Balancing the Indoor Environmental Quality (IEQ) and energy saving for heating, ventilation, and airconditioning (HVAC) is important for the building industry. Previous studies report that one of the energyefficient w...
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Balancing the Indoor Environmental Quality (IEQ) and energy saving for heating, ventilation, and airconditioning (HVAC) is important for the building industry. Previous studies report that one of the energyefficient ways of improving levels of thermal comfort is biophilic design, which is the indoor design strategy using natural elements (i.e., plants). Among the industrial standards expanding biophilic design practices is green building certifications (i.e., the WELL certification) emphasizing IEQ for enhancing occupants' health, wellbeing, and productivity, while few studies conducted controlled experiments testing the psychological thermal effects of biophilic indoor environments in certified green offices. This study used a virtual reality (VR) image of a WELL-certified office emphasizing indoor planting design, while measuring participants' (N = 47) subjective thermal perceptions, heart rate (HR), heart rate variability (HRV), salivary alpha-amylase (sAA) activity in the neutral (SET* 24 degrees C) and high (SET* 30 degrees C) temperature conditions. The subjective thermal evaluation in the high-temperature condition indicated that participants' group viewing a biophilic VR image felt significantly cooler and more comfortable than the control group. By using the hot-cold sensation evaluation values, we estimated that the psychological cooling effect of the biophilic VR image was equivalent to 1.66 degrees C, saving HVAC cooling energy up to 12.6 % among thermal climate zones ranging from Cold Humid to Very Hot Humid. However, the biophilic visual stimuli did not affect autonomic nervous activity (HR, HRV, sAA) in the hightemperature condition. This study demonstrated the potential benefits of practical biophilic design improving occupants' thermal comfort levels and saving building energy.
This case study presents research and reflections concerning virtual reality (VR) as an automated stress-reduction therapy tool. The study coincided with the outbreak of war in the Ukraine, thus the software was tailo...
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ISBN:
(纸本)9798400703317
This case study presents research and reflections concerning virtual reality (VR) as an automated stress-reduction therapy tool. The study coincided with the outbreak of war in the Ukraine, thus the software was tailored to reduce the acute stress of refugees. We created a relaxation training program in a virtual, pleasant environment in the form of a comfortable mountain apartment. The pilot programme was conducted on the group of 55 Ukrainian refugees participating in up to five therapeutic sessions. The system effectiveness was evaluated by a set of sensors collecting objective physiological measures such as GSR (galvanic skin resistance) and EEG (electroencephalography). Before and after each session, the volunteers filled in questionnaires regarding their current stress level and mood, and that subjective data was juxtaposed with objective data from the sensors. In this work, we present our experience, insights and hope to inspire researchers and practitioners to explore the opportunities given by VR-supported therapy.
Innovation plays a pivotal role in driving progress across various domains. However, the success of any innovation is intrinsically linked to its ability to meet the genuine needs of end-users. Innovation through empa...
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ISBN:
(纸本)9798350394023;9798350394030
Innovation plays a pivotal role in driving progress across various domains. However, the success of any innovation is intrinsically linked to its ability to meet the genuine needs of end-users. Innovation through empathy is a concept that emphasizes understanding and addressing the needs, desires, and emotions of people to create meaningful solutions to various situations. It involves applying the Design Thinking concept, a human-centered approach, to management practices to drive innovation and improve organizational outcomes. IDEO's Human-Centered Design Toolkit explains that, in the world of design thinking, empathy is a "deep understanding of the problems and realities of the people you are designing for." Empathy is the ability to understand and share the feelings of others and it allows us to see things from another's perspective rather than our own. It is a crucial skill that enables social and professional relationships, develops self-awareness, and contributes to an equitable and peaceful world in accordance with the United Nations (UN). In recent years, virtual reality (VR) has emerged as a powerful instrument for enhancing empathy and understanding among individuals. virtual reality has been employed by various organizations as a means to cultivate empathy. Based on the Multidimensional Emotional Empathy Scale (MDEES), this study measures the level of empathy in a group of 70 third-semester engineering students at a private university before and after viewing virtual reality videos created by the students themselves and aided by a 360 camera as well as special viewers. These videos depict a situation that elderly people might face in their daily lives, one that would render them vulnerable or put them in danger, such as mobility issues, visual impairments, hearing limitations, among others. Once such a situation was identified, they were tasked with recording a 360-degree video, which they had to prepare and edit for viewing with virtual reality goggles,
With the increasing attention to the comfort and energy-saving needs of indoor environments, thermal model evaluation of indoor design environments based on virtual reality (VR) and thermal imaging technology has grad...
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With the increasing attention to the comfort and energy-saving needs of indoor environments, thermal model evaluation of indoor design environments based on virtual reality (VR) and thermal imaging technology has gradually become a research hotspot. This article aims to analyze the user experience in indoor environments from the perspective of thermal science, in order to optimize the design and control of thermal environments. The study reviewed the application of thermal comfort assessment and virtual reality technology in interior design, providing theoretical support and technical reference for this research. Subsequently, an indoor thermal environment assessment and control system was designed, including system requirement analysis, architecture design, and control unit structure design. The core of this system is the virtual 3D environment thermal imaging assessment module, which can capture and analyze changes in indoor thermal environment in real time. In the user experience analysis section of the system, a thermal comfort model for indoor environments was studied and analyzed. The thermal environment parameters were controlled through simulation, and user satisfaction and comfort data were obtained through questionnaire surveys. The results indicate that different indoor thermal environment designs significantly affect the user experience, and there is a positive correlation between thermal comfort and user satisfaction, which also reveals the user's demand for improving the thermal environment.
Safety in the industrial sector is paramount, with national legislations establishing specific regulations to reduce accidents. These regulations emphasize risk removal and proper operator training as preventive measu...
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Safety in the industrial sector is paramount, with national legislations establishing specific regulations to reduce accidents. These regulations emphasize risk removal and proper operator training as preventive measures. However, traditional training can be time-consuming and costly, leading companies to meet only the minimum requirements. In particular, confined spaces pose significant dangers, often resulting in fatal, cascading accidents due to a lack of proper safety procedures. Therefore, effective training is crucial to mitigate these risks. Advanced technologies like Immersive virtual reality (IVR) present new opportunities for cost-effective and extensive training campaigns by eliminating the risks associated with real environment training, offering a safe yet realistic experience. Despite the widespread adoption of IVR training applications in industrial research, there is a notable lack of systematic approaches to evaluate their effectiveness. Conducting such evaluations is crucial to ascertain their impact on essential training outcomes, including participant engagement, knowledge transfer, and enhanced safety behavior during work activities. To address this gap, we developed an IVR-based training platform for confined space safety procedures and established a systematic validation procedure using the Kirkpatrick model to assess its effectiveness compared to conventional training methods. Results demonstrate that IVR training provides an excellent user experience, better knowledge transfer than the traditional approach, and improved performance in simulated procedures, reducing execution errors and completion times. This dual focus on creating and validating the IVR system underscores its potential as an effective training tool in hazardous environments such as confined spaces, where proper training can prevent tragic fatalities.
The use of virtual reality (VR) for the improvement of learning outcomes for accounting studies is an area in which the research is still limited. Technology-based accounting learning is very important because, curren...
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The use of virtual reality (VR) for the improvement of learning outcomes for accounting studies is an area in which the research is still limited. Technology-based accounting learning is very important because, currently, the accounting profession is very much affected by rapid technological change which means that it must adapt to remain relevant in the business world. This study aims to examine the role of the mediating effect of task-technology fit (TTF) on the relationship between the use of VR and learning outcomes for accounting studies. This research model states that the use of VR will be able to increase TTF, technology quality and accessibility, and then increase reflective thinking and reduce cognitive overload thereby increasing perceived learning effectiveness (PLE). The hypotheses derived from this model were tested empirically using survey data from 199 users of VR engaged in accounting studies. The data analysis uses partial least squares-structural equation modeling (PLS-SEM), and the results support the hypothesis that TTF mediates the relationship between VR use, learning behavior, and PLE.
virtual reality (VR) offers promise in education given its immersive and socially engaging nature, but it can pose challenges for educators when creating VR-specific content. VR videos can function as a new educationa...
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ISBN:
(纸本)9798400703300
virtual reality (VR) offers promise in education given its immersive and socially engaging nature, but it can pose challenges for educators when creating VR-specific content. VR videos can function as a new educational tool for VR content creation due to their creation affordability and user-friendliness. However, little empirical research exists on how educators utilize VR videos and associated pedagogy in real classes. Our research employed a contextual inquiry, through in-person interviews and online surveys with 11 instructors to gain actionable insights from envisioned teaching scenarios for VR videos that are informed by actual instructional practices. Our study aims to understand the factors that motivate instructors' adoption of VR videos, identify challenges educators face when incorporating VR videos into instructional units, and examine pedagogical adjustments when integrating VR videos into teaching. Through empirical evidence, we provide design implications for the development of VR-based learning experiences across diverse educational contexts. Our study also serves as a practical case of how VR can be adopted and integrated into education.
The rapid development of the metaverse has brought about numerous security challenges. virtual reality (VR), as one of the core technologies, plays a crucial role in the metaverse. The security of VR devices directly ...
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The rapid development of the metaverse has brought about numerous security challenges. virtual reality (VR), as one of the core technologies, plays a crucial role in the metaverse. The security of VR devices directly impacts user authentication and privacy. Currently, no attention has been paid to the vulnerabilities and security risks of VR devices. This article employs a bi-layer BiLSTM neural network to conduct a root cause analysis for user authentication and scene interaction when users enter metaverse environment using VR devices. By establishing the mapping between vulnerable VR firmware file attributes and metaverse interaction scenarios, we implement a vulnerability discovery and verification prototype called VRVul-Discovery, based on the concept of vulnerability discovery. Experiment results demonstrate that VRVul-Discovery provides high-accuracy determinations of firmware vulnerability attributes and scenarios susceptible to hijacking. In the end, the prototype system discovers seven unknown vulnerabilities, all of which are authenticated.
In this paper, a workflow for creating advanced aerodynamics design dashboards is proposed. A CAD modeler is directly linked to the CFD simulation results so that the designer can explore in real time, assisted by vir...
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In this paper, a workflow for creating advanced aerodynamics design dashboards is proposed. A CAD modeler is directly linked to the CFD simulation results so that the designer can explore in real time, assisted by virtual reality (VR), how shape parameters affect the aerodynamics and choose the optimal combination to optimize performance. In this way, the time required for the conception of a new component can be drastically reduced because, even at the preliminary stage, the designer has all the necessary information to make more thoughtful choices. Thus, this work sets a highly ambitious and innovative goal: to create a smart design dashboard where every shape parameter is directly and in real-time linked to the results of the high-fidelity analyses. The OPAM (Open Parametric Aircraft Model), a simplified model of the Boeing 787, was considered as a case study. CAD parameterization and mesh morphing were combined to generate the design points (DPs), while Reduced Order Models (ROMs) were developed to link the results of the CFD analyses to the chosen parameterization. The ROMs were exported as FMUs (Functional Mockup Units) to be easily managed in any environment. Finally, a VR design dashboard was created in the Unity environment, enabling the interaction with the geometric model in order to observe in a fully immersive and intuitive environment how each shape parameter affects the physics involved. The MetaQuest 3 headset has been selected for these tests. Thus, the use of VR for a design platform represents another innovative aspect of this work.
The pressing urgency of climate change calls for advancements in the way it is communicated. One communication option is the use of virtual reality (VR). The current research comprised two pilot studies to develop and...
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The pressing urgency of climate change calls for advancements in the way it is communicated. One communication option is the use of virtual reality (VR). The current research comprised two pilot studies to develop and test a virtual environment depicting proximal effects of climate change regarding the participant's location. In both studies, an experimental design was employed and showed the environment to significantly affect psychological distancing (PD), response efficacy, risk perception, perceived responsibility, knowledge, and emotions, as well as behavioural intentions related to reducing meat consumption, food wastage, paper use, and plastic use from pre- to post-test. Changes to most of these variables occurred in both VR and desktop conditions, yet some were in VR only. However, when controlling for pre-test scores, post-test scores across the conditions were similar. Nonetheless, VR participants reported greater immersion, presence, emotion, engagement, and usability than desktop participants and were significantly more likely to demonstrate environmentally protective behaviour in an observation task. Qualitative analyses provided insight into participants' thoughts and feelings, as well as suggestions for improving the intervention. Overall, findings suggest that the intervention, especially when experienced through VR, is effective at facilitating both the cognitive and affective variables necessary for change in behavioural intentions.
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