8 resultados para Communication Tools, Virtual Reality

em Universidad de Alicante


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The use of 3D imaging techniques has been early adopted in the footwear industry. In particular, 3D imaging could be used to aid commerce and improve the quality and sales of shoes. Footwear customization is an added value aimed not only to improve product quality, but also consumer comfort. Moreover, customisation implies a new business model that avoids the competition of mass production coming from new manufacturers settled mainly in Asian countries. However, footwear customisation implies a significant effort at different levels. In manufacturing, rapid and virtual prototyping is required; indeed the prototype is intended to become the final product. The whole design procedure must be validated using exclusively virtual techniques to ensure the feasibility of this process, since physical prototypes should be avoided. With regard to commerce, it would be desirable for the consumer to choose any model of shoes from a large 3D database and be able to try them on looking at a magic mirror. This would probably reduce costs and increase sales, since shops would not require storing every shoe model and the process of trying several models on would be easier and faster for the consumer. In this paper, new advances in 3D techniques coming from experience in cinema, TV and games are successfully applied to footwear. Firstly, the characteristics of a high-quality stereoscopic vision system for footwear are presented. Secondly, a system for the interaction with virtual footwear models based on 3D gloves is detailed. Finally, an augmented reality system (magic mirror) is presented, which is implemented with low-cost computational elements that allow a hypothetical customer to check in real time the goodness of a given virtual footwear model from an aesthetical point of view.

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This paper presents the use of immersive virtual reality systems in the educational intervention with Asperger students. The starting points of this study are features of these students' cognitive style that requires an explicit teaching style supported by visual aids and highly structured environments. The proposed immersive virtual reality system, not only to assess the student's behavior and progress, but also is able to adapt itself to the student's specific needs. Additionally, the immersive reality system is equipped with sensors that can determine certain behaviors of the students. This paper determines the possible inclusion of immersive virtual reality as a support tool and learning strategy in these particular students' intervention. With this objective two task protocols have been defined with which the behavior and interaction situations performed by participant students are recorded. The conclusions from this study talks in favor of the inclusion of these virtual immersive environments as a support tool in the educational intervention of Asperger syndrome students as their social competences and executive functions have improved.

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Este trabajo presenta los principales resultados de una investigación cuya finalidad es conocer la adopción de las redes sociales on-line en las pymes dirigidas por mujeres. Se parte de la base de que el uso de redes, como elemento estratégico de comunicación, se encuentra todavía en una fase incipiente de desarrollo, lejos aún de ser una práctica consolidada. Nuestro interés en este trabajo es conocer la predisposición y motivaciones de las empresarias hacia el uso estas redes, así como las utilidades y dificultades a las que han de enfrentarse. Nos interesa visibilizar el cambio actitudinal y competencial que las empresarias están imprimiendo en sus empresas dentro del marco competitivo en el que se encuentran. En definitiva, nos interesa estudiar la percepción que tienen las empresarias sobre el uso de las redes sociales online en la medida en que están insertas, como una herramienta más de gestión empresarial. Nos situamos ante un nuevo ámbito de conocimiento sobre el que apenas existen referencias bibliográficas ni se ha realizado apenas investigación; de ahí que la investigación tenga una finalidad fundamentalmente exploratoria y de carácter cualitativo. Para la obtención de la información se realizaron catorce entrevistas semi-estructuradas entre empresarias andaluzas de distintos sectores de actividad. Entre los principales resultados encontramos que algo menos de la mitad de ellas las utilizan, o están implantadas en sus empresas, como herramientas de comunicación. El resto, y relacionado con el tamaño de sus negocios, las utilizan como una prolongación del uso personal en el que se iniciaron.

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Introducción: Este estudio se centra en la estrategia de comunicación de las organizaciones de pacientes con enfermedades raras en internet. Objetivo: Analizar la utilización de las herramientas de comunicación en internet. Métodos: Se examinaron 143 organizaciones de pacientes nacionales. Se ha realizado un análisis de contenido de cada una de las webs de las organizaciones, redes sociales y blogs. Y se han llevado a cabo encuestas telefónicas a 90 organizaciones con las que se contactó, el 63% del total. Resultados: El 84% de las web está gestionada por miembros de las organizaciones sin formación específica y el 16% por profesionales. Se dirigen en la misma proporción a pacientes y allegados que al resto de la población, pero no utilizan herramientas que les permitan una comunicación más fluida. Discusión y Conclusiones: Los resultados muestran la necesidad de contar con personal especializado y con espacios habilitados en la red para comunicarse con el resto de la población.

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Building Information Modelling (BIM) provides a shared source of information about a built asset, which creates a collaborative virtual environment for project teams. Literature suggests that to collaborate efficiently, the relationship between the project team is based on sympathy, obligation, trust and rapport. Communication increases in importance when working collaboratively but effective communication can only be achieved when the stakeholders are willing to act, react, listen and share information. Case study research and interviews with Architecture, Engineering and Construction (AEC) industry experts suggest that synchronous face-to-face communication is project teams’ preferred method, allowing teams to socialise and build rapport, accelerating the creation of trust between the stakeholders. However, virtual unified communication platforms are a close second-preferred option for communication between the teams. Effective methods for virtual communication in professional practice, such as virtual collaboration environments (CVE), that build trust and achieve similar spontaneous responses as face-to-face communication, are necessary to face the global challenges and can be achieved with the right people, processes and technology. This research paper investigates current industry methods for virtual communication within BIM projects and explores the suitability of avatar interaction in a collaborative virtual environment as an alternative to face-to-face communication to enhance collaboration between design teams’ professional practice on a project. Hence, this paper presents comparisons between the effectiveness of these communication methods within construction design teams with results of further experiments conducted to test recommendations for more efficient methods for virtual communication to add value in the workplace between design teams.

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Recently, many efforts have been made in the academic world to adapt the new degrees to the new European Higher Education Area (EHEA). New technologies have been the most important factor to carry out this adaptation. In particular, the tools 2.0 have been spreading quickly, not just the Web 2.0, but even in all the educational levels. Nevertheless, it is now necessary to evaluate whether all these efforts and all the changes, carried out in order to obtain improved academic performance among students, have provided good results. Therefore, the aim of this paper is focused on studying the impact of the implementation of information and communication technologies (ICTs) in a subject belonging to a Master from the University of Alicante in the academic year (2010-2011). In special, it is an elective course called "Advanced Visual Ergonomics" from the Master of Clinical Optometry and Vision. The methodology used to teach this course differs from the traditional one in many respects. For example, one of the resources used for the development of this course is a blog developed specifically to coordinate a series of virtual works, whose purpose is that the student goes into specific aspects of the current topic. Next, the student participates in an active role by writing a personal assessment on the blog. However, in the course planning, there is an attendance to lessons, where the teacher presents certain issues in a more traditional way, that is, with a lecture supported with audiovisual materials, such as materials generated in powerpoint. To evaluate the quality of the results achieved with this methodology, in this work the personal assessment of the students, who have completed this course during this academic year, are collected. In particular, we want to know their opinion about the used resources, as well as the followed methodology. The tool used to collect this information was a questionnaire. This questionnaire evaluates different aspects of the course: a general opinion, quality of the received information, satisfaction about the followed methodology and the student´s critical awareness. The design of this questionnaire is very important to get conclusive information about the methodology followed in the course. The questionnaire has to have an adequate number of questions; whether it has many questions, it might be boring for the student who would pay no enough attention. The questions should be well-written, with a clear structure and message, to avoid confusion and an ambiguity. The questions should be objectives, without any suggestion for a desired answer. In addition, the questionnaire should be interesting to encourage the student´ s interest. In conclusion, this questionnaire developed for this subject provided good information to evaluate whether the methodology was a useful tool to teach "Advanced Visual Ergonomics". Furthermore, the student´s opinion collected by this questionnaire might be very helpful to improve this didactic resource.

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Virtual and remote laboratories (VRLs) are e-learning resources that enhance the accessibility of experimental setups providing a distance teaching framework which meets the student's hands-on learning needs. In addition, online collaborative communication represents a practical and a constructivist method to transmit the knowledge and experience from the teacher to students, overcoming physical distance and isolation. This paper describes the extension of two open source tools: (1) the learning management system Moodle, and (2) the tool to create VRLs Easy Java Simulations (EJS). Our extension provides: (1) synchronous collaborative support to any VRL developed with EJS (i.e., any existing VRL written in EJS can be automatically converted into a collaborative lab with no cost), and (2) support to deploy synchronous collaborative VRLs into Moodle. Using our approach students and/or teachers can invite other users enrolled in a Moodle course to a real-time collaborative experimental session, sharing and/or supervising experiences at the same time they practice and explore experiments using VRLs.

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Las nuevas Tecnologías de la Información y la Comunicación han emergido en los últimos años como el principal cambio en la conformación de redes de acción colectiva y en la mutación de los canales que sustentan el debate público. En este ámbito, la reciente aparición de plataformas virtuales para la deliberación ha contribuido a transformar profundamente la naturaleza de la acción participativa, tanto en su concepción expresiva como instrumental. Dichas nuevas herramientas se caracterizan esencialmente por proporcionar un soporte que aúna la posibilidad del debate plural en torno a asuntos políticos y cambio social, y a la vez integra en él (en grados muy diversos como se comprobará) la toma de decisiones como fruto de la deliberación colectiva. Estas propiedades les dotan de una naturaleza que no es asimilable a aplicaciones virtuales de comunicación política netamente discursivas, y perfilan un objetivo expreso de simular las características propias de un ágora presencial, ofreciendo un incentivo participativo a través de su intento por solventar las limitaciones y condicionantes espacio-temporales o de amplitud poblacional propios de la interacción comunicativa tradicional. La integración del componente expresivo e instrumental de la participación ciudadana que abordan este tipo de plataformas y aplicaciones, plantea sin duda un reto en el ya amplio debate académico en torno al alcance real de Internet como esfera significativa para conformación de voluntad colectiva y cambio político, que hasta ahora quedaba escindido entre escépticos y partidarios. La propuesta se articula a partir de la exploración y análisis comparativo de las principales plataformas y aplicaciones virtuales en español para la deliberación y la toma de decisiones colectivas. A efectos de análisis se establecen criterios evaluativos combinando las propuestas dimensionales desarrolladas por Coleman y Gøtze (2001) y Dahlgren (2005) para cuestiones relativas a Internet, comunicación y deliberación política, con especial énfasis en el análisis diferencial de las capacidades estructurales e interactivas de cada una de las herramientas.