881 resultados para 3D virtual environment
Resumo:
La present comunicació descriu els Serveis d'Informació a Mida (SIM) oferts per la Biblioteca de la Universitat Oberta de Catalunya a la seva comunitat docent i de recerca, així com el procés d'adaptació d'aquests serveis a un entorn virtual.
Resumo:
The Andalusian Public Health System Virtual Library (Biblioteca Virtual del Sistema Sanitario Público de Andalucía, BV-SSPA) provides access to health information resources and services to healthcare professionals through its Website. This virtual environment demands higher users’ knowledge in order to satisfy of the need of information of our users, as digital natives as digital immigrants, improving at the same time the communication with all of them. 1. To collect clients' views and expectations according to their nature of digital natives and immigrants. 2. To know our online reputation. A Collecting User Expectation Questionnaire will be built, taking into account the segmentation of the BV-SSPA users’ professional groups of the Andalusian Public Health System. A pilot test will be run to check the survey dimensions and items about practices, attitudes and knowledge of our users. Two Quality Function Deployment (QFD) matrices will enable the BV-SSPA services to be targeted to our digital natives or digital immigrants, according to their nature, finding the best way to satisfy their information needs. We provide feedback on BV-SSPA: users can have the opportunity to post feedback about the site via the 'Contact us' section and comment about their experience. And Web 2.0 is a shop window, providing the opportunity to show the comments; and through time, our online reputation will be built, but the BV-SSPA must manage its own personal branding. Web 2.0 tools are a driver of improvement, because they provide a key source of insight into people's attitudes. Besides, the BV-SSPA digital identity will be analyzed through indicators like major search engine referrals breakdown, top referring sites (non search engines), or top search engine referral phrases, among others. Definition of digital native and digital immigrant profiles of the BV-SSPA, and their difference, will be explained by their expectations. The design of the two QFD matrices will illustrate in just one graph the requirements of both groups for tackling digital abilities and inequalities. The BV-SSPA could deliver information and services through alternative channels. On the other hand, we are developing a strategy to identify, to measure and to manage a digital identity through communication with the user and to find out our online reputation. With the use of different tools from quantitative and qualitative methodology, and the opportunities offered by Web 2.0 tools, the BV-SSPA will know the expectations of their users as a first step to satisfy their necessities. Personalization is pivotal to the success of the Site, delivering tailored content to individuals based on their recorded preferences. The valuable user research can be used during new product development and redesign. Besides positive interaction let us build trust, show authenticity, and foster loyalty: we improve with effort, communication and show.
Resumo:
BACKGROUND: Surgeons' personalities have been described as different from those of the general population, but this was based on small descriptive studies limited by the choice of evaluation instrument. Furthermore, although the importance of the human factor in team performance has been recognized, the effect of personality traits on technical performance is unknown. This study aimed to compare surgical residents' personality traits with those of the general population and to evaluate whether an association exists between their personality traits and technical performance using a virtual reality (VR) laparoscopy simulator. METHODS: In this study, 95 participants (54 residents with basic, 29 with intermediate laparoscopic experience, and 12 students) underwent personality assessment using the NEO-Five Factor Inventory and performed five VR tasks of the Lap Mentor? basic tasks module. The residents' personality traits were compared with those of the general population, and the association between VR performance and personality traits was investigated. RESULTS: Surgical residents showed personality traits different from those of the general population, demonstrating lower neuroticism, higher extraversion and conscientiousness, and male residents showed greater openness. In the multivariable analysis, adjusted for gender and surgical experience, none of the personality traits was found to be an independent predictor of technical performance. CONCLUSIONS: Surgical residents present distinct personality traits that differ from those of the general population. These traits were not found to be associated with technical performance in a virtual environment. The traits may, however, play an important role in team performance, which in turn is highly relevant for optimal surgical performance.
Resumo:
Aquest treball presenta una proposta d’investigació mitjançant la qual es pretendràanalitzar com percep l’aprenent la incidència de l’ús de les eines comunicatives de l’entornvirtual en la motivació envers l’aprenentatge d’una llengua estrangera. L’objectiu delprojecte d’investigació serà indagar com l’alumnat es relaciona amb l’ús d’eines decomunicació de l’entorn virtual com a recurs en l’aprenentatge de l’anglès i com percep elgrau en que aquestes estimulen el seu interès en adquirir la llengua.Aquesta indagació es durà a terme mitjançant una investigació bàsicament qualitativa. Elsresultats seran extrets a partir de dos grups de subjectes, que expressaran la seva pròpiapercepció del caràcter motivador de les eines de comunicació de l’entorn virtual. A partirde l’anàlisi i comparació dels resultats, s’inferirà quins estímuls resulten incitadors per al’estudiant, i si aquests estan relacionats amb les eines comunicatives de l’entorn virtual; o,al contrari, si en són independents.
Resumo:
A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.
Resumo:
When a rubber hand is placed on a table top in a plausible position as if part of a person"s body, and is stroked synchronously with the person"s corresponding hidden real hand, an illusion of ownership over the rubber hand can occur (Botvinick and Cohen 1998). A similar result has been found with respect to a virtual hand portrayed in a virtual environment, a virtual hand illusion (Slater et al. 2008). The conditions under which these illusions occur have been the subject of considerable study. Here we exploited the flexibility of virtual reality to examine four contributory factors: visuo-tactile synchrony while stroking the virtual and the real arms, body continuity, alignment between the real and virtual arms, and the distance between them. We carried out three experiments on a total of 32 participants where these factors were varied. The results show that the subjective illusion of ownership over the virtual arm and the time to evoke this illusion are highly dependent on synchronous visuo-tactile stimulation and on connectivity of the virtual arm with the rest of the virtual body. The alignment between the real and virtual arms and the distance between these were less important. It was found that proprioceptive drift was not a sensitive measure of the illusion, but was only related to the distance between the real and virtual arms.
Resumo:
Un treball final de carrera (TFC) és un dels últims passos de molts estudis, com per exemple els graus d'enginyeria. Els estudiants solen presentar els resultats del seu projecte final en una presentació pública, on un comitè avalua el seu treball. Els estudiants, en aquesta activitat, s'ocupen de competències com ara: fer presentacions orals efectives en entorns públics, en una situació estressant. Però, es pot assolir aquesta competència en un entorn virtual?A la Universitat Oberta de Catalunya (UOC), una universitat 100% virtual, es proposa una solució basada en les presentacions en vídeo que es pugen en una eina, Present@, que els permet compartir les presentacions i permet fer preguntes i escriure les respostes en un entorn obert.Present@ ofereix una eina millorada per pujar vídeos, que simplifica el procés i fa que sigui apropiada per als estudiants de qualsevol àrea de coneixement. Però treballar amb vídeos va un pas més enllà i requereix també la tecnologia adequada per donar suport a aquest tipus d'arxius. Així, s'ha afegit al Present@ un servei d'"streaming", Kaltura. Amb aquest servei els estudiants poden pujar fàcilment gairebé qualsevol format de vídeo i és possible fer comentaris en vídeo.131 estudiants han estat usant el Present@ durant 4 semestres. Per avaluar l'eina, els estudiants han contestat un qüestionari i de les respostes rebudes es conclou que aquest enfocament permet als estudiants virtuals adquirir la major part de les competències relacionades amb el TFC i, en concret, amb la dissertació virtual en entorns virtuals. Potser l'única característica a què no s'enfronten és la tensió de les preguntes.És important assenyalar que, gràcies a les millores introduïdes, el Present@ està present, actualment en més de 100 aules a UOC i s'utilitza no només per al TFC, sinó també per explicar assignatures per ajudar els estudiants
Resumo:
A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.
Resumo:
This paper describes a simple low-cost approach toadding an element of haptic interaction within a virtualenvironment. Using off-the-shelf hardware and software wedescribe a simple setup that can be used to explore physically virtual objects in space. This setup comprises of a prototype glove with a number of vibrating actuators to provide the haptic feedback, a Kinect camera for the tracking of the user's hand and a virtual reality development environment. As proof of concept and to test the efficiency of the system as well as its potential applications, we developed a simple application where we created 4 different shapes within a virtual environment in order to try toexplore them and guess their shape through touch alone.
Resumo:
What does it feel like to own, to control, and to be inside a body? The multidimensional nature of this experience together with the continuous presence of one's biological body, render both theoretical and experimental approaches problematic. Nevertheless, exploitation of immersive virtual reality has allowed a reframing of this question to whether it is possible to experience the same sensations towards a virtual body inside an immersive virtual environment as toward the biological body, and if so, to what extent. The current paper addresses these issues by referring to the Sense of Embodiment (SoE). Due to the conceptual confusion around this sense, we provide a working definition which states that SoE consists of three subcomponents: the sense of self-location, the sense of agency, and the sense of body ownership. Under this proposed structure, measures and experimental manipulations reported in the literature are reviewed and related challenges are outlined. Finally, future experimental studies are proposed to overcome those challenges, toward deepening the concept of SoE and enhancing it in virtual applications.
Resumo:
One motive for behaving as the agent of another"s aggression appears to be anchored in as yet unelucidated mechanisms of obedience to authority. In a recent partial replication of Milgram"s obedience paradigm within an immersive virtual environment, participants administered pain to a female virtual human and observed her suffering. Whether the participants" response to the latter was more akin to other-oriented empathic concern for her well-being or to a self-oriented aversive state of personal distress in response to her distress is unclear. Using the stimuli from that study, this event-related fMRI-based study analysed brain activity during observation of the victim in pain versus not in pain. This contrast revealed activation in pre-defi ned brain areas known to be involved in affective processing but not in those commonly associated with affect sharing (e.g., ACC and insula). We then examined whether different dimensions of dispositional empathy predict activity within the same pre-defi ned brain regions: While personal distress and fantasy (i.e., tendency to transpose oneself into fi ctional situations and characters) predicted brain activity, empathic concern and perspective taking predicted no change in neuronal response associated with pain observation. These exploratory fi ndings suggest that there is a distinct pattern of brain activity associated with observing the pain-related behaviour of the victim within the context of this social dilemma, that this observation evoked a self-oriented aversive state of personal distress, and that the objective"reality" of pain is of secondary importance for this response. These fi ndings provide a starting point for experimentally more rigorous investigation of obedience.
Resumo:
To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.
Resumo:
OBJETIVO: Analisar a reprodutibilidade intra-observador da ultra-sonografia tridimensional (US3D) real com a US virtual, nas modalidades multiplanar e volumétrica. MATERIAIS E MÉTODOS: Foram examinados, prospectivamente, 132 blocos provenientes de 44 avaliações de 26 conceptos. Dezoito conceptos tinham idade gestacional ecográfica de oito semanas a oito semanas e seis dias, e 26 tinham de dez semanas a dez semanas e seis dias. Realizou-se a US3D, analisando-se: comprimento cabeça-nádega, saco gestacional, saco amniótico, translucência nucal, conduto onfalomesentérico, vesícula vitelínica, membros superiores, membros inferiores, distinção cabeça-tórax, perfil da face, coronal da face, implantação das orelhas, perfil da coluna, coronal da coluna, parede abdominal fechada. Foram obtidos três blocos por concepto para posterior realização da US virtual. A análise estatística foi feita utilizando-se o teste t de Student, o teste de McNemar e o kappa. RESULTADOS: No grupo I, a avaliação ultra-sonográfica 3D real multiplanar versus 3D virtual multiplanar, na análise das variáveis contínuas, evidenciou diferença significativa para todas. Na avaliação das variáveis categóricas, evidenciou-se que todas não apresentaram diferença significativa. No grupo II, a avaliação ultra-sonográfica 3D real volumétrica versus 3D virtual volumétrica demonstrou diferença significativa apenas para a variável implantação de orelhas. Os resultados das análises das variáveis categóricas evidenciaram concordância para a maioria das variáveis analisadas em ambos os grupos. CONCLUSÃO: Há reprodutibilidade intra-observador da US3D com a modalidade virtual, multiplanar e volumétrica.
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Virtual Laboratories are an indispensablespace for developing practical activities in a Virtual Environment. In the field of Computer and Software Engineering different types of practical activities have tobe performed in order to obtain basic competences which are impossible to achieve by other means. This paper specifies an ontology for a general virtual laboratory.The proposed ontology provides a mechanism to select the best resources needed in a Virtual Laboratory once a specific practical activity has been defined and the maincompetences that students have to achieve in the learning process have been fixed. Furthermore, the proposed ontology can be used to develop an automatic and wizardtool that creates a Moodle Classroom using the practical activity specification and the related competences.