immersive environment
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2022 ◽  
Vol 1 (2) ◽  
pp. 148
Author(s):  
Stephanny Lianardo

Omnichannel marketing should focus on creating an immersive environment in order to create a seamless experience for the customers. In this research, we are looking into the omnichannel marketing applied by PT. Erafone DotCom to integrate their fairly new online platform with their existing physical store and the public perspective toward it. We find out that despite the public being familiar with their physical store, the public is still largely unaware and unfamiliar with the existence of eraspace.com as the online platform of Erafone thus rendering the omnichannel marketing to be less effective. We also look into the public perspective of the idea of omnichannel marketing that has been applied by PT. Erafone DotCom and analyze how to improve the public awareness about eraspace.com and what strategy to improve the omnichannel marketing that has been applied in order to create an immersive environment for the customers to have seamless experience in shopping with Erafone and/or eraspace.com.


Author(s):  
Mareen Allgaier ◽  
Amir Amini ◽  
Belal Neyazi ◽  
I. Erol Sandalcioglu ◽  
Bernhard Preim ◽  
...  

Abstract Purpose Intracranial aneurysms can be treated micro-surgically. This procedure involves an appropriate head position of the patient and a proper craniotomy. These steps enable a proper access, facilitating the subsequent steps. To train the access planning process, we propose a VR-based training system. Method We designed and implemented an immersive VR access simulation, where the user is surrounded by a virtual operating room, including medical equipment and virtual staff. The patient’s head can be positioned via hand rotation and an arbitrary craniotomy contour can be drawn. The chosen access can be evaluated by exposing the aneurysm using a microscopic view. Results The evaluation of the simulation took place in three stages: testing the simulation using the think-aloud method, conducting a survey and examining the precision of drawing the contour. Although there are differences between the virtual interactions and their counterparts in reality, the participants liked the immersion and felt present in the operating room. The calculated surface dice similarity coefficient, Hausdorff distance and feedback of the participants show that the difficulty of drawing the craniotomy is appropriate. Conclusion The presented training simulation for head positioning and access planning benefits from the immersive environment. Thus, it is an appropriate training for novice neurosurgeons and medical students with the goal to improve anatomical understanding and to become aware of the importance of the right craniotomy hole.


2021 ◽  
pp. 220-225
Author(s):  
Maryam Sadat Mirzaei ◽  
Kourosh Meshgi ◽  
Toyoaki Nishida

Teaching culture out of context may not be the optimal approach, yet it could be achieved by immersive technologies. This study uses an immersive theme-based environment and focuses on cross-cultural interactions between learners of different cultures in goal-oriented scenarios. We collected interactions among learners with different cultural backgrounds and annotated common ground formation and conversation breakdowns in those interactions. Next, we recreated the scenarios in a 3D immersive environment using an in-house situation creation toolkit to enable experiencing the situation by using choices to navigate the conversation and observing the consequences. In case the conversation derails, we provide timely scaffolding by offering appropriate communication strategies to rebuild common ground. Learners can be the actors of the scenarios but can also be the observers by switching between roles and points of view. Preliminary experiments with 20 L2 learners of English from different cultures showed that practicing with immersive conversational game-play is effective for raising cultural awareness and learning to choose appropriate strategies for smooth interactions.


Author(s):  
Yanan Hao ◽  
Jiangyong Zhao ◽  
Kun Liang

Immersive teaching has achieved remarkable results in bilingual learning. This teaching method creates an immersive environment for learners to understand and use languages. This paper explores the influence of immersive teaching on the learning performance, interest, and satisfaction of Chinese English learners, and provides several suggestions on how to apply immersive teaching. The results show that immersive teaching improves the listening, speaking, reading, and writing abilities of students. One semester of immersive teaching improved the scores of listening, reading, speaking, and writing by 6.53%, 6.85%, 5%, and 4.73%, respectively; while two semesters of immersive teaching improved them by 12.46%, 16.03%, 13.55%, and 9.92%, respectively. Thanks to immersive teaching, the students’ interest in English learning soared, and their satisfaction with English learning surpassed 50%. This research lays a theoretical basis for promoting immersive teaching, and improving students’ English learning effect.


2021 ◽  
Vol 5 (Supplement_1) ◽  
pp. 61-61
Author(s):  
Pamela Saunders

Abstract Georgetown University medical students have the option of selecting a two-week rotation in Geriatrics during their third-year. Since Fall 2019, the curriculum has included three immersive virtual reality (VR) labs: hearing & vision loss, Alzheimer’s disease, and end-of-life conversations created by Embodied Labs. The curricular goals include increasing empathy and sensitivity of learners to the perspective of older adults, decreasing ageism & stereotyping, and increasing clinical knowledge. In each lab, students are immersed in a live film, first-person point of view of an older adult. They interact with the immersive environment via gaze, voice, and natural hand motions. Pre-pandemic, students viewed the labs in-person using a commercial VR headset. Since the pandemic, March 2020, students accessed the VR labs through the virtual modality of Zoom. This abstract summarizes data on knowledge and attitudes examining differences in knowledge and attitudes pre and post-pandemic.


2021 ◽  
pp. 23-40
Author(s):  
Oksana Chepelyk

The article is devoted to the scientific problem of theoretical elaboration and contextualization of immersive environment realized in the physical space of a gallery or museum, in VR and on the new virtual platforms on the Internet, as well as in hybrid space, in the augmented and mixed reality of the 21st century. The aim of the research is to identify the peculiarities of the formation of the immersive environment and of the practices of VR and AR projects creation in Ukrainian contemporary art in recent years. The task is to elaborate the theoretical bases of the development of immersive environments and VR, review and analysis of projects that use the digital technologies in order to create an immersion and AR. The methodology of the study consists in theoretical and field research of immersivity and in the author’s experiments development. The main method is a comprehensive and systematic approach to the development of the theory of virtuality, visual and photometric methods, analysis of concepts, spatial structure and technological features of online VR platforms and artistic realizations. The concept of sensorium is involved, which describes the feeling, perception and interpretation of information about the world around. The peculiarities of creating immersive environments in physical space in the projects «MetaPhysical Time-Space», «Refraction of Reality», «Living Energy» were explored (to be included into the national art discourse), as well as in VR in the frame of VR-festivals, such, as Carbon Media Art Festival, «Frontier» and «Virtuality» that serve as a testing ground for the development of new technological art. The possibilities of new online VR platforms, such as Mozilla Hubs, WebXR, AltspaceVR, artspaces.kunstmatrix, Cryptovoxels, Transmadatac Virtual Museum, are analyzed. The practice of creating VR projects on platforms on the Internet: Artefact Chornobyl 33 and Artefact Chornobyl + MADATAC, «VR Collider» and «Genesis» are considered as case study. Drift from immersive environments in physical space to virtual reality has been detected. The multi-vector nature of AR projects and different types of connection with book publishing, public art objects, contemporary sculpture and urban practice have been revealed.


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