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.
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.
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,
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.
virtual reality (VR) biofeedback (BF) may be regarded as a viable means to overcoming barriers of traditional 2D-BF. Combining fully immersive VR-BF with gamification promises to particularly benefit children and adol...
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virtual reality (VR) biofeedback (BF) may be regarded as a viable means to overcoming barriers of traditional 2D-BF. Combining fully immersive VR-BF with gamification promises to particularly benefit children and adolescents. As data on children is scarce, this multicenter RCT set out to evaluate a self-developed VR-BF game in young patients with stress related disorders. 9-18-year-olds (Mage = 13.34, SDage = 1.99 in the overall sample) with a diagnosis of anxiety and/or mild to moderate depression were randomized to 10-session of heart rate based, fully immersive VR-BF-training (n = 19) or of standard 2D-BF-training (n = 20). Three assessments (baseline, post-training, 3-month-follow-up) were performed for chronic stress, including the two subscales helplessness and self-efficacy (primary outcome), as well as for symptom severity, the ability to relax and health related quality of life (HrQoL;all secondary). Data were analyzed using repeated measures ANOVAs. Improvements in both groups post-treatment and at 3-month-follow-up were found for chronic stress (helplessness and self-efficacy), for emotional symptoms and peer relationship problems, for the ability to relax at school/with peers, and for HrQoL psychological well-being, self-worth, peer- and school-related QoL. Yet, there were no between-group differences regarding treatment outcomes or training-evaluations, and no side effects were detected. These findings imply that VR-BF is as effective as 2D-BF. While this finding is encouraging, it also calls into question the added benefit of VR for this treatment. The design of VR-BF may need critical reevaluation, particularly with regards to reinforcing gamification elements and considering a broader range of physiological *** of Trial: OSF: ***/387wq;German Clinical Trial Registry: DRKS00033887 (https://***/search/de/trial/DRKS00033887).
Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be acc...
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Achieving a high level of immersion and adaptation in virtual reality (VR) requires precise measurement and representation of user state. While extrinsic physical characteristics such as locomotion and pose can be accurately tracked in real-time, reliably capturing mental states is more challenging. Quantitative psychology allows considering more intrinsic features like emotion, attention, or cognitive load. Time perception, in particular, is strongly tied to users' mental states, including stress, focus, and boredom. However, research on objectively measuring the pace at which we perceive the passage of time is scarce. In this work, we investigate the potential of electroencephalography (EEG) as an objective measure of time perception in VR, exploring neural correlates with oscillatory responses and time-frequency analysis. To this end, we implemented a variety of time perception modulators in VR, collected EEG recordings, and labeled them with overestimation, correct estimation, and underestimation time perception states. We found clear EEG spectral signatures for these three states, that are persistent across individuals, modulators, and modulation duration. These signatures can be integrated and applied to monitor and actively influence time perception in VR, allowing the virtual environment to be purposefully adapted to the individual to increase immersion further and improve user experience. A free copy of this paper and all supplemental materials are available at https://***/pub/brain-signatures.
The use of virtual reality simulators for perceptual-motor training has increased in recent years. However, few virtual sport environments have been shown to be effective in transferring learning to the real world. Fr...
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The use of virtual reality simulators for perceptual-motor training has increased in recent years. However, few virtual sport environments have been shown to be effective in transferring learning to the real world. From this perspective, concepts of validity and fidelity are known to be good predictors, highlighting the need to establish a method of testing them. This study measures the validity and fidelity of a relay simulator in the most comprehensive way by testing elements of physical, biomechanical, and psychological fidelity and construct validity. Twelve national-level athletes performed race initiation tasks during a baton handover in both virtual and real environment conditions. The athletes' perceptual-motor behavior was compared on both group and individual scales (construct validity and biomechanical and psychological fidelity). These measures were complemented by measures of workload (psychological fidelity) and presence (physical fidelity). A group-scale analysis showed no significant difference in the initiation behavior of the athletes, and all of them reported high levels of presence. Moreover, individual-scale measures showed a clear maintenance of perceptual-motor behavior for most athletes. Despite few differences being found in workload, these results largely support the simulator's validity and fidelity, which is an important step towards integrating the simulator into the training protocols of elite athletes.
Over the last few decades, many studies have explored the uses of virtual reality (VR) or augmented reality (AR) in different disciplines and examined their effects on learning. However, the effectiveness of the uses ...
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Over the last few decades, many studies have explored the uses of virtual reality (VR) or augmented reality (AR) in different disciplines and examined their effects on learning. However, the effectiveness of the uses of VR and AR on students' learning is still inconclusive, and the uses and effects of VR or AR within the specific domain of higher engineering education have not been explored in extensive detail. The aim of this article is to systematically examine the overall effect of the uses of VR and AR in higher engineering education on different learning outcomes by meta-analyzing the results of 35 comparative studies from 24 high-quality journal papers published between 2013 and 2023. The results indicated that the uses of VR and AR in higher engineering education have a medium positive overall effect on cognitive outcomes (g = 0.60, p < 0.01), have a large positive overall effect on psychomotor outcomes (g = 1.67, p < 0.01), and have a small positive effect on affective outcomes (g = 0.30, p < 0.01). Furthermore, both the type of VR/AR technology and the engineering subdiscipline don't influence the effectiveness of VR/AR applications that were used. Such results provided empirical evidence for teachers and policymakers to adopt VR and AR in higher engineering education.
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