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»Development and evaluation of a #restaurant #virtualreality #training system for enhancing awareness and priority-setting skills.« nature.com/articles/s41598-025 #Metaverse #VirtualWorlds #XR #VR #MR #AR #BeyondPictures

NatureDevelopment and evaluation of a restaurant virtual reality training system for enhancing awareness and priority-setting skills - Scientific ReportsCharacterizing trainees’ cognitive and decision-making processes presents a challenge for trainers, hindering effective on-the-job training (OJT) in the restaurant industry. Thus, objectively evaluating training effectiveness proves to be difficult. To support aspects that are difficult to address through the current OJT, we developed a job-training system based on virtual reality (VR). The system includes both a training mode and a scoring mode. In training mode, trainees wore a head-mounted display (HMD) and held the controller in both hands to perform operations in a virtual restaurant. In scoring mode, instructors could view replays of the trainees’ operations on a PC screen and provide comments. This system targets two elements that pose challenges in real-world scenarios: awareness and priority-setting. Given the importance of evaluating the training effectiveness and user usability of the training system, we designed and conducted an evaluation experiment with 50 novices and 20 experts. Although scores before and after training exhibited no significant differences in the tests using videos recorded in actual settings, both novices and experts highly praised the system’s utility.

#dataleaks at #Meta #data #octopus #corp
“The leaked data comes as @israel drastically expands its #publicrelations spending, committing an additional $150 million in 2025 alone to “public diplomacy”—or #hasbara. Yet despite this investment and Meta’s well-documented suppression of pro-Palestinian voices, the data show a public turning decisively against Israeli companies and messaging.”

middleeastmonitor.com/20250611

#MetaLEAKS #Facebook #Instagram #Suckerberg #Israel #economy #collapse #metaverse #censorship #contentmoderation #FreeSpeech #FreePalestine
#FTR2TS @palestine #willBfree

NatureDesign of generative AI-powered pedagogy for virtual reality environments in higher education - npj Science of LearningEmerging technologies are transforming education, necessitating research on their optimal integration. This article introduces an Intelligent Virtual Reality (IVR) approach that incorporates Generative Artificial Intelligence (GAI) through two GAI-powered pedagogical characters, aiming to address educational needs. This qualitative descriptive research had two phases: Needs Analysis and Pedagogical Design. The needs and ideas, collected from 66 educators, were classified into three categories: AI acting as a character, emerging technologies to assist student learning, and emerging technologies to help teachers. The Pedagogical Design involved integrating GAI and VR in a sustainability education setting, and developing two virtual characters, Tero and Madida, as an information source and a learning companion, respectively. Evaluation through iterative testing with domain experts and interviews suggested that these characters met 9 out of 12 identified needs, highlighting their potential to enhance higher education learning experiences. Future research could explore further refinements to address the remaining needs.
NatureA metaverse laboratory setup for interactive atom visualization and manipulation with scanning probe microscopy - Scientific ReportsWe present a metaverse laboratory system that integrates mixed reality (MR) technologies with scanning probe microscopy (SPM) for interactive atomic-scale visualization and manipulation. In order to accommodate both the visualization and input of SPM data in a virtual environment and the physical interaction with SPM-related equipment in the laboratory, the system incorporates a virtual reality (VR) and augmented reality (AR) framework to enable seamless switching between these two environments. Utilizing the pose-tracking capabilities in AR, users can intuitively interact with virtual interface elements and three-dimensional objects through physical hand gesture input to control SPM parameters and probe positioning. The system provides real-time visualization of scanned surfaces at the atomic scale in the virtual environment, enabling immediate feedback during experiments. To demonstrate the system’s capabilities, we performed atomic manipulation experiments using hand gestures for lateral probe positioning, showing how MR-enhanced SPM can simplify nanoscale operations and improve experimental efficiency. Our integrated MR–SPM system allows users to conduct experiments via the metaverse platform while enhancing the human-instrument interaction experience. It extends the practical utility required for both real-time physical and virtual environment SPM operations in the laboratory, making nanoscale research more accessible and intuitive.

»Enhancing college students’ creativity through virtual reality technology: a systematic literature review.« nature.com/articles/s41599-025 #Metaverse #VirtualWorlds #XR #VR #MR #AR #BeyondPictures

NatureEnhancing college students’ creativity through virtual reality technology: a systematic literature review - Humanities and Social Sciences CommunicationsCultivating learners’ creativity has been a matter of great concern for numerous researchers in higher education since the millennium, as it involves not only artistic expression but also critical thinking and innovation. With the continuous innovation and iteration of educational technology, virtual reality (VR) technology is increasingly becoming a transformative tool for higher education. At present, VR has been well demonstrated in some disciplines by providing various sensory experiences and allowing students to complete highly interactive learning experiences in a virtual environment. This study systematically reviewed articles published between 2014 and 2023, aiming to examine trends in the past ten years in using VR to enhance learners’ creativity, the types of learning materials developed, the types of existing research, and the methods of collecting data. A total of 16 articles were included after a screening process by searching the literature in five databases: Springer Link, ScienceDirect, Web of Science, ProQuest, and Google Scholar. The results showed that the use of VR to develop learning materials for college students is relatively limited and quantitative research is the majority. In addition, the existing cases are mainly concentrated in art design, engineering, and education related courses. These findings may provide actionable insights for researchers interested in this field and also suggest the possibility of further empirical research in other fields.