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21 pages, 4639 KiB  
Article
Enhancing Learning of 3D Model Unwrapping through Virtual Reality Serious Game: Design and Usability Validation
by Bruno Rodriguez-Garcia, José Miguel Ramírez-Sanz, Ines Miguel-Alonso and Andres Bustillo
Electronics 2024, 13(10), 1972; https://doi.org/10.3390/electronics13101972 - 17 May 2024
Viewed by 182
Abstract
Given the difficulty of explaining the unwrapping process through traditional teaching methodologies, this article presents the design, development, and validation of an immersive Virtual Reality (VR) serious game, named Unwrap 3D Virtual: Ready (UVR), aimed at facilitating the learning of unwrapping 3D models. [...] Read more.
Given the difficulty of explaining the unwrapping process through traditional teaching methodologies, this article presents the design, development, and validation of an immersive Virtual Reality (VR) serious game, named Unwrap 3D Virtual: Ready (UVR), aimed at facilitating the learning of unwrapping 3D models. The game incorporates animations to aid users in understanding the unwrapping process, following Mayer’s Cognitive Theory of Multimedia Learning and Gamification principles. Structured into four levels of increasing complexity, users progress through different aspects of 3D model unwrapping, with the final level allowing for result review. A sample of 53 students with experience in 3D modeling was categorized based on device (PC or VR) and previous experience (XP) in VR, resulting in Low-XP, Mid-XP, and High-XP groups. Hierarchical clustering identified three clusters, reflecting varied user behaviors. Results from surveys assessing game experience, presence, and satisfaction show higher immersion reported by VR users despite greater satisfaction being observed in the PC group due to a bug in the VR version. Novice users exhibited higher satisfaction, which was attributed to the novelty effect, while experienced users demonstrated greater control and proficiency. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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13 pages, 9082 KiB  
Article
Exploring Metaphorical Transformations of a Safety Boundary Wall in Virtual Reality
by Haozhao Qin, Yechang Qin, Jianchun Su and Yang Tian
Sensors 2024, 24(10), 3187; https://doi.org/10.3390/s24103187 - 17 May 2024
Viewed by 158
Abstract
Current virtual reality (VR) devices enable users to visually immerse themselves in the virtual world, contributing to their limited awareness of bystanders’ presence. To prevent collisions when bystanders intrude into VR users’ activity area, it is necessary to intuitively alert VR users to [...] Read more.
Current virtual reality (VR) devices enable users to visually immerse themselves in the virtual world, contributing to their limited awareness of bystanders’ presence. To prevent collisions when bystanders intrude into VR users’ activity area, it is necessary to intuitively alert VR users to the intrusion event and the intruder’s position, especially in cases where bystanders intrude from the side or behind the VR user. Existing intruder awareness cues fail to intuitively present the intrusion event in such cases. We propose a novel intruder awareness cue called “BrokenWall” by applying a metaphor of “a wall breached by invading soldiers” to the VR user’s safety boundary wall. Specifically, BrokenWall refers to a safety boundary wall with a gap appearing in front of a VR user and rotating, guiding the user’s attention toward an intruder coming from the side or behind the VR user. We conducted an empirical study (N = 30) comparing BrokenWall with existing awareness cue techniques, Halo and Radar. Halo employs a sphere to represent the intruder, with the size indicating proximity and the position reflecting the direction. Radar employs a radar map to visualize the intruder’s position. The results showed that the BrokenWall awareness cue not only significantly reduces the time needed for users to detect an intruder but also has superior performance in subjective ratings. Based on our findings, we have established a design space for an interactive safety boundary wall to facilitate interactions between VR users and bystanders. Full article
(This article belongs to the Topic Theories and Applications of Human-Computer Interaction)
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13 pages, 4536 KiB  
Communication
Dynamic Visual Acuity, Vestibulo-Ocular Reflex, and Visual Field in National Football League (NFL) Officiating: Physiology and Visualization Engineering for 3D Virtual On-Field Training
by Joshua Ong, Nicole V. Carrabba, Ethan Waisberg, Nasif Zaman, Hamza Memon, Nicholas Panzo, Virginia A. Lee, Prithul Sarker, Ashtyn Z. Vogt, Noor Laylani, Alireza Tavakkoli and Andrew G. Lee
Vision 2024, 8(2), 35; https://doi.org/10.3390/vision8020035 - 17 May 2024
Viewed by 250
Abstract
The ability to make on-field, split-second decisions is critical for National Football League (NFL) game officials. Multiple principles in visual function are critical for accuracy and precision of these play calls, including foveation time and unobstructed line of sight, static visual acuity, dynamic [...] Read more.
The ability to make on-field, split-second decisions is critical for National Football League (NFL) game officials. Multiple principles in visual function are critical for accuracy and precision of these play calls, including foveation time and unobstructed line of sight, static visual acuity, dynamic visual acuity, vestibulo-ocular reflex, and sufficient visual field. Prior research has shown that a standardized curriculum in these neuro-ophthalmic principles have demonstrated validity and self-rated improvements in understanding, confidence, and likelihood of future utilization by NFL game officials to maximize visual performance during officiating. Virtual reality technology may also be able to help optimize understandings of specific neuro-ophthalmic principles and simulate real-life gameplay. Personal communication between authors and NFL officials and leadership have indicated that there is high interest in 3D virtual on-field training for NFL officiating. In this manuscript, we review the current and past research in this space regarding a neuro-ophthalmic curriculum for NFL officials. We then provide an overview our current visualization engineering process in taking real-life NFL gameplay 2D data and creating 3D environments for virtual reality gameplay training for football officials to practice plays that highlight neuro-ophthalmic principles. We then review in-depth the physiology behind these principles and discuss strategies to implement these principles into virtual reality for football officiating. Full article
(This article belongs to the Special Issue Eye and Head Movements in Visuomotor Tasks)
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9 pages, 1348 KiB  
Article
A Preparatory Virtual Reality Experience Reduces Anxiety before Surgery in Gynecologic Oncology Patients: A Randomized Controlled Trial
by Bernd C. Schmid, Dominic Marsland, Eilish Jacobs and Günther A. Rezniczek
Cancers 2024, 16(10), 1913; https://doi.org/10.3390/cancers16101913 - 17 May 2024
Viewed by 187
Abstract
Perioperative anxiety is common among patients undergoing surgery, potentially leading to negative outcomes. Immersive virtual reality (VR) has shown promise in reducing anxiety in various clinical settings. This study aimed to evaluate the effectiveness of VR in reducing perioperative anxiety in patients undergoing [...] Read more.
Perioperative anxiety is common among patients undergoing surgery, potentially leading to negative outcomes. Immersive virtual reality (VR) has shown promise in reducing anxiety in various clinical settings. This study aimed to evaluate the effectiveness of VR in reducing perioperative anxiety in patients undergoing gynecological oncology surgery and was conducted as a single-center, double-arm, single-blinded randomized controlled trial at the Gold Coast University Hospital, Queensland, Australia. Participants were randomized into the VR intervention + care as usual (CAU) group (n = 39) and the CAU group (n = 41). Anxiety scores were assessed using a six-tier visual facial anxiety scale at baseline, after the intervention/CAU on the same day, and, several days up to weeks later, immediately before surgery. There was no significant difference in baseline anxiety scores, type of operation, or suspected cancer between the two groups. The VR intervention significantly reduced anxiety scores from baseline to preoperative assessment (p < 0.001). The median anxiety score in the VR intervention group decreased from 3 (interquartile range 2 to 5) at baseline to 2 (2 to 3) prior to surgery, while the control group’s scores were 4 (2 to 5) and 4 (3 to 5), respectively. Multivariate analysis showed that group assignment was the sole outcome predictor, not age, type of procedure, or the time elapsed until surgery. Thus, VR exposure was effective in reducing perioperative anxiety in patients undergoing gynecological oncology surgery. The use of VR as a preparation tool may improve patient experience and contribute to better surgical outcomes, warranting further research into exploring the potential benefits of VR in other surgical specialties and its long-term impact on patient recovery. Full article
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18 pages, 952 KiB  
Systematic Review
Arts and Humanities Education: A Systematic Review of Emerging Technologies and Their Contribution to Social Well-Being
by Nancy Usca, Mariela Samaniego, Carlos Yerbabuena and Isaac Pérez
Soc. Sci. 2024, 13(5), 269; https://doi.org/10.3390/socsci13050269 - 16 May 2024
Viewed by 249
Abstract
The purpose of this study is to identify the most applied emerging technologies in the field of arts and humanities, exploring their advantages and potential obstacles. The research results aim to contribute to social and cultural well-being by enhancing the understanding and application [...] Read more.
The purpose of this study is to identify the most applied emerging technologies in the field of arts and humanities, exploring their advantages and potential obstacles. The research results aim to contribute to social and cultural well-being by enhancing the understanding and application of these technologies in cultural, linguistic, and artistic domains. Through a systematic literature review based on the PRISMA protocol, using search strings in two scientific databases, 158 studies were obtained that helped address the research questions posed. The findings indicate that, in arts and humanities, emerging technologies such as virtual reality, the Internet of Things, and mobile learning are transforming creativity, teaching, and management. Identified benefits include interactive, collaborative, and innovative learning, as well as increased accessibility to education. However, challenges such as a lack of digital skills among educators, deficiencies in infrastructure, and resistance to change highlight the need for training programs and overcoming obstacles for effective implementation of these technologies in arts and humanities education. It is concluded that the integration of emerging technologies in the fields of arts and humanities presents an opportunity to promote digital intervention in social well-being, as well as to stimulate creativity and cultural exploration. These initiatives facilitate the dissemination and appreciation of cultural heritage, while also promoting community participation and strengthening an ever-evolving cultural identity. Full article
(This article belongs to the Section Social Policy and Welfare)
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16 pages, 870 KiB  
Review
Virtual Reality Applications for Balance Rehabilitation and Efficacy in Addressing Other Symptoms in Multiple Sclerosis—A Review
by Elena Bianca Basalic, Nadinne Roman, Vlad Ionut Tuchel and Roxana Steliana Miclăuș
Appl. Sci. 2024, 14(10), 4244; https://doi.org/10.3390/app14104244 - 16 May 2024
Viewed by 225
Abstract
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological [...] Read more.
(1) Background: Since multiple sclerosis (MS) is a neurological pathology known for its disabling effects across many domains, the introduction of virtual reality (VR) usage has been attempted, as it represents a new method of approach to rehabilitation and treatment of chronic neurological pathologies. Encouraging research has explored the use of video game consoles and VR-assisted Robot-Assisted Gait Training (RAGT) to address balance disturbances in this population. (2) Methods: The search involved two databases, Web of Science and PubMed, utilizing a selection of terms including “Virtual reality”, “Multiple sclerosis”, “Balance”, and “Rehabilitation”. Two reviewers initiated and performed the search for articles, subsequently selecting and extracting data from the studies. The PEDro scale was the tool for evaluating the quality of the articles that we introduced in our research. (3) Results: After rigorous scanning, nine articles remained eligible for our study. VR interventions, particularly compared to standard balance training, consistently improved balance in multiple sclerosis. Robotic-assisted technology with 2D VR yielded superior results in balance rehabilitation. VR interventions had varied effects on walking speed. They have shown promise in decreasing the risk of falls and improving patients’ daily lives while reducing fatigue in multiple sclerosis. (4) Conclusions: VR offers comparable or superior benefits to classical exercise and no intervention for balance but does not significantly improve functional mobility. However, it shows the potential to improve quality of life and fatigue in MS patients. Investigation of VR alongside RAGT is important to be performed with larger sample sizes and comprehensive results are needed to fully understand its efficacy in MS rehabilitation. Full article
14 pages, 2585 KiB  
Article
A Proof-of-Concept of an Integrated VR and AI Application to Develop Classroom Management Competencies in Teachers in Training
by Margreet W. Docter, Tamara N.D. de Vries, Huu Dat Nguyen and Hanno van Keulen
Educ. Sci. 2024, 14(5), 540; https://doi.org/10.3390/educsci14050540 - 16 May 2024
Viewed by 261
Abstract
We designed an interactive virtual reality (VR) application to provide a controlled and yet unpredictable environment for the development of classroom management skills. The simulated environment allows teachers in training to interact with virtual students in realistic and meaningful ways. The VR application [...] Read more.
We designed an interactive virtual reality (VR) application to provide a controlled and yet unpredictable environment for the development of classroom management skills. The simulated environment allows teachers in training to interact with virtual students in realistic and meaningful ways. The VR application allows rich verbal interaction by using artificial intelligence (AI). Initial findings suggest it is a successful proof of concept. In this paper, we focus on the technical implementation. Predictions on educational effectiveness and the educational challenges of pre-service teacher education are discussed. Future developments include rigorous testing and incorporating non-verbal communication based on a multi-dimensional interpersonal behavior model. Full article
(This article belongs to the Special Issue Teaching and Learning with Virtual/Augmented Reality)
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27 pages, 1982 KiB  
Article
Current Perceptions of Virtual Reality Technology
by Rebecca L. Hornsey and Paul B. Hibbard
Appl. Sci. 2024, 14(10), 4222; https://doi.org/10.3390/app14104222 - 16 May 2024
Viewed by 227
Abstract
User experience is a key predictor of future use of goods and services. The presented study collected a combination of qualitative and quantitative data from both experienced users and novices about their perceptions of virtual reality (VR) equipment, any concerns surrounding the data [...] Read more.
User experience is a key predictor of future use of goods and services. The presented study collected a combination of qualitative and quantitative data from both experienced users and novices about their perceptions of virtual reality (VR) equipment, any concerns surrounding the data collected by the equipment, and facets that needed to be taken into consideration for future developments. The purpose of this research was to understand the current user experience of VR and ways in which it can be improved. The findings indicated that the majority of people have used VR, albeit infrequently, and that the most common use for it was for entertainment purposes. The most important characteristics of VR systems were judged to be the available content and price. While it was reported to be enjoyable to use, the ways in which it was suggested to be improved were through a reduction in size and weight of the headsets, and incorporating wireless capabilities. Concerns about the use of VR were the potential for sickness, discomfort, and eye strain, the disconnect from the real world and the subsequent risks that this poses, as well as the use and privacy of user data. The findings from this research can be used as a stepping stone toward the advancement of VR technologies. Full article
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18 pages, 7197 KiB  
Article
Research on the Digital Preservation of Architectural Heritage Based on Virtual Reality Technology
by Haohua Zheng, Leyang Chen, Hui Hu, Yihan Wang and Yangyang Wei
Buildings 2024, 14(5), 1436; https://doi.org/10.3390/buildings14051436 - 16 May 2024
Viewed by 182
Abstract
As a representative of the scientific and technological achievements of the new era, the overall development of virtual reality (VR) technology is becoming increasingly refined, which provides new development ideas and technical support in the field of ancient building restoration and architectural heritage [...] Read more.
As a representative of the scientific and technological achievements of the new era, the overall development of virtual reality (VR) technology is becoming increasingly refined, which provides new development ideas and technical support in the field of ancient building restoration and architectural heritage preservation. In this context, digital conservation and the practice of architectural heritage have become important focuses of application in the industry. This paper starts from the core concept of VR technology, analyzes the value of the application of VR technology in the protection of ancient architecture, puts forward relevant suggestions and technical application methods, and takes Red Pagoda in Fuliang County as an example. In this sense, virtual reality technology is used to restore and protect the buildings, forming a digital heritage of ancient architecture. This study first utilizes a three-dimensional laser scanning instrument to collect point cloud data, and then the plane graph is drawn by measurement. Then, an Architectural Heritage Building Information Model is created, and comprehensive information on historical buildings is integrated. Finally, VR technology is used to show the effect of digital display and preservation. This study transforms architectural cultural heritage into a shareable and renewable digital form through restoration and reproduction, interpreting and utilizing it from a new perspective and providing new ideas and methods for architectural heritage conservation. Full article
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14 pages, 743 KiB  
Perspective
An Overview of Tools and Challenges for Safety Evaluation and Exposure Assessment in Industry 4.0
by Spyridon Damilos, Stratos Saliakas, Dimitris Karasavvas and Elias P. Koumoulos
Appl. Sci. 2024, 14(10), 4207; https://doi.org/10.3390/app14104207 - 15 May 2024
Viewed by 249
Abstract
Airborne pollutants pose a significant threat in the occupational workplace resulting in adverse health effects. Within the Industry 4.0 environment, new systems and technologies have been investigated for risk management and as health and safety smart tools. The use of predictive algorithms via [...] Read more.
Airborne pollutants pose a significant threat in the occupational workplace resulting in adverse health effects. Within the Industry 4.0 environment, new systems and technologies have been investigated for risk management and as health and safety smart tools. The use of predictive algorithms via artificial intelligence (AI) and machine learning (ML) tools, real-time data exchange via the Internet of Things (IoT), cloud computing, and digital twin (DT) simulation provide innovative solutions for accident prevention and risk mitigation. Additionally, the use of smart sensors, wearable devices and virtual (VR) and augmented reality (AR) platforms can support the training of employees in safety practices and signal the alarming concentrations of airborne hazards, providing support in designing safety strategies and hazard control options. Current reviews outline the drawbacks and challenges of these technologies, including the elevated stress levels of employees, cyber-security, data handling, and privacy concerns, while highlighting limitations. Future research should focus on the ethics, policies, and regulatory aspects of these technologies. This perspective puts together the advances and challenges of Industry 4.0 innovations in terms of occupational safety and exposure assessment, aiding in understanding the full potential of these technologies and supporting their application in industrial manufacturing environments. Full article
(This article belongs to the Special Issue The Future of Manufacturing and Industry 4.0)
19 pages, 3296 KiB  
Article
Immersive Digital Twin under ISO 23247 Applied to Flexible Manufacturing Processes
by Gustavo Caiza and Ricardo Sanz
Appl. Sci. 2024, 14(10), 4204; https://doi.org/10.3390/app14104204 - 15 May 2024
Viewed by 345
Abstract
Digital twin (DT) technology provides a path for implementing cyber–physical systems (CPS) and developing smart manufacturing because they are essential tools for monitoring and controlling manufacturing processes. It is considered a vital technology in smart manufacturing and is being widely researched in academia [...] Read more.
Digital twin (DT) technology provides a path for implementing cyber–physical systems (CPS) and developing smart manufacturing because they are essential tools for monitoring and controlling manufacturing processes. It is considered a vital technology in smart manufacturing and is being widely researched in academia and industry. Furthermore, the combination of DTs and immersive environments has shown great potential for integrating novel capabilities into the new generation of CPS. This research presents an architecture for implementing immersive digital twins under ISO 23247 in flexible manufacturing processes. The proposed system is based on the integration of DT technologies in conjunction with augmented reality (AR) and gesture tracking, and validation was performed in the sorting station of the MPS 500 to increase the interaction and flexibility between physical and virtual environments in real time, thus enhancing the capabilities of the DT. The methodology used for the design and implementation of the DT includes (1) general principles and requirements; (2) models with functional views based on domains and entities; (3) attributes of the observable manufacturing elements; and (4) protocols for the exchange of information between entities. The results show that the integration of these technologies improves the monitoring, control, and simulation capabilities of processes using 3D resources and immersive environments, achieving a higher level of interactivity. In addition, error detection tests were carried out, where a reduction of time was observed in the resolution of errors that may be caused by internal or external disturbances of the process, thus avoiding production delays. Full article
(This article belongs to the Special Issue New Insights into Additive Manufacturing of Intelligent Materials)
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23 pages, 5802 KiB  
Article
Assessing the Legibility of Arabic Road Signage Using Eye Gazing and Cognitive Loading Metrics
by Mohammad Lataifeh, Naveed Ahmed, Shaima Elbardawil and Somayeh Gordani
Computers 2024, 13(5), 123; https://doi.org/10.3390/computers13050123 - 15 May 2024
Viewed by 219
Abstract
This research study aimed to evaluate the legibility of Arabic road signage using an eye-tracking approach within a virtual reality (VR) environment. The study was conducted in a controlled setting involving 20 participants who watched two videos using the HP Omnicept Reverb G2. [...] Read more.
This research study aimed to evaluate the legibility of Arabic road signage using an eye-tracking approach within a virtual reality (VR) environment. The study was conducted in a controlled setting involving 20 participants who watched two videos using the HP Omnicept Reverb G2. The VR device recorded eye gazing details in addition to other physiological data of the participants, providing an overlay of heart rate, eye movement, and cognitive load, which in combination were used to determine the participants’ focus during the experiment. The data were processed through a schematic design, and the final files were saved in .txt format, which was later used for data extraction and analysis. Through the execution of this study, it became apparent that employing eye-tracking technology within a VR setting offers a promising method for assessing the legibility of road signs. The outcomes of the current research enlightened the vital role of legibility in ensuring road safety and facilitating effective communication with drivers. Clear and easily comprehensible road signs were found to be pivotal in delivering timely information, aiding navigation, and ultimately mitigating accidents or confusion on the road. As a result, this study advocates for the utilization of VR as a valuable platform for enhancing the design and functionality of road signage systems, recognizing its potential to contribute significantly to the improvement of road safety and navigation for drivers. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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9 pages, 463 KiB  
Study Protocol
Integration of Smart Home and Building Automation Systems in Virtual Reality and Robotics-Based Technological Environment for Neurorehabilitation: A Pilot Study Protocol
by Sara Federico, Mirko Zitti, Martina Regazzetti, Enrico Dal Pozzo, Błażej Cieślik, Alberto Pomella, Francesca Stival, Marco Pirini, Giorgia Pregnolato and Pawel Kiper
J. Pers. Med. 2024, 14(5), 522; https://doi.org/10.3390/jpm14050522 - 14 May 2024
Viewed by 223
Abstract
Technological innovation has revolutionized healthcare, particularly in neurological rehabilitation, where it has been used to address chronic conditions. Smart home and building automation (SH&BA) technologies offer promising solutions for managing chronic disabilities associated with such conditions. This single group, pre-post longitudinal pilot study, [...] Read more.
Technological innovation has revolutionized healthcare, particularly in neurological rehabilitation, where it has been used to address chronic conditions. Smart home and building automation (SH&BA) technologies offer promising solutions for managing chronic disabilities associated with such conditions. This single group, pre-post longitudinal pilot study, part of the H2020 HosmartAI project, aims to explore the integration of smart home technologies into neurorehabilitation. Eighty subjects will be enrolled from IRCCS San Camillo Hospital (Venice, Italy) and will receive rehabilitation treatment through virtual reality (VR) and robotics devices for 15 hours per day, 5 days a week for 3 weeks in the HosmartAI Room (HR), equipped with SH&BA devices measuring the environment. The study seeks to optimize patient outcomes and refine rehabilitation practices. Findings will be disseminated through peer-reviewed publications and scientific meetings, contributing to advancements in neurological rehabilitation and guiding future research. Full article
19 pages, 2574 KiB  
Article
The Effects of an Immersive Virtual-Reality-Based 3D Modeling Approach on the Creativity and Problem-Solving Tendency of Elementary School Students
by Shu-Jie Chen, Chuang-Qi Chen and Xiao-Fen Shan
Sustainability 2024, 16(10), 4092; https://doi.org/10.3390/su16104092 - 14 May 2024
Viewed by 491
Abstract
Virtual-reality 3D modeling helps primary school students to develop creative thinking and problem-solving skills. Through hands-on practice, students can understand abstract concepts more intuitively, and can realize the combination of theory and practice. However, in conventional virtual 3D modeling teaching, students often lack [...] Read more.
Virtual-reality 3D modeling helps primary school students to develop creative thinking and problem-solving skills. Through hands-on practice, students can understand abstract concepts more intuitively, and can realize the combination of theory and practice. However, in conventional virtual 3D modeling teaching, students often lack immersive modeling experience, and the modeling method may not be in line with the cognitive way of thinking of primary school students, which, in turn, causes high cognitive load. Immersive virtual reality (IVR) environments provide students with more immersive and intuitive interactions, which can help promote students’ cognitive, emotional, and social development. Therefore, this study combined IVR with 3D virtual modeling to form an immersive virtual-reality-based 3D modeling approach (IVR-based 3D modeling) and designed a quasi-experiment to compare it with the conventional virtual reality 3D modeling approach (CVR-based 3D modeling) to explore its effectiveness. The results of the study show that the IVR-based 3D modeling approach significantly enhanced elementary school students’ creative thinking, including its sub-dimensions (e.g., challenge, imagination, and curiosity), when compared to the CVR-based 3D modeling approach. The same conclusion was reached for problem-solving skills. IVR-based 3D modeling also reduced students’ cognitive load during the learning process, especially in terms of mental effort. The results of the interviews complement the experimental results, and the learners’ perceptions of the new approach explain the experimental results to some extent. Full article
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20 pages, 4683 KiB  
Article
An Immersive Digital Twin Applied to a Manufacturing Execution System for the Monitoring and Control of Industry 4.0 Processes
by Gustavo Caiza and Ricardo Sanz
Appl. Sci. 2024, 14(10), 4125; https://doi.org/10.3390/app14104125 - 13 May 2024
Viewed by 297
Abstract
The present research proposes the implementation of an architecture for industrial process monitoring and control for a manufacturing execution system (MES) using an immersive digital twin (DT). For the design of the proposal, cyber–physical systems (CPS), MES, robotics, the Internet of Things, augmented [...] Read more.
The present research proposes the implementation of an architecture for industrial process monitoring and control for a manufacturing execution system (MES) using an immersive digital twin (DT). For the design of the proposal, cyber–physical systems (CPS), MES, robotics, the Internet of Things, augmented reality, virtual reality, and open platform communication-unified architecture (OPC UA) communication protocols were used to integrate these technologies and enhance the functionalities of the DT by providing greater performance. The proposed work is implemented in an Industry 4.0 laboratory that is composed of Festo Cyber–Physical Factory and CP-Lab stations. The implementation of the architecture is based on ISO 23247, where the following requirements were considered for the design of DTs: (1) observable attributes and 3D design and visualization of all physical production lines in all of their stages, (2) a communication entity through the OPC UA protocol for the collection of state changes of manufacturing elements, (3) a DT entity where digital models are modeled and updated based on the collected data, and (4) user entities through the use of AR and VR to make manufacturing more efficient. The experimental results showed that the architecture enables interoperability between different platforms and control subsystems. It allows for the detection and diagnosis of problems during the execution of the production line; in addition, the high-fidelity simulation and AR and VR environments provided by the DT with data obtained in real time can improve the accuracy and efficiency of manufacturing through a more detailed analysis of the process, providing advantages such as interactive creation for customized products and continuous innovation. Full article
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