This paper focuses on the potential value and future prospects of using virtual reality (VR) technology in online education. In detailing online education and the latest VR technology, we focus on meta -verse construc...
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This paper focuses on the potential value and future prospects of using virtual reality (VR) technology in online education. In detailing online education and the latest VR technology, we focus on meta -verse construction and artificial intelligence (AI) for educational VR use. In particular, we describe a virtual university campus in which on-demand VR lectures are conducted in virtual lecture halls, automated evaluations of student learning and training using machine learning, and the linking of multiple digital campuses.
virtual reality (VR), augmented reality (AR) and mixed reality (MR) can evoke a sense of presence, where a person can feel as though they are physically present in a virtual environment. The intention of this research...
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virtual reality (VR), augmented reality (AR) and mixed reality (MR) can evoke a sense of presence, where a person can feel as though they are physically present in a virtual environment. The intention of this research is to understand whether VR/AR/MR can create human connection and experience through interactions with virtual environments to assist in the prevention and treatment of psychological impacts to astronaut health during longterm and long-distance space missions (experiencing Earth from space);and for space tourism, education and outreach purposes as a cost-effective way for people to experience space;to help people understand how important the space industry is to our lives;and to inspire future careers (experiencing space from Earth).Qualitative literature review was undertaken to understand current and potential future VR/AR/MR technologies and how they are being used in psychology;in space;for astronaut mental health in space;for two-way communication;for general tourism, education and outreach purposes;and for space tourism, space education and space outreach *** are proposed for further study into VR/AR/MR as a tool for astronaut mental health and wellbeing;and for further development of VR/AR/MR experiences for space tourism, education and outreach purposes.
VR simulators will gain wider place in medical education in order to ensure high quality surgical training. The integration of VR simulators into residency programs is actually required more than ever in the era after...
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VR simulators will gain wider place in medical education in order to ensure high quality surgical training. The integration of VR simulators into residency programs is actually required more than ever in the era after the pandemic. In this review, the literature is reviewed for articles that reported validation results of different VR simulators designed for the field of otolaryngology. A total of 213 articles searched from Pubmed and Web of Science databases with the key words "virtual reality simulation" and "otolaryngology" on January 2022 are retrieved. After removal of duplicates, 190 articles were reviewed by two independent authors. All the accessible articles in english and which report on validation studies of virtual reality systems are included in this review. There were 33 articles reporting validation studies of otolaryngology simulators. Twenty one articles reported on otology simulator validation studies, eight articles reported rhinology simulator validation studies and four articles reported on pharyngeal and laryngeal surgery simulators. Otology simulators are shown to increase the performance of the trainees. In some studies, efficacy of simulators has been found comparable to cadaveric bone dissections and trainees reported that VR simulators was very useful in facilitating the learning process and improved the learning curves. Rhinology simulators designed for endoscopic sinus surgery are shown to have the construct validity to differentiate the surgeons of different level of expertise. Simulators in temporal bone surgery and endoscopic sinus surgery can mimic the surgical environment and anatomy along with different surgical scenarios, thus can be more implemented in surgical training and evaluation of the trainees in the future. Currently there are no validated surgical simulators for pharyngeal and laryngeal surgery.
virtual reality (VR) promises many benefits for the tourism industry. However, a review of tourism-related VR research shows that the roles of system quality and user personality remain largely unexplored. This study ...
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virtual reality (VR) promises many benefits for the tourism industry. However, a review of tourism-related VR research shows that the roles of system quality and user personality remain largely unexplored. This study examines the causal relation underlying VR quality (information quality, interactivity, and visual attractiveness) and the user's personality (openness to experience, conscientiousness, and social influence) in conjunction with usability, attitude, and behavioural intention. We collected user data from a VR tourism experience of the Sangiran museum at Surakarta, Indonesia using a Head Mounted Device VR. The Sangiran museum is an archaeological excavation site recognised as a world heritage site by UNESCO. Two hundred eighteen valid responses were analysed using Structural Equation Modelling. The result suggests that only visual attractiveness positively impacts usability from a VR quality perspective, while openness to experience and social influence showsignificant positive evidence of attitude. These findings are discussed based on the practical and theoretical implications, including future research opportunities into VR tourism.
In this paper, we show that virtual reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurem...
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In this paper, we show that virtual reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a dual-task paradigm. We hypothesized that sickness symptoms such as nausea, eyestrain, and fatigue would reduce the users' capacity to pay attention to tasks completed in a virtual environment, and that this reduction in attention would be dynamically reflected in a decrease of the P3b amplitude while VR sickness was experienced. In a user study, participants were taken on a tour through a museum in VR along paths with varying amounts of rotation, shown previously to cause different levels of VR sickness. While paying attention to the virtual museum (the primary task), participants were asked to silently count tones of a different frequency (the secondary task). Control measurements for comparison against the VR sickness conditions were taken when the users were not wearing the Head-Mounted Display (HMD) and while they were immersed in VR but not moving through the environment. This exploratory study shows, across multiple analyses, that the effect mean amplitude of the P3b collected during the task is associated with both sickness severity measured after the task with a questionnaire (SSQ) and with the number of counting errors on the secondary task. Thus, VR sickness may impair attention and task performance, and these changes in attention can be tracked with ERP measures as they happen, without asking participants to assess their sickness symptoms in the moment.
Background: Ensuring that pool lifeguards develop the skills necessary to detect drowning victims is challenging given that these situations are relatively rare, unpredictable and are difficult to simulate accurately ...
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Background: Ensuring that pool lifeguards develop the skills necessary to detect drowning victims is challenging given that these situations are relatively rare, unpredictable and are difficult to simulate accurately and safely. virtual reality potentially provides a safe and ecologically valid approach to training since it offers a near-to-real visual experience, together with the opportunity to practice task-related skills and receive feedback. As a prelude to the development of a training intervention, the aim of this research was to establish the construct validity of virtual reality drowning detection ***: Using a repeated measures design, a total of 38 qualified lifeguards and 33 non-lifeguards completed 13 min and 23 min simulated drowning detection tasks that were intended to reflect different levels of sustained attention. During the simulated tasks, participants were asked to monitor a virtual pool and identify any drowning targets with accuracy, response latency, and dwell time ***: During the simulated scenarios, pool lifeguards detected drowning targets more frequently and spent less time than non-lifeguards fixating on the drowning target prior to the drowning onset. No significant differences in response latency were evident between lifeguards and non-lifeguards nor for first fixations on the drowning ***: The results provide support for the construct validity of virtual reality lifeguarding scenarios, thereby providing the basis for their development and introduction as a potential training approach for developing and maintaining performance in lifeguarding and drowning detection. Application: This research provides support for the construct validity of virtual reality simulations as a potential training tool, enabling improvements in the fidelity of training solutions to improve pool lifeguard competency in drowning detection.
Background: Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and ac...
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Background: Due to a high number of patients affected by long COVID or post-COVID condition, an essential step to address the long-term effects of COVID-19 lies in the development and implementation of flexible and accessible rehabilitation programs. virtual reality (VR) technologies offer the potential to support traditional therapies with individualized at-home programs. Objective: This study aims to provide an overview of existing scientific evidence on the development and implementation of VR-assisted respiratory rehabilitation programs for patients with long COVID and post-COVID condition and to synthesize the results. Methods: We conducted a scoping review of studies from 6 databases. PubMed, CINAHL, Cochrane, ScienceDirect, Web of Science Social Sciences Citation Index, and PEDro were searched using an exploratory search strategy. The search, which was last updated in February 2024, included peer-reviewed studies on immersive VR applications providing respiratory rehabilitation programs for patients with chronic obstructive pulmonary disease and long COVID or post-COVID condition. Exclusion criteria were studies in clinical or inpatient settings, telemedicine, nonimmersive VR applications, and gray literature. Nine publications were included in this review. Findings were extracted and summarized from the studies according to the JBI (Joanna Briggs Institute) method and thematically categorized. Topics covered were study characteristics, physiotherapeutic concept, clinical Results: The 9 publications included in the qualitative analysis were published in 2019-2023. Eight empirical studies were included: 4 followed a mixed methods design, 3 were qualitative studies, and 1 followed a quantitative method. One scoping review was included in the data analyses. Four of the included studies were on patients with chronic obstructive pulmonary disease. The 9 studies demonstrated that VR-supported respiratory rehabilitation programs result in positive initial outcomes i
Background: virtual reality exposure therapy (VRET) is a promising treatment approach for anxiety disorders. However, whileits efficacy has been demonstrated in adults, research on the efficacy of VRET in the treatmen...
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Background: virtual reality exposure therapy (VRET) is a promising treatment approach for anxiety disorders. However, whileits efficacy has been demonstrated in adults, research on the efficacy of VRET in the treatment of adolescents with anxietydisorders is largely lacking. Objective: A pilot study was carried out to test whether exposure to a virtual reality (VR) school environment elicits stateanxiety and autonomic arousal in adolescents with school anxiety (diagnoses covering social anxiety disorder or specific phobiainvolving school contexts). In addition, we examined whether repeated VR exposure led to a reduction in this fear response, traitschool anxiety, and social anxiety symptoms. Moreover, the relationship of presence, the subjective sense of "being there," duringVR exposure with anxiety measures and treatment response was examined. Methods: In a pilot study, 10 adolescents with school anxiety (age range 14 to 17 years) participated in five VRET ***-reported state anxiety, heart rate, and presence during exposure, as well as trait school anxiety and social anxiety before andafter treatment, were measured. Results: The VR scenario induced state anxiety and autonomic arousal. After VRET, a significant reduction in state anxiety(eta 2=0.74) and social anxiety symptoms (d=0.82) as well as a trend toward a decrease in trait school anxiety were observed, whileautonomic arousal did not change. In addition, presence during VR exposure was associated with state anxiety and treatmentresponse. Conclusions: Our findings indicate the feasibility and potential effectiveness of VRET as a treatment method for symptoms ofschool and social anxiety in adolescents.
Highlights•Pain assessment at multiple stages is crucial for VR effectiveness. •Lack of blinding in VR studies can introduce evaluation bias. •A multi-method, multi-trait approach enhances assessment validity.
Highlights•Pain assessment at multiple stages is crucial for VR effectiveness. •Lack of blinding in VR studies can introduce evaluation bias. •A multi-method, multi-trait approach enhances assessment validity.
virtual reality is a rapidly expanding topic, both in terms of technological advances and the domains of its applications - also in promoting pro-environmental behaviours or increasing environmental awareness. This st...
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ISBN:
(纸本)9783031667602;9783031667619
virtual reality is a rapidly expanding topic, both in terms of technological advances and the domains of its applications - also in promoting pro-environmental behaviours or increasing environmental awareness. This study aims to present the research procedure that could enable a comparison of immersive virtual reality and desktop games concerning promoting waste-sorting behaviour in terms of their effectiveness with the use of cognitive neuroscience techniques. The article provides a contribution to the field of waste management by proposing a methodology for investigating the most effective ways of promoting waste-sorting behaviour. While there are some limitations to this approach, the potential benefits can be significant.
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