Traditional opera, vital to China's intangible cultural heritage (ICH), is grappling with low dissemination efficiency and an inability to meet evolving aesthetic preferences in the era of new media. We combined v...
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Traditional opera, vital to China's intangible cultural heritage (ICH), is grappling with low dissemination efficiency and an inability to meet evolving aesthetic preferences in the era of new media. We combined virtual reality (VR) technology with traditional Chinese opera (TCO) to allow users to learn about this musical art form through an immersive experience and facilitate its digital diffusion. To verify this approach's effectiveness, this research involved the construction of a hypothetical model based on the technology acceptance model (TAM), then surveys were administered to 340 participants and data were analyzed using SPSS26 and AMOS27. The results indicate that perceived visual design positively impacted perceived usefulness (PU), self- efficacy and personal innovativeness had significantly positive impacts on perceived ease of use (PEOU). Moreover, perceived playfulness exerted a noticeable impact on PU, PEOU, and intention to use (ITU), PU and PEOU indirectly influenced ITU through attitude. Our findings provide theoretical support for predicting public acceptance of learning about TCO through VR and insight into the transmission of other ICH items through VR.
virtual reality is an emerging and versatile technology that is gaining increasing interest from the scientific community, particularly regarding user experience. A review of the literature highlights the need for upd...
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virtual reality is an emerging and versatile technology that is gaining increasing interest from the scientific community, particularly regarding user experience. A review of the literature highlights the need for updated analyses that comprehensively address current trends in this field. The objective of this study is to analyze the evolution of scientific publications related to virtual reality and user experience, identifying trends, the most influential authors, relevant journals, and international collaborations, to provide a comprehensive overview. A bibliometric analysis was conducted using the Web of Science Core Collection database, identifying a total of 1,848 relevant publications. Network analysis techniques and Bradford's law were applied, allowing for the examination of the distribution and impact of publications, as well as collaboration between authors and institutions. The results show an exponential growth in scientific output, particularly since 2019. While the United States leads in the number of publications, most of the influential authors are from Europe, with notable scientific output in Spain and Portugal. Current research hotspots include virtual reality applications in education and healthcare (over 70% of the analyzed publications), which align with Sustainable Development Goals, particularly 3 and 4. Trends indicate a shift towards integrating virtual reality with artificial intelligence, adaptive systems, and multisensory interaction to enhance immersion and usability. Challenges include a lack of standardized methodologies to assess immersion, presence, and cognitive load, which limits comparisons across studies and hinders the development of best practices. Future research should focus on refining interaction paradigms, improving accessibility, and developing ethical frameworks that respect data privacy and protect the user from cybersickness and the psychological effects of prolonged virtual reality exposure.
This research develops a UAV photogrammetry methodology to generate 3D digital twins (DT) of the Elvanl & imath;Bridge in Mersin, Turkey. These DTs are then analyzed using advanced image processing algorithms for ...
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This research develops a UAV photogrammetry methodology to generate 3D digital twins (DT) of the Elvanl & imath;Bridge in Mersin, Turkey. These DTs are then analyzed using advanced image processing algorithms for automatic crack detection. The identified cracks were incorporated into the 3D model, creating a DT to damageaugmented digital twins (DADT). Subsequently, the DADT was rendered in virtual reality, offering an interactive alternative solution with remote access to on-site structural visual inspections in a digital environment. This approach has increased the objectivity and efficiency of inspections in the digital environment. The results demonstrate the potential of this integrated approach to enhance the accuracy and reliability of bridge inspections, reduce operational costs, and provide a comprehensive platform for structural health monitoring through non-invasive methods. The study transformative impact of combining emerging technologies such as UAV photogrammetry and VR in civil engineering, paving the way for more systematic and precise infrastructure assessments.
The potential of virtual reality (VR) in lighting design remains underexplored, despite its growing technological advancements. This study aims to evaluate VR's applicability in lighting design by investigating it...
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The potential of virtual reality (VR) in lighting design remains underexplored, despite its growing technological advancements. This study aims to evaluate VR's applicability in lighting design by investigating its benefits, limitations, and adoption among professionals and researchers. A comprehensive literature review highlights VR's capabilities in replicating light distribution and its impact on perception. An international survey conducted from August to December 2023 gathered 57 responses from lighting professionals from 31 countries. Findings reveal that while 83 % of respondents are familiar with VR technologies and recognise the benefit of using VR in practice, its use in lighting design remains limited, with 70 % using VR rarely (46 %) or never (24 %). Key barriers for adoption include a lack of experience, training, time, financial constraints, and hardware limitations. VR is mainly applied for client presentations or conceptual designs, showcasing its potential to enhance client satisfaction despite the basic nature of most environments. This study underscores the need for simple, intuitive, and open-source VR tools to bridge the gap between academic research and professional practice. By aligning VR tools with professional needs, the findings provide a foundation for improving adoption rates and advancing the integration of VR in lighting design. Future research should focus on cost-effectiveness to better evaluate VR's role in improving professionalism and decision-making in the field. The study contributes to filling a critical gap in understanding the practical application of VR in lighting design.
virtual reality plays a growing role in emergency behavior studies. This review focuses on the perspectives of research development and implementation. It synthesizes and discusses the identified studies from three in...
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virtual reality plays a growing role in emergency behavior studies. This review focuses on the perspectives of research development and implementation. It synthesizes and discusses the identified studies from three interrelated fields, i.e., building and hazard simulation, game interaction, and data collection. Revealed features in existing literature help better understand the technical plans and practice. The variety of emergency types and research interests results in large-volume articles with different setups. Features simulated, data collected, and experiment processes differ across the reviewed articles. The study reveals that fire emergencies gained the most attention, while other hazards are less studied. Most research focuses on building design cues, with a growing number on social effects. Identified gaps and comments help guide future studies. Current game designs focus on cues rather than realism, and the population samples that participated in experiments are skewed. It is also vital to enhance game interaction and model reusability.
Background: Fall injuries resulting from trips are a major health concern. virtual reality (VR) offers an effective way of training obstacle avoidance while walking due to its ability to provide safe and meaningful re...
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Background: Fall injuries resulting from trips are a major health concern. virtual reality (VR) offers an effective way of training obstacle avoidance while walking due to its ability to provide safe and meaningful real-time feedback during rehabilitation. This proof-of-concept study examined the benefit of providing physical feedback during obstacle avoidance gait training using VR. Methods: Twenty-six young adults walked on an instrumented treadmill while wearing a head-mounted display in two 8-min conditions. virtual obstacles to be avoided were presented in a VR-only condition and a VR + Perturbation (VR + P) condition where additional rapid belt acceleration simulated tripping on an obstacle. Results: A lower obstacle collision rate, greater step length and height of the leading foot over the obstacles were found in the VR + P condition compared to the VR-only condition (p < 0.05). Step height of the trailing foot over the obstacles significantly decreased over time during the VR-only condition (p < 0.01) but not during the VR + P condition. The margin of stability significantly improved over time during the VR + P condition only (p < 0.01). Conclusions: Immediate physical feedback via treadmill belt acceleration can improve obstacle avoidance performance in a virtual environment. Future research is required to examine the generalizability of this finding to other populations and real-world falls.
Up to 75% of paediatric patients experience anxiety and distress before undergoing new medical procedures. virtual reality is an interesting avenue for alleviating the stress and fear of paediatric patients due to its...
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Up to 75% of paediatric patients experience anxiety and distress before undergoing new medical procedures. virtual reality is an interesting avenue for alleviating the stress and fear of paediatric patients due to its ability to completely immerse the child in the virtual world and thus expose them to the sights and sounds of an MRI before undergoing the exam. We aimed to explore the impact of virtual reality exposure on reducing fear and anxiety in paediatric patients scheduled to undergo an MRI. We hypothesised that patient who had undergone VR exposure before the MRI would experience lower levels of fear and anxiety and subsequently have a higher MRI success rate. We conducted a prospective randomized control trial in a tertiary paediatric hospital over three weeks. Inclusion criteria comprised children aged 4 to 14 undergoing MRI without medical contraindications for VR use. Thirty patients (16 in VR, 14 in control) were included in the study. The VR room, created in-house by a researcher, that the VR group experienced, simulated MRI room with typical sounds for up to 5 min before their actual MRI. Fear and anxiety were measured using the FACES scale before and after MRI for the control group as well as after VR exposure for the VR group. The VR group exhibited a significant reduction in anxiety post-VR exposure regarding the upcoming MRI (p = 0.009). There was no significant difference with regards to fear and anxiety between the VR and control groups before or after the MRI exam. There was no significant difference between the MRI exam success rates. VR exposure effectively reduces pre-MRI anxiety in paediatric patients who are about to undergo the exam, this is important as it alleviates the psychological burden on the child. This research is in line with previous findings, showing the validity of VR as a method of reducing pre-procedural paediatric anxiety and suggesting that complex VR experiences may not be necessary to have a significant impact. There is,
In recent years, the influence of virtual reality (VR) on decision-making training has garnered significant attention across various studies. Despite this growing interest, there remains a noticeable gap in the form o...
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In recent years, the influence of virtual reality (VR) on decision-making training has garnered significant attention across various studies. Despite this growing interest, there remains a noticeable gap in the form of a comprehensive systematic review that could highlight research trends and elucidate the mechanisms through which VR impacts decision-making. To address this gap, we conducted an extensive systematic literature review coupled with a meta-analysis. Our objective was to achieve a deeper understanding of how VR affects decision-making training and to evaluate its effectiveness. Our review process involved a thorough examination of 39 scholarly articles, out of which 10 were selected for a detailed meta-analysis. This approach allowed us to identify prevailing trends in the use of VR within the context of decision-making training. We also examined the key technical features of VR that are most influential in this area. Simultaneously, we assessed various study designs. Meta-analysis indicating a small to moderate positive effect of VR on decision-making training (g = 0.317). The insights gained from our research make a substantial contribution to the existing literature by not only mapping out the current state of VR research in decision-making training but also by identifying effective technical and design features.
This systematic review aims to evaluate the effectiveness of VR-enhanced intervention on anthropometric outcomes (weight and body mass index, BMI) and body image outcomes (body dissatisfaction, body avoidance, and bod...
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This systematic review aims to evaluate the effectiveness of VR-enhanced intervention on anthropometric outcomes (weight and body mass index, BMI) and body image outcomes (body dissatisfaction, body avoidance, and body size perception) at post-intervention and follow-up assessment. We selected randomised controlled trials (RCTs) from the inception to October 9, 2023, using nine databases: PubMed, Cochrane Library, CINAHL, EMBASE, PsycINFO, Scopus, Web of Science, IEEE, ProQuest Dissertations and Theses, and ProQuest. A total of 16 RCTs were included, involving 1144 overweight and obese adults. Meta-analysis revealed that VR-enhanced intervention was comparable to conventional intervention in terms of weight (g = - 0.42 to - 0.10, p > 0.05) and BMI (g = - 0.59 to - 0.27, p > 0.05) reductions at post-intervention and follow-up assessments. Participants perceived their body dissatisfaction (g = - 0.46 to - 0.40, p > 0.05) and body avoidance (g = - 0.44, p > 0.05) to be similar between VR-enhanced interventions and conventional interventions at post-intervention and follow-up assessments. VR-enhanced interventions seem to be superior to conventional interventions for contour drawing rating (g = - 0.25, p = 0.04) at post-intervention assessment. However, the level of certainty was low for all outcomes. The VR-enhanced intervention can be considered a supplementary intervention for weight reduction and body image improvement among overweight and obese adults. However, further well-designed RCTs with large sample sizes are necessary.
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