This article focuses on the role of embodiment in learning spatial phenomena in virtual reality in the context of geospatial education. We conducted an empirical study on the geovisualization of global earthquake loca...
详细信息
This article focuses on the role of embodiment in learning spatial phenomena in virtual reality in the context of geospatial education. We conducted an empirical study on the geovisualization of global earthquake locations in immersive VR and desktop VR. We asked students to visualize cross-sections of the geometry of earthquake locations in subduction zones and answer pre- and post-experience questions. The degree of the sense of embodiment in immersive VR versus desktop VR was researched. We defined the sense of embodiment based on two embodied affordances: (1) embodied relative reference frame and (2) bodily engagement. We found that immersive VR has a significantly higher sense of embodiment than desktop VR. Additionally, students showed a significantly higher level of reflective thinking in immersive VR. In terms of learning performance, students significantly gained knowledge in both conditions when comparing their pre- and post-knowledge. However, we could not find any significant difference between immersive and desktop VR. The lower level of embodiment in desktop VR seemed sufficient to improve students' grades. These results encourage more research studies on the effect of the sense of embodiment on learning in the geospatial and earth sciences.
This study aimed to identify facilitators and barriers for implementation of virtual reality therapy (VRT), used to train communication and problem-solving skills aiding relapse prevention, when integrated with addict...
详细信息
This study aimed to identify facilitators and barriers for implementation of virtual reality therapy (VRT), used to train communication and problem-solving skills aiding relapse prevention, when integrated with addiction treatment (Treatment as Usual;TAU). Mixed methods were used in an observational, partly prospective, design. A total of 21 therapists and 113 patients from three inpatient addiction clinics were assessed. Therapists filled in questionnaires to gauge expectancies and experiences regarding facilitators and barriers at baseline, after a try-out period, halfway, and at the end of the pilot lasting 6-12 months. They also participated in focus-group interviews. Patients filled in similar questionnaires before an initial, and after they finished a third, VRT session. In addition, nine patients were interviewed. All VRT sessions were logged, with patients answering additional questions. Acceptability of VRT was high in both groups. It was feasible to integrate VRT with TAU and integration showed potential effectiveness. Barriers included incidental motion sickness, technical difficulties, costs, and device setup time. Both therapists and patients advocated VRT use to augment addiction treatment. Findings suggest a clinical effectiveness study is warranted.
Objectivevirtual reality is increasingly used in healthcare settings. Potentially, it's use in palliative carecould have a positive impact;however, there is limited evidence on the scope, purpose and patient outco...
详细信息
Objectivevirtual reality is increasingly used in healthcare settings. Potentially, it's use in palliative carecould have a positive impact;however, there is limited evidence on the scope, purpose and patient outcomes relating to virtual reality use in this context. The objective of this scoping review is to chart the literature on virtual reality use in palliative care, identifying any evidence relating to biopsychosocial patient outcomes which could support its use in *** scoping review of the literature, involving . a systematic search across 10 electronic bibliographic databases in December 2021, . Eligibility criteria were primary research studies, of any research designwithin a 10-year timeframe, which reported on virtual reality use and patient outcomes in palliative care. A total of 993 papers were identified, andcomprehensive screening resulted in 10 papers for *** scoping review identified 10 papers addressing virtual reality in palliative care, published within a three-year timeframe 2019-2021. Research methodologies included mixed methods, quantitative and qualitative. The evidence highlightsvirtual reality use with patients receiving palliative care in a variety of settings, and data around useability, feasibility and acceptability is positive. However, the evidence regarding biopsychosocial patient outcomes linked to virtual reality use is *** reality is gathering momentum in palliative care and is potentially a helpful intervention;however more research is needed to underpin the evidence base supporting its application, particularly in understanding the impact on biopsychosocial patient outcomes and ascertaining the best approach for measuring intervention effectiveness.
I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47-75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop i...
详细信息
I discuss how virtual reality can be used to acquire self-knowledge. Lawlor (Philos Phenomenol Res 79(1):47-75, 2009) and Cassam (Vices of the mind: from the intellectual to the political. OUP, Oxford, 2014) develop inferential accounts of self-knowledge in which one can use imagination to acquire self-knowledge. This is done by actively prompting imaginary scenarios and observing one's reactions to those scenarios. These reactions are then used as the inferential basis for acquiring self-knowledge. I suggest that the imaginary scenarios can be in principle replaced with scenarios in virtual reality in a way that still provides an inferential basis for self-knowledge. Instead of internal prompting in imagination, I call this external prompting in virtual reality. I discuss the advantages and disadvantages of external prompting. On one hand, external prompting avoids some of the common biases that can intervene with internal prompting in imagination. On the other hand, external prompting comes with some challenges of its own. External prompting might be more time-consuming and might be open to a game-like approach of the agent leading to a different sort of distortion that gets in the way of self-knowledge. I suggest that these are practical challenges, but nevertheless, external prompting seems worthwhile for self-knowledge that is otherwise especially difficult to acquire.
Purpose The purpose of this approach is to structure and facilitate the development of competency-oriented virtual training scenarios. This approach should help to develop reproducible results. Design/methodology/appr...
详细信息
Purpose The purpose of this approach is to structure and facilitate the development of competency-oriented virtual training scenarios. This approach should help to develop reproducible results. Design/methodology/approach This publication presents a procedure for the structured, competency-oriented design of virtual teaching-learning environments. The procedure is based on the competency-oriented design of learning factories according to Tisch and consists of a total of three phases with various substeps. The different steps of the method are presented by means of an application example and the generated scenario is evaluated by means of a competency measurement according to Glass regarding its suitability for teaching competencies. Findings In addition to an application example that introduces the approach, this publication presents concrete results from the research project. In addition to a review of the opportunities and limitations of virtual reality (VR) in continuing education, these also refer to possible, realizable requirements for the use of VR. In addition, results on the suitability of VR learning environments for competency development in the context of value streaming mapping training are presented. Originality/value This approach represents a substantial extension of existing concepts for the design of physical learning factory training for lean topics. It can help learning factory operators and other training providers to design competency- and user-oriented virtual training. VR offers a multitude of potentials in this context, but these can only be exploited through conscientious use of the technology.
Heart rate variability biofeedback (HRV-BF) is frequently used for stress management. Recently, virtual reality technology has gained attention for delivery, promising higher immersion, motivation, and attention than ...
详细信息
Heart rate variability biofeedback (HRV-BF) is frequently used for stress management. Recently, virtual reality technology has gained attention for delivery, promising higher immersion, motivation, and attention than classical screens. However, the effects of different technologies and breathing techniques are not yet understood. In this study, 107 healthy participants completed a session in one of four conditions: HRV-BF on a desktop screen, HRV-BF via head-mounted display (HMD), standardised paced breathing without feedback (sPB) on a screen, or sPB via HMD. All setups significantly reduced perceived stress and increased heart rate variability (HRV). Practising HRV-BF, however, led to significantly greater increases in the low frequency band of HRV and cardiac coherence than sPB, and using an HMD rather than a screen also led to greater increases in cardiac coherence. As for user experience, immersion adaptation and interface quality were higher for HMDs and facilitating conditions were better for screens. While all technique and technology combinations are feasible and effective for stress management, immersing oneself in virtual reality with an HMD for HRV-BF might yield increased benefits in terms of HRV target outcomes and several user experience measures. Future research is necessary to confirm any long-term effects of such a mode of delivery.
Background: Chronic pain in adolescents is a significant and growing concern, as it can have negative implications on physical and psychosocial development. Management can be complicated by the increasing risks associ...
详细信息
Background: Chronic pain in adolescents is a significant and growing concern, as it can have negative implications on physical and psychosocial development. Management can be complicated by the increasing risks associated with opioid misuse, highlighting the need for effective nonpharmacological interventions. Biofeedback is an empirically supported behavioral intervention for chronic pain that targets the self-regulation of physiological responses. virtual reality (VR) is a novel delivery method for biofeedback that could serve as an engaging and effective platform for adolescents. Objective: The goal of this study was to assess the feasibility, acceptability, and preliminary effectiveness of integrating a VR-delivered respiratory biofeedback intervention into an outpatient pediatric pain rehabilitation program (PPRP) for adolescents with chronic pain. Methods: In this pilot study, we recruited 9 participants from those enrolled in the PPRP at Nemours Children's Hospital. Participants underwent 2 VR respiratory biofeedback sessions per week over a 4-week period using AppliedVR's "RelieVRx" program. Feasibility was defined as >60% of eligible patients enrolling with at least 80% of VR sessions completed. Acceptability was assessed via validated acceptability questionnaires, with high acceptability defined as an average acceptability rating score >3 on a 5-point Likert scale. Open-ended responses were analyzed via qualitative analysis. Preliminary effectiveness was assessed with questionnaires measuring the quality of life (Pediatric Quality of Life Inventory [PedsQL]) and level of pain interference in daily activities (Functional Disability Inventory) before and after participation in the pain program. Finally, heart rate (HR) and blood pressure (BP) were measured before and after each VR session. Results: Of 14 eligible PPRP patients, 9 (64%) enrolled in the VR respiratory biofeedback study, and 7 (77% of study participants) completed at least 80% of biofeedback se
Compared to Unmanned Aerial Vehicles (UAVs), the Aerial Manipulator System (AMS) supports active interaction with the environment, thus having broader potential for applications. However, the motion planning of the co...
详细信息
Compared to Unmanned Aerial Vehicles (UAVs), the Aerial Manipulator System (AMS) supports active interaction with the environment, thus having broader potential for applications. However, the motion planning of the contact-based interaction is a challenge due to the unstructured environment and the internal coupling of the AMS. The human-in-the-loop teleoperation system can enhance the intelligence of the AMS and simplify its planning layer. Current applications often separately teleoperate the UAV and manipulator, leading to a heavy cognitive burden on operators. This work establishes an all-in-one AMS teleoperation framework based on virtual reality (VR) technology. In this scheme, a digital twin model developed by Unity provides an immersive scenario in the Head Mounted Display (HMD). Additionally, with the intuitive operation methods provided by VR controllers and trackers, even one untrained operator using only one arm can guide the AMS to complete the aerial task. A experiment validated the robust collaborative capability of the proposed teleoperation system.
Neuropsychological testing aims to measure individuals' cognitive abilities (e.g. memory, attention), analysing their performance on specific behavioural tasks. Most neuropsychological tests are administered in th...
详细信息
Neuropsychological testing aims to measure individuals' cognitive abilities (e.g. memory, attention), analysing their performance on specific behavioural tasks. Most neuropsychological tests are administered in the so-called 'paper-and-pencil' modality or via computerised protocols. The adequacy of these procedures has been recently questioned, with more specific concerns about their ecological validity, i.e. the relation between test scores observed in the laboratory setting and the actual everyday cognitive functioning. In developing more ecological tasks, researchers started to implement virtual reality (VR) technology as an administration technique focused on exposing individuals to simulated but realistic stimuli and environments, maintaining at the same time a controlled laboratory setting and collecting advanced measures of cognitive functioning. This systematic review aims to present how VR procedures for neuropsychological testing have been implemented in the last years. We initially explain the rationale for supporting VR as an advanced assessment tool, but we also discuss the challenges and risks that can limit the widespread implementation of this technology. Then, we systematised the large body of studies adopting VR for neuropsychological testing, describing the VR tools' distribution amongst different cognitive functions through a PRISMA-guided systematic review. The systematic review highlighted that only very few instruments are ready for clinical use, reporting psychometric proprieties (e.g. validity) and providing normative data. Most of the tools still need to be standardised on large cohorts of participants, having published only limited data on small samples up to now. Finally, we discussed the possible future directions of the VR neuropsychological test development linked to technological advances.
With the rapid development of technology today, people have to develop appropriate devices to keep up with the changes. The world of gastronomy has been impacted by the technological advancements driven by the industr...
详细信息
With the rapid development of technology today, people have to develop appropriate devices to keep up with the changes. The world of gastronomy has been impacted by the technological advancements driven by the industrial revolution and the orientation to new gadgets. In recent years, the concepts of "virtual reality (VR)" and "augmented reality (AR)," the essential components of technological developments in the reality-virtual dimension, have offered many new applications in gastronomy. Before examining these applications, it is necessary to understand the content and distinctive features of the two concepts mentioned. VR is a technology that recreates three-dimensional digital images and videos to create authentic visual experiences for users. AR, on the other hand, enriches the user's perception and provides a live view of the real world with digital information. Although many of them are at the experimental stage, understanding these applications' purposes and usage patterns may contribute to improving or increasing the number of these applications in the future. This review provides an explanation of VR and AR technologies, along with examples of their applications in the gastronomy or food sector. Additionally, the review discusses the impact of these technologies on customer satisfaction and experience. virtual reality and augmented reality technologies in ***
暂无评论