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Virtual reality designprinciples: A casestudy on VRChatEckmann, Peter January 2024 (has links)
Virtual Reality is rapidly growing in popularity. This new medium offers manypossibilities for those who wish to explore what the technology provides in the 3Denvironment. However, the design principles that have been used for decades revolvearound 2D surfaces and applying them in the 3D space can cause severalincompatibility issues that diminishes the user experience.This study aimed to help highlight what aspects of virtual reality need to be improvedcompared to non-virtual reality platforms to enhance the user experience. To do this,VRChat, a virtual reality platform was chosen, which can be used by both VR, and nonVR headset users alike. By comparing these two user bases it could help highlight thepros and cons of the current system and help give guidelines on how to create futureVR platforms. During the test period, 58 people participated who did specific tasks onthe platform and filled out the quantitative data gathering survey, based on the UserExperience Questionnaire (UEQ) test.After comparing the two user bases, the result shows that there is no significantdifference between using VRChat either way allowing both user bases to enjoy theplatform equally. However, because of these results, the work failed to highlight whataspects of a VR platform need to be changed to fit the needs of VR headset users. Itimplies the need for further research and experimenting with the medium. In the future,further research, testing and experimentation are needed to improve the current designmodels and make the systems more pleasant for VR headset users.
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Nuevas herramientas para la valoración del impacto visual sobre la percepción sensorial y emocional de productos de "Alta Pastelería"Alba Martínez, José 19 February 2024 (has links)
[ES] En las últimas dos décadas, el concepto de innovación gastronómica ha experimentado un creciente interés público y profesional, aunque aún es un tema poco explorado académicamente. La alta cocina se ha convertido en un motor de innovación desempeñando un papel fundamental en la creación de tendencias, la construcción de imagen y el establecimiento de estándares de calidad en el ámbito alimentario. La pastelería tradicional, influenciada por este fenómeno de "cocina modernista", ha evolucionado hacia lo que se conoce como alta pastelería. Se ha convertido en un campo técnico, riguroso y multidisciplinario, destacando por ser un "arte efímero" que combina técnica con sensibilidad estética y emocional en la armonización de sabores, colores, texturas y formas. En este trabajo se han identificado varias tendencias clave en la alta pastelería para los próximos años: "Indulgencia", "Fusión", "Eatertainment" y "Tradición/Identidad", bajo las que se han diseñado cinco tipos de pasteles para evaluar las preferencias y expectativas de las personas consumidoras. En el proceso de compra, las personas forman expectativas sobre los alimentos basadas en señales intrínsecas (aspectos sensoriales del producto) y extrínsecas (envase, marca, contexto, etc.). Estas expectativas juegan un papel crucial y a menudo inconsciente en el proceso de elección de alimentos.
Experiencias gastronómicas inmersivas multisensoriales han estado en desarrollo desde 2014, proporcionando nuevas formas de disfrutar de la comida a través de estímulos visuales, olfativos, auditivos y táctiles. La pandemia de SARS-COVID-19 aceleró muchas de las tendencias preexistentes, particularmente en la digitalización y en la adopción de tecnologías que minimizan el contacto físico. En este nuevo contexto digital, la realidad virtual ofrece oportunidades emergentes para disciplinas como las ciencias sensoriales y del consumidor. Puede mejorar la validez de la investigación y permitir una mejor predicción de las evaluaciones sensoriales del consumidor. Esta tesis plantea si uso de las tecnologías de realidad virtual afectan a la valoración de las preferencias y las expectativas generadas durante la evaluación visual de productos de alta pastelería.
A nivel cultural, las tendencias gastronómicas, incluida la pastelería, están constantemente influenciadas por factores sociales, tecnológicos, económicos, ambientales y culturales. Los patrones alimentarios, influenciados por la cultura, la religión, la educación y la publicidad, desempeñan un papel crucial en la creación de hábitos alimentarios y en la percepción de los alimentos. En esta tesis se plantea un estudio intercultural para identificar la existencia de diferencias en la evaluación visual de los estímulos diseñados para este trabajo, entre consumidores de cinco países: España, Portugal, Reino Unido, Colombia y México empleando para ello como técnica de investigación la "asociación de palabras".
Evaluar las respuestas emocionales de las personas consumidoras proporciona una información diferencial que contribuye a comprender su comportamiento y expectativas y la aceptación de un alimento. Estas respuestas emocionales que surgen de las señales visuales provocadas por la percepción de un estímulo relevante, juegan un papel fundamental para agregar valor al producto. De hecho, la evocación emocional inconsciente de un producto es un factor que impulsa tanto el deseo de compra como la intención de probar un nuevo alimento. En esta tesis se estudió la respuesta emocional a los pasteles mediante el uso de un léxico emocional considerado el más referenciado y validado: EsSense Profile®. / [CA] En les últimes dues dècades, el concepte d'innovació gastronòmica ha experimentat un creixent interès públic i professional, si bé encara és un tema poc explorat acadèmicament. L'alta cuina s'ha convertit en un motor d'innovació exercint un paper fonamental en la creació de tendències, la construcció d'imatge i l'establiment d'estàndards de qualitat en l'àmbit alimentari. La pastisseria tradicional, influenciada per aquest fenomen de "cuina modernista", ha evolucionat cap al que es coneix com a alta pastisseria. S'ha convertit en un camp tècnic, rigorós i multidisciplinari, destacant per ser un "art efímer" que combina tècnica amb sensibilitat estètica i emocional en l'harmonització de sabors, colors, textures i formes. En aquest treball s'han identificat diverses tendències clau en l'alta pastisseria per als pròxims anys: "Indulgència", "Fusió", "*Eatertainment" i "Tradició/Identitat", sota les quals s'han dissenyat cinc tipus de pastissos per a avaluar les preferències i expectatives de les persones consumidores. En el procés de compra, les persones formen expectatives sobre els aliments basades en senyals intrínseques (aspectes sensorials del producte) i extrínseques (envàs, marca, context, etc.). Aquestes expectatives juguen un paper crucial i sovint inconscient en el procés d'elecció d'aliments.
Experiències gastronòmiques immersives multisensorials han estat en desenvolupament des de 2014, proporcionant noves maneres de gaudir del menjar a través d'estímuls visuals, olfactoris, auditius i tàctils. La pandèmia de SARS-COVID-19 va accelerar moltes de les tendències preexistents, particularment en la digitalització i en l'adopció de tecnologies que minimitzen el contacte físic. En aquest nou context digital, la realitat virtual ofereix oportunitats emergents per a disciplines com les ciències sensorials i del consumidor. Pot millorar la validesa de la investigació i permetre una millor predicció de les avaluacions sensorials del consumidor. Aquesta tesi planteja si ús de les tecnologies de realitat virtual afecten la valoració de les preferències i les expectatives generades durant l'avaluació visual de productes d'alta pastisseria.
A nivell cultural, les tendències gastronòmiques, inclosa la pastisseria, estan constantment influenciades per factors socials, tecnològics, econòmics, ambientals i culturals. Els patrons alimentaris, influenciats per la cultura, la religió, l'educació i la publicitat, exerceixen un paper crucial en la creació d'hàbits alimentaris i en la percepció dels aliments. En aquesta tesi es planteja un estudi intercultural per a identificar l'existència de diferències en l'avaluació visual dels estímuls dissenyats per a aquest treball, entre consumidors de cinc països: Espanya, Portugal, el Regne Unit, Colòmbia i Mèxic emprant per a això com a tècnica d'investigació la "associació de paraules".
Avaluar les respostes emocionals de les persones consumidores proporciona una informació diferencial que contribueix a comprendre el seu comportament i expectatives i l'acceptació d'un aliment. Aquestes respostes emocionals que sorgeixen dels senyals visuals provocats per la percepció d'un estímul rellevant, juguen un paper fonamental per a agregar valor al producte. De fet, l'evocació emocional inconscient d'un producte és un factor que impulsa tant el desig de compra com la intenció de provar un nou aliment. En aquesta tesi es va estudiar la resposta emocional als pastissos mitjançant l'ús d'un lèxic emocional considerat el més referenciat i validat: EsSense Profile®. / [EN] In the past two decades, gastronomic innovation has garnered increasing public and professional interest, although it remains a relatively underexplored academic topic. Haute cuisine has emerged as an innovation driver, pivotal in trendsetting, image construction, and establishing quality standards in the culinary sphere. Traditional pastry, influenced by this "modernist cuisine" phenomenon, has evolved into what is known as haute patisserie. It has become a technical, rigorous, and multidisciplinary field, distinguished as an "ephemeral art" that combines technique with aesthetic and emotional sensibility in harmonizing flavors, colors, textures, and forms. This work identifies several key trends in haute patisserie for the upcoming years: "Indulgence," "Fusion," "Eatertainment," and "Tradition/Identity," under which five types of pastries have been designed to assess consumer preferences and expectations. During the purchasing process, individuals form food expectations based on intrinsic (sensory aspects of the product) and extrinsic cues (packaging, brand, context...). These expectations play a crucial and often unconscious role in food selection.
Multisensory immersive gastronomic experiences have been developing since 2014, offering new ways to enjoy food through visual, olfactory, auditory, and tactile stimuli. The SARS-COVID-19 pandemic accelerated many pre-existing trends, particularly in digitization and adopting technologies that minimize physical contact. Virtual reality presents emerging opportunities for sensory and consumer science disciplines in this new digital context. It can enhance the validity of research and enable better prediction of consumer sensory evaluations. This thesis explores whether virtual reality technologies affect the assessment of preferences and expectations generated during the visual evaluation of high-end pastry products.
Culturally, gastronomic trends, including pastry, are constantly influenced by social, technological, economic, environmental, and cultural factors. Dietary patterns, shaped by culture, religion, education, and advertising, are crucial in shaping eating habits and food perception. This thesis proposes an intercultural study to identify differences in the visual evaluation of stimuli designed for this work among consumers from five countries: Spain, Portugal, the United Kingdom, Colombia, and Mexico, using the "word association" research technique.
Evaluating consumers' emotional responses provides differential information that contributes to understanding their behavior, expectations, and food acceptance. These emotional responses, stemming from visual cues triggered by the perception of a relevant stimulus, play a fundamental role in adding value to a product. The unconscious emotional evocation of a product is a factor that drives both purchase desire and the intention to try new food. This thesis examined emotional responses to pastries using the most referenced and validated emotional lexicon: EsSense Profile®. / Alba Martínez, J. (2024). Nuevas herramientas para la valoración del impacto visual sobre la percepción sensorial y emocional de productos de "Alta Pastelería" [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/202764
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Vector Algebra in Augmented Reality: Insights from Learning Activity with Engineering StudentsGeewe, Linus January 2024 (has links)
In this work, the vector equation of a straight line, a topic in vector geometry that students often struggle to understand, was investigated in an interactive, immersive augmented reality (AR) experience. In a user test, 28 undergraduate engineering students solved different collaborative tasks using the AR tool during a student-centred learning activity in a university mathematics course. Augmented reality combines virtual content with the reality to a create a coherent experience. Compared to desktop or mobile applications, immersive AR experiences, often using head-mounted displays (HMD), can be more engaging due to its multi-sensory user interaction, such as hand gesturing, spatial movement, and the perception of true three-dimensionality in a stereoscopic view. Due to recent improvements in hardware and decreasing costs, AR has been used more frequently in educational settings. Still, compared to the mobile form factor, HMD-based AR studies are underrepresented. While multiple studies report benefits of AR in education, such as increased student performance, achieving these benefits depends on the context of use and the specific AR implementation. The results of this work suggest that the three-dimensional and dynamic nature of immersive AR is well suited to investigating mathematical concepts such as the vector equation of a straight line. Compared to virtual reality (VR) experiences, immersive AR facilitates peer-to-peer interaction. Students were motivated to use the technology and reported task-related learning outcomes from the activity. For university curricula to benefit from immersive AR, interdisciplinary teams need to share knowledge to create appropriate AR experiences. Moreover, an AR implementation should follow a long-term approach and include students from both educational and technical domains into the design process.
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Bezpečnostní analýza virtuální reality a její dopady / Security Analysis of Immersive Virtual Reality and Its ImplicationsVondráček, Martin January 2019 (has links)
Virtuální realita je v současné době využívána nejen pro zábavu, ale i pro práci a sociální interakci, kde má soukromí a důvěrnost informací vysokou prioritu. Avšak bohužel, bezpečnostní opatření uplatňovaná dodavateli softwaru často nejsou dostačující. Tato práce přináší rozsáhlou bezpečnostní analýzu populární aplikace Bigscreen pro virtuální realitu, která má více než 500 000 uživatelů. Byly využity techniky analýzy síťového provozu, penetračního testování, reverzního inženýrství a dokonce i metody pro application crippling. Výzkum vedl k odhalení kritických zranitelností, které přímo narušovaly soukromí uživatelů a umožnily útočníkovi plně převzít kontrolu nad počítačem oběti. Nalezené bezpečnostní chyby umožnily distribuci škodlivého softwaru a vytvoření botnetu pomocí počítačového červa šířícího se ve virtuálních prostředích. Byl vytvořen nový kybernetický útok ve virtální realitě nazvaný Man-in-the-Room. Dále byla objevena bezpečnostní chyba v Unity engine. Zodpovědné nahlášení objevených chyb pomohlo zmírnit rizika pro více než půl milionu uživatelů aplikace Bigscreen a uživatele všech dotčených aplikací v Unity po celém světě.
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Distributed Immersive Participation : Realising Multi-Criteria Context-Centric Relationships on an Internet of ThingsWalters, Jamie January 2014 (has links)
Advances in Internet-of-Things integrate sensors and actuators in everyday items or even people transforming our society at an accelerated pace. This occurs in areas such as agriculture, logistics, transport, healthcare, and smart cities and has created new ways to interact with and experience entertainment, (serious) games, education, etc. Common to these domains is the challenge to realize and maintain complex relations with any object or individual globally, with the requirement for immediacy in maintaining relations of varying complexity. Existing architectures for maintaining relations on the Internet, e.g., DNS and search engines are insufficient in meeting these challenges. Their deficiencies mandate the research presented in this dissertation enabling the maintenance of dynamic and multi-criteria relationships among entities in real-time in an Internet-of-Things while minimizing the overall cost for maintaining such context-centric relationships. A second challenge is the need to represent nearness in context-centric relationships, since solutions need to build on what is closely related. The dissertation shows that the proximity on relations can be used to bring about the scalability of maintaining relationships across the IoT. It successfully demonstrates the concept and feasibility of self-organizing context-centric overlay networks for maintaining scalable and real-time relationships between endpoints co-located with associated physical entities. This is complemented by an object model for annotating objects and their relationships as derived and defined over the underpinning context interactions. Complementing measures of nearness are added through a non-metric multi-criteria approach to evaluating the notion of context proximity. A query language and an extension to the publish-subscribe approaches achieves distributed support for discovering such relationships; locating entities relative to a defined hyper-sphere of interest. Furthermore, it introduces adaptive algorithms for maintaining such relationships at minimal overall costs. The results demonstrate the feasibility of moving towards context-centric approaches to immersion and that such approaches are realizable over vast and distributed heterogeneous collections of user and their associated context information.
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Могућности примене проширене и виртуелне реалности у настави и учењу географије / Mogućnosti primene proširene i virtuelne realnosti u nastavi i učenju geografije / The possibilities of application of augmented and virtual reality in geography teaching and learningStojšić Ivan 28 August 2020 (has links)
<p>Развој проширене и виртуелне реалности у последњих неколико година створио је могућности за укључивање и примену ових технологија на свим нивоима образовања. Бројна истраживања истичу да имерзивне технологије могу позитивно утицати на исходе учења и мотивисаност ученика. Такође, географија се често издваја као предмет који посебно може да искористи те потенцијале за унапређење и осавремењавање наставне праксе. Међутим, поставља се питање спремности наставника и студената географије (наставног усмерења) да организују наставу са мобилним и имерзивним технологијама. Притом, неопходно је свеобухватно сагледати позитивне и негативне факторе који утичу или могу утицати на интеграцију ових технологија у географско образовање. Сходно<br />наведеном, ова дисертација разматра како, када и зашто користити проширену и виртуелну реалност у настави и учењу географије.</p> / <p>Razvoj proširene i virtuelne realnosti u poslednjih nekoliko godina stvorio je mogućnosti za uključivanje i primenu ovih tehnologija na svim nivoima obrazovanja. Brojna istraživanja ističu da imerzivne tehnologije mogu pozitivno uticati na ishode učenja i motivisanost učenika. Takođe, geografija se često izdvaja kao predmet koji posebno može da iskoristi te potencijale za unapređenje i osavremenjavanje nastavne prakse. Međutim, postavlja se pitanje spremnosti nastavnika i studenata geografije (nastavnog usmerenja) da organizuju nastavu sa mobilnim i imerzivnim tehnologijama. Pritom, neophodno je sveobuhvatno sagledati pozitivne i negativne faktore koji utiču ili mogu uticati na integraciju ovih tehnologija u geografsko obrazovanje. Shodno<br />navedenom, ova disertacija razmatra kako, kada i zašto koristiti proširenu i virtuelnu realnost u nastavi i učenju geografije.</p> / <p>In recent years, the development of augmented and virtual reality has created opportunities for integration and use of these technologies at all levels of education.Numerous studies showed that immersive technologies have the potential to improve student learning outcomes and motivation. Geography is also often indicated as a subject that can utilize these potentials to improve and modernize teaching practice. However, the integration raises the question of the readiness of geography pre- and in-service teachers to organize classes with mobile and immersive technologies. Also, a comprehensive overlook regarding the positive and negative factors that influence or may influence the integration of these technologies in geographic education is necessary. Accordingly, this dissertation examines how, when, and why to use augmented and virtual reality in geography teaching and learning.</p>
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Whispering Bodies : The Textual BrainBertling Wiik, Siri January 2021 (has links)
During this project I’ve been exploring how we can work with things within art to change our way of relating to ourselves, other humans and our surrounding. I want to see if finding inner spaces within us can make us feel more connected to our external surrounding. I want to share the feeling of being connected with things through incorporating them inside our own bodies. I have therefore been leading participants on introspective journeys where they found rooms inside of their bodies. After that I have been translating these inner spaces into immersive performative Scenography, where visitors have been invited to engage with the things in the space with all their senses. All the bodies, things as well as visitors, have been given the possibility to interact on their own terms. I wanted to see what kind of relating this room of Whispering Bodies; the Immersive Scenography inspired and invited to, and I wished for it to be a tactile bonding with a sense of heightened empathy and listening. This text-based piece, called Whispering Bodies: The Textual Brain, is created out of a curiosity in how a reflection based in the written language can exist as a complementary work for a physical and tactile space, in this case Whispering Bodies: The Immersive Scenography. I wanted to create an experience that would have traces of the room filled with different bodies. I have been experimenting with how to use different mediums to make this happen, and this piece will be a combination of meditation, video, drawings, audio and text, and the text itself will be jumping in between genres. I want to invite you to take part in this journey with me. It will be dry, it will be poetic, it will be telling you what happened, both the factual and the fictional. If you have any questions, feel free to contact me about the work.
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My MFA ExperienceCuevas Santamaría, Sergio Axel 27 August 2018 (has links)
No description available.
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Abschlussbericht VRmed - Virtual Reality in der medizinischen Lehre: Ein Projekt der Medizinischen Fakultät der Universität Leipzig, Referat Lehre, Bereich MedienLachky, Alexander, Eckardt, Franziska, Stange, Ingmar, Schwarzer, Max-Philip 13 December 2021 (has links)
The advance of digitization influences medical sciences in various areas, increasingly including medical education. Therefore the Teaching Department of the Medical Faculty of the University of Leipzig constantly considers new technical developments and their possibilities for use in medical teaching. The focus is on the fact that teaching should be supplemented and explicitly not replaced by digital media. Virtual reality (hereinafter referred to as 'VR') represents a technology that can be expected to offer promising potential. In order to determine to what extent VR represents an added value for the study of human medicine and which hardware and software is suitable, the project VRmed – Virtual Reality in Medical Teaching was initiated in the Media section of the Teaching Department of the MF. This was funded as part of the Digital Fellowship Program by the University Didactic Center Saxony and the Working Group E-Learning of the LRK Saxony. The present report represents the final report of the project, which was created on its own initiative. In order to investigate the question of implementation possibilities for medical studies, four VR glasses (three different models) and four VR applications were purchased. Two simulation applications and two anatomy applications were selected as applications. The former are i:medtasim and StepVR applications. In addition, the anatomy applications 3D Organon VR Anatomy and Medicalholodeck were purchased. The initially extensive multi-stage evaluation with lecturers and students could not be implemented in 2020/2021 due to the pandemic-related restrictions and was therefore only applied in limited extent. Thus, hardware and software were evaluated qualitatively and in depth in the context of three presentation events by lecturers and media didactics. In particular, the simulation applications are considered to be helpful and useful extensions for teaching. The anatomy application 3D Organon VR Anatomy could also be used profitably in medical studies, especially in the early semesters. With regard to i:medtasim, there are initial considerations to include this in the curriculum as part of a medical elective. Another perspective is the establishment of a VR lab in which students and lecturers can freely use the technology. It should also be noted that VR is associated with many technical challenges and both the setup and the first use require expertise. In addition, the purchase is cost-intensive and hardware and software develop very quickly. Nevertheless, the potentials and the added value predominate. VR can be used to meet a wide range of learning types, practice scenarios bridge the gap between theory and practice, and students and lecturers can connect to technical developments.:1. Einleitung
2. Theoretische Hinführung
3. VR an Medizinischen Fakultäten und Universitäten außerhalb des Standorts Leipzig
4. Projektbeschreibung VRmed – Virtual Reality in der medizinischen Lehre Leipzig
5. VR Hardware und Software für den medizinischen Einsatz
6. Evaluation
7. Fazit und Ausblick
8. Literaturverzeichnis
9. Online-Quellen
Anhang
A) Projektstrukturplan
B) Zeitplan
C) Poster
D) Evaluationsprotokolle / Das Voranschreiten der Digitalisierung beeinflusst die Medizin in verschiedenen Bereichen, weshalb deren Relevanz auch im Medizinstudium zunimmt. Daher werden im Referat Lehre der Medizinischen Fakultät der Universität Leipzig stetig neue technische Entwicklungen und deren Möglichkeiten für den Einsatz in der medizinischen Lehre betrachtet. Im Fokus steht, dass die Lehre ergänzt und explizit nicht durch digitale Medien ersetzt werden soll. Virtual Reality (im Folgenden „VR“) stellt dabei eine Technologie dar, die in der ersten Auseinandersetzung vielversprechende Potentiale erwarten lässt. Um festzustellen, inwiefern VR einen Mehrwert für das Humanmedizinstudium darstellt und welche Hard- und Software dabei in Frage kommt, wurde im Bereich Medien des Referats Lehre der MF das Projekt VRmed – Virtual Reality in der medizinischen Lehre initiiert. Dies wurde im Rahmen des Digital Fellowship-Programms vom Hochschuldidaktischen Zentrum Sachsen und dem Arbeitskreis E-Learning der LRK Sachsen gefördert. Der hier vorliegende Bericht stellt den Abschlussbericht des Projektes dar, welcher aus Eigenantrieb erstellt wurde. Um der Frage nach Implementierungsmöglichkeiten für das Medizinstudium nachzugehen, wurden vier VR-Brillen (drei verschiedene Modelle) und vier VR-Anwendungen angeschafft. Als Anwendungen wurden zwei Simulationsanwendungen und zwei Anatomieanwendungen ausgewählt. Bei ersterem handelt es sich um die Anwendungen i:medtasim und StepVR. Zudem wurden die Anatomieanwendungen 3D Organon VR Anatomy und Medicalholodeck eingekauft. Die zunächst umfangreich angelegte mehrstufige Evaluation mit Dozierenden und Studierenden konnte aufgrund der pandemiebedingten Einschränkungen in den Jahren 2020/2021 nicht umgesetzt werden und wurde eingegrenzt. Somit wurde Hard- und Software im Rahmen von drei Präsentationsveranstaltungen von Dozierenden und Mediendidaktiker:innen qualitativ und tiefgehend evaluiert. Insbesondere die Simulationsanwendungen werden als hilfreiche und sinnvolle Erweiterungen für die Lehre eingeschätzt. Auch die Anatomieanwendung 3D Organon VR Anatomy könnte im Medizinstudium, insbesondere in die frühen Semester, gewinnbringend eingesetzt werden. Bezüglich i:medtasim existieren erste Überlegungen, dies im Rahmen eines humanmedizinischen Wahlfachs in das Curriculum einzubinden. Eine weitere Perspektive ist die Etablierung eines VR-Labs, in dem Studierende und Dozierende die Technik frei nutzen können. Es bleibt auch festzuhalten, dass VR mit vielen technischen Herausforderungen verbunden ist und sowohl das Einrichten als auch die erste Nutzung Expertise bedürfen. Zudem ist die Anschaffung kostenintensiv und Hard- und Software entwickeln sich sehr schnell. Dennoch überwiegen die Potentiale und der Mehrwert. Durch VR kann vielfältigen Lerntypen begegnet werden, durch Übungsszenarien wird eine Brücke zwischen Theorie und Praxis geschlagen und Studierende wie auch Dozierende können an technische Entwicklungen anschließen.:1. Einleitung
2. Theoretische Hinführung
3. VR an Medizinischen Fakultäten und Universitäten außerhalb des Standorts Leipzig
4. Projektbeschreibung VRmed – Virtual Reality in der medizinischen Lehre Leipzig
5. VR Hardware und Software für den medizinischen Einsatz
6. Evaluation
7. Fazit und Ausblick
8. Literaturverzeichnis
9. Online-Quellen
Anhang
A) Projektstrukturplan
B) Zeitplan
C) Poster
D) Evaluationsprotokolle
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EXPANDED CHOREOGRAPHY : Shifting the agency of movement in The Artificial Nature Project and 69 positionsInvartsen, Mette January 2016 (has links)
Through two books and a series of video documentations of live performances Mette Ingvartsen makes choreography into a territory of physical, artistic and social experimentation. The Artificial Nature Series focusses on how relations between human and non-human agency can be explored and reconfigured through choreography. By investigating and creating a ‘nonhuman theater’ questions regarding material agency, ecology, natural disasters, the Anthropocene and non-subjective performativity are posed. The resulting reflections are closely related to the poetic principles utilized to create the performances, while also drawing connections to territories outside theater. By contrast, 69 positions inscribes itself into a history of human performance with afocus on nudity, sexuality and how the body historically has been a site for political struggles. By creating a guided tour through sexual performances – from the naked protest actions of the 1960’s, through an archive ofpersonal performances into a reflection on contemporary sexual practice – this solo work rethinks audience participation and proposes a notion of soft and social choreography. The contrasting performative strategiesarticulate a twofold notion of expanded choreography: on the one hand movement is extended beyond the human body by including the agency of nonhuman performers, and on the other hand, movement is expanded into animaginary and virtual space thanks to ‘language choreography’. / <p>LINKS</p><p>https://vimeo.com/164552586</p><p>https://vimeo.com/164558381</p>
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