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Virtual Environments - Science topic

Explore the latest questions and answers in Virtual Environments, and find Virtual Environments experts.
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Hello everyone,
I’m exploring research in Virtual Reality (VR) combined with psychology, specifically to support Virtual Environment for Rehabilitation Therapy (VERT) for my master's thesis research. I wanted to understand the latest advancements, key research areas, or potential applications in this field. Could anyone provide insights or recommend recent studies or directions where VR is being effectively integrated with psychological therapy?
Thank you for your time and guidance
Best regards,
Stefanus Benhard
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Whatever humans perceive through their senses(skin also) prepares human psychology and all perceptions are virtual depending on different experiences, circumstances, and environments. if we perform an analysis of our perception it could help us understand psychology. the perception creates hallucinations, hypnotism, and even schizophrenia or reality depending on the depiction.
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Can you imagine being able to control a virtual environment with your emotions? Or having a game adapt to your needs based on how nervous you get? More and more immersive Virtual Reality applications are incorporating biosensors, especially in the academic world. This combination can help improve human performance and well-being.
Immersive Virtual Reality (iVR) has revolutionized how we interact with digital environments due to its immersive capabilities, but when combined with a biofeedback system, this technology reaches a new level of interaction and personalization.
Biofeedback is a technique that acts as an immediate reflection of an individual's physiological response to stimuli.
HOW DOES BIOFEEDBACK WORK IN AN IVR APPLICATION?
  1. A VR application is created, and a biofeedback system is planned.
  2. Biosensors are selected to capture a physiological signal (such as HR or breathing).
  3. These data are analysed using algorithms (artificial intelligence) to interpret the individual's emotional state. For example, an increase in heart rate could indicate stress.
  4. The interpreted information is displayed in the virtual environment through visual or auditory systems that can be more obvious (such as directly showing the HR) or more subtle (modifying the environment or the difficulty of the experience).
  5. This biofeedback system helps the individual understand their physiological response and become aware of how to control it.
WHAT DO PEOPLE DO WITH THIS COMBINATION? We conducted a review of 560 studies to analyze how biosensors are used in combination with iVR, and here's what we discovered:
  • There is no consensus on how to use this combination or how to design applications.
  • This combination is predominantly used in Psychology and Medicine, although its use is also growing in areas such as Education or Risk Prevention.
  • The most monitored signals are HR (53.3%), EDA, and EEG. Surprisingly, eye-tracking is not used as much despite being incorporated into some virtual reality devices.
  • Mostly, Desktop 6DOF devices are used because, being connected to a computer, they have more power and greater capacity to connect in real-time with biosensors.
  • Experiences are mostly passive (41.6%), using biosensors only to view physiological data and not for interaction. On the other hand, 40.5% of experiences are interactive. However, only in 17.3% of experiences is a biofeedback system used that utilizes biosensor data for interaction.
This is a very promising field because it combines several disciplines such as software development and medicine or education. We need to continue working to establish a common framework for the use of these biosensors and explore what else they can offer us. The possibilities are limitless!!
You can find these results and much more in our recent paper titled "A systematic review of wearable biosensor usage in immersive virtual reality experiences" in the journal Virtual Reality: https://doi.org/10.1007/s10055-024-00970-9
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Hi, some links that might expand your knowledge in the field:
A method (CN114237401B) for seamless linking of multiple virtual scenes (stimulus-response episodes) based on analysis of the user behavioral features including the emotional responses (for saliency evaluation) being properly recorded when interacting with different objects, components, events and accompanying feedback signals assigned according to specific moments and locations in sync with tag/label, keyword or another reference features within each VR scenes over timeline.
This method is suitable for gameplay scenario when multiple scenes are repeated, and the user responses and behaviors are more or less predictable.
However, mental strength is not reducible to emotional response of the user (see more in Morales and Jorge (2023). Mental Strength: A Theory of Experience Intensity. Philosophical Perspectives 37 (1):1-21.).
BCI disclosed in US 20220326771A1 allows to establish a communication channel based on the user responses (feedback) detected through biological signals as electrophysiological reactions to stimuli presented within multimodal content (AR/VR application). End even though it is possible to induce and control the ideomotor and (un)conscious activities of the spectator, the methods suitable for BCI's stimuli saliency evaluation are not suitable for haptic authoring tools and haptic augmenting techniques of video streaming content in a real time.
Guillotel, P., Danieau, F., Fleureau, J., Rouxel, I., (2016) Introducing basic principles of haptic cinematography editing. In: Eurographics Workshop on Intelligent Cinematography and Editing. pp. 1–7.
Schneider, O., MacLean, K., Swindells, C., Booth, K, (2017) Haptic experience design: What hapticians do and where they need help, International Journal of Human-Computer Studies, Volume 107, 2017, Pages 5-21, https://doi.org/10.1016/j.ijhcs.2017.04.004.
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Call for Papers
CMC-Computers, Materials & Continua new special issue“New Trends in Immersive Virtual Environments”is open for submission now.
Submission Deadline: 31 May 2025
Guest Editors
  • Prof. Diego Vergara, Universidad Católica de Ávila, Spain
  • Prof. Álvaro Antón-Sancho, Universidad Católica de Ávila, Spain
  • Prof. Pablo Fernández-Arias, Universidad Católica de Ávila, Spain
Summary:The accelerated advancement of virtual reality (VR) and augmented reality (AR) technologies has led to the development of immersive virtual environments, transforming sectors such as education, entertainment, medicine, and commerce. In this context, new emerging trends present unprecedented opportunities for research and innovation. Topics such as improved interactivity and user experience, the use of artificial intelligence to generate adaptive environments, and the implementation of advanced haptic technologies are redefining the way users interact with virtual environments. In addition, the integration of VR and AR with the Internet of Things (IoT) promises to create digital ecosystems that are closer to today's society. Exploring these trends is not only crucial to understand the impact of these technologies on everyday life, but also to identify the ethical and security challenges that arise with their mass adoption. We invite scholars, developers, and practitioners from a variety of disciplines to contribute articles that explore these developments, offering critical analyses, case studies, reviews, and innovative proposals that advance the understanding and applications of immersive virtual environments in the digital age. Your participation will enrich the debate and foster a deeper, multidimensional understanding of these emerging technologies.
For submission guidelines and details, visit: https://www.techscience.com/.../immersive_virtual...
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Will definitely check this out!
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Is gamification integrated with the technology based environment including Mobile, AI, Virtual Reality, Augmented Reality and so on, or we have traditional and physical methods for gamification?
In other words I am trying to do a research within which I will focus only and only on the technology baesd methods and virtual environment. To do this what is the, how should I apply my keyword of gamification in my research topic?
"gamification" or "digital gamification" or "digitalized game based learning" or something else?
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Dear Mr. Moradi!
You raise a decent issue to consider - how gamification as a concept evolves. Hereby please let me argue that there might not be a definition of digital gamification as such, but an enlarging set of applications of gamification in an online context:
Aschentrup, L., Steimer, P.A., Dadaczynski, K. et al. Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review. BMC Public Health 24, 69 (2024). https://doi.org/10.1186/s12889-023-17517-3, Open access:
Yours sincerely, Bulcsu Szekely
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Hello ResearchGate community,
I am currently engaged in a research project in the field of robotics, focusing on the development and evaluation of photorealistic 3D virtual environments for robot manipulation and navigation. Our approach integrates Neural Radiance Fields (NeRF) and Unreal Engine 5 (UE5) to create these environments, aiming to bridge the gap between simulated training and real-world application in robotics.
Our main contributions include:
  1. The use of NeRF scene representations, specifically rendering and static geometry, learned from indoor scene videos, for creating realistic robot simulation environments.
  2. Demonstrating a faster method than previous studies in creating photorealistic 3D virtual environments of real-world interiors.
  3. Establishing that our visual guidance control policy has sufficient fidelity to enable effective simulation-reality transfer.
We are at a stage where we need to conduct quantitative evaluations to validate our approach and findings. Specifically, we are interested in methods that can effectively measure and compare the fidelity and accuracy of our photorealistic 3D environments against real-world environments, as well as the efficacy of simulation-reality transfer of visually guided control policies.
Could anyone suggest appropriate quantitative evaluation techniques or metrics that could be applied in this context? Any insights or references to similar studies would be greatly appreciated.
Thank you for your assistance.
Best regards,
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Some commonly used evaluation methods in this domain:
Task Completion Metrics: These metrics measure the success and efficiency of completing specific tasks or objectives within the simulated environment. For example, in a robot navigation scenario, metrics like task completion time, path length, or goal-reaching accuracy can be used to assess performance.
Error Metrics: Error metrics quantify the discrepancy between the desired behavior and the actual behavior of the simulated robot. This can include metrics such as position error, orientation error, or trajectory tracking error, depending on the nature of the task.
Statistical Analysis: Statistical analysis techniques can be applied to evaluate the performance of the simulated robot. This can involve comparing different algorithms or configurations using statistical tests like t-tests or analysis of variance (ANOVA) to determine if significant differences exist.
Efficiency Metrics: Efficiency metrics focus on resource consumption and performance optimization. For instance, in a robotic manipulation task, metrics like energy consumption, computational efficiency, or resource utilization can be considered to evaluate the efficiency of the simulated system.
Sensitivity Analysis: Sensitivity analysis involves varying the parameters or inputs of the simulation to evaluate their impact on the performance. This helps understand the system's sensitivity to different factors and aids in fine-tuning the algorithms or system design.
Simulation Benchmarking: Comparing the results of the simulated system with known benchmarks or existing systems can provide an objective evaluation. This can involve comparing metrics like accuracy, speed, or efficiency against established standards or state-of-the-art approaches.
Robustness Testing: Robustness testing involves subjecting the simulated system to various challenging scenarios or perturbations to assess its resilience and ability to handle unforeseen situations. This can involve testing against sensor noise, environmental variations, or simulated faults.
It is important to select evaluation methods that align with the specific goals and objectives of the robotics simulation research. Depending on the research problem, a combination of these quantitative evaluation methods may be appropriate to provide a comprehensive assessment of the simulated system's performance.
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There are many technical challenges in VR/AR. Among these, which is the most important technical challenge without which VR/AR will miss the mass market? Let us discuss.
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In space, medical officers don’t have access to a lot of specialist facilities and equipment. Virtual reality can create ‘digital twins’ of essential infrastructure, for example a radiology reading room, explains physician and space-medicine entrepreneur Shawna Pandya. This technology could also help to deliver better health care in remote settings on Earth. To make a real difference in human exploration, “we definitely need more data”, Pandya says. “Only around 600 people have ever been to space. About 12% of those people were female, with just 1% of them Black women.”
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The great number of resources existing in academic social networks, and the researchers interacting throughout them, looks to be an unquestionable factor supporting the organization and execution of learning activities. Do you agree? Do you have any particular experience in applying those resources in Education?
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Ajit Singh I agree, but additionally, don't you think, they are good "places" for finding and contacting relevant researchers, usually the author of those resources, located in the given network?
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As a psychotherapist, I am interested in exploring the potential of virtual reality technology as a treatment tool for individuals suffering from Post-Traumatic Stress Disorder (PTSD). PTSD is a condition that can develop after an individual experiences or witnesses a traumatic event, and can manifest as symptoms such as flashbacks, avoidance, and hyperarousal. Traditional treatment methods for PTSD include therapies such as Cognitive Behavioral Therapy (CBT) and Eye Movement Desensitization and Reprocessing (EMDR), which have been found to be effective in reducing symptoms.
In recent years, virtual reality therapy has emerged as a promising alternative treatment for PTSD. Virtual reality therapy involves the use of virtual environments to expose individuals to simulations of traumatic events in a controlled and safe manner, allowing them to process and cope with their traumatic memories and feelings. A growing body of research has demonstrated that virtual reality therapy can be effective in reducing symptoms of PTSD, such as anxiety, avoidance, and flashbacks.
For example, a randomized controlled trial by Rothbaum et al. (2001) found that virtual reality exposure therapy was effective in reducing PTSD symptoms compared to a control group who received a waiting-list treatment. Additionally, several case studies have reported success in treating PTSD symptoms with virtual reality therapy, including with veterans and first responders, who often present with PTSD due to their professional experiences. for example, a case study by Rizzo et al (2008) have reported significant reduction in symptoms of PTSD in a sample of veterans with combat-related PTSD after treatment with virtual reality exposure therapy.
As a clinician, I am excited about the potential of virtual reality therapy to revolutionize the treatment of PTSD, providing a more efficient, accessible and cost-effective treatment option. I am also interested in further exploring the use of virtual reality therapy in my practice and observing the effects in my patients. This is a promising avenue that can be incorporated into the treatment plan of my patients and I look forward to keeping up with the latest advancements in this field.
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Djuradj Caranovic Yes, virtual reality therapy (VRT) has the potential to transform PTSD treatment. As you indicated, virtual reality therapy involves the use of virtual worlds to expose patients to regulated and safe simulations of traumatic situations. This helps people to process and cope with their traumatic memories and feelings, which can help reduce PTSD symptoms.
Virtual reality treatment for PTSD has shown encouraging results in a number of research, with a number of studies proving its usefulness in lowering symptoms such as anxiety, avoidance, and flashbacks. For example, Rothbaum et al. (2001) discovered that virtual reality exposure therapy was successful in lowering PTSD symptoms when compared to a control group that received a waiting-list treatment in a randomized controlled experiment.
Virtual reality therapy has the potential to be a more efficient, accessible, and cost-effective treatment alternative for PTSD. Because virtual reality environments are readily copied and controlled, they can give patients repeated exposure to traumatic experiences without needing them to relive the trauma in real time. This is especially useful for individuals who are unable to access standard in-vivo exposure therapy or who have trouble recalling specifics of the traumatic experience.
It is important to note, however, that Virtual Reality therapy is still considered an experimental treatment option for PTSD, and more research is needed to fully understand its effectiveness in comparison to other evidence-based treatments, as well as to identify the best protocols and methods of delivery. Furthermore, Virtual Reality therapy should not be utilized as a replacement for existing therapies such as CBT and EMDR, but rather as an adjunct to them.
As a therapist, it is critical to stay current on the newest research and breakthroughs in the field of virtual reality treatment for PTSD, as well as to discuss the usage of virtual reality therapy with your patients and their families, as well as to work with other mental health specialists.
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1) What do you understand/characterize the metaverse?
2) Is it a disruptive innovation?
3) Will the metaverse replace the Internet?
4) How will legal, ethical and moral issues be dealt with in the metaverse?
5) Will the value chain of products and services in the metaverse differ from the real world?
6) What will sensations and perceptions be like in the metaverse?
7) Is it the right time for companies to make their migration to the metaverse?
8) Is current technology suitable for the metaverse to become a reality?
9) What is the impact of the metaverse on society?
10) Will the metaverse be a new Second Life?
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Like this phrase about metaverse in Google; What's certain is that the metaverse will be a new paradigm where our digital and online lives converge.
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We are running a VR study on a specific VR application. We want to see the impact of the content of our VR application on participants, so we need a control condition (placebo game) to know also the novelty effect of VR on participants. Hence we need an interactive VR game (not seated), and it is better to be a procedural task/game for that purpose.
I would appreciate it if you could share any article or valid sources which have been used a publicly available VR game as their control condition.
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Mohammad Ali Mousavi AR and VR have brought about a transformation in the globe, particularly in the gaming industry. These technologies aid in the creation of a realistic image, as well as sound and other sensations, in order to provide an imaginative setting that stimulates a gamer's physical presence in the environment.
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Recommendations of any kind for XR; VR; AR would help me a lot. Thank you very much for your help!
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Dear Mr. Bükers!
I would go for "Its Learning":
2) A case-study: Joel Smith 2021. Isle of Man endorses hybrid learning as the way forward following 3 lockdowns, June 16, 2021, available at: https://itslearning.com/uk/news/hybrid-learning-is-the-way-forward/
Yours sincerely, Bulcsu Szekely
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Hi all, I am trying to install the GPU accelerated version of AutoDock on my Windows 10 machine. Windows 10 Update 2004 allows for the installation of a full bash environment (SUSE, Ubuntu, etc.) that is not a virtual environment. I have installed Ubuntu and am wondering how I can install the AutoDock CUDA programs into that environment.
The link to the program is below:
Thanks in advance.
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I am a doctoral candidate at Northcentral University. In partial fulfillment of a doctoral degree, I am conducting a study that involves understanding emotional intelligence and decision-making within virtual MIS teams, especially focused on team leaders and MIS staff members. Specifically, I would like permission to use the Wong and Law Emotional Intelligence Scale, (WLEIS). Participants for this study must hold one of the following positions in their organization; Either first-line supervisor, team leader, or team staff member in an MIS virtual environment, as developers, network engineers, computer architects, etc.). This study is quantitative and involves an emotional intelligence questionnaire.
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Hi Stephen,
This scale was published in the academic journal, you can use it in your research citing the following source. I hope this helps.
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Dear fellow researchers,
I am looking for some advice on eye-tracking enabled VR headsets. Currently contemplating between HTC Vive Pro Eye and Pico Neo 3 Pro Eye... Both have built in eye tracking by tobii. Does anyone has any experience with any of them? Or can recommend any other brands?
We are planning to use it for research in combination with EEG and EDA sensors to assess human response to built environment. Any advice is much appreciated.
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The iMotions VR Eye Tracking Module allows for eye tracking data collection, visualization, and analysis in virtual environments using the HTC Vive Pro Eye and Varjo VR-2 eye tracking headsets.
Kind Regards
Qamar Ul Islam
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Do you start to see mental pictures when you read a book? Are you emotionally touched by movies and really "dive" into the fiction during watching? Then you have high immersive tendencies.
This can be measured by the Immersive Tendencies Questionnaire (ITQ) from Witmer & Singer. It is important to know this because if you for example have a group of people with high immersive tendencies, they might rate your experiment experience entirely different than people with low immersive tendencies.
But when should you ask these questions? Before or after you have confronted your participants with your experiment?
We came across the following different opinions:
Opinion A: Since you only want to characterize the respondent, then apply this AFTER the test and any test-related questionnaires, so that user’s profile answer does not bias the test performance or the experience questions.
Opinion B: Because you want to test the participant before he or she is influenced by your experiment, you ask it BEFORE the experiment (for example your experiment would make literally everybody feel as if they are really immersed so that participants are still in the flow while answering the ITQ they might score higher than they normally would).
Original Paper (Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence, 7(3), 225-240.)
What do you think? Or do you know of recent research which investigates this?
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In times of pandemic, the use of virtual environments for all areas of life has increased considerably. We are investigating in which areas you have used virtual environments and how satisfied you have been. Thank you.
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I prefer Google Meet, Because the quality of signal both video and audio are much better than other platforms like Skype, Zoom, WebEx etc.
Kind Regards
Qamar Ul Islam
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Many Augmented Reality (AR) technologies allow us to portray various systems in a virtual environment. Are we able to project the Coronavirus into our environments to more easily understand the stucture of the virus?
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Sure. You will need 3d object of Coronavirus and then some knowledge of Augmented reality SDK to accomplish your task.
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We have many technical issues in Mixed Reality. Which is the most important technical challenge for Mixed Reality?
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In the battlefield, security issues as follows.
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As COVID-19 has forced academia to react instantly to the dynamics of teaching and learning, I am curious to find out how you have been able to transfer complex ideas that you would normally teach in person to a virtual learning environment?
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In science areas such as mathematics, where knowledge is very practical, adaptation to the virtual environment has not been too complex through the creation of videos where the different exercises were carried out. However, in areas such as art, where content that is highly abstract and ethereal is offered, its transformation into the digital environment has been very complex. They have also tried to make visual and practical examples of the different contents that presented difficulties for the students
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I am investigating the oscillatory brain activity (EEG 32 channels) of non-clinical adults during a Virtual Reality task.
During this task, participants can move their head in order to inspect the virtual environment.
I am using EEGLAB toolbox for the analysis.
I will use ICA in order to reject some kind of artifacts ( blink, eye movements, muscle artifacts).
How can I control artifacts of movement (e.g. head movements) ?
Thanks
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Nice Contribution Grigori Evreinov
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I would like to know what is the best way to train mice in a virtual environment to perform behavioural tasks (to run consistently, to train them to reach a specific target without stops before to reach this target, and to navigate in 2D).
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Following.
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Hello everyone
The UMI3D Consortium's working group dedicated to embodiment is currently looking for a device agnostic way to manage navigation in Collaborative Virtual Environment (CVE).
Are you aware of existing research in the field ?
The objective would be to extend of the UMI3D protocol to handle the followings issues: - Sharing a common representation of a 3D environment's "navigable" areas to asymmetrical devices. - Managing the collisions between the users and the virtual environment. Our assumptions are the following: - It is not desirable to continuously control the movement of the user (e.g. sliding of the virtual cabin) because of the network latencies which would cause significant motion sickness. - It is difficult / undesirable to impose the same navigation technique (e.g. go-go) on all devices (due to different good practices and context of use). - The correct way to manage the collisions between a user and virtual objects differs from one device to another (e.g. freezing some dof of the camera on a PC is common but it is causing motion sickness in a VR headset).
Thanks a lot for your help
Kind regards,
Julien Casarin
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I'm not sure I have fully understood what you want. But why don't you use classic teleport, just as used by steamVR or GoogleEarth ?
You would drastically reduce your cybersickness in VR HMD, and it is still very enjoyable on computers (think of googlestreet map). Plus, you can make the teleportable areas slightly smaller than your room, so you wont have to manage collision with walls. You can just select non teleportable area to manage inside room collision.
In unity for example you can just use a raycast with a tag for teleportable area, so your users will not be able to teleport on each other or where you don't want them to teleport.
Clifton, J., & Palmisano, S. (2019). Effects of steering locomotion and teleporting on cybersickness and presence in HMD-based virtual reality. Virtual Reality. https://doi.org/10.1007/s10055-019-00407-8
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The isolation generated by the COVID-19 pandemic has forced most of the world's universities to choose remote or virtual classes. In the case of engineering programs and other programs where real practical experiences are required, it has been necessary to resort to increasing simulation or to the development and implementation of remote laboratories. The scarce infrastructure that exists in remote laboratories will be able to demonstrate learning effectiveness and enhance future developments that validate the training of engineers using this educational tool that makes possible the technological advances of the 21st century and thus generate a permanent change in the global educational paradigm. .
Examples:
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Dear Collegues. A great problem is being observed;
Firstly, a high percentage of families do not have an adequate Internet connection, they have not enough devices for a permanent connection for all family members. It is opting for a face-to-face education converted to virtual.
On the other hand, primary and secondary school teachers do not have experience in online training, beyond the courses they have received, nor has the Government considered it to be an educational model on which money or training should have been invested.
Similarly, parents have neither the capacity nor the knowledge to act as tutors for the education of their children, and many of the primary and secondary children do not yet have the autonomy that the online training student requires.
Public administrations will have to take much more into account this training model, very established and refined in Higher Education.
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Because of university closures, I have to take classes in a virtual environment for my students and need some good free software.
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Khan Academic is a very innovative and up to date virtual learning free environment. I strongly reccomend it!
In my humble opinion, Khan Academy is on the cutting edge of virtual learning free technologies avaliable for everybody!
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The main difference between Type 1 and Type 2 hypervisors is that Type 1 runs on bare metal and Type 2 runs on top of an OS. Each hypervisor type also has its own pros and cons and specific use cases. Which of the two hypervisor types do you use in your virtual environment, and why?
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Here is my research on Hypervisors :
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Hi, I am planning a doctoral study using a novel immersive virtual reality playground for children with DCD and TD children, ages 7-10. I was planning on using referred children with DCD but was considering using the DCDQ'07 with the parents of both groups. I am also planning to administer the M-ABC2 for children who have not undergone this evaluation. We will be collecting kinematic data as well as task success, time for task performance and perceived motor competence. Our independent variables include level of immersion, level of output display gain, and setting (a real trampoline in the virtual environment (VE), a virtual trampoline in the VE, and a real trampoline in a real setting.
1.Can you share the full text of this article with me? 2. Would you consider a different tool for this purpose?
Thanks!
Sarina Goldstand
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Good day Sarina. Please find attached the article as requested. With regard to your question, is it possible to test your own sample instead of using a referred sample? The reason for this is that the referred children's parents know they have been identified with DCD and therefor might influence their decision on the DCDQ'07. Also, if you already have referred children and you are planning on testing more children by yourself using the MABC-2 it can have an influence on your results since different examiners may influence the testing procedure. If it was me and it is possible I will get a sample, test the children with the MABC-2 put them into a DCD and non-DCD group and send the DCDQ'07 to those participants. I hope this information is helpful, feel free to ask further questions. Good luck with you PhD. Kind regards Monique
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During some lessons it may be for a limited time, in specific situations of didactic games or the presentation of specific learning processes and topics, the teacher may allow the use of devices such as virtual reality slots and augmented reality. In addition, the teacher can also include other mobile devices such as laptops, tablets, smartphones etc. in the education process. In certain situations, these devices would play the role of teaching instruments supporting the didactic processes conducted by the teacher.
Do you agree with my opinion on this matter?
In view of the above, I am asking you the following question:
Can glasses for virtual reality and augmented reality be teaching instruments used in education processes?
Please reply
I invite you to the discussion
Thank you very much
Best wishes
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Hi! Not so much for teaching as for personal learning.
Or rather, this reminds us of the role of the teacher as scaffolding for individual learning (Vygotskij). Collective demos of new gadgets in the classroom is not so meaningful, and these technologies have been hyped and overrated.
The bottom line is: there is no separate cyber world, nor should digital information be understood as an information layer on top of the physical. Our one and only world is today rather understood as information, in information terms. I am following Floridi’s Philosophy of Information in this line of thinking. Otherwise we cant see the forest for all the trees.
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I need to record the head and shoulders of a person speaking, and then reconstruct that person in 3D, so that it can be played back statically (not real-time) in a virtual environment.
I am interested in any software or methods there are out there for reconstruction of a recording in medium to high resolution.
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Hi Sam, You may used multiple kinect camera in different of angles to capture more detail expression of the persons head and their shoulder
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Many companies provide the vIMS solution to run on their NFV or virtualized environment, such as Huawei, Ericsson, and other vendors.
Are there any company provides the vIMS in software that capable to work on commercial of the shelve (COTS) or on an ordinary data center?
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Is there any COTS grade for the radio access?
For Radio Access Network (RAN) software vendors that I came across can run on carrier grade NFVI IT servers include CertusNet & Tieto.
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What is the best algorithm or technique for tracking small objects in virtual environments. Best in the sense of tracking resolution, latency, and cost.
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If you extend a little your question, maybe researcher give best solution.
What do you think about Kalman Filter?
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Version 3, 2005 attached.  I've reached out to the listed addresses on both this and v2 of the PQ, but all email attempts have bounced back.
Thank you!
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I have used the PQ in my research and is also very interested in a scoring key... Or some kind of deeper explanation on how to interpret the results...
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We are about to develop a hazard perception test in virtual reality. However, we are intersted in measuring where the participants looks at. What are the best options for tracking eye movements in the virtual environment?
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I am making a few little videocasts to explain concepts like referencing/citation, or using electronic resources.  Someone suggested incorporating gifs, cartoons or other animations. I looked at Giphy.com but with mixed results. Can you recommend a free source of gifs etc suitable for educational/library use, please?  The link below gives a commentary on my experimentation with Giphy this evening!
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Dear Karen,
I do create some video tutorials / recorded classes / additional content for my classes every once in a while. Indeed, Giphy tends to favor humour and memes that not always fit the content and may look out of place. 
I have had better results looking at these sites
Wikimedia Commons - http://commons.wikimedia.org/
Open Clip Art - https://openclipart.org/
That offer a wide variety of images, animated or not. And are legally OK to use, given you identify the authors.
Hope that helps,
Roberto
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We want to compare head movement of people exploring VR programs. It seems since the headsets sense head movement there should be a way to record them.
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The Oculus Rift uses an IMU, which inherently suufers from drift. In particular, slow movements ard hard to measure or become noisy. YOu might also have a look here:
For measuring body sway, you should preferably use an optical system.
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I designed a virtual volume model with Oculus Rift design software. Now, I would like to have a physical model of it. Is there any way to connect an Oculus Rift to a 3D printer (e.g. Ultimaker 2+) to ensure transferring the virtual model into a 3D-CAD model by software? And if so, which one would that be? So far, merely the transfer of a 3D-CAD-Model into a virtual reality model is discussed, not vice versa. Any ideas? Thx!
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Yes - mostly the only differenz of the file formats are the depth of information of your 3-d model - but for printing and getting a glue of the shape and dimensions a stp file works great.
Greeds
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skills in:
idea about web designing 
graphic designing 
3D character modelling and animation 
Knowledge on virtual reality
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thanks for your support , i'm grateful 
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Hello!
Has someone worked on it? It's hard to find litterature on this specific subject!
Or litterature on a part of the subject...
Any reference would be of great help.
Thank you
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Thank you very much. I've already studied the meta-Analysis by Chen and Thropp, I haven't come along the second reference yet! Thank you :)
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Dear All,
I am conducting an experiment as part of my PhD research that aims to utilise users as a defence mechanism for detecting social engineering attacks on computer systems.
I require participants to take part in a one and half month long experiment, installing and using simple application to report suspected social engineering attacks to web system hosted by the researchers. This experiment is non-disruptive, requiring installation of a small app only and then participants normal computer use on their Windows device. You will need a Windows computer device to take part.
If you are interested and would be happy to take part in this study please click on the link below to review and complete experiment participant information and consent form, where further information and details on how to take part in this experiment are provided.
Please forward/share this call with affiliates that may also be interested in taking part in this experiment.
I would be very grateful for your participation.
Kind Regards,
Ryan Heartfield
PhD Researcher, University of Greenwich
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Thank you very much Mithileysh :)
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I am starting some research in presence in desktop photoreal VEs and cannot find any generally-accepted instrumentation.
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The question is a bit dated, but since I just stumbled upon it and there are still followers to this: You could also take a look at the IPQ, a questionnaire on presence (see attached link).
It is being used actively by several groups working in the virtual reality domain, as seen recently e.g. at the ACM VRST 2016. 
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This question is based on a need to understand team dynamics in a project. Each project goes through project life cycle and each stage requires  social interaction behaviors.
 Would like to know how to measure these  behaviors in real  time 
 Regards 
 Rebone
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Have you looked at Tuckmans model of storming norming performing and disengagement in reference to group work how the group forms who takes control of the project and directs it how each person agrees on a he project lead and how each person falls into their relevant roles and produc the piece of work and then the final result.
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Personally or in virtual environments?
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Research under the intercultural approach should consider various methods. however, in certain areas of knowledge required to propose new methods that integrate diverse perspectives about social problems.
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I am looking for the best HMD that I can get on a budget that is still good enough for high level experimentation, in essence. That being said, I am certainly willing to take the hit financially if something like the HTC Vive is truly worth it in terms of effectiveness in research. That being said, if the Oculus Rift or even the Samsung Gear VR are sufficient for effective research, then those would be my choice. The direct application would be using the technology as an alternative learning option in the future, mostly for history. 
Thanks!
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Hi Frederick,
What type of HMD you should choose is highly dependent on what type of research you have intended to perform.
The Google Cardboard may be ok for some, others may require more advanced HMDs such as the Gear VR, Oculus Rift, HTC Vive or the OSVR HDK from Razor. For others the requirements are even higher and they may need professional HMDs such as the Sensics dSight. In extreme cases custom HMDs may have to be built.
Another important thing to consider is how to create the content for your research. Depending on your skill of programming this can be more or less challenging (unless you intend to outsource the content creation). The different HMDs mentioned above have different ways to create the content and may support different game engines/image generators.
So consider your use case and choose a HMD that is advanced enough to give useful results and at the same time one which you can utilize fully.
Best regards
Björn
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especially 360 videos where you are supposed to see a place in the moment the video was taken. with all the actions that where taking place. And you cannot actually interact.
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Ahlam,
Short answer is: 360 videos are not VR.
There is a very good understanding of what VR is; even when definitions do not sound exactly the same, they refer to the same concepts. The earliest ideas came from Dr. Ivan Sutherland's talk 'The Ultimate Display' (1965). While he did not work on VR as we know it today (the name 'Virtual Reality' got coined only in mid 80s by Jaron Lanier), Dr. Sutherland established the goal for the global domain of interactive computer graphics. To paraphrase his words as Dr. Fred Brooks did in his paper 'What is real about Virtual Reality' http://www.cs.unc.edu/~brooks/WhatsReal.pdf :
     --- "Don’t think of that thing as a screen, think of it as a window, a window through which one looks into a  virtual world. The challenge to computer graphics is to make that virtual world look real, sound real, move and respond to interaction in real time, and even feel real."  (Dr. Brooks paraphrasing) ---
During IEEE VR 2010 conference, VR researchers gathered to discuss this very topic - what is VR and what is a definition of VR. At the time Dr. Brooks suggested following (I paraphrase it - attached is also a slide I snapped during that discussion):
    Necessary ingredients of Virtual Environments (VEs) or Immersive Virtual Reality (IVR) are:
    (1) Real immersion – world is life size, the rest is blocked out,
    (2) Real time – viewpoint changes as head moves,
    (3) Real space – 3D worlds, concrete or abstract,
    (4) Real interaction – one manipulates virtual objects.
As I mentioned, if you check other definitions they pretty much come to the same issues - world has to be 3D so that a user can independently navigate through the space (6DOF navigation!), interact with the world and can receive a variety of sensory information (system feedback) as a result of that interaction. Note that interaction includes all types of sensory feedback that can be presented to the user - visual, auditory, vestibular, somatic (includes haptic/tactile and thermal), olfactory as well as gustation. The only relaxation from this definition that is recognized is the element of immersion - the extent to which sensory information surrounds the user (note: I am from the school of thought that defines immersion different from presence). In Dr. Brooks definition one would have to use fully immersive displays (visual displays: CAVEs, VR goggles), while in reality we have desktop displays that do not eliminate (block) the real world completely - one can see beyond the screen and so that discontinuity of images on the screen and what one can see outside of the screen still exists. In practice, users focus on the content presented on the screen, and this visual discontinuity does not play a big role. Largest number of training solutions, for example, are desktop VR, and so we also treat them as VR solutions. In short, VR is not only about VR headsets - VR can use any size and form of visual display that can present visual information. One should not forget that VR system could also have 3D audio display only - the use of visual information and visual display is not the ultimate ingredient of VR system.
Back to 360 videos - they are great technology but as you know they support only 3 DOF (degrees of freedom) independent navigation by the user and not 6DOF navigation as VR system expects it. While viewing 360 videos the user can only change the orientation of the viewpoint/camera, however the position of the viewpoint/camera is predetermined at the time of the recording. Interaction with objects seen on the display is also missing as the objects (and the rest of the world) are not recorded as 3D objects. I personally love 360 videos - they enable some incredible experiences. That is, however, separate technology in its own right and there is no need to mix it with VR. We can only guess that the attention VR technology enjoys today is very attractive (no doubt about that :-) ), and there is a desire to use it to advertise other solutions.
At the end of this message I added a few more links to papers that you may want to check. Hope this helps.
best, Amela Sadagic, Naval Postgraduate School
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-- from Dr. Brooks article:
I.E. Sutherland, “The Ultimate Display,” invited lecture, IFIP Congress 65. An abstract appears in Information Processing 1965: Proc. IFIP Congress 65, Vol. 2, W.A. Kalenich, ed., Spartan Books, Washington, D.C., and Macmillan, New York, pp. 506-508. A similar, but quite complete, paper is Sutherland’s “Computer Displays,”  Scientific American, Vol. 222, No. 6, June, 1970, pp. 57-81.
     MORE CLASSIC VR LITERATURE:
Ellis, S.R., Virtual Environments and Virtual Instruments. In: Carr, K. and England, R., eds. Simulated and Virtual Realities - Elements of Perception. London: Taylor and Francis. (very similar to Ellis, S.R. (1991) Nature and Origin of Virtual Environments: A Bibliographic Essay, Computing Systems in Engineering, 1995, 2(4), pp. 321-347.)
Furness, T. A., & Barfield, W., Introduction to Virtual Environments and Advanced Interface Design. In W. Barfield & T. A. Furness (Eds.), Virtual Environments and Advanced Interface Design, 1995, pp. 3-13. New York: Oxford University Press.
Slater, M. and Wilbur, S. (1997). A framework for immersive virtual environments (FIVE): Speculations on the role of presence in virtual environments, Presence: Teleoperators and Virtual Environments 6(6), 603-616
Stanney, K., Mourant, R. R., & Kennedy, R. S., Human Factors Issues in Virtual Environments: A Review of the Literature. Presence: Teleoperators and Virtual Environments, 1998, 7(4), pp. 327-351.
Singer, M. J., & Witmer, B. G. (1998), Measuring Presence in Virtual Environments: A Presence Questionnaire, Presence: Teleoperators and Virtual Environments, 1998, 7(3), pp. 225–240.
Singer, M. J., & Witmer, B. G., On Selecting the Right Yardstick. Presence: Teleoperators and Virtual Environments, 1999, 8(5), pp. 566-573.
Slater, M. (1999). Measuring Presence: A Response to the Witmer and Singer Presence Questionnaire, Presence: Teleoperators and Virtual Environments, 1999, 8(5), pp. 560-566.
Slater, M. (2009). Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments. Philosophical Transactions of the Royal Society, Biological Sciences, Dec 2009, 364(1535). pp. 3549-3557
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Alternative definition I use in our classes:
    "Virtual Environment: a simulation, a totality of different sensory information coupled together in an organized way providing a meaningful context for human action and collaboration."
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Our syllabus for Human Factors in VE:
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I believe it is a great opportunity for the dissemination of information and for new ways of making research. It is also fundamental in the sense of a "digital archive" of heritage. The risks are, I guess, not larger than the ones currently faced by heritage sites worldwide...
I may be wornd, but I don't believe that many people would stop wanting to go visit "the real deal" just because they can move/play/discover around in the world's most detailed reconstruction. They are different experiences and need not be mutually exclusive.
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Student engagement can mean different things:  (Kuh, G.  for example)
Student engagement with course content
Student engagement with other students
Student engagement with faculty
How can 3D virtual environments be designed to enhance student engagement. For example - orientation before arriving on campus, collaboration, interaction.
What elements of the environment are most important and useful? Why?
For example:  Text chat, avatars, realistic representation, shared documents, well presented content, video chat, ability to explore and discover, gamification elements.
I plan to interview & survey students and teachers and would like to hear thoughts and experience on these topics.
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Dear James Gjaltema, 
my suggestion is to enhance the affordance of different items of the environment (library, desks, showcases) to set landmarks that are useful to memorize routes of the campus, both for male and female).
First perspective during navigation is personal envolving due to embodied cognition but to enhance the user experience it should envolve a gamification too. 
To set a ranking with a contest which could reward with more possibility of interaction (like receiving suggestion in real time from professors of the campus) will envolve participants with a great sense of presence.
Kind Regards, 
Matteo Migliori
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There are many research in the literature about virtual reality in wayfinding research. Some of them reported that HMDs increase the presence but affect spatial navigation task negatively compared to traditional desktop system. Others reported that HMDs increase presence and provides better spatial navigation performance. However, the technology they used are very poor in terms of resolution, field of view etc. I could not find any research conducted a wayfinding experiment by Oculus Rift. I'm curious about that using Oculus Rift in wayfinding research gives coherent results with real environments or not?
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I would like to present my thanks for your kind concern dear Estrada, Dodiya and Sadagic. I reached all of the resources that you were suggested and currently reading them.
I'm so grateful for your responses.
Best regards,
Özge.
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The end goal is to have two simultaneous machine running inside VMWare. One represents the attacker[already installed Windows 7], and the other the host[honeypot?/ OS suggestion]. I am still unsure what honeypot I can use to mimic a host system so that I can launch attacks from the other virtual attack system. I have already installed a Windows 7 OS on one machine which can represent the attacker. Also, in this case can the IDS be SNORT? Or do you have any suggestion regarding an appropriate IDS in this case? I did find one paper that comes the closest to what is something similar to what I want to achieve. It is attached.
Furthermore, once that is known, the logs generated by IDS need to be readable using WEKA for training a file which can be fed back to the IDS as rules in order to learn and capture novel, undefined attacks based on a certain threshold of certainty.
What do you suggest? Thankyou for your time and patience.
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Thankyou for the suggestions Bob. Your thoughts were eye opening
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Can we be sure if it is not just a phase, and it will not disappear any time soon?
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 Dear Hani,
Im positive/absolute confidente that this will never disappear. Why? Because the "social interaction" among people is a basic need. So, IT is just providing new ways of interaction - digital ones, mobile ones. Like I simple don't believe that People will ever stop their intrinsic need of communicate, we can see in the future renewing of the approach of the development of new solution for social networking, but this is an Era that have come to stay.
Best wishes for your research, hope have not been too much philosophical 
Carlos
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My study examines the lived experience in the area of human-computer interaction (HCI), 3D virtual environments and learning in professional development settings. I've seen various (psychological) phenomenological approaches employed e.g. in nursing and psychology, but what about in HCI and learning? There's naturally Ihde, and I have seen e.g. Clark Moustakas' (1994) descriptive approach used for e.g. studying computer use for informal learning Educational Computer Use in Leisure Contexts (Cilesiz 2008). Anything else that stands out in descriptive/interpretive phenomenology? Just to focus the question a bit more: I'm especially interested of phenomenology as a research approach, and not just as an underlying philosophy that allows to view HCI and learning through certain perspectives or concepts (e.g. Heidegger's present-at-hand). Thanks!
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Hey Francesco. Thanks for reminding me of that. I just realised I have a reply on that particular strand of messages. :)
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Virtual Reality is now popularized by Microsoft HoloLens and Oculus headset – see following links:
What are the other use cases you can suggest using Virtual Reality in educational learning? 
In your opinion, what are the benefits of using Virtual Reality in educational learning? 
What are the disadvantages / risks of using Virtual Reality in educational learning? 
How Virtual Reality improves educational learning e.g. through immersing into seeing or experiencing the biological / nano / atomic chemical reaction or how a complex computer systems are working i.e. sending command / receiving data packets or signals etc. so that understanding is deeper & clearer?
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Dear @Han, yes, virtual reality is very useful for educational learning. Of course, there are some issues like "where is pedagogy"... Please, do find some research papers about the issue you have raised. 
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I'm conducting an investigation in which I analyze the scaffolding for the self-regulated learning, given by a virtual classroom to students of a teacher education program of Blended Learning. I require to have an exhaustive search of the matter scaffold of self-regulation in virtual environments.
I'll be grateful to you for sending articles or references to it.
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 Hello Dr Arellano
I hope the following helps with your literature search:
McLoughlin, C., & Lee, M. J. (2010). Personalised and self regulated learning in the Web 2.0 era: International exemplars of innovative pedagogy using social software. Australasian Journal of Educational Technology, 26(1)28-43.
Dabbagh, N., & Kitsantas, A. (2012). Personal Learning Environments, social media, and self-regulated learning: A natural formula for connecting formal and informal learning. The Internet and higher education, 15(1), 3-8.
Prof. Azevedo is on ResearchGate and has written on this subject with various other ResearchGate members, e.g.:
Azevedo, R., Cromley, J. G., Moos, D. C., Greene, J. A., & Winters, F. I. (2011). Adaptive content and process scaffolding: A key to facilitating students’ self-regulated learning with hypermedia. Psychological Testing and Assessment Modeling, 53, 106-140.
Azevedo, R., & Hadwin, A. F. (2005). Scaffolding self-regulated learning and metacognition–Implications for the design of computer-based scaffolds. Instructional Science, 33(5), 367-379.
Three of the authors of this paper are ResearchGate members:
Dillenbourg, P., Järvelä, S., & Fischer, F. (2009). The evolution of research on computer-supported collaborative learning. In Technology-enhanced learning (pp. 3-19). Springer Netherlands.
Lee, S. W. Y., & Tsai, C. C. (2011). Students’ perceptions of collaboration, self-regulated learning, and information seeking in the context of Internet-based learning and traditional learning. Computers in Human Behavior, 27(2), 905-914.
This link is not for the full text:
Schober, B., Wagner, P., Reimann, R., & Spiel, C. (2008). Vienna E-Lecturing (VEL): Learning how to learn self-regulated in an Internet-based blended learning setting. International Journal on E-learning, 7(4), 703-723.
Very best wishes
Mary
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Hi Research Gate community-
I will be teaching an evaluation class next semester that is fully online.  I am interested in topic ideas and effective methods you have used to keep your students interested, engaged, and most importantly, learning.  Thanks in advance for techniques and topics that are proven in the virtual environment.
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Dear Margaret,
i suggest for you to engage students in different online activities and homework that you require for them to submit or create and tell them that those homeworks and assignments will be investigated and marked by you. There are different tools that your students can use such as:
Presentation Tools
             Interactive Slideshows such as (http://Prezi.com)
             Interactive Timelines  such as (http://www.timeglider.com) ,(http://www.dipity.com) ,(http://www.capzles.com/)
             Infographics such as (http://infographics.alltop.com/)
Poster Tools
              Word Clouds  such as (http://www.wordle.net/)
               Interactive Posters such as (http://www.thinglink.com/)
Stories
Story tools & Comics such as (http://www.voki.com),(http://goanimate.com/)
hope that this information was helpful
Kind Regards
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I am looking for any books, research or texts that discuss ecological validity in respect to digital-simulations/virtual-environments and serious/health games. I’d especially like to read,
1) How stake-holder, particularly user, requirements can be elicited with a view to endowing a serious/health game with a meaningful level of ecological validity.
2) Methods to measure the degree of ecological validity achieved in the game.
 
Thank you.
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Hi James,
 
Thank you for the input and apologies for my slow response – I missed any update from ResearchGate, sure they was one, they tend not to miss an opportunity to mail =]
 
The first-hand observations you did make an intriguing juxtaposition with the requirement's gathering process we used. We had to go with conversational descriptions, from volunteers in a secure setting, of their street drug-use behaviour. We were mainly looking to understand believable locations, believable characters and what they talk like - the player currently navigates in 1st-person/as-a-camera perspective. (Interestingly, on evaluating the prototype game, we got some unsolicited feedback from the volunteers on how the game-characters ‘moved’ realistically, menacing like a drug-dealer – I had just slapped-on random stock animations, time being against us!)
 
Thank you for pointing out Physical & Behavioural realism, this has opened up a new stream of investigation.
 
EV is a difficult concept at the best of times - and fitting it to simulations and serious games, is particularly spikey. In this regard I have found, flow, presence, immersion and affordance, concepts with a larger, and less contentious, body of empirical research.
 
Here are a few additional items that may be of use to anyone following this thread, the links are to external pages,
 
Frameworks to evaluate simulations,
1. van den Hoogen, J. et al;"The Debriefing of Research Games: A Structured Approach for the Validation of Gaming Simulation Outcomes", http://informs-sim.org/wsc14papers/includes/files/312.pdf
 
2. Peters, V.A.M. et al, 2004, "A simple classification model for debriefing simulation games", http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.195.1715&rep=rep1&type=pdf
 
3. Graafland, M. et al, 2014, "How to systematically assess serious games applied to health care", http://games.jmir.org/2014/2/e11/
 
Interesting interventions in Forensic Mental Health,
 
5.  Arborelius, L., et al, 2013, "A new interactive computer simulation system for violence risk assessment of mentally disordered violent offenders", Criminal Behaviour and Mental Health, vol. 23, no. 1, pp. 30-40.
 
& number of works from the following authors, Tobias Greitemeyer & Silvia Osswald, Giuseppe Riva, Laura Ermi & Frans Mäyrä.
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It is possible to interface commercial off-the-shelf (COTS) EEG equipment with 3D virtual environments. In a student project I am supervising, we use the Emotiv Epoc EEG headset and interface it with the 3D game engine Unity. Now that we have a live communication channel established by means of UDP, there are virtually unlimited experiments that can be designed inside Unity. The EEG signals can be used to control objects in a 3D world (e.g., move a character), to affect screenplay based on emotion (e.g., when a user becomes bored as determined from EEG readings, give him a scare!), and so on. Both EEG and the 3D virtual environment may be further linked to real physical devices, such as a robot arm. Rehabilitation and training of both healthy and non-healthy participants is possible. Suitable experiments can be designed to aid in reverse-engineering the human brain and work out how the brain does things, such as sensing, planning, and control.
What do you think should be investigated?
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We are planing to do a research on triggering facial expressions of avatars of CVEs based on EEG signal-based emotions. 
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I am a PhD student looking at developing models for virtual collaborations in some specific areas such as manufacturing. I wonder if there is any model validation method I could use to validate the models I develop.
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The Relationship Between Trust, Virtual Communities and e-Commerce: A Semantic Study)
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I want to simulate collaborative virtual environment. Where users initially connect to the main server. Main Server assigns a new server to the client where it establishes connection.
The main-server does the client assignment at the beginning of the connection. Each time there is connection request, the server checked the load on the zone server to make sure it does not reach the threshold assign. If the zone-server reach it threshold, then the main server assign the user to a different zone-server.
The user sends this message to its zone-server and the zone-server retransmits directly to all the connected zone-servers and sends a copy to the backup server. A copy is sent to the main-server only for synchronization purposes. ... etc
In short I want to simulate a CVE, I checked OpenSimulator for this purpose but I am not sure about its capabilities will meet my requirements. We can do this stuff in NS2 with very customize written Application.
Your suggestions are welcome.
Regards
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The Relationship Between Trust, Virtual Communities and e-Commerce: A Semantic Study)
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How can I create a virtual environment with low clock speed to study about application performance ?
(i.e) I wish to create few Mhz clock speed environment with in my multi core Ghz processor (if possible control on my windows 8.1 operating system)
Please share Tool name so far you come across.
Thank you.
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Computer processors are simulated as discrete systems due to their state transitions being governed by the clock. So there is no difference on simulating a MHZ or a GHz processor other than the running time of the simulation. There are many available simulators on line, some are able to simulate whole machines running Linux and others are more specific procensors internal components. You should define the specific kind of simulation you want.
A virtualization software isn't a simulator, it is a special mode of  execution of a processor which redirects some hardware instructions and contexts to a host operating system. 
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I designed a mobile-based 3D virtual environment for adult absolute illiterates, and my main focus is to find the impact of sense-of-belonging/attractions.
The question is, after all this, how can I relate my work with Computer Science? Most of this work is related to Psychology and Education; but by area of research is Computer Science. 
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Start with:
And then, to be excellent teacher, try to be different from others teachers in your environment, and engage your students to actively participate in learning/teaching. Use a constructivist approach rather than objectivist in teaching (https://www.researchgate.net/post/Why_is_Objectivism_used_in_eLearning_instead_of_Constructivist_approaches). Use games and tools in teaching. Moreover, you have to love teacher’s profession, and have enough enthusiasm, time, care and passion for all kids.
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I designed a 3D virtual environment for Adult Absolute illiterates and my main focus is to find the impact of sense of belonging/Attractions. 
Want to analyze the effort of learning environment on learn-ability. 
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seeing as they are illiterate you can make structured interviews with them after they have experienced the virtual environment. It would be preferable for them to have a task to do when in the environment as well. 
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In a real environment, numerous elements allow the experience constitution for the user, but in a virtual environment, there is a reduction of these elements. Is anyone interested by the concept of adaptation in interaction with virtual environments?
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Knowledge Transfer from Virtual Environment
Trainees of high-stakes scenarios, such as firefighting drills, pilot training, and search-and-rescue exercises, benefit wildly from simulation technology and virtual environments. The learners can practice their skills more frequently and in a safer environment, and the total cost of maintaining the complex training platforms are usually much lower. Recent developments in 3D technology make virtual training even more attractive in the other sense of the word, too.
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I activate the 3D effect and the video card memory is up to full size, but it still crashed at the log on. Is there any solution?
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Disable the 3D effects (do you really need them?). VirtualBox does provide some degree of 3D emulation (which needs to be explicitly enabled when you configure the VM). However, do not expect this to work as well if it were running natively. You could also try one of the other VM platforms such as VMWare, Parallels (on Mac) or KVM (if you're running Linux-under-Linux).
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Several methodologies exist for evaluating the usability of a graphical interface, but what is the most suitable for the evaluation of haptic interface?
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Here you have our work related to haptic interaction, usability, guidelines.
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I am looking for a simple software to handle, with good customization options and above, currently in use or under study. EMMA and Neuro VR2 I know but they seem pretty outdated.
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Hi Efrén
I would really recommend Unity 3D.
Specially if you don't have to deal with complex devices or rendering devices.
It will not allow you to create 3D models, but it is the best tool I know to design a Virtual Environment.
It let's you visually design the 3D Scene. Moving, resizing, duplicating 3D objects with simple clicks...
You can also very easily implement specific behaviours or tweak your environment by adding script either in C#, JavaScript or python.
Plus the basic licence is free...
Hope it helps.
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I am interested in developing user interfaces to help people with intellectual disabilities. I would like to use kinect, but I have no experience in its development. I would like to contact someone who works in the development of applications with this device.
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an addition:
the differences between the Microsoft SDK and openni are that:
the skeleton tracking of Microsoft SDK is clearly more stable and accurate than the one by openni. Openni has trouble with the orientation of people when turning away from the sensor, it always assumes people face towards the Kinect.
On the other hand, openNI is way more flexible and easier to program. You can
- access all data streams and information for all users that were detected.
- decide who is the active user of the system,
- use implemented gestures
- simple saving and loading of training video material
in my application, the restrictions in the Microsoft SDK made it impossible to use for my research inspite of the superiority of the tracking algorithm because of the closedness of the system.
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I am leading a seminar about virtual environments, including virtual worlds, augmented reality, tele-presence and so on. What would you consider the key papers in the field, and, perhaps, a textbook?
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Mentioned books are really good. I'd just add "3D User Interfaces: Theory and Practice", by D. A. Bowman. In my opinion, still the best manual for 3D interaction.
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We know about digital caves and about head mounted displays and glasses as two ens of the spectrum for visual immersion in virtual reality. Do you have a good suggestion for something in-between that serves for a portable or semi-portable visual immersion tool?
An example could be a micro-cave, a cave that hangs around persons field of view an has 180-360 degree projection on it?
Links to publication sources about such tools would be helpful.
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We have a 360 degree CAVE in University College Dublin, (we have named it the LAIR , Lightweight Affordable Immersion Room) Its a quite unique front projected CAVE that allows a user to stand in the centre without casting a shadow. It was designed to be run using a single server machine so its a relativity cheap setup. As it runs on a single box so it can be moved around a bit , but the configuration if you used micro projectors and portable screens could be quite mobile.
University of Texas have built on this idea and other cost efficiency CAVE's and have made a 3 wall projector setup and added a really nice innovation of a 4 projector per wall setup discussed in the paper below
Also DAVE Definitely Affordable Virtual Environment. Affordable in Austria too is a great CAVE concept.
Hope that's some help to you, again if you need more information let me know.