Abstract
With the continuous development of information technology, system intelligence is leading the next round of “industrial revolution”, especially the intelligent manufacturing industry has ...become the core of improving industrial productivity. Intelligent manufacturing involves each link in the manufacturing industry, which is the most critical part of intelligent manufacturing is intelligent production, through intelligent manufacturing related technology to optimize the production mode of manufacturing to promote the production state more flexible and integrated. Intelligent manufacturing is based on computer simulation technology and information and communication technology, optimize the production design of the factory and simplify the production process of the factory, the purpose is to reduce the waste of resources and improve the reasonable allocation of production resources.
Virtual technologies will change the way we consume in the digital environment in the future. Such technologies can provide consumers with a multi-sensory experience in contrast to the single-sensory ...stimulus in the conventional online environment. As human senses play a key role in consumption choices, we argue that virtual technologies provide greater opportunities to influence consumer decisions than the present digital environment. Consequently, we suggest that virtual technologies can potentially be used to nudge consumers towards sustainable consumption. We discuss technology-assisted sensory marketing, present the cognitive and emotive aspects of virtual reality, and propose applications of virtual reality technologies to encourage sustainable consumption. Our opinion paper concludes that virtual technologies are likely to change many aspects of human life and can have significant positive effects on the environment and climate change.
•Virtual technologies can be used to nudge consumers towards sustainable consumption•Virtual reality provides lifelike multimodal and multisensory stimuli for consumers•Sensory cues subconsciously affect consumers and are easy to edit in virtual reality•VR technologies will bring both revolution and evolution to consumption practices•VR technologies will boost both rationality and experientiality of consumption
Abstract
The immersive experience and diverse interaction modes provided by virtual digital technology match the spatial sensitivity and practical ability required in the field of architectural ...teaching, and its technological advantages can significantly enhance teaching outcomes. However, in the field of architecture teaching, there has been a lack of discussion on the suitability of different virtual technologies and teaching scenarios for historical buildings. Therefore, this study constructed a comprehensive adaptive evaluation system for virtual technology and selected 360-degree panoramic technology (360-degree PT), Immersive Virtual Reality (IVR) technology, and Desktop Virtual Reality (DVR) technology as representatives for empirical study. The research method used in this experiment is a questionnaire survey, involving a total of 60 students majoring in architecture and planning, with a certain foundation in historical architecture knowledge. Multiple statistical methods are employed to analyze the data. The experimental data indicates that IVR technology performs the best in terms of learning outcomes, learning autonomy, and sense of presence, making it suitable for immersive and interactive learning needs. 360-degree PT demonstrates the best perception of architectural features, catering to the demand for visual effects. DVR technology exhibits the highest learning efficiency, meeting the need for simplicity, efficiency, and widespread application. On the other hand, augmented reality (AR) technology and mixed reality (MR) technology have lower adaptability and do not meet the learning requirements for immersive spatial experiences. This study is expected to provide a new technical pathway for teaching historical buildings and serve as a systematic reference for selecting specific technologies.
Natural resource governance is inherently complex owing to the socio-ecological systems in which it is embedded. Working arrangements have been fundamentally transformed throughout the COVID-19 ...pandemic with potential negative impacts on trust-based social networks foundational to resource management and transboundary governance. To inform development of a post-pandemic new-normal in resource management, we examined trust relationships using the Laurentian Great Lakes of North America as a case study. 82.9% (n = 97/117) of Great Lakes fishery managers and scientists surveyed indicated that virtual engagement was effective for maintaining well-established relationships during the pandemic; however, 76.7% (n = 89/116) of respondents indicated in-person engagement to be more effective than virtual engagement for building and maintaining trust. Despite some shortcomings, virtual or remote engagement presents opportunities, such as: (1) care and nurturing of well-established long-term relationships; (2) short-term (1–3 years) trust maintenance; (3) peer-peer or mentor-mentee coordination; (4) supplemental communications; (5) producer-push knowledge dissemination; and, if done thoughtfully, (6) enhancing diversity, equity, and inclusion. Without change, pre-pandemic trust-based relationships foundational to cooperative, multinational, resource management are under threat.
•A post-pandemic new-normal is emerging in natural resource fields.•Only 26% of fishery professionals established trust-relationships during the pandemic.•76% of survey respondents said in-person was more effective than virtual engagement.•Trust relationships key to multinational resource management are under threat.•Governments should prioritize trust-relationships in a post-pandemic new-normal.
Modern technological applications, including exergames and virtual technology-assisted rehabilitation (VTAR) programmes, are promising for Parkinson’s disease (PD) rehabilitation. However, evidence ...regarding their efficacy for rehabilitation is inconclusive.
This network meta-analysis (NMA) investigated the efficacy of exergames and VTAR on gait and balance outcomes and acceptability for patients with PD.
ClinicalKey, Cochrane CENTRAL, Embase, ProQuest, PubMed, ScienceDirect, Web of Science and ClinicalTrials.gov.
Randomised controlled trials (RCTs) investigating changes in gait or balance parameters were included in this study.
In the NMA, standardised mean differences with 95% confidence intervals were calculated using a frequentist model. GRADE ratings were used to evaluate the quality of evidence in this study.
Twenty-three RCTs with 949 participants were included. Exergames and VTAR were associated with significantly better improvements in balance and gait outcomes than usual treatment and other active control interventions. However, exergames were not associated with changes in depressive symptoms. The evaluation of acceptability results indicated that all exergames and VTAR were adequately tolerated, as indicated by the low drop-out rates.
Small sample sizes and heterogeneity were the key limitations of this study.
This NMA confirmed that exergames are associated with more favourable gait and balance outcomes in patients with PD compared with usual treatment and other active control interventions. GRADE ratings revealed that most direct, indirect and overall network evidence was of low to medium quality. Larger-scale studies with longer follow-up periods are warranted.
Technological advancements have posed a challenge to educational institutions in the sustainability of management, research and teaching activities. Virtual technologies have allowed digital ...transformation to be incorporated into university education—among them, augmented reality (AR). The study examined the evolution of global research on this topic in the period 2005–2019. A bibliometric analysis of 1977 articles was performed, obtaining results of scientific productivity. The evidence showed a growing interest in studying the sustainability of AR in higher education. According to the results, the main category was computer science; the most productive journal was Computer and Education; the authors with the largest number of publications were Nee and Ong, while Wang was the most frequently cited author; the most productive institution was the National Taiwan University of Science and Technology; the United States was the country with the largest number of publications and citations; and, finally, the United States and Spain were the countries with the largest number of international collaborations in their articles. Five lines of research were identified, among which those oriented to the topics of technological resources, computer, simulation, education and learning stand out. It was verified that this research topic has a growing and dynamic interest in scientific activity, and its sustainable approach is confirmed by being linked to the Sustainable Development Goals (SDGs).