Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment to determine if they have a similar effect on the perception of the presented virtual space as they do in real life, as well as the effect they have on the navigational behavior of players. In a game-experiment with 50 male participants we show that the previously known lighting concepts apply to the virtual environment in a similar manner as they do in real life, although the effects on the navigational behavior of the participants remain inconclusive.
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Lighting accounts for a significant amount of electrical energy consumption in office buildings, up to 45% of the total consumed. This energy consumption can be reduced by as much as 60% through an occupant-dependent lighting control strategy. With particular focus on open-plan offices, where the application of this strategy is more challenging to apply due to differences in individual occupancy patterns, this paper covers (1) to which extent individual occupancy-based lighting control has been tested, (2) developed, and (3) evaluated. Search terms were defined with use of three categories, namely ‘occupancy patterns’, ‘lighting control strategy’, and ‘office’. Relevant articles were selected by a structured search through key online scientific databases and journals. The 24 studies identified as eligible were evaluated on six criteria: (1) study characteristics, (2) office characteristics, (3) lighting system characteristics, (4) lighting control design, (5) post-occupancy evaluation, and (6) conclusions, and this was used to answer the research questions. It was concluded that the strategy has not been tested yet with field studies in open-plan offices, but that it needs further development before it can be applied in these type of offices. Although lighting currently tends to be controlled at workspace level, many aspects of the strategy can be further developed; there is potential to further increase energy savings on lighting within open-plan office spaces. Individual occupancy-based lighting control requires further validation, focussing on the factors influencing its energy savings, on its cost effectiveness, and on its acceptability for users.
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Seven college lecturers and two senior support staff were interviewed during 2021 about their experiences teaching in hybrid virtual classrooms (HVC). These technology-rich learning environments allow teachers to simultaneously teach students who are in class (on campus) and students who are joining remotely (online). There were two reasons for this choice: first, ongoing experimentation from innovative teaching staff who were already using this format before the COVID-19 pandemic; secondly, as a possible solution to restrictions on classroom size imposed by the pandemic. Challenges lecturers faced include adjusting teaching practice and lesson delivery to serve students in the class and those online equally; engaging and linking the different student groups in structured and natural interactions; overcoming technical challenges regarding audio and visual equipment; suitably configuring teaching spaces and having sufficient pedagogical and technical support to manage this complex process. A set of practical suggestions is provided. Lecturers should make reasoned choices when teaching in this format since it requires continued experimentation and practice to enhance the teaching and learning opportunities. When external factors such as classroom size restrictions are the driving force, the specific type of synchronous learning activities should be carefully considered. The structure and approach to lessons needs to be rethought to optimise the affordances of the hybrid virtual and connected classroom. The complexity of using these formats, and the additional time needed to do it properly, should not be underestimated. These findings are consistent with previous literature on this subject. An ongoing dialogue with faculty, support staff and especially students should be an integral part of any further implementation in this format.
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Daylight has been associated with multiple health advantages. Some of these claims are associations, hypotheses or beliefs. This review presents an overview of a scientific literature search on the proven effects of daylight exposure on human health. Studies were identified with a search strategy across two main databases. Additionally, a search was performed based on specific health effects. The results are diverse and either physiological or psychological. A rather limited statistically significant and well-documented scientific proof for the association between daylight and its potential health consequences was found. However, the search based on specific health terms made it possible to create a first subdivision of associations with daylight, leading to the first practical implementations for building design.
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This chapter revisits the concept of internationalisation at home in light of the COVID pandemic and also of experiences and ongoing discourses on internationalisation. These include how internationalisation at home relates to diversity, inclusion and decolonisation of curricula. It discusses how the COVID pandemic has led to increased attention to internationalisation at home but also that confusion about terminology and the desire for physical mobility to be available to students may lead us to return to pre-COVID practices, in which internationalisation is mainly understood as mobility for a small minority of students and internationalisation of the home curriculum is a poor second best. A component of this chapter is how Virtual Exchange and Collaborative Online International Learning (COIL) have moved into the spotlight during the pandemic but were already in focus areas well before. This will be illustrated by some recent developments in internationalisation at home, mainly from non-Anglophone, European and particularly Dutch perspectives.
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Three-dimensional (3D) reconstruction has become a fundamental technology in applications ranging from cultural heritage preservation and robotics to forensics and virtual reality. As these applications grow in complexity and realism, the quality of the reconstructed models becomes increasingly critical. Among the many factors that influence reconstruction accuracy, the lighting conditions at capture time remain one of the most influential, yet widely neglected, variables. This review provides a comprehensive survey of classical and modern 3D reconstruction techniques, including Structure from Motion (SfM), Multi-View Stereo (MVS), Photometric Stereo, and recent neural rendering approaches such as Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS), while critically evaluating their performance under varying illumination conditions. We describe how lighting-induced artifacts such as shadows, reflections, and exposure imbalances compromise the reconstruction quality and how different approaches attempt to mitigate these effects. Furthermore, we uncover fundamental gaps in current research, including the lack of standardized lighting-aware benchmarks and the limited robustness of state-of-the-art algorithms in uncontrolled environments. By synthesizing knowledge across fields, this review aims to gain a deeper understanding of the interplay between lighting and reconstruction and provides research directions for the future that emphasize the need for adaptive, lighting-robust solutions in 3D vision systems.
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Virtual care centres (VCCs) are novel wards of hospitals and facilitate the provision of remote monitoring and home-based patient care by virtual care nurses. Whereas since the COVID-19 pandemic VCCs have rapidly emerged, there is a lack of insight in virtual care nurses’ work and the associated work load. Therefore, the aim of this study was to identify the nursing activities performed in Virtual Care Centers (VCCs) and assess nurses’ perceived workload associated with these activities. A multicentre descriptive, observational cross-sectional study was performed.
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Plant photosynthesis and biomass production are associated with the amount of intercepted light, especially the light distribution inside the canopy. Three virtual canopies (n = 80, 3.25 plants/m2) were constructed based on average leaf size of the digitized plant structures: ‘small leaf’ (98.1 cm2), ‘medium leaf’ (163.0 cm2) and ‘big leaf’ (241.6 cm2). The ratios of diffuse light were set in three gradients (27.8%, 48.7%, 89.6%). The simulations of light interception were conducted under different ratios of diffuse light, before and after the normalization of incident radiation. With 226.1% more diffuse light, the result of light interception could increase by 34.4%. However, the 56.8% of reduced radiation caused by the increased proportion of diffuse light inhibited the advantage of diffuse light in terms of a 26.8% reduction in light interception. The big-leaf canopy had more mutual shading effects, but its larger leaf area intercepted 56.2% more light than the small-leaf canopy under the same light conditions. The small-leaf canopy showed higher efficiency in light penetration and higher light interception per unit of leaf area. The study implied the 3D structural model, an effective tool for quantitative analysis of the interaction between light and plant canopy structure.
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Chronic itching is a serious and uncomfortable condition. The scratch response might result in a vicious cycle of alternating itching and scratching. To develop psychological interventions for people suffering from chronic itching and to break the vicious itch-scratching-itch cycle, it is important to elucidate which environmental factors trigger itch sensations. Virtual reality (VR) techniques provide a useful tool to examine specific content characteristics in a three-dimensional (3D VR) environment and their influences on itch sensations and scratching behaviour. This article describes two experiments in which we focused on the effects of environmental information on itching and scratching behaviour. Additionally, in the second experiment, we examined the influence of having a chronic skin condition on sensitivity to itch induction. We found evidence for the importance of the content of audio–visual materials for the effectiveness in inducing feelings of itch in the observers. In both experiments, we observed significantly higher levels of perceived itch in the itch-inducing conditions than in the control condition. Moreover, the results showed that elevated levels of perceived itch were associated with an increase in scratching behaviours, which was especially salient in the contagious itch condition, in which perceived itch was accompanied by a significant increase in the number of scratches. Experiment 2 additionally showed increased perceived itch levels in participants who reported having a chronic skin condition, reflecting higher sensitivity to itch-inducing audio–visual stimuli in this group than in participants without a chronic skin condition. Based on the results we concluded that directing attention towards itch- or scratch aspects of related information in the environment and to the consequences for one’s own skin are effective tools to induce itch sensations and scratching behaviour. This knowledge provides tools for developing novel strategies in advising and treating people suffering from chronic itching and breaking the vicious itch-scratching-itch cycle.
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