Introduction: The growing popularity of virtual reality devices and increasingly widespread distribution of VR products into the home exposes users to risk of bodily harm. Safety features are integrated into the devic...
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Introduction: The growing popularity of virtual reality devices and increasingly widespread distribution of VR products into the home exposes users to risk of bodily harm. Safety features are integrated into the devices themselves, but the burden of cautious use rests upon the end user. The purpose of this study is to quantify and describe the array of injuries and demographics effected by the burgeoning VR industry to inform and encourage mitigation *** and methods: The National Electronic Injury Surveillance System (NEISS) data was used to ex-amine a nationwide sample of emergency department records from 2013 - 2021. Inverse probability sam-ple weights for cases were applied to arrive at national estimates. NEISS data included consumer product injuries, patient age, sex, race and ethnicity, drug and alcohol involvement, diagnoses, injury descriptions, and emergency department ***: The first VR-related injury was reported in the NEISS data in 2017, and injuries were estimated to number 125. Incidents of VR-related injuries amplified as increased VR units sold, and by 2021, there was a 352% increase in VR injuries totaling a weighted estimate of 1,336 ED visits. The most common VR-related injury diagnosis is fracture (30.3%), followed by laceration (18.6%), contusion (13.9%), other (11.8%), and strain / sprain (10.0%). VR-related injuries involve the hand (12.1%), face (11.5%), finger (10.6%), and knee (9.0%), head (7.0%) and upper trunk (7.0%). Patients age 0-5 most commonly experienced injuries to the face (62.3%). Injuries in patients 6-18 were mostly to the hand (22.3%) and face (12.8%). Patients 19-54 experienced primarily injuries to the knee (15.3%), finger (13.5%), and wrist (13.3%). Patients aged 55 and older disproportionately experienced injuries in the upper trunk (49.1%) and upper arm (25.2%).Conclusions: This is the first study to describe the incidence, demographics and characteristics of injuries from VR device use. S
IntroductionProblems with adequately regulating aggression are comon in people with mild to borderline intellectual disabilities (MBID). Learning through experience has been shown to be effective in MBID. Therefore, w...
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IntroductionProblems with adequately regulating aggression are comon in people with mild to borderline intellectual disabilities (MBID). Learning through experience has been shown to be effective in MBID. Therefore, we adapted an aggression prevention training that uses virtual reality (VR), which was initially made for a forensic psychiatric population. We aimed to assess the feasibility of this VR aggression training for *** people with MBID attended the 12-session VR aggression training. Both quantitative (on session satisfaction, well-being and observed aggression), and qualitative measures (feasibility workbook evaluations and focus groups with participants and therapists) were *** participants completed all sessions, and three participants dropped out because of a lack of motivation. Session satisfaction scores were high. Thematic analyses identified that participants learned coping strategies, and gained insights into emotions and triggers. Suggestions for improvement of the training included more personalization, practicing longer in VR, and more involvement of the social network in training sessions. Aggression observation measures were not feasible and no reliable results could be *** the dropout was substantial, the training seems feasible and acceptable for participants and therapists. However, improvements should be made to the intervention to increase efficacy, and enable better fits with participants' specific needs.
PurposeThe aim of our prospective randomised trial was to demonstrate the efficacy and improvement in surgical skills of inexperienced surgeons in the balloon kyphoplasty procedures trained with virtual reality (VR) c...
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PurposeThe aim of our prospective randomised trial was to demonstrate the efficacy and improvement in surgical skills of inexperienced surgeons in the balloon kyphoplasty procedures trained with virtual reality (VR) compared to untrained inexperienced surgeons. MethodsSix orthopaedic residents were randomized to group VR1 (trained) and group VR0 (untrained, control group).At the beginning, all participants, after a theoretical lesson, performed a virtual kyphoplasty. Each resident of the Group VR1 did four training sessions in 1 month (2 h per week) and at the end of training was re-evaluated performing a virtual kyphoplasty. Residents were evaluated with global task completion time and rates subtask ability according to Global Rating Scale of Operative Performance adaptation (both in VR simulation and during the surgery). A percutaneous vertebral augmentation with balloon kyphoplasty was performed by all residents. Intraoperative parameters, complications and cumulative transfer effectiveness ratio (CTER) were analysed. MethodsSix orthopaedic residents were randomized to group VR1 (trained) and group VR0 (untrained, control group).At the beginning, all participants, after a theoretical lesson, performed a virtual kyphoplasty. Each resident of the Group VR1 did four training sessions in 1 month (2 h per week) and at the end of training was re-evaluated performing a virtual kyphoplasty. Residents were evaluated with global task completion time and rates subtask ability according to Global Rating Scale of Operative Performance adaptation (both in VR simulation and during the surgery). A percutaneous vertebral augmentation with balloon kyphoplasty was performed by all residents. Intraoperative parameters, complications and cumulative transfer effectiveness ratio (CTER) were analysed. ResultsIntraoperative scores revealed an improvement in the group VR1 between the first VR trial and the intraoperative phase (2.85 +/- 0.65 vs. 4.09 +/- 0.62, P < 0.05), which was not see
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.
作者:
Lee, JieunAtaya, AyaKim, SeungjunGIST
Sch Integrated Technol 123 Chemdan gwagiro Gwangju 61005 South Korea GIST
AI Grad Sch 123 Chemdan gwagiro Gwangju 61005 South Korea
Reorientation techniques in virtual reality (VR) enable users to explore virtual spaces that are larger than the physical spaces within limited physical spaces. Increasing the rotation gain, which alters the user'...
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Reorientation techniques in virtual reality (VR) enable users to explore virtual spaces that are larger than the physical spaces within limited physical spaces. Increasing the rotation gain, which alters the user's orientation between physical and virtual spaces, enables users to navigate a larger virtual space. However, as a significant rotation gain may disrupt the user's sense of presence and cause discomfort, it is used at limited values. To address this issue, we propose an attention-demanding task-based reorientation technique that leverages the human perceptual phenomenon of inattentional blindness. We design attention-demanding tasks that require users to focus on specific types of attention (visual, mental, and physical) and verify that tasks are effective in demanding the intended attention type. In addition, we measure the user noticeability, presence, and VR sickness. The results show that users are less likely to notice reorientation during attention-demanding tasks than during tasks without specific attentional demands, which also avoids undesired effects such as presence degradation and increased VR sickness. Our findings suggest VR content design guidelines for seamlessly integrating reorientation techniques into VR interactive scenarios, thereby increasing the opportunities for reorienting users in virtual environments.
Objectives: virtual reality has emerged as a unique educational modality for medical trainees. However, incorporation of virtual reality curricula into formal training programmes has been limited. We describe a multi-...
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Objectives: virtual reality has emerged as a unique educational modality for medical trainees. However, incorporation of virtual reality curricula into formal training programmes has been limited. We describe a multi-centre effort to develop, implement, and evaluate the efficacy of a virtual reality curriculum for residents participating in paediatric cardiology rotations. Methods: A virtual reality software program ("The Stanford virtual Heart") was utilised. Users are placed "inside the heart" and explore non-traditional views of cardiac anatomy. Modules for six common congenital heart lesions were developed, including narrative scripts. A prospective case-control study was performed involving three large paediatric residency programmes. From July 2018 to June 2019, trainees participating in an outpatient cardiology rotation completed a 27-question, validated assessment tool. From July 2019 to February 2020, trainees completed the virtual reality curriculum and assessment tool during their cardiology rotation. Qualitative feedback on the virtual reality experience was also gathered. Intervention and control group performances were compared using univariate analyses. Results: There were 80 trainees in the control group and 52 in the intervention group. Trainees in the intervention group achieved higher scores on the assessment (20.4 +/- 2.9 versus 18.8 +/- 3.8 out of 27 questions answered correctly, p = 0.01). Further analysis showed significant improvement in the intervention group for questions specifically testing visuospatial concepts. In total, 100% of users recommended integration of the programme into the residency curriculum. Conclusions: virtual reality is an effective and well-received adjunct to clinical curricula for residents participating in paediatric cardiology rotations. Our results support continued virtual reality use and expansion to include other trainees.
This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of virtual reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrate...
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This study examines the role of Technology Anxiety (TA), age, past use, and cybersickness in the adoption of virtual reality (VR) technology. Using an extended Technology Acceptance Model (TAM), the research integrates age and past use as antecedents of TA and evaluates their influence on perceived ease of use (PEoU), perceived enjoyment (PENJ), and user attitudes. Data from 206 participants were analysed using Partial Least Squares Structural Equation Modelling (PLS-SEM) following a VR pilgrimage experience. The findings challenge conventional assumptions, revealing that past VR use increased TA, contradicting prior studies that associate familiarity with reduced anxiety. Additionally, older users exhibited lower TA levels than younger participants, highlighting a potential shift in how age influences technology adoption. TA significantly enhanced PENJ, indicating that anxiety may amplify emotional engagement in immersive settings, rather than solely acting as a barrier. While TA enhanced PEoU, it had a negative correlation with cybersickness, suggesting that anxious users might interact with VR more cautiously, thereby limiting sensory mismatches. Moreover, cybersickness did not significantly influence attitudes toward the system, emphasizing the dominance of engagement over physical discomfort in emotionally significant experiences. Attitude toward the system strongly predicted use intention, highlighting the necessity of designing VR experiences that balance usability with emotional engagement. This study provides new insights into the psychological and demographic factors influencing VR adoption and offers practical strategies for optimizing user experience, particularly in religious and cultural applications.
Recent advances in virtual reality (VR) and head-mounted display (HMD) color calibration offer a novel framework for vision science, enabling researchers to investigate color constancy from new perspectives. The aim o...
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Recent advances in virtual reality (VR) and head-mounted display (HMD) color calibration offer a novel framework for vision science, enabling researchers to investigate color constancy from new perspectives. The aim of this study was to assess the effectiveness of VR in color constancy studies by investigating how field of view and scene complexity, two properties that take advantage of VR's unique features, influence color constancy. We conducted a VR psychophysical experiment in which observers were asked to judge the color of patches under various conditions. The results showed that field of view has a strong and significant impact on color constancy. However, no significant differences were found between complex and simpler scenes. These findings demonstrate the potential of VR as a valuable tool for investigating the interaction between unique VR features, such as an expanded field of view and color constancy. (c) 2025 Optica Publishing Group. All rights, including for text and data mining (TDM), Artificial Intelligence (AI) training, and similar technologies, are reserved.
Traditional classroom training sessions can negatively impact participants' engagement and knowledge retention. In response, several organisations are moving towards innovative and more engaging approaches, such a...
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Traditional classroom training sessions can negatively impact participants' engagement and knowledge retention. In response, several organisations are moving towards innovative and more engaging approaches, such as virtual reality (VR). By using VR, participants can immerse in a simulated environment, acquiring experiences in rare and hazardous situations that cannot be experienced in the natural environment without risk to the participants. VR has been applied in several areas, and this study aims to understand the applicability and impact of VR simulators on human training and perspectives of this emergent area. Drawn on a rigorous systematic literature review of 82 articles, the study presents findings from the thematic analysis. First, descriptive results outline the VR literature and its applications as an innovative training and learning tool. Second, a prescriptive thematic analysis has identified emerging themes related to behavioural, technological, and organisational benefits. The results also show the VR challenges related to technological limitations, restricted resources, and academic research. This study demonstrates the development of VR in human training, presenting contributions to theory and practice. The study presents some limitations related to the scope and focus of the study, and future pathways to address these limitations are suggested. For instance, the research protocol did not consider conference papers or articles that were not in English, and it was limited to a search period. Furthermore, emergent topics such as artificial intelligence and VR technology's physiological-emotional and sensory aspects in training should be addressed. Therefore, future studies should address these topics and use the research agenda suggested in this study.
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.
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