more
The COVID-19 pandemic disrupted chemistry teaching practices globally as many courses were forced online necessitating adaptation to the digital platform. The biggest impact was to the practical component of the chemistry curriculum – the so-called wet lab. Naively, it would be thought that computer-based teaching labs…