![]() ![]() When participants are immersed in a virtual environment experience presence, they are more likely to behave as if they were in the real world. Immersive virtual environments have proven to be a plausible platform to be used by multiple disciplines to simulate different types of scenarios and situations at a low cost. Results indicate that the adoption of a VR-based mock-up tool (VRMT) can provide TPs with good insights on the arrangement of the training and precious indications on how to actually map this information onto real-world exercises. Within this context, the proposed approach is compared against dramaturgy prototyping, a method commonly used for the design of experiential courses. In particular, a case study is considered concerning the training of an FR for hydro-geological risks. In this work, the application of VR as a mock-up tool supporting TPs in the arrangement and validation of a training experience, either real or virtual, is explored. In fact, VR technology has already proven to be very helpful in the field of emergency training, as well as its use as a powerful design and mock-up tool in many other contexts. Virtual Reality (VR) may have a key role to play in enhancing and facilitating this task. However, the design of effective training experiences targeted to FRs can be very demanding from the viewpoint of a Training Provisioner (TP). Intervention by First Responders (FRs) is essential in disaster response, and their preparation greatly benefits from continuous updates. ![]() A total of 87 unique systems for remote collaboration are discussed, including more than 100 publications and 25 commercial systems. The focus of this work is clearly on synchronised collaboration from a distance. A thorough overview of existing systems is given, categorising their main contributions in order to help researchers working in different fields by providing concise information about specific topics such as avatars, virtual environment, visualisation styles and interaction. We provide an overview of recent developments of synchronous remote collaboration systems and create a taxonomy by dividing them into three main components that form such systems: Environment, Avatars, and Interaction. While video and teleconferencing are already widespread, collaboration systems in augmented, virtual, and mixed reality are still a niche technology. Industry, research and individuals face the challenging task of collaborating and networking over long distances. ![]() Remote collaboration systems have become increasingly important in today’s society, especially during times where physical distancing is advised. The participants were requested to collaborate with a partner (controlled by an experimenter) to cope with the emergency, and aspects concerning perceived embodiment, immersion, and social presence were investigated. Experiments were carried out in a training scenario simulating a road tunnel fire. In this work, two techniques for avatar representation in VR, i.e., no avatar (VR Kit only) and Full-Body reconstruction (blending of inverse kinematics and animations), are compared in the context of emergency training. However, the impact of these techniques when deployed to multi-user scenarios for emergency training has not been extensively explored yet. Various techniques for representing avatars in VR have been proposed in the scientific literature and employed in commercial applications. In multi-user training scenarios, the trainees have to be provided with a proper representation of both the other peers and themselves, with the aim of fostering mutual awareness, communication and cooperation. One of the most promising features of VR-based training is the possibility to share the virtual experience with other users. The emergency domain, in particular, can benefit from various advantages of VR with respect to traditional training approaches. Virtual Reality (VR) technology is playing an increasingly important role in the field of training. ![]()
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