• Title/Summary/Keyword: VR-Design

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Distributing data in Virtual-reality: factors influencing purchase intention of cutting tools

  • JITKUSOLRUNGRUENG, Nitichai;VONGURAI, Rawin
    • Journal of Distribution Science
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    • v.19 no.9
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    • pp.41-52
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    • 2021
  • Purpose: Virtual reality is a unique technology to distribute data and demonstrates user's understanding towards complex products. The objective of this research is to investigate the impact of virtual reality on real world purchase intention of automotive cutting tools in Thailand's exhibitions. Hence, the research framework was constructed by telepresence, perception narrative, authenticity, trustworthiness, functional value, aesthetics, and purchase intention. Research design, data and methodology: Samples were collected from 500 visitors who participated in the selected top two metalworking exhibitions. Mix sampling approach is applied by using non-probability sampling methods of purposive or judgmental sampling, quota sampling, and convenience sampling method, respectively to reach target samples. Confirmatory Factor Analysis (CFA) and Structural Equation Model (SEM) were used to analyze and confirm goodness-of-fit of the model and hypothesis testing. Results: The results indicate that authenticity, functional value, and trustworthiness induced higher experiential value towards purchase intention. Those variables are stimulated by telepresence and perception narrative towards VR experience. Conclusions: Consumer's purchase intention towards VR experience on engineering cutting tools rely on consumer's sense of authenticity, trustworthiness, and functional value. Hence, marketing practitioners in automotive companies are encouraged to develop VR which focusing on significant factors to enhance consumers purchase intention.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

Design of Block Codes for Distributed Learning in VR/AR Transmission

  • Seo-Hee Hwang;Si-Yeon Pak;Jin-Ho Chung;Daehwan Kim;Yongwan Kim
    • Journal of information and communication convergence engineering
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    • v.21 no.4
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    • pp.300-305
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    • 2023
  • Audience reactions in response to remote virtual performances must be compressed before being transmitted to the server. The server, which aggregates these data for group insights, requires a distribution code for the transfer. Recently, distributed learning algorithms such as federated learning have gained attention as alternatives that satisfy both the information security and efficiency requirements. In distributed learning, no individual user has access to complete information, and the objective is to achieve a learning effect similar to that achieved with the entire information. It is therefore important to distribute interdependent information among users and subsequently aggregate this information following training. In this paper, we present a new extension technique for minimal code that allows a new minimal code with a different length and Hamming weight to be generated through the product of any vector and a given minimal code. Thus, the proposed technique can generate minimal codes with previously unknown parameters. We also present a scenario wherein these combined methods can be applied.

The Effect of Virtual Reality-Based Anatomy Education Program on Learning Presence, Technology Acceptance, Learning Motivation, and Knowledge for Nursing Students (가상현실(Virtual Reality) 기반 해부학 교육 프로그램이 간호대학생의 학습실재감, 기술수용성, 학습동기 및 해부학 지식에 미치는 효과)

  • Kim, Minkyeong;Song, Young A;Son, Dong Min
    • Journal of East-West Nursing Research
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    • v.29 no.2
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    • pp.141-149
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    • 2023
  • Purpose: The purpose of this study was to verify the effects of virtual reality (VR) based anatomy education program on nursing students' learning presence, technology acceptance, learning motivation, and knowledge. Methods: A nonequivalent control group pre-test and post-test design was employed. The study participants included 113 nursing students (56 in the experimental group and 57 in the control group) from Ansan City. Data collection was conducted from June 1 through 23. Data were analyzed using χ2-test, Fisher's exact test, and t-test using SPSS 23.0 program. Results: The experimental group had a significant increase in learning presence, technology acceptance, and knowledge before and after the intervention compared to the control group. Conclusion: Virtual reality based anatomy education is an effective learner-centered educational program. From an educational perspective, VR anatomy education programs can improve anatomy knowledge by increasing students' acceptance of VR technology and increase their motivation to learn by increasing their sense of presence.

Exploring the Influence of Virtual Reality and Augmented Reality on User Satisfaction in Virtual Tourism

  • Thich Van NGUYEN;Tho Van NGUYEN;Dat Van NGUYEN
    • Journal of Distribution Science
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    • v.22 no.6
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    • pp.33-44
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    • 2024
  • Purpose: This study aims to measure how information quality, system quality, security, usefulness, and ease of use of Augmented Reality (VR) and Virtual Reality (AR) influence user satisfaction, motivating intelligent travel technology developers to improve VR/AR quality to meet customer requirements. Research design, data and methodology: This study investigates users interested in travelling in Ho Chi Minh City and Nha Trang City, Vietnam. The research model was implemented using an online questionnaire and face-to-face from 405 valid samples. To evaluate the scale's reliability, the study used the software SPSS 20. Test research hypotheses and evaluate measurement and structural models. This research uses AMOS 20 software. The proposed model is firmly grounded in the Information System Success model (ISS) and the Technology Acceptance Model (TAM), providing a solid theoretical foundation for our research. Results: Results show that consumer perceptions of information quality, system quality, security, usefulness, and ease of use have a positive impact on the perceived quality of VR/AR, thereby influencing tourists' travel intention. Conclusions: The results of this research enrich the theoretical understanding of consumer behaviour toward intelligent technology products in tourism, providing management implications for manufacturers to improve the quality of tourism products and satisfy user requirements in experience before considering choosing a destination.

Workflow Procedures and Applications in BIM-based Design for Safety (DfS) (BIM 기반 설계안전성검토의 업무 절차와 활용 방안에 관한 연구)

  • Jaewoong Hwang;Heetaek Yoon;Junhyun Bae;Youngkon Park
    • Land and Housing Review
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    • v.15 no.2
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    • pp.125-137
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    • 2024
  • A conventional Design for Safety (DfS), introduced to eliminate potential hazards in the design phase proactively, has encountered persistent challenges, such as perfunctory risk assessments and hazard identifications based on 2D drawings and inefficient workflow processes. This study proposes a BIM-based approach to Design for Safety (DfS) to address the limitations of conventional methods, aiming to enhance efficiency and achieve practical safety management benefits. The proposed workflow process for BIM-based DfS has been refined and validated for on-site applicability through various case studies, including risk assessments during the design phase and field applications for safety management activities during the construction phase. Specifically, the critical process of risk assessment within the DfS methodology has also been transitioned to a BIM-based approach. This BIM-based risk assessment process has been evaluated through case studies, encompassing safety reviews for structural design, construction equipment operation, and construction methodology with sequence in design projects. Additionally, the proposed BIM-based DfS has demonstrated exceptional on-site applicability and efficiency, as validated by the application of a BIM deliverable embedded in DfS information for CDE-based daily activity briefing, VR-based safety training, AR-based mitigation measures inspections, and other safety management activities in the construction phase.

VR Worlds on the Web - Another Culture in Cyberspace (웹에서의 3차원 가상현실 세계 - 사이버스페이스의 새로운 문화)

  • Yoon, So-Yeon
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.44-45
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    • 1999
  • The term ′multimedia′ has been one of the most pervasively used terms for the last a few years. Dyrli and Kinnaman(1995) define multimedia as "the seamless digital integration of text, graphics, animation, audio, still image, and motion video in a way that provides individual users with high levels of control and interaction".(omitted)

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A study on the Development of 3D web-map using VRML and java (Web-Map 개발을 위한 VRML과 Java의 적용)

  • 양인태;김동문;박형근
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.21 no.1
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    • pp.81-87
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    • 2003
  • It is very difficult assignment that grasp three-dimensional real life in Web base network environment. But, the recent simulation tools embody third dimension elements within 2 dimensions screen that is limited through third dimension implementation technology. Many GIS tools are offering excellent functions for third dimension data creation. But, research about design of third dimension GIS that use virtual reality technique in Web environment is status that is unprepared. So, in this research embodied third dimension topography map using virtual reality modelling language to produce active third dimension VR map that can supply visual information for direction, visual point that want in World Wide Web without support of expensive Map exclusive use program. And these 3D Web-Map is thought that possibility is enough as next generation map medium.

Home exercise program adherence strategies in vestibular rehabilitation: a systematic review

  • Gaikwad, Shilpa B.;Mukherjee, Tatri;Shah, Parita V.;Ambode, Oluwaseun I.;Johnsonb, Eric G.;Daher, Noha S.
    • Physical Therapy Rehabilitation Science
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    • v.5 no.2
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    • pp.53-62
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    • 2016
  • Objective: The aim of this systematic review was to investigate for effective strategies to improve home exercise program (HEP) adherence in vestibular rehabilitation (VR). Design: Systematic review. Methods: A systematic review was conducted to identify effective strategies used to improve HEP adherence of patients in VR. Six databases, Academic Search Premier, Cochrane Library, CINAHL, PUBMED, PsycINFO, and Web of Science were searched from their inception to December 31, 2015. The keywords used for search were 'home program', 'home intervention', 'compliance', 'adherence', 'vestibular rehabilitation', 'motion sickness', and 'motion sensitivity'. Results: A total of eight studies were selected to be included in the review. There was 95.2% agreement between the two reviewers who reviewed the studies using a quality assessment tool. The overall inter-rater agreement (${\kappa}$=0.73) showed good agreement between the reviewers. Strong evidence was identified for 3 major categories of effective HEP adherence strategies, 1) providing patient with written summary of HEP; 2) asking patient to maintain a record of HEP and symptoms; and 3) providing tele-rehabilitation in form of email and/or telephone support along with in person treatment sessions. Also, based on strong evidence, computerized technology was not found to be superior to other strategies for improving patients' HEP adherence in VR. Conclusions: The effective strategies for improving HEP in VR include written summary of exercise, maintenance of log of HEP and symptoms and tele-rehabilitation along with in person treatment sessions.

VR Visualization of Casting Flow Simulation (주물 유동해석의 VR 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Kim, Myoung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.813-816
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    • 2008
  • In this research we present a method to reconstruct the casting flow simulation result as a 3D model and visualize it on a VR display. First, numerical analysis of heat flow is performed using an existing commercial CAE simulation software. In this process the shape of the original design model is approximated to a regular rectangular grid. The filling ratio and temperature of each voxel are recorded iteratively by predefined number of steps starting from pouring the melted metal into a mold until it is entirely filled. Next we reconstruct the casting by voxels using the simulation result as an input. The color of voxel is determined by mapping the colors to temperature and filling ratio at each step as the flow proceeds. The reconstructed model is visualized on the Projection Table which is one of horizontal-type VR display. It provides active stereoscopic images.

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