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Search Results (4,336)

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17 pages, 5987 KiB  
Article
Towards Mineralogy 4.0? Atlas of 3D Rocks and Minerals: Digitally Archiving Interactive and Immersive 3D Data for Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2024, 14(12), 1196; https://doi.org/10.3390/min14121196 (registering DOI) - 24 Nov 2024
Abstract
Mineralogy 4.0 can play a significant role in the future of geological research, education, and exploration by providing a more comprehensive and interactive understanding of rocks and minerals. This paper explores the application of digital photogrammetry and augmented reality (AR) technologies as part [...] Read more.
Mineralogy 4.0 can play a significant role in the future of geological research, education, and exploration by providing a more comprehensive and interactive understanding of rocks and minerals. This paper explores the application of digital photogrammetry and augmented reality (AR) technologies as part of Mineralogy 4.0. An atlas of 3D rocks and minerals with 915 high-quality models was created to showcase the potential of photogrammetry in the mineral sciences. The repository contains a wide range of sample types, featuring transparency, metallic luster, fluorescence, or millimetric-scale crystals. The three-dimensional rocks and minerals can also be accessed on-the-go through a mobile application that was developed for Android devices. Additionally, web applications have been developed with specific three-dimensional collections as well as three-dimensional storytelling. AR technology was also integrated into the 3D repository, allowing users to superimpose virtual 3D models of rocks and minerals onto real-world surfaces through their device’s camera. Also, a digital solution with 3D holograms of rocks and minerals was effectively implemented to provide an interactive and immersive experience. The 3D datasets of rocks and minerals can play a significant role in the geoscience community’s research, developing not only in-depth knowledge of specimens but also opening new frontiers in mineral sciences, leading towards a more advanced era of mineralogy. Full article
(This article belongs to the Special Issue Geomaterials and Cultural Heritage)
11 pages, 1128 KiB  
Article
Evaluating the Effectiveness and Efficiency of a Training Program for Tunnel Construction Workers
by Zongyong Guo, Huadi Tao, Yanqun Yang and Wei Lin
Buildings 2024, 14(12), 3733; https://doi.org/10.3390/buildings14123733 (registering DOI) - 23 Nov 2024
Viewed by 354
Abstract
With the benefits of reduced travel time and alleviated traffic congestion, tunnel construction significantly enhances urban mobility. Meanwhile, tunnel construction accidents result in many casualties and property losses. To minimize accidents associated with tunnel construction while keeping its benefits, it is important to [...] Read more.
With the benefits of reduced travel time and alleviated traffic congestion, tunnel construction significantly enhances urban mobility. Meanwhile, tunnel construction accidents result in many casualties and property losses. To minimize accidents associated with tunnel construction while keeping its benefits, it is important to enhance the effectiveness and efficiency of training programs for construction workers. However, there is a lack of training evaluation systems specifically designed for tunnel construction workers, along with limited research on the effectiveness and efficiency of training programs for this group. This paper targets personnel from the China Railway 14th Bureau Group Company, aiming to evaluate a training program designed for tunnel construction workers. Three popular training approaches are proposed to evaluate the effectiveness and efficiency of training outcomes, including WeChat push safety construction knowledge (WP), the emergency drill (ED), and the unitive lecture (UL). Additionally, a concept of study is conducted to examine the performance of the proposed approaches in eighteen schemes that vary at different levels of training intensity by using VR (virtual reality), an electroencephalogram (EEG) system, and data enveloping analysis (DEA). The results show that the ED is the most effective training method, enabling industry professionals to respond effectively to unsafe situations by equipping them with critical skills through comprehensive training. Additionally, the ED has great potential for training tunnel construction workers via the provision of simulated experiences to enhance their safety preparedness. Full article
12 pages, 631 KiB  
Article
Evaluating Psychological Effects of Amputation Through Virtual Reality Embodiment: A Study on Anxiety and Body Appreciation
by Aina Manzano-Torra, Bruno Porras-Garcia and José Gutiérrez-Maldonado
J. Clin. Med. 2024, 13(23), 7079; https://doi.org/10.3390/jcm13237079 (registering DOI) - 23 Nov 2024
Viewed by 299
Abstract
Background/Objectives: A high number of patients who suffer the amputation of a lower limb will present psychological problems such as anxiety, depression, and post-traumatic stress disorder after surgery. This study embodies participants in a self-avatar with a right lower-limb amputation in a [...] Read more.
Background/Objectives: A high number of patients who suffer the amputation of a lower limb will present psychological problems such as anxiety, depression, and post-traumatic stress disorder after surgery. This study embodies participants in a self-avatar with a right lower-limb amputation in a virtual reality environment. The aim was to determine if this experience increases anxiety levels compared to embodiment in a normal avatar. The study also examines whether body appreciation is related to anxiety levels. Methods: Subjects completed the Body Appreciation Scale (BAS) questionnaire before being immersed in the virtual environment, the Visual Analogue Scale for Anxiety (VAS-A) after each condition, and the Embodiment Questionnaire at the end of the experiment. Results: Univariate analysis showed that participants reported significantly higher levels of anxiety when exposed to the virtual avatar with an amputation compared to the full virtual body avatar. These results indicate that lower levels of body appreciation were associated with higher levels of anxiety across conditions, suggesting that participants with lower body appreciation experienced greater psychological maladjustment (measured by anxiety) in response to the virtual scenarios. Conclusions: The results suggest that the virtual avatar with a lower-limb amputation elicited significantly greater anxiety, and that body appreciation plays a key role in moderating this psychological response. Future research could focus on developing virtual exposure-based therapy for amputees using virtual reality to help reduce the anxiety experienced by patients during this process. Full article
(This article belongs to the Special Issue Diagnosis, Treatment, and Prognosis of Neuropsychiatric Disorders)
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<p>Avatars’ appearance: (<b>a</b>) real-body standard avatar; (<b>b</b>) lower-limb amputation standard avatar.</p>
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<p>Bar chart comparing mean anxiety levels in the complete and amputated avatar conditions.</p>
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28 pages, 1499 KiB  
Review
A Scoping Review on Hazard Recognition and Prevention Using Augmented and Virtual Reality
by Tauqeer Faiz, Mark Tee Kit Tsun, Abdullah Al Mahmud and Kwan Yong Sim
Computers 2024, 13(12), 307; https://doi.org/10.3390/computers13120307 (registering DOI) - 23 Nov 2024
Viewed by 424
Abstract
Hazard recognition and prevention techniques utilize augmented reality (AR) and virtual reality (VR) technology for immersive training and identification of potential hazards. Currently, no scoping reviews exist specifically on hazard recognition and prevention using AR and VR, which is crucial for forming evidence-based [...] Read more.
Hazard recognition and prevention techniques utilize augmented reality (AR) and virtual reality (VR) technology for immersive training and identification of potential hazards. Currently, no scoping reviews exist specifically on hazard recognition and prevention using AR and VR, which is crucial for forming evidence-based guidelines. This scoping review aimed to identify the use of AR and VR in hazard recognition and prevention, identify research gaps, and provide future recommendations. This Joanna Brings Institute (JBI) approach was used to investigate hazard recognition and prevention with AR and VR interventions. A total of six reliable databases were included: Google Scholar, IEEE Xplore, ACM Digital Library, PubMed, Scopus, and APA PsycNet, focusing on records and publications from the last five years. The review identified 5438 publications, with 22 meeting final inclusion criteria. The major findings include the use of AR and VR for teaching new skills, ensuring health and safety, enhancing realism, developing cognitive skills, improving performance, increasing engagement, and stimulating a sense of presence. Limitations identified include limited or non-diverse sample size, absence of real-world scenarios or contextual learning, inadequate game mechanics, insufficient validation of test results, lack of dynamic game behaviour, insufficient expert inclusion, technology issues, long-term impact assessment, and cost comparisons with traditional approaches. Technological issues have emerged as an additional impediment, limiting the efficacy of AR/VR applications in hazard recognition and prevention. In light of these findings, future research should focus on integrating contextual learning, expert inclusion, sample recruitment, expert validation, long-term impact assessment, and resolving technological challenges to enhance AR/VR applications’ efficacy and real-world viability. Full article
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<p>PRISMA flow diagram for scoping review.</p>
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<p>Yearly Geographical Research Contribution.</p>
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<p>Applications of AR/VR.</p>
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<p>Research Questions or hypothesis.</p>
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<p>HMD or Equipment Used.</p>
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27 pages, 621 KiB  
Article
Harnessing Virtual Reality to Influence Attitudes Toward Beef Consumption: The Role of Empathy in Dietary Interventions
by Chia-I Hou, Jiun-Hao Wang, Kun-Sun Shiao and Che Cheng
Foods 2024, 13(23), 3750; https://doi.org/10.3390/foods13233750 - 22 Nov 2024
Viewed by 374
Abstract
The excessive consumption of red meat, such as beef, is a growing global health concern linked to increased risks of cancer and cardiovascular diseases. The health consequences associated with red meat consumption were estimated to cost USD 285 billion globally in 2020, accounting [...] Read more.
The excessive consumption of red meat, such as beef, is a growing global health concern linked to increased risks of cancer and cardiovascular diseases. The health consequences associated with red meat consumption were estimated to cost USD 285 billion globally in 2020, accounting for approximately 0.3% of total health expenditures that year. Understanding the psychological mechanisms behind food choices is crucial for changing consumption habits, fostering healthy behaviors, and achieving sustainable dietary patterns. To address these challenges, this study utilizes virtual reality (VR) as a persuasive tool to examine how empathy, as a psychological mechanism, influences the intention to reduce beef consumption and its impact on dietary attitudes. Using an experimental design with 142 participants, the study found that in the VR context, individuals with higher empathy scores experienced a stronger sense of presence, significantly influencing their attitudes toward beef consumption, mediated by the change in anti-beef-eating attitude (p = 0.029). This suggests that VR can serve as an effective medium to reduce individuals’ willingness to consume beef and consequently prevent health risks associated with excessive meat intake. This study also highlights the importance of considering individual empathy levels when designing VR interventions to maximize their effectiveness and promote healthier dietary habits, ultimately improving public health. However, one limitation of this study is that it only assessed short-term changes in attitudes following the VR intervention, without incorporating long-term follow-ups to determine if these changes are sustained over time. Full article
(This article belongs to the Special Issue Food Choice, Nutrition, and Public Health)
13 pages, 9768 KiB  
Communication
Reduced Gaussian Kernel Filtered-x LMS Algorithm with Historical Error Correction for Nonlinear Active Noise Control
by Jinhua Ku, Hongyu Han, Weixi Zhou, Hong Wang and Sheng Zhang
Entropy 2024, 26(12), 1010; https://doi.org/10.3390/e26121010 - 22 Nov 2024
Viewed by 224
Abstract
This paper introduces a reduced Gaussian kernel filtered-x least mean square (RGKxLMS) algorithm for a nonlinear active noise control (NANC) system. This algorithm addresses the computational and storage challenges posed by the traditional kernel (i.e., KFxLMS) algorithm. Then, we analyze the mean weight [...] Read more.
This paper introduces a reduced Gaussian kernel filtered-x least mean square (RGKxLMS) algorithm for a nonlinear active noise control (NANC) system. This algorithm addresses the computational and storage challenges posed by the traditional kernel (i.e., KFxLMS) algorithm. Then, we analyze the mean weight behavior and computational complexity of the RGKxLMS, demonstrating its reduced complexity compared to existing kernel filtering methods and its mean stable performance. To further enhance noise reduction, we also develop the historical error correction RGKxLMS (HECRGKxLMS) algorithm, incorporating historical error information. Finally, the effectiveness of the proposed algorithms is validated, using Lorenz chaotic noise, non-stationary noise environments, and factory noise. Full article
(This article belongs to the Section Multidisciplinary Applications)
23 pages, 541 KiB  
Systematic Review
The Potential of Automated Assessment of Cognitive Function Using Non-Neuroimaging Data: A Systematic Review
by Eyitomilayo Yemisi Babatope, Alejandro Álvaro Ramírez-Acosta, José Alberto Avila-Funes and Mireya García-Vázquez
J. Clin. Med. 2024, 13(23), 7068; https://doi.org/10.3390/jcm13237068 - 22 Nov 2024
Viewed by 329
Abstract
Background/Objectives: The growing incidence of cognitive impairment among older adults has a significant impact on individuals, family members, caregivers, and society. Current conventional cognitive assessment tools are faced with some limitations. Recent evidence suggests that automating cognitive assessment holds promise, potentially resulting in [...] Read more.
Background/Objectives: The growing incidence of cognitive impairment among older adults has a significant impact on individuals, family members, caregivers, and society. Current conventional cognitive assessment tools are faced with some limitations. Recent evidence suggests that automating cognitive assessment holds promise, potentially resulting in earlier diagnosis, timely intervention, improved patient outcomes, and higher chances of response to treatment. Despite the advantages of automated assessment and technological advancements, automated cognitive assessment has yet to gain widespread use, especially in low and lower middle-income countries. This review highlights the potential of automated cognitive assessment tools and presents an overview of existing tools. Methods: This review includes 87 studies carried out with non-neuroimaging data alongside their performance metrics. Results: The identified articles automated the cognitive assessment process and were grouped into five categories either based on the tools’ design or the data analysis approach. These categories include game-based, digital versions of conventional tools, original computerized tests and batteries, virtual reality/wearable sensors/smart home technologies, and artificial intelligence-based (AI-based) tools. These categories are further explained, and evaluation of their strengths and limitations is discussed to strengthen their adoption in clinical practice. Conclusions: The comparative metrics of both conventional and automated approaches of assessment suggest that the automated approach is a strong alternative to the conventional approach. Additionally, the results of the review show that the use of automated assessment tools is more prominent in countries ranked as high-income and upper middle-income countries. This trend merits further social and economic studies to understand the impact of this global reality. Full article
(This article belongs to the Section Clinical Neurology)
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<p>PRISMA flow chart adapted for this study.</p>
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16 pages, 3606 KiB  
Article
Impact of Virtual Reality on Decision-Making and Risk Assessment During Simulated Residential Fire Scenarios
by Micah D. Russell, Justin W. Bonny and Randal Reed
Fire 2024, 7(12), 427; https://doi.org/10.3390/fire7120427 - 22 Nov 2024
Viewed by 280
Abstract
Recent research has used virtual environments (VEs), as presented via virtual reality (VR) headsets, to study human behavior in hypothetical fire scenarios. One goal of using VEs in fire scenarios is to elicit patterns of behavior which more closely align to how individuals [...] Read more.
Recent research has used virtual environments (VEs), as presented via virtual reality (VR) headsets, to study human behavior in hypothetical fire scenarios. One goal of using VEs in fire scenarios is to elicit patterns of behavior which more closely align to how individuals would react to real fire emergency situations. The present study investigated whether elicited behaviors and perceived risk varied during fire scenarios presented as VEs via two viewing conditions. These included a VR condition, where the VE was rendered as 360-degree videos presented in a VR headset, and a screen condition, where VEs were rendered as fixed-view videos via a computer monitor screen. We predicted that the selection of actions during the scenario would vary between conditions, that participants would rate fires as more dangerous if they developed more quickly and when smoke was rendered as thicker, and that participants would report greater levels of immersion in the VR condition. A total of 159 participants completed a decision-making task where they viewed videos of an incipient fire in a residential building and judged what action to take. Initial action responses to the fire scenarios varied between both viewing and smoke conditions, with those assigned to the thicker smoke and screen conditions being more likely to take protective action. Risk ratings also varied by smoke condition, with evidence of higher perceived risk for thicker smoke. Several factors of self-reported immersion (namely ‘interest’, ‘emotional attachment’, ‘focus of attention’, and ‘flow’) were associated with risk ratings, with perceived presence associated with initial actions. The present study provides evidence that enhancing immersion and perceived risk in a VE contributes to a different pattern of behaviors during simulated fire decision-making tasks. While our investigation only addressed the ideas of presence in an environment, future research should investigate the relative contribution of interactivity and consequences within the environment to further identify how behaviors during simulated fire scenarios are affected by each of these factors. Full article
(This article belongs to the Special Issue Fire Safety and Emergency Evacuation)
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<p>Top view of the virtual environment presented during the experiments (red square indicates the location of the fire).</p>
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<p>Video frames from each viewpoint location and smoke thickness condition (same growth rate and timestamped at 67 s from the start of the simulation).</p>
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<p>Participant workflow of events undertaken over the course of the study.</p>
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<p>Proportion of first action responses by smoke condition (<b>left</b>) and view condition (<b>right</b>).</p>
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<p>Histograms of risk ratings by smoke (thick, thin), growth (faster, slower), and view conditions. The percent of responses were tallied based on ratings for each risk scale item for each participant.</p>
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<p>Histograms of immersion ratings by scale and view conditions. The percents of responses were tallied based on ratings for each scale item for each participant.</p>
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<p>Proportion of first action responses grouped by median split of participant scores (‘hi’ = greater than median rating) based on risk ratings (left; Med. = 7) and presence ratings (right; Med. = 4).</p>
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31 pages, 17989 KiB  
Article
IoT-Cloud, VPN, and Digital Twin-Based Remote Monitoring and Control of a Multifunctional Robotic Cell in the Context of AI, Industry, and Education 4.0 and 5.0
by Adrian Filipescu, Georgian Simion, Dan Ionescu and Adriana Filipescu
Sensors 2024, 24(23), 7451; https://doi.org/10.3390/s24237451 - 22 Nov 2024
Viewed by 309
Abstract
The monitoring and control of an assembly/disassembly/replacement (A/D/R) multifunctional robotic cell (MRC) with the ABB 120 Industrial Robotic Manipulator (IRM), based on IoT (Internet of Things)-cloud, VPN (Virtual Private Network), and digital twin (DT) technology, are presented in this paper. The approach integrates [...] Read more.
The monitoring and control of an assembly/disassembly/replacement (A/D/R) multifunctional robotic cell (MRC) with the ABB 120 Industrial Robotic Manipulator (IRM), based on IoT (Internet of Things)-cloud, VPN (Virtual Private Network), and digital twin (DT) technology, are presented in this paper. The approach integrates modern principles of smart manufacturing as outlined in Industry/Education 4.0 (automation, data exchange, smart systems, machine learning, and predictive maintenance) and Industry/Education 5.0 (human–robot collaboration, customization, robustness, and sustainability). Artificial intelligence (AI), based on machine learning (ML), enhances system flexibility, productivity, and user-centered collaboration. Several IoT edge devices are engaged, connected to local networks, LAN-Profinet, and LAN-Ethernet and to the Internet via WAN-Ethernet and OPC-UA, for remote and local processing and data acquisition. The system is connected to the Internet via Wireless Area Network (WAN) and allows remote control via the cloud and VPN. IoT dashboards, as human–machine interfaces (HMIs), SCADA (Supervisory Control and Data Acquisition), and OPC-UA (Open Platform Communication-Unified Architecture), facilitate remote monitoring and control of the MRC, as well as the planning and management of A/D/R tasks. The assignment, planning, and execution of A/D/R tasks were carried out using an augmented reality (AR) tool. Synchronized timed Petri nets (STPN) were used as a digital twin akin to a virtual reality (VR) representation of A/D/R MRC operations. This integration of advanced technology into a laboratory mechatronic system, where the devices are organized in a decentralized, multilevel architecture, creates a smart, flexible, and scalable environment that caters to both industrial applications and educational frameworks. Full article
(This article belongs to the Special Issue Intelligent Robotics Sensing Control System)
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<p>IoT edge devices and LAN/WAN networking.</p>
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<p>Cloud- and VPN-based remote monitoring and control multilevel architecture.</p>
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<p>(<b>a</b>,<b>b</b>) The parts of the workpieces, WP1 and WP2. (<b>a</b>) WP1 with Top_Sq; (<b>b</b>) WP2 with Top_Rd.</p>
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<p>Node-RED assembly task planning as augmented reality.</p>
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<p>Node-RED disassembly task planning as augmented reality.</p>
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<p>Node-RED cylinder replacement task planning as augmented reality.</p>
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<p>The STPN model as VR for assembly.</p>
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<p>Sirphyco simulation of the STPN model for the assembly.</p>
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<p>STPN model as VR for disassembly.</p>
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<p>Sirphyco simulation of STPN model for the disassembly.</p>
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<p>STPN model as VR for replacing cylinders.</p>
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<p>Sirphyco simulation of the STPN model for replacing one cylinder.</p>
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<p>Sirphyco simulation of the STPN model for replacing both cylinders.</p>
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<p>Monitoring signals (flanking transitions) from the PLC for assembly.</p>
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<p>Monitoring signals (flanking transitions) from the PLC for disassembly.</p>
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<p>Monitoring signals (flanking transitions) from the PLC for replacing one cylinder.</p>
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<p>Monitoring signals (flanking transitions) from the PLC for replacing both cylinders.</p>
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<p>The Node-RED flow for the images captured from cameras: warehouses and parts.</p>
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<p>The Node-RED images captured from cameras; (<b>a</b>) warehouse with pallets; (<b>b</b>) the warehouse with metal cylinders and the one with plastic cylinders; (<b>c</b>) warehouses with bodies, with tops with square edges (Top_sq), and with tops with round edges (Top_rd), respectively.</p>
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<p>The Node-RED flow for displaying and storing electrical data of the MRC.</p>
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<p>(<b>a</b>) Representation of gouge (instantaneous) and plot (records) of electrical data from the MRC; (<b>b</b>) The Virtual Network Computing (VNC)-Viewer MRC’s electrical recorded data in the embedded computer (edge device).</p>
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8 pages, 884 KiB  
Proceeding Paper
A Review of Digital Projection and Measurement Technologies for Industrial Fabrication Quality Assurance
by Graeme Drysdale and Graham Corsar
Eng. Proc. 2024, 76(1), 89; https://doi.org/10.3390/engproc2024076089 - 22 Nov 2024
Viewed by 176
Abstract
Industrial fabricators are increasingly digitising the acquisition of measurement data to expedite the quality assurance process and reduce labour costs. The premise of this study is to clarify the fundamentals behind the workflow of projecting images to perform accurate dimensioning during the fabrication [...] Read more.
Industrial fabricators are increasingly digitising the acquisition of measurement data to expedite the quality assurance process and reduce labour costs. The premise of this study is to clarify the fundamentals behind the workflow of projecting images to perform accurate dimensioning during the fabrication process and collection of measurement data during the quality assurance process. This study compares digital devices used to superimpose or measure dimensions during the fabrication and quality assurance steps in the manufacturing process. The physical characteristics of the positioning and measurement technologies are described. Full article
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<p>Simplification of Milgram et al.’s taxonomy for real, mixed, and virtual environments [<a href="#B5-engproc-76-00089" class="html-bibr">5</a>].</p>
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<p>Authors’ interpretation of Benford et al.’s expansion of Milgram et al.’s taxonomy from <a href="#engproc-76-00089-f001" class="html-fig">Figure 1</a> [<a href="#B5-engproc-76-00089" class="html-bibr">5</a>,<a href="#B6-engproc-76-00089" class="html-bibr">6</a>].</p>
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27 pages, 3049 KiB  
Article
A Study on the Factors Influencing Willingness to Use Virtual Reality Systems for External Evaluation of Buildings
by Yuanzhao Liu, Sreenidhi Konduri and Changbae Park
Buildings 2024, 14(12), 3714; https://doi.org/10.3390/buildings14123714 - 21 Nov 2024
Viewed by 344
Abstract
Integrating new visualization methods based on virtual reality (VR) in the design evaluation process remains a challenge despite its expanding use in architectural design in recent years. This article proposes a VR-based evaluation model to improve the efficiency and quality of the overall [...] Read more.
Integrating new visualization methods based on virtual reality (VR) in the design evaluation process remains a challenge despite its expanding use in architectural design in recent years. This article proposes a VR-based evaluation model to improve the efficiency and quality of the overall architectural design process. By adopting a structural equation model in conjunction with the Technology Acceptance Model (TAM), the study examines users’ intention and perceived ease of use of VR in the design evaluation process based on a questionnaire survey using the proposed VR model of architectural and non-architectural professionals and students. The findings of the study show that the output quality plays a significant role in increasing behavioral intention to use the system, and perceived ease of use has a positive effect on perceived immersion and perceived usefulness of VR in the evaluation process. The study illustrates the importance of understanding “user perspective” and “willingness to use” in the development of VR-based systems to increase their practical use in architecture and design fields. Full article
(This article belongs to the Special Issue Advanced Technologies for Urban and Architectural Design)
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<p>TAM variables in this study.</p>
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<p>Research model.</p>
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<p>VR environment scenes from the proposed model.</p>
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<p>Flowchart of the questionnaire design and data analysis.</p>
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<p>Flowchart of the questionnaire survey.</p>
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<p>Respondents using the VR system during the questionnaire survey.</p>
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<p>Model diagram for path analysis results (dotted lines indicate the invalid hypotheses).</p>
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<p>Model pathway diagram (realizations indicate assumptions are valid, dashed lines indicate assumptions are not valid).</p>
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36 pages, 4876 KiB  
Systematic Review
Virtual Versus Reality: A Systematic Review of Real-World Built Environment Tasks Performed in CAVEs and a Framework for Performance and Experience Evaluation
by Alexander C. Pogmore, Richard J. Davies and Neil J. Cooke
Virtual Worlds 2024, 3(4), 536-571; https://doi.org/10.3390/virtualworlds3040028 - 20 Nov 2024
Viewed by 233
Abstract
With operations in the built environment becoming increasingly data-rich (via Building Information Models and Internet of Things devices) and the rapid development of highly immersive environments, there are new opportunities for components of traditional “real-world” tasks to be undertaken in a “virtual” environment. [...] Read more.
With operations in the built environment becoming increasingly data-rich (via Building Information Models and Internet of Things devices) and the rapid development of highly immersive environments, there are new opportunities for components of traditional “real-world” tasks to be undertaken in a “virtual” environment. However, an approach to compare both subjective (psychological) and objective (task-based) performance in real and virtual environments is rarely used in this context. This paper begins by introducing the industrial, technological, and psychological context of real-world and virtual tasks. A systematic review of the application of CAVE Automatic Virtual Environments (CAVEs) for “virtual” built environment tasks is conducted, and research gaps regarding the development of systems and comparison of task environments (CAVE and real-world condition) is identified. A theoretical framework to assess task performance is developed, and a novel practical experiment to compare participant(s) psychological and decision-making performance for an identical task in the real world and in a CAVE is proposed. Full article
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<p>Comparison of a digital model, shadow, and twin. Adapted from Seppälä [<a href="#B27-virtualworlds-03-00028" class="html-bibr">27</a>].</p>
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<p>AECO teams collaborating in (<b>a</b>) The Wild [<a href="#B46-virtualworlds-03-00028" class="html-bibr">46</a>] and (<b>b</b>) the FULmax CAVE [<a href="#B68-virtualworlds-03-00028" class="html-bibr">68</a>].</p>
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<p>Model of Human Information Processing Stages. Adapted from Wickens et al. [<a href="#B73-virtualworlds-03-00028" class="html-bibr">73</a>].</p>
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<p>Endsley’s Three-Level (3L) Model of Situation Awareness. Adapted from Endsley [<a href="#B81-virtualworlds-03-00028" class="html-bibr">81</a>].</p>
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<p>The PRISMA Flow Diagram. Adapted from [<a href="#B162-virtualworlds-03-00028" class="html-bibr">162</a>].</p>
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<p>Publication year and study type of papers included in the systematic review.</p>
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<p>Country of publication of papers included in the systematic review.</p>
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<p>Systematic review co-authorship network—authors with at least one publication, weighted by link strength. Created using VOSviewer version 1.6.20 [<a href="#B279-virtualworlds-03-00028" class="html-bibr">279</a>].</p>
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<p>Theme and study type of papers included in the systematic review.</p>
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<p>Key psychological constructs and the number of review papers in which they co-occur [<a href="#B56-virtualworlds-03-00028" class="html-bibr">56</a>,<a href="#B65-virtualworlds-03-00028" class="html-bibr">65</a>,<a href="#B148-virtualworlds-03-00028" class="html-bibr">148</a>,<a href="#B167-virtualworlds-03-00028" class="html-bibr">167</a>,<a href="#B170-virtualworlds-03-00028" class="html-bibr">170</a>,<a href="#B182-virtualworlds-03-00028" class="html-bibr">182</a>,<a href="#B193-virtualworlds-03-00028" class="html-bibr">193</a>,<a href="#B194-virtualworlds-03-00028" class="html-bibr">194</a>,<a href="#B204-virtualworlds-03-00028" class="html-bibr">204</a>,<a href="#B206-virtualworlds-03-00028" class="html-bibr">206</a>,<a href="#B210-virtualworlds-03-00028" class="html-bibr">210</a>,<a href="#B212-virtualworlds-03-00028" class="html-bibr">212</a>,<a href="#B213-virtualworlds-03-00028" class="html-bibr">213</a>,<a href="#B214-virtualworlds-03-00028" class="html-bibr">214</a>,<a href="#B215-virtualworlds-03-00028" class="html-bibr">215</a>,<a href="#B221-virtualworlds-03-00028" class="html-bibr">221</a>,<a href="#B223-virtualworlds-03-00028" class="html-bibr">223</a>,<a href="#B224-virtualworlds-03-00028" class="html-bibr">224</a>,<a href="#B225-virtualworlds-03-00028" class="html-bibr">225</a>,<a href="#B226-virtualworlds-03-00028" class="html-bibr">226</a>,<a href="#B228-virtualworlds-03-00028" class="html-bibr">228</a>,<a href="#B232-virtualworlds-03-00028" class="html-bibr">232</a>,<a href="#B237-virtualworlds-03-00028" class="html-bibr">237</a>,<a href="#B242-virtualworlds-03-00028" class="html-bibr">242</a>,<a href="#B244-virtualworlds-03-00028" class="html-bibr">244</a>,<a href="#B248-virtualworlds-03-00028" class="html-bibr">248</a>,<a href="#B250-virtualworlds-03-00028" class="html-bibr">250</a>,<a href="#B256-virtualworlds-03-00028" class="html-bibr">256</a>,<a href="#B260-virtualworlds-03-00028" class="html-bibr">260</a>,<a href="#B275-virtualworlds-03-00028" class="html-bibr">275</a>].</p>
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<p>The Psychological and System Factor Interdependencies for Virtual Environments (PSyFIVE) model.</p>
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17 pages, 371 KiB  
Review
Dialogue with Avatars in Simulation-Based Social Work Education: A Scoping Review
by Åsa Vidman and Pia Tham
Soc. Sci. 2024, 13(11), 628; https://doi.org/10.3390/socsci13110628 - 20 Nov 2024
Viewed by 306
Abstract
Virtual reality provides students with the opportunity to have simulated experiences in a safe setting and is mostly used to teach direct practice skills. One of the most advanced ways of using virtual simulation in social work education is to interact with avatars. [...] Read more.
Virtual reality provides students with the opportunity to have simulated experiences in a safe setting and is mostly used to teach direct practice skills. One of the most advanced ways of using virtual simulation in social work education is to interact with avatars. Aim: The overall aim of this scoping review was to find out what is known about the use of dialogue with avatars in virtual reality in simulation-based social work education. Materials: Using Arksey and O’Malley’s scoping review framework, 11 articles were included in this review. Results: The skills taught with the avatars varied, as did the ways of preparing students for the sessions. The training was assessed as meaningful learning in a safe and comfortable environment, offering an opportunity to train in practical skills. According to the pre- and post-tests, in several studies the students’ skills seemed to have improved after the training. The qualitative data also pointed to skill developments. Conclusion: Training with avatars seems to be a useful way of preparing students for their future profession and seems to hold great potential in preparing students for demanding situations that cannot be easily trained for in a classroom. The results also point to technical elements that would benefit from development. Full article
(This article belongs to the Special Issue Digital Intervention for Advancing Social Work and Welfare Education)
48 pages, 7258 KiB  
Review
Integrating Emerging Technologies with Digital Twins for Heritage Building Conservation: An Interdisciplinary Approach with Expert Insights and Bibliometric Analysis
by Silvia Mazzetto
Heritage 2024, 7(11), 6432-6479; https://doi.org/10.3390/heritage7110300 - 20 Nov 2024
Viewed by 502
Abstract
This review paper presents an interdisciplinary exploration of integrating emerging technologies, including digital twins (DTs), building information modeling (BIM), 3D laser scanning, machine learning (ML), and the Internet of Things (IoT), in the conservation of heritage buildings. Through a comprehensive literature review spanning [...] Read more.
This review paper presents an interdisciplinary exploration of integrating emerging technologies, including digital twins (DTs), building information modeling (BIM), 3D laser scanning, machine learning (ML), and the Internet of Things (IoT), in the conservation of heritage buildings. Through a comprehensive literature review spanning from 1996 to 2024, expert interviews, a bibliometric analysis, and content analysis, the study highlights a significant shift toward a preventive approach to conservation, focusing on less invasive methods to ensure long-term preservation. It highlights the revolutionary impact of detailed digital representations and real-time monitoring on enhancing conservation efforts. The findings underscore significant research gaps, such as the need for standardized information protocols and the integration of DTs with BIM, while pointing to the potential of AR and VR in enriching heritage experiences. The paper advocates for a multidisciplinary approach to effectively harness these technologies, offering innovative solutions for the sustainable preservation of cultural heritage. Full article
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<p>A framework of the Heritage Building Digital Twin (HBDT) Model as envisioned in this study, incorporating machine learning, IoT technologies, laser scanning, BIM, and decision-making processes.</p>
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<p>Six-step methodological framework for literature review on DT for heritage buildings.</p>
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<p>Publication trends over years.</p>
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<p>Top 10 journals.</p>
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<p>Publication counts per year for the top 10 journals.</p>
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<p>Top 10 authors based on [<a href="#B12-heritage-07-00300" class="html-bibr">12</a>,<a href="#B14-heritage-07-00300" class="html-bibr">14</a>,<a href="#B18-heritage-07-00300" class="html-bibr">18</a>,<a href="#B19-heritage-07-00300" class="html-bibr">19</a>,<a href="#B25-heritage-07-00300" class="html-bibr">25</a>,<a href="#B26-heritage-07-00300" class="html-bibr">26</a>,<a href="#B27-heritage-07-00300" class="html-bibr">27</a>,<a href="#B28-heritage-07-00300" class="html-bibr">28</a>,<a href="#B29-heritage-07-00300" class="html-bibr">29</a>,<a href="#B30-heritage-07-00300" class="html-bibr">30</a>].</p>
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<p>Percentage of articles per top 5 countries.</p>
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<p>Conceptual map for cultural heritage preservation, outlining the key research gaps based on the review documents.</p>
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<p>Mindmap of “Content Analysis”, showcasing the hierarchical structure of expert insights, emerging technologies, and interdisciplinary bridges within the context of heritage conservation and digital replication technologies.</p>
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<p>The effectiveness of DT through different fields related to heritage buildings.</p>
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<p>The relation between years of experience and DT effectiveness rating.</p>
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<p>The effectiveness ratings given by various participants for three different technologies: laser scanning (blue), machine learning (green), and BIM (red), in the context of heritage conservation.</p>
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<p>Visualization of the frequency of benefits and challenges associated with four key technologies—laser scanning, machine learning, building information modeling (BIM), and digital twins (DTs)—in heritage conservation, based on expert insights.</p>
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<p>Proposed workflow for integrating stakeholder inputs into a unified digital representation for conservation.</p>
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<p>Integrated digital assessment of St. Torcato Church. (<b>a</b>) Presents two-point cloud views of St. Torcato Church, illustrating the detailed digital capture of the architectural features. (<b>b</b>) Displays finite element modeling (FEM) of the church, color-coded to indicate structural analysis outcomes across multiple viewpoints. The figure is reproduced from [<a href="#B25-heritage-07-00300" class="html-bibr">25</a>].</p>
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<p>Advanced imaging equipment for digital heritage conservation. Top row showcases laser scanning systems: (<b>a</b>) a FARO Focus terrestrial laser scanner for high-precision 3D modeling; and (<b>b</b>) an unmanned aerial vehicle (UAV) equipped for aerial scanning, providing expansive site coverage. Top and bottom rows illustrate portable mobile mapping systems: (<b>c</b>) a handheld device for agile and flexible data collection; and (<b>d</b>) a trolley system for steady and systematic scanning in larger areas. The final set (<b>e</b>) presents panoramic photography systems: on the left, a dual fisheye lens sensor device for 360-degree imaging, and on the right, a DSLR camera with a fisheye lens for wide-angle shots. Based on [<a href="#B12-heritage-07-00300" class="html-bibr">12</a>].</p>
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<p>Proposed workflow for integrating AI with HBIM in the context of creating DTs for heritage buildings.</p>
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<p>Digital workflow proposed for heritage buildings based on [<a href="#B27-heritage-07-00300" class="html-bibr">27</a>].</p>
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<p>Assessment values for the specified urban heritage intervention parameters based on [<a href="#B245-heritage-07-00300" class="html-bibr">245</a>].</p>
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<p>Flowchart depicting the integrative framework of digital twin technology for the preservation of heritage buildings in the case study.</p>
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26 pages, 7203 KiB  
Article
The Influence of Realism on the Sense of Presence in Virtual Reality: Neurophysiological Insights Using EEG
by Saeed Safikhani, Vinzenz Gattringer, Michael Schmied, Johanna Pirker and Selina Christin Wriessnegger
Multimodal Technol. Interact. 2024, 8(11), 104; https://doi.org/10.3390/mti8110104 - 19 Nov 2024
Viewed by 295
Abstract
One of the most crucial aspects of the user experience in virtual reality (VR) is the sense of presence. To evaluate this, both subjective and objective methods can be employed. While subjective methods are easy to implement and interpret, they may not fully [...] Read more.
One of the most crucial aspects of the user experience in virtual reality (VR) is the sense of presence. To evaluate this, both subjective and objective methods can be employed. While subjective methods are easy to implement and interpret, they may not fully capture user feedback, and the results can sometimes lack consistency. In contrast, using objective methods, such as electroencephalography (EEG), can provide more reliable insights. To investigate the influence of realism on the sense of presence, we conducted an EEG study with 21 participants who experienced two VR environments—one realistic and one non-realistic. During the study, we continuously measured their brain activity using an EEG device. Our findings showed that alteration in the level of realism in an environment can be detected through changes in brain activity. Notably, we observed that users take longer to adapt to a non-realistic environment when transitioning from a realistic scene, compared to the reverse. Although our study has limitations, such as the total number of participants, we gained valuable initial insights into how realism may influence brain activity. These findings suggest that higher realism may lead to reduced cognitive load, increased attention, improved decision-making, and suppression of irrelevant information. Full article
(This article belongs to the Special Issue 3D User Interfaces and Virtual Reality—2nd Edition)
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<p>Virtual environments: (<b>left</b>) simplified/non-realistic environment/LP, (<b>center</b>) the study setup: a user wearing a 32-channel active electrode EEG device and VR headset, and (<b>right</b>) complex/realistic environment/HP.</p>
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<p>The map (top view) of the virtual scene in the non-realistic (LP)/realistic (HP) setting. The red symbol indicates the player’s starting location, while the green symbols represent the locations of the coins.</p>
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<p>Collectable coin in non-realistic (LP)/realistic (HP) level as a main task in the VR game.</p>
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<p>EEG cap electrode layout with 32 electrodes and brain sectioned into different brain areas with corresponding color coding.</p>
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<p>Normalized absolute bandpower activation over time. At point zero, the environment changes from HP to LP (blue line) or LP to HP (red line). For each frequency band, the frontal, parietal, and occipital activation are displayed.</p>
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<p>Visualization of the <span class="html-italic">p</span>-value of Wilcoxon rank-sum test over time comparing the bandpower activity between HP–LP and LP–HP groups. The red line represents a <span class="html-italic">p</span>-value of 0.05 (moderate evidence), the gray line indicates a <span class="html-italic">p</span>-value of 0.1 (weak evidence or a trend), and the blue line shows a non-statistically significant area.</p>
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<p>Adaptation time for adapting to the (<b>A</b>) HP/(<b>B</b>) LP environment in the same scene conditions. Blue bars indicate the adaptation time before switching the scene and red bars indicate after switching the scene, i.e., (<b>A</b>) blue bars show the results for the HP–LP group and red bars are for the LP–HP group; (<b>B</b>) blue bars show the results for the LP–HP group and red bars are for the HP–LP group. Highlighted region of interest with a star symbol and yellow color indicates the areas with significant differences (single star for alpha = 5% and double star for alpha = 1%).</p>
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<p>The summary of findings based on the changes in brain activity in HP condition compared to LP condition.</p>
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