Gestural interaction devices emerged and originated various studies on multimodal human-computer interaction to improve user experience. However, there is a knowledge gap regarding the use of these devices to enhance learning.We present an exploratory study which analysed the user experience with a multimodal immersive videogame prototype, based on a Portuguese historical/cultural episode. Evaluation tests took place in high school environments and public videogaming events. Two users would be present simultaneously in the same virtual reality environment: one as the helmsman aboard Vasco da Gama's XV-century Portuguese ship, another as the mythical Adamastor stone giant at the Cape of Good Hope. The helmsman player wore a virtual reality headset to explore the environment, whereas the giant player used body motion to control the giant, and observed results on a screen, with no headset. This allowed a preliminary characterization of user experience, identifying challenges and potential use of these devices in multi-user virtual learning contexts. We also discuss the combined use of such devices, towards future development of similar systems, and its implications on learning improvement through multimodal human-computer interaction.
Computer-supported online 3-D virtual world environments have been waxed and waned in interest and representativeness for supporting collaborative-and simulation-based practices. In a postmodern societal framework that requires inexpensive solutions for high-risk situations, research efforts in virtual worlds have developed a basis for understanding the use of virtual reality for multidisciplinary scenarios such as distance learning, training, therapy treatment, and social interaction. Complex relationships can be established simultaneously between several students functioning as integrated learning units using different media, and interacting with their physical environment in the context of real-world settings. In this context, a recurrently updated research agenda for virtual worlds can characterize the current needs at a systematic way. This paper presents a meta-analysis of 35 publications to identify gaps and opportunities for research in collaborative three-dimensional environments based on content analysis. At a general perspective, there is a lack of established approaches to measure the influence and research potential of sociocultural factors in virtual worlds' usage, autism spectrum and
In the context of the Brazilian electrical sector, there are no references regarding the application of BIM (Building Information Modeling) and GIS (Geographic Information System) in construction and maintenance of Electric Power Substations projects. Thus, this work proposes the integration of these technologies, since preview experiences in other engineering fields have shown promising advances that could be useful for the management and maintenance of the electrical power market. By associating these technologies, an accurate mapping of the information related to the assets, arrangements, cabling, bus, electrical components, etc, is obtained. Moreover, for this integration works, it is required to design a three-dimensional geometric database of the electric power substation active com-ponents. Inserting one of the database models into a particular point of the project shall bring constructive, operational, and maintenance information. Thus, by combining BIM and GIS in the modeled families, it is possible to obtain more consistent information during the construction phase. This will provide advantages in decision making, providing resources within the corporate communication, and a better understanding of the environment related to an electrical energy substation. Additionally, the location conditions and the surroundings of the substation would be more precise and pertinent, since the components of the substation will become Geo-referenced. The association between these two platforms allows a more intuitive overview of the project, making them adherent to the planning, design, construction, operation, preventive, and corrective maintenance. So, when applying these tools together the company will obtain results almost immediately since all managing features will be accessed through only one integrated information database. This proposal presents the first results of the integration of BIM and GIS, in the context of a Brazilian electric company - Furnas S/A. Results of the implementation of the solution in the context of Substations of the Company are discussed and show the availability of reducing construction costs, alteration planning, logistics, on-demand of the necessary maintenance, prevention of possible accidents, and possibility of updating information in real-time.
This project shows the results obtained from a new strategy based on Virtual Reality techniques, which intends to minimize the issues caused on the operation of electric power substations due to the lack of spatial and functional information on the traditional operation interfaces. For this purpose, a three-dimensional interactive virtual reality environment was built in a realistic and accurate way regarding a energy electric company of Minas Gerais – Brazil (CEMIG) substation and afterwards implanted it in its operation center for tasks related to its functioning. Lastly, tests were applied to the operators to obtain results aiming at the contextualized problems.
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