11 resultados para Virtual tool

em Deakin Research Online - Australia


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Virtual Melawati is an environment for developing expertise in the application of 3D interactive visualization and GIS (Geographic Information System) to address problems of the built environment and to test the model as a decision support tool in the context of the local planning authorities in Malaysia. The visual approach enables the integration of highly complex spatial GIS information such as the evolution and transformation of the urban precinct as well as the impact of planned developments into the decision making process. The study will examine the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing an interactive 3D GIS model to support and assist the decision making process in urban design and planning. The outcomes of the study will deliver an experimental test bed for improving decision making processes in urban planning and design utilizing 3D modeling and GIS. The project will accelerate the uptake of digital and multimedia methods in local government, facilitate current planning and consultation processes between councils and stakeholders and improve the dissemination and management of spatial information about urban environments.

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Virtual Werribee is collaborative research in applying 3-D modelling and visualisation as a planning support tool in comparison to 2-D plans and drawings. It was a joint initiative involving Deakin University and the Wyndham City Council to demonstrate the use of 3-D visualisation for planning process in the actual context of a planning authority in Australia. The objective of this project was to assist the council in preparing for the revised Local Structure Plan. By reconstructing the council’s data into easily understood information, 3-D model and visualisation served as a verification and discussion tool for decision making. The integration of wider site context also provided a better understanding of the surrounding development areas. This could equip other stakeholders as well as the community to participate in council’s planning agenda activities, such as increasing the urban density and building heights limit.

Virtual Werribee included the development planning agenda, categorised as new, re-development and hypothetical. The modelling process progressed with sufficient data from the council. Some changes to the initial plan were made, including the use of CAD modelling software instead of GIS software, and production of a block model with selected detail buildings, instead of a full draped 3-D model. The council decided that the block model would be sufficient for their planning purposes. This was determined while taking into consideration the available facilities at the council.

The potentials of the model as a planning tool were demonstrated in this paper, and further compared to the council’s existing materials prepared by the project developers. The advantages of the 3-D interactive model and visualisation over the conventional materials have provided the council officer with a tool for better empowerment in the planning process. This was also evident in the increasing engagement level between the officer and the model as the process developed. As a result of this, the project scope has also expanded, finally covering the entire city.

While Virtual Werribee has the potential to better communicate council’s planning agendas to the stakeholders and the community, the key factor, coupled with its visualisation components, was its interactive capability. Property layers with aerial site image that provided a realistic background served as a virtual city platform for different users. Although limited in its analytic capability found in GIS software, this model offered high visualisation content to assist visual impact assessment through its interactive mode along with a series of still images and a simulation movie.

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Ward Cunningham used the word wiki (the Hawaiian word meaning quick) to name the collaborative tool he developed for use on the internet in 1994. Wikis are fully editable websites. Users can visit, read, re-organize and update the structure and content (text and pictures) of a wiki as they see fit. This functionality is called open editing (Leuf & Cunningham, 2001). All a user needs to edit and read a wiki, is a web browser. Consequently, the wiki has great potential for use as a collaborative virtual learning environment. Wikis abound on the internet. A well known wiki is Wikipedia an online collaborative encyclopaedia, where anybody can read, edit, re-organize and update the encyclopaedia content (Wikipedia, 2004).

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A major issue in Information Systems (IS) research is how to combine relevance and rigor (Benbasat and Zmud, 1999) and reduce the widening gap between research results and adoption (Dunn, 1994). Qualitative researchers make use of interpretivist methods to add richness and depth to their understanding of user problems. Interpretivist methods applied to IS implementations can thus result in research which communicates those findings more effectively. However standard interpretivist data-collection and analysis methods can be time-consuming and expensive. Findings based on these methods may be irrelevant to practitioners by the time they reach publication stage. A potential solution to this problem lies in Rapid Appraisal or RA, a qualitative appraisal methodology derived from rural development-related research. It offers IS researchers an additional technique for learning and acquiring relevant information in a limited period of time that  supplements current data collection and analysis techniques. RA adds value to the traditional approach for studying diffusion of innovation, supporting and extending the IS researcher’s qualitative ‘tool-kit’. In this paper we review an electronic gateway designed to facilitate the diffusion of an Australian government to business [G2B] export documentation system, EXDOC, which was first implemented with meat producers. RA techniques were used to collect and analyse data regarding the implementation of the first regional Electronic Trade Facilitation Center [ETFC] successfully established for Australian exporters in the horticulture sector. The findings from the original EXDOC implementation in the meat sector were confirmed and extended through this study. These include the importance of developing a governance structure that ensures all community members share the benefits of an implementation and the fact that virtual trading communities are attractive to users only if they add value to their business and extend standard ways of operating. Interactive interviews, part of the RA approach; also enabled us to expand our understanding of the way in which procedures developed in the course of implementing an electronic market represent value-adding opportunities for virtual trading communities. The paper has special relevance for researchers investigating adoption and diffusion issues experienced by small-scale producers with low exposure to technology in remote and rural settings.

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Work integrated learning activities provide students with the opportunity to apply the knowledge and skills they have developed through their tertiary education to authentic work place problems. This paper reports on the outcome of a virtual work integrated learning activity undertaken by third year IT students. Students used a synchronous communication tool to participate in meetings with their virtual teammates. They were required to produce minutes and a report of their meeting. The majority of students completed the exercise successfully with some student groups using the meeting facility for subsequent collaboration during the remainder of the unit.

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Virtual Ampang Jaya is an interactive visualization environment for modeling urban growth and spatio-temporal transformation to expose and evaluate the different layers of Ampang Jaya, consisting of social, economic, built and natural environments. The research will investigate the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing a digital model which may include low geometric content such as 2D digital maps and digital orthographics to high geometric content such as full volumetric parametric modeling. The process will integrate the state of the art GIS system to explore GIS powerful analytical and querying capabilities with interactive visualization environment as well as test the model as a predictive tool. The model will set as an experimental test pad in providing a new platform to support decision making about the spatial growth of Ampang Jaya by the various stakeholders in the planning processes. Such an environment will improve the subsequent digital models and research in the area of urban design and planning where visual communication is central.

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Both the School of Education and the discipline of Criminology at Deakin University have been using the 3-dimensional environment Second Life to deliver curriculum content and to engage students with each other and with teaching staff. The nature of this platform is facilitating more proactive student engagement with technology, including increased student competence in sharing artwork, problem solving and general discussion of complex criminological issues. In this paper, we provide some examples of how we are using Second Life in our curriculum offerings in Education and Criminology as a tool to promote greater engagement, particularly for students undertaking their courses by distance. We outine how the immersive nature of this platform can enhance the level of student interaction to produce a deeper form of engagement with our Unit material than is possible through conventional text and web-based document repositories.

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Background
use of virtual reality and commercial gaming systems (VR/gaming) at home by older adults is receiving attention as a means of enabling physical activity.

Objective
to summarise evidence for the effectiveness and feasibility of VR/gaming system utilisation by older adults at home for enabling physical activity to improve impairments, activity limitations or participation.

Methods
a systematic review searching 12 electronic databases from 1 January 2000–10 July 2012 using key search terms. Two independent reviewers screened yield articles using pre-determined selection criteria, extracted data using customised forms and applied the Cochrane Collaboration Risk of Bias Tool and the Downs and Black Checklist to rate study quality.

Results
fourteen studies investigating the effects of VR/gaming system use by healthy older adults and people with neurological conditions on activity limitations, body functions and physical impairments and cognitive and emotional well-being met the selection criteria. Study quality ratings were low and, therefore, evidence was not strong enough to conclude that interventions were effective. Feasibility was inconsistently reported in studies. Where feasibility was discussed, strong retention (≥70%) and adherence (≥64%) was reported. Initial assistance to use the technologies, and the need for monitoring exertion, aggravation of musculoskeletal symptoms and falls risk were reported.

Conclusions

existing evidence to support the feasibility and effectiveness VR/gaming systems use by older adults at home to enable physical activity to address impairments, activity limitations and participation is weak with a high risk of bias. The findings of this review may inform future, more rigorous research.

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The use of virtual reality games (known as "exergaming") as a neurorehabilitation tool is gaining interest. Therefore, we aim to collate evidence for the effects of exergaming on the balance and postural control of older adults and people with idiopathic Parkinson's disease (IPD). Six electronic databases were searched, from inception to April 2015, to identify relevant studies. Standardized mean differences (SMDs) and 95% confidence intervals (CI) were used to calculate effect sizes between experimental and control groups. I (2) statistics were used to determine levels of heterogeneity. 325 older adults and 56 people with IPD who were assessed across 11 -studies. The results showed that exergaming improved static balance (SMD 1.069, 95% CI 0.563-1.576), postural control (SMD 0.826, 95% CI 0.481-1.170), and dynamic balance (SMD -0.808, 95% CI -1.192 to -0.424) in healthy older adults. Two IPD studies showed an improvement in static balance (SMD 0.124, 95% CI -0.581 to 0.828) and postural control (SMD 2.576, 95% CI 1.534-3.599). Our findings suggest that exergaming might be an appropriate therapeutic tool for improving balance and postural control in older adults, but more -large-scale trials are needed to determine if the same is true for people with IPD.