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 Authorized licensed use limited to: London South Bank University. Downloaded on November 25,2020 at 10:00:07 UTC from IEEE Xplore. Restrictions apply.