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At least 199 records · Page 11Linked to original sources

Changing learning with new interactive and media-rich instruction environments: virtual labs case study report.

Technology has created a new dimension for visual teaching and learning with web-delivered interactive media. The Virtual Labs Project has embraced this technology with instructional design and evaluation methodologies behind the simPHYSIO suite of simulation-based, online interactive teaching modules in physiology for the Stanford students. In addition, simPHYSIO provides the convenience of anytime web-access and a modular structure that allows for personalization and customization of the learning material. This innovative tool provides a solid delivery and pedagogical backbone that can be applied to developing an interactive simulation-based training tool for the use and management of the Picture Archiving and Communication System (PACS) image information system. The disparity in the knowledge between health and IT professionals can be bridged by providing convenient modular teaching tools to fill the gaps in knowledge. An innovative teaching method in the whole PACS is deemed necessary for its successful implementation and operation since it has become widely distributed with many interfaces, components, and customizations. This paper will discuss the techniques for developing an interactive-based teaching tool, a case study of its implementation, and a perspective for applying this approach to an online PACS training tool.

California↗

Homing in virtual environments: effects of field of view and path layout.

Triangle completion (ie homing to the starting point after completing two legs of a triangle) is a widely used method for examining path-integration abilities in animals and humans. Two experiments are reported in which homing was used to examine the efficiency of purely visual mechanisms (eg optical flow) for spatial-information coding and integration. Adult observers had to complete triangles in an interactively simulated three-dimensional environment which consisted of two critical objects and a homogeneous set of white cylinders serving as background. Each participant completed twenty-seven triangles corresponding to a factorial combination of three geometrical fields of view (40 degrees, 60 degrees, or 80 degrees) and nine triangle layouts (with variations of the first turning angle and the second leg). Homing performances revealed strong effects of triangle layout, but no effect of geometrical fields of view: variations in the amount of simultaneous visible spatial information did not influence the acquisition of spatial knowledge in the environments used. Applying the encoding-error model to the data revealed severe systematic errors of picking up directional information while moving through visually simulated environments. These results are discussed with respect to informational differences between situations of purely visual and nonvisual navigations in space.

Adult↗

Effects on visual functions during tasks of object handling in virtual environment with a head mounted display.

This study examined the effects on visual functions of a prolonged handling task within the helmet-mounted display environment. Both version eye movement and accommodative response became gradually slower during the 40-min task. Although delayed presentation of display after head movement noticeably worsened both visual responses, presentation delay after hand movement did not significantly change the sluggishness of responses. Therefore it is suggested that decreasing time delay after head movement is a more important factor in order to improve human performance of handling tasks within the HMD environment.

Accommodation, Ocular↗

The subjective sense of presence, emotion recognition, and experienced emotions in auditory virtual environments.

Realistic aural rendering of events in mediated environments is becoming an increasingly important aspect in many multi-modal applications. In a between-group experiment with 45 participants, it was studied how ratings of presence (a sense of being in the mediated environment), emotional reactions to the auditory environment, and emotion recognition vary as a function of number of audio channels (mono, stereo, and six-channel reproduction). The results showed that stereo and six-channel reproduction resulted in significantly stronger changes in emotional reactions than the mono condition. Further, six-channel reproduction received the highest ratings of presence and emotional realism. Taken together, the result suggested that both emotional reactions and ratings of presence increase with spatialized sound. Further, emotional reactions and presence were highly correlated. The results are discussed in relation to theories of mediated presence and emotional reactions in an attempt to further delineate the concept of presence.

Adult↗

Something for nothing: understanding purchasing behaviors in social virtual environments.

The present paper is composed of two studies. The first study explored the variables influencing the purchase of avatar-related products through the avatar users' survey research. This proposed a theoretical model of the purchase of avatar-related products using attitude toward an avatar, subjective norm, self-presentation, identification, and immersion. Although significant relationships were found for the individual links, the model was not supported. The second study focused on which variables predict the intention to use avatar-related products. A model was tested with avatar non-users. Results indicated that all relationships among variables in the Technology Acceptance Model (TAM), such as perceived ease of use of avatar, perceived usefulness of avatar, attitude toward using avatar, and intention to use avatar-related products, were strongly supported, as was the link between Internet self-efficacy and perceived ease of use of avatar. Also, the peer groups' subjective norm component which was a unique variable successfully predicted intention to use avatar-related products. Overall, all hypotheses were supported and the data were judged to be consistent with the model.

Adult↗

Using virtual environment to improve spatial perception by people who are blind.

Mental mapping of spaces, and of the possible paths for navigating these spaces, is essential for the development of efficient orientation and mobility skills. Visual ability is a crucial component to effective mental mapping. People who are blind consequently find it difficult to generate useful mental maps of spaces and navigate competently within them. The research studies reported in this paper assume that the supply of appropriate spatial information through compensatory sensorial channels as an alternative to the visual channel may contribute to the anticipatory mental mapping of unknown spaces and consequently may improve spatial performance for people who are blind.

Adult↗

VLOD: high-fidelity walkthrough of large virtual environments.

We present visibility computation and data organization algorithms that enable high-fidelity walkthroughs of large 3D geometric data sets. A novel feature of our walkthrough system is that it performs work proportional only to the required detail in visible geometry at the rendering time. To accomplish this, we use a precomputation phase that efficiently generates per cell vLOD: the geometry visible from a view-region at the right level of detail. We encode changes between neighboring cells' vLODs, which are not required to be memory resident. At the rendering time, we incrementally construct the vLOD for the current view-cell and render it. We have a small CPU and memory requirement for rendering and are able to display models with tens of millions of polygons at interactive frame rates with less than one pixel screen-space deviation and accurate visibility.

Algorithms↗

Perceived orientation in physical and virtual environments: changes in perceived orientation as a function of idiothetic information available.

Two experiments examined perceived spatial orientation in a small environment as a function of experiencing that environment under three conditions: real-world, desktop-display (DD), and head-mounted display (HMD). Across the three conditions, participants acquired two targets located on a perimeter surrounding them, and attempted to remember the relative locations of the targets. Subsequently, participants were tested on how accurately and consistently they could point in the remembered direction of a previously seen target. Results showed that participants were significantly more consistent in the real-world and HMD conditions than in the DD condition. Further, it is shown that the advantages observed in the HMD and real-world conditions were not simply due to nonspatial response strategies. These results suggest that the additional idiothetic information afforded in the real-world and HMD conditions is useful for orientation purposes in our presented task domain. Our results are relevant to interface design issues concerning tasks that require spatial search, navigation, and visualization.

Adolescent↗

Aurally and visually guided visual search in a virtual environment.

We investigated the time participants took to perform a visual search task for targets outside the visual field of view using a helmet-mounted display. We also measured the effectiveness of visual and auditory cues to target location. The auditory stimuli used to cue location were noise bursts previously recorded from the ear canals of the participants and were either presented briefly at the beginning of a trial or continually updated to compensate for head movements. The visual cue was a dynamic arrow that indicated the direction and angular distance from the instantaneous head position to the target. Both visual and auditory spatial cues reduced search time dramatically, compared with unaided search. The updating audio cue was more effective than the transient audio cue and was as effective as the visual cue in reducing search time. These data show that both spatial auditory and visual cues can markedly improve visual search performance. Potential applications for this research include highly visual environments, such as aviation, where there is risk of overloading the visual modality with information.

Adult↗

Immersion in the virtual environment: the effect of a musical score on the video gaming experience.

This study provides one of very few experimental investigations into the impact of a musical soundtrack on the video gaming experience. Participants were randomly assigned to one of three experimental conditions: game-with-music, game-without-music, or music-only. After playing each of three segments of The Lord of the Rings: The Two Towers (Electronic Arts, 2002)--or, in the music-only condition, listening to the musical score that accompanies the scene--subjects responded on 21 verbal scales. Results revealed that some, but not all, of the verbal scales exhibited a statistically significant difference due to the presence of a musical score. In addition, both gender and age level were shown to be significant factors for some, but not all, of the verbal scales. Details of the specific ways in which music affects the gaming experience are provided in the body of the paper.

Adolescent↗