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Juan Fernando Flórez Marulanda, Cesar A. Collazos and Julio Ariel Hurtado
Previous research has explored different models of synchronous remote learning environments supported by videoconferencing and virtual reality platforms. However, few studies have evaluated the preference and acceptance of synchronous remote learning in ...
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Fares Abu-Abed and Sergey Zhironkin
Currently, the gamification of virtual reality for training miners, especially for emergencies, and designing the extraction of minerals in difficult technological conditions has been embodied in the Virtual Mine software and hardware. From a software de...
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Sarah Parkinson, Sophie Schumann, Amelia Taylor, Clare Fenton, Gavin Kearney, Megan Garside and Daniel Johnston
Previous studies have shown that autistic people often display atypical responses when processing sensory information, with particular prevalence within the auditory domain. Often provoked by common everyday sounds, auditory hypersensitivity can result i...
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Gavin Kearney, Helena Daffern, Patrick Cairns, Anthony Hunt, Ben Lee, Jacob Cooper, Panos Tsagkarakis, Tomasz Rudzki and Daniel Johnston
In this paper we present a complete acoustic survey of the British Broadcasting Corporation Maida Vale recording studios. The paper outlines a fast room acoustic measurement framework for capture of spatial impulse response measurements for use in three ...
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Shufeng Zhang, Xuelei Feng and Yong Shen
Presence is the sense of being in a virtual environment when physically situated in another place. It is one of the key components of the overall virtual reality (VR) experience, as well as other immersive audio applications. However, there is no standar...
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Constantin Popp and Damian T. Murphy
Room-scale virtual reality (VR) affordance in movement and interactivity causes new challenges in creating virtual acoustic environments for VR experiences. Such environments are typically constructed from virtual interactive objects that are accompanied...
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Radha Nila Meghanathan, Patrick Ruediger-Flore, Felix Hekele, Jan Spilski, Achim Ebert and Thomas Lachmann
Although the focus of Virtual Reality (VR) lies predominantly on the visual world, acoustic components enhance the functionality of a 3D environment. To study the interaction between visual and auditory modalities in a 3D environment, we investigated the...
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Chunyang Xu, Tin Oberman, Francesco Aletta, Huan Tong and Jian Kang
Immersive Virtual Reality (IVR) is a simulated technology used to deliver multisensory information to people under different environmental conditions. When IVR is generally applied in urban planning and soundscape research, it reveals attractive possibil...
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Arzu Çöltekin, Ian Lochhead, Marguerite Madden, Sidonie Christophe, Alexandre Devaux, Christopher Pettit, Oliver Lock, Shashwat Shukla, Luká? Herman, Zdenek Stachon, Petr Kubícek, Dajana Snopková, Sergio Bernardes and Nicholas Hedley
This manuscript identifies and documents unsolved problems and research challenges in the extended reality (XR) domain (i.e., virtual (VR), augmented (AR), and mixed reality (MR)). The manuscript is structured to include technology, design, and human fac...
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Daniel Johnston, Hauke Egermann and Gavin Kearney
Virtual Reality (VR) has been an active area of research in the development of interactive interventions for individuals with autism spectrum disorder (ASD) for over two decades. These immersive environments create a safe platform in which therapy can ad...
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