1,716 research outputs found

    Do different types of VR influence pedestrian route choice behaviour? A comparison study of Desktop VR and HMD VR

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    Virtual Reality (VR) is a valuable tool for studying pedestrian behaviour in complex and realistic scenarios. However, it has remained unknown how different VR technology would influence pedestrian behaviour. This paper presents VR experiments that were conducted with 70 participants using a desktop VR or a HMD VR to perform four different wayfinding tasks in a multi-story building. Quantitative analysis of pedestrian behaviour data and user experience data were performed in order to investigate the impact of the technological differences between the two VR techniques. It was found that participants had better wayfinding task performance in the desktop group. However, the route and exit choice and user experience were overall similar between the two groups. The findings suggest that one could adopt more ‘simple’ VR technologies for studies featuring ‘simple’ wayfinding tasks.Accepted Author ManuscriptTransport and Plannin

    VR Kepler orbit simulation: VR Astronomy simulation

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    For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap. The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth. Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion. Report submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023.Not peer reviewe

    VR Kepler orbit simulation: VR Astronomy simulation

    No full text
    For this project, we developed an educational Virtual Reality (VR) experience that will expose students to an immersive simulation of planetary motion. While there are many Solar System simulations available online, none of them focus on visualizing apparent retrograde motion in an educational setting. This VR experience is intended to fill that gap. The objective of this research project was to develop and implement an efficient and accurate simulation of Kepler orbits in VR for educational settings with a focus on the visualization of apparent retrograde motion. In particular, our main focus is on the ability to view the apparent retrograde motion of planets from the perspective of planets other than Earth. Our VR application is created using Unreal Engine 5, with code written in C++, and is designed to be used with the Meta Quest 2 VR headset. To the best of our knowledge, this is one of the first attempts in post-secondary education at creating an immersive experience for planetary motion in VR with a focus on apparent retrograde motion. Video submission was sponsored by Dr. Shahriar Khosravi, (Computing Science Department) for course CMPT 2367 and was presented at the New Westminster campus on April 12, 2023, for Student Research Days 2023

    Применение VR-технологий в обучении и развитии персонала

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    Тема исследования: Применение VR-технологий в обучении и развитии персонала. Документ содержит 76 страниц, на которых размещены 16 рисунков и 7 таблиц. Выпускная квалификационная работа включает 4 приложения. В процессе написания ВКР использовались 50 литературных источников. Объект исследования - публичное акционерное общество «Газпром нефть». Предмет исследования - программы обучения и развития персонала с использованием VR-технологий в ПАО «Газпром нефть». Структура ВКР включает в себя введение, три главы основного текста, заключение, список используемых источников и приложения. Во введении сформированы цель и задачи, а также объект, предмет и методы исследования, обоснована актуальность выбранной темы выпускной квалификационной работы. В первой главе «Теоретические основы обучения и развития персонала» описаны сущность, подходы, методологические принципы, цели и методы обучения и развития персонала, а также рассмотрен традиционный корпоративный университет как форма обучения и развития персонала. Вторая глава «Инновационные технологии обучения и развития персонала» посвящена описанию инновационных методов обучения персонала, а также изучению различных методик оценки эффективности программ обучения. В третьей главе «Применение VR-технологий в ПАО «Газпром нефть» описана деятельность компании, проанализирована организационная структура, а также характеристика персонала организации по различных критериям, отражены финансовые показатели компании. На основе данных внутренней документации и анкетирования сотрудников автором были проанализированы внедрённые программы обучения с применением VR-технологий и сформулированы рекомендации по совершенствованию реализуемых VR-курсов. Также в работе были предложены метрики для оценки экономической и социальной эффективности обучения с применением VR-технологий. В заключении работы сформулированы итоги исследования и общие выводы. Цель выпускной квалификационной работы: анализ реализуемых программ обучения с применением VR-технологий в ПАО «Газпром нефть» и разработка рекомендаций по их совершенствованию. Также были поставлены следующие задачи: исследовать дифференциацию понятий «обучение персонала» и «развитие персонала», изучить методы обучения и развития персонала, проанализировать методики оценки эффективности обучения и развития персонала и др. Получены следующие выводы: выявлены высокая эффективность применения VR-технологий в обучении и развитии персонала в ПАО «Газпром нефть», а также возможные зоны развития, для совершенствования которых предложен ряд рекомендаций.Research topic: Application of VR technologies in personnel training and development. The document contains 76 pages containing 16 figures and 7 tables. The final qualifying work includes 4 applications. In the process of writing the work, 50 literary sources were used. The object of the research is the public joint stock company Gazprom Neft. The subject of the research is personnel training and development programs using VR technologies at Gazprom Neft PJSC. The structure of the work includes an introduction, three chapters of the main text, a conclusion, a list of sources and applications. In the introduction, the goal and objectives, as well as the object, subject and methods of research are formed, the relevance of the chosen topic of the final qualifying work is substantiated. The first chapter "Theoretical foundations of personnel training and development" describes the essence, approaches, methodological principles, goals and methods of personnel training and development, and also considers the traditional corporate university as a form of personnel training and development. The second chapter "Innovative technologies for personnel training and development" is devoted to the description of innovative methods of personnel training, as well as to the study of various methods for assessing the effectiveness of training programs. The third chapter, Application of VR technologies at PJSC Gazprom Neft, describes the company's activities, analyzes the organizational structure, as well as the characteristics of the organization's personnel according to various criteria, reflects the company's financial indicators. Based on the data of internal documentation and questionnaires of employees, the author analyzed the implemented training programs using VR technologies and formulated recommendations for improving the implemented VR courses. The work also proposed metrics for assessing the economic and social effectiveness of learning using VR technologies. In the conclusion of the work, the results of the study and general conclusions are formulated. The purpose of the final qualification work: analysis of the training programs being implemented using VR technologies at Gazprom Neft PJSC and the development of recommendations for their improvement. The following tasks were also set: to investigate the differentiation of the concepts of "personnel training" and "personnel development", to study the methods of training and personnel development, to analyze methods for assessing the effectiveness of training and personnel development, etc. The following conclusions were obtained: high efficiency of the use of VR technologies in personnel training and development at Gazprom Neft PJSC was revealed, as well as possible development zones, for the improvement of which a number of recommendations were proposed

    Social virtual reality (VR) applications and user experiences

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    Virtual reality (VR) is the experience in a simulated interactive virtual space. It provides synthetic sensory feedback to users' actions that can physically and mentally immerse the users. Social VR is one type of VR system that allows multiple users to join a collaborative virtual environment and communicate with each other, usually by means of visual and audio cues. The virtual space can be a computer-generated 3D scene or a 360° scene captured by an omnidirectional camera. Each user is represented as a computer-generated avatar or using a virtual representation based on live capture. Social VR has shown to be a promising solution to enrich remote communication experiences in the face of increasing pressures to reduce travel and work remotely. In this chapter, we will showcase the design, implementation, and real-world deployment of a series of social VR applications, which are developed for immersive interactive communication and collaboration for multiple domains (e.g., healthcare, cultural heritage). Moreover, we discuss the experimental protocols for evaluating user experiences in this new medium.Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public.Multimedia Computin

    Wayfinding behaviour in a multi-level building: A comparative study of HMD VR and Desktop VR

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    Virtual Reality (VR) provides the possibility to study pedestrian wayfinding behaviour in multi-level buildings. Although VR has been applied increasingly to study pedestrian behaviour, it has remained unclear how different VR technology would affect behavioural outcomes in a multi-level building. The study compares the adoption of different VR technologies for pedestrian wayfinding studies, via investigating the difference in pedestrian wayfinding behaviour and user experience. Wayfinding experiments with two groups of participants were conducted using either HMD VR or Desktop VR. Pedestrian movement trajectory data were collected via the VR system and user experience data were recorded via a questionnaire. These data allow for direct comparison and detailed analysis of pedestrian behaviour and user experience between the adoption of two VR technologies. The results showed that technological differences have a significant impact on wayfinding task performance and head rotation change. However, the route choice, exit choice and user experience were overall similar between the two groups. These results provide empirical evidence supporting researchers to choose between immersive and non-immersive VR when study pedestrian wayfinding behaviour.Transport and PlanningTransport and Plannin

    Author Co-Citation Analysis (ACA): a powerful tool for representing implicit knowledge of scholar knowledge workers

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    In the last decade, knowledge has emerged as one of the most important and valuable organizational assets. Gradually this importance caused to emergence of new discipline entitled ―knowledge management‖. However one of the major challenges of knowledge management is conversion implicit or tacit knowledge to explicit knowledge. Thus Making knowledge visible so that it can be better accessed, discussed, valued or generally managed is a long-standing objective in knowledge management. Accordingly in this paper author co- citation analysis (ACA) will be proposed as an efficient technique of knowledge visualization in academia (Scholar knowledge workers)

    VR Storytelling to Prime Uncertainty Avoidance

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    In recent years, there has been a growing interest among researchers in the field of virtual reality (VR) storytelling. There is a lack of studies on using VR storytelling to prime culture-related content. The cultural aspects, particularly the tendency to avoid uncertainty, have yet to be thoroughly examined within VR. Therefore, we developed VR storytelling intending to prime individuals’ uncertainty avoidance values. An experiment was conducted to assess the efficacy of VR storytelling in priming individuals’ uncertainty avoidance values. The participants’ encounter with VR storytelling was assessed through various parameters, including but not limited to their experience of presence and engagement in the virtual environment. The study provides evidence that VR storytelling has the capacity to influence individuals’ cultural values, particularly their inclination to uncertainty avoidance. Furthermore, the feedback provided by the participants revealed that they had positive emotions, a feeling of being present, engagement, and immersion while engaging with such VR storytelling.Creative Processe

    Decision making in a stressful VR environment

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    In this research the influence of induced stress with a virtual reality (VR) game on moral dilemmas was investigated. VR is a topic that is becoming more and more researched, but studies about the induction of stress and the effects are scarce. By placing participants in a VR environment, where they have to defuse a bomb with the help of another participant, the influence could be analysed. A test group was selected which would perform relaxation exercises after the VR game to relax them. Afterwards, they filled in a survey which measured their stress/anxiety level and gave them social dilemmas to answer. During the whole experiment, participants wore wristbands that measured their biometric data to see if there were any physical signs of stress.From the data it was confirmed that the VR induced stress in the participants. The data for heart rate, electrodermal activity, and heart rate variability showed an increase in stress level during the VR; Temperature did not show a difference. From the linear regression analysis done, no significant influence of stress on responses to moral dilemmas and a significant influence of personality type was confirmed.The possibilities of VR in the field of psychology has the potential to improve research regarding stress. VR can be used as a coping method but also as a stress inducing activity. Future research should focus on discovering new possibilities for VR to be used. By improving the research about stress, an improvement of our lifes will follow
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