Review
Green & Sustainable Science & Technology
Iolanda L. L. Chamusca, Cristiano V. V. Ferreira, Thiago B. B. Murari, Antonio L. L. Apolinario Jr, Ingrid Winkler
Summary: Virtual reality experiences created using game engines are complex for novices without programming and 3D modeling skills. This study compiled design guidelines from a literature review to develop more intuitive virtual reality authoring tools and support the development of the metaverse.
Article
Computer Science, Cybernetics
Nicolo Dozio, Federica Marcolin, Giulia Wally Scurati, Luca Ulrich, Francesca Nonis, Enrico Vezzetti, Gabriele Marsocci, Alba La Rosa, Francesco Ferrise
Summary: This paper discusses how to combine multiple design elements to elicit five distinct emotions and presents the methodology, development of case studies, and testing results.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2022)
Article
Environmental Sciences
Tudor Caciora, Grigore Vasile Herman, Alexandru Ilies, Stefan Baias, Dorina Camelia Ilies, Ioana Josan, Nicolaie Hodor
Summary: This study aimed to propose an optimal methodology for capitalizing on tourism related to wooden churches by developing a web portal and virtual reality (VR) production, enhancing protection, conservation, information, and awareness among all stakeholders in local tourism development.
Article
Education & Educational Research
Vlasios Kasapakis, Elena Dzardanova, Spyros Vosinakis, Androniki Agelada
Summary: Non-Verbal Cues (NVCs) play a significant role in enhancing communication effectiveness between individuals, both in real and virtual worlds. The transfer of NVCs between these two realms has garnered attention from the industry and research community, leading to the development of advanced technological solutions that enable real-time transfer of high-fidelity NVCs to virtual characters/avatars. This has greatly improved communication effectiveness in Immersive Virtual Reality (IVR) applications and Social Virtual Reality (SVR) platforms. As a result, Virtual Reality Learning Environments (VRLEs) have been created to aid students in learning sign language and communicating through it in both virtual and real worlds. However, there are still technological limitations that hinder the quality of this learning and communication experience. This study presents the design, development, and evaluation of an SVR compatible system that addresses these limitations and facilitates sign language learning and communication in virtual worlds. The findings highlight the importance of further investigation to enhance communication effectiveness through sign language in virtual environments.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Review
Computer Science, Artificial Intelligence
Bing Han, Jong Won Ma, Fernanda Leite
Summary: The paper proposes a semi-automatic occlusion detection framework that can identify occluded objects in 3D construction models, enhancing the efficiency of construction design review applications. The validation results indicate that point cloud-based algorithms are suitable for this classification task.
ADVANCED ENGINEERING INFORMATICS
(2021)
Article
Construction & Building Technology
Quy Lan Bao, Si Van-Tien Tran, Jaehun Yang, Akeem Pedro, Hai Chien Pham, Chansik Park
Summary: This paper proposes a token incentive mechanism based on blockchain technology for VR-based safety training, aiming to motivate employees to participate in safety training and improve their safety awareness. Interactive system trials show that the proposed framework can effectively motivate employees to engage in safety training and enhance their safety awareness and knowledge before performing tasks in construction sites.
AUTOMATION IN CONSTRUCTION
(2024)
Article
Construction & Building Technology
David Stephen Panya, Taehoon Kim, Seungyeon Choo
Summary: Changes in design and construction are inevitable, but there have been limited studies on mitigating rework in design changes. Integrating the capabilities of BIM, VR, and AR can effectively reduce the impact of design changes. This research proposes an improved design change platform and methodology that combines BIM, VR, and AR, providing multiple design change options. This paper highlights the need for reducing rework in design changes through VR and AR in BIM, and presents an effective solution.
JOURNAL OF BUILDING ENGINEERING
(2023)
Article
Education & Educational Research
Chioma Udeozor, Philippe Chan, Fernando Russo Abegao, Jarka Glassey
Summary: Immersive learning technologies such as VR, AR, and digital games have many benefits for teaching and learning. However, current assessment practices may be insufficient for assessing learning in these environments. This paper proposes a game-based assessment framework (GBAF) for educators interested in assessing learning in immersive environments. The GBAF provides simple guidelines for designing assessments around game tasks and could serve as a basis for measuring cognitive learning in complex immersive environments.
INTERNATIONAL JOURNAL OF EDUCATIONAL TECHNOLOGY IN HIGHER EDUCATION
(2023)
Article
Psychology, Multidisciplinary
Philipp A. Rauschnabel, Reto Felix, Chris Hinsch, Hamza Shahab, Florian Alt
Summary: This article discusses and summarizes the meanings and definitions of terms such as Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality. A framework is proposed to organize these terms, clarifying inconsistencies and confusion in their usage. The article concludes that XR should be seen as a more open approach, AR and VR are fundamentally different experiences, and the experiences can be described on a continuum based on the level of presence.
COMPUTERS IN HUMAN BEHAVIOR
(2022)
Article
Computer Science, Information Systems
Liang Gong, Asa Fast-Berglund, Bjorn Johansson
Summary: This paper presents a framework for developing extended reality (XR) systems within the manufacturing context, aiming to improve usability and user acceptance for their successful integration and improvement of traditional work routines. The framework consists of five iterative phases and has been validated through case studies, highlighting the importance of user-centered approach in XR system development for manufacturing.
Article
Computer Science, Information Systems
Niloofar Didar, Marco Brocanelli
Summary: Mobile Augmented Reality (MAR) apps may experience short battery life due to high-quality virtual objects, but the proposed eAR framework can significantly reduce energy consumption and storage overhead while maintaining user-perceived quality. The framework utilizes an edge server running offline software to evaluate user-perceived quality based on triangle count and user-object distance. It also includes a lightweight optimization algorithm that dynamically determines the most energy-efficient virtual object triangle count based on energy consumption models and user path prediction. eAR is an autonomous and open-source library that can be easily integrated into existing MAR apps.
IEEE TRANSACTIONS ON MOBILE COMPUTING
(2023)
Article
Communication
Melissa Q. Teng, Eric Gordon
Summary: This article discusses the potential of virtual reality in prison settings, emphasizing the importance of considering the input of those with lived experience to avoid negative impacts on incarcerated individuals. It also introduces a VR reentry program designed for incarcerated women to practice responding to high-stress situations before their release.
NEW MEDIA & SOCIETY
(2021)
Article
Psychology, Mathematical
Ze-Min Liu, Yu-Hsin Chen
Summary: Virtual reality (VR) has great potential as a research tool, but the gap between traditional and VR behavioral experiment systems poses challenges for researchers. In this study, a five-module architectural framework was proposed to reduce complexity and costs of development. A SkyrimVR-based behavioral experimental framework module was developed using this framework, and a modified version of a previous study was conducted to showcase the feasibility of the framework. The results were consistent with previous research, indicating the viability of the proposed framework and the potential for future researchers to easily establish realistic virtual environments.
BEHAVIOR RESEARCH METHODS
(2023)
Review
Food Science & Technology
Chengyan Xu, Michael Siegrist, Christina Hartmann
Summary: The development of virtual reality technology provides significant opportunities for food and consumer behavior research by creating realistic environments, investigating purchasing behavior and food choices, and inducing psychological and physiological responses in consumers.
TRENDS IN FOOD SCIENCE & TECHNOLOGY
(2021)
Article
Engineering, Multidisciplinary
Diego Vergara-Rodriguez, Pablo Fernandez-Arias, Carlos Santos-Iglesia, Alvaro Anton-Sancho
Summary: The development of virtual reality technologies has positive impacts on sustainable development in the economy, society, and environment. However, immersive virtual reality may not necessarily improve academic performance in education.
Article
Engineering, Industrial
Roberto Sala, Marco Bertoni, Fabiana Pirola, Giuditta Pezzotta
Summary: This paper introduces a dual-perspective framework for maintenance service delivery, utilizing historical and real-time data to enhance operational decision-making and knowledge of service processes and machines.
JOURNAL OF MANUFACTURING TECHNOLOGY MANAGEMENT
(2021)
Article
Computer Science, Software Engineering
Federica Marcolin, Giulia Wally Scurati, Luca Ulrich, Francesca Nonis, Enrico Vezzetti, Nicolo Dozio, Francesco Ferrise
Summary: Virtual Reality goes beyond visual representation to stimulate all human senses and allow users to interact with virtual environments, providing experiences comparable to real-life ones. With the potential to evoke various emotions, VR technology offers a new way to explore and impact human emotions and improve quality of life.
IEEE COMPUTER GRAPHICS AND APPLICATIONS
(2021)
Article
Multidisciplinary Sciences
Nicolo Dozio, Federica Marcolin, Giulia Wally Scurati, Francesca Nonis, Luca Ulrich, Enrico Vezzetti, Francesco Ferrise
Summary: This paper describes the validation of ten affective interactive Virtual Environments (VEs) for use in Virtual Reality, showing that scenarios can be differentiated based on the emotion aroused. Results demonstrate high reliability and strong adaptability of the experiences to different contexts of use.
SCIENTIFIC REPORTS
(2021)
Article
Computer Science, Cybernetics
Nicolo Dozio, Federica Marcolin, Giulia Wally Scurati, Luca Ulrich, Francesca Nonis, Enrico Vezzetti, Gabriele Marsocci, Alba La Rosa, Francesco Ferrise
Summary: This paper discusses how to combine multiple design elements to elicit five distinct emotions and presents the methodology, development of case studies, and testing results.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2022)
Article
Materials Science, Multidisciplinary
Federica Buccino, Paolo Bruzzaniti, Sara Candidori, Serena Graziosi, Laura Maria Vergani
Summary: With the increasing demand for torsion- and bending-resistant structures, novel bio-inspired solutions are needed to make more efficient use of materials and geometries. This study focuses on avian bones as prominent candidates for addressing the twisting and bending issue, revealing their unique structural characteristics and translating them into lightweight multiscale structures at the engineering level.
ADVANCED ENGINEERING MATERIALS
(2022)
Article
Psychology, Social
Ivana Frigione, Gemma Massetti, Matteo Girondini, Roberta Etzi, Giulia Wally Scurati, Francesco Ferrise, Alice Chirico, Andrea Gaggioli, Alberto Gallace
Summary: Research suggests that reduced exposure to natural contexts is associated with increased psychophysical disorders. Recent evidence shows that even a brief experience in natural settings can positively impact individuals' health and well-being. This study examined the effects of natural and indoor virtual environments (VREs) on psychophysiological and cognitive responses. The results indicate that a natural virtual environment can induce a greater sense of relaxation and physiological arousal compared to an indoor scenario.
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING
(2022)
Article
Sport Sciences
Alessandro Colombo, Ramon Maj, Marita Canina, Francesca Fedeli, Nicolo Dozio, Francesco Ferrise
Summary: We have designed a modular sensorized climbing wall for motion analysis in naturalistic environment. The wall is equipped with force sensors for measuring interaction forces between the athlete and the wall, providing valuable insights into motion quality. Validation through recording the climbing activity of eleven climbers with varying expertise shows that the sensor network design can track and analyze exercise performance changes over time.
FRONTIERS IN SPORTS AND ACTIVE LIVING
(2023)
Editorial Material
Computer Science, Software Engineering
Bernardo Marques, Samuel Silva, Paulo Dias, Beatriz Sousa Santos, Rahul C. Basole, Francesco Ferrise
Summary: This article argues for the need of a comprehensive view and evaluation framework in the field of collaborative AR, and discusses how to evaluate the various dimensions of collaborative AR.
IEEE COMPUTER GRAPHICS AND APPLICATIONS
(2023)
Article
Computer Science, Cybernetics
Nicolo Dozio, Ludovico Rozza, Marek S. Lukasiewicz, Alessandro Colombo, Francesco Ferrise
Summary: This paper discusses the accuracy of localizing and predicting static and moving visual targets in virtual reality environments, as well as the impact of different parameters on human perception.
PRESENCE-VIRTUAL AND AUGMENTED REALITY
(2022)
Article
Engineering, Manufacturing
Giulia Wally Scurati, Johanna Wallin Nylander, Francesco Ferrise, Marco Bertoni
Summary: Sustainability considerations are often difficult to balance with technical and business requirements in the early design phase. Serious gaming is an emerging approach that can raise awareness among design teams, users, and stakeholders about the expected behavior of a solution throughout its life cycle, thus improving sustainability awareness.