Simulation-based learning, including virtual reality (VR) and screen-based simulation, has emerged as widely adopted virtual methods that can provide an effective way to enhance learning. The purpose of this integrati...
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Simulation-based learning, including virtual reality (VR) and screen-based simulation, has emerged as widely adopted virtual methods that can provide an effective way to enhance learning. The purpose of this integrative review was to explore the current state of learning outcomes derived from virtual simulation modalities and determine if it is a viable option to deliver health care education and nursing professional development. Whittemore and Knafl's (2005) integrative review framework was followed for this review. PubMed, Cumulative Index to Nursing and Allied Health Literature (CINAHL), Web of Science, and ESBSCO databases were searched and yielded 499 articles. Data were analyzed in three phases and learning outcomes synthesized according to the four evaluation levels in Kirkpatrick's Model (1996). Twenty-five articles met inclusion criteria. Of the studies reviewed, 88% showed improved outcomes including high levels of learner satisfaction (76%), knowledge or skill acquisition (73%), and behavior change (89%). Organizational outcomes were not reported. VR and screen-based simulation are effective educational delivery options for health care related education and nursing professional development, although more robust research that measures higher level learner outcomes is needed.
Aim(i) Evaluate the perceived effect of the Enabling EDIE Acute workshop on dementia knowledge, attitudes toward dementia, and sense of competence of physical therapists, occupational therapists, allied health assista...
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Aim(i) Evaluate the perceived effect of the Enabling EDIE Acute workshop on dementia knowledge, attitudes toward dementia, and sense of competence of physical therapists, occupational therapists, allied health assistants, and physical therapy students. (ii) Determine if a greater perceived effect was observed within subgroups of the study *** pretest-posttest study with a three-month follow-up was conducted with participants who attended a virtual reality-based Enabling EDIE Acute *** (n = 96) predominately had no previous dementia training, were physical therapists (45%), female (70%), and had a mean age of 32.5 (SD 9.7) years. Total scores for dementia knowledge, attitudes, and sense of competence improved immediately post workshop and/or at the three-month *** reality-based training, such as the Enabling EDIE Acute workshop, appears to be an effective component of dementia education for allied health professionals. Further research is needed to confirm, and expand on, these *** reference numberACTRN12619001095156
The present paper proposes a description of the virtual reality (VR) use within the System Engineering approaches. The VR is spread among different design context and for different purposes, especially during Validati...
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ISBN:
(纸本)9783031765933;9783031765940
The present paper proposes a description of the virtual reality (VR) use within the System Engineering approaches. The VR is spread among different design context and for different purposes, especially during Validation and Verification phase (V&V). A case study is introduced, derived from the nuclear fusion project ITER. The scope of the work is to validate the maintainability of the Radial Neutron Camera (RNC) Ex-Port System. The RNC Ex-port system is a diagnostic tool for detection of un-collided neutrons and gain information about the plasma state. The context of this system needs precise and safe maintenance procedures due to the harsh and potentially dangerous environment. The VR method has been used for the validation of procedures. The CAD model has been adapted into the software Unity and needed scripts have been introduced. The substitution of a detector (the 4He scintillator) is taken into consideration, verifying the feasibility for one operator. The simulation led to validation of the operation with some corrections, confirming the VR as useful tool in supporting V&V phase.
The effect of sensory-specific guides on the virtual training of individuals with intellectual disabilities was investigated. A virtual vocational training system was developed to provide selective sensory guides, and...
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The effect of sensory-specific guides on the virtual training of individuals with intellectual disabilities was investigated. A virtual vocational training system was developed to provide selective sensory guides, and participants were categorized into visual or auditory groups by identifying the sensory type of cues they utilized effectively. Video models and visible objects were employed as virtual interventions. Participants who received video model interventions showed a statistically significant improvement in task performance than the other group (Kruskal-Wallis H = 7.48, p = 0.006). The visual attention group that utilized video models improved by 46.72%, while the auditory attention group that used visible objects showed a lower improvement of 23.38% (Kruskal-Wallis H = 2.92, p = 0.026). Correlation analysis of virtual intervention utilization patterns revealed that these virtual interventions were beneficial for individuals with strong visual attention. Therefore, virtual interventions and teaching methods should be tailored to the sensory characteristics of individuals.
Cerebral palsy (CP) is a neuromotor disorder affecting movement, muscle tone, and posture, leading to difficulties in motor coordination, balance, and strength. virtual reality (VR) games offer an interactive method t...
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Cerebral palsy (CP) is a neuromotor disorder affecting movement, muscle tone, and posture, leading to difficulties in motor coordination, balance, and strength. virtual reality (VR) games offer an interactive method to engage children in a non-real environment, potentially improving balance and motor function. This study aimed to explore the impact of a VR-based balance system on gross motor function and balance in children with CP. Four participants (two boys and two girls, mean age 9.75 +/- 3.41) were assessed at three time points: pre-treatment, six weeks post-initial assessment, and two weeks after intervention. Using tools like the Gross Motor Function Measure Scale (GMFMS), Pediatric Balance Scale (PBS), and Gross Motor Performance Measure (GMPM), the study found significant improvements in gross motor skills, balance, and motor performance with the use of the Nintendo Wii Balance Board within conventional physiotherapy. Further research is recommended to refine intervention parameters, incorporate additional outcome measures, and assess broader applicability, including for children with conditions like ADHD.
Airflow is recognized as an effective method for inducing the illusion of self-motion (vection) and reducing motion sickness in virtual reality. However, the quantitative relationship between virtual motion and the ai...
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Airflow is recognized as an effective method for inducing the illusion of self-motion (vection) and reducing motion sickness in virtual reality. However, the quantitative relationship between virtual motion and the airflow perceived as consistent with it has not been fully explored. To address this gap, this study conducted three experiments. In Experiment 1, we carried out a series of cross-modal matching tasks to establish the relationship between the speed of virtual motion and the airflow speed perceived as consistent with it, revealing a strong linear correlation. In Experiment 2, we introduced the concept of an "Airflow Gradient" to simulate the bodily sensation of curvilinear motion and examined the relationship between the radius and angular velocity of the motion and the difference in airflow speed between the left and right sides. The results indicated a linear relationship between the radius and the left-right airflow speed difference, while the angular velocity showed a near-quadratic pattern, similar to the centripetal acceleration formula. Based on these findings, Experiment 3 developed a dynamic airflow scheme and compared it with constant airflow and no-airflow conditions during locomotion tasks in a complex urban environment. The results demonstrated that dynamic airflow, which ensures consistency between visual and bodily vection, further reduces motion sickness, enhances presence, and provides a more natural and consistent virtual motion experience.
Percutaneous transluminal angioplasty with stenting is extensively applied for treatment of atherosclerosis. However, the effects of dogboning (d(b)), foreshortening (f(s)), longitudinal recoil (l(r)) and radial recoi...
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Percutaneous transluminal angioplasty with stenting is extensively applied for treatment of atherosclerosis. However, the effects of dogboning (d(b)), foreshortening (f(s)), longitudinal recoil (l(r)) and radial recoil (R-r) usually occur to inflict damage to the artery and make the positioning difficult during the cardiovascular stent (CS) expansion to the maximum and after the inflated balloon removing. In the article, the design and manufacture of a CS were carried out based on digital twin (DT) technology rather than traditional expertise- and experience-based methods. The highly kinetic model of a CS was firstly derived from its upfront proposed geometric configuration, governing equations of solid mechanics and boundary conditions to construct its DT through virtual reality (VR). Then global sensitivity analysis (GSA) and dynamic response optimization (DRO) was implemented to optimize the material and processing parameters including Young's modulus (E), isotropic tangent modulus (E-t), Poisson's ratio (nu), density (rho) and initial yield stress (sigma), in order to obtain a satisfied behavior requirements for effects of d(b), f(s), l(r) and R-r. The prototype experiment result showed that the CS made of shape memory Nitinol with optimal material and processing parameters (rho = 7050 kg m(-3), nu = 0.27, E = 205 GPa, E-t = 675.13 MPa and sigma = 198.49 MPa) obtained from its digital twin through VR simulation could have desired behavior performance characteristics, such as weak effect of d(b) and f(s) during the CS expansion to the maximum, and l(r) (-0.9%), distal R-r (0.4%) and central R-r (0.7%) after the inflated balloon removing.
This paper presents a 3D Ternary-Gaussian model that describes the uncertainty of pointing at 3D moving targets in virtual reality. In contrast to 2D user interfaces, users' perception and acquisition abilities fo...
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This paper presents a 3D Ternary-Gaussian model that describes the uncertainty of pointing at 3D moving targets in virtual reality. In contrast to 2D user interfaces, users' perception and acquisition abilities for 3D moving targets may undergo dynamic changes due to the influence of target depth, rendering the modeling of 3D moving target selection more challenging and intricate. We address this issue by categorizing the effects of depth on moving target selection as arm movement stability and visual perception, and then integrating these effects into a previously proposed Ternary-Gaussian model framework. A user study involving 15 participants was conducted to validate the model's performance across three types of target motions (i.e., motion-on-sphere, motion-in-depth, and combined motion). We conclude the paper with a set of implications for future design related to the selection of moving targets in 3D space.
With rapid technological advancements and increasing environmental challenges, educational systems face demands for innovative teaching methods. This study integrates virtual reality (VR) technology into vocational hi...
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With rapid technological advancements and increasing environmental challenges, educational systems face demands for innovative teaching methods. This study integrates virtual reality (VR) technology into vocational high school art curricula, examining its impact on public art creation and environmental literacy. Based on the Creative Problem Solving (CPS) model and scaffolding theory, the course includes units on public art, aesthetic composition, and environmental issues. Participants were second-year students from a vocational high school in Taiwan, with 29 in the VR-assisted experimental group and 35 in the control group using traditional teaching methods. Data were collected via pre- and post-tests, teacher evaluations, and self-assessments. Results showed that VR significantly improved students' engagement, exploration, and creation, effectively integrating art and environmental knowledge. The experimental group excelled in spatial expression, showing better understanding and interaction with spatial concepts. The CPS model enhanced problem-solving skills, innovation, teamwork, and feedback. This study confirms that combining VR with the CPS model fosters creativity and problem-solving in art education.
Predicting the evacuation behavior of pedestrians in emergencies is essential for ensuring public safety. Existing deep learning-based prediction models generally focus on crowd trajectories extrapolation in conventio...
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Predicting the evacuation behavior of pedestrians in emergencies is essential for ensuring public safety. Existing deep learning-based prediction models generally focus on crowd trajectories extrapolation in conventional scenarios but ignore the effect of emergencies on human behavior. Their performance has not been rigorously validated during emergency events such as fires and floodwaters. In this paper, we implement a combined solution involving a transformer-based network and virtual reality (VR) modeling. The proposed virtual reality- trained neural network incorporates diverse cues from human poses, moving paths, scenes, and emergency events to predict future trajectories. The virtual reality modeling creates diverse evacuation scenarios to enhance prediction performance. Moreover, based on the pretraining of our constructed VR dataset, the designed model can be applied to real-world human behavior prediction. The experimental results demonstrate our model's superior accuracy in various scenarios, particularly for emergency evacuations, showcasing its ability to capture the dynamics of human behavior in safety-critical environments.
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