scispace - formally typeset
Search or ask a question
Author

JS Li

Bio: JS Li is an academic researcher from Hong Kong Polytechnic University. The author has contributed to research in topics: Blended learning & Educational technology. The author has an hindex of 3, co-authored 9 publications receiving 35 citations.

Papers
More filters
Journal ArticleDOI
TL;DR: Hong Kong Polytechnic University educators used the Second Life virtual world to help students learn the relationships between key concepts in designing clothing for functional comfort.
Abstract: Hong Kong Polytechnic University educators used the Second Life virtual world to help students learn the relationships between key concepts in designing clothing for functional comfort.

13 citations

Journal ArticleDOI
TL;DR: The key aim was to develop a new learning technology for university students, specifically to help them learn about clothing thermal functional design (CTFD).
Abstract: Developments in computer capabilities, networks, mobile devices, and social media have enabled researchers and educators to increasingly employ blended strategies when developing new learning technologies. In addition, there is a growing need to develop discipline-specific learning technologies as result of expanding research in various domains. The study reported here was conducted in the context of a textile and clothing higher education course. The key aim was to develop a new learning technology for university students, specifically to help them learn about clothing thermal functional design (CTFD).

6 citations

Patent
10 Sep 2014
TL;DR: In this paper, a clothing simulation method and a system thereof is described, which comprises the following steps: S1, inputting parameters to a simulation system through a parameter definition module and solving the same, wherein the input parameters comprise a physical parameter of a clothing material, a hot human physiological parameter, an environmental climate parameter and a human activity behavior parameter.
Abstract: The invention discloses a clothing simulation method and a system thereof. The method comprises the following steps: S1, inputting parameters to a simulation system through a parameter definition module and solving the same, wherein the input parameters comprise a physical parameter of a clothing material, a hot human physiological parameter, an environmental climate parameter and a human activity behavior parameter; S2, building a human body-clothing-environment stimulation system, including an environmental climate boundary model, a multimodal mathematical model of hot human physiological balance adjustment and a mathematical model of clothing and environment heat and moisture transfer and exchange, and building a digital simulation equation of a clothing environment and a digital simulation equation of hot human physiological balance adjustment respectively according to the mathematical model of clothing and environment heat and moisture transfer and exchange and the multimodal mathematical model of hot human physiological balance adjustment; and building a multimodal modularized calculation model in the stimulation system; S3, obtaining simulation data, and outputting a 3D graphics showing clothing performance through an image output module.

5 citations


Cited by
More filters
Journal ArticleDOI
TL;DR: An innovative method consisting of a CAD system, allowing the designer to perform multi-style clothing thermal functional design on a customized virtual human body, is presented in this paper.
Abstract: Designing clothing with good thermal functional performance is very demanding and time-consuming if we follow traditional design methods. An innovative method consisting of a CAD system, allowing the designer to perform multi-style clothing thermal functional design on a customized virtual human body, is presented in this paper. The new functionalities of the virtual system provide the abilities to perform intelligent design of different clothing styles and materials for different body parts according to individual design requirements, namely design of various categories of clothing, such as hat, coat, trousers, gloves and shoes in the same design scheme. The designed clothing can be worn on a virtual human body and set in various wearing scenarios. The thermal behaviors in the human body-clothing-environment are simulated to predict the thermal performance of clothing and thermal response of the human body at multi-parts. 2D/3D visualization and animation of the simulation results are presented to help the designers to preview and determine whether the thermal performance of clothing is satisfactory and then obtain feedback to improve their designs iteratively.

36 citations

Journal ArticleDOI
TL;DR: This study investigates the learning activities conducted in Second Life, the most popular and widely used among the "sandbox" type MUVE platforms, by associating them with the learning affordances they enact, and proposes a new classification of learning affordance of MUVEs and a new concrete set of learning activities based on the literature review.
Abstract: Three Dimensional Multi-User Virtual Environments (MUVEs) are promising tools in education because of the unique affordances they offer. These learning affordances imply certain actions that in turn can lead to corresponding learning activities. There seems to be a lack of reports on which of the affordances of MUVEs for learning and teaching are used and how they are enacted by relevantly designed learning activities. This study investigates the learning activities conducted in Second Life, the most popular and widely used among the "sandbox" type MUVE platforms, as reported in 205 empirical studies, by associating them with the learning affordances they enact. As necessary step towards this goal, the study proposes a new classification of learning affordances of MUVEs and a new concrete set of learning activities based on the literature review. Learning affordances include free navigation, creation, modeling and simulation, multichannel communication, collaboration and cooperation and content presentation and/or delivery. By using the open, axial and selective coding offered by the grounded method, the learning activities that emerged from the exhaustive empirical review, are well associated with the proposed six learning affordances, validating in return the functionality of the proposed set of learning affordances. The five more general learning activities, resulting from the selective coding, are content creation, content exploration and interaction with content, social interaction, gaming, participation in representations of real life events and situations. Further research on other MUVEs is needed to establish this framework.

21 citations

Journal ArticleDOI
TL;DR: A virtual try-on system for prescription eyeglasses modifies an input video and virtually inserts prescriptions through image-based rendering, producing an output similar to a virtual mirror.
Abstract: Corrective lenses introduce distortion caused by the refraction effect, which changes the wear’s appearance. To give users a more realistic experience, a virtual try-on system for prescription eyeglasses modifies an input video and virtually inserts prescription eyeglasses, producing an output similar to a virtual mirror. The proposed system generates a 3D representation of the corrective lenses mounted into the eyeglasses frame and modifies the video sequence to virtually insert the eyeglasses through image-based rendering. Unlike existing virtual try-on systems, this approach simulates the refraction effects due to the corrective lens and takes into account reflections and shading.

15 citations

Journal ArticleDOI
TL;DR: The user study shows that an interactive system based on virtual reality technology has a better intuitional and cognitive visual effect and is feasible for reproducing traditional costumes using digital technology.
Abstract: Cloth simulation has received much attention recently due to its commercial potential. It can be used for virtual try-on systems, digital films, games and cultural heritage applications. In this paper, we present an interactive multimedia system for Chinese traditional costumes based on two key technologies. One is cloth simulation based on a fabric parameter algorithm, in which a BP neural network is constructed to acquire a nonlinear relationship between fabric mechanical parameters and control parameters in a simulation process. The other is an improved Verlet algorithm for implementing systemic numerical integration. The major contribution of this system is that it can facilitate self-study by fashion majors to understand the cutting and sewing features and can provide a learning platform for people who are interested in traditional costumes. This system can fully demonstrate the characteristics of structures of classic Chinese costumes, such as Cheongsam, Qing Dynasty robes and Tibetan clothing. Three-dimensional virtual display technology is used to make and present the ancient garment by using two-dimensional garment CAD software to produce the garment pattern, image processing software to process fabric texture, and finally sewing the three-dimensional clothing. The user study shows that an interactive system based on virtual reality technology has a better intuitional and cognitive visual effect and is feasible for reproducing traditional costumes using digital technology.

15 citations

Journal ArticleDOI
TL;DR: The results support the use of virtual reality in education, as even novice graduate students were able to overcome initial challenges and learn to navigate within a virtual world.
Abstract: Although virtual reality platforms, such as Second Life, have been used in academic settings for more than a decade, little is known about how students perceive or adapt to this technology. This article presents the results of a research study that examined the experiences and perceptions of graduate nursing students as they explored the educational applications of Second Life. The students created avatars, interacted with one another in the virtual world, explored healthcare and educational uses, and maintained a reflective blog (online journal) of their experiences. Conventional content analysis was used to analyze the reflective blogs, and four themes were identified: (1) mastering Second Life, (2) technological challenges, (3) social interaction, and (4) knowledge dissemination. The results support the use of virtual reality in education, as even novice graduate students were able to overcome initial challenges and learn to navigate within a virtual world.

14 citations