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Investigating the Third Dimension for Authentication in Immersive Virtual Reality and in the Real World

Ceenu George, Mohamed Khamis, Daniel Buschek, Heinrich Hussmann
2019 2019 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)  
A B C Real world object Figure 1: We study how the third dimension can be leveraged to improve the usability and security of authentication. (A) shows the sample real world room used for the study.  ...  Similarly, smart homes in the real world (RW), offer an opportunity to authenticate in the third dimension.  ...  ACKNOWLEDGMENTS The authors wish to thank An Ngo Tien and the ATH Usable Security group, whose projects contributed towards this paper.  ... 
doi:10.1109/vr.2019.8797862 dblp:conf/vr/GeorgeKBH19 fatcat:vksc3g6aibhk3e4gwyyxzkjvu4

A Comprehensive Rubric for Evaluating EduVR

Alex Fegely, Todd S Cherner
2021 Journal of Information Technology Education  
Findings: This paper's findings include the domains, dimensions, and criterion-referenced Likert scale indicators in the form of rubric dimensions for evaluating educational virtual reality.  ...  The third stage was to develop and vet a research-supported rubric for evaluating educational virtual reality.  ...  Authenticity and Real- ism G6. Immersion Crosier et al., 2002; J.  ... 
doi:10.28945/4737 fatcat:gjtalxn2bfegbanciqxp2lopuy

Revisiting Milgram and Kishino's Reality-Virtuality Continuum

Richard Skarbez, Missie Smith, Mary C. Whitton
2021 Frontiers in Virtual Reality  
Since its introduction in 1994, Milgram and Kishino's reality-virtuality (RV) continuum has been used to frame virtual and augmented reality research and development.  ...  While originally, the RV continuum and the three dimensions of the supporting taxonomy (extent of world knowledge, reproduction fidelity, and extent of presence metaphor) were intended to characterize  ...  To account for the importance of how the real or virtual content is observed, we propose this definition: a mixed reality (MR) environment is one in which real world and virtual world objects and stimuli  ... 
doi:10.3389/frvir.2021.647997 fatcat:442h3qr7prdhrkiekeeco4dy3m

Virtual reality full immersion techniques for enhancing workers performance [chapter]

L. A. A. Casas, V. L. Bridi, F. A. P. Fialho
1997 Re-engineering for Sustainable Industrial Production  
An investigation was performed, pointing out properties and advantages of Virtual ReaIity Immersion and its contribution for knowledge construction.  ...  The idea is that continuous education activities are needed and that modern technologies can support it. Finally, we establish our conclusions and suggestions for future developments in the field.  ...  The key for the compatIbility between Virtual Reality and constructivism arises from the immersion notion.  ... 
doi:10.1007/978-0-387-35086-8_34 fatcat:r2uu2rcaajbbtoaior6d77skwq

Promoting Intercultural Competence in a Learning Activity Supported by Virtual Reality Technology

Rustam Shadiev, Xueying Wang, Yueh Min Huang
2020 International Review of Research in Open and Distance Learning  
Virtual reality (VR) technology makes it possible to create an authentic virtual environment that benefits immersive learning.  ...  Students from China and Uzbekistan participated in the activity, in which a pragmatic mixed-methods approach was used.  ...  Résumé de l'article Virtual reality (VR) technology makes it possible to create an authentic virtual environment that benefits immersive learning.  ... 
doi:10.19173/irrodl.v21i3.4752 fatcat:zpklnxqn2jhtrmnxzryuy6zrx4

A Survey for Measure the Digital Art Presence

Hee Jung Park, Kyung Ho Lim
2015 International Journal of Multimedia and Ubiquitous Engineering  
, virtual world, and design.  ...  Therefore, this paper has analyzed and investigated methods used to measure presence in the digital art.  ...  He defined the environment as real environment and virtual world and also the presence as 'the sense of being in an environment. Figure 2.  ... 
doi:10.14257/ijmue.2015.10.3.38 fatcat:ztr7zecfvjfvln4h4ti5db3e44

How to Promote User Purchase in Metaverse? A Systematic Literature Review on Consumer Behavior Research and Virtual Commerce Application Design

Bingqing Shen, Weiming Tan, Jingzhi Guo, Linshuang Zhao, Peng Qin
2021 Applied Sciences  
Virtual commerce applies immersive technology such as augmented reality and virtual reality into e-commerce to shift consumer perception from 2D product catalogs to 3D immersive virtual spaces.  ...  In virtual commerce, the alignment of application design paradigms and the factors influencing consumer behavior is paramount to promote purchase of products and services.  ...  Mixed reality (MR) The dynamic coexistence of virtual and real content in the same space [27] . Extended reality (XR) An umbrella term for AR, VR, and MR [33] .  ... 
doi:10.3390/app112311087 fatcat:rfs44pahynfg5baf2b4enzrw44

Virtual Reality as Pedagogical Tool to Enhance Experiential Learning: A Systematic Literature Review

Muhammad Mujtaba Asad, Aisha Naz, Prathamesh Churi, Mohammad Mehdi Tahanzadeh, Kittisak Jermsittiparsert
2021 Education Research International  
Also, it helps learners to engage in a presented virtual environment and experience the sense of presence in it and enhances students' experiential learning.  ...  learning, and (i) virtual reality for experiential learning.  ...  , and diversified exposure to practical knowledge to cope with real-world demands are only a few of the significant advantages for student learning in the virtual reality landscape.  ... 
doi:10.1155/2021/7061623 fatcat:3jkc7kx2q5gc5nnwrcw5djzc5u

Possibility of Virtual Reality in Actuality Formation in Customer Experience: Case Study on the Invisible World Heritage the Mietsu Navy Remnant Site

Hiroshi Koga, Kansai University, Faculty of Informatics, 2-1-1 Ryozenji-cho, Takatsuki, Osaka 569-1095, Japan, Sachiko Yanagihara
2019 Journal of Economics Business and Management  
For that purpose, I will introduce the case of Japanese world heritage: VR utilization in Mietsu Naval remnant site/三重津海 軍所跡, UNESCO World Heritage Site as "the Industrial Revolution Heritage of Meiji  ...  Rather, we would like to insist that the important success factor in the realization of smart tourism is the fact that the reality supported by McConnell's "authenticity" is indispensable.  ...  Then, it is said that the problem of smart tourism, especially tourism using tourist spots in virtual reality, cannot build human relationships in the real world, but instead is completely immersed in  ... 
doi:10.18178/joebm.2019.7.4.600 fatcat:mo5aope6wjcrjisgeofaav27le

Strategies and Challenges to Facilitate Situated Learning in Virtual Worlds Post-Second Life

Marc Conrad, Adil Hassan, Lyzgeo Koshy, Aslan Kanamgotov, Athanasios Christopoulos
2017 Computers in Entertainment  
By drawing parallels to social networks, we discuss two aspects: how to link individually hosted virtual worlds together in order to implement context for immersion and how to identify and avoid "fake"  ...  While in previous years Second Life played a major role in providing such a virtual environment, there are now more and more alternative-often OpenSimbased-solutions deployed within the educational community  ...  IMMERSION As seen in the previous section, three-dimensional (3D) virtual realities can greatly enhance the learning experience by bringing new technologies and approaches in onlinebased education, providing  ... 
doi:10.1145/3010078 fatcat:snj6zmy2bnbmlgqsrda3s5hucu

A Survey on Metaverse: Fundamentals, Security, and Privacy [article]

Yuntao Wang, Zhou Su, Ning Zhang, Rui Xing, Dongxiao Liu, Tom H. Luan, Xuemin Shen
2022 arXiv   pre-print
Metaverse, as an evolving paradigm of the next-generation Internet, aims to build a fully immersive, hyper spatiotemporal, and self-sustaining virtual shared space for humans to play, work, and socialize  ...  Specifically, we first investigate a novel distributed metaverse architecture and its key characteristics with ternary-world interactions.  ...  The XR deeply incorporates virtual reality/augmented reality/mixed reality (VR/AR/MR) technologies to offer multi-sensory immersiveness, augmented experience, and real-time user/avatar/environment interaction  ... 
arXiv:2203.02662v3 fatcat:iudwizbvp5cv3fga6lpvydlrna

Application of Virtual Reality Technology in Analysis of the Three-Dimensional Evaluation System of Rural Landscape Planning

Jing Li, Tao Hou, Sang-Bing Tsai
2021 Mathematical Problems in Engineering  
that, with the increase in the degree of realism of the rural landscape virtual-roaming system, it is extremely difficult for people to find whether they are in the virtual or the reality, and their immersion  ...  in virtual reality is getting deeper and deeper.  ...  In the process of VR modeling, authenticity, real time, and interactivity are the basic principles of the distinctive features of virtual reality modeling.  ... 
doi:10.1155/2021/6693143 fatcat:prfjprhklrclfirt34wvchiism

The integration of extended reality for student-developed games to support cross-curricular learning

Kathryn MacCallum
2022 Frontiers in Virtual Reality  
In this article, we identify and explore twelve affordances framed in the notions of engagement, authenticity and contextualisation.  ...  While eXtended Reality (XR) ha s been shown to provide rich promise, its adoption within the educational context for student created games is still limited.  ...  I would like to also acknowledge the Teaching and Learning Research Initiative (TLRI) for funding and supporting this research.  ... 
doi:10.3389/frvir.2022.888689 doaj:720908fc6d124d17a8d97e05872473c1 fatcat:ntferr532ncljl64xkwqqj52xy

Authenticity in Learning Game: How It Is Designed and Perceived [chapter]

Celso Gonçalves, Marie-Caroline Croset, Muriel Ney, Nicolas Balacheff, Jean-Luc Bosson
2010 Lecture Notes in Computer Science  
A key concern in game-based learning is the level of authenticity games require in order to match what learners can expect in the real world, what keeps them engaged in the game, and what they need to  ...  First, we suggest some attributes for learning games expected to favour game authenticity. We present the choices made for LoE as result of the compromise between the three aspects of authenticity.  ...  nothing like this actually exists in reality), and constructedness (this is just a virtual situation and not a real one, it is pre-constructed).  ... 
doi:10.1007/978-3-642-16020-2_8 fatcat:5xlqu6xsszadva5q462uivl4wa

Ethics as a Game? Towards a Framework for Game Design

Yuan Yuan, Kun Fu, Barend Pieter Venter, Thomas Hainey
2019 Sociology Mind  
This paper identifies problems in tertiary ethics education and reviews relevant game design principles before establishing a framework for designing educational games that may assist in ethics education  ...  Citizen morality reflects civilization and is significant to society. Ethics education for improving morality, especially in China, may fail because of its reliance on lecture-based teaching.  ...  Conflicts of Interest The authors declare no conflicts of interest regarding the publication of this paper.  ... 
doi:10.4236/sm.2019.93010 fatcat:nhdjabylrbfaje5hwnrt6flte4
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