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Topic review
Updated time: 27 Apr 2021
Submitted by: Michael Vallance
Definition: Overcoming cybersickness remains elusive for VR developers and practitioners. Symptoms such as discomfort, headache, eye strain, and dizziness during and after VR experiences can be associated with cybersickness. Cybersickness is often compared with motion sickness and simulator sickness. However, cybersickness is categorized as a subset of motion sickness as cybersickness is considered a form of visually induced motion sickness (VIMS) (Weech et al., 2019) and shown to be three times more serious than simulator sickness (Stanney et al., 1997).
Entry Collection : Society 5.0
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Topic review
Updated time: 28 Apr 2021
Submitted by: Masoud Zafarzadeh
Definition: A data-driven approach in production logistics is adopted as a response to challenges such as low visibility and system rigidity. within data-driven production logistics, data is the backbone of the system and all the components are bound together with data. Any decision is made based on data rather than intuition or even experience. All production logistics related activities are supported by data, which is constantly collected from data sources such as machines, human resources, sensors, actuators, etc. A data-driven approach facilitates transition towards a smart, autonomous production logistics system.
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Topic review
Updated time: 01 Apr 2021
Submitted by: Bhargav Appasani
Definition: An NCS consists of control loops joined through communication networks in which both the control signal and the feedback signal are exchanged between the system and the controller.
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Videos
Updated time: 07 Apr 2021
Topic review
Updated time: 22 Apr 2021
Submitted by: Ramiro Quezada
Definition: The teaching–learning process, at each educational level, is often an open problem for educators and researchers related to the stated topic. Researchers combine emerging technologies to formulate learning tools in order to understand the abstract contents of the subjects; however, the problem still persists. A technological learning tool would be effective when projected into an educational model that looks at motivation, usability, engagement, and technological acceptability. Some of these aspects could be attributed through the use of augmented reality and games.
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