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.
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).
Numeracy, the ability to use basic mathematical skills in everyday life, is essential in modern society. Recent studies have shown a connection between numeracy and visual numerosity perception, yet traditional 2D scr...
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Numeracy, the ability to use basic mathematical skills in everyday life, is essential in modern society. Recent studies have shown a connection between numeracy and visual numerosity perception, yet traditional 2D screen-based assessment methods often lack ecological validity and participant engagement. This study evaluates the viability of conducting numerosity estimation tasks in virtual reality (VR) and to determine whether hallmarks of numerosity processing, typically observed in laboratory settings, can be replicated in immersive environments. Six participants completed a psychophysical evaluation in VR, comparing the numerosity of visual stimuli consisting of two sets of spheres. The VR experiment successfully replicated two distinctive patterns found in traditional psychophysical studies: increased precision and decreased response times at high numerosities. Specifically, Weber fractions drop by approximately a factor of two, with values ranging from similar to 15% for low and intermediate conditions to similar to 8% in high numerosities, and response times decreases from similar to 663 ms for low numerosities to similar to 593 ms for high numerosities. These findings highlight that VR can be effectively used for numerosity estimation tasks, providing a controlled and immersive environment that traditional methods cannot achieve, while significantly expanding methodological possibilities in psychophysical research.
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.
This study examines the impact of fully interactive virtual reality (VR-360 degrees) vs. partially interactive (screen-360 degrees) medium and ecological vs. recreational story types on destination visit intention. Gr...
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This study examines the impact of fully interactive virtual reality (VR-360 degrees) vs. partially interactive (screen-360 degrees) medium and ecological vs. recreational story types on destination visit intention. Grounded on the theory of stimulus-organism-response, presence theory, and feelings-as-information theory, we used an experimental methodology with 295 participants to explain the impact of VR with story type on sustainable tourism. Our study results show significantly higher effects of the VR-360 degrees medium for an ecological story on visit intention than the screen-360 degrees. For the recreational story, the difference in impact on visit intention was not observed for the use of VR-360 degrees and screen-360 degrees medium. Our study finds presence a mediating factor and validates serial mediating effects of the affective image and attitude to explain the psychological mechanism of VR-360 degrees on visit intention. The study presents novel and empirical evidence to guide tourism marketing organizations toward using VR and ecological stories to promote sustainable tourism.
This article critically examines the evolution of digital embodiment within cyberspace and virtual reality (VR), analyzing how the narratives surrounding embodiment differ from the experiences of marginalized communit...
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This article critically examines the evolution of digital embodiment within cyberspace and virtual reality (VR), analyzing how the narratives surrounding embodiment differ from the experiences of marginalized communities. Narratives of Cartesian disembodiment abounded in the discourse but overlooked that there was no true disembodiment in cyberspace, just anonymity coupled with an assumed identity that was often that of the white, male majority. Early proponents of VR saw it as an inherently embodied phenomenon, but this was supplanted by a dualist narrative that dominated pop culture and academia. As cyberspace evolved from text-based to pictorial, it was acknowledged that bodies impacted online experiences, but many insisted that this should not matter. In today's cyberspace-VR merging, dominant players insist that the body should be celebrated, but this does not come coupled with measures to ensure that they are. This article reveals how virtual experiences reflect societal biases, despite narratives to the contrary, and calls for a conscious and inclusive approach to technology design to foster truly equitable digital spaces.
This study analyzes the use of virtual reality in walkability assessment. We conducted a stated preference survey to quantify urban characteristics promoting walkability. The urban characteristics were represented in ...
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This study analyzes the use of virtual reality in walkability assessment. We conducted a stated preference survey to quantify urban characteristics promoting walkability. The urban characteristics were represented in virtual scenarios, presented in standard videos, and compared with three-dimensional scenarios using virtual reality immersive equipment. Data analysis involved: (i) measure of agreement between the online and in-person survey choices;(ii) analysis of Simulator Sickness symptoms;(iii) estimation of discrete choice models;and (iv) calculation of marginal effects. The results show agreement between online and in-person surveys regarding participants' neighborhood choices. Some symptoms of simulator sickness increased after the immersive experience, but no apparent effect on participants' choices was observed. The model results and the marginal effects computed indicate that Attractiveness and Sidewalk pavement quality were the most valued attributes by respondents in both surveys, followed by Security. virtual reality facilitated the identification of urban environment aspects by providing a more realistic representation of complex attributes such as Safety, Attractiveness, and the availability of Stores and Services through its immersive nature.
Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. virtual reality (VR) and artificial intelligence (AI) technologies can ...
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Spaceflight is an isolated and confined environment (ICE) that exposes astronauts to psychological hazards, such as stress, danger, and monotony. virtual reality (VR) and artificial intelligence (AI) technologies can serve as psychological countermeasures as they can digitally simulate immersive environments, interactive companions, and therapeutic experiences. Our study employs a scoping literature review approach to identify what is currently known about the use and effectiveness of VR and AI-based interventions as psychological countermeasures to improve mood or emotional states in adults in space or other ICEs. Additionally, this review aimed to identify gaps in the knowledge base and whether a systematic review with meta-analysis was warranted. The review included studies where the intervention was used or intended for use in space or other extraterrestrial environments (ICE). Our search strategy yielded 19 studies from 3390 records across seven major databases. All studies focused on VR-based interventions, with no eligible AI-based intervention studies found. VR interventions were found to be effective for relaxation and improving mood, emergency training, as an interactive communication platform, for comparing interior designs, and for enhancing exercise. There were improvements for measures of mood and emotion (e.g., anxiety and stress);however, user preferences varied, and some instances of cybersickness were reported. A systematic review with meta-analysis is not recommended due to the heterogeneity of results. There is significant scope for further research into the use of VR for a wider range of mood and emotion variables using standardised assessment instruments. Additionally, the potential application of AI as a psychological countermeasure warrants further investigation.
virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single tas...
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virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single task and a biofeedback mechanism that reflects a single physiological measurement. Furthermore, user evaluations of such systems do not typically include a placebo condition, making it difficult to determine the actual contribution of biofeedback. This paper proposes a VR system for breathing and relaxation training that: (i) uses biofeedback mechanisms based on multiple physiological measurements, (ii) provides a richer user experience through a narrative that unfolds in phases where the user is the main character and controls different elements of the virtual environment through biofeedback. To evaluate the system and to assess the actual contribution of biofeedback, we compared two conditions involving 35 participants: a biofeedback condition that exploited realtime measurements of user 's breathing, skin conductance, and heart rate;and a placebo control condition, in which changes in the virtual environment followed physiological values recorded from a session with another user. The results showed that the proposed virtual experience helped users relax in both conditions, but real biofeedback produced results that were superior to placebo biofeedback, in terms of both relaxation and sense of presence. These outcomes highlight the important role that biofeedback can play in virtual reality systems for relaxation training, as well as the need for researchers to consider placebo conditions in evaluating this kind of systems.
In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. virtual reality (VR) games are a valuable addition to conventiona...
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In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in Flak et al. (Front Psychol 10:807, 2019. https://***/10.3389/fpsyg.2019.00807), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user's progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user's preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game of
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