Lecture notes in networks and systems, Год журнала: 2023, Номер unknown, С. 255 - 267
Опубликована: Янв. 1, 2023
Язык: Английский
Lecture notes in networks and systems, Год журнала: 2023, Номер unknown, С. 255 - 267
Опубликована: Янв. 1, 2023
Язык: Английский
Journal of Management Information Systems, Год журнала: 2025, Номер 42(1), С. 206 - 237
Опубликована: Янв. 2, 2025
Язык: Английский
Процитировано
2Digital Chemical Engineering, Год журнала: 2024, Номер 12, С. 100161 - 100161
Опубликована: Июнь 5, 2024
In this paper, we provide an overview of the technologies that enable digitalization in chemical process industry and describe their applications to solve problems industrial settings. This is done through identification categorization these technologies, thereby providing structure otherwise loosely connected basket casting a spotlight on state-of-the-art offer great potential but are still underutilized applications. Furthermore, identify problem domains characterize connect them development aspects lend themselves digital solutions. For each connections, select most essential bridging gap between solution. allows practitioners better understand relevancy provides starting point for further investigation The connections substantiated by reference successful applications, highlighting previous works have been published field. They verified experts brainstorm sessions, interviews, workshop.
Язык: Английский
Процитировано
5Cureus, Год журнала: 2025, Номер unknown
Опубликована: Янв. 27, 2025
Objective Virtual reality (VR) has emerged as a potential tool for enhancing learning experiences in various fields, including nursing education. However, its feasibility, safety, and impact on online group discussions remain underexplored. This study aimed to assess the feasibility safety of VR conferencing basic education courses students. Methods cross-sectional was conducted with third-year students at Mie University, Tsu, Japan. Participants were assigned non-randomly either discussion using MetaQuest 3 Horizon Workrooms or video Zoom meetings. The groups discussed challenges daily lives patients chronic shoulder pain completed tasks, such listing ranking challenges. After discussions, data drop rates, levels understanding, teamwork, psychological cybersickness, cognitive load, impressions avatar usage collected. All variables are summarized by means standard deviations, medians interquartile ranges, frequencies percentages, appropriate. Results A total 36 participated this (VR group: n=17; n=19). participants without dropping out experiencing cybersickness. average time comparable between (approximately 10 minutes). Both demonstrated an equivalent understanding topic. methods had positive effects teamwork safety. Cognitive load differences mixed, reducing some elements task-related stress (e.g., overall discussion) but showing higher demands others design tasks). reported high intention continue noted that customization clothing hairstyles) influenced discussions. Conclusions engaged similar quality discussion. As none cybersickness dropped it thought feasible. Carefully selecting themes, evaluation items, conditions, well verifying effectiveness methods, necessary.
Язык: Английский
Процитировано
0Technology in Society, Год журнала: 2025, Номер unknown, С. 102852 - 102852
Опубликована: Март 1, 2025
Язык: Английский
Процитировано
0International Journal of Intelligent Systems, Год журнала: 2025, Номер 2025(1)
Опубликована: Янв. 1, 2025
Introduction: The Metaverse, a rapidly growing technology in healthcare, is proving to be game‐changer early disease detection and diagnosis. This study aimed identify the latest scientific achievements such as its effects, associated technologies, obstacles for diagnosing diseases. Methods: In this review study, databases, including PubMed Web of Science, were searched using related keywords. Related studies about Metaverse diagnosis included according inclusion exclusion criteria. Data extraction was done data form. findings summarized reported tables figures objectives. Results: From 1706 retrieved articles, 28 Most conducted 2023 (13 out 28). 13 groups specialists used diagnose diseases; oncologists neurologists it more than others. most important technological aspects six main categories, computer vision, artificial intelligence, virtual reality, blockchain, digital twin, cloud computing. Metaverse’s effects diagnostic interventions 22 subcategories five improving diagnosis, facilitating interactions, education, better future, uncertainty. role particularly significant. challenges seven subcategories: studies, financial limitations, issues, structural legal ethical acceptance, nature Metaverse. Conclusion: Given pivotal accurate patients treatment plans, potential complex challenging diagnoses However, note that can only fully realized through further research on utilizing specifically call additional not just suggestion but necessity future healthcare.
Язык: Английский
Процитировано
0International Journal of Human-Computer Studies, Год журнала: 2024, Номер 190, С. 103312 - 103312
Опубликована: Июнь 5, 2024
Язык: Английский
Процитировано
2Опубликована: Окт. 20, 2024
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind d/Deaf people wish disclose their disabilities in VR, little known about preferences many others with invisible (e.g., ADHD, dyslexia, chronic conditions). We filled this gap by interviewing 15 participants, each one three disabilities, who represented 22 different total. found that invisibly disabled approached avatar-based disclosure through contextualized considerations informed prior experiences. For example, some wished use VR's embodied affordances, such as facial expressions body language, dynamically represent energy level or willingness engage others, while preferred not disability identity any context. define a binary framework for expression (public private) discuss patterns (Activists, Non-Disclosers, Situational Disclosers) inform future VR
Язык: Английский
Процитировано
2Frontiers in Psychology, Год журнала: 2024, Номер 14
Опубликована: Янв. 10, 2024
The metaverse is a new and evolving environment for fluid teams their coordination in organizations. Fluid may have no prior familiarity with each other or working together. Yet are known to benefit from degree of familiarity–knowledge about teams, members, together–in team performance. unfamiliar territory that promises fluidity contexts–seamless traversal between physical virtual worlds. This contexts has implications interaction, identity, potentially time. We explore the opportunities challenges presents terms (un)familiarity. Improved understandings (un)familiarity pave way forms experiences uses.
Язык: Английский
Процитировано
1Frontiers in Virtual Reality, Год журнала: 2024, Номер 5
Опубликована: Сен. 2, 2024
In the aftermath of COVID-19 pandemic, prevalence remote business meetings through videoconferencing platforms such as Zoom and Microsoft Teams has substantially increased. While provide benefits increased efficiency, flexibility, environmental sustainability, they may also reduce meeting engagement, hamper conversational flow, or cause fatigue. This study investigates whether social Extended Reality technology can serve a viable alternative for meetings. Employees from three distinct organizations in Netherlands convened Meta Horizon Workrooms, collaborative virtual platform. Afterwards, participants were inquired about their perspectives on during semi-structured interviews that focused meeting’s flow system’s usability. The study’s findings highlight meetings, reported improved interaction, more togetherness, better flow. Embodied reality was identified useful supporting nonverbal communication by allowing natural interaction turn-taking, similar to face-to-face interactions. Nonetheless, challenges associated with avatar realism developing technological state present barriers, rendering current widespread adoption difficult task.
Язык: Английский
Процитировано
1Technological Sustainability, Год журнала: 2024, Номер unknown
Опубликована: Окт. 23, 2024
Purpose European Union (EU) research projects generally involve international teams based in different countries. This means that researchers need to travel internationally participate for in-person meetings, which are crucial facilitating collaboration among and provide a platform share their progress. Unfortunately, much of the traveling EU is done by air therefore it has significant carbon footprint. One potential solution gained attention recent years virtual reality (VR) metaverse. The aim this work investigate what degree VR meetings viable alternative physical context can thus contribute climate change mitigation. Design/methodology/approach A three-stepped approach was chosen. First, requirements were determined collecting all relevant aspects through questionnaire. Second, set meeting experiments designed executed. Third, footprints both (lifecycle) calculated. Findings We conclude be powerful tool supplement mitigate emissions associated with an estimated 7–19 times. Originality/value paper explores suitability current generation technology quantitatively evaluates its effectiveness greenhouse gas mitigation project.
Язык: Английский
Процитировано
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