A mixed-method approach: virtual reality to co-create future higher education workspaces in a post COVID-19 academic environment
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The turmoil caused by COVID-19 saw academics and students in Higher Education (HE) institutions across the UK, and worldwide, facing the sudden and unplanned move to online or blended delivery.It left pre-pandemic operational models in need of evolving, leading to an opportunity to develop and test innovative architectural and spatial programming design strategies for 'knowledge work' spaces as academic staff and students returned to campus.The aim of this inter-disciplinary longitudinal study was to evaluate and validate a unique mixed-method approach, which combines extended reality, user experience (UX) and psychological research methodologies with architectural design strategies, to understand how people feel at work; how the environment influences their performance, health and wellbeing; and how to maximise spatial usage.Results were obtained by triangulating data collected from co-creation workshops, an ecological momentary assessment (EMA) survey, and a final usability virtual reality (VR) evaluation.Results imply that there is no ideal layout that would fulfil every user's needs, instead new strategies need to be developed for workspaces to be redesigned creatively following longer-term usability and healthy architecture standards.This includes the mixed-method approach in this study that successfully creates a link between disciplines and user groups: UX and psychological researchers, architects, estates managers and end-users.Keywords:
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In parallel mechanisms, the form and volume of workspace also change variously with the attitude of a platform. This paper presents a method to search for the workspace of parallel mechanisms with 6DOF and 3D visualization of the workspace. Workspace is a search for the movable range of the central point of a platform when it moves with a given orientation. In order to search workspace, geometric analysis based on inverse kinematics is considered.Plots of 2D of calculations are compared with those measured by position sensors. The test results are shown to have good agreement with simulation results. The workspace variations are demonstrated in terms of 3D and 2D plots for prototype mechanisms. The workspace plots are created with Open GL and Visual C++ by implementation of the algorithm. An application module is developed, which displays workspace of the mechanism in 3D images. The effectiveness and practicability of 3D visualization on workspace are successfully demonstrated by 6DOF parallel mechanisms.
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Virtual Reality hype is becoming a large part of everyday life. This paper explores the components of actual virtual reality systems, critiquing each in terms of human factors. The hardware and software of visual, aural, and haptic input and feedback are considered. Technical and human factor difficulties are discussed and some potential solutions are offered.
Everyday Life
Artificial reality
Interface (matter)
Virtual actor
Factor (programming language)
Immersion
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This paper take one kind of 3-UPS PKM(parallel kinematic machine) as the research object,has studied this PKM workspace characteristic,and separately analyzed the restraint organization the variation in the length of various rods and the range of variation in the corner of various joints to the workspace shape influence situation.Through studies it to restraint organization the design parameter to the machine workspace influence obtained conclusion,regarding determined this PKM the workspace shape,as well as carries on the machine according to the workspace size the structure size design all to have the vital significance.
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Variation (astronomy)
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The subject of the study is the features of the organization of virtual reality interfaces. The author examines in detail such aspects of the topic as user involvement in the virtual environment, various ways and scenarios of user interaction with virtual reality, user security in the virtual environment, as well as such a phenomenon as cyberbullying and ways to prevent it. The study also considers the use of voice control as an alternative to manual. Particular attention in this study is paid to the classification of virtual reality interfaces, among which sensory interfaces, interfaces based on user motor skills, sensorimotor interfaces, interfaces for modeling and developing virtual reality are distinguished and considered in detail. The main conclusion of the study is that the virtual reality interface should be designed taking into account the ergonomics of users to prevent muscle fatigue and cyber-pain. In addition, it is very important to ensure the user's safety when designing virtual environment interfaces: using the virtual reality interface should not lead to injury to the user. To create an ergonomic and secure virtual reality interface, a combination of different types of interfaces is often required, through which the user can access an alternative control method or improved navigation. A special contribution of the author to the study of the topic is the description of the classification of virtual reality interfaces.
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The workspaces and kinematic characterization of serial chain manipulator geometries and the geometric optimization have been studied extensively. Much less is known about workspaces for manipulation systems which possess several serial chains arranged in parallel. In this paper, two well known workspaces, the reachable workspace and the dexterous workspace, are investigated for parallel manipulators. A general method for obtaining these workspaces is presented. The existence of numerous special configurations in the workspace present problems in manipulator control. Therefore the controllably dexterous workspace is proposed as a useful measure of kinematic performance. The methodology of delineating the workspaces and its limitations are illustrated with examples.
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Characterization
Serial manipulator
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Since parallel manipulators have relatively small workspace when compared to serial manipulators, it is important to determine the workspace in the design stage. However, due to the complexity of the closed-loop chain mechanism, the determination of the workspace is difficult. In this paper, a fully geometrical method for the determination of the workspace of 6-DOF parallel manipulators is presented using the concept of a 4-bar linkage. The reachable and dexterous workspace can be determined from the proposed algorithm. In order to evaluate the workspace, each leg is considered as an open chain, and two kinematic constraints-position and mechanism constraints-are developed. The proposed method is verified by simulation.
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Serial manipulator
Position (finance)
Chain (unit)
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Manipulator workspace is illustrated by discussing its basic characteristics as fundamental for design and operation of mechanical systems in manipulation applications. Algorithms are explained for numerical evaluation of the workspace of serial and parallel manipulators. Formulations are discussed also for design purposes. Design problem for manipulators is formulated by using workspace characteristics. Experimental procedures for workspace determination are outlined both for model validations and performance evaluation.
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Serial manipulator
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Workspace is an essential index of parallel mechanism.Compared to parallel mechanisms actuated by rigid limbs,cable-driven parallel mechanisms have larger workspace as an outstanding merit.The relationship between the workspace and the position where the cables are anchored on the moving platform is discussed.The static model of cable-driven parallel mechanism is set up and the constant workspace of 3-DOF planar mechanism driven by 4 cables is analyzed.After that,the parameters of the cables anchoring on the moving platform are modeled,and the parameters are optimized to realize the biggest constant orientation workspace.The optimized parameters of the planar mechanism have larger workspace than the conventional plane configuration.
Work space
Constant (computer programming)
Position (finance)
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