978-1-5386-4904-6/18/$31.00 ©2018 IEEE 138
Epsilon Interactive Virtual User Manual (VUM)
Omar Al Hashimi Perry Xiao
School of Engineering School of Engineering
London South Bank University London South Bank University
London, UK London, UK
alhashio@lsbu.ac.uk xiaop@lsbu.ac.uk
Abstract—Virtual Reality (VR) is an essential technology in
today’s internet world. VR is capable of delivering an
exceptionally competent understanding of a topic,
demonstrating a tool, or even conveying an idea through its
incredibly realistic environment. Epsilon is a state of the art
skin measurement instrument. Initially developed by London
South Bank University research group as a research project.
Epsilon has now been marketed and utilised in many
organisations worldwide. Nevertheless, Epsilon requires
thorough on-site training which is costly and time-consuming.
Therefore, there is a real need for a Virtual User Manual
(VUM) to train clients on how to operate Epsilon and
demonstrate all its features and functionalities. This paper
presents the development process of a web-based interactive
3D virtual user manual for the Epsilon medical device. The
VUM is a step by step interactive 3D guide that will display to
users, trainees and clients all of Epsilon’s characteristics with
the aid of audio and illustrative text. Additionally, it will direct
them on how to operate this skin medical instrument
efficiently. The interactive VUM will provide users with an
extremely realistic ambience presented in 3D content
employing The Internet as a delivery method.
Keywords—3D modelling, Web3D, Virtual Reality (VR),
LMS (Learning Management System), E-Learning, Interactive
Learning Environments, Medical Education, Epsilon, 3ds Max,
Virtual User Manual (VUM), Virtual Learning Environment
(VLE)
I. INTRODUCTION
This research paper demonstrates the technology of VR
and its importance in delivering a detailed and explicit
notion or concept to users via producing realistic
atmosphere. The illustration of features for any purchased
device is another fundamental aspect of exploiting all the
functions of that device or instrument. Virtualisation or the
virtual world has always been connected to 3D, as it is the
best way to presents and display any 3D object, picture,
movie etc. The term virtualisation defines the separation of
a resource or request for a service from the underlying
physical delivery of that service. To make virtualisation
more effective, usable and beneficial is to add the
interactive 3D multimedia applications that can be used
with it particularly when the process is deployed online [1].
Moreover, the current internet users are prepared and ready
to move from 2D to 3D interfaces. In addition to VR,
Augmented Reality (AR), for instance, is a very
competitive atmosphere for presenting 3D objects. VR and
AR are unlocking a new level of interaction of the users
with the specialised applications [2].
The arrival and the wide use of 3-dimensional contents
online such as 3D games and 3D movies with the existence
of sophisticated machines which have advanced features
and great display capabilities have increased the necessity
to follow new 3D techs and create a highly advanced and
realistic product. This is a suitable time to expand further
and enhance the use of those 3D technologies and
interactive worlds to other fields, such as e-commerce, e-
learning, online training, Learning Management System,
tourism, and the medical sector. Adding those 3D
interactive tools and environments into these new areas has
upgraded and greatly improved the user experience and
made it more stimulating. Online 3D virtual environments
represent real-world characteristics to consumers and allow
them to interact with it by using The Internet as a platform.
The concept of VR being integrated with social media
nowadays is to strengthen its attractiveness further.
However, a recent VMware report states that “the potential
of 3D/VR technology in everyday applications can be fully
exploited. Simply if accompanied by the development of
efficient and easy to use methods of creation, management,
search and presentation of interactive 3D multimedia
content, which could be used by both expert and non-
expert users” [3]. In this regard, London South Bank
University’s engineering lab has built and developed
Epsilon, which is a skin medical instrument. Illustrating
this medical instrument in a VR environment would show
its functionality as utilised in the real world.
Comparing Epsilon with other skin medical
technologies, it has higher sensitivity, higher repeatability,
and most importantly, skin measurement results are
independent of the external environment. Epsilon is
described as a new scanning device for imaging dielectric
permittivity (Ԑ) that is used for a broad array of soft
materials, including plant and animal tissues, liquids, fats,
gels, waxes, and powders. Its main feature of electronics
and signal processing converts the sensor’s original non-
linear signals into refined fine-tuned permittivity scale for
imaging attributes such as hydration or recording dynamic
processes, for instance, textile wetting or the permeation of
liquids through membranes [4]. Epsilon is used in more
than 70 organisations worldwide, and there are hundreds of
people using it [5]. Furthermore, the current user manual of
Epsilon is only available as hardcopy and printed
documents only. The Epsilon user manual states that “The
system consists of a hand-held probe, a parking base, and
an in-vitro stand, securely stored in a purpose-designed
case” [6].
This paper examines the utilisation of 3D contents
online, and the technical approach followed to design and
implement the virtual system of Epsilon device and the
VUM. In addition, the paper introduces new hardware that
can be used to enhance the operation of Epsilon. Finally, it
explains a comparative usability study between the current
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