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  1. Home
  2. Browse by Author

Browsing by Author "Feng Z"

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    A BIM and AR-based indoor navigation system for pedestrians on smartphones
    (Elsevier Inc. on behalf of the Korean Society of Civil Engineers, 2025-01) Zhang W; Li Y; Li P; Feng Z
    Indoor navigation technology, as an emerging location information service, has shown continuous growth in its application demand in recent years. In indoor navigation, indoor localization and path planning are the key factors affecting navigation quality. Most of the existing methods rely on traditional methods for indoor localization with high implementation costs. As for path planning, most methods lack the acquisition and use of semantic information, affecting navigation's practicality and intuitiveness. To alleviate the above problems, we propose a building information modeling (BIM) and augmented reality (AR)-based indoor navigation system for pedestrians that can be implemented on smartphones. Specifically, we first map a three-dimensional model space subdivided by a triangular prism to the two-dimensional plane in order to construct an indoor navigation network. Secondly, the information is analyzed using inertial navigation system technology to identify indoor positions. Then, we propose an indoor augmented reality navigation algorithm based on architectural and spatial information (IARA) algorithm for indoor path planning. Finally, we integrated the above technologies and built an indoor pedestrian navigation system based on BIM and AR technologies. Experiments in specific scenarios show that our system ensures navigation stability while obtaining results that are more relevant to the needs of pedestrians.
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    A quantitative comparison of virtual and physical experimental paradigms for the investigation of pedestrian responses in hostile emergencies.
    (Springer Nature, 2024-03-22) Shipman A; Majumdar A; Feng Z; Lovreglio R
    Modern experiments investigating human behaviour in emergencies are often implemented in virtual reality (VR), due to the increased experimental control and improved ethical viability over physical reality (PR). However, there remain questions regarding the validity of the results obtained from these environments, and no full validation of VR experiments has yet appeared. This study compares the results of two sets of experiments (in VR and PR paradigms) investigating behavioural responses to knife-based hostile aggressors. This study quantitatively analyses these results to ascertain whether the different paradigms generate different responses, thereby assessing the use of virtual reality as a data generating paradigm for emergencies. The results show that participants reported almost identical psychological responses. This study goes on to identify minimal differences in movement responses across a range of predictors, noting a difference in responses between genders. As a result, this study concludes that VR can produce similarly valid data as physical experiments when investigating human behaviour in hostile emergencies, and that it is therefore possible to conduct realistic experimentation through VR environments while retaining confidence in the resulting data. This has major implications for the future of this type of research, and furthermore suggests that VR experimentation should be performed for both existing and new critical infrastructure to understand human responses in hostile scenarios.
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    A sequence analysis of behaviors in immersive virtual reality for indoor earthquake and post-earthquake evacuation
    (1/06/2022) Feng Z; González VA; Spearpoint M; Thomas J; Trotter M; Cabrera-Guerrero G; Paes D
    Behavioral sequence analysis (BSA) gives insights to understand and model individual behaviors. The present study uses BSA for a virtual earthquake. The virtual earthquake drill was facilitated by a head-mounted display (HMD)-based immersive virtual reality (IVR) system. Eighty-three participants experienced a full earthquake and post-earthquake evacuation in a virtual hospital building. Concurrent verbal protocol analysis (VPA) and retrospective video analysis of the footage of participants’ in-IVR behaviors have been conducted to identify the behavioral sequence of participants. As a result, behavioral transition diagrams are generated, showing the progression of behaviors exhibited in the virtual earthquake drill. A variety of behavioral paths for each individual participant is presented using a visual analytics approach. The behavioral transition diagrams and behavioral paths expose the full picture of human behaviors in an earthquake emergency, which are vital to developing behavior-oriented strategies for earthquake emergencies.
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    A Virtual Reality Exit Choice Experiment to Assess the Impact of Social Influence and Fire Wardens in a Metro Station Evacuation
    (Springer Nature, 2025-05-19) Lu S; Rodriguez M; Feng Z; Paes D; Daemei AB; Vancetti R; Mander S; Mandal T; Rao KR; Lovreglio R
    Assessing evacuation time is a fundamental task in fire engineering. One of the key decisions made in evacuation dynamics is exit choice. In this work, we propose a new immersive virtual reality (VR) experiment to assess the effects of social influence and fire wardens’ instructions on the exit chosen. We also investigate if and how the perceived level of authority of the fire wardens (i.e., metro staff members or firefighters) can affect these decisions. The proposed immersive VR experiment includes 12 different scenarios during a fire evacuation in an underground metro station. A sample of 131 participants took part in the experiment, making 1048 choices. We estimate a discrete choice model to quantify if and how these factors affect the participants’ decisions. The results show that both instructions by fire wardens and social influence significantly affect exit choice and that the impact of fire wardens can change depending on their perceived level of authority.
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    Augmented reality applications in construction productivity: A systematic literature review
    (Elsevier Ltd, 2024-10) Xu Z; Feng Z; Babaeian Jelodar M; Guo BHW
    Augmented reality (AR) has been extensively researched for its applications in the construction industry. However, there is limited focus on its effects on productivity. This paper aims to bridge the gap by using a systematic literature review to investigate AR applications in the planning, design, and construction phases, focusing on their mechanisms for enhancing productivity. The paper classifies AR applications by their target construction tasks, features, and factors contributing to improved productivity. Additionally, it proposes a framework for prototyping AR applications and evaluating their effects on productivity. Key findings reveal several contributions: the need for further investigation of AR for positioning and hazard notification tasks; the utilisation of different augmentation methods, display tools, and tracking methods based on specific construction tasks; AR's positive impact on productivity in design review, discrepancy check, assembly, and hazard notification, while future research on evaluating productivity in progress management, planning simulation, and positioning.
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    Building Information Modeling Education for Quantity Surveyors in Hong Kong: Current States, Education Gaps, and Challenges
    (1/01/2023) Keung CCW; Yiu TW; Feng Z
    Rapid developments in building information modeling (BIM) are escalating the architecture, engineering, and construction (AEC) industry toward digital transformation. However, the lack of skilled BIM professionals is a critical issue slowing this transformation. Currently, few educational institutions include BIM topics in their curricula, especially those developed for quantity surveying (QS) programs. Moreover, the learning outcomes of BIM curricula may not meet the current industrial requirements. Thus, this study investigated the current states, gaps, and challenges of BIM education for QS practices in Hong Kong. This study conducted surveys to determine industrial requirements and a case study to examine the BIM curricula currently offered at Hong Kong educational institutions. The results suggest that the current BIM education for QS practices is in line with the pace of BIM development in the AEC industry. However, some advanced topics are not covered in BIM education. Additionally, the non-standardized BIM competencies to be attained by students lead to uncertainty and challenges in BIM education for quantity surveyors.
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    Building Information Modelling in quantity surveying practices: current state and future challenges in Hong Kong
    (ITcon, 2022-12) Keung CCW; Yiu TW; Feng Z; Amor R
    The use of building information modelling (BIM) in recent years has accelerated the performance and productivity of the architecture, engineering, and construction (AEC) industry. BIM can promote lean management, with enhanced control over budget and cost. However, the application of BIM for quantity surveying (QS) practices has not been extensively explored. Thus, this study examined the current situation and future challenges of BIM adoption in QS practices in Hong Kong. Questionnaire surveys and semi-structured interviews were administered to obtain insights from AEC industry practitioners in Hong Kong. Sixty survey respondents and nine interviewees participated in this study. The participants were quantity surveyors from developers, consultancy firms, and contractor companies. Results suggest that quantity surveyors are increasingly adopting BIM in Hong Kong. However, the low quality of BIM models and improper implementation of BIM often limit BIM adoption in QS practices. Another critical challenge is the absence of well-recognised BIM standards. Moreover, the shortage of skilled BIM professionals jeopardises the development and adoption of BIM in QS practices. The findings highlight the current achievements and barriers associated with BIM adoption in QS practices in Hong Kong. Prerequisites for successfully applying BIM in QS practices are suggested herein.
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    Comparative analysis of fire evacuation decision-making in immersive vs. non-immersive virtual reality environments
    (Elsevier B V, 2025-11-01) Zhang Y; Paes D; Feng Z; Scorgie D; He P; Lovreglio R
    Understanding emergency behavior is crucial for designing safer, resilient infrastructure. Immersive Virtual Reality (VR) realistically simulates emergencies but is resource-intensive, so systematic comparisons with non-immersive VR remain scarce. To address this gap, a multifactorial VR fire-evacuation experiment was conducted in which participants navigated a room with three exits under varied conditions (e.g., social influence, smoke presence, exit distance, exit familiarity). Results indicated no significant difference in overall decision-making between immersive and non-immersive VR. Nevertheless, immersion modulated key factors: in immersive VR, participants preferred nearer exits, were more susceptible to social influence, and experienced stronger effects of smoke and exit familiarity. Smoke also reduced the influence of exit distance. Personal factors (e.g., prior VR experience, age, gender) shaped perceptions and emotions; heightened negative emotions and perceived risk were associated with less rational (i.e., suboptimal) choices, particularly in immersive VR. These insights inform VR safety training, guiding simulations that more faithfully replicate real emergencies.
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    Enhancing the Energy Performance of Historic Buildings Using Heritage Building Information Modelling: A Case Study
    (MDPI (Basel, Switzerland), 2025-07-02) Kakouei M; Sutrisna M; Rasheed E; Feng Z; Caggiano A; Kamari A
    Heritage building conservation plays a special role in addressing modern sustainability challenges by preserving the cultural identity, retrofitting, restoring, and renovating these structures to improve energy performance, which is crucial for revitalisation. This research aims to use Heritage Building Information Modelling (HBIM) to increase energy efficiency and environmental sustainability in historic buildings. Retrofitting heritage buildings presents unique challenges and opportunities to simultaneously reduce energy consumption and carbon emissions while maintaining historical integrity. Traditional approaches are often insufficient to meet heritage structures’ energy needs. Modern technologies such as information building modelling and energy simulations can offer solutions. HBIM is a vigorous digital framework that facilitates interdisciplinary collaboration and offers detailed insights into building restoration and energy modelling. HBIM supports the integration of thermal and energy efficiency measures while maintaining the authenticity of heritage architecture by creating a comprehensive database. Using a case study heritage building, this research demonstrates how retrofitting the different aspects of heritage buildings can improve energy performance. Evaluating the preservation of heritage buildings’ cultural and architectural values and the effectiveness of using HBIM to model energy performance offers a viable framework for sustainable retrofitting of heritage buildings.
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    Evolutionary Game and Simulation of Green Housing Market Subject Behavior in China.
    (John Wiley and Sons, 2022-04-05) Qian Y; Yu M; Wang T; Yuan R; Feng Z; Zhao X; Fu H
    In China, driven by the national "3060" double carbon targets (i.e., reaching peak carbon emissions by 2030 and carbon neutrality by 2060), green housing has become one of the major fields to reduce carbon emissions, facilitating the achievement of the double carbon targets. Promoting the growth of green housing is an important way for the real estate industry to achieve low-carbon transformation and improve the quality of housing. Meanwhile, the construction industry also can benefit from green housing to achieve its energy conservation and emission reduction targets. Therefore, it is critical to boost and maintain the sustainable growth of the green housing market in China. However, the literature has not focused attention on the market behavior of the green housing market in China. This study proposes a tripartite evolutionary game model to investigate the subject behavior of the green housing market in China. This model consists of three major subjects in a green housing market: developers, consumers, and governments. Based on this model, this study analyzes the stability of the strategy options for each stakeholder and identifies the stable conditions of strategy portfolios to reach the equilibrium points of the game system. The validity of the proposed tripartite evolutionary game model is tested through the simulation of the impacts from various factors on system evolution. According to the impacts of factors and the stable conditions of strategies, this paper puts forward relevant policy suggestions for the healthy and sustainable growth of China's green housing market.
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    Exploring spiral narratives with immediate feedback in immersive virtual reality serious games for earthquake emergency training
    (1/01/2023) Feng Z; González VA; Mutch C; Amor R; Cabrera-Guerrero G
    Various attempts and approaches have been made to teach individuals about the knowledge of best practice for earthquake emergencies. Among them, Immersive Virtual Reality Serious Games (IVR SGs) have been suggested as an effective tool for emergency training. The notion of IVR SGs is consistent with the concept of problem-based gaming (PBG), where trainees interact with games in a loop of forming a playing strategy, applying the strategy, observing consequences, and making reflection. PBG triggers reflection-on-action, enabling trainees to reform perceptions and establish knowledge after making a response to a scenario. However, in the literature of PBG, little effort has been made for trainees to reflect while they are making a response (i.e., reflection-in-action) in a scenario. In addition, trainees do not have the possibility to adjust their responses and reshape their behaviors according to their reflection-in-action. In order to overcome these limitations, this study proposes a game mechanism, which integrates spiral narratives with immediate feedback, to underpin reflection-in-action and reflective redo in PBG. An IVR SG training system suited to earthquake emergency training was developed, incorporating the proposed game mechanism. A controlled experiment with 99 university students and staff was conducted. Participants were divided into three groups, with three interventions tested: a spiral narrated IVR SG, a linear narrated IVR SG, and a leaflet. Both narrated IVR SGs were effective in terms of immediate knowledge gain and self-efficacy improvement. However, challenges and opportunities for future research have been suggested.
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    Gamification for air quality education: A systematic literature review
    (Elsevier B.V., 2025-01-09) Daemei AB; Lovreglio R; Feng Z; Paes D; Miller C
    Air quality is crucial to our health and well-being, as poor air quality can lead to serious health problems such as asthma, allergies, and other respiratory conditions. Educating people about air quality is key to improving awareness and taking action to reduce its negative effects. Gamification offers a creative and engaging way to deliver educational content by incorporating game elements into the learning experience. However, despite its potential, there has been no review of how gamification has been used for air quality education. Thus, this review aims to fill that gap by systematically examining how gamification is applied to air quality education in the built environment. We explored a range of games and applications used to educate the public on air quality. To guide our analysis, we used the Octalysis framework, which focuses on game elements that motivate and engage users. Following the PRISMA guidelines for systematic reviews, we identified 19 relevant papers published between 2009 and 2023. From these, we developed 8 research questions to guide the review process and analyzed the game elements using the Octalysis framework. Our findings show that most studies focus on residential buildings, with a key focus on raising awareness of the health impacts of air pollution and managing asthma. Notably, many of these studies target children, who are more vulnerable to air pollution. We also introduce the first taxonomy for gamification in air quality education, providing a clear structure for future game development in this area. Finally, the review highlights the need to explore other educational topics that could benefit from gamification, and how this approach could improve both indoor and urban air quality, as well as reduce energy consumption.
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    Investigating situation awareness transition in construction hazard recognition: A multimodal study of cognitive and neural mechanisms
    (Elsevier Ltd, 2025-11-01) Zhang Z; Guo BHW; Feng Z; Goh YM
    Construction sites are dynamic and hazardous environments where workers often struggle to maintain high levels of situation awareness (SA), essential for effective hazard recognition. While technologies exist to aid hazard perception, limited research has explored how external environmental stimuli and internal safety goals jointly influence the SA transition across perception (SA1), comprehension (SA2), and projection (SA3). This study investigates the effects of augmented stimuli and safety goals setting on SA levels, SA transition and hazard recognition. A multimodal experimental approach was employed, integrating virtual reality (VR), eye tracking, modified Situation Awareness Global Assessment Technique (SAGAT) and event-related potentials (ERPs). A novel Temporal Hybrid Situation Awareness Measurement (THSAM) method was introduced to quantify SA by linking eye-tracking data with SAGAT responses. SAGAT data showed that both augmented stimuli and safety goals improved SA across all levels. SAGAT and THSAM indicated that the combination of the two interventions led to the largest improvements across SA1, SA2, and SA3. SA transition analysis revealed that augmented stimuli effectively facilitated the shift from unawareness (SA0) to SA1. THSAM and SA transition analysis confirmed safety goals primarily enhanced SA2. ERPs analyses further indicate distinct brain activity patterns (P2 and N400) associated with each SA level. This study contributes to construction safety research by providing quantitative evidence on the cognitive and neural mechanisms underlying SA transition. It also introduces THSAM as a methodological advancement for capturing real-time SA dynamics and offers practical implications for designing integrated safety interventions that align with workers’ goals and environmental demands.
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    Investigating the interplay of bottom-up and top-down attention in hazard recognition: Insights from immersive virtual reality, eye-tracking and electroencephalography
    (Elsevier Ltd, 2025-07) Zhang Z; Guo BHW; Feng Z; Goh YM
    The construction industry's high-risk environment demands effective hazard recognition strategies. Attention, a critical cognitive process, plays a crucial role in this task. Previous research focused on individual attention process, such as sustained attention, selective and divided attention. However, no research has been conducted to investigate the effects of the interplay between endogenous and exogenous factors on hazard recognition in construction settings. This paper aims to investigate the effects of the interplay between top-down (T-D) and bottom-up (B-U) attention networks on hazard recognition, using immersive virtual reality (IVR), eye tracking (ET), and electroencephalography (EEG). Two safety interventions—augmented stimuli and toolbox meetings—were tested in a dynamic IVR construction site. The results showed that both augmented stimuli and the safety toolbox meeting significantly affected B-U, T-D, and hazard recognition. This paper provided evidence that the interplay between B-U and T-D can significantly improve workers’ hazard recognition performance. The results improved our understanding of the mechanisms that control selective attention and the source of guidance over attention orientation. By demonstrating that T-D and B-U processes can work together rather than in isolation, this research contributes a key theoretical insight: attentional orientation in hazardous construction environments is neither fully determined by external stimuli nor entirely controlled by internal cognitive sets. In addition, this paper highlights and calls for an integrated approach to improving worker's hazard recognition performance, by combining digital-technology-enabled stimuli with safety-goal-oriented training and managerial practices.
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    MMAF-Net: Multi-view multi-stage adaptive fusion for multi-sensor 3D object detection
    (Elsevier B.V., 2023-12-05) Zhang W; Shi H; Zhao Y; Feng Z; Lovreglio R
    In this paper, we propose a 3D object detection method called MMAF-Net that is based on the multi-view and multi-stage adaptive fusion of RGB images and LiDAR point cloud data. This is an end-to-end architecture, which combines the characteristics of RGB images, the front view of point clouds based on reflection intensity, and the bird's eye view of point clouds. It also adopts a multi-stage fusion approach of “data-level fusion + feature-level fusion” to fully exploit the strength of multimodal information. Our proposed method addresses key challenges found in current 3D object detection methods for autonomous driving, including insufficient feature extraction from multimodal data, rudimentary fusion techniques, and sensitivity to distance and occlusion. To ensure the comprehensive integration of multimodal information, we present a series of targeted fusion methods. Firstly, we propose a novel input form that encodes dense point cloud reflectivity information into the image to enhance its representational power. Secondly, we design the Region Attention Adaptive Fusion module utilizing an attention mechanism to guide the network in adaptively adjusting the importance of different features. Finally, we extend the 2D DIOU (Distance Intersection over Union) loss function to 3D and develop a joint regression loss based on 3D_DIOU and SmoothL1 to optimize the similarity between detected and ground truth boxes. The experimental results on the KITTI dataset demonstrate that MMAF-Net effectively addresses the challenges posed by highly obscured or crowded scenes while maintaining real-time performance and improving the detection accuracy of smaller and more difficult objects that are occluded at far distances.
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    Optical see-through augmented reality fire safety training for building occupants
    (Elsevier B.V., 2024-03-15) Paes D; Feng Z; King M; Khorrami Shad H; Sasikumar P; Pujoni D; Lovreglio R
    Fire safety training is crucial to increase building occupants' chances of surviving a fire emergency. Traditional training methods, such as lectures using video presentations, have limitations that can hinder learning performance. This article describes the development and testing of an alternative training solution using Augmented Reality (AR) technology. Through a controlled between-subject experiment, the AR-based fire safety training method was compared against a conventional video-based one based on participants' knowledge acquisition and retention, intrinsic motivation, and self-efficacy. Results suggest that the AR system was well-designed and as effective as the traditional method in terms of knowledge acquisition and retention and overall learning experience. However, it was found to be superior in terms of intrinsic motivation gain and self-efficacy retention. These findings demonstrate the potential of AR-based training methods to enhance building occupants' safety and provide directions for future developments and research in the field.
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    Prototyping an immersive virtual reality training system for urban-scale evacuation using 360-degree panoramas
    (IOP Publishing Ltd, 2022-01-01) Feng Z; Liu C; Gonzalez VA; Lovreglio R; Nilsson D
    Urban-scale evacuation may take place because of disasters or emergencies. Efforts have been made to enhance the preparedness of communities for urban-scale evacuation. For instance, wayfinding systems are installed and implemented in tsunami-prone regions, indicating the evacuation routes to high ground or inland. However, communities tend not to familiarise themselves with wayfinding systems and the best evacuation routes because tsunami evacuation drills are not normally carried out given the challenges to plan and run them. This study proposes a rapid development approach for immersive virtual reality (IVR) training systems suited to urban-scale evacuation. This approach utilises 360-degree panoramas to represent an urban environment in IVR, getting rid of the process of 3D modelling or reality capture to reconstruct a virtual urban environment. The 360-degree panoramas used in this study were directly acquired via a 360-degree camera. Immediate feedback is applied as a pedagogical approach to inform users. The training objective is to make users capable of identifying evacuation signs and the best evacuation route. This paper outlines a development framework to demonstrate the prototyping workflow of a 360-degree panoramic IVR training system suited to urban-scale evacuation. 360-degree panoramic IVR requires low levels of development efforts and computational resources. Therefore, urban-scale evacuation drills become possible to be rolled out easily and quickly to a wider population using 360-degree panoramic IVR.
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    Prototyping and testing a virtual reality counterterrorism serious game for active shooting
    (Elsevier B.V., 2022-09-28) Lovreglio R; Daphney-Chloe N; Rahouti A; Paes D; Feng Z; Shipman A
    An active shooting emergency requires an effective strategy to increase the chances of survival of the attacked population. Educational environments are one of the most common locations of such events. To reduce the impact of these disasters, several emergency plans have been developed and put in place. Traditionally, these emergency plans are taught to occupants using non-interactive videos, drills, etc. However, these conventional methods present many limitations regarding trainees' knowledge acquisition, engagement and self-efficacy. To overcome them, this paper presents the prototype of an immersive Virtual Reality (VR) Serious Game (SG) for counterterrorism training. A user-centred evaluation of the proposed training SG was conducted with 32 participants. The experiment aimed to investigate the impact of the proposed tool on participants' knowledge regarding the safest actions to take in case of an active shooter attack. Participants' intrinsic motivation and self-efficacy levels were also assessed before and after the VR-based training. Findings indicate that participants’ knowledge, intrinsic motivation, and self-efficacy significantly increased immediately after the training.
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    Sensory quality of upcycled legume water: Expectation vs. reality
    (Frontiers Media S.A., 2023-04-12) Hippolite LR; Feng Z; Zhang Y; Lee SJ; Serventi L
    Aquafaba and liluva are names used to define the processing water of food legumes. Large volumes of liluva are generated by frozen pea manufacturers (blanching water) and tofu producers (tofu whey). Studies have shown the potential of aquafaba and liluva in food applications as texture improvers and sources of bioactive substances and prebiotics. Nonetheless, no information on consumer perception of these new food ingredients is available. Therefore, this study investigated consumer expectations of steam blanching pea water (SBPW) and tofu whey (TW), correlating it with their actual sensory qualities and functional properties. Specifically, liluva was used as a source of prebiotics and hydrocolloids in 3D-printed mashed potatoes to enhance their rheology and printability. A preliminary survey showed a limited understanding of SBPW and TW as food ingredients, with only 43% and 38% of subjects willing to try TW and SBPW, respectively, with most subjects unsure on whether they wanted to or not (34% tofu whey and 49% liluva). Once the actual sensory test was conducted, TW-added mashed potato received favorable scores for all sensory attributes (appearance, aroma, taste, and texture). In contrast, SBPW-added mashed potato had a negative score on the color, as all nine focus group subjects described the color as gray. Overall, TW enhanced the printability of mashed potatoes due to its emulsifying ability and possibly coagulants derived from tofu making, and it was more appreciated sensory-wise, resulting in being the most preferred out of three samples (SBPW, TW, and control). Therefore, emphasizing consumer education may be key when expanding these innovative food ingredients to other food areas.
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    Video see-through augmented reality fire safety training: A comparison with virtual reality and video training
    (Elsevier B.V., 2024-12-10) Domgue K LI; Paes D; Feng Z; Mander S; Datoussaid S; Descamps T; Rahouti A; Lovreglio R
    Safety training is crucial to mitigate the risk of damage when a disaster occurs and can play a vital role in enhancing community response. Augmented Reality (AR) is an emerging technology for safety training that holds great pedagogical potential. This study aims to explore the effectiveness of AR training in terms of knowledge acquisition and retention, as well as self-efficacy enhancement. We developed a new video see-through AR training tool on a tablet to teach users about operating a fire extinguisher to put out a fire following the PASS procedure: Pull, Aim, Squeeze, and Sweep (PASS). The AR training tool was tested with 60 participants. Test results were systematically compared with findings from the literature investigating Virtual Reality (VR) and video-based safety training. The findings indicate that, directly after the training, AR outperformed traditional video training in terms of knowledge retention, long-term self-efficacy, and quality of instructions. However, the AR experience was not as effective as the VR experience in all these areas, but the AR group had a smaller decrease in knowledge over time. These findings suggest that the AR-based training approach offers benefits in long-term memory recall.
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