virtual reality (VR) is an increasingly popular artificially mediated, immersive experience that is accessed through a headset. Recent research is starting to provide evidence about the positive impact that virtual re...
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virtual reality (VR) is an increasingly popular artificially mediated, immersive experience that is accessed through a headset. Recent research is starting to provide evidence about the positive impact that virtual reality technology can have on teaching and learning. This research, to date, has been primarily undertaken in higher education and in disciplines related to the health sciences. In this article, the possibilities, and problematics of using virtual reality in taught character education approaches are explored. The article proposes that VR can bring four learning opportunities for character educators that would not be possible in the traditional classroom. These expansive, immersive, embodied and autonomous learning opportunities can be harnessed to educate six components of virtue. In the article, the risks of VR use for character education are also investigated. The aim of the article is to get ahead of the EdTech developers and provide theoretical, conceptual and practical insights that will help ensure that the promise of VR to enhance character education can be realised.
PurposeWe conducted a systematic review with meta-analysis to examine the short- and long-term effects of virtual reality training (VRT) on pain, range of motion (RoM), kinesiophobia and perceived function in patients...
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PurposeWe conducted a systematic review with meta-analysis to examine the short- and long-term effects of virtual reality training (VRT) on pain, range of motion (RoM), kinesiophobia and perceived function in patients with chronic neck pain (CNP).MethodsWe searched the PubMed, Scopus, and PEDro databases for studies assessing effect of VRT against conventional therapy in CNP patients. Separate analyzes were performed for short-term (immediately after the intervention) and long-term (at follow-up) outcomes. Risk of bias was assessed with PEDro scale and the quality of evidence was assessed according to GRADE *** found 11 studies, 8 of which were eligible for meta-analysis. Most studies had good methodological quality (6-8 points on the PEDro scale). The analysis showed significant differences in favour of VRT for neck disability index (long-term), kinesiophobia (long-term), and neck flexion RoM (short-term). No significant differences were found for pain intensity in the short- and long-term assessments. Heterogeneity between effect sizes was high in most analyzes, and the quality of evidence was *** quality evidence suggests that VRT may contribute to long-term improvements in perceived function and kinesiophobia in CNP patients compared with conventional training programs. However, VRT and conventional training programs have similar effects on overall neck RoM and pain intensity.
Purpose - This study consolidates insights on the role of virtual reality (VR) and augmented reality (AR) in tourism engagement (TE). In addition, it suggests new directions for research in tourism and ***/methodology...
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Purpose - This study consolidates insights on the role of virtual reality (VR) and augmented reality (AR) in tourism engagement (TE). In addition, it suggests new directions for research in tourism and ***/methodology/approach - A hybrid integrative review was used with bibliometric and theory-context-characteristics-method framework analyses of 236 peer-reviewed journal *** - Computer science journals dominate TE in VR/AR research. Emotional and immersive attributes of VR/AR sustain TE. Exploring cultural theories can enrich TE perspectives in the context of VR/AR. This study offers fruitful directions by exploring virtual technology's role in sustaining cultural heritage and studying TE intentions and perceptions on VR/AR tourism mobile ***/value - To the best of the authors' knowledge, this is the first study that uncovers the structure and intellectual rationale of existent research.
Burn care procedures are a major cause of pain, stress and anxiety, and pharmacological methods such as opioids are often insufficient for pain management. This scoping review aimed to understand how virtual reality (...
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ISBN:
(纸本)9783031602177;9783031602184
Burn care procedures are a major cause of pain, stress and anxiety, and pharmacological methods such as opioids are often insufficient for pain management. This scoping review aimed to understand how virtual reality (VR) might help in the management of pain of pediatric patients suffering from burn wounds. An electronic search was conducted, and thirteen studies were included after the selection process. The studies used various immersive games such as SnowWorld, Dreamland, virtual River Cruise, Bubbles, Chicken Little or Need for Speed to reduce pain intensity during the wound dressing change procedures, skin stretching exercises, and hydrotherapy or physical therapy sessions. The results showed the feasibility of using VR to support pain management of burn pediatric patients and pointed for the reduction of pain intensity when using VR, as compared with control groups. Future research should include the customization of the VR solutions to improve the motivational relevance and increase treatment variants, the definition of standardized protocols for clinical implementation, or to determine if it is possible to reduce opioids as a primary outcome.
The way users interact with virtual reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based...
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The way users interact with virtual reality (VR) environments plays a crucial role in shaping their experience when embodying an avatar. How avatars are perceived by users significantly influences their behavior based on stereotypes, a phenomenon known as the Proteus effect. The psychological concept of affordances may also appear relevant when it comes to interact through avatars and is yet underexplored. Indeed, understanding how virtual representations suggest possibilities for action has attracted considerable attention in the human-computer interaction community, but only few studies clearly address the use of affordances. Of particular interest is the fact aesthetic features of avatars may signify false affordances, conflicting with users' expectations and impacting perceived plausibility of the depicted situations. Recent models of congruence and plausibility suggest altering the latter may result in unexpected consequences on other qualia like presence and embodiment. The proposed research initially aimed at exploring the operationalization of affordances as a tool to investigate the impact of congruence and plausibility manipulations on the sense of embodiment. In spite of a long and careful endeavor materialized by a preliminary assessment and two user studies, it appears our participants were primed by other internal processes that took precedence over the perception of the affordances we selected. However, we unexpectedly manipulated the internal congruence following repeated exposures (mixed design), causing a rupture in plausibility and significantly lowering scores of embodiment and task performance. The present research then constitutes a direct proof of a relationship between a break in plausibility and a break in embodiment.
This paper presents an evaluation of the effectiveness of virtual reality (VR) as a training tool for electricians working in high-risk environments within the energy infrastructure sector. A study was conducted invol...
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This paper presents an evaluation of the effectiveness of virtual reality (VR) as a training tool for electricians working in high-risk environments within the energy infrastructure sector. A study was conducted involving 124 participants, divided into four groups, to compare the outcomes of VR-based training, traditional training, and a combination of both methods. The virtual Electrician Training system, a comprehensive VR platform featuring realistic 3D models and interactive scenarios, was used to simulate real-world tasks. Results indicate that participants who received VR training followed by traditional training demonstrated the highest knowledge retention and skill acquisition, suggesting that VR is an effective introductory training tool. The study also identified challenges such as user discomfort and varying ease of use, highlighting the need for further refinement of VR systems. The findings support the integration of VR into technical training programs, with potential benefits including improved safety, enhanced learning outcomes, and cost savings. This research contributes to the growing body of knowledge on the application of VR in industrial training and offers insights into optimizing training sequences for maximum effectiveness.
Emerging research supports that institutionalisation may contribute to the development of the behavioural and psychological symptoms of dementia. Many studies have documented that virtual reality can enhance symptom m...
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Emerging research supports that institutionalisation may contribute to the development of the behavioural and psychological symptoms of dementia. Many studies have documented that virtual reality can enhance symptom management in people diagnosed with dementia. We design a virtual reality system to improve the symptom management of people diagnosed with dementia residing in long-term care services. Twenty people with dementia were enrolled in the study to evaluate the developed solution. Following semi-structured interviews and observations, a thematic analysis was conducted to analyse the results of the system. Heart Rate and Eye-tracking data were recorded to enhance the reliability of the findings. Our findings indicate that virtual reality might be able to improve the quality of life of people diagnosed with dementia, as it is highly effective in reducing behavioral and psychological symptoms associated with dementia, including aggression, agitation, anxiety, apathy, and depression. Additionally, virtual reality was found to be a possible solution for pain management, reminiscence therapy, and dementia diagnosis.
Efficient identification of at-risk construction workers is crucial for reducing fall-from-height (FFH) accidents. However, current methods of evaluating worker FFH risk rely on manual inspections, which are ineffecti...
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Efficient identification of at-risk construction workers is crucial for reducing fall-from-height (FFH) accidents. However, current methods of evaluating worker FFH risk rely on manual inspections, which are ineffective because of the complex nature of construction sites. To address this issue, this paper presents a technique for FFH risk assessment using physiological data. A virtual reality experiment with three FFH risk scenarios was conducted, during which four categories of physiological data were recorded. Using the physiological data and machine learning algorithms, FFH risk classification models were developed. Three key findings are as follows. (1) All four physiological metrics showed significant changes in response to varying FFH risk levels (2) EEG was the most effective physiological metric for FFH risk assessment, achieving a test accuracy of 0.924 (3) Combining all four physiological categories provided the highest accuracy of 0.998. The findings demonstrate the feasibility of using physiological signals for effective FFH risk assessment.
virtual reality (VR) has the potential to become a revolutionary technology with a significant impact on our daily lives. The immersive experience provided by VR equipment, where the user's body and senses are use...
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virtual reality (VR) has the potential to become a revolutionary technology with a significant impact on our daily lives. The immersive experience provided by VR equipment, where the user's body and senses are used to interact with the surrounding content, accompanied by the feeling of presence elicits a realistic behavioral response. In this work, we leverage the full control of audiovisual cues provided by VR to study an audiovisual suppression effect (ASE) where auditory stimuli degrade visual performance. In particular, we explore if barely audible sounds (in the range of the limits of hearing frequencies) generated following a specific spatiotemporal setup can still trigger the ASE while participants are experiencing high cognitive loads. A first study is carried out to find out how sound volume and frequency can impact this suppression effect, while the second study includes higher cognitive load scenarios closer to real applications. Our results show that the ASE is robust to variations in frequency, volume and cognitive load, achieving a reduction of visual perception with the proposed hardly audible sounds. Using such auditory cues means that this effect could be used in real applications, from entertaining to VR techniques like redirected walking.
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