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1.
Niu  Mutian  Lo  Cheng-Hung 《Virtual Reality》2022,26(3):1031-1045
Virtual Reality - Synthesized surface materials are an essential visualization element to represent and simulate the appearances of virtual objects such as product prototypes. This paper...  相似文献   

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LAU  Kung Wong 《Virtual Reality》2023,27(3):2331-2339
Virtual Reality - The research is designed to trigger students’ game innovations and facilitate their creative learning process by providing them with a “stimulated” immersive...  相似文献   

4.
Evaluating e-learning systems is a complex activity which requires considerations of several criteria addressing quality in use as well as educational quality. Heuristic evaluation is a widespread method for usability evaluation, yet its output is often prone to subjective variability, primarily due to the generality of many heuristics. This paper presents the pattern-based (PB) inspection, which aims at reducing this drawback by exploiting a set of evaluation patterns to systematically drive inspectors in their evaluation activities. The application of PB inspection to the evaluation of e-learning systems is reported in this paper together with a study that compares this method to heuristic evaluation and user testing. The study involved 73 novice evaluators and 25 end users, who evaluated an e-learning application using one of the three techniques. The comparison metric was defined along six major dimensions, covering concepts of classical test theory and pragmatic aspects of usability evaluation. The study showed that evaluation patterns, capitalizing on the reuse of expert evaluators know-how, provide a systematic framework which reduces reliance on individual skills, increases inter-rater reliability and output standardization, permits the discovery of a larger set of different problems and decreases evaluation cost. Results also indicated that evaluation in general is strongly dependent on the methodological apparatus as well as on judgement bias and individual preferences of evaluators, providing support to the conceptualisation of interactive quality as a subjective judgement, recently brought forward by the UX research agenda.  相似文献   

5.
《Ergonomics》2012,55(5):765-772
Is the weather forecast better recalled when presented on TV or radio? In three successive experiments it was found that radio presentation leads to quite low recall scores (22–29%). It is extremely hard to improve these scores by the addition of TV pictures. It does not help to show the newscaster presenting the message; neither does the addition of geographical maps enhance the subsequent recall. A positive effect was obtained by presenting animated pictograms or written summary statements, but the effect was small: recall scores did not surpass 34%.  相似文献   

6.
This study examines the effect of 3D virtual worlds on an individual’s communication experience in comparison with Face-to-Face communications (FtFCs). Using 2 × 2 posttest only group design where subjects were asked to discuss over a given topic. This study investigated whether individuals’ different personality characteristics (i.e. shyness) influence communication experiences (i.e. communication apprehension). The data suggest that shy individuals felt less of communication apprehension during the discussion conducted online than FtFC. On the other hand, FtFC turned out to be more effective in influencing individuals’ intention to change behavior compared to virtual worlds. The results suggest that lack of visual/auditory cues in virtual reality is the major factor that influenced the outcome.  相似文献   

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In previous research on virtual worlds, the question of whether virtual space can be evaluated just like “real world” space has not been fully addressed. This paper challenges the perceived commonsensical set of assumptions through which virtual world activities are usually unpacked and proposes a new method of evaluating virtual worlds based on Martin Heidegger’s phenomenology. Various focus groups conducted in the virtual world Second Life confirmed that a phenomenological paradigm is more appropriate to fully make sense of and leverage this new medium. Besides questioning the relevancy of dealing with virtual worlds as if they were parallel spaces, this paper, by leveraging a new conceptualization of virtual worlds, also offers suggestions for new online qualitative methodologies.  相似文献   

8.
The recent developments of communication technologies and network computing have enabled the occurrence of the advanced manufacturing strategy—agile manufacturing. The essence of the agile manufacturing strategy is to form a virtual manufacturing organization (VMO), which integrates the core competencies of member enterprises in order to respond to the global market and increasing customer requirements rapidly. In a VMO, the manufacturing processes are distributed. So modeling and coordination of these processes are very complex. In this paper, we present a Petri Net based approach to model these distributed manufacturing processes and interaction relations among them. A workflow based manufacturing process execution environment is also established to support the implementation of the distributed manufacturing processes.  相似文献   

9.
The number of organizations using teamwork is increasing. In this context, group potency has emerged as a key construct in group research. Moreover, in the last decades, information and communication technologies (ICT) have allowed organizations to form virtual teams. Consequently, a considerable amount of research has analysed the functioning of virtual teams. We focus on intragroup conflict as a relevant antecedent of potency in computer-mediated communication groups. Specifically, the aim of this research is to examine the role of ICT in the relationship between intragroup conflict and group potency in a longitudinal study. A laboratory experiment was carried out comparing 44 groups working in two communication media (face-to-face and computer-mediated communication). The groups developed a project over a one-month period. The results show that communication media play a moderator role between intragroup conflict (relationship and task conflict) and group potency. Implications of these results are discussed.  相似文献   

10.

The Virtual Reality (VR) system of a real‐time VR‐linked vehicle simulator that was used in this study provides visual information and sound effects to participants. The VR system of a VR‐linked vehicle simulator should provide a perceived velocity similar with the perceived velocity in actual driving. To achieve these goals, modeling and rendering methods that offer an improved performance for complex VR applications, such as the 3D road model, were implemented and evaluated. We also evaluated the influences of graphic and engine sound effects on the driver and analyzed each result according to a driver's viewpoint, the dot densities of road texture provided, the lateral distance between a virtual driver and environmental objects, and the engine sound. Each factor was individually analyzed through an experiment that evaluated the influence of visual images or sound effects in the vehicle simulator. Through the experimental evaluation, the research results could be used for improving the effectiveness of VR‐based vehicle simulators.  相似文献   

11.
This paper explores how the use of smartphones vs. laptops influences students’ engagement, behaviour and experience watching academic videos in a collaborative classroom. Experiments were run in authentic teaching sessions with a total of 483 first-year higher education students. The methodology applied is a quasi-experimental design with post-test-only, being the independent variable, the device used to visualise the academic videos. Results indicate that the use of laptops has provided better results in terms of student’s engagement with the videos, their collaborative behaviour and satisfaction with the device. Hence, the findings of this research suggest that the type of mobile device used in activities that consider the use of videos in a collaborative class need to be carefully chosen to maximise the student’s comfortability – and in consequence, their engagement with the video-based learning activity and their positive behaviour and experience within the collaborative context.  相似文献   

12.
Web sites are the main interface between online merchants and their customers. Despite the consequent importance of web-site design, there is little theoretical foundation that can be used to assess how web-design factors lead e-customers to revise their earlier beliefs. Our study examined web customers’ salient beliefs and the role of web-design elements in altering customers’ existing beliefs after their exposure to an e-commerce web site. Using salient beliefs and categories of web-design elements identified previously, we developed a conceptual model of belief revisions due to exposure to web-design elements and internal cues. The empirical analysis of the model indicated that web customers were influenced by the external cues from the design factors as well as the internal ones from their prior beliefs. Our findings have implications in designing web sites for e-commerce.  相似文献   

13.
Workstations at school are among several factors that contribute to musculoskeletal symptoms among school-aged children. The aim of this study was to investigate the effects of ergonomically designed workstations on schoolchildren's musculoskeletal symptoms as compared to conventional workstations. In the first 14-month phase of the study (2002-2003, two schools), 42 from the intervention and 46 from the control school participated. In the total follow-up of 26 months (2002-2004), 23 in the intervention group and 20 in the control group participated. Anthropometrics and musculoskeletal symptoms were measured. In general, the ergonomically designed school workstations did not decrease present neck-shoulder, upper back, low back and lower limbs strain and pain, compared to conventional ones during follow-ups.  相似文献   

14.
As developers face an ever-increasing pressure to engineer secure software, researchers are building an understanding of security-sensitive bugs (i.e. vulnerabilities). Research into mining software repositories has greatly increased our understanding of software quality via empirical study of bugs. Conceptually, however, vulnerabilities differ from bugs: they represent an abuse of functionality as opposed to insufficient functionality commonly associated with traditional, non-security bugs. We performed an in-depth analysis of the Chromium project to empirically examine the relationship between bugs and vulnerabilities. We mined 374,686 bugs and 703 post-release vulnerabilities over five Chromium releases that span six years of development. We used logistic regression analysis, ranking analysis, bug type classifications, developer experience, and vulnerability severity metrics to examine the overarching question: are bugs and vulnerabilities in the same files? While we found statistically significant correlations between pre-release bugs and post-release vulnerabilities, we found the association to be weak. Number of features, source lines of code, and pre-release security bugs are, in general, more closely associated with post-release vulnerabilities than any of our non-security bug categories. In further analysis, we examined sub-types of bugs, such as stability-related bugs, and the associations did not improve. Even the files with the most severe vulnerabilities (by measure of CVSS or bounty payouts) did not show strong correlations with number of bugs. These results indicate that bugs and vulnerabilities are empirically dissimilar groups, motivating the need for security engineering research to target vulnerabilities specifically.  相似文献   

15.
Predicting demand in emergency medical services is crucial for saving people's lives. Most studies aggregate demand prediction within a zone, failing to offer insights at a more detailed level. This study aspires to fill this gap by introducing a novel, three-level, spatial-based approach that identifies the geographical location of expected emergency events. First, the proposed methodology introduces new concepts and notions to model emergency events, as sets of interconnected points in space, that create paths over time. Second, based on these paths, an artificial neural network, optimized using a new evolutionary algorithm, predicts the location of future demand (emergencies). Third, based on the predicted demand, a location-allocation model is applied to site ambulances prior to actual emergencies occurrence, enhancing thus location planning and decision making. This method is applied to a dataset comprising 2851 emergency events in Athens, Greece, and the outcomes are evaluated based on the actual emergency events occurred. Results show that the mean distance, between an actual emergency event and the nearest ambulance, located based on the expected demand as estimated by our approach, deviates by 110 m relative to the optimal solution. This deviation, adds only a few seconds of delay to the response time of an ambulance relative to the theoretically optimal solution (post hoc location). In addition, it improves the current solution (in which ambulances are waiting in a set of fixed location throughout the year), by >1 km, decreasing significantly response time. From a policy perspective, these results indicate that assessing expected emergency events through the proposed method, would allow medical services to optimally locate ambulances in advance, reducing response time and thus increasing survival rates and public safety.  相似文献   

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Recently, concerns have been raised that adolescents’ prolific social media use may cause them to become less empathic. However, direct empirical evidence is missing and research suggests that social media use can also be beneficial for adolescents’ psychosocial development. The present study aims to investigate whether and how social media use influences empathy. We surveyed 942 Dutch adolescents (10–14 years) twice, with a one-year interval. The results showed that social media use is related to an increase in cognitive and affective empathy over time. Specifically, adolescents’ social media use improved both their ability to understand (cognitive empathy) and share the feelings of their peers (affective empathy).  相似文献   

18.
This paper is an in-depth study of qualitative physical reasoning about one particular scenario: using a box to carry a collection of objects from one place to another. Specifically we consider the plan, plan1 “Load objects uCargo into box oBox one by one; carry oBox from location l1 to location l2”. We present qualitative constraints on the shape, starting position, and material properties of uCargo and oBox and on the characteristics of the motion that suffice to make it virtually certain that plan1 can be successfully executed. We develop a theory, consisting mostly of first-order statements together with two default rules, that supports an inference of the form “If conditions XYZ hold, and the agent attempts to carry out plan1 then presumably he will succeed”. Our theory is elaboration tolerant in the sense that carrying out the analogous inference for carrying objects in boxes with lids, in boxes with small holes, or on trays can reuse much of the same knowledge. The theory integrates reasoning about continuous time, Euclidean space, commonsense dynamics of solid objects, and semantics of partially specified plans.  相似文献   

19.
Unlawful digital media sharing is common and believed to be extremely damaging to business. Understanding unlawful file sharers' motivations offers the opportunity to develop business models and behavioral interventions to maximize consumers' and businesses’ benefit. This paper uses a systematic review of unlawful file sharing research, and the Theory of Planned Behavior, to motivate a large-scale panel study in which initial determinants were used to predict subsequent behavior. A meta-analysis found Attitudes, Subjective Norms and Perceived Behavioral Control were all associated with unlawful file sharing. Media type and demographic differences in the importance of Perceived Behavioral Control were found and attributed to more accurate evaluation of familiar activities, i.e., greater experience increases the influence of Perceived Behavioral Control but age does not.The panel study confirmed that greater past experience was associated with Perceived Behavioral Control and Intention. We conclude that past experience increases the efficacy of the Theory of Planned Behavior and specifically Perceived Behavioral control in predicting behavior, contrary to some widely held beliefs about the role of experience. The role of experience is therefore crucial to understanding people's choices. Practically, improving social approval, positive evaluation and access to lawful media should reduce unlawful behavior.  相似文献   

20.
This paper identifies the user’s adaptation on brain-controlled systems and the ability to control brain-generated events in a closed neuro-feedback loop. The user experience is quantified for the further understanding of brain–computer interfacing. A working system has been developed based on off-the-shelf components for controlling a robot in both the real and virtual world. Using commercial brain–computer interfaces (BCIs) the overall cost, set up time and complexity can be reduced. The system is divided in two prototypes based on the headset type used. The first prototype is based on the Neurosky headset and it has been tested with 54 participants in a field study. The second prototype is based on the Emotiv headset including more sensors and accuracy, tested with 31 participants in a lab environment. Evaluation results indicate that robot navigation through commercial BCIs can be effective and natural both in the real and the virtual environment.  相似文献   

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