Auflistung nach Schlagwort "Virtual Reality (VR)"
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- KonferenzbeitragEinsatz von VR Haptik in der beruflichen Bildung(Proceedings of DELFI Workshops 2024, 2024) Hofmann, JensDer Einsatz von VR-Haptik in der beruflichen Bildung im Handwerk ist Neuland. Dies betrifft besonders die Verwendung der Technologie an sich sowie pädagogischen Potenziale zur Vermittlung berufspraktischer Kompetenzen. Die erstellten und formativ evaluierten drei Einsatzsze- narien in den Ausbildungsberufen: Maler- und Lackierer/-in, Parkettleger/-in sowie Zimmer/-in zeigen, dass VR-Haptik einen Mehrwert bietet, insbesondere bei der Vermittlung von Prozesswissen. Dies unterstützt einen lernhaltigen Einsatz in der praktischen beruflichen Ausbildung beim integrativen Einsatz von VR und VR-Haptik in bestehenden Lehr- und Lernszenarien. Es fördert die Umsetzung neugeordneter sowie derzeit in Neuordnung befindlicher Ausbildungsordnungen, im Hinblick auf die Vermittlung des Themenkomplexes „Digitalisierte Arbeitswelt“.
- KonferenzbeitragA Fusion of XR Technology and Physical Objects to Increase Citizens Participation in Urban Planning(21. Fachtagung Bildungstechnologien (DELFI), 2023) Sabah, Sam; Hossain, Imran; Weiss, David; Tillmann, AlexanderExtended Reality (XR), comprising Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR) technologies have the potential to enhance urban planning with immersive and interactive experiences, but there learning cost hinders citizen participation. XR development requires technical knowledge, limiting individual engagement in urban planning. On the other hand, physical models offer tangible visualization for urban planning but lack features compared to software applications. Combining physical objects with XR technology poses challenges but holds the potential to promote citizen participation. This article introduces the concept of the city planner app, an application that integrates XR technology and physical objects in a mixed-reality setting. This app aims to leverage the strengths of both worlds and overcome their limitations to facilitate the involvement of citizens and students in urban planning.
- KonferenzbeitragAn Immersive and Collaborative Virtual Theater Experiences(Mensch und Computer 2023 - Tagungsband, 2023) Dittrich, Frank; Fedelheimer, Alexej; Oetjen, Ihno; Keinert, Joachim; Jaschke, Tobias; Josef, AndreeImmersive and spatial computing offer new possibilities to experience real stage events from home. We present a technical concept for experiencing theater performances using virtual reality headsets. For this purpose, we fuse a virtual theater model with real stage content of a theater performance. Two approaches are used: a stereoscopic video recording and a light field. In the virtual theater space, the integration of a multi-player framework enables the shared experience of locally distant people who can interact with each other in a natural way via avatars.
- ZeitschriftenartikelTowards Networked and Structured VR ERA: Intuition Network of Excellence and Future Research Challenges(MMI Interaktiv - Human: Vol. 1, No. 12, 2007) Amditis, Angelos; Bimpas, Matthaios; Blach, RolandThe massive research and development process concerning Virtual Reality (VR) technology has reached a degree which makes a pan-European structuring and integrating effort an absolute necessity. Despite the fact that VR/AR technology has started being used to an extent in different industrial applications, this has been processed though in an unorganised way, lacking of long-term vision and dealing with case-by-case scenarios. Thus, a critical milestone is to facilitate the adoption of Virtual Environments (VEs) in industrial processes and assess the impact of its “penetration” into the workplace and everyday life. INTUITION works towards this direction, with the prime objective of promoting and facilitating the development and application of VR/VE technology in even more industrial domains, establishing thereby European excellence in this area. Moreover, INTUITION partners attempted to investigate the existing barriers for further penetration of VR into industrial applications and recognise the most important drivers that will lead to enhanced and wider use of VR/AR. An additional scope of this paper is to propose the main research areas and challenges in the field of VR/AR as idientified through INTUITION Working Groups throughout the last couple of years.
- ZeitschriftenartikelTrends and Developments from the VR2007 Conference(MMI Interaktiv - Human: Vol. 1, No. 12, 2007) Israel, Johann HabakukDie jährliche IEEE Virtual Reality Konferenz ist ein wichtiger Treffpunkt für Forscher und Firmen. Die 2007er VR Konferenz fand in Charlotte, North Carolina, statt und deckte den gesamten Bereich VR bezogener Themen ab. Das Spektrum reichte von Fragen der Wahrnehmung in virtuellen Umgebungen, Human Factors, technischen Fragen und Interaktionsforschung bis hin zu Modellierung und Rendering virtueller Menschen.
- KonferenzbeitragA Virtual Environment for Emergency Ultrasound Training during Cardiopulmonary Resuscitation(Mensch und Computer 2022 - Tagungsband, 2022) Bublak, Thomas; Bofferding, Marie; Olson, Christopher; Jonas, Henk; Rademeier, Jannis; Hansen, ChristianWe propose a virtual reality (VR) communication training environment to train cardiopulmonary resuscitation (CPR) and ultrasound (US) imaging simultaneously. Existing simulators only allow separate training of the two procedures. Our method separates the users spatially, as they each work on their own manikin. One manikin is part of a US simulator commonly used in medical training, and the other manikin is a CPR manikin. Our VR application simulates the users working on the same virtual patient. This allows for an immersive training experience in which communication skills, which are especially important in such critical situations, can be practiced by medical professionals. The prototype has the potential to provide an important foundation for advanced VR-based emergency medical training.
- ZeitschriftenartikelVirtual Reality als Trainingsmethode: Eine Laborstudie aus dem Industriebereich(HMD Praxis der Wirtschaftsinformatik: Vol. 59, No. 1, 2022) Wolfartsberger, Josef; Riedl, René; Jodlbauer, Herbert; Haslinger, Niklas; Hlibchuk, Andrii; Kirisits, Alexander; Schuh, StefanVirtual Reality (VR) gilt als vielversprechende Technologie, nicht zuletzt deshalb, weil damit komplexe Inhalte vermittelt werden können. Da VR ein hohes Potenzial für Interaktivität und Immersion aufweist, findet die Technologie auch in der Industrie Anwendung, beispielsweise für die realitätsnahe Simulation von Montage- und Instandhaltungsarbeiten. Wissenschaftliche Befunde zur Wirksamkeit des Lernens in industriellen VR-Umgebungen existieren bislang kaum. Es ist daher auch unklar, wie Lerneffekte in virtuellen Umgebungen verbessert werden können. Der vorliegende Artikel untersucht, ob VR-gestütztes Training im Vergleich zu klassischem training-on-the-job (begleitet von einem Tutor) zu einer Steigerung des Lernerfolgs führt. Basierend auf einem VR-Trainingstool zum Erlernen von Montageabläufen wurde eine Laborstudie mit 24 ProbandInnen durchgeführt. Die Ergebnisse zeigen, dass VR-gestütztes Training zwar als weniger anstrengend empfunden wurde, der Lernerfolg jedoch im traditionellen training-on-the-job signifikant besser ausfiel. Auf Basis dieser Erkenntnisse werden die Chancen und Risiken aktueller VR-Trainingssimulationen diskutiert und konkrete Handlungsempfehlungen zur Steigerung des Lerneffekts formuliert. Virtual reality (VR) is considered a promising technology because it can be used to convey complex contents. Since VR has a high potential for interactivity and immersion, the technology is also used in industry, for example for the realistic simulation of assembly and maintenance work. However, in this context there are hardly any scientific findings on the effectiveness of learning in VR environments. It is also unclear how learning can be improved in virtual environments. This article investigates if VR-supported training leads to an increase in learning success compared to classic training-on-the-job (accompanied by a tutor). Based on a VR training tool for learning assembly processes, a laboratory study was conducted with 24 participants. The results show that although VR-supported training was perceived as less strenuous, the learning success (measured with assembly time and error rate) was significantly better in traditional training-on-the-job. Based on these findings, the opportunities and risks of current VR training simulations are discussed and recommendations for action to increase the learning effect are formulated.
- KonferenzbeitragVirtual Reconstruction of Al-Baroud Khana Building: VR Model for the Cultural Heritage of Mosul(INFORMATIK 2024, 2024) Al-Sarraf, Abdullah; Alsaffar, Ali; Ahmed, Ammar; Khalel, Omar; Mahmood, Mahmood; Hummadi, Wesal; Sultan, Nagham; Ibraheem, Omar; Alchalabi, Oday; Mahmood, BasimDigitalization of cultural heritage has become a crucial task in order to preserve our past. This is because most of the cultural and historical buildings and sites are vulnerable to destruction and disappearance. Hence, this paper aims to digitize and sustain Al-Baroud Khana Building, which is considered one of the landmarks of Mosul history in Iraq. The building was an Ottoman military building in the 17th century. Al-Baroud Khana has a unique design that includes complex features with different types of shapes. The building was accurately scanned and a 3D model was generated. The findings showed the generation of the 3D model was accurate and efficiently worked in a Virtual Reality (VR) environment.