Intelligent power grid research, i.e. smart grid, involves many simultaneous users spread over a relatively large geographical area. A tool for advancing research and community education is presented utilizing large-scale visualization centers, e.g. planetariums, in simulating smart grid interactions. This approach immerses the user in virtual smart grid visualization and allows the user, with several other users, to interact in real time. This facilitates community education by demonstrating how the power grid functions with smart technologies. The simulation is sophisticated enough to also be used as a research tool for industry and higher education to test software algorithms, deployment strategies, communications protocols, and even new hardware.
In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich set of novel interaction techniques like immersive presentation, role-play, and lecturing behind the scene that is potentially valuable for lecturing in class. We conducted a controlled experimental study to compare a HoloBoard class with a normal class by measuring students' learning outcomes and three dimensions of engagement (i.e., behavioral, emotional, …
Our goal is to transform traditional paper-based instruction into an immersive lesson. This paper presents the conception, workflow and deployment of two MR applications for verification of typical yet geometrically complex structural members: a reinforced concrete corbel and a steel frame. The aim of this research is threefold: (i) to develop and implement the technological feasibility of such applications, (ii) to demonstrate possible use cases in the context of structural engineering lectures and (iii) to evaluate the presented MR examples and the future potential of such MR applications in…
This work proposes, implements and tests an immersive framework upon Virtual Reality (VR) for comprehension, knowledge development and learning process assisting an improved perception of complex spatial arrangements in AEC in comparison to the traditional 2D projection drawing-based method. The research focuses on the prototypical example of construction details as a traditionally difficult teaching task for conveying geometric and semantic information to students. Our mixed-methods study analyses test results of two test panel groups upon different questions about geometric and functional as…
A fundamental challenge in teaching robots is to provide an effective interface for human teachers to demonstrate useful skills to a robot. This challenge is exacerbated in dexterous manipulation, where teaching high-dimensional, contact-rich behaviors often require esoteric teleoperation tools. In this work, we present Holo-Dex, a framework for dexterous manipulation that places a teacher in an immersive mixed reality through commodity VR headsets. The high-fidelity hand pose estimator onboard the headset is used to teleoperate the robot and collect demonstrations for a variety of general-pur…
Learning functional neuroanatomy requires forming mental representations of 3D structure, but forming such representations from 2D textbook diagrams can be challenging. We address this challenge in the UW Virtual Brain Project by developing 3D narrated diagrams, which are interactive, guided tours through 3D models of perceptual systems. Lessons can be experienced in virtual realty (VR) or on a personal computer monitor (PC). We predicted participants would learn from lessons presented on both VR and PC devices (comparing pre-test/post-test scores), but that VR would be more effective for achi…
With the worldwide ravaging of the covid-19 epidemic, the traditional face-to-face education systems have been interrupted frequently. It is demanded to develop high-quality online education modalities. The webcasting based online classroom is one of the popular education modalities but suffers from poor teacher-student interactions and and low immersive learning experiences. This thesis aims to improve the online education quality by using the virtual reality (VR) technology. For the purpose of automobile engine education, we develop a VR based engine maintenance learning system. The system i…
'Being there together for health': A Systematic Review on the Feasibility, Effectiveness and Design Considerations of Immersive Collaborative Virtual Environments in Health Applications
The Internet of Things (IoT) has many applications in our daily lives. One aspect in particular is how the IoT is making a substantial impact on education and learning; as we move into the 'Smart Educational' era. This article explores how the IoT continues to transform the education landscape, from classrooms and assessments to culture and attitudes. Smart Education is a pivotal tool in the fight to meet the educational challenges of tomorrow. The IoT tools are getting used more and more often in the area of education, aiming to increase student engagement, satisfaction and quality of learnin…
Online shopping gives customers boundless options to choose from, backed by extensive product details and customer reviews, all from the comfort of home; yet, no amount of detailed, online information can outweigh the instant gratification and hands-on understanding of a product that is provided by physical stores. However, making purchasing decisions in physical stores can be challenging due to a large number of similar alternatives and limited accessibility of the relevant product information (e.g., features, ratings, and reviews). In this work, we present ARShopping: a web-based prototype t…
The MolecularWeb Universe: Web-Based, Immersive, Multiuser Molecular Graphics And Modeling, for Education and Work in Chemistry, Structural Biology, and Materials Sciences
Proceedings of the 8th Workshop on Semantic Ambient Media Experiences (SAME 2016): Smart Cities for Better Living with HCI and UX (SEACHI), International Series on Information Systems and Management in Creative eMedia (CreMedia)
数字和互动技术正日益融入世界各地人们的日常生活。实时、情境感知和交互式技术、增强和沉浸式现实、社交媒体和基于位置的服务等技术的应用在城市环境中尤为明显,与非城市地区相比,城市环境中的技术和社会文化基础设施更容易部署和采用。消费者对通过这些新兴技术实现的新形式的体验和服务的需求不断增长。我们称之为环境媒体,因为媒体嵌入在自然的人类生活环境中。第八届Semantic Ambient Media Workshop Experience(CHI)会议记录基于SEACHI Workshop Smart Cities for Better Living with HCI and UX之间的合作,该会议由UX Indonesia组织,并与2016年在美国加利福尼亚州圣何塞举行的计算机和人机交互(CHI)一起举办。研讨会论文的扩展版本可通过国际环境媒体协会(iAMEA)的开放获取下的www.ambientmediaassociation.org/Journal免费获得。iAMEA主办题为“创意电子媒体信息系统和管理国际期刊”的国际开放获取期刊,以及国际开放获取系列“创意电子媒体信息系统和管理国际系列”(见http://www.ambientmediaassociation.org)。